8. Fungus Forest
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Geography: This area
is connected to the canyon by one of
the access tunnels, and
also can be reached via a long natural
cave from Area
9. A number of large, relatively open caverns join
to form a maze-like circle
of rooms. Many of these chambers are
several hundred feet in
diameter and 50 or 60 feet high. Even the
tunnels connecting the caves
to each other are relatively broad
and high. There is no passage
that would impede the movement
of a large ogre or similar
creature.
The caves are relatively
devoid of cave formations, although an
occasional stalactite descends
from above. Any features that
might have once arisen from
the floor have been removed. With
the exception of this modification
to make the floors smooth and
easy to walk across, the
entire area is the product of natural erosion,
not of intelligent creatures’
excavation.
Denizens: Each of
the dozen or so chambers in the area is literally
carpeted with thick growths
of fungi. Every variety of mushroom,
including shriekers,
violet fungus, and a host of edible
fungi grow in these caverns.
The floor of each chamber is lined
with a deep layer of soft
loam, and a faint smell of decay hangs in
the air.
Many of the fungi have been
carefully tended and cross-bred
so that they grow to extreme
heights. The caps of the tallest
mushrooms tower as much
as 30 feet over the floor. Narrow paths
lined with crushed stone
wind among the fungi. Movement off the
paths is virtually impossible
without crushing some of the fungi.
The tenders of this vast
underground plant garden are the
members of an isolated band
of myconids, or fungus men. The
myconids live in a large,
central cavern-the only one not choked
with growing fungi. From
here, they dutifully move among the
other caverns, tending the
fungi by cleaning off any blight and
clearing away any creatures
that threaten to eat them.
The most important duty
of the myconids is the irrigation of
their fungus forest. Since
there is no natural water supply in the
area, they journey down
the tunnel to Area 9 in a regular relay,
returning with huge, inverted
mushroom caps filled with water.
The precious moisture is
then allocated in precise amounts to the
various caverns, keeping
the fungi crop healthy and thriving.
This branch of myconid society
includes all levels of fungus
men, representing a full
circle of 20 individuals. The myconid
king is a very old fungus,
and takes his responsibilities quite seriously.
Although not hostile or
warlike, the myconids guard their
domain jealously, and tend
to drive off intruders rather than
inquire as to their purpose.
The king has animated a
number of zombies with his animator
spores, and these serve
as the initial guardians of the area. The
myconids do not participate
in combat unless all of the zombies
have been defeated. The
zombified creatures include several
humans, a number of mobats,
a pair of derro, and a host of jermalaine.
Resources: The air
here circulates fairly well because of the
tunnel linking to Area
7. Nonetheless, the dampness and mustiness
fostered by the loamy floor
and spongy inhabitants creates
a closeness that makes the
air unpleasant to breathe. Water, as
mentioned, must be imported
into the area. The myconids maintain
a stone cistern for their
own use, and the rest of the water is
used to keep the soil moist.
The fungus forest could
provide a virtually unlimited food supply
to any hungry creature with
access to it. The guardian
myconids make this access
very difficult, however.
Unique Features: One
of the caverns contains fungus that
thrive with limited light.
A small boulder, about one foot in diameter,
has been enchanted with
continual
light and permanent levitation,
giving the stone a very
slight negative buoyancy. When a
myconid tends the fungus
in this room, it kicks or hurls the glowing
stone into the air. Over
a period of several hours, the stone
slowly sinks back to earth.
When it is airborne, it sheds steady
illumination over the entire
room. When it falls back to the
ground, only the area immediately
around it is illuminated.