16A. Welcoming Committee
The entrance to this chamber is flanked
by two 7-foot-tall shriekers.
They begin to
howl as soon as they sense any non-fungus
movement within 10 feet of them. On the
2nd round after shrieking, a motley collection
of gate guards appear from among
the stalagmites
and giant mushrooms. They
attempt to prevent further progress in
this
area, fighting if they must. This group
consists
of the following creatures:
a) A rotting, zombie-like
kobold.
This
creature looks as if it died two weeks
ago. Its
body is covered with slime and mold, and
toadstools grow out of its eye sockets.
b) 2 giant
worker ants. Their antennae
droop and drag on the ground, they make
no noise, and they move more slowly than
normal giant
ants.
c) A fire
beetle. It does not glow, and it
seems to move more slowly than normal.
d) A human
corpse. Very little flesh is left
on this skeleton,
but it still moves. In many
places, a bulbous
purple fungus seems to
have taken the place of flesh and blood.
Mixed in with the
purple is a yellow fungus-like
growth. (This
is a yellow mold colony.
There is a 40% chance each time
the corpse
is hit that the molds spores will erupt
in a 10
foot x 10 foot x 10 foot cloud. All within
this
cloud must save
vs. poison or die.)
These dead creatures were all animated
by special spores secreted by the myconid
king. They strike last in any melee round,
but they are not undead and cannot
he
turned. The myconids rely on these guards
to deter intruders, and thei will not investigate
a battle.
7-foot-tall shriekers
(2): AC 7; MV 1";
HD 3; hp 23, 22; #AT 0; D nil
XP 28, 27
Kobold..zombie:
AC 9; MV 6"; HD 1/2; hp 2;
#AT 1; D 1-4 with flint dagger
THACO 20n1
XP 7
Giant
worker ants (2): AC 3; MV 12";
HD 2; hp 7, 6; #AT 1; D 1-6
THACO 16
XP 34, 32
Fire
beetle: AC 4; MV 9"; HD 1+2; hp 5;
#AT 1; D 2-8
THACO 18
XP 30
Human corpse:
AC 10; MV 9"; HD 1; hp 4;
#AT 2; D 1-3/1-3 with bony claws
THACO 19
XP 14
16B. Fungus Forest
<Fungus Lore, DSG>
This is a huge domed chamber,
80 feet in
diameter and 50 feet high at its apex. A phosphorescent mold on the ceiling casts <Fungus Lore, DSG> a weird blue glow over the giant mushrooms and toadstools of the fungus forest which covers the floor. There is no breeze, but the fungi occasionally seem to rustle and sway, as if a wind were passing through. Trails wind through the towering mushroom forest, connecting the exits and often leading seemingly nowhere. |
This chamber houses the myconid
village,
though this fact will not be immediately
apparent to visitors. The myconid
houses are actually huge
hollow puffball-shaped
fungi which dwell
among the other
growths--32 in all are scattered randomly
around the chamber. The myconids enter
and leave their houses through 5-9 foot
tall
oval ooze-membranes. These membranes
are self-sealing; the myconids merely step
through them.
The myconids
in this chamber are all at
rest in their houses. Active myconids will
usually only be found in areas 16C,
16D,
and
16E. Unless their homes
are meddled with,
there is only a 30% (non-cumulative)
chance per turn spent in this chamber that
visitors will encounter a myconid. A 2
HD
myconid will flee at the sight of strangers,
running to a house to contact an elder.
A 3
HD or greater myconid will approach the
party and attempt to open communications
by spraying the lead member with rapport
spores. (This will enable the fungus man
to
communicate bv ESP
with the target on the
next round.)
If the myconid
is allowed to communicate
with the enspored character, it will ask
what
the party is doing here. If the party asks
for
help, it will offer to lead them to its
king (in
16E). If the party is
rude or arrogant and
demanding, the fungus man will simply turn
and leave, moving by the shortest possible
route to inform the king about the
intruders. If the myconid is attacked,
before
or after communication
is attempted, it will
defend itself while releasing a cloud of
distress
spores. These spores alert every
myconid in the huge chamber
within 4
rounds, and 1/4 of them join the
fray each round. The reinforcements also
release distress spores, eventually alerting
every myconid in the colony.
There is one ”circle” of myconid
at rest in
the various houses of the village. This
group
consists of 4 of each of the following
types:
HD | hp | Size | D | Spores |
1 | 4 | 2' | 1-4 | distress |
2 | 8 | 4' | 2-8 | + reproducer |
3 | 12 | 6' | 3-12 | + rapport |
4 | 16 | 8' | 4-16 | + pacifier |
5 | 20 | 10' | 5-20 | + hallucinator |
All Myconids:
AC 10; MV 9”: #AT 1; SD
poisonous skin, touch causes 1-4 points
of
damage.
If the party attempts to escape when
confronted
by myconid
reinforcements, they
will be allowed to go, so long as they
leave
by way of 16A. If the
party fights, the
myconids
attempt to incapacitate party
members with pacifier
and hallucinator
spores whenever possible. Those not
enspored will be threatened by many
myconids unless they surrender. Captured
or surrendering characters will be taken
before the king.
16C. Fungus Farm
<Fungus Lore, DSG>
This large but low cavern
is lit by many
glow fungi. Edible fungus of all different
types grows here in neat rows, circles,
and
other geometric designs, for this is the
myconids’
agricultural cave. A ”circle” of
fungus men equal in number and type to
those in 16B are working
here amongst their
strange unearthly crops. Among the other
fungus crops is a row of tiny
myconids.
16D. Royal Chamber
This is the chamber of the king. It is
a bare
chamber, lit only by several glow-fungi.
The king coordinates all activities in
the myconid
city, resolves disputes, and
deals with outsiders. It is always eager
for
news of the labyrinth, and will quiz the
party by means of rapport
spores about
what they have seen and what they have
done. If the party cooperates and answers
the king’s questions, and then requests
aid
of the king in escape from the labyrinth,
the
king will bargain with them: if the party
will
kill the giant
crayfish (at 12) and bring back
proof that they have accomplished the deed,
the king will tell them how to get to an
escape route (the chimney at 19).
The king
sees the giant crayfish as the greatest
local
threat to myconid foraging parties.
If the party doesn’t agree to slay the giant
crayfish, or if the party had to be subdued
and taken to the king after attacking the
myconids,
the king will still ask them questions
about doings in the dungeon. However, <link>
the party will then be totally divested
of all belongings and escorted back out
into
the labyrinth. The party will not even
be
allowed a glow-fungus. A “circle” of
myconids will make sure that the party
leaves the AREA.
The small room behind
the king’s chamber
is where the myconid
leader keeps a supply
of potions,
used only in emergencies.
All of these potions were made by the king
using fungal
alchemy, but they duplicate the
effects of normal potions. They are in
potion bottles made from the heads of giant
ants.
The potions are: extra-healing,
growth,
healing, invisibility,
speed, and
water-breathing.
Myconid
king: AC 10; MV 9 ”; HD 6; hp 30;
#AT 1; D 6-24; SA all myconid spore
clouds; SD poisonous skin, touch causes
1-4 points of damage
THACO 13
XP 605
>>17.