Each adventure module in the PSYCHEDELIC FANTASIES
Psychedelic Fantasies line MODULE 3
revels in unconstrained
imagination. Every monster,
every magic spell, and every
magic spell is a unique and
never-before-seen creation of
the author. No orcs, fireballs,
or +1 swords will be found
within. Leave the familiar
behind to explore hitherto
undreamed of wonders…
THE FUNGUS
THAT CAME TO
Compatible with every old school
BLACKESWELL
version of the original fantasy role-
playing game.
© Yves Geens 2013
Printed under exclusive license by Geoffrey
McKinney
To purchase more Psychedelic Fantasies
modules, or to submit a manuscript for
publication, go to: BY YVES GEENS
http://psychedelicfantasies.blogspot.com
PSYCHEDELIC FANTASIES MODULE 3 The Village of Blackeswell
The approach to the town from the south, up the highway
THE FUNGUS THAT CAME TO BLACKESWELL from Shale, has been cut off. A thick hedge of deathly white
fungi, flecked with black and green, extends from the mouth
Written by Yves Geens of the Jungle toward the edge of town. The mushrooms,
Edited by Geoffrey McKinney standing two to four yards tall, release extremely toxic
spores or fumes if disturbed or burned respectively (save vs
Background poison or death occurs within 2D4 minutes). From the north
The subterranean village of Blackeswell, excavated in a bend of and west the village can still be reached by following the
the river Blacke, was a prosperous little community, deriving road or approaching from the quays.
much of its fortunes from its advantageous location. Located next
to the Blacke as well as on the highway between Forge and Shale, The fishermen’s huts and toll house on the bank of the
it is the only stopping point for several days for both the all- Blacke are deserted. The area between the river and the
important river trade and wayfaring caravans. Not only that, but fungal barrier is overgrown with large mushrooms, some the
the rock near the Blacke is rich with a precious stone that is deadly variety found in the hedge and the southern edge of
unique to the region. Adding to its fame were two prominent town; but most are smaller, more colorful and less deadly.
inhabitants, the retired wizard Paronax the Enwisened and the Many houses and buildings are entirely covered in pungent
enigmatic engineer Fazil Helm’Ailech. While it would be odd for mold or large amounts of fungi. On the leveled floor of the
such great minds to settle in such a small village, few people cavern is a dense network of white mycelia, ranging in
wondered at it, for Blackeswell and its folk always did have a fey thickness from the breadth of a hair to that of an arm. The
reputation. But a stone’s throw away from the town lies the whole village is covered with great loops of them; on closer
entrance to the Fungal Jungle, a natural cave system overgrown observation the PCs will notice that they occasionally move.
by a dense forest of man-sized, unnatural mushrooms. Many Shortly after the party first sets foot in Blackeswell, the
stories are told about the Jungle, its mysterious inhabitants and mycelia will attack and continue to do so intermittently for
the various properties of the colorful, oozing fungi that grow the duration of their stay.
there so thickly, though it was not considered an evil place. It was
agreed on by the locals that if you do not act foolish and do not Unnumbered Houses: The abandoned houses near the
bother the Jungle, the Jungle will not bother you. That is, until a southern edge of the village are entirely overgrown by the
few days ago, when overnight Blackeswell became infested by lethal white fungi. From inside the PCs may intermittently
the aberrant fungi. Huge mushrooms now sprout between the hear sounds like those made by large insects and a single
houses, stinking mold covers the buildings and the townsfolk, tortured scream.
they are nowhere to be seen, so report a number of traveling
merchants. Check for wandering monsters every turn.
1: 3D8 Rock Grubs
It will not be long before the Guard curtains off the area and 2: 1D4 x 2 Cubits
moves in to clear out the fungal menace, or perhaps the spreading 3: 3D4 Grave-fungal Dead
infestation will destroy the village first. Either way, enterprising 4: 1D6 Hollow Men
adventurers might still have a few days to discover what 5: 1D4 Iridessences
happened to the town of Blackeswell and relieve it of its riches 6: 3D4 Mycelia
before that happens. 7: 1D3 Andromatics
8: 4D4 Infested Townsfolk
The party may hear one or more additional rumors at the start of
the adventure. 1. The Wainwright: A foul-smelling umber rot has spread
1: Blackeswell has a sizeable store of gold, as it housed a refinery over the entirety of the building, making it hard to breathe.
for the nearby Greylode mine. (false) Nearly all the inventory has been warped, but with some
2: To appease the creatures living in the Fungal Jungle, the searching through the stock of treated lumber the PCs may
townsfolk had to make a human sacrifice once a year; their find 75 GP worth of salvageable wood.
refusal to do so this year caused the current troubles. (false)
3: Despite retiring from the Guild of Aethereologists, Paronax 2. The Haberdasher: The façade of this small store has
still continued his experiments after moving to Blackeswell been meticulously scrubbed and cleared of any and all traces
together with his assistant Barubas. (true) of the fungal infestation. A small plaque next to the door
4: A not-always-friendly rivalry existed between Paronax and reads: "Astrius Fine Costumery". Entering the tidy shop, the
Fazil Helm’Ailech. (true) door causes a small bell to ring and a smiling, well-dressed
5: The townsfolk would regularly eat of the magical mushrooms man emerges from behind the counter and advances to meet
from the Jungle, granting them strange powers and abilities. the party, clasping his hands together in delight. He
(false) introduces himself as Melven Astrius, owner and proprietor
6: Occasionally, travelers spending the night in the Crooked Arm of the haberdashery, and will courteously inquire after their
inn would vanish without a trace. (false) sartorial needs. During their conversation PCs with sharp
7: Blackeswell is the realm’s only supplier of a gemstone known hearing have a chance to notice a scratching sound coming
as Blackeswell Pearl. The town charged exorbitant prices for the from the back of the shop. Astrius will make not the slightest
small round stones. (true) remark about the horrendous things going on in the village,
8: The innkeeper of the Crooked Arm inn was a miserly fellow and if asked about them he will casually ignore the question
who hoarded all his earnings. (true) and steer the conversation back to the matter of waist coats
9: Nocturnal flesh-eating mushroom people inhabit the Fungal and tailored pants. If they keep pressing the subject, Astrius’
Jungle, and often stalk up on the town. (false) calm and jolly demeanor will eventually fail. If the PCs
10: The brilliant engineer Fazil Helm’Ailach was working on an threaten Astrius, he will try to cross the storeroom and run to
invention which would grant everlasting life. (false) the door behind the counter, shouting "Mr. Buttons knows
11: The village was kept safe by a number of sophisticated how to deal with ruffians such as yourselves!". When he
mechanical protectors. (true) opens the door, Mr. Buttons, Astrius' former shop aid and the
12: Adventurers planning forays into the Jungle would often use source of the scratching noise, bursts into the room.
Blackeswell as a base of operations. (true)
The fancy display cases in the shop and especially the backroom 5. The Keg Cellar: The cellar can be reached either through
can be relieved of 225 GP worth of valuable fabrics and the hatch doors on the outside of the inn, or the trapdoor in
accoutrements of semi-precious materials. the kitchen. At the bottom of the short flight of stone steps
leading from the latter, the tangled body of the fat innkeeper
Hidden in a small inner pocket of Astrius' coat is a platinum can be found. Closer examination will reveal a knife wound
thimble and a very fine diamond needle, worth 300 GP. The in his back and his purse to have been cut. Past several rows
needle has a minor enchantment placed on it; if the command of kegs and a well-stocked larder, the party can find a second
word "darn" is spoken while repairing torn fabric, the needle corpse, this time that of an exotic man lying facedown in a
produces a nigh-invisible thread of pure Aetherium, which puddle of his own former face, in front of a side alcove.
perfectly mimics the color and properties of the material it is used Closer examination will reveal a cleverly hidden acid trap in
on. This can be used to mend magically enhanced items of the ceiling next to him; it is now rendered inoperative. On
clothing. the body the party can find a suit of leather armor, a coin
purse (7 GP, 12 SP, 22 CP), a set of thieves' tools and an
Mr. Buttons ornate, pearl-handled dagger worth 50 GP.
AC: leather, MV: 90’(30’), HD: 2, AT: 2, DG: 1D3, SV: F2, ML:
6, XP: 40. The alcove is flanked by two statues of rather unattractive
naked men, urine and feces pooled at their feet. Observant
A fat, pale man, his eyes replaced by a mismatched set of buttons, characters will notice that the statues have quite real looking,
thick needles jammed under his nails and every orifice on his moving eyes and seem to breathe faintly. A bucket of moldy
body sewn shut. The creature (somehow aware of its thin gruel with funnel stands next to one of them. In the
surroundings) will rage against anyone in the store, including alcove four large ale kegs have been placed next to each
Astrius, until put out of its misery. other. One of them is empty and can be easily removed to
access a concealed crawl space behind it. Along the side of
3. The Crooked Arm: The two-storey inn is one of the larger the short crawl space a single brick in the wall slightly juts
buildings in the village. On the outside mycelia, mold and fungal out. If pried loose, a small vial of gas will roll out and shatter
tendrils have enveloped most of the ground floor and have started on the floor. Characters must save vs poison or take 3D4
creeping up toward the rooms on the second floor. Observant damage and become unconscious for 3D4 hours; both are
characters may note that the windows on the south side have been halved with a successful save. Careful scrutiny will reveal
cleared of growths. Both the doorway and the hatch doors leading that the flagstone at the end of the space has frequently been
to the cellar are partially obstructed by a cluster of luminescent removed and replaced. Underneath it may be found a burlap
fungi. They may be cleared with a few minutes worth of work, bag containing: 331 GP, 6582 SP, 3195 CP, 4 small rubies
but this will coat anyone standing closeby in a film of (75 GP each), a rough-cut emerald (125 GP), a bejeweled
luminescent spores, granting enemies a +1 modifier to hit. The icon of a small child with three eyes (Quintigal Rapt,
spores can be removed with a solution of oil and water. demonic deity of fear, usually considered chaotic evil, grants
immunity to magical fear effects, worth 600 GP) and a small
The common room is a mess. Broken chairs litter the floor, tables metal disk with an intricate rune traced on it. When the bag
have been thrown up as barricades and musty puddles of blood is removed from its niche, the same rune can be seen
and goop indicate a fight took place just a few days ago. On the scratched on the stone where the bag was resting. If the
east side of the building is a blackened counter. Most of the stone metal disk is moved more than 20 feet away from the rune-
surrounding it is scorched, as a fire raged here very recently. The inscribed floor stone, it will turn the skin and muscles of its
shards of various bottles and casks are strewn about the place, as carrier into stone.
well as two human bodies burned to a crisp. Stairs next to the
counter lead up to the rooms above, from which the sounds of 6. The Guest Rooms: The upper floor houses six rooms,
struggle can be heard. The door next to the counter is wide open three on each side of the corridor onto which the landing at
and looks out on the kitchen. A stale smell fills the common the top of the stairs gives out. Currently there is quite the
room, but as the party draws nearer to the open doorway, a rancid ruckus as a group of eight crazed townsfolk try to break
odor can be noticed instead. down the door of the southwestern room. Holed up inside are
Darric Clansmithe, callow apprentice of the magical arts,
4. The Kitchen: If the party investigates the small, disorderly and Honar, taciturn disciple of the Seventh Divine. If
kitchen, they will discover the source of the stench to be a large rescued, the twosome will be very grateful and try to help in
cauldron filled to the brim with a fatty goop of vegetables, gristle whatever way they can; Honar can provide limited healing.
and several human bones. As soon as someone approaches, the The two have little information on what's going on in
gut-churning soup will attack. A trapdoor in the far corner leads Blackeswell; a couple of nights ago, the same day the group
to the cellar. arrived, without warning the fungal infestation suddenly
spread through the village, turning the townsfolk either into
Putrefied Supper mindless drones or crazed killers. The duo has since
AC: leather, MV: 90' (30'), HD: 3, AT: 1, DG: 1D4 or special, barricaded themselves in their room, fending off the
SV: F3, ML: 11, XP: 110. occassional attack to the best of their abilities (Honar will
warn them at this point about his Putrefied Supper trap if
This anthropomorphic gruel of spoiled victuals and human they have not yet encountered it). After the danger has
remains attacks by forcibly throwing itself against its victims. If passed, Darric and Honar will leave in search of the two
the Putrefied Supper strikes its target with an attack roll of 4 missing companions of their Subterranean Salvage
above the roll needed to hit, it manages to ram its arm-like Company; man-at-arms Kerth Goodwine and expert procurer
appendage into the victim's mouth and down its throat. This Att Silvuwenynn.
attack only deals 1D2 damage but due to the foul taste and
intrusive nature of the attack, the target must save vs paralyzation Darric Clansmithe
or be rendered incapacitated for 2D4 rounds. AC: unarmored, MV: 90’ (30’), HD: 1D4 HP, AT: 1, DG:
1D4 (dagger), SV: F1, ML: 6, XP: 80.
Darric has the spell Gravitational Alleviation memorized.
Honar
AC: plate, MV: 60’ (20’), HD: 2, AT: 1, DG: 1D8 (scimitar),
SV: F2, ML: 9, XP: 130.
The remaining rooms hold the following: 9. The Fish Market: The stench of rotting fish wafts from
South: unperturbed. A rucksack with preserved rations and the large hall doors to the fish market. Inside the covered
general adventuring gear, ten foot pole. Pearl-handled dagger market place is a group of 12 Rock Grubs feasting on
worth 50 GP hidden under the pillow of one of the two beds. various mushrooms and the spoiled victuals from the
Southeast: bloodbath, traveler gruesomely killed in her sleep, collapsed stalls. Fungal rot despoils the place as well as the
trail of blood leads to the open window. Personal belongings large cold storage room in the back of the hall. Grave-fungus
untouched, pouch with 19 GP and 50 SP. has set to work on the carcasses stored there, and one
Northeast: empty, shows signs of a hasty departure. Multiple mycotically animated predator recently caught in the Blacke
Mycelia have crept in through the window, three of which will will attack the PCs.
attack.
North: barricaded from the inside. Room is overgrown with Grave-fungal Blackefish
oozing fungi and pungent mold. Lifeless arm can be seen sticking AC: chain + shield, MV: 30’ (1’), HD: 7, AT: 1, DG: 2D6,
from a cocoon-like growth. SV: F2, ML: 10, XP: 770.
Northwest: room is covered in a film of slime. Bulbous This large shark-like fish, moving to and fro by means of a
mushrooms grow on the stone floor and walls and seem to suck set of tentacles growing out of its belly, is a putrid mess of
the light out of the room. A large, polyp-like canker hangs hidden mold and decay. It attacks using its mighty jaws with four
on the ceiling. rows of barbed teeth.
Cankerous Growth 10. The Stonemason: The stonemason's atelier has
AC: leather + shield, MV: 0’(0’), HD: 1+1, AT: 1, DG: 1D3, SV: transformed into a humid tangle of fleshy, vaguely plant-like
F1, ML: 5, XP: 44. bulbous growths. When the PCs open the door, two crazed
Its initial attack surprises on a 1-3 on 1D6. The growth extends men covered in similar growths will leap at them,
itself vertically and automatically envelops a target if surprised. brandishing diamond tipped picks worth 30 GP each.
Each subsequent round the target takes 1D3 damage from
hundreds of a razor-sharp teeth lining its gullet and digestive 11. The Roper: This shop is noticeably cleaner than most,
juices. as if the spreading infestation has purposefully avoided the
ropes made of dried giant fungus fibers. Many coils of sturdy
7. The Fungal Patch: In small patches around an old statue, rope can be found here, as well as the erstwhile roper and his
which depicts a goat-headed creature chasing three laughing wife hanging from nooses in the backroom.
maidens and is remarkably clean, grow about a hundred normal-
sized, colorful mushrooms in interlocking circles. They have the 12. The Blacksmith: The overgrown smithy is abandoned,
following properties: but many of its wares have been left untouched; a small
collection of fine quality swords, axes and other instruments
-Yellow: Contain acidic spores that are released and deal 1D3 of death and maiming may be found here, as well as two
damage when the cap is disturbed, eats through flesh and metal suits of ring mail and a half-finished suit of plate armor.
alike.
-Olive: Provide a rush of energy when eaten, giving a flat +1 13. The Oil Merchant: The front door of the shop is a
modifier to all rolls. After 1D3 hours the original effect subsides, jumble of blackened and cracked stone, much like the
and a state of complete catatonia sets in for 1D10 turns. scorched interior of the shop. Nothing has survived the
-Red: Engender a raging bloodlust after 1D3 turns, causing the inferno that raged here, but a fresh layer of mold and
eater to attack friend and foe alike. mushrooms is forming inside.
-Indigo: Cause severe psychogenic effects almost immediately.
This may result in (1D4): 1: paranoia, 2: euphoria, 3: 14. The Grocer: A fine layer of snow white mildew covers
hallucinations, 4: depersonalization. every inch of the interior, reflecting any light brought in in
-Brown: If eaten, save vs poison or die in 1D4 minutes. an eerily beautiful spectacle for a few seconds, after which
-Grey: A character eating this mushroom must save vs poison or the mildew almost immediately turns black and releases a
permanently suffer from (1D4): 1: plegic limb (50% chance arm cloyingly sweet smell which fills the shop. Any characters
or leg), 2: impotence/infertility, 3: blindness, 4: mutism. caught inside must save vs paralyzation or become paralyzed
-Orange: Make small, fungal growths penetrate the character's for 1D4 hours. Rumaging through the supplies the PCs may
skin after 1D4 days, causing 1D2 HP damage every day until find a pristine collection of rare spices and dried fruits worth
treated. 70 GP.
-White, gold-flecked: If eaten, has a 1 in 3 chance to grant a
permanent +1 to Constitution and a 2 in 3 chance to cause a 15. The Barber Chirurgeon: The barber chirurgeon's
permanent -1 to Strength and Constitution. practice crawls with Mycelia, 3D6 of which will attack if the
PCs set foot in the shop. In the barber's chair is a bloody
Every time a mushroom is picked, there is a 1 in 10 chance the torso with all its extremities torn off, covered with leeches.
PC actually picks up a dormant Mumyc, a small creature very The head and limbs are playfully hidden around the shop.
similar in color and shape to the surrounding mushrooms. A save
vs spells can be made to see through its disguise. Eating a 16 & 17. Abandoned Houses: The dividing wall between
Mumyc has no immediate effects, but the chewed parts will the two houses has been smashed; cramped inside is a huge,
spring to life on their way down the PC’s esophagus. They nestle dark green bolete, discharging a sticky white fluid. If the
there, feeding on what passes through for roughly a week, after fluid is cleared away, the outlines of human faces and limbs
which 1D6+2 fully grown Mumycs will start making their way may be discerned just beneath the surface of the cap when
up again to hatch. Though extremely unpleasant, this is only viewed from above. If the mushroom is subjected to light, a
lethal in 10% of recorded cases. fleshy man-sized crevice will open in the stipe. Stepping
inside the pink orifice naked will heal any wounds a PC
8. The Watch House: On opening the stone door of the building, might have in half an hour, after which the character is
horrid translucent red goop starts spilling out of the doorway. The pushed out of the stipe again covered in said white liquid.
liquid is slightly acidic and after a few minutes will start to Dead characters will not be revived, but their bodies will be
dissolve anything that it has touched. The greater part of the reconstructed if a piece of them is put inside the bolete,
watch house's interior has corroded. Bones belonging to at least though all organs will be fungal facsimiles. Roll 1D30; if the
seven people can still be discerned among the sludge. result is lower than the amount of HP restored in this fashion,
the mushroom does not expel the character again, but stores
it in its cap as nutrients, instantly killing the character.
18. The Butcher: The door to this mold-ravaged building is wide 23. The Crypt: The crypt is a short corridor, with loculi on
open. From the dark doorway an awful stench wafts out. Seven both sides in which are interred the remains of the twenty-
decaying bodies have been piled up in the center of the blood- two former priests of the village. At the far end of the
stained storefront. Mycelia from outside have crept into the room passage the body of the last priest, an elderly man, lies
and cover much of the walls; white tendrils extend feelers into splayed on the floor in a pool of blood, his throat and wrists
the pile of gore. cut. Mycelia have pushed their way in through the rock, and
have already turned seven skeletons into Grave-fungal Dead,
A trapdoor in the boning room leads to a cold curing cellar. One who do not care for surprise and will crawl out of their
of the leathery-looking pig carcasses hanging from the meat niches to attack the PCs as soon as they see them.
hooks has been sewn shut and has strange runes painted on its
flanks in blood. Inside is a bag with 300 silver coins and a 24. The Vestry: This small room holds little more than a
severed, pestilent head. If the head is examined, a soft rattling writing desk and a wardrobe with ceremonial garb. The three
sound may be detected. In its brainpan 4 Blackeswell Pearls, robes are quality pieces of goldwork and worth 20 GP each.
worth 50 GP each, can be found, having been shoved up the A panel in the wardrobe slides away and leads to the
nostrils. Handling the head requires a save vs poison or the bedroom of the parsonage.
character contracts a wasting disease that kills in 6D6 days.
25. The Parsonage: The home of the village priest, this
If the pile of corpses near the entrance is inspected, they will simple house of two rooms, sparsely furnished, holds little of
discover that the bloody body slumped to the side is actually value except for the gilded icons of St. Zuryll Thrice-
alive. The butcher, controlled by one of the mycelia, will get up beheaded and St. Anaxia Surface-dweller, worth 15 GP each,
and put his cleaver to good use, surprising them on a 1-4 on 1D6. suspended above the bed. If the party has provoked the
Grave-fungus and attempts to hide in the parsonage, the
19. The Brewer: Mold has covered the kegs and spoiled the fish Grave-fungus will use its tendrils to rip off the door and tear
wine of the village’s modest brewery. The two large copper stills down the walls.
in which yeast ale was fermenting have burst, allowing a highly
toxic growth to spread and poison the ale. Anyone drinking the 26. The Graveyard: The cemetery has long held the
brew must save vs poison or die in 4D4 minutes. remains of dozens of generations of villagers, but not so
anymore. A large, squat fungus in the center of the burial
20. The Village Square: Slumped around the statue of ground is sending out dozens of vine-like tendrils, slowly but
Encephalos Redemptor in the center of the cobbled square are surely rooting through the cairns, pulling out the burial
seven eviscerated bodies; their entrails have been draped over the shrounds and spilling the remains on the ground. A blackish
statue. A dozen skeletons covered in fungal growths, most of goop sprays from an opening at the very tip of the tendrils,
them seared by blaster fire, lie slain as well. In many places toxic coating the bones and causing growths to form on them at an
fungi seven feet tall have sundered the carved paving stones. If accelerated speed. Many have already been dug up; two
the party traverse the square while carrying light, there is a 1 in 2 dozen Grave-fungal Dead roam the area. The Grave-fungus
chance they will be fired at from the belfry. will ignore the PCs, but if attacked will defend itself.
21. The Church of Encephalos Redemptor: The church teems Grave-fungus
with rotting mushrooms and enormous patches of lichens; only AC: chain + shield, MV: 0’ (0’), HD: 7, AT: 3, DG: 1D4 or
the belfry has escaped the decay. The beautifully carved iron special, SV: F4, ML: 11, XP: 630.
doors at the front and side have been barricaded from the inside, Each round the sluggish Grave-fungus attacks with 3 of its
but can be brought down given some time. 17 mycelia (AC: leather, MV: 30’ (10’), HD: 2 HP). It can
use them to lash out at targets or spray them with
The interior of the church is unadorned but for the austere protoplasmic liquid. Unless a sprayed character succeeds in a
painting on the ceiling of the church’s namesake. Two rows of save vs paralyzation, quickly-growing mold will begin to
stone pews line the length of the church up to the chancel and the cover it, causing a cumulative AC and To Hit penalty of 1.
altar. In a cabinet in a nook next to the altar is an empty silver
tabernacle, worth 30 GP. Near the entrance a ladder leads up to 27. The Usurer: The small building is filled with man-sized
the belfry. Off from the central aisle a stone spiral staircase leads fungi that spread noxious spores when disturbed; a character
down to the crypt. in their vicinity must save vs poison or take 1D4 damage.
Past the fungi is a steel vault door, protecting a vault 4 by 10
22. The Belfry: Holed up in the top of the tower, ready to make a feet wide, which holds 451 GP, 8549 SP, 16431 CP and the
last stand is grizzled adventurer Kerth Goodwine. If it is night, dehydrated corpse of the village money lender.
there’s a 1 in 2 chance Kerth will be asleep and surprised when
the party makes their way up the tower. If not, he will shout for 28. Abandoned House: A corrosive substance has eaten
everyone to come up slowly, with their hands up. Kerth has a through the bottom of the closed stone door, leaving a hole 2
blaster rifle (2D6+2 damage, fires every other round, worth 850 feet in diameter; a strong smell of acid issues from within.
GP). If the meeting takes place on friendly terms, Kerth will Inside are 11 Rock Grubs burrowing through the floor. If
explain, if prompted, that he and his band had come down to more than one person enters the building, the floor will give
Blackeswell to venture into the Fungal Jungle at the behest of the way under the weight and everything (and everyone) inside
wizard Paronax. Several weeks previously, he had done the same will plummet down into the Crystal Lake, including a
with a different party, and had been well rewarded for collecting wooden cabinet spilling 120 GP worth of gold and silver
exotic mushroom specimens. Kerth is not interested in heroics tableware, which will proceed to sink to the bottom of the
and is planning to stay put until the situation is dealt with by the lake.
Guard.
29. The Gemcutter: Four intricately carved gargoyles
Kerth has a rucksack with general adventuring gear and resembling Stoneskins decorate the front of this otherwise
provisions, 50’ rope, iron spikes, long sword, chain mail and coif. unassuming workshop. If an attempt is made to pick the lock
He also has a silver goblet, lavishly decorated with Blackeswell of the fortified stone door, 1D4 of the fake statues will come
Pearls, worth 1100 GP, stolen from the church’s tabernacle. alive. The inside of the shop is entirely free of the fungus. A
safe hidden behind a crate in the backroom contains dozens
Kerth Goodwine of unique, organic looking gemstones from the Fungal
AC: chain, MV: 60’ (20’), HD: 2, AT: 1, DG: 1D8 (long sword) Jungle, worth 1200 GP in total.
or 2D6+2 (blaster rifle), SV: F2, ML: 8, XP: 130.
30. The Chandler: Elm Chandler and his family of four have 33. Fazil Helm’Ailech’s Workshop: A long, one-storey
barricaded themselves in their home and workshop. They are building at the western edge of the village, the engineer’s
terrified and will not let anyone in voluntarily. Inside is a large workshop seems to be hit harder by the fungal scourge than
supply of tallow candles and a strongbox with 36 GP, 121 SP. any other place in town. Large, toxic mushrooms pockmark
the walls and mold festers everywhere, except near the
31. The Town Hall: The eastern wall of the stately council drainage pipes spewing nearly black waste water in a ditch
edifice is ripped open and collapsed in a pile of rubble. Similarly toward the river. The roof is covered with a slightly
the floor of the second storey has given way, so that little remains pulsating green and grey biomass, from which (now inert)
standing of the town hall except for the roof and the three outer tentacles of an unidentifiable matter have extended to rip the
walls. The inside of the hulk is now one large debris-filled space. massive stone front doors off its hinges. A humid, dank
Approaching the steel front doors or the collapsed wall, the PCs smell issues from within.
will hear incomprehensible chanting coming from within.
The main floor is a veritable battleground: strewn all about
The source of said chanting is a group of sixteen pale men and are the corpses and remains of more than four dozen
women, holding hands in a circle on top of a flattened mound of villagers and reanimated dead, as well as almost a score of
rubble, articulating sounds that are unlike any language the PCs Andromatics. Three of them are badly damaged but still
may know. All of them have had the top of their brainpan operational, and will attack anyone who comes near.
removed; dense networks of hundreds of transparent, faintly
luminescent yellow fibrils descend from the ceiling and have dug Additionally, two Hollow Men roam the hall. A jumble of
into their exposed brains. machines and contraptions of different sizes line the walls of
the workshop; most of them seem to have burned out and no
Up in the rafters the PCs will notice a vast grey anemone-like longer function.
creature, thick bulging veins crisscrossing its moist fleshy
exterior. Four pairs of Cubits circle around it in constantly Damaged Andromatic
changing patterns. AC: chain + shield, MV: 0’ (0’), HD: 1, AT: 1, DG: 1D6 or
weapon, SV: F2, ML: 3, XP: 40.
When the party is spotted, the group of people will shout as one:
„I am Zog. Speak unto me the key of the fourth parallax of ever- On one of the workbenches in the hall, tucked away between
effervescent Shzx’b’Unr!“ If the party does not give a two large machines, a foot long metal rod, featureless but for
satisfactory answer within a few seconds, the enraged townsfolk a button on one end, can be found among other tools. If
will attack, as well as the Cubits. pressed, the rod shoots multiple streamers of lightning,
which are harmless when used on organic targets. Constructs
Zog however will be rendered inoperative for 1D4 turns if they
AC: unarmored, MV: 0’(0’), HD: 12, AT: special, DG: special, fail a save vs wands. A PC using the rod must also save, or
SV: F8, ML: 9, XP: 1680. the rod drains 1 HP worth of energy from the user.
Zog controls the townsfolk through the bundles of fibrils that A cylindrical machine with a spinning gyroscope at its center
extend from its appendages. Each bundle has 1 HP and if severed, whirrs in a corner of the workshop. Though the party is
the person it controlled will fall down dead. Only if all the unlikely to figure it out, this is an energy field generator;
townsfolk are killed, Zog will attack using its psionic capabilities. sabotaging it will cause any Hollow Men in the village to
The target must save vs spells or (1D4): blink out of existence, but its destruction will allow 1D3
pairs of intrigued Cubits to enter the workshop through a
1: take 4D4 damage; if this kills the target its head explodes. broken window. Two doors at the end of the hall, one open,
one shut, lead to the study and laboratory respectively.
2: go permanently insane; roll a die; odd: docile, gibbering
madman; even: homicidal maniac. 34. The Study: The small room at the end of the hall once
held an impressive library, but is now overgrown with
3: has its Intelligence lowered to the minimum possible; target mycelia. Pinned to the wall, pierced by multiple tendrils, is
takes 1 HP worth of damage for every Intelligence point drained the mutilated corpse of the engineer. Underneath the desk is
in this fashion. Effect lasts 1 day and after that returns at a rate of a dingy patent safe. Inside are 4 ingots of silver worth 40 GP
2 points per day back to its original value - 1. each, a journal, various schematics, a key and an energy
pistol. The pistol, worth 800 GP, can shoot every other round
4: brain liquefies and runs out of its nose. and has three settings:
Digging through the rubble in the town hall the party can find a First Setting: deals 2D6+1 damage per blast.
sturdy safe containing: 6 gold bars (worth 1070 GP each), an iron
chest containing 571 GP, 8452 SP, 398 CP as well as various Second Setting: supercharges the next shot, draining 1D4 HP
ledgers. from the PC and dealing 1D4+1 times this amount in
damage.
32. The Blackeswell Pearl Co: A large shaft, about 30 feet deep,
has been excavated at the edge of town. The fungal Third Setting: causes no damage, but the target must save vs
contamination covers the ground surrounding it, but it has not wands or go blind for 1D4+2 rounds.
spread into the pit proper, though the many withered mycelia
dangling over the edge of the hole seem to indicate it was The journal contains only nonsense written in an
attempted. A series of steps hewn in the rock face lead down into indecipherable script. The schematics deal with the various
the pit. Next to it is an unassuming building, the sign over the Andromatics the engineer created. One of them mentions the
door reads: „The Blackeswell Pearl Co.“ The inside of the construct named Behebot, and how Helm’Ailech fruitlessly
overseer’s office is a mess. Cabinets have been thrown widen attempted to power it up. Instead of the elusive magic that
open, the elegant wooden desk has been overturned and sales normally animates it, the engineer has jury-rigged the
orders lie strewn about. Anything of value has been stripped from construct so that a sentient organism can function as
the room; likewise the safe in the corner has been cleaned out. Behebot's power source, though at great personal risk. The
black ornate key unlocks the laboratory door.
35. The Laboratory: Untouched by the virulent corruption, the 38. Paronax’ Chambers: As the party ascends the stairs, 8
workspace of the engineer features many constructs in various Mycelia will suddenly attack them. For every Mycelium
states of completion. Towering above them is the 12 feet tall, killed a new one joins the battle, until the party make their
anthropoid Behebot. Its chassis is opened, and it looks like one way back down or reach Paronax’ room at the top of the
person would just fit in it. Guarding it are three Hollow Men. stairs.
Behebot The wizard’s chambers, joint bedroom and study, are even
AC: plate + shield, MV: 60' (20'), HD: 5, AT: 2 or 1 (fists or more infested than the rest of the tower. Wrapped in mycelia,
beam), DG: 1D6/1D6 or 4D6, SV: F8, ML: 11, XP: 1030. the haggard wizard lies in a four-poster bed teeming with
A character trying to operate Behebot must make a save vs wands. them. Only his head is left uncovered; four Iridessences float
If successful, the construct is under the character's control and the above it, but will assail the party when they enter the room.
PC can disengage at any time without harmful side effects. If the If the Iridessences are dispatched it will take 1D4 turns
character fails the save however, its life essence permanently before Paronax recovers his wits. He has no recollection
dissipates as Behebot takes on a life of its own. The construct whatsoever of what has happened and begs the PCs to free
will be of the same alignment as the character that animated it, him. If they attempt to do so, the Mycelia restraining the
but the personality and mind of said character are forever lost. elderly wizard will tear him apart.
Behebot is able to launch a powerful attack using an energy ray
emitted from its eyes, creating a beam 2 feet wide and 30 feet If the PCs spend some time rooting through the overgrown
long. Anyone caught in the area of the attack must save vs breath bookcases in the study, they will find scrolls for the spells
attacks. Success indicates only half damage is done. Behebot will Lamellar Growth and Fungal Familiar. These spells were
use the energy ray as its first attack if it enters combat. The ray still being researched and refined by the wizard when the
needs to recharge for 3 rounds before it can be fired again; during infestation broke out and hence dangerously unstable. There
this time the construct will instead try to stomp or hit assailants. is a 5% chance that when cast, the spells will not produce the
described effect but turn one of the caster’s extremities into a
When the party leaves the workshop, the festering biomass gnarled, fungiform stump.
lurking on the roof will pinch off a part of itself, which surges up
to attack the party. Tucked away in a locked drawer of the desk is a Wand of
Iridessence, which summons the creatures of the same name
Oozing Mucus (1D10 charges, worth 950 GP).
AC: leather + shield, MV: 30' (10'), HD: 6, AT: special, DG: 1D4,
SV: F3, ML: 7, XP: 680. 39. The Cellar: The descent into the cellar is extremely
The Oozing Mucus quickly grows two pseudopods, with which it difficult. The stairwell is clogged with hundreds of twitching
attacks the party. Every time the Oozing Mucus is damaged mycelia through which the PCs will have to squeeze
(unless the damage is caused by fire) it grows another pseudopod themselves to reach the bottom of the stairs. They emerge
from the wound and can use it each round as an additional attack into what was once a square storage cellar as spacious as the
until it dies. ground floor level, but is now one seething mass of tendrils
and mold.
36. The Spigot and Gullet: The low, one-storey tavern is hardly
recognizable as such. Thousands of green and red shelf fungi As the party enters, 20 Mycelia will commence an attack. At
grow on the walls, giving the tavern the appearance of one giant the start of each next round of combat, roll a die: if the result
mushroom. The stone door has been ripped off its hinges and lies is even, the Mycelia will attack the PCs; if odd, the Mycelia
in the middle of the highway. The inside of the tavern is a squalid will suddenly start ripping each other to shreds,
mess; a pervasive stench of dung fills the common area, in the automatically killing 1D6 Mycelia per round. During a round
center of which a large nest has been built from stalks of the giant where the result is odd, the great fungal mass will part itself
mushrooms that infest the south part of town. Roosting there are and momentarily recede to reveal an open door, from which
a couple of Onyx Crawlers that came down from the Jungle, a single black mycelium leads out and disappears into the
gorging on some Rock Grubs. The Crawlers will not rest of the growth. Through the door is a tiny, plain bedroom.
automatically attack, but defend their lair if anyone dares to enter On the bed lies Barubas, the wizard’s assistant, barely alive.
it. Inside the nest are three gooey eggs, worth 400 GP each to an Growing out of his chest is the black mycelium; it has
alchemist or wizard. formed around and extracted his heart out of the chest cavity,
and can now be seen faintly beating as part of the mycelium.
Onyx Crawler Severing the mycelium or killing Barubas will end the fungal
AC: chain + shield, MV: 90' (30'), HD: 5, AT: 4 (sting x3, bite), infestation in Blackeswell. The growths in and around town
DG: 1D4/1D6, SV: F5, ML: 8, XP: 430. will slowly begin to decay and dissolve into an odorless
These large six legged creatures can attack with their four rangy, white sludge in 3D6 days time. Fungal-induced insanity or
stinger-like appendages and the powerful mandibles of their bodily afflictions are unaffected whether or not the source of
vaguely humanoid head. Their carapace is black as the the infestation is removed.
surrounding darkness, their flesh as pale as a corpse maggot's.
Onyx Crawlers are afraid of fire and any form of light. 40. The Tunnels: The entrance leading into the tunnel looks
much like that of a mine, sturdily constructed and straight.
37. The Tower of Paronax the Enwisened: The squat square After only a few yards the shaft suddenly becomes narrow
tower at the far edge of town has been turned into a writhing and low, so that the party must walk single file and larger
mass of mycelia, covering every inch of the structure. Thousands characters have to stoop. The passages here no longer look
of them emerge from every window opening and spread out dug by human hands, but rather by burrowing animals. At
toward the village in all directions. When the party arrives, the certain points the PCs will get the eerie feeling of being
tendrils covering the doorway will part and open the door for the watched, as indeed they are. Check every turn for a surprise
PCs. attack by a group of Stoneskins.
Much the same as the outside, the inside of the tower is An intermittent piercing whine can be heard as the party
completely covered with the fungal growths. On the ground floor approaches the Pearl production line; the sound of rocks
a dining room, kitchen with pantry and storeroom could be found, being crushed comes from the barracks and an acrid smell
but it is almost impossible to discern their function in their comes from the direction of the Grub lair.
present state. A spiral staircase leads up to Paronax’ chambers
and the basement.
41. The Crystal Pool: A small subterranean lake of crystal clear, Bestiary
icy cold water. A bloated corpse riddled with lacerations floats in
the center of the pool. On the body the PCs can find a key which Andromatic
opens the gemcutter's workshop. AC: chain + shield, MV: 60’ (20’), HD: 3, AT: 2, DG: 1D6
or weapon, SV: F2, ML: 11, XP: 120.
42. The Barracks: This rough cave was used by the Pearl Andromatics are automatons of steel and bolts, magically
Company’s workers, but now six Stoneskins have made it their given life for one singular purpose (most often used as
own. Beds and tables have been smashed and thrown to the side guards or soldiers). Each Andromatic is a unique creation,
to clear the center of the cave; on the floor a crude painting of a the result of the long toil and artistic vision of a master
large bird has been made, around which the Stoneskins are engineer. The stats above are for the typical model; this can
standing, producing sounds like than of an avalanche of boulders. fluctuate depending on the specific Andromatic. Optionally
roll 4D4 for each appearance:
43. The Hideout: An improvised barricade has been thrown up -Arms: 1: one gripper arm (-1 attack per round), 2: hydraulic
in this side passage. It is held by two well-armed Pearl Company arms, 3: bionic arms, 4: giant claws (1D8 damage)
guards, who will initially be wary at the party’s approach, but can -Legs: 1: continuous tracks [MV: 30’ (10’)], 2: tripod legs,
easily be persuaded that the PCs are there to rescue them, if they 3: bionic legs, 4: hover boosters (can fly)
are so inclined. Holed up further down the tunnel are three more -Torso: 1: iron spine (AC: leather + shield), 2: cylindrical
employees and their boss Spint Wilphrey. The six of them took chassis, 3: synthetic torso, 4: steel superstructure (AC: plate)
shelter in the tunnels when the nightmare began and are now -Head: 1: glass dome with vacuum tubes (-1 HD), 2: prism-
quite desperate as their stores of food and water have dwindled to shaped ocular scope, 3: metal head with vaguely human
nothing. Wilphrey will pay the party well for their safe extraction. features, 4: plasma orb (cast 1 random 1st level spell)
All the men have a complex rune chalked on their clothes; this
wards off the Stoneskins the Company summoned as additional Cubit
security, but under no circumstance will they share this bit of AC: leather + shield, MV: 120’ (40’), HD: 1, AT: 1, DG:
information with the PCs, even if the latter assist them. In a plain special, SV: F7, ML: 7, XP: 78.
iron box, hidden under some dirty blankets in the corner used for Cubits are extra-dimensional creatures, resembling enlarged,
sleeping, Wilphrey has stashed the Company’s assets: 312 cubical brains, floating through the air while pulsating with
heptagonal platinum chips (worth 12 GP each), 31 Blackeswell faint blue waves of energy. A pair’s psychic bond allows the
Pearls (50 GP each), 63 GP, 112 SP and a promissory note for instantaneous sharing of knowledge and provides the pair
770 GP from a merchant in Forge. with the ability to switch positions between themselves by
teleportation. When Cubits encounter a target, they shoot a
44. The Pearl Production Line: This oblong chamber is the focused ray of energy from their frontal lobes, which causes
heart of the Company’s Pearl production. Empty crates branded 1D3 damage to sentient beings. If the attack is successful,
with the Company logo are stacked along the wall, together with the target and the Cubit become entangled. This
other packing gear, some steel cages and a trough of water. What entanglement breaks the pre-existing bond between a pair of
immediately draws the attention however, is a giant purple Grub, Cubits; if possible the remaining Cubit will try to form a new
as big as a cow but twenty feet long, suspended a few feet above entanglement with another target. While the entanglement
the ground by massive chains hanging from the ceiling. The lasts, the creature's and its target's minds are merged, and
creature is bound tightly and unable to make any movement any damage done to one is received equally by the other.
except turn its eyes. It continues to whine plaintively and clearly Other Cubits will try to avoid attacking a target that is
looks malnourished, but will refuse any food offered (it only eats entangled with another Cubit. Once entangled, a Cubit will
platinum, gold or precious stones). Next to it stands a crank- start probing its target's brain, which takes 1D4+1 rounds to
operated mechanical arm ending in a vise-like claw, gripping the complete. At the beginning of the next round, the target must
creature’s swollen member. Operating the crank causes the claw save vs spells to resist the intrusion. If successful, the target
to move back and forth. After vigorously stimulating the Grub for takes 1 point of damage per round of the Cubit's probing; if
a few minutes, it will produce 6D4 warm, rubbery pellets. If unsuccessful the character suffers 1D3 damage per round
immediately cooled in water, they will become the hard and instead. This lasts until the probing is finished or the
shiny Pearls Blackeswell is renowned for. The Rock Grub King recipient dies from brain haemorrhaging. Any character
needs 3D4 hours to recuperate before it can produce a new batch which successfully saves may additionally attempt to gain
and will die in 3 days if not fed properly. knowledge from the Cubit or switch places with it. When the
Cubit is finished, it will break the bond and either move on
45. The Grub Lair: A small steel door bars the way into this to its next target or retreat. The death of one of the linked
tunnel. Left unchecked, a group of eight Rock Grubs have almost partners ends the bond immediately; otherwise, the bond is
made a hole in it using their acidic spit. Following the burrow, not limited by time or distance.
the party will come to a dank chamber, the lair of the Rock Grub
Queen and 4D8 Grubs, none of which are keen on visitors. The Grave-fungal Dead
short shaft leading out of the hatchery descends again, turns west AC: unarmored, MV: 60’ (20’), HD: 2, AT: 1, DG: 1D4,
and runs under the stream bed of the Blacke toward the west bank SV: F1, ML: 11, XP: 50.
where it gives out onto the river below the water line. The bodies of long-deceased villagers, unceremoniously
exhumed and given unlife by the fungal infestation. Tendrils
Rock Grub Queen of mold wrap around the bare bones, holding them in place
AC: leather + shield, MV: 30' (10'), HD: 5, AT: 1 (acid spit), DG: and substituting for muscles and tendons. Specialized
1D6, SV: F2, ML: 6, XP: 470. mycotic growths in skull and chest cavity replace and mimic
the function of erstwhile organs and animate the mindless
The grotesquely bloated Queen has little maneuvering space in skeleton. Grave-fungal Dead have two small spore pods
the confined chamber, and contents herself with spitting acid at growing where the deceased's kidneys used to be. These can
her assailants. If killed, anyone willing to undertake the be thrown at a target, which then has to save vs paralyzation.
dangerous task of cutting the Queen open will be able to extract Failure indicates the victim inhales the spores, burning throat
two bucketfuls of a sludge of half-digested precious metals and and lungs. This renders the target unable to do anything but
bits of gemstones from her intestines, worth 375 GP in total. gasp for air for 1D4 rounds and unable to speak for 3D4
turns, while the Grave-fungal Dead move in to finish their
victims with their claw-like hands. As they are unliving
rather than undead, powers and weapons that target the latter
have no effect on Grave-fungal Dead.
Hollow Man Spells
AC: leather, MV: 90’ (30’), HD: 2, AT: 1, DG: 1D2, weapon or
special, SV: F2, ML: 8, XP: 75. Fungal Familiar
Hollow Men are creatures pure energy, summoned through Level: 1
powerful portal magic or ingenious contraptions. They look Duration: Permanent
exactly like humans, though sometimes shimmer or ripple with a Range: 10’
faint light. They are immune to mundane weapons and attacks.
Hollow Men usually attack using blasters or exotic melee This spell can be cast to grant locomotion and limited
weapons. An unarmed Hollow Man may attempt to shove its awareness to any growth of fungal origin and bind it to the
immaterial hands up to its forearms into the body of its victim caster’s will. The casting takes from 5 minutes to 1 hour,
and rematerialize them, causing 1D8 points of damage. Such an depending on the size of the fungus. Fungi larger than the
attack has a +4 to hit. Hollow Men are capable of walking caster may not respond and attempting to bind such growths
through any known ordinary substance, though warding spells can have harmful side effects, such as permanent insanity,
and force fields can be used to bar their way. Upon death, the schizophrenia or the caster falling under the sway of the
Hollow Man and its possessions simply flash out of existence. mycotic instead. During the ritual the caster must consume a
fungus (or part thereof) of the same species as the one it is
Iridessence trying to bind. If successful, the fungus becomes mobile,
AC: unarmored, MV: 120’ (40’), HD: 1, AT: confuse, DG: moving itself along using its mycelia, and will follow the
special, SV: F8, ML: 10, XP: 9. caster closely. Fungal familiars have AC unarmored, hit
The Iridessence, a product of advanced prismatic magics, is a points ranging from 1 HP to 1 HD depending on their size
hovering, opaque bubble 1’ to 2’ in diameter, imbued with a dull, and no intelligence to speak of. Any properties unique to the
shifting pattern of colors. The sphere usually is stationary (though fungus, for example toxicity, are subsequently granted to the
it bobs slightly) until it is approached by a living creature. The caster as well.
colors of the Iridessence will then start glowingly vividly, the
swirling patterns increase in speed and intricacy, and the sphere In times of need the caster may choose to fully consume the
lunges toward its target. The display caused by the sphere is so familiar to restore a like amount of hit points; the caster is
disorienting that soon even normal actions become impossible. immune to any harmful or beneficial qualities that would
The Iridessence starts producing rays of blinding, prismatic light normally accompany the eating of the fungus.
and spews forth kaleidoscopic streams of vibrant colors. Its target
automatically becomes confused, which lasts until the Iridessence Gravitational Alleviation (reversible)
is dispatched or the target loses sight of the Iridessence, and a Level: 1
save versus spells must be made; if the save is unsuccessful this Duration: 6 turns
indicates that the target also takes 1D3 damage per round. Range: 60’
Mycelium Gravitational Alleviation reduces the downward pull of
AC: unarmored, MV: 90’(30’), HD: 1D4 HP, AT: 1, DG: 1D3, atmospheric gravity experienced by the target by half,
SV: F3, ML: 11, XP: 10. allowing it to make higher and longer jumps, objects to be
These long, white fungal tendrils attack using their sharp hooks thrown farther, heavy loads to be less encumbering, and so
and wicked grippers. If the attack roll result of a Mycelium is at on. It does not actually slow the speed or acceleration of an
least 4 higher than the target number required to hit successfully, object or creature in motion.
it wraps itself around the head of its target and penetrates one of
its orifices. The PC becomes a will-less puppet until the The reverse of this spell may be cast on an unwilling target,
Mycelium is severed. After 12 hours the Mycelium will have which must make a save vs spells. If successful, the recipient
completely warped the mind of its host, so that severing their link is only slightly hampered by the sudden increase in gravity,
will turn the latter into a raging, bestial thing. otherwise any normal actions become seriously impaired,
incurring a -4 modifier to hit and a movement rate of two
Rock Grub encumbrance categories lower.
AC: unarmored, MV: 15’ (5’), HD: 1D4 HP, AT: 1 (acid spit),
DG: 1D3, SV: 0 level human, ML: 7, XP: 10. Lamellar Growth
Native to the banks of the River Blacke, rock grubs are purplish Level: 1
creatures, about a foot in length and covered in slimy green film Duration: 2 rounds, +1 round per level
which they use to move along the ground. They have two milky Range: Touch
white eyes on protruding stalks on top of their heads. The
creatures also have large acid-producing glands, which allow The recipient of this spell rapidly grows a set of fungal gills
them to dig burrowing tunnels and to lob globules of digestive on the part of its body touched by the caster. These gills can
acid at foes. If killed the gland pops and sprays acid in a 5 foot be made to emit a cloud of spores once per round in a 10’
radius. sphere centered on the target of the spell. The spores coat all
creatures and objects within the area. When the spells ends,
Stoneskin the gills shrivel and disappear, but any spores shed remain.
AC: chain + shield, MV: 90’ (30’) Meld: 210’ (70’), HD: 3, AT: The exact nature of the spores is determined randomly at the
2 (claw, claw), DG: 1D6, SV: F4, ML: 8, XP: 80. time of casting:
Stoneskins are summoned humanoids, 5’ tall and twice as bulky
as a man. They consist entirely of a hard, rock-like substance and -Luminescent: +1 modifier to hit
lack all external or internal organs, their faces featuring only -Hallucinogenic: creatures affected must save vs spells or
rudimentary ears and noses, and gaping holes in lieu of eyes and succumb to vivid illusory perceptions for 1D4 rounds
mouths. They possess basic intelligence and speech. Stoneskins -Combustible: flammable as if doused with oil
have the ability to effortlessly meld with any sort of rock or -Mephitic: creatures which fail a save vs poison have (roll a
similar material, and they are able to travel great distances in this die): odd: inhaled; even: got spores in their eyes, rendering
fashion. They often appear behind or below their enemies in them unable to speak or see respectively for 1 turn.
narrow tunnels, in which case they surprise on a 1-5 on 1D6.
Underground deposits of earth, water, oil, dense roots and such
will bar their way, though an opening as small as five inches will
allow a Stoneskin to pass. Their fear of water prevents them from
crossing streams.