Tuesday, December 13, 2011

Secret Santicore: The Lair of the Fungaloids

The Request:
Dear Secret Santicore...

I would like to request  a lair or set of encounters for Mutant Future that feature only mutant plant monsters.

Thanks!


The Result:


 Intro:
  A cult of ecoterrorists worshiping a mutant tree! the giant oak
tree up top however is covered in tree fungus and lichens.  The grove
it dominates is covered in rotten logs covered in fungus.  The
eco-terrorists seem to have been undone by mother nature.  The Oak
Tree itself has a wheezing face peering out and occasionally
whispering "help..me..."

If that isn't a draw, the eco-terrorists also had a tonne of old tech
weapons they scavenged.  I wonder if that hole in the ground would
lead to their secret cache of stolen valuables and ray guns.






A:  This is the entry.  The area is an earthen tunnel, long rotted
roots sprawling across the ground.  Small mushrooms of all shapes and
sizes, the occasional patching being phosphorescent, litter the area.
Radiation levels are high near the glowing fungus.  The tunnel forms a
ring around the oak tree up top, blocked off by two cobblestone and
scrap metal walls, with a healthy dose of clay globbed on to boot.
The walls are covered with scorch marks.

B:  The walls of this spherical room (meaning walls an d ceiling as
well) are made of spongy fungus.  Anyone dying or recently dead that
gets some in or on their body will become a fungal "zombie" and burrow
into the spongy fungus.  There are 3d4 zombies burrowed into the
floor, walls and ceiling already.  If anyone brings light into the
room, digs into the fungus or starts a fire anywhere underground, the
zombies will awaken and attempt to spread their contagion.

C: A pile of valuable and shiny looking material is at the back of
this long, narrow and cramped tunnel (about two feet wide).  The walls
are covered in a think layer of fungal slime that acts as Novocaine
with a slight acidity (dissolving flesh over the course of weeks)
requiring a saving throw to avoid being paralysed for three hours
after removal from the slime.  At the end are 3 random metal weapons,
a random pile of shiny junk and piles of gold and silver jewellery,
covered in the transparent slime.  Two rubbery and dissolving
skeletons are also present, laying on top of a giant puffball.  If the
puffball is touched too suddenly it will explode in a cloud of
corrosive enzymes for 3d6 damage.

D: Getting into this sealed area requires knocking down the walls
(intelligence check or in doing so you cause a cave in for 2d12
damage).  This sealed room is full of salt lines and burnt out
torches.  In between the salt lines are several random weapons,
several skeletons and large puffballs.  Accidentally stepping on one
releases a cloud of deadly spores (1d4 damage to all present).  Make a
dex check for each thing a person wants to check out, failure
triggering a cloud of spores.  A gate blocks access to E, the gate is
controlled by a terminal/puzzle box (PC's must win a game of
"MASTERMIND" to open it, else it seals permanently).

E:  Heart of the tree, a beating heart (the size of an ox heart) that
is grey and nearly dead.  It is covered in toadstools and mould.
Cleaning it and splashing fresh blood on the heart gets it pumping
again.  The tree will begin springing to life and releasing antibodies
to quickly kill off the fungus (2d20 rounds).  Of course entering this
room summons the slime-mould from the well in F.

F:  This region has a cobblestone well in an otherwise bare area.  The
well looks a good 20 feet deep with liquid in it.  That liquid is a
massive slime mould with 100hp, and it can only be harmed by
flamethrowers, acid vats and similar sorts of things.  At the bottom
of the well are literally buckets full of shiny metal trinkets and 3d4
metal weapons.  The slime mould will head to E if the players open the
gate.  It moves fast and will arrive in 3 rounds, pouring into any
opening.  It will reinfect the tree heart if the can eat the PC's
first and will not leave the lair.

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