3.4 Consideraciones medioambientales
3.4.1 La sostenibilidad de los productos cerámicos
All sorts of fungus (mushrooms, yeasts, molds, etc.) coat the walls and ceilings of caverns 1–16 to a depth of 1′ to 2′. A relatively hard layer of pulverized fungi about 1″ to 2″ thick coats the floors.
Wandering Monsters for the Fungoid Gardens 1–2 Giant slugs or giant snails (1 HD)
3–5 spawn of Shub-Niggurath (randomly select or choose from the list of twenty spawn appended to this module)
6 Apprentice from cave 12 (60%), Black Alchemist from cave 5 (25%), or Bone Sorcerer from cave 10 (15%)
7 White Lotus zombies
8 Fearful Fungi (see facing page)
Bones (human, animal, and otherwise) thickly litter the floor.
Hundreds of harmless bats twitter and hang from the ceiling.
Patches of ulfire mold grow in the southeastern reaches of the cavern.
Tables, desks, benches, and chairs are set throughout. Most of their surfaces are filled with alembics, glass funnels, beakers, retorts, vials, vats, crucibles, cauldrons, etc. Many of these are full of bubbling, steaming, variously colored liquids. Small piles of powdered fungi also can be found throughout. If any of the liquids or powders are handled, there is a 25% chance of it being dangerous. Roll on the Fearful Fungi table for results.
1. Bone Cave
1 Spores cause forgetfulness of everything that has happened within the last month.
2 Spores put to sleep.
3 Spores inflict blindness.
4 Spores inflict drooling insanity.
5 Spores knock unconscious.
6 Spores inflict terrifying hallucinations.
7 Spores disorient (sense of direction completely gone).
8 Spores inflict weakness (deduct 3-12 points from both strength and constitution).
9 Spores inflict one die of damage.
10 Spores inflict a random mutation.
11 Spores inflict paralysis.
12 Spores make victims behave like beasts (all fours, grunting, pawing, etc.)
13 Spores inflict sickness (unable to fight or run, walking at half speed only).
Fearful Fungi
14 Spores change skin color.
15 Spores disfigure (deduct 3–12 points from charisma).
16 Spores cause random alignment change.
17 Spores give Sorcerers a clue to a random ritual.
Others have only a horrific daydream.
18 Sticky fungus immobilizes.
19 Entwining stalks squeeze, causing one die of damage per turn.
20 Leech-like (lose 1 hp/
hour for 1–6 hours; causes 2 hp damage to pull off, though fire removes it harmlessly).
Save vs. poison to avoid effects of Fearful Fungi. Spore clouds are 5′ in diameter. Unless otherwise noted, effects of Fearful Fungi will last for 1 die turns (20%), 1 die hours (60%), 1 die days (19%), or will be permanent (1%). The Black Alchemist has a 50%
chance of curing anyone suffering from Fearful Fungi. Each week that one lives in the Fungoid Gardens grants a +1 on saving throws vs. Fearful Fungi (until eventually immune, as are the Bone Sorcerer and his human servants).
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The cultivator of the subterranean fungoid gardens is a neutral 3rd-level Bone Sorcerer. He wears plate mail and is armed with a neodymium beam pistol (6 charges). In melee he wields a large spiked club.
A desk drawer holds a small silver mirror.
The Bone Sorcerer will consider taking other Sorcerers as apprentices and Fighters as guards.
The Bone Sorcerer knows the following rituals:
The Blasphemous sacrifice summonThe amphiBious ones
imprisonmenTofThe puTrefying corpse
This ritual allows the Sorcerer to maintain indefinite control of the Amphibious Ones he summoned and bound through the summon The amphiBious ones
and The Blasphemous sacrifice rituals. The corpse of the sacrifice is kept in a semi-preserved state by a rare, poisonous dolm fungus. Once every month this ritual must be renewed, which brings the corpse back to a semblance of life, and the Sorcerer must torment and engage in necrophilia with the reanimated corpse, after which the life leaves the corpse again. The Amphibious Ones get no saving throw, but the Sorcerer must save vs.
magic or physically age one to five years. Note that the Sorcerer’s saving throw needs to be made only when the ritual is first performed (not every month).
10. Domicile of the Bone Sorcerer
Imprisonment of the Putrefying Corpse
Here resides a Black specialist alchemist employed by the Bone Sorcerer to help him discover sorcerous secrets from the caverns’ fungi. The Black Alchemist has one HD, no armor, and a poisoned dagger (save at +2 or die).
Thirty White Lotus zombies (mostly Yellow Men) enslaved to the Bone Sorcerer quarter here. They wear threadbare garments and are armed with clubs and knives.
At any given time 3–12 will be here.
White Lotuses grow here, tended and harvested by the Bone Sorcerer’s White Lotus zombies. At any given time 3–18 will be here.
Within the 20′ deep dark waters swims a 12′ long Lake Monster (2 HD). The Bone Sorcerer worships it and sacrifices a Yellow infant or young child to it once each month.
A vast lake of jale slime fills most of this cave to a depth of 12′. Jale slime drips from the stalactites above the lake.
5. Black Alchemist’s Quarters
6. White Lotus Slaves
7. White Lotus Garden
8. Mere of the Lake God
9. Jale Slime Cavern
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A well-trod pathway connects the two southern passages.
Within lairs a semi-immobile spawn of Shub-Niggurath (AC 16, MV 0, HD 5, Chaotic) which cannot quite reach any who stay close to the southern wall. The spawn looks like a swollen bilbao tree with thick, undulating limbs. Its smooth skin is dark green, and it is 16′ tall. Without eyes or mouth, it lashes at any movement with its limbs. It is immune to normal weapons, to fire, and to all forms of electromagnetic and elemental weaponry.
Unlike the rest of the caverns, the dark gray stone walls, floor, and ceiling of this cave are completely bare of fungus.
An undiscovered secret door opens onto a rough-hewn, 4′ diameter shaft that runs straight down for 300′. At its bottom lies the 20′ square crypt of an Unquiet Worm, which (having been trapped here for millennia) is quite insane. Formerly a 5th-level Sorcerer, the Unquiet Worm knows the secrets of the following rituals:
BanishmenTofThe lighTless chasm chainingofThe empTy maze
conjureThe squamous Wormof The piT
The Unquiet Worm greatly desires release from its crypt, as well as the secrets of binding or tormenting the Squamous Worm of the Pit.
Here the Bone Sorcerer has permanently imprisoned 9 Amphibious Ones. They will allow only those with a token of passage from the Bone Sorcerer to enter the stream, which empties into the pool in cavern 17.
14. Shunned Cavern
15. Barren Cave
16. River Cave A multitude of fungi of sickly colors grows riotously
throughout. The fungi are of all sizes, from extraordinarily small to the size of towering trees.
The Bone Sorcerer has a humanoid robot (AC 19, MV 120′, hp 10) that he has reprogrammed to oversee the gardens.
It has treads instead of legs, and attacks with tentacles or with the equivalent of an orange laser ray pistol (with 26 charges) built into its chest. Special detection systems:
infrared, chemical identifier, Geiger counter.
Here grow most of the drugs with which the Bone Sorcerer experiments. He seeks to discover the secrets of sorcerous rituals while his mind swims through the hallucinatory revelations gained from the drugs. Any who make a similarly concerted effort to gain knowledge from the fungi must roll on the following table once each month:
01–83 No result.
84–92 Gain knowledge relating to a random sorcerous ritual.
93–95 Go insane for 1–19 days (or permanently if a 20 is rolled). No save.
96–97 Suffer a mutation (save vs poison to avoid).
98–99 Turn to fungus (save vs poison to avoid).
00 Poisoned! (save or die)
The Sorcerer has two apprentices (1st-level Ulfire Sorcerers) who wear chain mail and are armed with swords (and one has a short bow and a quiver of 20 arrows). Neither knows any rituals.
Most of the fungus has been cleared away in this area of the caves. A cart holds a half-full wine barrel (containing 30 gallons of a deep purple wine) and 8 weeks of standard rations.
11. Grand Fungus Forest
12. Apprentices’
Chamber
13. Provisions Cavern
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A weird glyph inscribed upon the floor will slay any of the Deep Ones in cave 20 should they enter here.
The four unarmed Deep Ones that lurk here are insane, driven here by the other Deep Ones in the caverns.
A weird glyph inscribed upon the floor will petrify any of the Deep Ones in cave 20 should they enter here. A petrified Deep One stands near the south entrance.
By the eastern wall of the cavern a 2′ tall idol of Cthulhu glares down from a natural ledge. The idol is exquisitely carved from an extremely dark green (almost black) stone and weighs 150 pounds. The idol could fetch up to 1,000 g.p., though finding a buyer for such a horrific object might be difficult. A Cthulhu cultist might seek to slay any non-cultist owning the idol.
Six Deep Ones armed with spears reside here. Slugs cover the southeastern walls of the cavern.
The dismembered and half-eaten body parts of at least a dozen Yellow Men litter the floor.
Here lair 6 Deep Ones armed with spears and daggers.
The leader wears a strangely-wrought gold crown worth 250 g.p.
This spawn of Shub-Niggurath (AC 14, MV 60′ [land], 120′ [swimming], HD 4, Chaotic) is a splotched green batrachian with six purple eyes and no mouth. Its gaze causes confusion (save vs. magic or be confused as per the spell). It attacks by leaping and crushing opponents with its great bulk.
The Deep Ones avoid this cave, and they will under no circumstances go down its eastern exit. The air is very still within, and an oily stink rises from the eastern passageway.
19. Glyph of Death 20. Insane Deep Ones
21. Glyph of Petrification
22. Shrine of Cthulhu
23. Deep Ones
24. Charnel Cave
25. Deep One King
26. Lair of the Spawn
27. The Forbidden Cave