AREA III - Encysted Tomb
Lighting
|
Tiny
glimmers of bioluminescent fungus scattered about the room most is reddish, but
with some purple and yellowish green.
|
Odors
|
Rot
overpowered by a cloying perfume odor.
|
Traps
|
Wall
Fungus is infectious and poisonous
|
Treasure
|
8
Tomb behind the wall fungus may contain treasures
|
Encounters
|
2
Mobile Growths
and 6 Zombies guard this chamber
|
The ladder enclosed in the white ceremicrete tube
leading from AREA IV or AREA V is divided by a small landing when
it reaches this chamber, and an obvious exit hatch that is notable only for the
large red star and skull stenciled onto it.
Close examination of this hatch will show small sweet smelling tendrils
of slimy reddish mold creeping around its edges.
Entering from AREA II can only be accomplished by open the sealed and ‘tone locked’ hatch. However there is
a large
glowing green button next to this hatch on the AREA III side, which will open
the sealed door is pressed. The entire
interior side of the hatch is covered with a thick bubbling mat of yellow and
red fungal slime that, like the other fungus on the walls of this room, is
highly toxic to the touch.Entering from AREA II can only be accomplished by open the sealed and ‘tone locked’ hatch. However there is
The chamber itself has lost all semblance of an
artificial space and is completely covered in oozing red, yellow and purple growths of spongy
fungus. Notably two huge lumps of fungus,
with leg thick trailing tendrils mound up on the slick floor. The first is near the hatch to AREA II and
the second along the Northern curve of the room. These large piles quiver occasionally and odd
round orifices on them seem to open and close rhythmically. Almost invisible beneath the pulsing layers
of fungus it appears that the marble walls of the room once contained sealed
niches (12 of them) widely spaced around the room. Six of these niches appear to have been
smashed open, and fragments of stained marble are scattered on the ground near
them.
The massive fungal mounds are Mobile Growths ,
the stellar fungus’ defensive antibodies.
Concealed in the shattered niches are also six Space Zombies all
of these creatures are well concealed by blankets of fungus and mold. If not aggressively probed via something that
can damage them (an arrow or spear) they will wait to attack until there prey
is well within AREA III, and then do so with a 1-4 chance of surprise. While attacking the zombies will seek to protect
the mobile growths, but the fungal horrors have little strategy beyond luring
their enemies into an ambush and overwhelming them unless the colony has greater
knowledge of the party’s own tactics (see detailed description in New
Monsters section).