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Lifeforms
Flora
Desert

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August 16, 2007, 2:14 pm

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Creepers

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"It was another beautiful sunset in the wastes. In the distance I could see an entire meadows worth of plants sliding to a safer place for the night." Exerpt: A Prospector’s Tale, VOL XXIII Blue Guild Press

Creepers are large ground cover plants, clusters of vines that create a lattice or net. The central pod puts out 12 to 50 runners (vines that can root and continue on). Each creeper can cover about a twelve foot (3m) diameter circle with a slightly sticky tangling net of vines. There are no regular plants in The Wastes. Each vine/ tentacle is able to slowly move. Though they are easily evadable by a conscious adult. It allows them to capture and crush small creatures that disturb a vine (the corpse is crushed and vital fluids sink into the ground to be absorbed by various shallow runner roots). They are not great hunters. Their mobility is used for, well…. mobility. A Creeper can move at a slow walking pace in search for new water/ minerals or less acidic places.

Did we mention that Creepers live in herds or colonies of 5 to 20? They will move together in a large mass. This large mass and their mobility helps prevent the Verners from eating them all up at one time. Because they are eaten by the Verners (or insert other large omnivore/herbavore), they can not grow into large numbers. If they could, they could stabilize the semi-liquid soil, much the way real plants reinforce regular soil. But since they don’t, the Wastes are forever semi-liquid.



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Random Idea Seed View All Idea Seeds

       By: Grendel

The Door

A nifty little encounter appropriate for any powerful sorcerer/magically adept monsters lair.

When the party have penetrated to an appropriatly impressive level/room they encounter The Door, this door is a vessel through which the Sorcerer/Monster can safely work against any intruders, the door is heavy duty iron bound studded oak wrought with craft skill and magic, set in the middle is a crystal orb, once the party get within a preset distance the orb flickers briefly as the door warns its "master" of the intruders, the master can then effectivly possess the door itself, this means that all movement the door is capable of (i.e. opening and closing) come under the control of the master, the master can also cast spells from the door as if he were there himself, all the while any damage that is inflicted in return merely damages the door, this will in effect ruin any of the parties chances of surprise, allow the master to assess the parties abilities while remaining safe and sound and finally will probably cause the party to waste some of their juicier items/spells on a chunk of wood and iron, and if the master happens to have a deadly spell or three it could also reduce the size of the party,

Of course if you wanted to be really nasty you could have the door open to admit one person and then slam shut on the second person (squish) whilst blasting away with every spell in the mastrs repetoir

Encounter  ( Cave/ Underground ) | August 20, 2004 | View | UpVote 2xp


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