Showing posts with label Zuggtmoy. Show all posts
Showing posts with label Zuggtmoy. Show all posts
Thursday, October 5, 2017
Friday, February 20, 2015
Saturday, February 14, 2009
Zuggtmoy Free! (was Re: Greyhawk Trivia questions)
Date sent: Wed, 10 Sep 1997 10:09:17 -0700
Send reply to: The GREYtalk Discussion List GREYTALK@MITVMA.MIT.EDU
From: Jason Verbitsky JV@BC.SYMPATICO.CA
Subject: [GREYTALK] Zuggtmoy Free! (Was Re: Greyhawk Trivia questions)
To: GREYTALK@MITVMA.MIT.EDU
Joseph Barrios wrote:
>
> In a message dated 97-09-10 08:19:09 EDT, you write:
>
> << From reading the atlas of From the Ashes, it appears to have been [year missing]
> CY, one year before Iuz was released from his imprisonment in Castle
> Greyhawk.
> Eric >>
>
> I do not believe this is correct. 569 CY was the year when the Battle of
> Emridy Meadows occurred…the year in which Zuggtmoy was imprisoned. The
> Prince of Veluna wasn't kidnapped until 573….and the Temple of Elemental
> Evil module has the PC's finding him in the Temple disguised as a dead
> vampire.
>
> For anyone who is tuning in just now, the question is: in what year was the
> Temple sacked and the demonness Zuggtmoy freed? (In other words, what year
> was the TOEE module set in?) I'm starting a Greyhawk campaign and want
> the module in the proper year.
The Mother of all Mushrooms was most probably freed c. CY 579-580 by Rob and/or Iggwilv. As Zuggtmoy had to be free to attack Anthraxus in the Hall of Dread in Molag in Artifact of Evil (p.234) and Iggwilv takes credit for freeing her (p.330) when these two 'lovely' ladies show up to see Iuz.
The tireless researches of the good Savant Iquander, based on the internal evidence in Gygax's Gord novels, has dated what I call the 'Catastrophe Krebalsthorp' where Nerull et. Al were 'banished' to Reaping CY 580, and the siege/fall of the Molag to Goodmonth (Summer) CY 580. As ol' Zugs assault upon Anthraxus occurred in between these two events it would be late Reaping 580. So as for her freedom, late 579 at the very earliest and mid 580 (summer Reaping) at the latest seem reasonable dates. At least that is what I'm going with (for now).
Again, though, as I asked in my previous message (“Zuggtmoy's Freedom: Robilar, Iggwilv, or Both? (Date?)”) :
Was it Robilar or Iggwilv (AoE 330) that was responsible for freeing Zuggtmoy from the Temple of Elemental Evil? Or were they somehow involved? What is the real story here? And what was the exact date of this historic event? Robilar? EGG? Anyone?
Which version is correct? Or are they both? Is Iggwilv taking credit for Robilar's work? Did Robilar throw the pillar at Iggwilv? What really happened? And when?
I'd like to know how this all came about. Did Iggwilv somehow manipulate (perhaps provoke would be a better word?) Robilar into throwing the pillar at the doors? Maybe the old projected image trick combined with a bit of suggestive taunting?
I've appended the relevant quotes to this message after my sig.
* * * * * * * * * * * * *
His Dread and Awful Presence,
Jason Verbitsky
JV@bc.sympatico.ca
http://www3.bc.sympatico.ca/JV/INDEX.HTM
The Robilar Side (taken from the Greyhawk Grimoire: Sage.txt):
<< On page 29, of the Temple of Elemental Evil (T1-4), middle of page, [number missing], there is mentioned a “sharp check dealt Lolth”. Since the Temple Series adventure is before the Giants, and Queen of Spiders, series – what sharp check is this? >>
#012 ANSWERS
...
Gary Gygax: Robilar inadvertantly freed Zuggtmoy by using his girdle of storm giant strength to toss a piller through the doors of her prison. She, in delight carried him off to the Abyss so he could be one her most trusted servants. Robilar blanched at this, and managed to get back to the PMP. That took some time, though, and when he got back to the temple area he found his faithful orc “hero” Quij, warm and snug, having made a poncho of Robilar's flying carpet. You got it right, though. When Zugg'y showed up again down there, Lolth's plans for greater grandure were generally squelched.
The Iggwilv Side (Gary Gygax's Artifact of Evil page 330):
Iggwilv, speaking to her son Iuz, says:
“You are wanting information. Well then, attend Me. It was a near thing, for those soft nd stupid ones who ooppose the true order of things came in their multitudes. Despite their mewling attempts, I found and freed Dear Lady Zuggtmoy.”
Send reply to: The GREYtalk Discussion List GREYTALK@MITVMA.MIT.EDU
From: Jason Verbitsky JV@BC.SYMPATICO.CA
Subject: [GREYTALK] Zuggtmoy Free! (Was Re: Greyhawk Trivia questions)
To: GREYTALK@MITVMA.MIT.EDU
Joseph Barrios wrote:
>
> In a message dated 97-09-10 08:19:09 EDT, you write:
>
> << From reading the atlas of From the Ashes, it appears to have been [year missing]
> CY, one year before Iuz was released from his imprisonment in Castle
> Greyhawk.
> Eric >>
>
> I do not believe this is correct. 569 CY was the year when the Battle of
> Emridy Meadows occurred…the year in which Zuggtmoy was imprisoned. The
> Prince of Veluna wasn't kidnapped until 573….and the Temple of Elemental
> Evil module has the PC's finding him in the Temple disguised as a dead
> vampire.
>
> For anyone who is tuning in just now, the question is: in what year was the
> Temple sacked and the demonness Zuggtmoy freed? (In other words, what year
> was the TOEE module set in?) I'm starting a Greyhawk campaign and want
> the module in the proper year.
The Mother of all Mushrooms was most probably freed c. CY 579-580 by Rob and/or Iggwilv. As Zuggtmoy had to be free to attack Anthraxus in the Hall of Dread in Molag in Artifact of Evil (p.234) and Iggwilv takes credit for freeing her (p.330) when these two 'lovely' ladies show up to see Iuz.
The tireless researches of the good Savant Iquander, based on the internal evidence in Gygax's Gord novels, has dated what I call the 'Catastrophe Krebalsthorp' where Nerull et. Al were 'banished' to Reaping CY 580, and the siege/fall of the Molag to Goodmonth (Summer) CY 580. As ol' Zugs assault upon Anthraxus occurred in between these two events it would be late Reaping 580. So as for her freedom, late 579 at the very earliest and mid 580 (summer Reaping) at the latest seem reasonable dates. At least that is what I'm going with (for now).
Again, though, as I asked in my previous message (“Zuggtmoy's Freedom: Robilar, Iggwilv, or Both? (Date?)”) :
Was it Robilar or Iggwilv (AoE 330) that was responsible for freeing Zuggtmoy from the Temple of Elemental Evil? Or were they somehow involved? What is the real story here? And what was the exact date of this historic event? Robilar? EGG? Anyone?
Which version is correct? Or are they both? Is Iggwilv taking credit for Robilar's work? Did Robilar throw the pillar at Iggwilv? What really happened? And when?
I'd like to know how this all came about. Did Iggwilv somehow manipulate (perhaps provoke would be a better word?) Robilar into throwing the pillar at the doors? Maybe the old projected image trick combined with a bit of suggestive taunting?
I've appended the relevant quotes to this message after my sig.
* * * * * * * * * * * * *
His Dread and Awful Presence,
Jason Verbitsky
JV@bc.sympatico.ca
http://www3.bc.sympatico.ca/JV/INDEX.HTM
The Robilar Side (taken from the Greyhawk Grimoire: Sage.txt):
<< On page 29, of the Temple of Elemental Evil (T1-4), middle of page, [number missing], there is mentioned a “sharp check dealt Lolth”. Since the Temple Series adventure is before the Giants, and Queen of Spiders, series – what sharp check is this? >>
#012 ANSWERS
...
Gary Gygax: Robilar inadvertantly freed Zuggtmoy by using his girdle of storm giant strength to toss a piller through the doors of her prison. She, in delight carried him off to the Abyss so he could be one her most trusted servants. Robilar blanched at this, and managed to get back to the PMP. That took some time, though, and when he got back to the temple area he found his faithful orc “hero” Quij, warm and snug, having made a poncho of Robilar's flying carpet. You got it right, though. When Zugg'y showed up again down there, Lolth's plans for greater grandure were generally squelched.
The Iggwilv Side (Gary Gygax's Artifact of Evil page 330):
Iggwilv, speaking to her son Iuz, says:
“You are wanting information. Well then, attend Me. It was a near thing, for those soft nd stupid ones who ooppose the true order of things came in their multitudes. Despite their mewling attempts, I found and freed Dear Lady Zuggtmoy.”
Monday, October 27, 2008
Fungal Magic
Subject: [GREYTALK] Fungal Magic
Date: Wed, 10 Mar 1999 12:12:17 EST
From: Acererak the Eternal
Reply-To: The GREYtalk Discussion List
Grimoire of Zuggtmoy: The spine of this ancient tome is covered with tufts of leaf-like tendrils, and its cover is rubbery and slightly wet. The book is heavily bound with thick strands of mushroom hyphae. The tome changes its color and texture to match its surroundings, so it is sometimes difficult to see. Inside, the spongy gray pages contain Zuggtmoy's spell-like powers of spew spores, roperskin, gelatinous slime, pudding acid, fungus corpse animator, endothermic mold, and fungi biceps (see end of post). Several purple hued pages at the end contain information on numerous fungal monstrosities, detailed descriptions on fungi demons, and interior sketches of her Abyssal fortress, Sporangia. Touching any of these pages with bare skin is dangerous, for to do so requires the victim to save vs. poison of become infected with a spore sickness. Failure indicates death, and the resulting corpse begins to transform into a random fungi, ooze, jelly, slime, mold, or pudding monster. This transformation takes 4d4 rounds, and the new creature attacks the nearest being.
Protection From Fungi [scroll]: (Reading time-3) All within a 10 foot radius sphere are protected from all forms of fungi and their spores. Fungi creatures can be hedged away as the reader moves, but if forced against a solid object the protection is negated for that creature.
Potion of Fungicide: If ingested by an animal, it cures all fungi spore infestations, and protects against such infestations for 2d4 rounds after ingestion. If poured directly on any fungi creature, it must save vs. poison or wither and die in 2d8 rounds.
Rod of Fungi Conjuring: Activating this rod conjures one of any type of ooze, slime, jelly, pudding, mold, or fungi known to the user. The conjured creature obeys commands to the best of its ability, within the limits of its abilities.
Ring of Fungi Friendship: Non-intelligent fungi, oozes, slimes, jellies, puddings, and molds are friendly to the wearer of this ring if they fail their save vs. spell. Those that succeed move quickly away. Affected creatures behave friendly, and if another charge is expended it will actually guard and protect the wearer. Up to 12 HD of fungi can be affected by this ring, except gray druids who can affect up to 24 HD. Each use drains one charge, and it currently has 23 charges.
Wand of Pudding Form: Imbues the target with a pudding shape and movement type, although his mass remains the same. The pudding type must be known to the wielder. Some abilities of the pudding is maintained if it relates to form. For example, a crystal ooze can swim and breathe water, and so can the target of this type of pudding form. This effect last for 5d6 rounds.
Detect Fungi [spell on scroll]: This spell causes fungi to glow for the caster in a 30 foot radius, regardless of type.
Ring of Gelatinous Hue: This illusion appears to changes the wearer and his possessions into a completely tranparent gelatinous substance (treat as a ring of invisibility).
Staff of Fungal Power +2: The staff of fungi power is a potent magical item. The holder receives a +2 bonus to AC and saving throws, and it strikes as a +2 weapon in physical combat (1d6+2). For new powers, see end of post.
The powers below cost one charge each:
• darkness
• spew spores
• roperskin
• gelatinous slime
• pudding acid
• protection from spores
The following powers drain two charges each:
• conjure fungi
• fungus corpse animator
• endothermic mold
• fungi biceps
Potion of Controlling Fungi: For 5d4 rounds the imbiber can cause any fungus life form to behave according to his wishes. The control extends not only to obvious fungi such as mushrooms, but also to molds, slimes, jellies, puddings, and oozes, all of which have fungi origins. Fungi monsters or animals with intelligence of 5 or higher who succeed a save vs. spells roll are not affected. Fungi no larger than 20 feet in diameter can be controlled, and control extends only to 300 feet. An intelligent fungi cannot be ordered to engage in an activity that would destroy itself.
Spore Salve: This oil maintains immunity from all fungal spores for 4d4 hours. It must be rubbed over over the entire body of the creature to be protected, including hair. Victims already infected with spores are not affected by this salve. Immersion in a liquid, or profuse sweating, removes the coating and further applications are necessary to maintain the immunity.
Anti-Spore Bag: This bag of aggressive teliospores protects all beings within a 10 foot radius from spore attacks. The bag must be able to release its anti-spore cloud, so to be effective it needs to be in the open (such as held in a hand or resting on a surface). The aggressive anti-spores seek out airborne spores and destroy them before they can reach their victim.
Scimitar +1, +3 vs. Fungi: For this sword's purpose, fungi also includes oozes, slimes, jellies, puddings, and molds, as well as the standard giant fungi monsters.
Two-Handed Sword, Spore Slasher +4: The wielder is immune to spores from any fungi. Attacks against fungi are +3, but against all other targets its a +1 weapon. For this sword's purpose, fungi also includes oozes, slimes, jellies, puddings, and molds, as well as the standard giant fungi monsters.
Exploding Puffball: These thick mushrooms contain spores that ignite on contact with air. If thrown, a successful hit indicates it explodes causing 1d8 points of damage. If stepped on, the victim automatically receives 1d8 damage.
Potion of Fungi Growth: Poured on the roots of a mushroom, mold, or slime, this potion causes it to grow double its normal size. If applicable, its also doubles its HD. This can only be done once to each target, but the effects are permanent. If ingested by an intelligent fungus, it adds 2 HD to its total for 5d4 rounds.
Fungi Powers (for "staff of fungi power" effects and "Grimoire of Zuggtmoy" tome)
first-level
Roperskin (Alteration)
Sphere: Animal
Range: 80 feet Casting Time: 4
Components: V, S, M Area of Effect: 4 sq ft + 1 sq ft/level
Duration: 1 turn Saving Throw: Strength check
By means of this power, the caster creates a thick, sticky sheet on any
solid surface, in a shape desired by the spellcaster within the limits of the
area of effect. The secretion is so sticky, that all creatures who do not
make a successful Strength check are stuck to the surface at their point of
contact. Creatures of 19 Strength and above, and those of gargantuan size are
not affected. Oozes, slimes, and jelly type monsters are not significantly
affected by the secretion, but will avoid covered areas if possible (it causes
them discomfort). Creatures with footwear may be able to escape the effects
by lifting themselves out (levitation, grasp onto a branch), or if near the
edge of effect possibly jump out of their footwear to an unaffected surface
(the DM will determine mitigating factors, if applicable).
If used as a spell, the material component is a bit of skin from a roper tentacle.
first-level
Gelatinous Slime (Alteration)
Sphere: Plant
Range: 40 feet Casting Time: 4
Components: V, S, M Area of Effect: 3 sq ft + 1 sq ft/level
Duration: 1 turn Saving Throw: Special
By means of this power the caster calls into being a sheet of extremely slick slime. All creatures within the area of effect attempting to move, must make a Dexterity check each round to avoid falling. If a creature fails his dexterity check, he must roll an additional check to see if he drops any hand held items (roll for each) Once fallen, those down may attempt to get up, but may only do so on three successful dexterity checks in a row.
If used as a spell, the material component is a small piece of a gelatinous cube.
second-level
Pudding Acid (Alteration)
Sphere: Animal
Range: 30 feet Casting Time: 1
Components: V, M Area of Effect: up to 5' x 5'
Duration: 1 round/level Saving Throw: None
Using this power causes black acid to form on the surface of any solid wall, door, floor, or ceiling (the acid is gelatinous and will not drip) in any size or shape desired by the caster up to the maximum. This dark acid is highly corrosive, inflicting 3-24 points of damage to the surface each round. Wood dissolves at the rate of 2-inches per round, metal at ¼ inch per round, and stone is unaffected. By use of this spell a door's hinges or portcullis can be weakened, a wooden wall or floor can be breached, or an acid trap can be laid on a rocky floor. The acid can be neutralized by any alkaline substance or diluted with a great deal of water.
If used as a spell, the material component is a bit of material partially eaten by black pudding acid.
second-level
Spew Spores (Invocation)
Sphere: Plant
Range: 5' + 1' per level Casting Time: 8
Components: V, S, M Area of Effect: 1' x 5' cone
Duration: Special Saving Throw: None
Using this power allows the caster to sneeze forth a jet of fungus spores into a cone 1 foot in diameter and 5 feet long (plus 1 foot per level of the caster). All creatures and objects in the path of the stream are blinded and choked to such an extent that they require 1d4 rounds to recover, and must save vs. poison or lose 50% of their remaining hit points. It is not possible for the spores to harm the caster. Targets who have no eyes nor breathe air will not be subject to its affects.
If used as a spell, the material component of this spell is an ascomid sensory organ.
third-level
Fungus Corpse Animator (Conjuration)
Sphere: Plant
Range: 30' Casting Time: 9
Components: V, S, M Area of Effect: 1 corpse
Duration: Permanent Saving Throw: None
Using this power the caster causes a purple fungus to quickly cover the corpse of an animal or creature. In 1d4 rounds the fungus takes over the dead body's systems, effectively animating the corpse to resemble a zombie (AC 10, Mv 9, HD 1, hp 4, #AT2 Dmg bony claws for 1-3/1-3). It is not undead and cannot be turned by priests, and always strikes last in a round. Animated creatures will follow simple orders given by the caster, and orders take priority of self-preservation. As time progresses the body continues to rot and the fungus gradually replaces the missing parts, becoming specialized to take over their functions. Eventually, the decay proceeds too far and the body stops functioning in 2d4 weeks.
If used as a spell, the material component of this spell is a piece of a fungus man.
fourth-level
Endothermic Mold (Conjuration)
Sphere: Plant
Range: 30 feet Casting Time: 7
Components: V, S, M Area of Effect: 1 creature
Duration: 1 round/level Saving Throw: None
When the caster uses this power, he surrounds his opponent's body (or himself) with a brown epibiotic mold which clings to his skin. The conjured substance will begin to absorb the heat from any creature within 5 feet of the target (but not the target), causing 4d8 points of damage per round. A ring of warmth (or similar magic) provides complete protection from this cold drain, a dispel magic spell can remove it, and plant-affecting spells may be able to dispel it (DM discretion). The caster is never affected by the cold drain whether he is the target creature or not, nor are any cold-using creatures like white dragons or ice toads. Direct sunlight or ultraviolet
light negates the spell instantly.
If used as a spell, the material component is a pinch of dormant spores of a brown mold.
fifth-level
Fungi Biceps (Alteration)
Sphere: Plant
Range: 30 feet Casting Time: 7
Components: V, S, M Area of Effect: 1d4 + 1 creature/level
Duration: 2 rounds/level Saving Throw: Neg.
By means of this power, the caster can change 1d4 bipedal creatures' pair of arms, plus one creature per experience level of the spellcaster, into violet fungi branches, still attached at the shoulder. These branches can understand the caster's simple verbal directions, and will attack (or not) as commanded. Targets are allowed a saving throw vs. spells to avoid the effects. The excretion from these branches rots flesh in one round unless a successful save vs. poison is made or a cure disease spell is used.
If the branches take any damage, or are cut off, the damage will transfer over to the target creature when his arms revert to normal. Should the recipient be killed instead, the branches will discontinue their attack, and immediately revert to the original limbs.
If used as a spell, the material components are a pinch of fungus spores (consumed in casting), and tissue of a myconid (not consumed).
Date: Wed, 10 Mar 1999 12:12:17 EST
From: Acererak the Eternal
Reply-To: The GREYtalk Discussion List
Grimoire of Zuggtmoy: The spine of this ancient tome is covered with tufts of leaf-like tendrils, and its cover is rubbery and slightly wet. The book is heavily bound with thick strands of mushroom hyphae. The tome changes its color and texture to match its surroundings, so it is sometimes difficult to see. Inside, the spongy gray pages contain Zuggtmoy's spell-like powers of spew spores, roperskin, gelatinous slime, pudding acid, fungus corpse animator, endothermic mold, and fungi biceps (see end of post). Several purple hued pages at the end contain information on numerous fungal monstrosities, detailed descriptions on fungi demons, and interior sketches of her Abyssal fortress, Sporangia. Touching any of these pages with bare skin is dangerous, for to do so requires the victim to save vs. poison of become infected with a spore sickness. Failure indicates death, and the resulting corpse begins to transform into a random fungi, ooze, jelly, slime, mold, or pudding monster. This transformation takes 4d4 rounds, and the new creature attacks the nearest being.
Protection From Fungi [scroll]: (Reading time-3) All within a 10 foot radius sphere are protected from all forms of fungi and their spores. Fungi creatures can be hedged away as the reader moves, but if forced against a solid object the protection is negated for that creature.
Potion of Fungicide: If ingested by an animal, it cures all fungi spore infestations, and protects against such infestations for 2d4 rounds after ingestion. If poured directly on any fungi creature, it must save vs. poison or wither and die in 2d8 rounds.
Rod of Fungi Conjuring: Activating this rod conjures one of any type of ooze, slime, jelly, pudding, mold, or fungi known to the user. The conjured creature obeys commands to the best of its ability, within the limits of its abilities.
Ring of Fungi Friendship: Non-intelligent fungi, oozes, slimes, jellies, puddings, and molds are friendly to the wearer of this ring if they fail their save vs. spell. Those that succeed move quickly away. Affected creatures behave friendly, and if another charge is expended it will actually guard and protect the wearer. Up to 12 HD of fungi can be affected by this ring, except gray druids who can affect up to 24 HD. Each use drains one charge, and it currently has 23 charges.
Wand of Pudding Form: Imbues the target with a pudding shape and movement type, although his mass remains the same. The pudding type must be known to the wielder. Some abilities of the pudding is maintained if it relates to form. For example, a crystal ooze can swim and breathe water, and so can the target of this type of pudding form. This effect last for 5d6 rounds.
Detect Fungi [spell on scroll]: This spell causes fungi to glow for the caster in a 30 foot radius, regardless of type.
Ring of Gelatinous Hue: This illusion appears to changes the wearer and his possessions into a completely tranparent gelatinous substance (treat as a ring of invisibility).
Staff of Fungal Power +2: The staff of fungi power is a potent magical item. The holder receives a +2 bonus to AC and saving throws, and it strikes as a +2 weapon in physical combat (1d6+2). For new powers, see end of post.
The powers below cost one charge each:
• darkness
• spew spores
• roperskin
• gelatinous slime
• pudding acid
• protection from spores
The following powers drain two charges each:
• conjure fungi
• fungus corpse animator
• endothermic mold
• fungi biceps
Potion of Controlling Fungi: For 5d4 rounds the imbiber can cause any fungus life form to behave according to his wishes. The control extends not only to obvious fungi such as mushrooms, but also to molds, slimes, jellies, puddings, and oozes, all of which have fungi origins. Fungi monsters or animals with intelligence of 5 or higher who succeed a save vs. spells roll are not affected. Fungi no larger than 20 feet in diameter can be controlled, and control extends only to 300 feet. An intelligent fungi cannot be ordered to engage in an activity that would destroy itself.
Spore Salve: This oil maintains immunity from all fungal spores for 4d4 hours. It must be rubbed over over the entire body of the creature to be protected, including hair. Victims already infected with spores are not affected by this salve. Immersion in a liquid, or profuse sweating, removes the coating and further applications are necessary to maintain the immunity.
Anti-Spore Bag: This bag of aggressive teliospores protects all beings within a 10 foot radius from spore attacks. The bag must be able to release its anti-spore cloud, so to be effective it needs to be in the open (such as held in a hand or resting on a surface). The aggressive anti-spores seek out airborne spores and destroy them before they can reach their victim.
Scimitar +1, +3 vs. Fungi: For this sword's purpose, fungi also includes oozes, slimes, jellies, puddings, and molds, as well as the standard giant fungi monsters.
Two-Handed Sword, Spore Slasher +4: The wielder is immune to spores from any fungi. Attacks against fungi are +3, but against all other targets its a +1 weapon. For this sword's purpose, fungi also includes oozes, slimes, jellies, puddings, and molds, as well as the standard giant fungi monsters.
Exploding Puffball: These thick mushrooms contain spores that ignite on contact with air. If thrown, a successful hit indicates it explodes causing 1d8 points of damage. If stepped on, the victim automatically receives 1d8 damage.
Potion of Fungi Growth: Poured on the roots of a mushroom, mold, or slime, this potion causes it to grow double its normal size. If applicable, its also doubles its HD. This can only be done once to each target, but the effects are permanent. If ingested by an intelligent fungus, it adds 2 HD to its total for 5d4 rounds.
Fungi Powers (for "staff of fungi power" effects and "Grimoire of Zuggtmoy" tome)
first-level
Roperskin (Alteration)
Sphere: Animal
Range: 80 feet Casting Time: 4
Components: V, S, M Area of Effect: 4 sq ft + 1 sq ft/level
Duration: 1 turn Saving Throw: Strength check
By means of this power, the caster creates a thick, sticky sheet on any
solid surface, in a shape desired by the spellcaster within the limits of the
area of effect. The secretion is so sticky, that all creatures who do not
make a successful Strength check are stuck to the surface at their point of
contact. Creatures of 19 Strength and above, and those of gargantuan size are
not affected. Oozes, slimes, and jelly type monsters are not significantly
affected by the secretion, but will avoid covered areas if possible (it causes
them discomfort). Creatures with footwear may be able to escape the effects
by lifting themselves out (levitation, grasp onto a branch), or if near the
edge of effect possibly jump out of their footwear to an unaffected surface
(the DM will determine mitigating factors, if applicable).
If used as a spell, the material component is a bit of skin from a roper tentacle.
first-level
Gelatinous Slime (Alteration)
Sphere: Plant
Range: 40 feet Casting Time: 4
Components: V, S, M Area of Effect: 3 sq ft + 1 sq ft/level
Duration: 1 turn Saving Throw: Special
By means of this power the caster calls into being a sheet of extremely slick slime. All creatures within the area of effect attempting to move, must make a Dexterity check each round to avoid falling. If a creature fails his dexterity check, he must roll an additional check to see if he drops any hand held items (roll for each) Once fallen, those down may attempt to get up, but may only do so on three successful dexterity checks in a row.
If used as a spell, the material component is a small piece of a gelatinous cube.
second-level
Pudding Acid (Alteration)
Sphere: Animal
Range: 30 feet Casting Time: 1
Components: V, M Area of Effect: up to 5' x 5'
Duration: 1 round/level Saving Throw: None
Using this power causes black acid to form on the surface of any solid wall, door, floor, or ceiling (the acid is gelatinous and will not drip) in any size or shape desired by the caster up to the maximum. This dark acid is highly corrosive, inflicting 3-24 points of damage to the surface each round. Wood dissolves at the rate of 2-inches per round, metal at ¼ inch per round, and stone is unaffected. By use of this spell a door's hinges or portcullis can be weakened, a wooden wall or floor can be breached, or an acid trap can be laid on a rocky floor. The acid can be neutralized by any alkaline substance or diluted with a great deal of water.
If used as a spell, the material component is a bit of material partially eaten by black pudding acid.
second-level
Spew Spores (Invocation)
Sphere: Plant
Range: 5' + 1' per level Casting Time: 8
Components: V, S, M Area of Effect: 1' x 5' cone
Duration: Special Saving Throw: None
Using this power allows the caster to sneeze forth a jet of fungus spores into a cone 1 foot in diameter and 5 feet long (plus 1 foot per level of the caster). All creatures and objects in the path of the stream are blinded and choked to such an extent that they require 1d4 rounds to recover, and must save vs. poison or lose 50% of their remaining hit points. It is not possible for the spores to harm the caster. Targets who have no eyes nor breathe air will not be subject to its affects.
If used as a spell, the material component of this spell is an ascomid sensory organ.
third-level
Fungus Corpse Animator (Conjuration)
Sphere: Plant
Range: 30' Casting Time: 9
Components: V, S, M Area of Effect: 1 corpse
Duration: Permanent Saving Throw: None
Using this power the caster causes a purple fungus to quickly cover the corpse of an animal or creature. In 1d4 rounds the fungus takes over the dead body's systems, effectively animating the corpse to resemble a zombie (AC 10, Mv 9, HD 1, hp 4, #AT2 Dmg bony claws for 1-3/1-3). It is not undead and cannot be turned by priests, and always strikes last in a round. Animated creatures will follow simple orders given by the caster, and orders take priority of self-preservation. As time progresses the body continues to rot and the fungus gradually replaces the missing parts, becoming specialized to take over their functions. Eventually, the decay proceeds too far and the body stops functioning in 2d4 weeks.
If used as a spell, the material component of this spell is a piece of a fungus man.
fourth-level
Endothermic Mold (Conjuration)
Sphere: Plant
Range: 30 feet Casting Time: 7
Components: V, S, M Area of Effect: 1 creature
Duration: 1 round/level Saving Throw: None
When the caster uses this power, he surrounds his opponent's body (or himself) with a brown epibiotic mold which clings to his skin. The conjured substance will begin to absorb the heat from any creature within 5 feet of the target (but not the target), causing 4d8 points of damage per round. A ring of warmth (or similar magic) provides complete protection from this cold drain, a dispel magic spell can remove it, and plant-affecting spells may be able to dispel it (DM discretion). The caster is never affected by the cold drain whether he is the target creature or not, nor are any cold-using creatures like white dragons or ice toads. Direct sunlight or ultraviolet
light negates the spell instantly.
If used as a spell, the material component is a pinch of dormant spores of a brown mold.
fifth-level
Fungi Biceps (Alteration)
Sphere: Plant
Range: 30 feet Casting Time: 7
Components: V, S, M Area of Effect: 1d4 + 1 creature/level
Duration: 2 rounds/level Saving Throw: Neg.
By means of this power, the caster can change 1d4 bipedal creatures' pair of arms, plus one creature per experience level of the spellcaster, into violet fungi branches, still attached at the shoulder. These branches can understand the caster's simple verbal directions, and will attack (or not) as commanded. Targets are allowed a saving throw vs. spells to avoid the effects. The excretion from these branches rots flesh in one round unless a successful save vs. poison is made or a cure disease spell is used.
If the branches take any damage, or are cut off, the damage will transfer over to the target creature when his arms revert to normal. Should the recipient be killed instead, the branches will discontinue their attack, and immediately revert to the original limbs.
If used as a spell, the material components are a pinch of fungus spores (consumed in casting), and tissue of a myconid (not consumed).
Sphacelus: Realm of Zuggtmoy
Subject: [GREYTALK] Sphacelus: Realm of Zuggtmoy
Date: Sun, 7 Mar 1999 01:26:40 EST
From: Acererak the Eternal
Reply-To: The GREYtalk Discussion List
Sphacelus: Realm of Zuggtmoy
A Fungus Amongus
By Randy Richards
Zuggtmoy, the Demoness Lady of Fungi, breeds fear and loathing from her rule of Abyssal layer 222. Known as Sphacelus to it inhabitants, it is a ghastly layer of demonic slimes, molds, jellies, puddings, oozes, and fungi abominations the likes of which no sane human should ever witness. Dangerous fungi animals are the norm, and the land is caked with mud, rotten logs, standing water, decaying plants, and other unspeakable dead things. Fungi dinosaurs roam the fungal jungles, and the fungi forests are filled with fungi demons, fungi dragons, fungi undead, and every other fungi monstrosity one can imagine. Tiny, normal, giant, huge, and gargantuan-sized fungi grow from every imaginable surface, including living beings. The air is heavy with spores that make breathing difficult and risky. In its eternal night, a mist
hangs in the air and moisture accumulates on everything. Onlookers tend to feel they are tiny ants on the floor of a cave, swamp, moist forest, or jungle.
Zuggtmoy's fortress on this plane is inside an unimaginably massive morel mushroom, nearly half a mile tall. Inside are literally hundreds of rooms connected by tubes, slides, gelatinous doorways, and membranes, each surrounded by sticky strands of hyphae, mycelium, and rhizoids. It is a nightmare to most outsiders, even other demons. The fungi fortress, called Sporangia by its demonic inhabitants, releases giant spores from its continuously rupturing sporangium. These spores float away to all parts of her plane, landing to germinate into the monstrous creatures that populate this layer of the Abyss.
The fortress and the surrounding lands contain the ever present tanar'ri, primarily of the fungi variety. Encounters with smut demons are common, as well as many other types of pudding, ooze, mold, jelly, and slime demons. A few of the more powerful, intelligent creatures grow "living buildings" that are difficult to harm. Some have complex floor plans and multi-levels, but many are single-room designs. These structures are entered through wet, gelatinous membranes that normally only allow access to certain individuals. The purposes of these living complexes are varied, some for homes, fortresses, temporary camps, or shelter from storms.
Except near the area of Zuggtmoy's fortress, the fungi forests and jungles are not always the norm. Random periods of localized storms bring light, kill the fungi, and promote a riotous growth of strange, rank, and twisted flora for 24 hours. One might see giant, knurled redwoods, oaks, and pines spring up in a few hours, and amidst these are patches of retch plants, choke creepers, quickwood, hangman trees, mantraps, snappersaws, thornslingers, tri-flower fronds, evil treants, giant sundews, thornies, bloodthorn, twilight bloom, boring grass, firethorn, and hundreds of other
deadly, unknown species - some undead. A few bizarre creatures roam during this time, such as bog hounds, darktentacles, varrdigs, gibbering mouthers, obliviax moss, shambling mounds, and black unicorns. The accelerated plant growth is almost as dangerous as the deadly fungi, ripping apart the land and tossing great chunks of rock and debri into the air. After this unrest the night returns, the plants die from lack of light, and the fungal landscape returns to feed. This process is repeated eternally throughout the layer.
Except during storms, the air of Sphacelus is heavy with spores. As a result, the air is thin and should be treated as if located at a high altitude. Creatures breathing the air without some sort of filter must save vs. poison once per hour or contract a spore sickness. This affliction has varied effects on the individual, each of which can be eliminated by a cure disease spell.
Spore Effects Table (d20)
1 subject to hallucinations for 2d4 rounds (see basidirond, MM2/15)
2 internal fungus growth causes decay that in 24 hours ends in death
3 loses 1 point of Constitution per turn, dies of hypothermia
4 gains displacer ability, appears 3 feet away for 6d4 hours
5 falls down, helplessly coughing and weezing for 1d8 rounds
6 small, non-dangerous mushrooms grow over entire body for 6d4 hours
7 ages 1 year per day until cured
8 slowly transforms into a mushroom over 4d4 turns
9 blind for 1d6 turns
10 loses 1 point of Constitution per turn, dies of heat stroke
11 grows double in size for 1d4 turns
12 dies in 1d4 rounds, purple fungus "animates" body in 1d4 rounds, it follows but takes no other action whatsoever
13 skin turns green for 1d4 weeks
14 receives 1 point of damage per round until cured
15 gains ESP ability for 24 hours
16 dies in 5d4 rounds, body tranforms into an evil mold man in 1d4 rounds
17 becomes totally passive, unable to do anything but sit and grin for 3d4 turns
18 shrinks to 1/8 of an inch tall, with clothing, but not other possessions
19 blue fungus forms on skin, dehydrates over 3d6 turns, dies a dessicated husk
20 gains 1d6 points to random ability scrore (maximum 19) for 4d4 turns
Random Sphacelus Encounters:
Average Encounters (roll d100)
01-15 roll on Special Encounter Table (see below)
16-17 olive slime
18-19 mustard jelly
20-21 stun-jelly
22-23 ochre jelly
24-25 gray ooze
26-28 gelatinous cube
29-30 myconid (CE alignment)
31-35 giant ant
36-40 vege-monster (roll any random monster from MM)
41-52 vege-animal (roll a random mammal from MM)
53-54 green slime
55 slithering tracker
56-57 violet fungi
58-64 shrieker
65 ustilagor
66-67 phycomid
68-69 ascomid
71 gas spore
72-73 basidirond (MM2/15)
74-75 zygom (MM2/132)
76-77 shambling [fungi] mound
78-80 thorny (CE alignment)
81-85 brown mold
86-88 russet mold
89-90 yellow mold
91-92 black pudding
93-94 brown pudding (MM2/102)
95 white pudding
96-97 dun pudding
98-99 mold man (CE alignment)
00 undead monster (roll on same table again, result is a zombie version)
Special Encounter Table* (d100)
01-15 abyssal mushroom
16-17 arctic beacon
18-19 bird's nest
20 black slime
21-23 cobblestone mold
24-25 displacer mold
26-28 fungloblins
29-35 fungrelman
36-52 replicant jellyroll
53-54 jungle beacon
55 mold golem
56-57 netted rhodotus
58-64 living building
65 myconid vampire
66-67 parachute veil
68-69 pudding morel
71 slime dragon
72-73 slave mold
74-75 snare cup
76-77 purple mold
78-80 spiky scarlet cup
81-83 shelfrazor
84 indigo temporal
85-87 truffluppugas
88 jelly wraith
89-90 white werepudding
91-92 weatherstar
93-94 whistling toadstools
95 wind mycena
96-97 white marasmius
98-99 Roll on Fungi Demon Table (see below)
00 ooze demi-lich (subterranean chamber)
* New Monsters (e-mail Acererak@aol.com for descriptions)
Fungi Demon Table (d100)
01-05 Tanar'ri (roll randomly from MM)
06-50 Smut demon*
51-58 Fungi demon*
59-66 Pudding demon*
67-74 Ooze demon*
75-82 Mold demon*
83-90 Jelly demon*
91-99 Slime demon*
00 Servant or courtesan of Zuggtmoy
* New Monster (see description hereafter)
Demon Types of Sphacelus:
Smut Demon [least tanar'ri] (1-6): AL CE; AC 7; MV 3 (bipedal), 12 (rolling); HD 2; THAC0 19; #AT 2 or 1; Dmg 1-4/1-4 (arms) or 1-6 (bounce); SZ S (2' diameter); ML 10; XP 975; SA flesh rot; SD +1 or better weapon to hit.
Smut demons appear as bulbous teliospores, covered in irregular ridges surrounding indentations in their skin. Their spindly arms and legs resemble violet-fungi branches. On a successful hit, the excretions from these short branches causes 1d4 points of rotting damage to a victim's flesh. Smuts can draw these appendages into their bodies to engage in their favored mode of travel, which is to roll (at a rate of 12). Their resilient bodies cannot be harmed by falling any distance, and in fact they bounce up to 20 feet in any direction if dropped from a height of at least 5 feet. A bouncing smut can surprise an unsuspecting victim, purposely jumping from an elevated location to activate this ability. A bounce can be used as an attack form, causing 1d6 points of damage if hit.
Fungi Demon [greater tanar'ri] (1): AL CE; AC -3; MV 12; HD 11+4 (98 hp); THAC0 9; #AT 1; Dmg 8-32; SZ H (14' tall); ML 15; XP 27,000; MR 70%; SA spore clouds; SD only hit by +2 weapons or better.
A fungi demon appears as an 11' tall toadstool of the blackest complexion. She is accompanied at all times by 1-4 abyssal mushroom servants, and 1-2 black slimes. If forced into hand-to-hand combat, she can club opponents using her clasped hands for 8-32 points of damage.
At will, one per round, she can release spore clouds that create the following spell effects: charm person or mammal, charm plant, darkness, cause fear, detect illusion, detect invisible, dispel magic, entangle, plant growth, warp wood, teleport without error, and roperskin. Twice per day she can release spores with the following affects: rot (reverse of slow rot), cause disease, animate fungi, knurl, thornwrack, fungi biceps, age plant, and fungi corpse animator. If severely threatened, she does not hesitate to release gate spores, to bring in a nalfeshnee demon (55% chance of success) or 3d8 smut demons (90% chance), which she can attempt but once per day.
Pudding Demon [greater tanar'ri] (1): AL CE; AC -4; MV 18; HD 11+1; THAC0 9; #AT 1; Dmg 8-32; SZ L (10' diameter); ML 19; XP 20,000; MR 55%; SA acid; telepathic suggestion; spell-like powers; SD immunities, division, only hit by +1 weapons or better.
The white body of a pudding demon gives off a glowing, unearthly pulsating light in a 30 foot radius which she can quell at will. Her pale form is striated with brown, black, dun, and gray swirls. She normally appears with a humanoid upper-torso and a blob from waist down, but she can just as easily assume a normal pudding form (any color or type). She moves extremely fast, at a rate of 18, and can travel as quickly on floors and she can on walls and ceilings. Her amorphous form allows her to move through cracks that are at least half an inch wide. She is immune to acid, cold, and
poison. Electricity or a blow from a weapon divides her into a duplicate version of herself which has all the powers, abilities, and memories of the original. This duplicate can only exist outside the original body for 20 rounds, at which time it shrivels and dies.
Any creature touching the surface of a pudding demon with its bare skin must save vs. paralyzation or the victim's arms and legs are paralyzed for 5d4 rounds. The creature slowly drains life levels from any being so anesthetized (1 level/turn). As the energy-drain withdraws the life force, the victim appears to age horribly until it dies old and shrunken. When the victim nears death, she secretes highly acidic digestive fluids which begin to dissolve him (8d4 damage/round) until nothing is left but bones and possessions. She can only dissolve organic matter (5-inch thickness of wood in 1 round).
At will, one per round, a pudding demon can use these spell-like powers: darkness, cause fear, detect illusion, detect invisible, dispel magic, teleport without error, cause serious wounds, and pudding acid. Twice per day she can use these spell-like powers: earthmaw, knurl, thornwrack, giant insect, creeping doom, fungi corpse animator, improved invisibility, mirror image, and perform a telepathic suggestion. Once per day she can attempt to gate in a glabrezu (45% chance) chasme demon (60% chance) or 2d6 smut demons (85% chance). Annulus is always accompanied by 1d6 white puddings and 1d4 black puddings of low to average intelligence.
Ooze Demon [lesser tanar'ri] (1-3): AL CE; AC 0; MV 12, Fl 18/C; Sw 3; HD 8+1 (73 hp); THAC0 14; #AT 2 or 3; Dmg 4-16; SZ M (6' tall); ML 12; XP 17,000; MR 45%; SA paralysis; spell-like powers; SD regeneration, only hit by +1 weapons or better.
An ooze demon is lavender in color, and has full control of her semi-liquid body. In humanoid form, she usually appears as a beautiful female form with wings, but a male form is also possible. The race of this humanoid shape is dependent upon her choice, usually the race she is dealing with at the time. She can move through cracks, bars, or any other spaces that allow air to move, at half her normal movement rate. In water she is effectively 99% invisible in her ooze form, and 80% on land.
In humanoid form she can project her arms, and form her hands into blobs to attack for 4d4 points of damage each. In ooze form, she attacks with up to three pseudopods simultaneously, inflicting 4d4 damage on each successful hit. Due to her secretions, victims of either attack must save vs. paralysis or be paralyzed for 2d8 turns. Attacks made upon her using a physical weapon is risky, as it becomes trapped inside the creature unless a bend bars/life gates rolls is successful. Weapons so trapped cannot be removed until she wishes it, or she is dead. A piece of her cut away from her body wriggle and slurps back, repairing half the hit points lost in the attack (assuming the piece can reach her, otherwise it withers and dies in 2d4 rounds). She regenerates 1 hit point per turn.
At will, one per round, an ooze demon can use these spell-like powers: darkness, cause fear, detect illusion, detect invisible, dispel magic, teleport without error, warp wood, raise water, undetectable lie, and gelatinous slime. Twice per day she can use these spell-like powers: heat metal, obscure object, misdirection, transmute water to dust, water walking, undetectable alignment, and telekinese 500 pounds of weight. Once per day she can attempt to gate in a hezrou demon (25% chance), or 1d8 smut demons (75% chance).
Mold Demon [lesser tanar'ri] (1-2): AL CE; AC 1; MV 12; HD 7+3; THAC0 13; #AT 2; Dmg 1-6/1-6; SZ L (7' tall); ML 13; XP 10,000; MR 40%; SA cause disease; spores; spell-like powers; SD immune to piercing weapons, only hit by +1 weapons or better.
A mold demon has sharp thorns for claws (which cause disease if hit), and thin, weed-like tufts that cover her entire humanoid body. She normally appears a mixture of gray, green, and brown, but her color varies depending on her surroundings and mood, and can run the gamut from the darkest black to the brightest red. If any part of Sterigma is severed or cut away, it regrows in 1d4 turns. Dismembered parts grow into 1d4 fungus men in 1d4 rounds. Each of these creatures is under control of the mold demon.
Once per round she can "sneeze" spores from her mouth (up to 5 feet away), and the target must save vs. poison or become paralyzed. Victims die in 2d4 rounds unless a cure disease spell is applied. A dead target becomes a 4HD, chaotic evil mold man in 1 turn, under her control. She is immune to all piercing weapons, even most enchanted ones. She is always accompanied by 1d8 fungrelmen, 1-2 mold golems, and one semi-intelligent thorny (MM/293) of chaotic evil alignment.
At will, one per round, she can use these spell-like powers: darkness, cause fear, detect illusion, detect invisible, dispel magic, teleport without error, cause serious wounds, entangle, and endothermic mold. Twice per day she can use these spell-like powers: putrefy food & drink, badberry, misdirection, wraithform, improved invisibility, and obscure object. Once per day she can attempt to gate in a vrock demon (35% chance), or 1d6 smut demons (60% chance), and cast harm.
Jelly Demon [lesser tanar'ri] (1-2): AL CE; AC 1; MV 12; HD 7; THAC0 13; #AT 1-6; Dmg 1-4/1-4/1-4/1-4/1-4/1-4; SZ M (5' tall); ML 12; XP 14,000; MR 35%; SA gaze attack; pseudopods; anesthetization; spell-like powers; SD only hit by +1 weapons or better.
Made of a transparent material, a jelly demon is nearly invisible (99% chance) in normal light, and moves without a sound. Jelly demons prefer a giant, snake-like shape, and normally stand as if a cobra, ready to strike. However, she can just as easily assume the form of a blob, effortlessly sliding her way through cracks and under doors. If her body is split, the piece turns into a random jelly monster that obeys the commands of the demon. In any form, she can move as easily on floors as she can on walls and ceilings. She is always accompanied by 1d6 slithering trackers, and 1-2 varrdig grue elementals (MM2/73).
Upon close inspection of her "head", two slanted indentations can be observed in place of eyes. Once per turn, she can use these "eyes" to turn a creature into jelly, the sockets glowing during this attack. The intended target must save vs. petrification or succumb to this deadly stare. Jellified victims become slithering trackers (MM/279) under control of the demon. She may also thrust up to six pseudopods at up to six different targets, each causing 1d4 points of bludgeoning damage if a successful hit. A maximum of 4 pseudopods may hit a single target per round. Victims struck by a pseudopod must save vs. paralyzation or be anesthetized for 1d4 turns. As a last resort, she surrounds a victim with her gelatinous body and draws forth all its plasma in 10 rounds. This requires an attack roll by the jelly demon, and if successful she dehydrates 1/10 of the creature's hit points each round. At the end of this time the trapped, desiccated victim is ejected.
At will, one per round, she can use these spell-like powers: darkness, cause fear, detect illusion, detect invisible, dispel magic, teleport without error, cause serious wounds, hypnotism, and gelatinous slime. Twice per day she can use these spell-like powers: putrefy food & drink, hallucinatory [fungi] forest, and undetectable alignment. Once per day she can attempt to gate in a vrock demon (30% chance), or 1d6 smut demons (55% chance).
Slime Demon [lesser tanar'ri] (1-2): AL CE; AC 1; MV 15, Fl 18 (C); Sw 6; HD 7; THAC0 13; #AT 1; Dmg Special; SZ L (7' tall); ML 17; XP 15,000; MR 30%; SA olive slime gout, suffocation punch; spell powers; SD fire increases HD, only hit by +1 weapons or better.
This slime demon resembles a winged humanoid covered in lichens and wet slimes of every color. Her form has no distinguishable face or other defining features, and she leaves a trail of wet gelatin in her path. She is always accompanied by 1-12 different slimes that cling to her body, one of which can be ejected at a target per round (DM rolls randomly for slime type).
Six times per day she can breathe out a gout of olive slime which can turn the target into an olive slime creature (see MM/276) under her control. Instead of this attack, she may opt to extend a single pseudopod from her body that attaches to the face of her target as a blob. The victim temporarily loses 2 Constitution points each round the blob of slime is in place, and when he reaches zero he is dead, suffocated. The pseudopod can be removed if a successful bend bars/lift gates roll is successful. Those that fail die and become green slimes in 1d4 rounds.
A slime demon's body radiates warmth, and instead of avoiding fire she thrives on it. Devouring a normal fire temporarily increases her HD by 1. All light, fire, and heat based spells cast directly on her add 2 HD instead of one. When Stipe reaches 14 HD, she divides, which reduces her back down to her normal HD. The resulting creature is a 7 HD flareater (MC2/57) that obeys Stipe's commands. If she does not divide in 4d6 turns, her HD returns to normal.
At will, one per round, she can use these spell-like powers: darkness, cause fear, detect illusion, detect invisible, dispel magic, teleport without error, badberry, rot (reverse of slow rot), putrefy food & drink, and gelatinous slime. Twice per day she can use: cause disease, contagion, charm person of mammal, and dig. Once per day he can attempt to gate in a dretch demon (65% chance), or 1d4 smut demons (35% chance).
Zuggtmoy's Servants and Courtesans:
Zygosporr (98 hp)
Fungi demon Zygosporr is second in command in Zuggtmoy's realm and is completely loyal to the Lady of Fungi. Although she seeks to inherit her kingdom, but she will only do so in the event of Zuggtmoy's death. It is she who rules while the Lady is gone, receiving directions telepathically even from her forays into the prime material plane. Zygosporr is very clever in the workings of demonic politics, and during Zuggtmoy's imprisonment it is she who kept the realm intact. Neither the upper or lower ranks realized the demoness was absent. The strategy paid off, as not a single rival significantly attacked during the absence.
Annulus (89 hp)
As the lieutenant of Zuggtmoy's armies, pudding demon Annulus is responsible for recruiting and assembling the most hideous, dangerous, fungi monstrosities available for battle. She is a defector from Juiblex's rule, seeking instead a higher position in Zuggtmoy's empire. This has caused a rivalry between the two factions, and Annulus takes great joy in sending troops into battle against The Faceless Lord. It is rumored Juiblex has plans to make layer 222 a part of his own realm by using a recently acquired artifact. This prompted Annulus to seek an alliance with the chasme demons, a successful venture which for now gives Zuggtmoy the edge.
Sstolon (73 hp)
Ooze demon Sstolon is the spy of Zuggtmoy, relaying important information from enemy camps, or slithering into inconspicuous cracks to eavesdrop on supposed allies. It is Sstolon who prevented a coup by Zuggtmoy's previous lieutenant, Basid. At a crucial moment, Basid had planned to turn the Lady of Fungi's own troops against her, and shift the tide of war from Zuggtmoy to Juiblex. At the moment just before the betrayal, jelly demon Pileus assassinated Basid and moved Annulus up in rank to take her place. Victory was Zuggtmoy's.
Sterigma (66 hp)
As the bodyguard of Zuggtmoy, mold demon Sterigma is responsible for her personal security. Assassination attempts are commonplace in the Abyss, and Sterigma has intervened in hundreds over the years. This symbiotic relationship has placed the mold demon in an interesting position. Present for even the most secretive of meetings, Sterigma knows more about Zuggtmoy's secret operations than anyone. During Zuggtmoy's capture on the prime material plane, Sterigma stayed by her side to suffer the same imprisonment.
Pileus (49 hp)
Jelly demon Pileus is the assassin of Zuggtmoy, and currently her only male servant. It is he who slew the traitor Basid during a pivotal battle with the forces of Juiblex, thanks to the keen spying of Sstolon. Pileus is also responsible for steeling into enemy camps to eliminate their leaders. On a few rare occasions, Pileus has made journeys to other Abyssal layers and successfully removed intractable enemies of Zuggtmoy. Pileus has so far failed in all attempts to eliminate Juiblex, as he is too heavily protected.
Stipe (45 hp)
Slime demon "Stipe" is Zuggtmoy's courier and gopher. In battle she carries important messages to front line commanders. In politics, she relays both threats and promised treaties to demons of other realms. Some suggest Stipe knows more about Zuggtmoy's affairs than anyone, but this is not true, as Sterigma maintains this honor. Although she has never been captured, many of Zuggtmoy's enemies have tried based on this misconception.
Date: Sun, 7 Mar 1999 01:26:40 EST
From: Acererak the Eternal
Reply-To: The GREYtalk Discussion List
Sphacelus: Realm of Zuggtmoy
A Fungus Amongus
By Randy Richards
Zuggtmoy, the Demoness Lady of Fungi, breeds fear and loathing from her rule of Abyssal layer 222. Known as Sphacelus to it inhabitants, it is a ghastly layer of demonic slimes, molds, jellies, puddings, oozes, and fungi abominations the likes of which no sane human should ever witness. Dangerous fungi animals are the norm, and the land is caked with mud, rotten logs, standing water, decaying plants, and other unspeakable dead things. Fungi dinosaurs roam the fungal jungles, and the fungi forests are filled with fungi demons, fungi dragons, fungi undead, and every other fungi monstrosity one can imagine. Tiny, normal, giant, huge, and gargantuan-sized fungi grow from every imaginable surface, including living beings. The air is heavy with spores that make breathing difficult and risky. In its eternal night, a mist
hangs in the air and moisture accumulates on everything. Onlookers tend to feel they are tiny ants on the floor of a cave, swamp, moist forest, or jungle.
Zuggtmoy's fortress on this plane is inside an unimaginably massive morel mushroom, nearly half a mile tall. Inside are literally hundreds of rooms connected by tubes, slides, gelatinous doorways, and membranes, each surrounded by sticky strands of hyphae, mycelium, and rhizoids. It is a nightmare to most outsiders, even other demons. The fungi fortress, called Sporangia by its demonic inhabitants, releases giant spores from its continuously rupturing sporangium. These spores float away to all parts of her plane, landing to germinate into the monstrous creatures that populate this layer of the Abyss.
The fortress and the surrounding lands contain the ever present tanar'ri, primarily of the fungi variety. Encounters with smut demons are common, as well as many other types of pudding, ooze, mold, jelly, and slime demons. A few of the more powerful, intelligent creatures grow "living buildings" that are difficult to harm. Some have complex floor plans and multi-levels, but many are single-room designs. These structures are entered through wet, gelatinous membranes that normally only allow access to certain individuals. The purposes of these living complexes are varied, some for homes, fortresses, temporary camps, or shelter from storms.
Except near the area of Zuggtmoy's fortress, the fungi forests and jungles are not always the norm. Random periods of localized storms bring light, kill the fungi, and promote a riotous growth of strange, rank, and twisted flora for 24 hours. One might see giant, knurled redwoods, oaks, and pines spring up in a few hours, and amidst these are patches of retch plants, choke creepers, quickwood, hangman trees, mantraps, snappersaws, thornslingers, tri-flower fronds, evil treants, giant sundews, thornies, bloodthorn, twilight bloom, boring grass, firethorn, and hundreds of other
deadly, unknown species - some undead. A few bizarre creatures roam during this time, such as bog hounds, darktentacles, varrdigs, gibbering mouthers, obliviax moss, shambling mounds, and black unicorns. The accelerated plant growth is almost as dangerous as the deadly fungi, ripping apart the land and tossing great chunks of rock and debri into the air. After this unrest the night returns, the plants die from lack of light, and the fungal landscape returns to feed. This process is repeated eternally throughout the layer.
Except during storms, the air of Sphacelus is heavy with spores. As a result, the air is thin and should be treated as if located at a high altitude. Creatures breathing the air without some sort of filter must save vs. poison once per hour or contract a spore sickness. This affliction has varied effects on the individual, each of which can be eliminated by a cure disease spell.
Spore Effects Table (d20)
1 subject to hallucinations for 2d4 rounds (see basidirond, MM2/15)
2 internal fungus growth causes decay that in 24 hours ends in death
3 loses 1 point of Constitution per turn, dies of hypothermia
4 gains displacer ability, appears 3 feet away for 6d4 hours
5 falls down, helplessly coughing and weezing for 1d8 rounds
6 small, non-dangerous mushrooms grow over entire body for 6d4 hours
7 ages 1 year per day until cured
8 slowly transforms into a mushroom over 4d4 turns
9 blind for 1d6 turns
10 loses 1 point of Constitution per turn, dies of heat stroke
11 grows double in size for 1d4 turns
12 dies in 1d4 rounds, purple fungus "animates" body in 1d4 rounds, it follows but takes no other action whatsoever
13 skin turns green for 1d4 weeks
14 receives 1 point of damage per round until cured
15 gains ESP ability for 24 hours
16 dies in 5d4 rounds, body tranforms into an evil mold man in 1d4 rounds
17 becomes totally passive, unable to do anything but sit and grin for 3d4 turns
18 shrinks to 1/8 of an inch tall, with clothing, but not other possessions
19 blue fungus forms on skin, dehydrates over 3d6 turns, dies a dessicated husk
20 gains 1d6 points to random ability scrore (maximum 19) for 4d4 turns
Random Sphacelus Encounters:
Average Encounters (roll d100)
01-15 roll on Special Encounter Table (see below)
16-17 olive slime
18-19 mustard jelly
20-21 stun-jelly
22-23 ochre jelly
24-25 gray ooze
26-28 gelatinous cube
29-30 myconid (CE alignment)
31-35 giant ant
36-40 vege-monster (roll any random monster from MM)
41-52 vege-animal (roll a random mammal from MM)
53-54 green slime
55 slithering tracker
56-57 violet fungi
58-64 shrieker
65 ustilagor
66-67 phycomid
68-69 ascomid
71 gas spore
72-73 basidirond (MM2/15)
74-75 zygom (MM2/132)
76-77 shambling [fungi] mound
78-80 thorny (CE alignment)
81-85 brown mold
86-88 russet mold
89-90 yellow mold
91-92 black pudding
93-94 brown pudding (MM2/102)
95 white pudding
96-97 dun pudding
98-99 mold man (CE alignment)
00 undead monster (roll on same table again, result is a zombie version)
Special Encounter Table* (d100)
01-15 abyssal mushroom
16-17 arctic beacon
18-19 bird's nest
20 black slime
21-23 cobblestone mold
24-25 displacer mold
26-28 fungloblins
29-35 fungrelman
36-52 replicant jellyroll
53-54 jungle beacon
55 mold golem
56-57 netted rhodotus
58-64 living building
65 myconid vampire
66-67 parachute veil
68-69 pudding morel
71 slime dragon
72-73 slave mold
74-75 snare cup
76-77 purple mold
78-80 spiky scarlet cup
81-83 shelfrazor
84 indigo temporal
85-87 truffluppugas
88 jelly wraith
89-90 white werepudding
91-92 weatherstar
93-94 whistling toadstools
95 wind mycena
96-97 white marasmius
98-99 Roll on Fungi Demon Table (see below)
00 ooze demi-lich (subterranean chamber)
* New Monsters (e-mail Acererak@aol.com for descriptions)
Fungi Demon Table (d100)
01-05 Tanar'ri (roll randomly from MM)
06-50 Smut demon*
51-58 Fungi demon*
59-66 Pudding demon*
67-74 Ooze demon*
75-82 Mold demon*
83-90 Jelly demon*
91-99 Slime demon*
00 Servant or courtesan of Zuggtmoy
* New Monster (see description hereafter)
Demon Types of Sphacelus:
Smut Demon [least tanar'ri] (1-6): AL CE; AC 7; MV 3 (bipedal), 12 (rolling); HD 2; THAC0 19; #AT 2 or 1; Dmg 1-4/1-4 (arms) or 1-6 (bounce); SZ S (2' diameter); ML 10; XP 975; SA flesh rot; SD +1 or better weapon to hit.
Smut demons appear as bulbous teliospores, covered in irregular ridges surrounding indentations in their skin. Their spindly arms and legs resemble violet-fungi branches. On a successful hit, the excretions from these short branches causes 1d4 points of rotting damage to a victim's flesh. Smuts can draw these appendages into their bodies to engage in their favored mode of travel, which is to roll (at a rate of 12). Their resilient bodies cannot be harmed by falling any distance, and in fact they bounce up to 20 feet in any direction if dropped from a height of at least 5 feet. A bouncing smut can surprise an unsuspecting victim, purposely jumping from an elevated location to activate this ability. A bounce can be used as an attack form, causing 1d6 points of damage if hit.
Fungi Demon [greater tanar'ri] (1): AL CE; AC -3; MV 12; HD 11+4 (98 hp); THAC0 9; #AT 1; Dmg 8-32; SZ H (14' tall); ML 15; XP 27,000; MR 70%; SA spore clouds; SD only hit by +2 weapons or better.
A fungi demon appears as an 11' tall toadstool of the blackest complexion. She is accompanied at all times by 1-4 abyssal mushroom servants, and 1-2 black slimes. If forced into hand-to-hand combat, she can club opponents using her clasped hands for 8-32 points of damage.
At will, one per round, she can release spore clouds that create the following spell effects: charm person or mammal, charm plant, darkness, cause fear, detect illusion, detect invisible, dispel magic, entangle, plant growth, warp wood, teleport without error, and roperskin. Twice per day she can release spores with the following affects: rot (reverse of slow rot), cause disease, animate fungi, knurl, thornwrack, fungi biceps, age plant, and fungi corpse animator. If severely threatened, she does not hesitate to release gate spores, to bring in a nalfeshnee demon (55% chance of success) or 3d8 smut demons (90% chance), which she can attempt but once per day.
Pudding Demon [greater tanar'ri] (1): AL CE; AC -4; MV 18; HD 11+1; THAC0 9; #AT 1; Dmg 8-32; SZ L (10' diameter); ML 19; XP 20,000; MR 55%; SA acid; telepathic suggestion; spell-like powers; SD immunities, division, only hit by +1 weapons or better.
The white body of a pudding demon gives off a glowing, unearthly pulsating light in a 30 foot radius which she can quell at will. Her pale form is striated with brown, black, dun, and gray swirls. She normally appears with a humanoid upper-torso and a blob from waist down, but she can just as easily assume a normal pudding form (any color or type). She moves extremely fast, at a rate of 18, and can travel as quickly on floors and she can on walls and ceilings. Her amorphous form allows her to move through cracks that are at least half an inch wide. She is immune to acid, cold, and
poison. Electricity or a blow from a weapon divides her into a duplicate version of herself which has all the powers, abilities, and memories of the original. This duplicate can only exist outside the original body for 20 rounds, at which time it shrivels and dies.
Any creature touching the surface of a pudding demon with its bare skin must save vs. paralyzation or the victim's arms and legs are paralyzed for 5d4 rounds. The creature slowly drains life levels from any being so anesthetized (1 level/turn). As the energy-drain withdraws the life force, the victim appears to age horribly until it dies old and shrunken. When the victim nears death, she secretes highly acidic digestive fluids which begin to dissolve him (8d4 damage/round) until nothing is left but bones and possessions. She can only dissolve organic matter (5-inch thickness of wood in 1 round).
At will, one per round, a pudding demon can use these spell-like powers: darkness, cause fear, detect illusion, detect invisible, dispel magic, teleport without error, cause serious wounds, and pudding acid. Twice per day she can use these spell-like powers: earthmaw, knurl, thornwrack, giant insect, creeping doom, fungi corpse animator, improved invisibility, mirror image, and perform a telepathic suggestion. Once per day she can attempt to gate in a glabrezu (45% chance) chasme demon (60% chance) or 2d6 smut demons (85% chance). Annulus is always accompanied by 1d6 white puddings and 1d4 black puddings of low to average intelligence.
Ooze Demon [lesser tanar'ri] (1-3): AL CE; AC 0; MV 12, Fl 18/C; Sw 3; HD 8+1 (73 hp); THAC0 14; #AT 2 or 3; Dmg 4-16; SZ M (6' tall); ML 12; XP 17,000; MR 45%; SA paralysis; spell-like powers; SD regeneration, only hit by +1 weapons or better.
An ooze demon is lavender in color, and has full control of her semi-liquid body. In humanoid form, she usually appears as a beautiful female form with wings, but a male form is also possible. The race of this humanoid shape is dependent upon her choice, usually the race she is dealing with at the time. She can move through cracks, bars, or any other spaces that allow air to move, at half her normal movement rate. In water she is effectively 99% invisible in her ooze form, and 80% on land.
In humanoid form she can project her arms, and form her hands into blobs to attack for 4d4 points of damage each. In ooze form, she attacks with up to three pseudopods simultaneously, inflicting 4d4 damage on each successful hit. Due to her secretions, victims of either attack must save vs. paralysis or be paralyzed for 2d8 turns. Attacks made upon her using a physical weapon is risky, as it becomes trapped inside the creature unless a bend bars/life gates rolls is successful. Weapons so trapped cannot be removed until she wishes it, or she is dead. A piece of her cut away from her body wriggle and slurps back, repairing half the hit points lost in the attack (assuming the piece can reach her, otherwise it withers and dies in 2d4 rounds). She regenerates 1 hit point per turn.
At will, one per round, an ooze demon can use these spell-like powers: darkness, cause fear, detect illusion, detect invisible, dispel magic, teleport without error, warp wood, raise water, undetectable lie, and gelatinous slime. Twice per day she can use these spell-like powers: heat metal, obscure object, misdirection, transmute water to dust, water walking, undetectable alignment, and telekinese 500 pounds of weight. Once per day she can attempt to gate in a hezrou demon (25% chance), or 1d8 smut demons (75% chance).
Mold Demon [lesser tanar'ri] (1-2): AL CE; AC 1; MV 12; HD 7+3; THAC0 13; #AT 2; Dmg 1-6/1-6; SZ L (7' tall); ML 13; XP 10,000; MR 40%; SA cause disease; spores; spell-like powers; SD immune to piercing weapons, only hit by +1 weapons or better.
A mold demon has sharp thorns for claws (which cause disease if hit), and thin, weed-like tufts that cover her entire humanoid body. She normally appears a mixture of gray, green, and brown, but her color varies depending on her surroundings and mood, and can run the gamut from the darkest black to the brightest red. If any part of Sterigma is severed or cut away, it regrows in 1d4 turns. Dismembered parts grow into 1d4 fungus men in 1d4 rounds. Each of these creatures is under control of the mold demon.
Once per round she can "sneeze" spores from her mouth (up to 5 feet away), and the target must save vs. poison or become paralyzed. Victims die in 2d4 rounds unless a cure disease spell is applied. A dead target becomes a 4HD, chaotic evil mold man in 1 turn, under her control. She is immune to all piercing weapons, even most enchanted ones. She is always accompanied by 1d8 fungrelmen, 1-2 mold golems, and one semi-intelligent thorny (MM/293) of chaotic evil alignment.
At will, one per round, she can use these spell-like powers: darkness, cause fear, detect illusion, detect invisible, dispel magic, teleport without error, cause serious wounds, entangle, and endothermic mold. Twice per day she can use these spell-like powers: putrefy food & drink, badberry, misdirection, wraithform, improved invisibility, and obscure object. Once per day she can attempt to gate in a vrock demon (35% chance), or 1d6 smut demons (60% chance), and cast harm.
Jelly Demon [lesser tanar'ri] (1-2): AL CE; AC 1; MV 12; HD 7; THAC0 13; #AT 1-6; Dmg 1-4/1-4/1-4/1-4/1-4/1-4; SZ M (5' tall); ML 12; XP 14,000; MR 35%; SA gaze attack; pseudopods; anesthetization; spell-like powers; SD only hit by +1 weapons or better.
Made of a transparent material, a jelly demon is nearly invisible (99% chance) in normal light, and moves without a sound. Jelly demons prefer a giant, snake-like shape, and normally stand as if a cobra, ready to strike. However, she can just as easily assume the form of a blob, effortlessly sliding her way through cracks and under doors. If her body is split, the piece turns into a random jelly monster that obeys the commands of the demon. In any form, she can move as easily on floors as she can on walls and ceilings. She is always accompanied by 1d6 slithering trackers, and 1-2 varrdig grue elementals (MM2/73).
Upon close inspection of her "head", two slanted indentations can be observed in place of eyes. Once per turn, she can use these "eyes" to turn a creature into jelly, the sockets glowing during this attack. The intended target must save vs. petrification or succumb to this deadly stare. Jellified victims become slithering trackers (MM/279) under control of the demon. She may also thrust up to six pseudopods at up to six different targets, each causing 1d4 points of bludgeoning damage if a successful hit. A maximum of 4 pseudopods may hit a single target per round. Victims struck by a pseudopod must save vs. paralyzation or be anesthetized for 1d4 turns. As a last resort, she surrounds a victim with her gelatinous body and draws forth all its plasma in 10 rounds. This requires an attack roll by the jelly demon, and if successful she dehydrates 1/10 of the creature's hit points each round. At the end of this time the trapped, desiccated victim is ejected.
At will, one per round, she can use these spell-like powers: darkness, cause fear, detect illusion, detect invisible, dispel magic, teleport without error, cause serious wounds, hypnotism, and gelatinous slime. Twice per day she can use these spell-like powers: putrefy food & drink, hallucinatory [fungi] forest, and undetectable alignment. Once per day she can attempt to gate in a vrock demon (30% chance), or 1d6 smut demons (55% chance).
Slime Demon [lesser tanar'ri] (1-2): AL CE; AC 1; MV 15, Fl 18 (C); Sw 6; HD 7; THAC0 13; #AT 1; Dmg Special; SZ L (7' tall); ML 17; XP 15,000; MR 30%; SA olive slime gout, suffocation punch; spell powers; SD fire increases HD, only hit by +1 weapons or better.
This slime demon resembles a winged humanoid covered in lichens and wet slimes of every color. Her form has no distinguishable face or other defining features, and she leaves a trail of wet gelatin in her path. She is always accompanied by 1-12 different slimes that cling to her body, one of which can be ejected at a target per round (DM rolls randomly for slime type).
Six times per day she can breathe out a gout of olive slime which can turn the target into an olive slime creature (see MM/276) under her control. Instead of this attack, she may opt to extend a single pseudopod from her body that attaches to the face of her target as a blob. The victim temporarily loses 2 Constitution points each round the blob of slime is in place, and when he reaches zero he is dead, suffocated. The pseudopod can be removed if a successful bend bars/lift gates roll is successful. Those that fail die and become green slimes in 1d4 rounds.
A slime demon's body radiates warmth, and instead of avoiding fire she thrives on it. Devouring a normal fire temporarily increases her HD by 1. All light, fire, and heat based spells cast directly on her add 2 HD instead of one. When Stipe reaches 14 HD, she divides, which reduces her back down to her normal HD. The resulting creature is a 7 HD flareater (MC2/57) that obeys Stipe's commands. If she does not divide in 4d6 turns, her HD returns to normal.
At will, one per round, she can use these spell-like powers: darkness, cause fear, detect illusion, detect invisible, dispel magic, teleport without error, badberry, rot (reverse of slow rot), putrefy food & drink, and gelatinous slime. Twice per day she can use: cause disease, contagion, charm person of mammal, and dig. Once per day he can attempt to gate in a dretch demon (65% chance), or 1d4 smut demons (35% chance).
Zuggtmoy's Servants and Courtesans:
Zygosporr (98 hp)
Fungi demon Zygosporr is second in command in Zuggtmoy's realm and is completely loyal to the Lady of Fungi. Although she seeks to inherit her kingdom, but she will only do so in the event of Zuggtmoy's death. It is she who rules while the Lady is gone, receiving directions telepathically even from her forays into the prime material plane. Zygosporr is very clever in the workings of demonic politics, and during Zuggtmoy's imprisonment it is she who kept the realm intact. Neither the upper or lower ranks realized the demoness was absent. The strategy paid off, as not a single rival significantly attacked during the absence.
Annulus (89 hp)
As the lieutenant of Zuggtmoy's armies, pudding demon Annulus is responsible for recruiting and assembling the most hideous, dangerous, fungi monstrosities available for battle. She is a defector from Juiblex's rule, seeking instead a higher position in Zuggtmoy's empire. This has caused a rivalry between the two factions, and Annulus takes great joy in sending troops into battle against The Faceless Lord. It is rumored Juiblex has plans to make layer 222 a part of his own realm by using a recently acquired artifact. This prompted Annulus to seek an alliance with the chasme demons, a successful venture which for now gives Zuggtmoy the edge.
Sstolon (73 hp)
Ooze demon Sstolon is the spy of Zuggtmoy, relaying important information from enemy camps, or slithering into inconspicuous cracks to eavesdrop on supposed allies. It is Sstolon who prevented a coup by Zuggtmoy's previous lieutenant, Basid. At a crucial moment, Basid had planned to turn the Lady of Fungi's own troops against her, and shift the tide of war from Zuggtmoy to Juiblex. At the moment just before the betrayal, jelly demon Pileus assassinated Basid and moved Annulus up in rank to take her place. Victory was Zuggtmoy's.
Sterigma (66 hp)
As the bodyguard of Zuggtmoy, mold demon Sterigma is responsible for her personal security. Assassination attempts are commonplace in the Abyss, and Sterigma has intervened in hundreds over the years. This symbiotic relationship has placed the mold demon in an interesting position. Present for even the most secretive of meetings, Sterigma knows more about Zuggtmoy's secret operations than anyone. During Zuggtmoy's capture on the prime material plane, Sterigma stayed by her side to suffer the same imprisonment.
Pileus (49 hp)
Jelly demon Pileus is the assassin of Zuggtmoy, and currently her only male servant. It is he who slew the traitor Basid during a pivotal battle with the forces of Juiblex, thanks to the keen spying of Sstolon. Pileus is also responsible for steeling into enemy camps to eliminate their leaders. On a few rare occasions, Pileus has made journeys to other Abyssal layers and successfully removed intractable enemies of Zuggtmoy. Pileus has so far failed in all attempts to eliminate Juiblex, as he is too heavily protected.
Stipe (45 hp)
Slime demon "Stipe" is Zuggtmoy's courier and gopher. In battle she carries important messages to front line commanders. In politics, she relays both threats and promised treaties to demons of other realms. Some suggest Stipe knows more about Zuggtmoy's affairs than anyone, but this is not true, as Sterigma maintains this honor. Although she has never been captured, many of Zuggtmoy's enemies have tried based on this misconception.
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