“We are not errand boys,” Stork said indignantly.
“But, my good sir, this plant is very precious and I cannot trust its safety to mere hirelings. My master will pay handsomely to have this plant delivered to the prince’s estate,” the stranger pleaded.
“How handsomely?” Vistis the Blue Mage inquired.
“Three hundred pieces of gold. To each of you!” answered the odd man. “Half now, half when the plant is in the ground.”
“We are also not gardeners!” laughed Stork. “Aren’t there some idle halflings around here somewhere? There usually are.”
The man was getting exasperated.
“No halflings! They are too undependable! This must be done! It is a surprise present from my master to the prince!” he stammered.
Vistis the Blue Mage and Stork exchanged glances. It was hard for Stork to read the face of the other through the thick, lacquered mask, but he caught the subtle nod.
“We will do it. Let me see the gold!” Stork snapped.
The outlander produced a leather pouch brimming with gold.
Stork and Vistis the Blue Mage hastily left the princedom as soon as they heard that the prince and his retainers were killed under mysterious circumstances by agents unknown. All that was found at the scene of the deaths were odd leaves. The two wizards knew that the Priests of the Law God would soon appear and those clerics had a way of wringing the truth out of a stone.
No. Enc.: 1d6 (1d10)
Movement: 90′ (30′)
Armor Class: 7
Hit Dice: 3
Hoard Class: Nil (see below)
Strange seeds and exotic plants that come from mysterious visitors should be avoided at all costs. However, sometimes the sneakier among the ne’er-do-wells find a way to get one of the beautiful zilb plants into a specific area. The magnificent plant grows tall and has many flowers. When in a pot the zilb is dormant, being mostly harmless, but when planted in the earth the zilb sends out 1d6+4 creeping roots underground that find the surface and grow into small bushes. These bushes look disturbingly human-like in shape and, in fact, they are mobile when the master plant commands them, at this point the roots have separated from these mobile bushes, which seek new sustenance now.. Creeping Zilbs have one flower that grows in place of a face and this sensory organ reports all sights and sounds back to the master plant. In this way the zilb plant monitors its surroundings and commands its subordinate plants to bring it fresh meat and blood. Any treasure found in relation to a zilb will be at the base of the master plant.
Fiendish druids and fell wizards have found ways of controlling the master zilb plant and use the mobile servant-plants as spies, assassins, thieves and henchmen. The creeping zilb can crawl up sheer surfaces like a spider (or an ivy) and can survive if submerged underwater for up to three months. The master zilb plant has 6HD and an AC of 8, is immobile itself (although it can retract its roots to be moved somewhere else by others) and defends itself by lashing out with its six whip-like vines for 1d12 damage.