[New Magic Item] Fungal Scout Pod

Fungal Scout Pod

Valance pointed at a silhouette making its way down the thickly wooded hillside. A big mass with several spindly legs could be seen in the fading light.

“Big deal. You called another spider,” Chalk said.

“That’s no spider!” whispered the priest of the Spider God.

Chalk strained his eyes in the fading light.

“What is that?” asked Koram as he joined the cleric and wizard.

Koram drew his Crystal Sword although the thing was picking its way gingerly over several large rocks and heading in a different direction.

“Did they see us?” Vistis the Blue Mage asked his fellow sorcerer from inside the mossy, fungal cabin of the strange vehicle.

Stork was straining to see through the lichen.

“I think so, but they are unsure of what they are seeing, we will make a hasty retreat and keep spying on them from afar as long as we can,” replied Stork.

This strange product of sporecery is very rare and much sought after. A green, spongy fungal dome that sits upon 7-10 stilt-like legs that appear to be the trunks of small, thin trees (often alder, beech or ash), this magic item allows two people to ride and sleep comfortably within its dank confines. Often used in lightly wooded areas to maximum effect, Fungal Scout Pods are not meant for battle, but to observe from the fringes. Many reports of “walking trees”can be attributed to scouts maneuvering these devices of sporecery about.

Benefit: Fungal Scout Pods have 6+1d4 legs that each have 6 hit points (the vehicle can function with as few as three in dire emergencies) while the main dome has 12 hit points. These sporeceric vehicles move at a speed of 60′ (20′) (this is halved when the device has less than five legs) over most any terrain, including bogs and swamps. While spellcasting classes can cast spells from a Fungal Scout Pod, the only other possible attack is by “kicking” with the legs of the device, each dealing 1d4+1 points of damage. While the main dome sits fifteen feet off of the ground a “control spore” activates a Fungal Scout Pod and can lower the “cabin”. This “control spore” also also guides the vehicle. When not moving in or near a small stand of trees a Fungal Scout Pod is 90% undetectable. A Fungal Scout Pod has an AC of 6 and regenerates 2 hp per turn.

Usable by: Anyone.

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7 Responses to [New Magic Item] Fungal Scout Pod

  1. Timeshadows says:

    Hi, bat.
    –Neat.

    Does it have an AC?
    –Regeneration?

    How big are they on average? Hut-sized?

  2. Now THAT is creepy and weird. I love it. By the way, I’m utilizing a lot of your spells in my house rules for my Swords & Wizardry campaign. Love your work.

    • bat says:

      Thank you much. Would it help to know that it was inspired by a thicket of trees outside my house that I kept looking at while watching hummingbirds? One stand of trees is just a little lower than the other with several spindly trunks, reminding me of a spider picking its way through the trees or perhaps a Fungal Scout Pod…

  3. Great item… I mean…. transpor…..ergh…. thing! Great thing! 😉

    Hehehe…. talking serious now: excellent item, bat! Weird and flavorful, my favorite combination. Consider it stolen. Keep the excellent articles!

    • bat says:

      Thank you much for the comment! Like I said, inspired by a small group of trees in a thicket. One of those strange things that you expect to see start walking along when it shouldn’t.

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