“What’s in the crate?” Chalk asked as he eyeballed the large wooden box.
“I got us a job! We need to deliver this box to the court wizard of King Darumas,” Koram answered.
“How long will that take?” the sorcerer asked.
“Not more than three weeks to get there and we get four hundred gold pieces each!” the fighter replied.
From one of the many small holes in the wooden crate a purplish mist of pollen wafted, its thick, musky smell momentarily catching everyone by surprise.
“Who gave you this task?” the Scholar of Wexos asked. “Because if I am correct in my assumption more than one of us will become helplessly addicted to that sickly sweet pollen.”
“Take it back where you found it!” suggested Chalk. “We are better at treasure hunting and monster bashing than running errands anyway. That sounds too much like regular work!”
Days later when word of the group’s refusal to deliver the Jaro-Jaro plant got to Stork’s ears it is said that the wizard was so angry that he went on a rampage that killed several peasants and a constable, which caused him and Vistis the Blue Mage to have to flee the relatively peaceful town of Dent.
No. Enc.: 1 (1d4)
Armor Class: 7
Hit Dice: 4
Attacks: 4 (and see below)
Damage: 1d4 (snapping flower)
Hoard Class: Nil
The Jaro-Jaro plant is a product of the Lower Planes, a hostile environment where even the vegetation has to learn to hold its own. The Jaro-Jaro is unintelligent yet quite lethal; the flower exudes an intoxicating pollen that prolonged exposure to results in dependency on the flower to survive. Each week that a person is in contact with a Jaro-Jaro plant there is a cumulative 10% chance that the powerful pollen has gotten into the victim’s blood permanently, and continued exposure to the Jaro-Jaro becomes as necessary as breathing air. Those who become victims of the Jaro-Jaro plant become very protective of the hellish flower and cannot stray more than 60′ from the plant. This dependency may be cured by a Limited Wish or Wish spell or by performing a Geas. If the long lived Jaro-Jaro plant dies somehow its victims must find another within three days or lose 1d4 hit points per day until either a replacement is found or they die.
This mindless vegetation is totally unaware of the carnage that is causes, which sometimes results in elaborate cults being created of victims of the Jaro-Jaro who band together and transplant their fiendish flowers in a common area to maximize their movement and to lure in other victims. While these victims of the Jaro-Jaro will obviously fight to protect their plants, the Jaro-Jaro itself has four snapping flower-appendages that it can lash out with up to 15′, each toothy flower dealing 1d4 points of damage. These attacks, while made by the mindless plant, never strike those addicted to its pollen. The Jaro-Jaro finds nourishment however it can, but thrives if watered and planted in rich soil. If given blood the plant can remain out of the ground for several days without any ill effects.