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I need Oldy Molds!

Rechan

Adventurer
1e/2e had molds that killed, right? Dungeon hazards, or something like that? Can anyone tell me about the molds in D&D?

Is that what the Yellow Musk creeper thing is?

I'm not looking for fungus. Mycomids, violet fungus/shriekers.

I'm looking for info on mold that's been used, because it's really creepy! There's mold in one of the bath tubs in our house, and it's eaten the bottom of the tub. Also, an episode of CSI had a guy eaten by mold from the inside out due to a weakened immune system not fighting off the mold's spread inside his body.

This would be a great thing to use just because no one expects the spores.
 
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Not sure I understand your question. Looking for various molds in D&D?

Yellow mold was an old favorite of Gary Gygax's - fill some old grain sacks in some dungeon corner with the stuff, and adventurers who weren't cautious had to save or die, and THEN later their corpses became a spore colony themselves!

If you're looking for real-world information for inspiration, most real world molds won't cause harm unless you're exposed to them for long periods of time, and those that would kill you would likely kill you very, very slowly, unless you were scarfing down doses of it. Some Mycophile might know more about it, but nothing super-lethal for inspiration.

Brown mold in 1e was a favorite of mine - it was super-cold, because it leeched the heat out of the air, and fire damage made it grow - only cold based spells would kill it.

And finally, Russet Mold was a killer mold like yellow mold, and made vegepygmies, another really cool monster. Two for the price of one! :)
 

Not sure I understand your question. Looking for various molds in D&D?
Yes, molds in D&D. I imagine that 1e/2e had a lot. Like the yellow mold you mention.

Yellow mold was an old favorite of Gary Gygax's - fill some old grain sacks in some dungeon corner with the stuff, and adventurers who weren't cautious had to save or die, and THEN later their corpses became a spore colony themselves!

If you're looking for real-world information for inspiration, most real world molds won't cause harm unless you're exposed to them for long periods of time[/quote]
Unless it's that hallucinogenic mold that gets into grains. :)

Brown mold in 1e was a favorite of mine - it was super-cold, because it leeched the heat out of the air, and fire damage made it grow - only cold based spells would kill it.
I saw some of that stuff in the Shackled City adventure.

And finally, Russet Mold was a killer mold like yellow mold, and made vegepygmies, another really cool monster. Two for the price of one! :)

Weren't those the guys in the Barrier Peaks module?
 

Several molds have appeared in 3rd edition, as hazards:
  • Black Mold; Cityscape, p33
  • Brown Mold; Dungeon Master's Guide v.3.5, p76
  • Choke Mold; Dragon #347, p45
  • Cerebral Mold; Dungeon #100, p123
  • Dragon Mold; Dragons of Faerûn, p103
  • Yellow Mold; Dungeon Master's Guide v.3.5, p76
 

And here are the other molds:
  • Chromatic Mold; Dragon Annual #1 and Monstrous Compendium Annual Volume Four
  • Death Mold; Ruins of Undermountain II and Monstrous Compendium Annual Volume Two
  • Deep Mold; Ruins of Undermountain II and Monstrous Compendium Annual Volume Two
  • Gray Mold; Ruins of Undermountain II and Monstrous Compendium Annual Volume Two
  • Russet Mold; Expedition to the Barrier Peaks (S3), Monster Manual II, Monstrous Compendium Volume Two, Monstrous Manual, Creature Catalogue, Tome of Horrors, Tome of Horrors Revised
 


Brown Mold trap

I remember playing at a con when I was in middle school. I forget if it was 1st or 2nd ed rules (probably 1st). The party is exploring an underground complex in the Anauroch, and we come up an empty room with a brazier. We walk in, and suddenly a huge fire elemental bursts forth! But strangely, it starts to shrink, and next thing we know, members of the party are dropping from cold damage. We grab the unconscious people, drag them out, and barely avoid a TPK.

Ends up the room had brown mold in it, and the summoned fire elemental was used as a trap, to "feed" the brown mold enormous amounts of heat, thus causing it to expand throughout the dungeon, almost killing us. I still chuckle every time I hear about brown mold, or encounter it in a game (like in the Shackled City AP).
 


I remember playing at a con when I was in middle school. I forget if it was 1st or 2nd ed rules (probably 1st). The party is exploring an underground complex in the Anauroch, and we come up an empty room with a brazier. We walk in, and suddenly a huge fire elemental bursts forth! But strangely, it starts to shrink, and next thing we know, members of the party are dropping from cold damage. We grab the unconscious people, drag them out, and barely avoid a TPK.

Ends up the room had brown mold in it, and the summoned fire elemental was used as a trap, to "feed" the brown mold enormous amounts of heat, thus causing it to expand throughout the dungeon, almost killing us. I still chuckle every time I hear about brown mold, or encounter it in a game (like in the Shackled City AP).
Wow, that's a wonderfully 1E trap.
 

Figures the two most intriguing sounding, I do not have the issues to.
Choke Mold
This slightly luminous bright yellow mold devours air, creating small vacuums responsible for the myriad drafts and unexpected air currents that flow through the [Elemental Plane of Earth]. Choke mold typically appears in groups of 2d4 patches, and it can grow on walls and ceilings as easily as on floors. If trapped in an air-tight area through the movement of stone, choke mold can cause further cave-ins by creating vacuums through its natural process of air consumptions. Most air-breathing creatures destroy choke mold on sight, and some actively search it out. Patches of stoneshrooms growing near choke mold can nullify the mold's dangerous effects. The two are frequently found together.
A creature within 5 feet of a patch of choke mold cannot breathe and immediately begins to suffocate (see page 304 of the Dungeon Master's Guide, unless the creature is also in the same square as a stoneshroom.

(From "Elemental Hazards: An Exploration of the Inner Planes" by Chad Dickow, Duncan Hanon, and Mike McArtor, Dragon #347)

Cerebral Mold
CR 8; 5-ft. patch; affects all creatures within 10-ft. radius burst, 4d6 Int damage, Will save DC 14 negates; mold destroyed by sonic energy and rendered dormant in sunlight.

Note that the descriptive text above the stat block contradicts the DC of the saving throw: "Chest #12 is a simple wooden chest [...] covered with a 5-foot patch of purple mold grown from the putrefied corpse of an illithid. When a living creature touches the mold, it explodes with psychic spores that deal 4d6 points of temporary Intelligence damage (Will save DC 17 negates)."

(From "The Lich-Queen's Beloved" by Christopher Perkins, Dungeon #100)
 

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