TEXT:  
   
   
   
  HIVE OF THE 
  MUDMEN  
   
   
   
   
   
   
   
   
  
   
  2 
   
  Hive of the Mudmen 
   
    
  East of the city of Northgate, beneath the foothills of the 
  Ironhull Mountains, are the hidden catacombs of a unique tribe 
  of sentient humanoids; the Mudmen. 
   
  Mudmen are 5 ft, humanoid creatures, with earthy, sludge like 
  flesh that oozily drips from their arms and torso. They have no 
  legs, instead sliding across the ground (or wall, or ceiling) like a 
  rolling wave. Mudmen possess insect like intelligence, 
  communicating via chemical signals they exude through their 
  skin, but are otherwise silent. Each member is an intrinsic part 
  of a single, interconnected hive mind, exchanging information 
  via touch, shape and pheromones.  
   
  Mudman, Drone, AC 13, HD 3+1, 2 Fists 1d6+1 or Throw Glob 
  1d8 (120 ft), 19: special, S16 D8 C12 I2 P9 W13 Ch7, L6, Mv 30 
  ft (inc up walls, ceiling, etc). On a nat 19, a random body part is 
  trapped in heavy, solidified mud (roll 1d6: (i) head, (ii) left arm, 
  (iii) right arm, (iv) left leg, (v) right leg, (vi) chest) and effectively 
  petrified for 1d4 hours (action to break free, Str contest vs Str 
  16). Mudmen may squeeze through narrow cracks at half 
  normal speed, suffer double damage from fluid based attacks, 
  and lose 1 HD per round if submerged in water. They see as well 
  in darkness as in light. 
   
  The subterranean Core, a 50 ft tall, 70 ft wide mound of ancient 
  mud in a colossal cavern, is where the mudmen spawn from, 
  seeping into being via a kind of mitosis. The Core itself is a living 
  entity in its own right; an overarching intellect that binds all of 
  the mudmen together, supporting and directing their activities. 
   
  In this adventure, the Core has recently awoken after 
  generations of hibernation, and commenced spawning. During 
  the last few months, mudmen have begun appearing along 
  Northgate’s borderlands, but disappear before rangers are able 
  to investigate further. The Core has detected an earth node 
  suitable for transmogrification into a secondary core 
  somewhere near (or beneath?) Northgate, and wants to know 
  what it will have to contend with once its drones create a 
  sinkhole there.  
   
  The PCs might become involved in this adventure by (i) being 
  hired by the Grand Librarian Bridonna  (disciple of Wodon, god 
  of knowledge) to investigate the mudmen, or (ii) accidentally 
  running across the sinkhole leading to the hive while exploring 
  the foothills at large.    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A Hive Mother, you say?  
  Grand Librarian Bridonna (50’s, silver haired, stern but 
  insightful, Bard 3), of the Tower of Wodon, is offering 500 gp to 
  investigate the recent appearance of the mudmen. She is 
  concerned that the Anointed (a religious order controlling 
  Northgate) are not taking the threat seriously, and has decided 
  to organise a response of her own.  
   
  The librarian has researched the creatures, and whilst her 
  information is patchy at best, believes the mudmen spawn from 
  a controlling “hive mother”; a large subterranean monstrosity 
  almost certainly resistant to conventional weapons. Bridonna 
  has therefore commissioned three backpack sized, alchemical 
  bombs to deal with the monster (configured with one minute 
  mechanized timers). Bridonna would be content if the PCs 
  Rumours & Hooks  
  Grand Librarian Bridonna, Disciple of Wodon, is offering 
  good coin to investigate recent rumours of mudmen 
  appearing along Northgate’s borderlands.  
   
  Outlanders are reporting strange, humanoid creatures 
  seemingly made of mud, traversing the borderlands of 
  Northgate. As the months go by, the appearances grow 
  closer and more frequent.  
  
   
  3 
   
  return with some concrete information re the scale of the 
  mudmen threat, but if they find the progenitor, they are to 
  destroy it if possible (500 gp bonus). Bridonna is able to provide 
  the general area the mudmen were last seen by rangers.  
    
  Traveling the Foothills 
  The journey to the hive site is approximately three days on foot, 
  into the foothills of the Ironhull Mountains. The terrain is 
  initially flat and easy going, but soon develops into sloping hills 
  with pockets of forested woods. There is a 30% chance of a 
  random encounter every 8 hours. If an encounter occurs, roll 
  1d8 (+2 during the last day of travel): 
   
  1. 
  6d6 Skorn (Midlands p.104) are performing a 
  cannibalistic rite, devouring their elderly and sick. 
  The screams of the dying can be heard well before 
  the party draws near.  
   
  2. 
  A pack of 3d4 Wolves (LFG p.129) is prowling the 
  area, on the hunt for some easy prey. The pack is lead 
  by two ferocious white Dire Wolves (male, female). 
   
  3. 
  Cedric, the sole survivor of a ranger patrol that 
  ventured too far, is dozing under a stony ridge. He is 
  bloodied and dishevelled, in a state of persistent 
  shock, unable to process the horrors he witnessed.  
   
  4. 
  The occasional red flower with crescent shaped, 
  purplish leaves appear from time to time in the 
  party’s vicinity. An Int (Wilderness Lore) check 
  reveals they are rare Pepperblood plants (one flower 
  may be converted into a poison with 3d20 gp worth 
  of  herbalism ingredients (contact, immediate effect, 
  causes agony in living targets imposing disad on 
  attack rolls, lasts 1d4 rounds, Luck (Con) save resists).   
   
  5. 
  A colossal shadow darkens the sun as a Roc (if day) 
  or Gargantuan Bat (if night, blocking the moon, as 
  Roc but with echolocation) swoops overhead. The 
  monster is either on the hunt (50%) or returning to 
  the nest with a kill (a squirming bison). 
   
  6. 
  3d10 Thuels (Berserkers LFG p.114) are scouting this 
  area, searching for the rare Pepperblood plant (see 
  entry 4). They’ll settle for robbing the party of any 
  obvious steel or other valuables before turning them 
  loose in the wilds, however.  
  7. 
  A swarm of flying, 3 inch mosquitos plague the party, 
  requiring a Luck (Con) save to avoid contracting 
  Fleshsmear Rash; infecting the skin with painful, 
  blotchy bruises (lose 1 Cha or Con (even chance) 
  every 48 hours, new Luck save every 1d6 days to 
  shake the illness).  
   
  8. 
  The skeletal remains of 1d3 unfortunate explorers 
  are half buried in long grass, mud or rocky scree. The 
  corpses are absent limbs, heads or large parts of 
  their torso, clearly torn out by monstrous teeth or 
  claws. The explorers gear (1d3 random weapons and 
  1d3 misc equipment), a circular shield, and 1 x Carry 
  Loot may be scavenged from the site (LFG p.136). 
   
  9. 
  An odd, and very loud clicking noise heralds the 
  approach of the Bald Dread Worm (see Area 2). It is 
  out hunting, tracking the party via scent and 
  echolocation.  
   
  10. As the party crests a steep rise, they spot a mudman 
  keeping watch on the next hill (a group Luck (Dex) 
  check allows the party to duck down and remain 
  hidden from view). If the mudman notices the party, 
  it flees, heading for the sinkhole (use the Chase rules, 
  LFG p.83). If it is caught, it silently fights to the death, 
  never uttering a sound. It leaves chemical signals for 
  its kin, warning them of humans approaching (will 
  not be picked up for 1d8 hours, when the next 
  mudman appears to take over sentry duty). 
   
  The Sinkhole 
  The entrance to the hive is a 30 ft diameter sinkhole situated at 
  the lowest confluence of three steep, tree lined hills. A number 
  of trees close to the gaping hole tilt precariously (clambering 
  onto them requires a Luck (Dex) check to avoid dislodging and 
  sliding into the hole).  
   
  The sinkhole is damp, approx 400 ft deep, and the bottom 
  cloaked in darkness. Climbing down is somewhat dangerous, as 
  sections of the walls are prone to sloughing away, but careful 
  placement of pitons (Int (Athletics) check) and/or tying off to a 
  sturdy tree will avoid falling. Free climbing the hole is 
  spectacularly dangerous, requiring a series of Str (Athletics) 
  checks to avoid falling to one’s death. Either way, negotiating 
  the climb is taxing, and requires a Con check to avoid losing 1 
  point of Str or Dex (even chance) due to exhaustion.  
   
  
   
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  There is a 40% chance of 1d3 Mudmen climbing up the sinkhole 
  as the party descend (they are about to set off on scouting 
  mission). If they spot the party, one attempts to flee back down 
  and warn its fellows. The others attack, seeking to drive off the 
  invaders.  
   
  If the party reaches the bottom, they enter Area 1. The hive is 
  dark but generally lit by phospherant moss (disad on sight 
  checks), cool, and damp. The tunnels appear naturally formed, 
  about 6 ft in diameter, and slick with mud. Humans running 
  through the passages require a Dex check to avoid falling prone 
  part way through their movement. 
   
  Random Encounters in the Hive 
  The following table provides some possible random encounters 
  while the party explores the hive’s winding passages and 
  chambers.  GMs might like to roll on the table (1d10) when the 
  party lingers in one spot for too long, or when entering a 
  chamber that is not otherwise detailed.  
   
  1. 
  1d4 Mudmen are in this area, or enter it from a side 
  passage, carrying random pieces of equipment 
  (weapons, armour, trinkets) with them. They are on 
  their way to/from Area 5.  
  Upper Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  2. 
  2d4 Mudlings (see Area 9) are oozing their way 
  around this chamber, practicing their chemical 
  signals and body morphing. Their progress is being 
  monitored by 1d3 Mudmen. 
   
  3. 
  The hive has Sensor Tubercles spread about it, 
  implanted by mudmen drones, with hidden tendrils 
  connecting back to the Core. The tubercle here 
  appears as a dry patch of mud that weeps a black, tar 
  like substance. The nodule is immobile, senses living 
  creatures up to 60 ft (Perc 13), and can emit/receive 
  chemical signals. If the nodule detects the party, that 
  information is immediately known by the Core. If 
  damaged, the nodule has 10 hp, and belches toxic 
  smelling gas causing 3d6 damage (Luck (Con) save for 
  half). 
   
  4. 
  Petrifying Spray Trap. This chamber or passageway is 
  trapped with a 15 ft section of bubbling, hive-mud, 
  that spews forth quartz like muck that hardens to 
  stony foam near instantly (Luck (Dex) save negates, 
  else helpless for 1d6 x 10 mins, may by broken free 
  by causing 4d8 hp damage). The trap connects to the 
  Core via hidden tendrils and alerts it to any intruders. 
  
   
  5 
   
  If the trap is activated, 3d4 mudmen appear within 
  2d4 rounds. 
   
  5. 
  Mud Geyser Trap. This section of passage or 
  entryway is trapped with a searing hot mud geyser. 
  The sphincter like opening of crusted mud vents 
  steam from time to time (30% chance, automatically 
  noticed by PCs, otherwise Perc check to spot the vent 
  on the ceiling). Passing by has a 50% chance of 
  setting off the geyser, causing 5d6 damage (Luck 
  (Dex) save negates). The geyser fires once every 1d4 
  hours.  
   
  6. 
  Dead End Blockage. This chamber or passage 
  includes 
  a 
  Sensor 
  Tubercle 
  (see 
  Entry 
  3).  
  If humans are detected, it activates a cave in, 
  preventing further passage in this direction. Digging 
  through the mudslide is possible, but would take 
  hours even with the right tools.  
   
  7. 
  Monster Chute. This area includes a Sensor Tubercle 
  (see Entry 3), which if activated opens a nearby chute 
  to deposit some monsters (which the mudmen 
  previously trapped, and store in a hidden chamber). 
  It takes one round for the  monsters to be 
  “squeezed” out of the sphincter like opening. The 
  creatures are invariably ravenous and very angry. 
  Roll 1d6: (i) 1d6 Giant Scorpions, (ii) 2d4 Stirges, (iii) 
  3d4 Skorn, (iv) a Hammersnail, (v) 1d6 Dire Wolves, 
  (vi) 2d4 Giant Centipedes.  
   
  8. 
  Quicksand Prison. A nearby area is trapped with 
  quicksand (appears as normal mud, but a Perc 
  (Detection) check at Disad might notice the mud is 
  extra “fluid”) that sucks a PC down a 15 ft passage 
  and into a 7 ft diameter prison cave (Luck (Str or Dex) 
  save resists). If a PC is sucked down, the quicksand 
  and tube hardens to stone in 1d4 rounds. If the PC is 
  not rescued before this, he/she is likely to starve if 
  not dug out (takes many hours). 
   
  9. 
  3d4 Mudmen patrolling the hive and checking scent 
  markers. They attack the party on sight, and silently 
  fight to the death. 
   
  10. 2d4 Xornlings (LFG p.130), of no interest to the 
  mudmen, are passing through this area, attracted to 
  the party’s precious metals. They will attempt to 
  scuttle onto the roof and drop into PC backpacks, 
  hoping to feast on any silver, gold, gems, etc.   
   
  Area 1 – Entry Cavern 
  About 400 ft down, the sinkhole opens up into a 40 ft by 30 ft 
  cavern, the western third of which continues to drop into the 
  black depths. Where the sinkhole finally ends is for the GM to 
  determine, but dropping a rock into the hole does not generate 
  any sound indicating the bottom. Slick mud covers the floor of 
  this entire chamber, and criss crossing mudmen tracks cover 
  the walls. 
   
  Area 2 – Bald Dread Worm 
  A Bald Dread Worm (a pasty skinned, eyeless, 25 ft invertebrate 
  with enormous jaws) lives in this chamber, largely ignoring the 
  mudmen which it can’t eat. The monster mostly sleeps, but will 
  detect the scent of any nearby humans with a successful Perc 
  check (or alternatively might be automatically woken by the 
  party if they are loud). The worm attacks immediately, eager to 
  feast on the party’s delicious juices. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bald Dread Worm, Boss Monster, AC 15, HD 11 (80 hp), Bite 
  2d10+2, 19: special, S21 D10 C19 I2 P13 W10 Ch4, L11, Mv 40 
  ft or burrow 5 ft. Boss Monster with Major Exploit Protection, 
  Off Turn Attacks, Causes Injuries. On a nat 19, the target is 
  swallowed (victim may attack the monster’s guts with a small 
  weapon such as a dagger, auto suffering 2d10 crushing and 
  acidic damage on the monster’s turn). Echolocation 240 ft. 
  
   
  6 
   
  If the worm is defeated, the detritus of unfortunate barbarians 
  and skorn are brushed together at the back of the cave (1 x 
  Carry Loot, 1 x Valuables, LFG p.136, 147).  
   
  Area 3 – Sentries 
  This approx 30 ft cavern is 20 ft high with a 5 ft wide passage 
  branching off to the west. Most of the space has been naturally 
  formed but sections have been crudely dug out by the mudmen 
  (which are able to dissolve rock/earth, given sufficient time). 
  2d4 Sentry Mudmen (larger, 6 ft, specially spawned for this 
  purpose) wait here. They will attack any intruders and attempt 
  to push them down the hole in Area 1.  
   
  Mudman, Sentry, AC 15, HD 5+1, 2 Fists 1d8+1 or Throw Glob 
  2d6 (180 ft), 19: special, S18 D11 C15 I2 P15 W13 Ch7, L8, Mv 
  30 ft (inc up walls, ceiling, etc). On a nat 19, target’s weapon is 
  engulfed in hardened mud and stuck to the floor (1d4 minutes 
  to break the weapon free). Mudmen may squeeze through 
  narrow cracks at half normal speed, suffer double damage from 
  fluid based attacks, and lose 1 HD per round if submerged in 
  water. They see as well in darkness as in light. 
   
  If the party defeat the mudmen, it becomes apparent that the 
  creatures are not entirely made of “mud”; they have a skeleton 
  of a kind (albeit an extremely flexible one), with a spine, skull 
  and arms/hands.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 4 – Mud Baths 
  This approx 60 ft by 50 ft cavern has a 40 ft ceiling (beyond the 
  reach of most torches), and is filled with steam. In the middle 
  of the chamber is a sluggish, burbling river of hot mud (hot 
  enough to make steam, but not hot enough to burn), that flows 
  northwest before dropping down a 60 ft “mudfall” and 
  continuing on.  
   
  This area is primarily used for socialising; the mudmen clean 
  themselves, bathe in the mud river, groom each other, 
  exchange chemical signals, and eat here (they ingest certain 
  kinds of dirt/mud/stone). There are 5d4 mudmen engaging in 
  the above behaviours at any one time. If the residents here 
  have been alerted to PCs presence, they will assist the sentries 
  in Area 3, and/or send a messenger to inform the Core. If 
  possible the mudmen will try and drown the PCs in the mud 
  river (the mudmen do not breathe in the usual sense). 
   
  If the PCs surveil the mudmen, they will notice they 
  occasionally get carried upriver by the sluggish stream and 
  disappear beneath the northwest rockface. The mud river 
  carries them to Area 8 (Lower Map). The swim takes 15 rounds, 
  which might require Con checks from some PCs to avoid 
  drowning (LFG p.159, no other way to reach the lower level).  
   
  Area 5 – Storage Chamber 
  Although the mudmen drones have no real intellect, the Core 
  exhibits a degree of creativity, cunning and growing 
  understanding. It remembers, in millennia past, the fleshy 
  bipeds that tried to destroy it, driving it deep belowground to 
  escape. As a result, the mudmen intrinsically seek to 
  exterminate blood & bone humanoids at every turn.  
   
  Whilst the core does not comprehend the nature of human 
  equipment, it is beginning to learn, and the mudmen store 
  various stolen artefacts in this chamber (1d6 random 
  equipment pieces, 1 x Carry Loot, 1 x Valuables and 3 x Trinkets 
  & Curios, LFG p.31, 136, 141, 147), which the mudmen study 
  from time to time. 
   
  Area 6 – Food Geyser 
  This 15 ft cavern is marked by a 2 ft wide hot mud geyser, that 
  occasionally spurts out torrents of black, glutinous muck that 
  the mudmen find delectable. There is a 50% chance the geyser 
  is active when the PCs are near, its chemical signature drawing 
  2d4 mudmen to the chamber to feast. PCs observing this might 
  be able to bottle some of the slush and release it later as a 
  distraction (or cover someone in it, and lead the mudmen on a 
  chase), or trigger the geyser to erupt through magic, explosives 
  (including fire pots or one of the backpack bombs provided by 
  Bridonna, or other means at the GM’s option).  
  
   
  7 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 7 – Strange Statue 
  This 20 ft chamber can only be reached by passing through two 
  primitive, hardened mud doors (Str check to move aside). In the 
  centre of the cave is a dirty and seemingly ancient 4 ft statue of 
  fire topaz (worth 2d4 x 500 gp, but extremely heavy), depicting 
  a humanoid creature with a bulbous nose, large teeth, and a 
  single stump like appendage instead of legs. If the mud is 
  scraped away from the base, barely perceivable hieroglyphs of 
  a long dead language may be read. A PC with Arcane Lore might 
  recognise the iconography for Norlebsorgu (a demon, or 
  perhaps alien force, thought to be connected with evolution, 
  rebirth and transmogrification). The mudmen were in fact once 
  humans, then cursed Urgot, and finally after many millennia, 
  devolved into the insect like mudmen. When mudmen “die” of 
  old age, they come here and dissolve into the floor, walls, etc. 
   
  Area 8 – River of Mud 
  The sluggish mud river emerges from the rockface into the large 
  cavern of Area 10. A 20 ft long, 5 ft wide natural stone bridge 
  spans part of the river, low enough that a PC could reach up and 
  climb out (Str check). If a PC remains in the mud flow until the 
  northeast corner, they are dragged under and suffocate (the 
  river does not resurface again). A Dex (Athletics) check allows 
  one last chance to grab onto the rockface to avoid such. 
  Lower Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 9 – Mudling Cave 
  This approx 20 ft by 60 ft cavern has an enormous pillar of rock 
  in the centre, dividing it into a kind of oval circuit. In the 
  southern section are 3d6 Mudlings; infant 2 ft mudmen that 
  were recently spawned, shuffling about and eating, being 
  monitored or groomed by 1d6 Mudmen (located in the 
  northern section). The newly formed monstrosities will not 
  understand what a human is, and will simply mistake them for 
  strange smelling mudmen.  
   
  Mudling, AC 11, HD 1, Bite 1d4 or Throw Glob 1d4 (90 ft), 19: 
  special, S10 D4 C10 I2 P6 W8 C5, L4, Mv 20 ft (inc up walls, 
  ceiling, etc). On a nat 19, the mudling’s attack tears itself apart. 
  Mudlings may squeeze through narrow cracks at half normal 
  speed, suffer double damage from fluid based attacks, and die 
  if submerged in water. They see as well in darkness as in light. 
   
  The various tunnels branching off from this main chamber lead 
  to a multitude of warrens, drone caverns, steam baths, and 
  whatever else the GM might wish. Many hundreds of mudmen 
  live and work in these tunnels; attempting to clear the entire 
  hive would be almost certain death. Whether the PCs might be 
  able to block one or more tunnels by some means is left to GM 
  
   
  8 
   
  discretion, but certainly one of Bridonna’s backpack bombs 
  would do the trick (one bomb per tunnel).  
   
  Area 10 – The Core 
  This large 150 ft by 70 ft cavern has an 80 ft ceiling, five large 
  10/15 ft wide pillars supporting the ceiling, and is filled with 
  steam emanating from the mud river. In the centre of the 
  chamber is the Core; a 70 ft wide (at its base), 60 ft high, hive 
  like mound of flexing, creaking, hardened mud with oozing 
  cracks, connected to the various sensor tubercles spread about 
  the complex via rootlike tendrils.  
   
  At the time the PCs arrive here, there are 3d4 Carer Drones 
  milling about, cleaning the Core, feeding it via its enormous 
  frontal tube, grooming it, etc (same stats as mudmen, but 2 HD, 
  effectively blind non-combatants, making their way by touch 
  and pheromone only, they do not leave the cavern).  
   
  The Core has 1d3 Sensor Tubercles (see entry 3 p.4) growing on 
  it with 120 ft range, and senses chemical pheromones to a 
  similar distance. If the PCs douse themselves in mudman 
  “flesh”, and masquerade as mudmen, they might fool it, but a 
  Dex Stealth check vs Perc is required at disad each round. 
   
  As soon as the Core detects the party, it disgorges 1d4 Core 
  Hiveguards (lumbering 8 ft mudmen with hardened plates) 
  from its feeding tube to attack: 
   
  Core Hiveguard, AC 18, HD 7+1, 2 Fists 2d6+1 or Throw Glob 
  3d6 (240 ft), 19: special, S19 D11 C18 I2 P10 W17 Ch5, L9, Mv 
  40 ft (inc up walls, ceiling, etc). Hiveguard have Major Exploit 
  Protection. On a nat 19, a random body part is transmuted into 
  a shower of mud (ie destroyed, Luck (Dex) save resists or roll 
  1d6: (i) head, (ii) left arm below elbow, (iii) right arm below 
  elbow, (iv) left leg below knee, (v) right leg below knee, (vi) 
  genitals. Hiveguard may squeeze through narrow cracks at half 
  normal speed, suffer double damage from fluid based attacks, 
  and lose 1 HD per round if submerged in water. They see as well 
  in darkness as in light. 
   
  The Core, Boss Monster, AC 21, HD 20 (227 hp), Acid Mud 
  Spray 3d10 range 240 ft, 19: the Core disgorges a Core 
  Hiveguard, S- D- C24 I3 P10 W20 Ch10, L16, Mv Immobile. The 
  Core is a Boss Monster with all the usual benefits (LFG p95). It 
  is immune to non-magical weapons except silver and 
  adamantine.  
   
  Mudmen Reinforcements 
  As soon as the Core thinks its in trouble, it summons waves of 
  mudmen to aid it. Resolve this as 2d4 mudmen appearing from 
  nearby tunnels/mud river at the beginning of every round until 
  either the PCs are dead or the Core destroyed.  
   
  Backpack Bombs 
  PCs wishing to use the backpack bombs might do so in the 
  number of ways, for example: 
   
  (i) 
  Destroying at least 3 of the 5 pillars will cause a 
  cave in (one bomb per pillar),  
  (ii) 
  Strapping at least 2 bombs to nodules on the 
  Core (placing them nearby will not sufficiently 
  punch through the monstrosity’s armour), or 
  (iii) 
  Carrying at least 1 bomb into the monster’s 
  frontal feeding tube (just throwing a bomb at 
  the maw causes the monster to instinctively 
  close it, and the bomb bounces away). Being 
  inside the tube automatically causes 3d10 
  crushing damage on the Core’s turn, and 
  requires an action to squeeze out (Str contest 
  vs Str 24).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The bombs have a set timer of one minute (approx 10 rounds; 
  the time required for the chemical reaction). At the GM’s 
  option, a PC might be able to hotwire the device to explode in 
  30 secs (5 rounds) or later up to 4 mins (Int check, at disad, 
  requiring specialised tools that an artificer or inventor might 
  carry).  
  
   
  9 
   
  If the bombs explode as noted above, the Core is automatically 
  destroyed, along with all of the mudmen (they turn catatonic, 
  then dissolve into piles of mud and bone over 1d4 hours). PCs 
  within 10 ft of an exploding bomb are automatically reduced to 
  zero hp. PCs caught in a cave-in must make a Luck (Dex) save at 
  disadvantage to escape, otherwise they are reduced to zero hp.  
   
  Naturally, the Core does not want to be destroyed, and will take 
  steps to defend itself. Although it is beginning to learn about 
  human technology, it is far from understanding it, and will not 
  appreciate the danger it is in if bombs are attached to it, etc. 
  However, its Carer Drones recognise the bombs as foreign, and 
  will spend an action to pull them off, and take them to the river 
  to dispose of them (ie PCs will need to keep the carer drones 
  away from the bombs). 
   
  Aftermath 
  If the PCs manage to get some useful information about the size 
  of the hive to Librarian Bridonna, she is happy and pays them 
  as agreed, keeping them in mind for future work. If the party 
  manages to destroy the Core, she is thrilled, pays the bonus, 
  and spreads word of their competence to other important 
  NPCs. If the Core is not destroyed, a sinkhole eventually 
  appears in one of Northgate’s quarters, and mudmen invade 
  the city.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  10 
   
  CREDITS 
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2018. 
   
  Artwork: 
  Some artwork copyright 2017 Maciej Zagorski, The Forge Studios LLC, used with permission.  
  Some artwork copyright 2017 JEShields, used with permission.  
  Artwork p.5 copyright 2007 Jason debit, used with permission. See more of Jason’s work at 
  http://crazy8illustrations.squarespace.com/ 
  Some artwork copyright Earl Geier 2018, used with permission.  
   
  Website: 
  Midlands Low Magic Sandbox Setting PDF: http://www.drivethrurpg.com/product/225936/Midlands-Low-Magic-Sandbox-
  Setting  
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  LFG 
  $7 
  USD 
  Softcover 
  or 
  $22 
  USD 
  Hardcover: 
  http://www.lulu.com/shop/stephen-j-grodzicki/low-fantasy-
  gaming/paperback/product-22916505.html 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  LFG Googleplus Community: https://plus.google.com/communities/110093145029113443506 
   
   
   
   
   
   
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SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Adventures & Settings/Adventure Frameworks (LowFG)/Adventure Frameworks #35 Hive of the Mudmen [white] (LowFG).pdf