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fungi_circle

Fungi Circle

In the Goldvale area the Fungi Circle is the name for a mushroom ring that marks the entrance to a formerly abandoned coal mine, which was later inhabited by a colony of Lawful Neutral Mushroom Folk. This colony boasted several “spore servants”, some “mushroom mages”, “mushroom warriors” and some rulers, as well as young mushroom folk sprouts. They did not seek to bother the outside world.

One day however the Goblin named Leithe wanted to try acquiring some mushrooms as a new burger topping for her business in The Card House and sent “The Party” consisting of Jules, Urist, Alimir, Matilda & Vesper to the Fungi Circle in search of simple culinary grade mushrooms. What should have been a simple quest to find some ingredients turned into a full scale attempt at slaughtering the Mushroom Folk's colony. The Party didn't ask questions or even try to communicate. They just hacked, slashed, fireballed and fought their way in. The mass murder of the colony left only one of the leaders and many of the immature sprouts by the time it was over. This means the Fungi Circle colony is vastly depleted for the time being. Chances are good that the remaining Mushroom Folk will have a vendetta against The Party or at least bear a long term grudge and adapt accordingly.

Mushrock Column

Deep inside the Fungi Circle, a single column of rock that glows faintly exists. Being near it heals any creature 2hp per round. Samples were chipped off by Alimir, Vesper & NPC Hutch.

DM's Notes

In case this becomes a setting again, here are some of the main notes on the cave system.1)

  • This cave system has a chamber where Cave Cinnamon grows.
  • A low area of the cavern holds methane-like gases from advanced decay. An open flame, spark, or even a loud impact can ignite a fireball-like explosion of fungal gas. Survivors must then contend with lingering toxic fumes that deal poison damage and impose exhaustion as they struggle to breathe.
  • Mycelium Slipway: An area where the floor looks like ordinary damp earth but is a slick network of living mycelium. Used as a kind of trap to contend with.
  • Hutch was found trapped in stasis here, with his spell “light” being abused to help grow fungal sprouts.
  • Most of the monsters down here are based on the Mushroomfolk GM Toolkit.
  • Hallucinogenic Spore Veil: A faint breeze triggers a dense cloud of colorful spores that otherwise dust a cave area’s ceiling and walls. Failed Wisdom saves DC 16 cause vivid hallucinations of the cavern as a lush surface forest or of allies as rotting corpses. Affected creatures may attack friends, wander into other hazards, or stand dazed while the composting process continues around them. Used as a trap of sorts. Player Characters mostly neutralized it by fireballing the room.
  • There was a “green toxic muck” and some islands at the end of this cave system which didn't really get messed with, aside from one of the islands had the burger mushrooms. Since player characters just murdered their way into here, they never did anything awesome like barter or set up a trade agreement with the Mushroom Folk. So eventually Leithe probably runs out of mushrooms.
  • No player characters took any, but there were several mason jar type items with soil and mushroom spore cultures in them where the mushroom mages were. When placed somewhere dark and moist, they will germinate. “CarniverOOMS” were going to be the outcome. A little something interesting that could be planted elsewhere.
  • This cave system is where the Fungal Mace came from as loot.
1)
Don't try to make sense of a DM's notes. Even these are just clues left behind for myself to improvise with if needed.
fungi_circle.txt · Last modified: by dungeonmaster

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