8 (a-b-c). The Mushroom Forest
Entering this enormous cave the PC’s are met with an extraordinary sight. Small luminescent mushrooms are growing on the high ceiling making it look like a night sky filled with purple stars.
Beneath the mushroom sky stands a mushroom forest. Looming mushrooms of all shapes and colors. Bats flying across the mushroom sky like flocks of birds.
Random Mushroom Table
Optional: roll 2-3 times and combine the results.
1d10 | Description | Effect (if ingested) |
1 | Red and mushy | Tastes bitter but is nutritious and filling. |
2 | Green with pink dots. | Makes you see things that aren't there for d20 minutes. |
3 | Blue, faintly glowing. | You immediately shit your pants. |
4 | Purple and dry. | Heals d4 hp but makes you dizzy for d20 minutes (Disadvantage on all Skill Checks). |
5 | White with red dots. | Makes you forget the last 2 hours. |
6 | Brown with black stripes. | Poisonous, Constitution Save or loose d4 hp. |
7 | Dark green and mushy | Parasitic. Starts growing on your skin 24 hours after ingestion. Smells really bad. An affected PC may roll a Constitution Save every new day to get rid of it. |
8 | Asymmetrical pattern in yellow and pink. | Blinded for t10 minutes (Disadvantage on all Skill Checks including attacks). |
9 | Pink and glossy. | Heals 1 hp per eaten piece as long as you don't eat more than 5 (every 24 hours). That will make you vomit, losing all 5 hp you just gained plus 2, so 7 hp total! |
10 | Grey and soggy. | Makes you alert and awake for 1d10 minutes (Advantage on all Skill Checks including attacks). |
The forest is home to several beasts and monsters. Random encounters happen on 1-2 on d6, roll every Turn.
Forest Random Encounters
1d8 | Encounter |
1 | Vicious Spiders (d4) see page XXX |
2 | Giant Rats (d4) |
3 | Mushroom Monkey (d4) |
4 | Aggressive Bat Swarm (1) |
5 | Predator Slug(d6) |
6 | Big Predator Slug (1) |
7 | Kobold Hunters (d4) |
8 | Kobold Cultist Raiders (d6) |
Giant Rats
A rat the size of a cat.
HD: 1
AC: 12
Move: 20
Attack: Bite (1d4 damage)
Special: The rats are diseased on 1 on d6. A bitten PC must Constitution Save or be infected.
An infected PC becomes feverish the following night immediately losing d4 hp. He or she continues to lose d4 hp every new day until magically healed or treated by the kobolds (who know the cure).
XP: 15
Mushroom Monkey
A special species of underground monkeys. They have no eyes and lack fur, their skin is light grey and looks almost transparent.
They’ll try to steal the PC’s equipment and will scurry off as soon as they manage to grab something.
HD: 1
AC: 13
Move: 35
Attack: Bite or claw (1d6 damage)
Special: They steal your stuff!
XP: 15
Aggressive Bat Swarm
A swarm of angry blood sucking bats!
HD: 2
AC: 12
Move: 40
Attack: many tiny bites (1d6 damage)
Special: Invulnerable to piercing damage like arrows or swords. Very scared of fire though and will flee if someone waves a torch at them.
XP: 30
Predator Slug
Big squishy slug with sharp teeth.
HD: 1
AC: 11
Move: 10
Attack: Bite (1d6 damage)
Special: None
XP: 20
Big Predator Slug
Giant slug, big as a dog. Big mouth full of sharp teeth.
When killed it bursts into a slimy puddle. Things in its belly that it hasn't been able to digest are now visible among the slime on the ground.
Treasure in slugs belly (d6, roll two times and combine results):
- Nothing
- Potion of Cure Light Wounds
- Gold necklace (worth 50 gp)
- Chainmail
- Helmet with a skull in it.
- Box containing 1d100 gp.
HD: 3
AC: 12
Move: 10
Attack: Bite (1d6 damage)
Special: If it successfully bites someone it is now stuck to that person, sucking blood. Every round the PC is allowed a Strength Save to shake off the thing or lose 1d6 hp (the slug won't need to roll for another attack while it’s stuck).
XP: 60
Kobold Hunters
Kobolds from the village in room #5. Not hostile unless the PC’s have already done something to offend the tribe.
They will ask the PC’s to accompany them to their chieftain Qexenakk unless the PC’s haven't already met with her.
HD: 1
AC: 11
Move: 30
Attack: 1 sword or bow (1d6 damage)
XP: 15
Kobold Cultist Raiders
Mutated kobolds wearing robes that they have painted a fish like symbol on with red color. They are raiders from the cult residing in room #12.
Unless the PC’s are themselves mutated they are very hostile and probably attack.
HD: 1
AC: 11
Move: 30
Attack: 1 sword or bow (1d6 damage)
XP: 15
9. Stone Bridge
This bridge was originally built by the Sisters of Daybreak, it looks ancient.
There’s a 1 in d6 risk that a battle is ongoing here as the PC’s first approach. The battle is between d6 Kobold Warriors (from Qexenakks tribe) and d6 Kobold Cultist Raiders.
10. Cult Guard Post
The room is guarded by 6 Kobold Cultist Guards.
Kobold Cultist Guard (6)
HD: 1
AC: 13
Move: 30
Attack: 1 sword or bow (1d6 damage)
XP: 20
11. Kobold Cult Camp
A small village made out of makeshift sheds. All over the place the red fish symbol is painted - the symbol of God-Snake-Fish-Thing, the god that they worship.
In a small cage sits 4 chained and terrified kobolds, waiting to be sacrificed.
In the camp are 4 Kobold Cultists and the cult leader Brakkenhugg.
In the unlikely event that the PC’s are here as visitors they will meet with the cult leader Brakkenhugg. He acts manic and is very excited about the coming sacrifice to the God-Snake-Fish-Thing. He’ll invite the PC to join in the sacrifice but first he will offer them “holy water”. This water is directly from the lake beneath the sunken temple (room #XXX level 3) mutates a person on 1-4 in d6, Constitution Save is permitted.
Brakkenhugg
He has several mutations, sharp sharklike rows of teeth and several eyes in places where eyes should not be.
HD: 2
AC: 11
Move: 30
Attack: 1 mace (1d6 damage)
Special: 2 x Curse (spell)
XP: 40
Kobold Cultists
HD: 1
AC: 11
Move: 30
Attack: 1 Club (1d6 damage)
XP: 15
12. Temple Entrance
In the midst of the mushroom forest, overgrown with moss and mushrooms stands an ancient temple.
Over the entrance is a stone relief of a sun with a bird flying in front of it, a typical Hiratotep motive.
The door is massive and made from stone. It has been pushed open (by the cultist kobolds).
The door has an inscription:
This door is made to be forever closed. Great evil rests below. Don't enter here, for your own sake and for the sake of everyone.
Inside, wet and slippery stairs are leading down to level 3.