Level 2B — Fungus Forest
Written By Lee Reynoldson
Maps by Carl Nash

Describing the Fungus Forest
Even standing at the entrance to the Fungus Forest the musty, loamy, fungal scent of the place is strong. It is a twisting maze of natural passages and caverns. Stalactites and stalagmites are abundant, and water drips from the ceilings and walls. The passages and caverns are rife with fungus in a variety of sizes, shapes, and colours. Some are giant and fantastical looking, but most are more mundane. This is the default look for the whole of the level. Individual caverns, and areas, as described in the key, contain specific types of mushrooms that grow in place of the ones that are merely set dressing.
Rumours for the Fungus Forest
1 – Only the goblins are trustworthy. (F)
2 – Only the Wirry Carls can be trusted.
3 – The true treasure of the forest are its mushrooms.
4 – There is one mushroom that if eaten makes you immortal.
Factions in the Fungus Forest
There are several factions within the Forest that are vying for control of its territory and resources. Many of them see the characters as a tool to be used against their enemies and, rather than attack on sight, seek to hire them as mercenaries. Some are more trustworthy than others, some are outright unpredictable, and some can’t be reasoned with.
The Goblins of the Sour Spear Tribe
The goblins are the most militaristic of the factions. They have adopted a siege mentality. Preferring to defend the territory they have, letting their foes flounder against their defences. They want some of their neighbours destroyed, and will engage the party to do this then betray them at the first opportunity. They have made their territory impassable forcing the other factions to be resourceful when navigating the forest.
The Dark Fey and Wassermen
These are evil through and through. Their only interest is in slaying anyone they come across. Especially their neighbours the Draklings. They can’t be reasoned with and the only communication a party will have with them is being taunted and threatened.
The Draklings
The Draklings are the weakest faction. They seek to defeat the Dark Fey and Wassermen, but have little to offer in terms of treasure. They are trustworthy and loyal to prospective allies.
The Wixies
The Wixies are wild Pixies. They are completely unpredictable, but respect bravery and a bad attitude. In their own strange way they can be friendly, even trustworthy, if their respect can be gained. They have one obsession and that is to find the Pixie village and destroy their hated enemies the Pixies.
The Pixies
Most of the Pixies are dangerously insane. They are able to dominate the forest because they know more of its secrets than the other denizens. They can be dealt with, but are very tricky. They’ll use the characters to vanquish anything that isn’t a Pixie and more importantly find their missing prince.
The Wirries
The Wirries are the most trustworthy and reasonable of the fey people who live in the Fungus Forest. They look very human and their outlook is similar and easy to understand. On the downside, they can be very proud and touchy about their Wirry Wives.
The Shroomenkin
Like the Dark Fey the Shroomenkin are evil and only interested in slaying those who enter their territory. Their motives are even more impenetrable.
Wandering Monster Table
1 – A Raging Sporeman (see F.F. 97).
2 – 1d4 Slender Shroomenkin carrying a corpse (see F.F 118).
3 – 1d6 Goblin Spearmen on a recon patrol (see F.F. 12).
4 – 1d4 Pixies (see F.F 134 for details of their behaviour and stats).
5 – 1d6 Wixies (see F.F. 127). Searching for signs of Pixies and interested in little else.
6 – 1d6 Dark Fey (see F.F. 72a). They pepper the party with missiles, taunt them and then fly away.
7 – A single Drakling (see F.F. 65). He begs the party to help his tribe.
8 – 1d6 Wirry Thanes (see F.F. 47). Hunting for someone who insulted a Wirry Wife.
Encounters in the Undgerground River
For the most part the river is relatively shallow (five or so feet deep) but ice cold and fast flowing. There is enough headspace for humanoids to sit in canoes or other similar small craft.
For every three turns, the party spends navigating the river, there is a 2 in 6 chance of an encounter.
Roll 1d6 …
1 – 2d6 Gloopers.
2 – 1d6 Wassermen (see F.F. 72).
3 – Corvus the Mad in his Coracle (see F.F. 43b).
4 – A Swarm of White Wyrmlings.
5 – A Shockfish.
6 – A Merman.
Gloopers
Gloopers are large, newt like, chaos-tainted mutated amphibians. They get their name from the ‘gloop-gloop’ noise they make as they surface for air when readying to attack. They are very aggressive carnivores.
Gloopers: AC:8 [11]; HD: 1d4; Attacks: Bite (1d4) ; Saving Throw: 16; Move:14; Challenge Level/XP: A/10.
White Wyrmlings
Offspring of the White Water Wyrm. These vile looking things resemble aquatic tapeworms with teeth. They thrash about a single victim in a swarm. Anyone who succumbs to the paralysing poison that seeps from the Wyrmlings’ skin or from their bites will be eaten. If they are successful in paralysing a victim, they will devour him in just four combat rounds. If left to feed they will not attack anyone else. If the party tries to rescue their paralysed comrade the swarm will retaliate. If a swarm is reduced to four or less Hit Points they will swim away.
Wyrmling Swarm: AC:9 [10]; HD: 2; Attacks: 1 (Poison) ; Special: Posion (parallyses if Saving Throw is missed); Saving Throw: 18; Move:12; Challenge Level/XP: 2/50.
Shockfish
These fish are bug-eyed, with translucent scales, and are about the size of a small crocodile. They discharge electric pulses into the water then feed on anything that falls pray to their shocks.
Shockfish: AC:3 [16]; HD: 4; Attacks: 1 Shock; Special: Each shock does 2d6 damage (double if wearing metal armour) to anyone within 20ft that fails a Saving Throw; Saving Throw: 15; Move:16; Challenge Level/XP: 5/400.
Merman
Stolen from its tribe by the Pixies, when it was a child, and put in their pool (F.F. 78) as a pet. He escaped via the underwater passage and has grown up fending for himself in the river. He is desperate for friendly, and relatively sane, company and willingly befriends the party. If the party can get him back to the sea, he tells them about the hidden underwater passage into the Pixie village. The party will also have a tribe of grateful Mermen as future allies.
Merman: AC:7 [12] HD:1+3; HP: 10 Attacks: Spear (1d6); Saving Throw: 17 Special:Breathe water Move:1/18 (when swimming); Challenge Level/XP: 1/15.
Fungus Forest Key
F.F.1 - Entrance Cave
On the floor of this cave there are six corpses: an Elf, Dwarf, Halfing, Fighting Man, Cleric, and a Magic-user. It’s clear, from the way they fell and their wounds, that they killed each other. It looks to have been a brutal fight. A close inspection reveals that the bodies are warm to the touch and have red stains around the mouth, which isn’t blood.
Their armour, weapons, and equipment sustained heavy damage in the fight but much of the gear is salvageable:
- Long sword
- Longbow and 8 arrows
- Dwarf sized suit of Chain
- Light crossbow and 6 crossbow bolts
- Mace
- Holy Water
- Spell book with one spell (Sleep)
- Dagger
- Shield
- Bastard Sword
- Halfing sized leather armour
- Short sword
- 50ft hemp rope
- Grappling hook
- 3 backpacks
- Hammer and 10 iron spikes
- 4 days dried rations
- Six purses containing a total of167 gps.
If the party don’t loot the corpses next time they come this way the gear has been taken by the Shroomenkin (F.F. 118) but the bodies are still there. On a third visit, the are gone too.
F.F.2 - Empty Cave
F.F. 3 - Speed Shroom Cave
Growing on the ceiling of this cave there are white fungi. If eaten they increase movement by 2, allow the user to attack first, and to attack twice per round. These effects last for 1d4 hours after which the user’s movement is reduced by 4, they always attack last (even if their side wins initiative) and may only attack once every two turns. These side effects last until they take a full night’s sleep. The fungi can be dried in sunlight and will last indefinitely. Otherwise, they will spoil within a day of being picked.
F.F.4 - Tragic Mushroom Cave
This cave is overgrown with man-sized mushrooms that have grey caps the size of a small shield. If tasted they are delicious and filling, but there is one side effect: whoever eats them will be burdened with an overwhelming sense of doom that will last for 1d4 hours. During which time they will be wildly pessimistic, and sure that the worst is always about to happen. This manifests as a -2 penalty on all rolls until the effects wear off.
F.F. 5 - Mad Mushroom Cave
There are a variety of fungi growing in this cave. Despite their differences, they all have two things in common: prominent bright yellow spots and the fact that they have been infused with wild Wixie magic. If any of them are ingested roll 1d10 …
- Intermittent projectile vomiting for 1d6 hours (-1 Con –1 HP both recovered after a nights rest).
- The character sees a vision of the nearest treasure.
- Skin turns blue and glows for 1d6 days.
- Can speak nothing but unintelligible gobbledegook for 1d4 days. (This is actually the Shroomenkin language).
- Cures disease.
- Sleep as per spell but no Saving Throw.
- Heals 1d6+1 HP. If unwounded HP are rasied by +1.
- Faints at first sight of blood. Then must make a Saving Throw not to faint at any further sight of blood (this lasts for 1d6 days).
- Sees vision of nearest hostile monsters.
- Mind is expanded +1 Int.
F.F. 6 - Empty Cave
F.F.7 - Manic Mushrooms
There are small purple mushrooms growing in this cave. If even the tiniest morsel of these are eaten the user is unable to contain his enthusiasm for adventure, unable to stop talking, and unable to keep still (rendering stealth or surprise impossible). These affects last for 1d4 hours.
F.F. 8 - Fear Shroom Cave
The walls of this cave are covered in yellowish fungi that cause paranoiac delusions, hallucinations, and general fear. Whoever samples these will be convinced they are being followed, sure their fellow party members are out to get them, and suspect all hirelings and henchmen have treachery in their hearts. At the first sign of any hostile creatures, they will be paralysed with fear if they fail their Saving Throw.
F.F. 9 - Cave of Skulls
Hundreds of human, demi-human, and humanoid skulls have been placed in niches that dot the walls of this cave. There is a 1 in 6 chance that 1d4 Slender Shroomenkin (see F.F. 118) are here placing fresh skulls.
F.F.10 - Cave of Bones
The bones from the skulls (in F.F. 9) are piled around the edge of this cave. They have been grouped by type: hundreds of tibias in one stack, femurs in another, ribs in another, and so on. There is a 1 in 6 chance that 1d4 Slender Shroomenkin (see F.F. 118) are here placing fresh bones.
F.F.11 - Goblin Pit
The underground river, before the drop down to F.F. 11, is a natural barrier that marks the beginning of the Sour Spear Goblins’ territory.
Once over the river the party are faced with a ten-foot drop into a small cave. There is a hidden pit, that is ten-foot deep and spiked, at the foot of the drop. Anyone who jumps down from the ledge falls through the pit and suffers 2d6 damage. Anyone who climbs down the drop and steps on the pit falls through it (on a roll of 1-2 on d6 or 1-3 if wearing chain, or plate, or is otherwise heavily encumbered) and takes 1d6 damage.
Two goblins stand guard on the other side of the pit. They are alert and watching for anything that might appear on the ledge. In rough common they instruct the party to stay where they are (on the small ledge between the river and the drop). Four more guards will arrive from F.F.12. If the party and the goblins can parley four more will arrive dragging a large wooden ramp that they’ll lay up to the ledge. This allows the goblins to allow ‘peaceful’ visitors down without giving away the presence of the pit trap.
If at any stage the party becomes hostile, disobey the guards’ orders to stay on the ledge, or attack; the goblins cry ‘Bree-yark!’ and hurl javelins. The remaining guards from F.F.12 rush round to support them.
The Goblins tactics are simple: they try to keep the party pinned on the ledge, between the river and drop, and pepper them with javelins until the party retreats, jumps down off the ledge, or they run out of javelins. When they run out of javelins they fall back to F.F.13.
Two Sour Spear Goblins: AC: 7; [12]; Hit Dice: 1d6; HP: 4,2; Attacks: Light Javelin (1d6-1 + Special) or Club (1d4); Special: Poisoned Javelins (see F.F.12 for details); Saving Throw: 18; Move: 9; Challenge Level/XP: B/15. Each Goblin carries 3 javelins, a club, and 3d6 in silver.
F.F. 12 - Goblin Guardroom
Ten Sour Spear Goblins are posted here. Most of them sit and moan about guard duty and their diet of mushrooms, but two are always posted at the northern entrance where they can watch and hear the guards at F.F. 11. If necessary, they’ll send four guards to support the two at F.F.11 during any negotiations, and another four dragging the wooden ramp if things are resolved peacefully. At the first sign of trouble at F.F.11, one of them leads any guards still in this room to F.F.11 and the other falls back to warn the rest of the tribe.
Ten Sour Spear Goblins: AC: 7 [12]; Hit Dice: 1d6; HP: 6,6,5,5,5,3,3,3,2,2,1; Attacks: Light Javelin (1d6-1 + Special) or Club (1d4); Special: Poisoned Javelins; Saving Throw: 18; Move: 9; Challenge Level/XP: B/15. Each Goblin carries 3 javelins, a club and 3d6 in silver.
The Sour Spear tribe get their name from the poison they smear on their light javelins. It is a weak poison (+1 on Saving Throw) and causes paralysis for 1d6 combat turns. They prefer to keep enemies at a distance skirmishing with javelins, only closing to brain paralysed foes with their clubs, or as a last resort when they run out of javelins and can’t retreat.
F.F.13 - Goblin Redoubt
There is a six-foot palisade across the centre of this cavern. On the north side there are three rope ladders hanging down the palisade. Any Goblins retreating from F.F.12 scramble up the ladders and pull them up after them. On the south side of the palisade there is a narrow walkway allowing the goblins to defend it from that side. There are also twenty spare light javelins (poisoned) on the south side for the goblins.
If the Goblins from F.F.12 can hold the palisade for 1d4+1 combat turns the majority of the tribe’s warriors arrive to support them.
Where the cavern joins the passage that leads to F.F. 14 it is so thick with giant mushrooms that the Goblins are not even aware that there is a passage here. Anyone who hacks through the mushrooms finds that the tunnel has been caved in. It takes about an hour to clear the rubble.
F.F.14 - Fairy Ring 1
In the middle of this small cavern, there is a ring of tiny mushrooms with delicate cream coloured stalks and small yellow caps. The ring is large enough for one person to stand in.
This ‘Fairy Ring’ can be used to teleport around the Fungus Forrest. The first time anyone steps into the circle of mushrooms roll 1d6 …
- Roll again
- Transported to F.F.101 (Fairy Ring 2).
- Transported to F.F. 57 (Fairy Ring 3).
- Transported to F.F. 93 (Fairy Ring 4).
- Transported to F.F. 43a (Fairy Ring 5).
- Transported to F.F. 77 (Fairy Ring 6).
The second time someone uses one of the Fairy Rings it transports them to the last place within the forest that something memorable happened. The secret to these rings, that only the Pixies know so far, is that they can transport someone anywhere in the Fungus Forest that they think of when they step into the circle of mushrooms.
If anyone picks one of the mushrooms, they’ll discover that they are actually sentient beings: Shroom Fairies. They don’t take kindly to being picked and rise up in an angry shrilling swarm to attack the person that picked one of their kin.
Shroom Fairies: AC: 9 [10] or 0[20]; Hit Dice: 2*; HP: 1 each; Attacks: Swarm Storm 1d6+1; Special: Immune to sleep spells and AC 0 [20] against anything but blunt weapons; Saving Throw: 12; Move: 14; Challenge Level/XP: 2/80 *They only have 1 HP each but the swarm attacks as a 2HD monster.
There are 2d6+6 Shroom Fairies in each swarm. They are difficult to hit with missile weapons, swords, daggers, spears, etc. but easy enough to swat out of the air with blunt melee weapons (reflected in the two AC scores). The whole swarm concentrates its attack on one member of the party (the one who picked a mushroom). They pepper their target with multiple tiny lightning bolts that do 1d6+1 damage in total. Each Shroom Fairy only has 1HP and when the swarm is reduced to five or less individuals, they fly away. It takes a reduced swarm three months to respore enough members to form a new circle.
Following the tunnel south from this cavern there is a cave-in that takes an hour to clear. Once clear, the tunnel leads to the Goblin Fungus Farm F.F.15 (via a thick growth of giant fungus). If they make too much noise clearing the rubble there is a 1-3 chance on a d6 they’ll attract the attention of the Goblin farmers, who alert the guards at F.F.12.
F.F.15 - Goblin Fungus Farm
The floor of this large cavern is covered with a variety of edible fungi of different shapes, sizes, and colours. During the hours of night, the tribe’s women and children work here, picking, tending, planting, fertilising, processing, and cooking the fungi (in the day they will be resting in their family caves). There are no guards here, but there are always guards stationed at F.F.12, F.F.16, and F.F. 15a.
The women and children flee to the cave complex at the first sign of trouble Other than fresh edible mushrooms and worn gardening utensils there is little of value or interest here.
F. F. 15a - Goblin Defenses
This is the same as the redoubt at F.F.13 except there is a Ballista (Dam: 2d6; RoF: 1 per 3 rounds) set in the palisade and aimed towards the lake. There are six goblins here. Two operate the Ballista, the rest man the wall.
Six Sour Spear Goblins: AC: 7 [12]; Hit Dice: 1d6; HP: 5,4,3,3,1,1; Attacks: Light Javelin (1d6-1 + Special) or Club (1d4); Special: Poisoned Javelins; Saving Throw: 18; Move: 9; Challenge Level/XP: B/15. Each Goblin carries 3 javelins, a club and 3d6 in silver.
F.F.16 - Entrance to the Goblin Cave Complex
There are always four goblins stationed here, and four spread out amongst the various passages that lead to this cavern and F.F. 40.
Eight Sour Spear Goblins: AC: 7 [12]; Hit Dice: 1d6; HP: 5,5,5,4,4,3,2,2; Attacks: Light Javelin (1d6-1 + Special) or Club (1d4); Special: Poisoned Javelins; Saving Throw: 18; Move: 9; Challenge Level/XP: B/15. Each Goblin carries 3 javelins, a club and 3d6 in silver.
F.F.17 - Goblin Wolf Pit
All three entrances/exits to this cavern are rigged with a makeshift portcullis. The portcullis that leads to caves F.F. 18 and F.F. 19 are closed. The ones that protect the way in and out of this cave are raised. There is also a covered pit trap in the centre of the room. All of these are rigged via a series of ropes and pulleys.
When under attack the Goblins run north, when most of their pursuers are in the room they yank on the rope and pulley system. This opens the pit (3 in 6 chance that anyone chasing the goblins through this room fall in and take 1d6 damage). It also lowers the two portcullises leading into this cave, effectively trapping the party in the room. At the same time, the portcullises to caves F.F. 18 and F.F. 19 are raised releasing the four mean and mangy, half-starved, wolves that are kept there.
Four Wolves: AC 7[12]; HD 2+2; HP: 18, 13, 11, 7; Atk 1 bite (1d4+1); Move 18; Save 16; CL/XP 2/30; Special: None.
While the intruders deal with the pit, portcullises, and wolves, the goblins ready a counter attack.
F.F.18 - Wolf Den
This small cave is a wolf’s den. There are broken bones littered on the floor and scat in the corner. If they haven’t been released already there are two wolves in here (a mating pair). The wolves know all the tribe by scent and attack any intruders. See F.F.17 for their stats.
F.F.19 - Wolf Den
This wolf den is the same as F.F.18 and is the home of a mating pair of wolves. Snarak, the Goblin Chieftain, has buried one of his stashes here. Only a Dwarf will have a slight chance (1 in 6) of noticing that there has been digging in this well trodden wolf’s den. The stash is a small ornate box filled with jewellery. The jewellery is worth 50 gps. The box itself is finely crafted and worth 120 gps.
F.F. 20 - Sour Spear Armoury
There are 4d6 light javelins stacked here (Dam: 1d6-1; Weight: 2; RoF: 1; Range Increment: 20ft). 1d10 Clubs, and twenty small clay pots of the Sour Spear poison. There is enough poison to cover 20 javelins or daggers, or five swords. It is a weak poison (+1 to Saving Throw) and causes paralysis for 1d6 combat rounds. It needs to be reapplied after three uses. The poison can be sold for 5 gps per pot.
F.F.21 - Goblin Communual Cavern
A fire pit has been dug in the centre of this large high roofed cavern and is kept burning at all times. This is where the Goblins socialise when not working or sleeping. It is also where they feast.
During working (night) hours there are 1d6 off duty guards (clubs only) resting between shifts. The women and children gather here when not working and sleeping and there are always wolf pups fighting over discarded bones (some of which look decidedly human or demi-human). There is nothing of value here.
F.F.22 – F.F.27 - Goblin Family Caves
Various family groups sleep in these caves. Each one is much the same: cramped, stuffy, and very unhygienic. Each is furnished with a few piles of flea infested rags that serve as beds, niches carved into walls displaying crude goblin statuettes and trinkets (worthless), and other personal belongings and nik-naks. A quick search reveals each families stash of coins which is 1d100 cps, 3d6 sps, and 1d6 gps. Each family typically consists of 2-4 warriors and 4-8 non-combatants (females, young, elderly). These cramped caverns are for sleeping only and the goblins spend most of their waking time in the communal area when not on duty.
F.F.28 – F.F.29 - Goblin Choke Points
These two guardrooms control access to the vital tunnel that connects the two halves of the complex. The goblins need to hold these rooms so that, depending on where any attack is coming from, they can funnel reinforcements to the fight and non-combatants away from it.
The guards here know that the whole tribe depends on them and they fight to the death if need be. Unlike most of the tribe’s warriors, these guards are equipped to fight defensively. Each is armed with javelins, spears, shields and a short sword. They also have some of the best armour the tribe has managed to scavenge (a hodgepodge of leather, odd steel plates, and patches of chain). There are four in each room and another eight off-duty in rooms F.F. 37 and F.F. 38.
Eight Sour Spear Defenders: AC: 5[14]; Hit Dice: 1d6+1; HP: 7,7,6,6,6,6,5,4; Attacks: 1 by weapon (1d6 or 1d6-1 for light javelins); Special: Poisoned weapons: weak poison (+1 Saving Throw) causes paralysis for 1d6 combat turns; Saving Throw: 16; Move: 8; Challenge Level B/XP: 20. Each has 3d6x10 sps and 1d4x10 gps.
F.F. 30 - Armoury
This armoury contains 1d6 short swords, 1d6 shields, 1d6 spears, and 3d6 light javelins. There are also twenty pots of poison (see F.F. 20 for details).
F.F. 31 - Snarak’s Hall
This is where Snarak feasts his elite warriors. There is a fire pit in the centre of this circular cavern and the floor is strewn with a variety of bones (many are human and demi-human). Several discarded drinking vessels are amongst the debris including two finely wrought silver cups worth 100 gps each. There are two small adjoining caves that serve as stores containing barrels of mushroom ale and a variety of foodstuffs, all of which look and smell vile.
There are always two of Snarak’s bodyguards guarding the passages that lead to F.F. 32 and F.F. 35.
Two Bodygaurds: AC: 3[16]; Hit Dice: 1d6+2; HP: 8,7; Attacks: 1 by weapon (Spear 1d6+1or Short Sword 1d6); Special: Poisoned weapons: weak posion (+1 Saving Throw) causes paralysis for 1d6 combat turns; Saving Throw: 16; Move: 8; Challenge Level B/XP: 20; Each has 1d6x10 gps.
F.F. 32 - The War Room
This cave contains a large table and chairs (looted from the monastery). Snarak plans his defence of the complex and his raids on his neighbours from here. There are various parchments on the table. One is a map of the Goblin Cave Complex with all the defences marked on it. There is also a rough map of the river from the lake in F.F. 43 to the lake of the Wassermen in F.F. 72. The cave F.F. 73 is marked with an X. Other than the X and the word ‘Wassermen’ scrawled on the parchment there are no other details.
F.F.33 - Snarak’s Stores
There are assorted pieces of hodgepodge armour stored here. One full suit of man-sized armour or two smaller suits could be cobbled together (AC: 6 [13]; WT: 55; Value: 5 gps). There are also 2d6 small shields, with the symbol of the sour spear tribe daubed on them, a two-handed, a bastard, and a short sword, and one battle axe. These four large weapons are no good to the goblins and will be offered in trade to any party that parley’s with them. There are also, barrels of mushroom ale, the usual vile goblin fare, and Snarak’s own special luxury vittles such as: pickled halfling feet, candied dwarf beards, boiled traitors heads, and smoked elf ears.
F.F.34 - Snarak’s Throne Room
This is where Snarak holds court. He has a throne of rough-hewn granite and some of his wealth is displayed on the wall behind his throne. On display, there is a silver statuette of a very primitive Goblin earth mother worth 250 gps, an ornate silver broach of a rearing dragon worth 300 gps, and a golden torc worth 500 gps.
A musty but valuable (150 gps) piece of tapestry, depicting a grey monk at prayer, covers the entrance to the small antechamber where Snarak sleeps. He has an actual bed looted from the monastery. Underneath the bed is a chest containing 1,677 sps, and 727 gps.
Snarak rules through a combination of astute leadership and brutal suppression. He is very shrewd and will never allow any party that parleys into the cave complex. Instead, he will meet with them, accompanied by at least four of his bodyguards, at the entrance to the complex (F.F. 16).
For a toll of 100 gps, he will allow a party to pass through goblin territory. Those that refuse to pay will be escorted back to where they came from. Snarak has a number of offers to any willing party:
- If the party can find the Pixie village he’ll give them 1,000 sps.
- If they can chase the Wirries from their caves, which Snarak claims are the goblin’s ancestral caves, he’ll give them the earth mother statute worth 250 gps.
- If they kill the beast of the lake he’ll give them the Dragon broach worth 300 gps.
- Bring him the head of Corvus the Mad and he’ll pay them 100 gps.
Snarak does not intend to pay any bounties. He is more interested in using the party to solve one of his problems before betraying them. If they complete a task, they are invited to a victory feast. During the feast they are served the same poison that the tribe daubs its spears with (weak poison +1 ST causes paralysis for 1d6 turns). The goblins then turn on their former allies.
If the party refuses the victory feast Snarak makes a show of sending one of his warriors to get the agreed payment, but this is a prearranged signal for an attack. Any parties that refuse to pay for safe passage or refuse any of the tasks are, if they look weak enough, attacked. Snarak and his tribe are mightily sick of eating mushrooms.
Snarak will not cower in his throne room when the tribe is under attack he will lead the defense from the front.
Snarak Leader of the Sour Spear Tribe: AC: 3[16]; Hit Dice: 1+2; HP: 10; Attacks: 1 the spear Manbane (see below) or short sword ; Special: Poisoned weapons: weak posion (+1 ST causes paralysis for 1d6 combat turns); Saving Throw: 13; Move: 9; Challenge Level 2/XP: 100.
Snarak has a short sword covered in poison he also has the magic spear Manebane which is a spear +1 +2 versus humans. Manbane is also smeared with the tribe’s poison. He uses it in conjunction with the magic ring Edelwierp which teleports any thrown weapon back to the hand that threw it.
F.F. 35 - Cave of the Red Lanterns
Silks hang from the walls, cushions cover the floors, and two red lanterns are set in niches carved in the wall of this cave. This is where Snarak’s concubines entertain him and his elite warriors. The silks and cushions are spoiled and worthless. There are 1d6 silver cups worth 100 gps each, but the lamps are the true treasures.
Lamps of Eternal Light
These magic lamps are made of bronze and look crude. They are set with red glass beads that give out a dim (the strength of two candles) red light. They will burn for eternity and cannot be extinguished. The lamps don’t interfere with darkvison. Each lamp is worth 500 gps.
There is 25% chance that 1d4 off duty Defenders or Bodyguards are here (See F.F. 37-39).
F.F. 36 - Cave of the Concubines
Snarak’s Concubines live here. There are eight of them and they are considered by goblin standards to be very attractive having all the usual indicators of Goblin beauty: warty skin, black teeth, pot bellies and hairy ears.
They are non-combatants and are always in a state of soporific stupor due to a concoction of dried mushroom dust that they smoke in clay pipes. Their eyes are glazed; they are docile and react slowly to anything other than orders from Snarak.
F.F. 37 & F.F. 38 - Defenders Barracks
The off duty Goblin Defenders rest in these squalid sleeping quarters. There are normally four sleeping in each room. Each sleeps near their arms and armour, and can be ready for combat in three rounds.
Eight Sour Spear Defenders AC: 5[14] or 9[10] surprised; Hit Dice: 1d6+1; HP: 7,6,5,4,4,3,3,2; Attacks: 1 by weapon (1d6 or 1d6-1 for light javelins); Special: Poisoned weapons (weak poison +1 ST causes paralysis for 1d6 combat turns); Saving Throw: 16; Move: 8; Challenge Level B/XP: 20. Each has 3d6x10 sps and 1d6x10 gps.
F.F. 39 - Bodyguard’s Barracks
Snarak’s off duty bodyguards rest here. This room has four stone cots stuffed with relatively clean rags.
Snarak’s bodyguard’s are the toughest in the tribe and unquestionably loyal. They wear rusty black iron plate armour, are armed with spears, which they use two handed, and wear short swords as back up. It takes them 5 combat rounds to be ready.
Four Goblin Bodyguards: AC: 3[16] or 9[10] surprised; Hit Dice: 1d6+2; HP: 7,6,4,4; Attacks: 1 by weapon (Spear 1d6+1 or Short Sword 1d6); Special: Poisoned weapons (weak poison +1 ST causes paralysis for 1d6 combat turns); Saving Throw: 16; Move: 8; Challenge Level B/XP: 20. Each has 2d6x100 gps.
F.F. 40 - Goblin Wolf Pit
This room has been rigged in the same way as F.F. 17 including four more wolves in the two adjoining dens.
Four Wolves: AC 7[12]; HD 2+2; HP: 12,11,8,6; Atk 1 bite (1d4+1); Move 18; Save 16; CL/XP 2/30; Special: None.
F.F. 41 - Wolf Den
This wolf den is the same as F.F. 18.
F.F. 42 - Wolf Den
This wolf den is the same as F.F.18.
F.F.43 – Lake of the White Water Wyrm
This enormous, high roofed, cave houses a deep underground lake. A large White Water Wyrm lives in the lake. The Wyrm is a thirty-foot long beast with huge bulging eyes that are perfectly adapted to the darkness of the cave and its waters. It has rubbery white flesh, proto-gills and lungs, diminutive fins and semi-functional limbs. It secretes an oily substance that paralysis those that come into contact with its skin (Saving Throw vs. Poison -1) or are exposed to the water around it (Saving Throw vs. Poison +1). It is also asexual and without another of its species gives birth to batches of White Wyrmlings. It feeds on its own young forcing the Wyrmlings to flee the lake and inhabit the underground river system.
It is a dangerous predator in the water, but it can, and does, waddle onto land from time to time (like the other denizens of the forest it will not set foot on Holy Island (F.F. 48). Corvus has been feeding it since it was a Wyrmling and is the only one it allows to use the lake unchallenged. Although the Wirry herdsman (F.F. 50) is adapt at distracting it. If Corvus is attacked on his beach, or on the lake, it comes to his defence.
White Water Wyrm: AC: 3[16]; HD: 5; HP: 24 Attacks: 1 Bite (2d6); ST: 12; Special: Immune to poison, secretes paralysing poison; Move: 4 on land 16 in water; CL/XP: 7/600
F.F. 43a - Fairy Ring 5
In the middle of this small cavern, there is a ring of tiny mushrooms with delicate cream coloured stalks and small yellow caps. The ring is large enough for one person to stand in.
This ‘Fairy Ring’ can be used to teleport around the Fungus Forrest. The first time anyone steps into the circle of mushrooms roll 1d6 …
- Transported to F.F. 14 (Fairy Ring 1)
- Transported to F.F. 101 (Fairy Ring 2).
- Transported to F.F. 57 (Fairy Ring 3).
- Transported to F.F. 93 (Fairy Ring 4).
- Roll again.
- Transported to F.F. 77 (Fairy Ring 6).
See F.F 14 for further details.
F.F. 43b - Lair of Corvus the Mad
This is the entrance to a complex of caves inhabited by Corvus the Mad. Corvus was one of the bandits from the lower temple. Four years ago he heard a rumour about a mushroom in the Fungus Forest that grants immortality. He has been searching for it ever since. His quest, and constant sampling of the forest’s mushrooms, has sent him quite mad.
There is a 2 in 6 chance that Corvus will be in his lair (unless the referee decides otherwise). If he is at home there will be a small Coracle beached nearby. The entrance to the caves is strewn with detritus, mainly rotten mushrooms, though there are a few small bones. Most of the latter are strewn around a fire pit that has obviously seen regular use.
If Corvus is in his lair, he will be …
1-2 In his larder (F.F. 51).
3-5 In his cave (F.F. 53).
6-8 Here (F.F. 43b).
9-10 In his shroom room (F.F. 52).
… or wherever the referee decides he should be.
If he hears a noise outside his cave he comes out to talk. If the party head into his lair Corvus doesn’t seem bothered by intruders and accepts their presence.
Corvus has a feral stink about him, is barefoot, has wild bushy hair and a full unkempt beard. He is dressed in filthy rags and is flea ridden. Conversation with Covrus is difficult as he is rarely lucid and often under the influence of one or more different psychoactive mushrooms. Most conversations will be along the lines of …
” …have you seen it? The one, the mushroom, have you seen it? I saw it once but it wasn’t where I was when I saw it, or was I not where it was when I saw it? Or did it see me? Perhaps if I eat the talking mushrooms, or more of the ones that make my eyes glow, or perhaps the one that made me fly that time, or was it a fly I ate that made me a mushroom …”
It’s up to the Referee how much sense Corvus might make and how much information persistent or canny players can glean from him. He knows much of the forest’s geography and plenty about the various mushrooms and their affects, but it’s hard work to get any coherent information from him.
If they are patient Corvus may become lucid enough to parley with them. He has been trying in vain to capture one of the Shroomenkin (from F.F. 118). If the party bring him a live Shroomenkin, he’ll give them his ‘great treasure’. He will not show or tell them what this treasure is until they hand over a Shroomenkin. He might be mad but he isn’t stupid. If the players are friendly towards him he will also order the White Water Wyrm not to attack them. Corvus will not attack, but will defend himself.
Corvus the Mad: AC 9 [10]; HD 2+1; HP 15; Atk 1 2H Battle Axe (1d8+2); Save 14 (+4 against poison); Move 12; CL1/XP 45
Corvus fights with a maniacal ferocity (+1 to hit and damage), but if he is badly wounded (reduced to 4 Hit Points or lower) he throws down his weapon and offers, in exchange for his life, his ‘great treasure’ a Ring of the Restless Dead. The ring is hidden the midden of his cave (F.F. 53).
Ring of the Restless Dead
This is a worthless looking bronze ring. Once a day the wielder is able to compel one dead being (any sentient race) to speak to him for five minuets. It only works when held in the hand and not when worn on a finger. It will activate the first time someone holds it in the vicinity of the dead. After that, it will work when they hold the ring in their hand and speak to the dead. They must be aware that there are dead, undead, spirits, etc. nearby. Standing over a particular body or grave will assure they speak to that spirit. Standing in a place where many people have, or might have, died will mean they’ll have no idea who will answer. It does not matter how long the target has been dead.
The ring has no control over the target’s response or attitude to the wielder. They are only compelled to talk. They do not have to be civil, helpful, or truthful. It also works on the undead which means they can be forced to cease any attack and talk for five minutes. Any spirit, or undead that is attacked ceases speaking and defends itself.
If the ring is traded from Corvus he will explain (as best he can) what it does and how it is used. Otherwise, the players will have to work it out for themselves. It is worth 1,000 gps.
F. F. 44 - Wirry Carl Armoury
Some tiny weapons are stored here. There are Five swords, four axes, and seven shields. They might be worth 150 gps to a collector of novelties. Otherwise they are useless to anything halfling size and larger.
F.F. 45 - Wirry Carl Guard Room
There are always ten Wirry Carls (see F.F. 47) stationed here. Two keep watch at the entrance to the complex the rest are taking their ease, normally engaged in drinking, storytelling, or boasting.
F.F. 46 - Cave of Wayland the Smith
This cave is a sacred place to the Wirries. It is here that they worship their All Father, Wodan One Eye. It is also a working smithy and home of the Wirry Smith and Priest, Weyland.
A tiny furnace, anvil, and worktable are at the centre of the cave. Ingots and ore from various metals are stacked at the edges. Wayland, a particularly muscular Wirry, is almost always here. He works with three apprentices forging weapons and armour, or imbuing items with the magical power of Wirry Runes. He is good-natured and always has time for anyone interested in weapons, or Wodan One Eye.
F.F. 47 - Hall of the Wirry King
This cave has a long antechamber that stretches East-West. This is where the Wirry Carls and their families work and live. The larger round part of the cave is the great hall of Athelstan, King of the Wirries. It is here that he and his noble Wirry Thanes live and feast. He prides himself on his kingly hospitality and will feast any guests generously (no matter their size). For the telling of a good story, poem, or riddle he will gift a golden armband. The armbands are Wirry sized but beautifully crafted and worth 100 gps each.
Wirries are tiny men. They are about ten-inches high, have blond hair, that they tend to wear long and in plaits, and sport long droopy moustaches that they are very proud of. Wirry Carls are armed with a spear, a Sax dagger, and carry a shield. The elite warriors, the Wirry Thanes, wear chain hauberks, helms, carry a shield, and fight with swords or axes. The women, Wirry Cows, are fair maidens who have flaxen plaited hair, large bovine eyes, and cow’s tails.
The Wirries are very friendly towards any human or demi-human visitors, but can be haughty, proud, and overly sensitive about both their stature and their women’s bovine features.
Athelstan, their king, will have his Smith-Priest, Weyland, inscribe their arms or armour with runes of power for the party if they …
- Kill the beast of the lake.
- Drive the Goblins from what they say is their ancestral territory.
- Kill Corvus the Mad.
- Rid them of the Ghost of Holy Island.
One rune of power will be awarded per mission. If the same party completes all the missions Athelstan’s sense of justice will ensure that every party member receives a rune.
- The Rune of Tiw makes any blade a +1 weapon.
- The Rune of Hrothgar inscribed on armour makes it a –1 [+1] suit of armour.
- The Rune of Weru on a shield makes it +1 against missiles.
- The Rune of St. Gaxyg inscribed on a Holy Symbol will give it +1 on the Cleric’s Turn Undead roll.
- The Rune of Dweomer on a Ring will make anyone’s Saving Throw -1 against the owners spells.
- The Rune of Woden inscribed on a piece of jewellery will give +1 to all Saving Throws.
Wirry Weapons: due to their small size all Wirry weapons are 1d4 and unusable by larger races.
Wirry Carls: AC: 8 [11]; HD: 1; Attacks: 1 weapon (1d4); Saving Throw: 12; Move: 14; CL/XP: 1/15
Wirry Thanes: AC: 3 [16]; HD: 1+1; Attacks: 1 weapon (1d4+1); ST: 12; Special: Rune inscribed arms and armour; Move: 13; CL/XP: 2/25.
Wayland: AC: 3 [16]; HD: 2+1; HP: 16; Attacks: 1 smith’s hammer (1d4+2); ST: 12; Special: Rune inscribed arms and armour, Cleric Spells; Move: 13; CL/XP: 3/50. Wayland knows the Clerical spells: Cure Light Wounds and Hold Person.
King Athelstan: AC: 2 [17]; HD: 2+1; HP: 12 Attacks: 1 weapon (1d4+1); ST: 12; Special: Rune inscribed arms and armour; Move: 13; CL/XP: 3/50
Athelstan has hordes of gems (diamonds, pearls, emeralds and rubies) worth 1,500 gps and ten of his golden armbands worth 100 gps each. He himself wears a kingly gold circlet on his helm that is actually a Ring of Protection +1.
The Wirry fighting strength is twenty Carls, ten Thanes, King Athelstan and Wayland the Smith.
F.F. 48 - Holy Island
Holy Island was the home of a Grey Monk called Brother Cadamus. He lived here during his ill-fated attempt to explore the Fungus Forest and catalogue the various fungi. There is nothing much on the island other than his dilapidated hut. He was an austere man of few possessions, but a search will reveal a scroll telling of his time in the Fungus Forest.
The scroll details his fellow monks lack of interest in the forest, and his findings, of how he spent his time sampling and cataloguing the various mushrooms and the day to day mundanity of his existence. After a month he starts to reveal how he was mocked when he reported seeing ‘small winged creatures’ alighting on some of the mushrooms in the northeast caves. After a few more mundane entries, there are several entries about Brother Cadamus’ attempts to communicate with these creatures then ominously nothing.
If the players stay on the island for more than a few turns the Ghost of Brother Cadamus materialises and tries to scare them off. He moans and howls, appearing in a ghostly half-decayed, ethereal form floating towards the party pointing and shouting in a deep and ominous voice “DOOM!” He does this because he has found in the past that this absolutely terrifies the fey creatures that have dared to trespass on his island since he died.
If the party doesn’t flee he stops to talk to them. If they treat Cadamus with respect he will offer the use of his island as a place of refuge, answer any questions about the Fungus Forest that he can, and once a day he can still cast Cure Light Wounds. Additionally, he promises them his masterwork (a scroll that has illustrated and detailed descriptions of most of the mushrooms in the forest), all this in exchange for one simple thing. He wants them to go to the caves of the Dark Fey (the small winged creatures of his journal) retrieve his bones, bury them in consecrated land, and thus end his ghostly existence.
If they succeed Cadamus tells them where to look in the water, just off the island to find a stone, lead lined, coffin that contains his journal. It details all the mushrooms in the forest. With this the players can indeed recognise which mushrooms have what affect. The random ones will be as detailed as possible within the bounds of how random their affects are. There is no mention of a mushroom that confers immortality. There are also twenty-five golden mushrooms, worth 1d6 gps each.
If the party is rude to, or attacks, the Ghost of Brother Cadamus he casts the spell Quest on one of them tasking this person with retrieving and burying his bones and fights the others. He casts quest once per round as well as using his ghostly attacks until the party flees or is destroyed. He cannot leave the island.
Because of Brother Cadamus’ haunting of it, Holy Island is a refuge from the other denizens of the forest. Even Corvus and the Wyrm fear to come here. If they befriend Cadamus the party can take refuge here. Even if his bones are buried and he no longer haunts the island it takes at least a month or more before the fey realise he no longer haunts the island and it’s safe for them to come here. Because of that it makes an excellent place for resting adventurers.
Brother Cadamus has the same stats as a Wraith, but can cast Quest every round as well as his level drain attack.
Ghost of Brother Cadamus: AC: 3 [16]; HD: 4; HP: 24; Attacks: 2 draining touch (1d6+level drain) and Quest spell; ST: 13; Special: Drain 1 level per hit and cast 1 Quest spell per round Move: 9; CL/XP: 7/600
He is also immune to all non-magical weapons other than silver ones (which do half damage).
F.F. 49 - Wirry Herd
There is a herd of miniature Cows living in this cave, and dung, lots of dung. The cows are perfectly proportioned to the size and scale of the Wirries and could easily be picked up and carried away. They are in fact normal cows that have been shrunk by Wirry magic when they stole them from the big folk. When returned to the surface they return to normal size. Which might prove interesting for anyone who slung one in their backpack.
F.F. 50 - Cowman Thorbad’s Cave
Cowman Thorbad is the Wirry Cowman. He has been charged with tending their herd of cows, and seeing that they are fed and watered. It is a dangerous job because of the Wyrm that lives in the lake. Thorbad is an opinionated quarrelsome fool, who hasn’t a good word to say about King Athelstan. This is why he lives alone with the cows, near the Wrym. He will start an argument with any visitor over the slightest thing.
Despite being a fool, he does know how to distract the Wrym. He has learned that Corvus throws offal into the lake for it. So when he wants to water the herd, he throws offal into the lake and lets his herd drink while the beast feeds.
Thorbad has AC 9 [10], 1 Hit Point, owns nothing but a piccolo and other than a sharp tongue is unarmed. Thorbad hasn’t been killed and eaten by Corvus yet because unlike the other Wirries instead of responding to him with force of arms he engages the mushroom addled mad man with nonsensical arguments and spurious logic that Corvus can’t resist responding to.
F.F. 51 - Corvus the Mad’s Larder
In the centre of this cave there is a large slab of rock which serves as a butcher’s block for Corvus. On the slab there is half a goblin that has been neatly butchered. Three hooks have been mounted on the northern wall. Hanging on the hooks are: a brace of Wirry Carls hanging by their hair, a Wixie and a Drakling bound together by their wrists and looped over a hook, and the other half of the goblin impaled on a hook.
There is crude shelf littered with glass jars of herbs and spices. The herbs and spices are mostly stale but the jars (looted from the monastery) are well made and worth 15 gps in total. Underneath the shelf there is half barrel of salt and a wooden box. The box is nailed shut. The box can be easily pried open and contains two goblin thighs packed in salt.
F.F. 52 - Corvus the Mad’s Shroom Room
This is where Corvus stores, samples, and dries his mushrooms. There is a small fire-pit, and various mushrooms hang from thread a foot or so over the embers drying slowly. There is also a small bronze cauldron on a tripod. There is a fire under this and a foul smelling unidentified mushroom brew bubbling away in it.
The Cauldron and tripod are worth 500 gps, but are bulky and heavy (WT 80). There are also piles of fresh, and dried mushroom, vials, and green glass jars (cleaned up they’re worth 12 gps in total) filled with various mushroom brews. Dried, fresh, or distilled Corvus has a broad sampling of the forest’s mushrooms (referees discretion). Set to one side there is a small box that contains 1d10 small silver mushrooms. Each is worth 1d6 sps. Amongst them there is one golden mushroom worth 1d6 gps.
F.F. 53 - Corvus the Mad’s Cave
This is where Corvus sleeps. The rancid smell of the place (mainly emanating from the northwest corner he uses as a midden) is enough to make eyes water. In the Southeast of the cave (in the slight recess to the right of the rock pillar) there is a nest of filthy flea infested rags that Corvus uses as a bed. There are small bones (belonging to a variety of fey-folk) and mushrooms (dried, rotten, mouldy, half-chewed, regurgitated) strewn all over the floor of the cave.
Corvus has his great treasure (a Ring of the Restless Dead) hidden at the bottom of his midden pile. Anyone searching this needs to make a Saving Throw (Con bonus/pens apply). Failure results in a bout of vomiting. Any subsequent attempts, after failure, will require Saving Throws with cumulative -1 penalties).
Success results in the ring being found, but will cause a -2 Chr penalty until they can bathe with hot soap and water (anything else just won’t cut it). The smell causes a -2 to surprise attempt on anything with a sense of smell. After the search another Saving Throw (no Con adjustment) must be made. Failure this time results in a virulent case of dysentery that will take hold in 1d6 hours from infection. It will leave sufferers incapable of continuing without at least a days bed rest unless a cure disease spell is used. See F.F. 43b for a description of the Ring of the Restless Dead.
F.F. 54 - Cave of the Locusts
The whole of the western wall of this cave is covered in patches of Yellow mould but this is obscured by the thousands of cave locusts that are feeding on the mould. The Locusts are harmless enough if left alone, but if disturbed they panic and swarm around the cave shrieking. There is a 2 in 6 chance that the shrieking attracts a wandering monster. When they swarm the cave will be thick with them and visibility will be hindered. The greatest threat the cave locust pose is that their erratic movement will cause the yellow mould they feed on to spore.
Yellow mould is a subterranean fungus; it neither moves nor attacks. However, if it is poked or struck, it may (50% chance) release a cloud of poisonous spores, roughly 10ft in diameter. Failing a saving throw against the spores means that the character dies a rather horrible death. Touching yellow mould causes 1d6 points of acid damage. These growths can be destroyed with fire, but are effectively immune to weapons.
Yellow Mould: AC n/a; HD n/a; Atk 1d6 damage + spore cloud; Move 0; Save n/a; CL/XP 3/60; Special: Poisonous spore cloud, killed by fire.
F.F. 55 - Puffball Cave
Dotted around this cave are seven large Puffball mushrooms. They wobble and shake and a faint humming noise can be heard coming from within them. If they are touched, poked with a ten-foot pole for instance, or otherwise interfered with they explode disgorging a horde of tiny flies.
The swarm can easily be outrun if the party flees into the next cave and they die if they don’t find a host within a turn. If the party doesn’t flee the flies swarm over them, and crawl into mouths, ears, up nostrils, into the corner of eyes, or any open wounds then lay their eggs and die. The infected must make a Saving Throw. If successful they suffer from fever, that leaves them weakened for a permanent -1 loss of strength. If they fail, the larvae inside them consume their brain in a matter of seconds, leaving them stumbling about with a swollen hideous misshapen head that wobbles, shakes, and gives off a faint humming sound.
F.F. 56 - Tomb of the Dwarvern Lord
Lying on the floor of this cave are the bodies of seven dwarves. Six of them were wearing normal chain, and carrying axes that have long since rusted. One Dwarf, in the centre of the fallen, wears an ornate set of plate armour, a simple gold circlet for a crown, and holds an equally ornate axe.
Growing from the corpses, and covering the ground around them are stubby green mushrooms. If the corpses, mushrooms, or the ground around them are disturbed clouds of spores puff out from the mushrooms. Anyone caught in a cloud of spore must make a Saving Throw. A success means the spores have no affect and can be easily wiped off, but failure means spores adhere to the surface of the victims skin, clothes, and even armour and sprout mushrooms at a preternatural rate. These mushrooms send their roots into the body of the victim to feed off the host. Untreated the victim will die in 2 turns. Each spore cloud will sprout 2d6 mushrooms on a victim. They can be stopped with a cure disease spell, or burnt off (at the cost of 1 Hit Point per mushroom), or pulled off (at the cost of 2 Hit Points per mushroom).
The Armour is Dwarf sized plate +2; WT: 30; and worth 2,000 gps. The Axe is WT 1 and is +1 +2 versus fey creatures it is worth 1,000 gps. The gold circlet protects from Charm Person and Sleep spells and is worth 1,000 gps.
F.F. 57 - Fairy Ring 3
In the middle of this small cavern there is a ring of tiny mushrooms with delicate cream colured stalks and small yellow caps. The ring is large enough for one person to stand in.
This ‘Fairy Ring’ can be used to teleport around the Fungus Forrest. The first time anyone steps into the circle of mushrooms roll 1d6 …
- Transported to F.F 14 (Fairy Ring 1).
- Transported to F.F.101 (Fairy Ring 2).
- Roll again.
- Transported to F.F. 90 (Fairy Ring 4).
- Transported to F.F. 43a (Fairy Ring 5).
- Transported to F.F. 77 (Fairy Ring 6).
See F.F. 14 for details.
F.F. 58 - Griseld’s Cave
There are a few hundred giant Fly Agarics growing in this cave. The Witch Griseld lives here. She has two small bronze cauldrons on tripods. Each has a fire under it and a foul concoction brewing. Griseld is ancient, hideously ugly, and crotchety.
She demands that any interlopers ‘leave her be’, but if the party convince her they mean no harm she offers to exchange a dose of each of her potions for a kiss. One is a potion of Polymorph; the other is a potion of Flight. In each cauldron there are five applications, but unlike normal potions these witch’s brews must be used within a day. Otherwise, they will turn in to a cold mushroom gloop.
If anyone agrees to kiss Griseld they turn into a frog within 1d6 turns, and can only be cured by a Remove Curse spell or if they can find Griseld and convince her to lift the curse.
If things turn nasty Griseld flies away but only after scattering a green dust and calling on her ‘children of Skathros’ to protect her. The green dust will spore 1d4+1 Mushroom men.
Mushroom Men: AC: 5 [14]; Hit Dice: 3, 2,1; Attacks: Fist (1d6) or weapon; Saving Throw: 14, 16, 17; Special: Spores; Move: 12; CL/XP: 5, 3, or 1/240, 60, or 15 XP
Standing 4’ in height, mushroom men resemble humanoid mushrooms endowed with both arms and legs. Mushroom men are usually found in natural caves, caverns, and underground passages. Mushroom-men are initially created by magic. Once given life through magic they reproduce by way of spores. When a mushroom man dies (0 hit points or less) it releases 1d6 spores which rapidly (within 1d4 rounds) grow into mushroom-men of 1 HD lower than the parent mushroom man (1 HD mushroom men do not produce spores upon death). The spores have 2 hit points (before becoming fully formed mushroom-men).
Special thanks to Skathros and his S&W Companion for the use of the Mushroom Men.
Griseld: MU 4; AC 9[10]; Hit Dice: 4; HP: 10; Attacks: Dagger (1d4); ST: 12 Special: Spells; Move: 8 CL/XP 5/240
Griseld carries a normal dagger, and a Broom of Flying (Speed 14, Move: 24) She has four 1st level and two 2nd level spells at her disposal, usually … 1st Level: Charm Person, Magic Missile, Sleep, Shield. 2nd Level: Invisibility, Web.
F.F. 59 - Empty Cave
This cave is empty but there are signs it was once inhabited and perhaps acted as guardroom. There is small trident on the floor.
F.F. 60 - Empty Cave
This cave is empty but there are signs it was once inhabited
F.F. 61 - Spoiled Stores
This cave is now empty, but once served as a storeroom for the Draklings. There are barrels that have rotted down, and spoiled food that is covered with various moulds and fungi. These moulds and fungi are perfectly mundane and harmless. Hidden under the mould there is a silver wine flask worth 100 gps.
FF. 62 - Empty Cave
This cave is empty.
F.F. 63 - Drakling Temple
This cave is empty now, but was once a place of ritual. There is fire-pit in the centre and wall paintings of Draklings praying before a demonic idol of gold. There are small scorch marks on the walls.
The Idol is still here in the room. It is hidden behind an illusionary wall at the east of the cave. If the wall illusion is dispelled the idol becomes visible; otherwise if the spell is detected, or the party searches the east wall they may pass through the illusionary wall and discover the idol.
The idol is solid gold, has ruby eyes, and is worth 3,000 gps. The figure is of a squat, leering, bulbous-eyed demon. If it is touched (by anything) a level 2 Lightning Bolt spell radiates outwards from the idol. Whoever takes it then has the power to command all Draklings. It is however cursed and the person who picks it up must save vs. Spells (-2 to Saving Throw) or be under a Quest spell to lead the Draklings to glory against their enemies the Wassermen and the Dark Fey. If the Quest is completed or the Saving Throw made the wielder of the idol remains leader of the Draklings for as long as they own the idol.
F.F. 64 - Drakling Caves
Hanging from floor to ceiling on both entrances of this cave there is a curtain of chain links. This is designed to keep the small flying Dark Fey at bay. The chain curtains are also woven with bells, coins, glass, and chimes designed to alert the Drakling guards in F.F. 65. Other than that the cave is empty.
F.F. 65 - Drakling Guard Room
There are always twelve Drakling warriors (see F.F. 68) stationed here watching for Dark Fey incursions or invasions by anyone else. They are armed with small nets for catching the Dark Fey and bolas for larger prey. They also carry curved hunting knives and tridents for dealing with the Wassermen. They will try to parley with any party and hope to gain them as allies in their war against the Wassermen and Dark Fey.
Twelve Draklings: AC 5 [14]; Hit Dice: 1; HP: 8,7,6,5,5,5,5,4,3,2,2,1 ; Attacks: 1 Knife (1d4-1), Trident (1d4+1) or Bolas (1d4+ special); Saving Throw: 15; Special: Bolas (see Below); Move: 12 CL/XP 1/20.
Draklings use their Bolas like normal missile weapons. If hit their victim gets a Saving Throw. If they fail the are ensnared and cannot move; though they can defend themselves (-1 to hit and dam due to being entangled). A successful Saving Throw means they are hit but not caught.
F.F. 66 & F.F 67 - Empty Drakling Caves
These were once the homes of Drakling families. They’re empty now.
FF. 68 - Last Bastion of the Draklings
This cave is home to all that is left of the Draklings. Like F.F. 64 there are chain curtains hanging at both entrances.
There are twelve warriors here the rest are in the guardroom F.F. 65. There is only one remaining Drakling female and two young. The rest have been taken by the Wassermen and Dark Fey. The warriors will fight to the death to protect her.
Unless the idol in FF. 63 has been taken the female will be their leader. They are desperate for anyone to fight for them. They have nothing to offer by way of treasure as the Wassermen and Dark Fey have taken everything, but if the party fights for them the Drakling warriors will aid them for the duration of the war, and six of them will serve the party remaining loyal to the death. She also informs them that their enemies have many treasures that they may keep as the spoils of war.
Draklings are small (two-foot tall) Draconic humanoids. They have long snout-like reptilian faces, sharp teeth, scaled skin and clawed hands. They use nets to ensnare Dark Fey, Bolas to capture larger enemies, small tridents for throwing into water, which they use against the Wassermen and hunting knives for hand to hand combat. They speak Common, Draconic, Dwarvern, and Elven.
Twelve Draklings: AC 5 [14]; Hit Dice: 1; HP: 8,8,8,7,7,7,6,4,3,3,2,1 ; Attacks: Knife (1d4-1); Trident (1d4+1) Bolas (1d4+ special); ST: 15; Special: Bolas (see Below); Move: 12 CL/XP 1/20
Draklings use their Bolas like normal missile weapons. If hit their victim gets a Saving Throw. If they fail the are ensared and cannot move, though they can defend themselevs (-1 to hit and dam due to being entangled). A succsesful Saving Throw means they are hit but not caught.
F.F. 69 – F.F. 71 - Empty Drakling Caves
These were once the homes of Drakling families. They’re empty now.
…more to come…
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