CHAPTER 6 - MANTOL-DERITH | 51 If haggled down she laments aloud, “the zoo business is tough!” Quests. Amarith is always on the lookout for more unusual creatures to put into her zoo and is willing to pay anywhere from 10 to 500 gp for exotic animals. B9. Marketplace This central marketplace is the commercial backbone of Mantol-Derith. Its tents and stalls are primarily occupied by humans, duergar, and svirfneblin mixed with a smattering of orcs and troglodytes. Characters can find most items listed in the Player’s Handbook here at 50 percent more than their usual cost. Role-playing. Because of Graz’zt’s lingering influence, transactions here are often made in haste and with little deliberation. This is mostly true for customers, who have been known to spend all of their money on a worthless bauble that obsessively caught their eye, although merchants too have been known to make reckless sales for quick and easy coin. Most interactions within the marketplace are done in Undercommon. Translators for characters who do not speak Undercommon are easily available, although merchants look down upon this, and all social checks made through a translator are done with disadvantage. Quests. One booth is run by an aging, blind hag that the locals refer to as the Collector. This mute, toothless crone is known for purchasing items with strangely minted platinum coins. What she is interested in varies unpredictably from day to day with the exception of magical staves, rods, and wands that she will reliably purchase for three times their normal market price. The crone is actually a rakshasa loyal to Fraz-Urb’luu that has been tasked with finding the three missing pieces of the demon lord’s legendary shattered staff (see chapter 1 for more details). B10. Public Garden This large public garden is filled with casks of barrelstalk, rows of nutritious bluecap, and copses of ripplebark all growing beneath ancient Zurkhwood mushrooms. The soil here is magically enchanted and particularly fertile. Because of this its plants and fungi quickly grow to larger than usual proportions. The gardens are overseen by the ancient svirfneblin druid Wythlon. Wythlon spends his days fretting over his garden. His one joy is his ring of awakened mushrooms that he has taught to sing various operatic ballads. Role-playing. Ever since he was a small child Wythlon has had a tendency toward anxiety. He has the insight to see impending problems and these future problems weigh upon him greatly, especially when they are minimized by others. The deep gnome has found that spending time in nature goes a long way to alleviating this stress, helping put him in a calmer state of mind more suited for solving problems. Quests. Wythlon has an epic quest that, if successfully accomplished, will strike a powerful blow against the plans of the Demon Queen Zuggtmoy as well as lead to the potential liberation of the corrupted myconid race. For more details see chapter 7. B11. Docks With Mantol-Derith’s expansion, the city limits now stretch to the shores of Darklake. Dozens of small vessels, most of duergar design, are docked along a ramshackle wharf. The wharf is overseen by the duergar Durloth and Dansy, a pair of fraternal twins. One can always be found aloft in their makeshift crow’s nest, keeping watch over the Darklake with their spyglass, while the other naps in a hammock near their rusted cannon. The two maintain a perimeter of baited fishing poles, claiming that the feeding habits of the fish gives them insight into the kuo-toa that they stand guard against. Role-playing. Both Durloth and Dansy are prone to exaggeration. This, combined with their competitive nature, can lead to some rather tall tales as they talk over one another with increasing exasperation. The twins are passionate about fishing and explosives. Their parents were killed by kuo-toa, and because of this they harbor extreme animosity toward the aquatic creatures. Quests. The twins have noted unusual kuotoa activity lately and have done their best to warn their faction leader, Ghuldur Flagonfist. Unfortunately, because of their tendency to stretch the truth, Ghuldur does not believe them. If the characters can corroborate these claims, the twins gratefully give them their magical spyglass which functions the same as the eyes of the eagle. B12. Temple of Cyric This small temple of brightly polished marble stands out like a wolf amongst sheep. The symbol of Cyric, a white jawless skull, is emblazoned upon the double doors that lead into the temple. The interior is, impossibly, more majestic than its exterior with rows of thrones rather than pews, and tapestries embroidered with gemstones. The ceiling is covered in religious murals that show cod flying through cloudy skies and birds swimming through the choppy waters of an azure sea. A blind priest with hideous scars where his eyes used to be introduces himself as Timsa, the High Priest of Cyric. All of this is a lie. The priest does not worship Cyric but instead is a cultist of Fraz-Urb’luu. His
52 | CHAPTER 6 - MANTOL-DERITH name is not even Timsa but, rather, Stohmar. And the entire temple is an elaborate illusion, a gift from the demon lord to his devoted. If the characters explore the temple, they find a small study occupied by an impossibly old man who introduces himself as Cyric’s Scribe. The old man wears tattered brown robes and squints through thick wiry glasses. The Scribe is a notorious forger and can easily replicate any document or handwriting. Role-playing. Both Stohmar and Cyric’s Scribe believe that personalities are a fabricated concept and because of this are mercurial in nature – one day serious and stern, the next a giggling adolescent. If asked about their religious philosophy they respond, “Through deceptions and untruths we fight the greatest Lie. That being truth. It is hard to understand what has become of this world. Such squandered potential. For whenever you state, ‘this is true’ you greatly shortchange your world of possibility.” Quests. If asked to do so, the Scribe will happily create a forged Zhentarim writ of passage (see area B16) for any interested characters. B13. Wishing Well An explosion of crimson mushrooms surrounds a pool of bubbling water. Anyone looking inside the small ten-foot-deep pool sees hundreds of glittering copper coins as well as a handful of gold and platinum pieces. If a character makes a successful DC 10 Wisdom (Perception) check they notice the surface water swirling unnaturally as if with a life of its own. Hiding within the pool is a water elemental who goes by the name of Arqtanis. Role-playing. The water elemental is aloof and tries hard to remain hidden. However, if discovered, it will engage with characters in a gurgling voice that is difficult to understand. Arqtanis is uncomfortable outside of the Elemental Plane of Water, complaining about feeling “too dry.” However, it has voyeuristic tendencies and enjoys watching the coming and goings of what it refers to as its “little zoo animals.” Quests. Living hidden within the wishing well, Arqtanis is privy to many of the townfolk’s secret desires. It does not know Keldrin’s name but if the azer is described to the elemental, it admits that the azer visits every month or so, always with the same wish. Arqtanis is uncomfortable sharing
CHAPTER 6 - MANTOL-DERITH | 53 such private moments with the characters but can be convinced to do so with a successful DC 20 Charisma (Persuasion) check. Alternatively, Arqtanis detests the impurities of the water it currently lives within and misses the pristine beauty of its homeland. If the characters bring the elemental some pure elemental water from the Elemental Chaos (see chapter 2) then Arqtanis is willing to share that Keldrin repeatedly wishes for the affections of someone named Anyra. For more details on Anyra see area A8. B14. Duergar Enclave This corner of Mantol-Derith is stiflingly hot and filled with the deafening clang of the blacksmith’s choir. Soot clings to the walls and irritates the eyes, making it difficult to talk without coughing. Dozens of duergar blacksmith work tirelessly forging armor and weapons. These armaments are sold to the highest bidder once a day by the dour Ghuldur Flagonfist, chief negotiator of the gray dwarves. Steel gates bar entrance to the duergar compound. A half dozen suspicious duergar guard the gates. Beyond the gates lie the living quarters of the gray dwarves. B15. Svirfneblin Enclave Sturdy gates bar entrance to the deep gnomes’ compound, where the majority of the town’s svirfneblin reside. Four deep gnomes and their pet xorn guard the gates. Immediately outside the gates can be found the svirfneblin’s private garden as well as a row of merchant stalls. Here svirfneblin merchants sell salt, gemstones, and stone masks (see area B2). The largest merchant booth is overseen by Gabble Dripskillet, chief negotiator for the deep gnomes. Gabble oversees all major transactions, including those involving spell gems (see appendix B). Quests. Gabble pines for his lost homeland, Blingdenstone, sharing with anyone who will listen to the details provided in chapter 2. He mentions to the characters that many of his people were left behind and that it eats at him to this day. Should the characters rescue any lost or trapped deep gnomes, Gabble will reward them with a quartz spell stone imbued with the rope trick spell. B16. Zhentarim Enclave Zhurkwood gates lead into the Zhentarim barracks. Outside of these gates is a small marketplace where merchants sell surface goods such as sugar, wood, and fabrics to the highest bidder. Not all these merchants are affiliated with the Zhentarim but any merchant who is not is taxed twenty percent of their total sales. The compound is guarded by a collection of guards, veterans and mages. Zhentarim are typically stationed within Mantol-Derith for a short period of time as the lack of sun wears on their surface-dwelling nerves. Because of this, the Zhentarim rely on writs of passage to determine whether to allow someone access to their compound. They refuse to willingly part with their writs, although one can be stolen from them by any character who makes a successful DC 15 Dexterity (Sleight of Hand) check. B17. The Argent Palace The Argent Palace is a collection of ivory towers that disappear into the cavernous ceiling of Mantol-Derith. It sparkles with a divine radiance and is difficult to look at directly without shielding one’s eyes. Golden doors lead into the towers, guarded by two cambion knights in golden armor. Just like the Temple of Cyric (area B12) the palace is a powerful illusion. Those who are welcomed into the palace find a seemingly infinite arrangement of rooms, each plusher and more luxurious than the last. Dwarves find the place to be small and comfortably cozy whereas elves have the impression of airy openness. Those who enter uninvited find a vast maze of mirrors stalked by ravenous bodaks. Characters lucky enough to navigate their way through the reflective labyrinth find a pulsing silver portal that leads to the interdimensional sanctuary of Fraz-Urb’luu. Once a month “Graz’zt” hosts a ball, inviting the wealthiest and most politically connected figures in the city. The demon lord wines and dines these prominent figures with an unforgettably decadent feast. After the feast “Graz’zt” invites the attendees to participate in games of high-stake gambling that often leave them indebted to their host. Quests. Two cambions guard the entrance to the Argent Palace. The sentries deny entrance to the palace, claiming that Graz’zt is in the middle of important business. The guards, however, inform the characters that the demon lord pays 100 gp for every slain demon and give the characters small blood red gemstones, one for each character. The cambions claim that if a demon is slain within thirty feet of a gemstone, that the gemstone will light up as proof of the demon’s death. The reality is that gems are special containment stones that can imprison the essence of any Fiend slain within thirty feet of it. Each gem can hold the essence of a single Fiend. Any character holding a gem during the imprisonment process can make a successful DC 18 Intelligence (Arcana) check to discern the true nature of the gemstone.
54 | CHAPTER 7 - A MAN WITH NO NAME The svirfneblin gestures toward a colorful patch of iridescent flowers that glitter like gemstones. “Prismata! Some of the most beautiful flowers to grow in the Underdark, although I had always thought they were myth. Stunning, aren’t they? And they even smell better than they look! But more importantly, prismata are known to grow in myconid groves. If I could find such a grove, and talk with an actual, real life myconid, I might be able to figure out how to neutralize Zuggtmoy’s spores! Will you help me find this grove and save the world?” Wythlon can provide the following additional information: • The locals refer to the man with no name as Unknown the Nameless. Unknown has taken up refuge in a small zurkhwood hut near the docks. • There is a single location marked on Unknown’s map although nobody in Mantol-Derith is familiar with that location. Unknown still carries the map with him. • Wythlon encourages the characters to escort Unknown to the location on the map. Ideally the marked location is the myconid grove, but if not, the journey might help restore Unknown’s addled memories. • If the characters find a myconid, Wythlon encourages them to try to bring the myconid back to Mantol-Derith. If that is not possible, then Wythlon asks the characters to try to obtain some of the myconid’s spores so that they can be studied. • Wythlon does not volunteer a reward, but if he is asked to do so he offers up to 100 gp per character. Once the characters have finished speaking with Wythlon, their next likely step is to visit Unknown. Unknown the Nameless Unknown can be found in his zurkhwood hut near the docks. He is a middle-aged man with long black hair and a matching, untrimmed beard. He is tall, and his muscular build is accentuated by his simple, nondescript clothing. Unknown has a cheerful, carefree demeanor and spends his days fishing, taking walks, making friends, and whistling happy little tunes to himself. No matter how much he is questioned or interrogated, he has no memories of his past. The characters have been sent to find the svirfneblin druid Wythlon to learn more about the demonic spores that enslaved the guards of Zymorven Hall. Wythlon informs the characters that if they could find a myconid grove, it would help him learn more about how to best combat Zuggtmoy’s infestation. Wythlon believes that an amnesic man known as Unknown the Nameless, currently living within Mantol-Derith, might have once known of such a location. The druid asks the characters to escort Unknown along the route marked on a mysterious map in hopes of finding a myconid grove. Along the way the characters help Unknown piece together his tragic past. Introduction This chapter starts with a meeting with Wythlon, a deep gnome druid in Mantol-Derith. Once the characters meet with Wythlon, the deep gnome immediately asks for their help. Read or paraphrase the following: The deep gnome druid passes around some succulent spore berries while gathering his thoughts. Finally, he says, “Not all spores are delicious. In fact, some are quite deadly. I know it's not common knowledge up on the surface but years ago Zuggtmoy, the Demon Queen of Fungi, fused herself with Araumycos, an enormous, sentient fungus that covered a vast area of the Underdark. From this unholy union, Zuggtmycos, as she is now called, has achieved near god-like powers. Every day she spreads her unholy spores across the vastness of the Underdark and any creature that breathes them in falls under her command, willingly walking to her rotted temple to place themselves upon her fetid altar. It’s all quite terrible. But there might be hope! A few months ago, a strange human wandered into Mantol-Derith. Curiously the man had no memories and did not even know his own name! The only clues as to who he might be or where he came from were a tattered map and a handful of withered flowers. The flowers eventually made their way to me and, of course, being the gardener that I am, I couldn’t help but try to save them – herbalist’s oath and all that.” Chapter 7 - A Man with No Name
CHAPTER 7 - A MAN WITH NO NAME | 55 Unknown is initially reluctant to leave MantolDerith, happily pointing out to the characters, “People are always running around looking for this or that, well really what they’re looking for is happiness, but you know what? Happiness is with us all along if we just stop moving long enough to let it catch up with us. I’ve got everything I need right here. What’s the point of chasing the past?” However, the characters can appeal to Unknown’s altruistic nature by emphasizing the good that might come from finding the myconid grove. In either case Unknown is happy to share his map with the characters. The marked location is 24 miles from Mantol-Derith, which should equate to four days of travels. The characters are about to undertake an extended journey through the Underdark. For help on running this journey, see chapter 3, particularly the sections on “Fungi of the Underdark,” “Environmental Effects,” “Narrating the Journey,” and “Travel Encounters.” Haroth Oakstout Before losing his memories, Unknown was known as Haroth Oakstout, a simple farmer who lived along the outskirts of Lurkwood. Haroth was married to his wife, Faith, had two sons, Timofey and Luci, and a daughter, Hope. More than a year ago their farm was pillaged by the Cult of the Dragon, and they were forced to flee into a nearby series of caverns. Slowly the family explored the caves, gradually making their way deeper and deeper into the Underdark until they discovered an idyllic, mostly abandoned myconid grove. The lone myconid who lived there, Rumpadump, allowed them to settle. For months they lived happily. Unfortunately, this happiness was cut short when Hope failed to return from one of her daily forages. The distraught family went searching for her each day, ranging farther and farther each time. On one of their hunts they were attacked by a nest of gricks. Faith valiantly sacrificed herself so that Haroth and the boys could escape. Disoriented, the three remaining family members became lost, wandering for days until they were attacked by an ettercap and its giant spider. Haroth was the only one who survived. Haroth continued to wander the Underdark, heartbroken and alone. He was discovered by a caravan of orc merchants who, taking pity upon him, gave him a map leading to the home of a strange hermit rumored to have the ability to ease troubled minds. This hermit turned out to be a cultist of Juiblex who, through the power of an adult oblex, was able to steal all Haroth’s memories. The cultist then arranged for Haroth to be escorted to Mantol-Derith. Haroth still bore with him the map that led to the cultist’s home, as well as a dead bouquet of flowers from the myconid’s grove, a poignant symbol of forgotten significance. Day One - Starting the Journey For groups that enjoy role-playing, use this day of travel as an opportunity for the characters to bond with Unknown. The amnesiac enjoys spending time with the characters, asking them insightful questions about themselves as well as how they see the world. He is cheerfully upbeat during the journey, even in the face of relentless pessimism. For groups that enjoy combat, consider randomly selecting an encounter from the Travel Encounters listed in chapter 3. Toward the end of the day, the characters pass through a spacious cavern. Within the cave are two dozen large, hollowed out stalagmites. This cavern once served as home to a clan of goblins. However, a spore cloud of Zuggtmoy floated through here weeks ago, turning the residents into spore servants that have since migrated elsewhere. The cloud is now largely dispersed, though its passage is still evident by the light dusting of spores covering the floor. One of the stalagmites has a thick iron door that has been barricaded from the outside. Muffled pounding can be heard from within the stone formation. Should the characters clear the barricade, the door bursts open and ten goblin spore servants (see the myconid stat block) emerge. These creatures are covered in patches of scabrous mold. Clusters of corpulent mushrooms grow from their bodies like bloated lesions. These spore servants fight in self defense but otherwise shamble unerringly toward Zuggtmycos. Any character who searches the interior of the stalagmite and makes a successful DC 13 Intelligence (Investigation) check discerns that there is a hidden attic. Within the attic can be found a small treasure pile consisting of 100 gp, a surprisingly beautiful goblin painting of the Underdark worth 200 gp, and a potion of greater healing. Unknown has heard gossip within MantolDerith and can piece together what happened here, grimly informing the characters that there are many stories of settlements such as this getting eradicated by Zuggtmoy’s spore clouds. Day Two - Ettercap Lair The characters’ journey takes them through a series of caverns suffused with necrotic energy (see “Necrotic Zones” from chapter 3). A subterranean ettercap known as the Webbed Doom has taken up residence here. The ettercap has figured out how the necrotic zone works and used it to fortify its lair.
56 | CHAPTER 7 - A MAN WITH NO NAME C1. Webbed Entry The tunnel here is choked with webs that cling to the walls and obscure the ceiling. A tiny, web-filled crack, just barely large enough for a Medium creature to fit into, can be seen in the west wall. The wider tunnel continues to the northeast through a matted tangle of dirty webs. The webs here are coated with a thick, chalky dust that renders them nonflammable. A creature moving into a five-foot square of web must make a successful DC 10 Strength (Athletics) check or get held fast, losing any remaining movement until their next turn. The webs are particularly dense overhead, hiding the fact that this tunnel has a twenty-foot-high ceiling. Any character who clears these overhead webs or climbs up within them notes an opening in the northern wall. This opening leads into a cramped tunnel that Medium-sized creatures need to squeeze (see the “Squeezing into a Smaller Space” section in the Player’s Handbook) to fit into. This tunnel leads to area C5. If the characters have made a lot of noise in this area, then the ettercap from area C5 will be hiding within the tunnel, quietly watching them. C2. Trapped Corridor This crack is barely wide enough for a Medium sized creature to walk through. It is filled with grimy webs that are functionally equivalent to those from area C1. The ceiling is twenty feet overhead, though the webs are so dense that it is impossible to see for more than ten feet. Although initially sleeping in area C5, the ettercap notices the party entering this tunnel due to its Web Sense trait. C2a. Pit Trap. A 10-foot-long pit is here, hidden by dirt-covered webs. It can be discerned by a successful DC 15 Wisdom (Perception) check. The pit is only 10 feet deep; however, it is lined with sharpened bones coated in poison. Any creature that falls into it takes 2d6 piercing damage and must make a successful DC 12 Constitution saving throw or become poisoned until they complete a short or long rest. C2b. Deadfall. There is a small, hidden tunnel near the ceiling of the eastern wall. Within it, the ettercap waits, using its Web Sense trait to know the characters’ location. A large slab of stone dangles over a five-foot square, suspended by a thick web strand. When the second to last character walks under the slab of stone the ettercap cuts the strand so that the stone crashes downwards. Whichever character is beneath the stone must immediately state whether they are diving forward or backward, then must succeed on a DC 12 Dexterity saving throw or take 9 (2d8) bludgeoning damage. A 10-foot-tall block of stone now blocks the passage, likely separating the characters. The ettercap scuttles from its hole, attacking whichever side has the fewer characters. If the ettercap is killed, the necrotic zone raises it 1d4 rounds later as a zombie. Use the same statistics as before, except it is Undead and has the zombie’s Undead Fortitude trait. The stone can be pushed over with a successful DC 18 Strength (Athletics) check. Also, although not visibly obvious, the stone does not extend all the way to the ceiling and can be scaled with a successful DC 10 Strength (Athletics) check. C2c. Hidden Dangers. The still-animate severed hands of zombies (use the statistics for crawling claw) hide within crevices. There are eight in total and they wait until all characters have passed before scuttling forth and attacking the rearmost character. C3: Undead Larder This wide chamber is particularly choked with webs. These webs are covered with dirt, twigs, and dead insects, restricting visibility to five feet. A creature moving into a five-foot webbed space must make a successful DC 12 Strength (Athletics) check or get held fast, losing any remaining movement until the beginning of their next turn. The webs are mildly flammable, and 5 points of fire damage is sufficient to burn away a five-foot cube of web. Eight orc zombies (marked with a Z) are interspersed throughout the chamber. If a character steps within 5 feet of a zombie, it moans loudly and attacks. While moaning it has a twenty percent chance of attracting any nearby zombies. There is a small, hidden tunnel near the ceiling in the northwest corner of the room. Any character who clears the webs near the tunnel
CHAPTER 7 - A MAN WITH NO NAME | 57 Ettercap Lair
58 | CHAPTER 7 - A MAN WITH NO NAME or climbs up near it discerns the opening. The cramped tunnel is small enough that Mediumsized creatures need to squeeze to fit into it. The winding passage leads to area C5. If it has not already been dealt with, the ettercap is here, using its Web Sense trait to track the movement of the characters. If a character gets separated from the party, then the ettercap attacks. Otherwise, it allows the characters to pass through the cavern safely. C4. Spider Graveyard Tendrils of cobwebs hang from slender stalactites, but otherwise this spacious cavern is clear of webbing and characters can move about the chamber unimpeded. The floor is made from soft, slightly damp earth. Dozens of holes have been dug into the dirt. Small stalagmites grow near the holes like ominous gravestones. Although unnecessary, the ettercap believes that it needs to bury dead creatures here for them to come back as Undead. Most of the holes are quite tiny, like that which might be dug by a small mouse. Others are a bit larger, as if dug up by a dog. There are a couple of holes large enough to inter a human. Any character who makes a successful DC 12 Intelligence (Investigation) check notes that the holes appear to have been dug from the inside out. Two rounds after the characters enter the room, read or paraphrase the following: The ground beneath you begins to tremble slightly before violently exploding beneath your feet. A massive spider claws its way from the earth. One of its eyes looks gouged out, viscous pus oozing out of it as the other seven red, baleful eyes fix upon you intently. The spider’s body looks torn and shredded, and flaps of rotted flesh trail behind it as it lunges toward you! Any characters standing above the spider are pushed into an unoccupied adjacent space of their choice and must make a successful DC 10 Dexterity saving throw or be knocked prone. The spider has the same statistics as a giant spider but is Undead and has the following trait: Undead Fortitude. If damage reduces the spider to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the spider drops to 1 hit point instead. One round later two more Undead giant spiders unearth themselves. Neither spider has the Undead Fortitude trait; however, one of them is a ghoulish spider with the following attack: Ghoulish Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the target is a creature other than an elf or Undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The second spider is shrouded in shadow and has the following attack: Enervating Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save or half as much damage on a successful one. The target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. C5. Ettercap's Lair This web-filled chamber has been carved out from the surrounding stone. It is filled with the desiccated husks of vermin and Humanoids. Searching through these remains reveals two potions of animal friendship, a potion of hill giant strength, and a +1 short sword. However, it also draws the attention of a swarm of Undead spiders (same statistics as a swarm of spiders, but they are Undead). Along the bottom of the lair, a giant rat is trapped within a cocoon. The giant rat has mutated due to prolonged exposure to faerzress and has the displacer beast’s Displacement trait. The rat can be coaxed into following the characters if one of them makes a successful DC 15 Wisdom (Animal Handling) check. Because of its unusual nature Amarith (see area B8 in chapter 6) is willing to pay 200 gp for the giant rat. C6. Webbed Exit Two zombies are webbed fast to the eastern wall of this passage. It is apparent that they used to be human boys, roughly six years in age. The zombies gnash impotently as the characters pass. If Unknown is traveling with the characters, then a look of pained sorrow crosses his face as he remarks, “It is a great tragedy for a parent to lose their children.” He then urges the characters to put the zombies out of their misery. Because the zombies are held fast, they can be disposed of with an action. Tragically, the zombies are Haroth’s sons. Any character who makes a successful DC 13 Wisdom (Perception) check notes that the children are both wearing necklaces bearing a small, crafted zurkhwood heart.
CHAPTER 7 - A MAN WITH NO NAME | 59 Day Three - Grick Burrow Toward the end of the third day, the characters enter a vaulted cavern. Rubble is strewn about the large chamber and mushrooms grow from beds of moss. A stream of dark, noxious-smelling water runs along the eastern side of the chamber. As the characters make it halfway through the chamber, the ghost of a female human materializes, shrieking aloud, “No! You must stop them! You must stop them so that my boys can escape!” The ghost then gestures toward a burrow near the stream (marked with the letter B). “We must stop them until my boys can escape!” The ghost is hysterical and does not respond to any questions. Two rounds after the ghost materializes, a grick emerges from the burrow, attacking the nearest character. One round later two gricks emerge from the burrow and join the attack. The next round a grick alpha squeezes its way from the burrow and attacks. The ghost fights with the characters, helping them to the best of her ability while screaming about needing to keep her children safe. Each time a grick emerges from the burrow, the characters can attempt a DC 18 Wisdom (Insight) check to discern that the grick appears to be giving the stream wide berth. The waters of the stream, despite their nauseating stench, are harmless. However, the gricks prefer to avoid entering the relatively shallow stream, only doing so if all the characters are in the water. While in the water, the gricks make all attacks, checks, and saving throws with disadvantage. The ghost calms down once the gricks are defeated. She heaves a heavy sigh of relief and says, “I can finally rest knowing that my boys are safe. I know that my husband will take care of them.” She then vanishes. Unknown appears taken aback by the ordeal, commenting, “How heavy a burden must be to carry it beyond the grave. A lesson for us all to let go of the past and live in the moment.” If the characters search the burrow, they find a moldy purse containing 10 pp and a ruby worth 200 gp as well as a pile of Humanoid bones. Within the bones can be found a necklace bearing a small, crafted zurkhwood heart. Grick Burrow
60 | CHAPTER 7 - A MAN WITH NO NAME Day Four - Ooze Cave By the end of the fourth day of travel, the characters near their destination. The air becomes moist and humid, and puddles and rivulets of water gradually turn into patches of green slime (see the Dungeon Master's Guide) that coat the floor and drip from the ceiling. Eventually the characters come across a docile black pudding hanging from the ceiling. The slime only attacks in self defense, and characters can easily duck under it to continue their trek. The map’s destination proves to be a gaping cave. A sputtering fire can be seen within the cave’s otherwise dark interior. Investigating further shows that the cave holds a crude bed and a small table next to a trapdoor with a padlock. An old, emaciated human sits in a rocking chair, warming his withered hands by the fire. He is sleeping within the chair and easy to sneak up on. Euchre. The old man is Euchre, a cultist of Juiblex. Despite appearances, Euchre is middleaged. His withered frame is due to decades of fasting, something that the cultist does because he believes the intense hunger helps him commune with Juiblex. If the characters wake Euchre, he is initially confused but then welcoming and friendly. The cultist believes that just because one is working toward the destruction and consumption of reality doesn’t mean they should be impolite. His friendly chatter is occasionally harshened by the terrible grumbling sounds that come from his empty stomach, like the low growls of a starved predator. It takes Euchre a moment to notice Unknown, but when he does his eyes widen as if seeing a ghost. The cultist asks to speak with the characters privately, something that Unknown readily agrees to. At this point Euchre tells the characters about how Unknown showed up at his cave, months ago, traumatized and despondent over the loss of his family. Unknown, whose real name was Haroth, had been told that Euchre had the power to remove memories. This was only partially true – Euchre owns an adult oblex (see appendix B), a type of Ooze that can consume memories. At Haroth’s request, the cultist performed a ritual in which the Ooze permanently consumed all of Haroth’s memories. Euchre indicates that he can perform another ritual to return Haroth’s memories. However, after doing so the memories will become permanent and cannot be drained a second time. If any of this is mentioned to Haroth, he becomes increasingly frantic, eyeing the exit to the cave as if about to bolt. He is extremely reluctant to allow his memories to return, especially if told about his lost family; however, as long as the characters were kind to him over the journey, he can be persuaded to undergo the ritual without making any checks.
CHAPTER 7 - A MAN WITH NO NAME | 61 In the event of the ritual, read or paraphrase the following: The old trapdoor groans as it reluctantly opens. Haroth and the cultist choke and gag, their eyes watering as an acrid, sulfurous stench fills the cave. There is silence soon followed by the clomp of a boot. Followed soon by another. THUD. THUD. You hear someone climbing a ladder. Haroth jumps back, gasping loudly as a perfect twin emerges from below. The doppelganger walks across the cavern floor toward Haroth. THUD. THUD. At first Haroth looks terrified but then closes his eyes briefly. When he opens them, Haroth looks calm, like a man resolved to meet his fate. THUD. THUD. You can now see a thin tendril of slime extending from the doppelganger into the darkness beneath the trapdoor. There is a wet, squelching sound as Haroth suddenly steps into his doppelganger. Slimy tendrils writhe about the man, snaking their way into his mouth, and soaking into his flesh. Haroth screams briefly. Haroth then looks at you now with sad, unrecognizable eyes. He seems to have aged twenty years, and his shoulders are hunched as if carrying the weight of the world. “It is done. I remember.” The previously cheerful Haroth is now sullen and withdrawn, obviously lost in thought. His almost childlike excitement has been replaced with an emotional flatness. He indicates that he remembers where the myconid grove is and offers to lead the characters there. Beyond that, however, he is unresponsive and lost in thought. Destination - Myconid Grove The myconid grove is a three-day trek through the Underdark. Haroth silently leads the way, ignoring the characters to the best of his ability. Use “Travel Encounters” and “Environmental Effects” from chapter 3 to help bring a sense of excitement to the otherwise uneventful journey. As the characters enter the grove read or paraphrase the following: You have finally reached the secluded grove. It is breathtakingly beautiful. Tiny waterfalls of pure, fresh water feed into a larger stream that meanders through a forest of colorful mushrooms and glittering flowers. All of this seems lost upon Haroth, however, who stares off in space, seemingly catatonic. He jolts when a female voice cries out from the forest, “Father!? Is that you?” A teenage girl runs frantically through the mushrooms, recklessly splashing through the stream. Haroth’s face softens and then breaks into a smile. His eyes glisten with tears. “Hope?! Is that you? Is that really you?” The girl then leaps into her father’s arms, holding him close. “Father! I thought I had lost you forever!” After the emotional reunion, Haroth is a changed man. He holds his daughter close, beaming happily as he thanks the characters for everything they have done. Shortly afterwards the reclusive myconid Rumpadump shyly emerges from the mushrooms, using rapport spores to introduce itself to the characters. Rumpadump was once, long ago, enslaved to Zuggtmoy but was saved by the noble paladin Tindaril. It is one of the few uncorrupted myconids left in the Underdark and mourns the enslavement of its kin. Because of this, the myconid will nervously agree to accompany the characters back to Mantol-Derith in hopes that it might work with Wythlon to neutralize the Demon Queen’s spores and break her spell over its people. Conclusion The return journey to Mantol-Derith is uneventful. Along the way Haroth and Hope excitedly catch up with one another. The girl is saddened to hear about the loss of her mother and brothers; however, she had already made peace with the thought of their passing. Because of this she is more focused on the miraculous return of her father. Rumpadump remains shy, obviously terrified of the characters and of leaving the safety of its grove. For characters interested in roleplaying opportunities, Hope has an adventurous soul. She picks one of the characters to serve as a mentor and pesters them with questions, hoping perhaps to serve as their apprentice. Her father, worried for her safety, watches all of this with disapproval. Wythlon is delighted to see the characters return successfully and immediately begins to work with Rumpadump to find a way to neutralize Zuggtmycos’s spores. The deep gnome thanks the characters profusely, giving them any rewards they were promised. Allow the characters to advance to 4th level after successfully completing their quest.
62 | CHAPTER 8 - NEVERLIGHT GROVE “She has since left Neverlight Grove, of course, to wed herself to the Great Fungus Araumycos. Rumpadump does not know if she has completely abandoned the grove, or if her minions still stand guard there. However, it has been able to give me directions to the grove, and I have been able to transcribe them.” Wythlon hands you a slightly damp flap of trillimac. “It is said that Zuggtmoy incubated within a colossal mushroom the myconids call Yggmorgus. Surely this mushroom must still bear some of her demonic essence! If you can go there, get inside the mushroom, and harvest any of the fungi that you find within, I might be able to put it to good use in neutralizing the demonic spores currently floating throughout the Underdark!” Wythlon can provide much of the information on Zuggtmoy that is included within chapter 1. The deep gnome warns the characters that it will be a long journey to Neverlight Grove and encourages them to provision accordingly. If asked to do so, he can supply them with enough barrelstalk (see chapter 3) to last them 25 days. He also offers to craft at least 3 weapons made from tainted zurkhwood (see chapter 3) before the characters leave. Wythlon does not volunteer a reward, but if he is asked to do so, he offers up to 100 gp per character. The Journey It is a 20-day journey from Mantol-Derith to Neverlight Grove. The further the characters get from Mantol-Derith, the more the Abyssal corruption of the Underdark becomes apparent. For the first few days the characters are pursued by hideous shrieks that periodically echo through distant caverns. Shortly thereafter the tunnels are filled with the distinctive salt water smell of the ocean and the sound of crashing waves. Vast grottos are filled with stone formations that look vaguely like petrified humans contorted in agonizing poses of torture. Subterranean streams are filled with viscous, bubbling slime. Swarms of flying human-faced beetles pester the characters as they venture through a bone-filled chasm. For inspiration on how to bring this journey to life, refer to chapter 3, particularly the sections on “Fungi of the Underdark,” “Environmental Effects,” “Narrating the Journey,” and “Travel Encounters.” I n this adventure the characters are asked by Wythlon to travel to a hidden myconid grove known as Neverlight Grove. Neverlight Grove was where Zuggtmoy gathered her power before completing her union with the fungal colony known as Araumycos. Yggmorgus, the colossal mushroom in which Zuggtmoy cocooned herself, is thought to still bear her Abyssal taint. Because of this, Wythlon asks the characters to gather demonic spores from the interior of Yggmorgus in hopes that by studying them he might find a way to neutralize their corruption. Upon entering Neverlight Grove the characters are welcomed with open arms, finding a colony of unexpectedly peaceful myconids. However, the characters soon learn that all is not as it seems. This overt friendliness hides a darker purpose, as the myconids attempt to put the characters at ease before sending them to Yggmorgus for eventual sacrifice to their Demon Queen. To gain access to Yggmorgus, the characters must retrieve a series of runestones from nearby demonic shrines. Using these runestones the character enter the rotting temple, where they battle Gasbide and Yestabrod, two of the demonic leaders of Neverlight Grove. After doing so, the characters liberate Basdia, one of the few uncorrupted myconids left within the Underdark and retrieve the demonic spores they were tasked with harvesting. Introduction Allow the characters time to rest, explore MantolDerith, and deal with any personal side quests. Afterwards, they are summoned to speak with Wythlon. At this point, read or paraphrase the following: The svirfneblin meets you near a bed of glittering, rainbow colored flowers. He wastes no time, talking excitedly upon your arrival: “I cannot thank you enough for bringing us Rumpadump! I have learned so much from talking with it! I...I cannot even put most of it to words... However, I have learned that when the demon queen, Zuggtmoy, first invaded the Underdark, she took refuge in a secluded myconid colony known as Neverlight Grove. Here we have the very source of corruption, the rotten heart, if you will. It was from here that she first began pollinating the Underdark with her madness.” Chapter 8 - Neverlight Grove
CHAPTER 8 - NEVERLIGHT GROVE | 63 Neverlight Grove The myconids of Neverlight Grove have changed dramatically over the years. So too has their disposition and culture. The mushroom creatures have become friendly and gregarious. They have also developed personalities and quirks normally associated with intelligent Humanoids. Zuggtmoy used her powers to purposefully evolve the myconids this way for two reasons. First, by making them better reflect the other Underdark races, the myconids can more effectively lure travelers into their grove. Second, Zuggtmoy plans on replacing all of these other “inferior” races with her new socially evolved myconids. This outward friendliness hides a darker secret. Despite their cheerful demeanor, the myconids still serve Zuggtmoy body and soul. Because of this all guests become eventual sacrifices to their dark queen. These sacrifices are typically overseen by a group of myconid sovereigns known as the Circle of Three. The Circle of Three reside within Yggmorgus, Zuggtmoy’s former stronghold. It is here that the characters will eventually be directed, with the expectation that they will be killed by the many fungal abominations that guard the fortress and then planted as sacrifices within Zuggtmoy’s Garden of Horror. D1. Grove Entrance As the characters enter the grove, read or paraphrase the following: You find yourself in a hidden, enchanted place, strangely alien but serenely beautiful. The tunnel you’ve emerged from opens above the grove’s main floor, providing a panoramic view of a mushroom forest that covers every surface, including the ceiling, and illuminates the darkness with brilliant colorful bioluminescent patterns. Upon entering, the characters are confronted by a tall, humanoid-bodied msuhroom standing under the shade of an immense zurkhwood mushroom. Neverlight Grove
64 | CHAPTER 8 - NEVERLIGHT GROVE • A white, radiant mushroom called Cleric’s Concoction. Sippy introduces it by saying, “This one is rather weak, but I know you will like it! My duergar cleric friend sure did. At least this one didn’t make her vomit all over my garden.” The mushroom has a sweet aftertaste, vaguely reminiscent of holy water. For the next twenty minutes, any character who eats the mushroom has a temporary +1 to Charisma. • A small, fragile looking mushroom of purest white called Tears of an Angel. Sippy introduces it by saying, “Guys! Guys! Did I ever tell you about the time that an angel visited the grove? He was a real bummer because he kept whining and crying about all the chaos the demons have caused, or some other nonsense. He actually started weeping! So I managed to catch a few of his tears and used them to water my garden!” The mushroom tastes like sadness and regret. For the next hour any character who eats the mushroom has a temporary +2 to Dexterity, −1 to Wisdom, and −1 to Intelligence. • A mushroom whose cap is colored with dozens of vibrant hues all swirled together. Sippy introduces it by saying, “This one is my personal favorite! It’s got forty-three different mushroom flavors. Or was it thirty seven? I can’t remember but I know it blew my mind!” The mushroom tastes different each time it is eaten. For the next four hours any character who eats the mushroom has a temporary +2 Intelligence, +1 Dexterity, −1 Strength, and −2 Wisdom. A character can simultaneously experience the effects of different mushrooms; however, eating the same mushroom twice does not produce any additional effects. Sippy is more than happy to answer character questions regarding Neverlight Grove. However, it insists that each character try one of its concoctions before doing so. Once the characters have finished with their contemplations Sippy encourages them to follow a winding trail to visit the rest of its kin. Winding Trail. A wide trail to the east leads deeper into the grove, winding through towering clusters of mushrooms and beds of colorful mold. Any character who examines the foliage and makes a successful DC 10 Intelligence (Nature) check notes that their apparent vibrancy and health is only skin deep, and that underneath it all is a festering, rotted core. After a few hundred feet the trail reaches area D2. D2. Garden of Welcome The garden of welcome is a small clearing with more than twenty corpses planted within it. The heads of the corpses stick out of the ground at The mushroom is Sippy, an adult myconid. Sippy is accompanied by an awakened zurkhwood (see appendix A) . If the awakened zurkhwood notices the characters, it asks, “WHY. YOU. COME. HERE?” in a deep, rumbling voice that shakes the ground. The zurkhwood does not acknowledge any replies, instead repeating its salutation every few minutes. Sippy brusquely greets the characters, telling them that they must make a donation to the glory of the Great Queen Zuggtmycos before entering the grove. Characters who have previously encountered myconids immediately note that Sippy is speaking through a slanted mouth rather than using rapport spores. The myconid guard will accept anything non-metallic as tribute. It is visibly excited by biodegradable donations such as wood, exclaiming, “The great towers to Her glory will grow ever larger!” Sippy is initially zombie-like and catatonic, refusing to talk until the characters have made their donation. Should the characters refuse to offer tribute, Sippy denies them entrance to the grove, attacking along with its awakened zurkhwood. Should the characters offer a donation, the myconid’s personality shifts dramatically. It introduces itself as Sippy and its zurkhwood friend as Hroomast. Hroomast, in response, inquires, “WHY. YOU. COME. HERE.” Sippy invites them into a small mushroom garden that it introduces as its “private stash.” It insists the characters relax for a moment to enjoy some of its herbal concoctions and “contemplate the vast mysteries of the planes.” There are five different mushrooms the characters might sample, two of each growing within the garden. These mushrooms are: • A red and black mushroom called Chaotic Contemplation. Sippy introduces it by saying, “If you just sit back and ponder the chaos of the Abyss while chewing this you will see all the colors of the Abyss, right here within Neverlight Grove.” The mushroom has a bitter taste that leaves the character scowling and spitting for the next 4 hours. During these 4 hours any character who eats the mushroom has a temporary +2 to their Wisdom and −1 to their Charisma. • A sparkling, star-speckled mushroom called Wizard’s Wonder. Sippy introduces it by saying, “A drow wizard visited the grove a year ago and suggested I add drops of imp saliva into my fertilizer. Boy am I glad I did! This one tastes great, and packs a kick!” The mushroom tastes like coconut. For the next two hours any character who eats the mushroom has a temporary +1 to Intelligence and −1 to Dexterity.
CHAPTER 8 - NEVERLIGHT GROVE | 65 awkward angles. Most of the macabre heads are riddled with open pustules and fungal growths. These heads bid the characters a cheerful greeting, welcoming them to their “Zuggtmycian Paradise.” These corpses are from travelers who wandered into Neverlight Grove and were ultimately killed and planted within the clearing as sacrifices to Zuggtmycos. They were then animated as Undead spore servants by the power of Zuggtmoy. For the most part the heads are friendly and jovial, speaking about how much they enjoy life within Neverlight Grove. A few more cantankerous heads include: • A female drow elf named Jolet who begs the characters to put her out of her misery. • A foul-tempered male lizardfolk named Makata who repeatedly insults the characters until they leave the Garden. • A male drow named Rarona who refuses to acknowledge that he is dead and asks for the characters to free him. • A male duergar named Gannon who brags to the characters about how he has become one with the earth. If the damp soil around a head is excavated, the characters discover the corpses have decomposed into useless ruin. Winding Trail. The winding trail continues to the east. While walking along the trail the characters encounter several white bubble-like puffballs floating in the air. If a character touches one of these, the puffball erupts with spores that fill a 20-foot radius for the next minute. Any character within the area of effect must make a DC 10 Constitution saving throw or become infected by a disease known as the spores of Zuggtmoy (see the “Spore Clouds” section of chapter 3). After a few hundred feet the trail opens up to area D3. D3. Communal Clearing A winding trail leads to a large pond within the center of Neverlight Grove. Next to the pond, several large zurkhwood mushrooms have been stacked atop each other to form a tower. Wooden weapons, broken desks, and sturdy doors have been jammed into the mushrooms at odd angles. Purple fungi grows along the surface of most of these objects. Ladders of varying length lean against the bizarre tower. Ten myconid adults are here, “working” on the tower. Fifteen myconid sprouts play within the clearing, scaling the mushroom and diving into the pond. The myconid are friendly and, if noticed, greet the characters. The air is thick with rapport spores, making for easy conversation between the characters and the mushroom folk. The sprouts plead with the
66 | CHAPTER 8 - NEVERLIGHT GROVE characters to play games with them (see below). The myconid adults are focused on tending to their bizarre structure, asking the characters’ opinions about various parts of it. These adults seem particularly worried about whether or not it will please “the Great Builder Gasbide” and their “Great Queen Zuggtmycos.” Games with Fungi. The myconid sprouts play three different games. If the characters indulge the playful sprouts and engage in at least two of these games, an adult myconid named Toldoo, the sprouts’ caretaker, gives the characters a cloak of offal (appendix C). The three games are: • Svirfneblin soccer, which is played like normal soccer, except the soccer “ball” is a severed, animated head that has a squishy, mushroomlike consistency. This particular head belongs to a deep gnome called Benrip. Benrip alternates between cheering for and taunting the characters, trying to bite their feet whenever possbile. The game is played in three rounds. For each round have the characters make a DC 15 group skill check (Acrobatics or Athletics). If the characters succeed, then they score a point. Otherwise, the sprouts score a point. • Race to the Top of the Tower involves one of the characters racing a myconid sprout to the top of the zurkhwood tower. The myconid sprout climbs the tower easily, although the character must succeed on a DC 13 Strength (Athletics) check (made with disadvantage due to the awkward nature of the structure) to do so, falling and taking 1d6 bludgeoning damage in the event of a failure. Should both the sprout and the character make it to the top, determine the winner by having them do an opposed Dexterity (Acrobatics) check. • Hide and Seek in the ‘Shrooms involves finding and tagging hidden sprouts. Most of the sprouts are terrible at the game, hiding behind mushrooms that do not fully conceal them, or freezing in the hopes that if they don’t move they can’t be seen. One sprout, however, is seen running into the cavernous interior of a large stalactite. If the characters investigate they see the sprout hiding beyond a hibernating fungal monstrosity (use the statistics of a shambling mound). The characters must make a successful DC 16 Dexterity (Stealth) check to successfully tag the sprout and sneak it out of the cave. If they fail the check, the Plant wakes up and attacks the nearest character. The sprout attempts to help fight the fungal mound, possibly imperiling itself in the process. Wrapping Things Up. Once the characters have finished this roleplaying encounter, the myconid adults suggest the characters travel to the eastern side of the grove to visit the “Great Builder Gasbide.” Characters who instead chose to wander the grove find a community of close to two hundred adult myconids and fifty myconid sprouts, all of which are initially friendly to the characters. This portion of the grove is overseen by Phylo, a myconid sovereign who is part of the ruling Circle of Three. Should the characters instigate violence within the grove or attempt to leave the grove, Phylo rallies a force of twenty adult myconids and ten awakened zurkhwoods to track down and subdue the characters. If this happens the characters are taken to Yggmorgus (area D11) for sacrifice to Zuggtmoy. D4. Trail of Horror A jagged trail leads up the face of a small hill. As the characters walk along the trail the forest’s underlying rot becomes increasingly evident. Putrid stalks, looking more like tumors than mushrooms, grow everywhere. The soft ground squelches loudly, each footstep stirring up the rank stench of long-entombed decay. At places the ground furrows briefly, as if some kind of large, human-sized worm was burrowing beneath it. This is just one of the dozens of fungal abominations (see appendix B) that live deep within the verdant overgrowth. More Humanoid corpses buried up to their heads can be found along the trail. The exposed faces are rotten and pulsate slowly. Tiny little bugs crawl across the mold and fungi that covers their cheeks and forehead. Most of the heads hum some sort of profane hymn. As before, these are dead bodies that have been reanimated by Zuggtmoy’s fiendish spores. Most of the entombed corpses dwell in a state of euphoric rapture, but occasionally one wakes up, disoriented and confused. Halfway up the trail, a female svirfneblin named Keeldri awakens suddenly. She screams loudly, thinking the characters are demons that have broken into her home. Her screams will attract a fungal abomination in 1d4 rounds if not stopped. Keeldri can be calmed by a successful DC 13 Charisma (Persuasion) check or spells such as charm person and calm emotions. Alternatively, the weakened and defenseless head can be easily smashed, exploding in a spray of putrified brains. At the DM’s discretion, other heads may awaken during the characters’ ascent. These heads can provide challenges, role-playing opportunities, or clues on how to navigate Gasbide’s shrines (see areas D6 through D10). A few suggestions include: • A female orc confuses the characters with some friends and calls out to them cheerfully. She can easily be shushed by anyone who speaks Orc but gets increasingly frustrated by anyone who does not.
CHAPTER 8 - NEVERLIGHT GROVE | 67 • A small duergar child wakes up and asks for a lullaby to help them fall back asleep. The child can be lulled back into their stupor by a successful DC 10 Charisma (Performance) check. While falling back asleep, the child mentions that the serpent trees like lullabies too (see area D6 for more details). • A male human who was affiliated with the Zhentarim believes the characters are clients. He offers to sell them secrets for 25 gp per secret. Having subliminal access to Zuggtmycos’s communal mind, the fungal corpse is quite knowledgeable and can answer most questions regarding Neverlight Grove and Gasbide’s shrines. • The exposed head of a buried cave bear roars a challenge to passing characters. It can be subdued with a successful DC 13 Wisdom (Animal Handling) check. Otherwise, its roars attract the attention of a fungal abomination in 1d4 rounds. D5. Yggmorgus The Trail of Horrors leads to a raised plateau. From the plateau rises a huge, towering mushroom. Thousands of smaller fungi cling to the main stalk from which splits dozens of smaller stalks. A stench of rot and decay hangs heavy over the entire plateau. A zurkhwood cage containing the prone body of a dwarf can be seen near the base of the mushroom. A light brown mold covers the bars of the cage. The towering mushroom is known as Yggmorgus. Yggmorgus was where the Demon Queen Zuggtmoy gathered her powers before taking possession of Araumycos. An archway leads into the mushroom’s interior, but it is protected by a crackling shield of crimson opaque energy. Five caves have been dug into the soil ringing the base of Yggmorgus. Within each of these caves is a set of crude, moss-covered stairs leading downwards. Each of these caves leads to an Abyssal shrine (see areas D6 to D10). Within these shrines can be found the runestones necessary to gain entrance to Yggmorgus. Brown Mold. The bars of the cage are covered with a mild strain of brown mold (see chapter 5 of the Dungeon Master's Guide). This weakened mold deals only 1 point of cold damage if it is touched by another creature. Mold scraped from the bars of the cage can live for up to 1 hour before losing its warmth-leeching properties. Creative characters might find a use for this mold in area D6. Dwarven Prisoner. A female dwarven architect (use the commoner statistic) named Bjanor is locked within a zurkhwood cage. She is sleeping when the characters arrive but can be easily awakened. Bjanor is hysterical when spoken to, repeatedly raving about a demonic mushroom that calls itself Gasbide. She can be calmed down enough to speak with but is too terrified to leave her unlocked cage until the characters kill Gasbide. She can offer the following information: • The friendliness and welcoming nature of the myconids of Neverlight Grove is a ruse. The myconids have been corrupted by the darkness of Zuggtmoy and they feign kindness to lure travelers into their grove for eventual sacrifice. • Gasbide experiences malevolent visions of demonic shrines and forces her to help build them in caverns beneath Yggmorgus. Bjanor weeps when she talks about her role in building these blasphemous monuments, repeatedly asking the gods to forgive her. • Gasbide is accompanied by a fungal abomination that calls itself Yestabrod. The two of them reside in the temple where they sacrifice myconids and non-myconids by the hundreds to the “Greater Glory of Zuggtmoy.” • Gasbide’s shrines can be accessed through the caves surrounding the base of Yggmorgus. Bjanor duped Gasbide into creating a series of runestones, hidden in the shrines, that can be used to gain entrance to Yggmorgus. • As of now only the members of the Circle of Three, Gasbide, Phylo, and a fungal abomination that calls itself Yestabrod, can enter the temple. However, Gasbide has placed runestones within its shrines as a way of testing the worthiness of other myconids to enter his temple. • Bjanor can provide superficial information regarding each shrine (areas D6 to D10). If the characters are having trouble retrieving the runestones, Bjanor can be used to help give them additional guidance.
68 | CHAPTER 8 - NEVERLIGHT GROVE Entering Yggmorgus. The field of crackling energy barring entrance to Yggmorgus is solid to the touch and ultimately impassable. To the right of the archway are four circular depressions, arranged in a column. If the characters have discovered any runestones from areas D6 through D10 then they note that they are the same size as the depressions. Engraved next to the depressions are the following words: “Only those blessed four times over may gain entrance to Zuggtmoy’s holy shrine. Using one’s own hands, arrange such blessings as one would receive them descending downwards through the Abyss.” The runestones must be placed in order of their Abyssal layer with the lowest layer on top. As a reminder the runestones and their respective layers are Graz’zt (45 through 47), Demogorgon (88), Orcus (113), Juiblex (222), and Yeenoghu (422). Although the characters might carry as many as five runestones, only four of them are necessary to gain entrance. Once the fourth runestone has been placed into its depression, all four stones flare with a bright, crimson radiance. If the stones were placed correctly, then the crackling energy dissipates and the characters may step into Yggmorgus (see area D11). If any stone is out of place, relative to the four that were used, it shoots a bolt of crimson radiance at the person who placed the stone, inflicting 1d4 + 1 force damage before falling out of its depression. If the stones were placed by a mage hand spell, then the mage hand is instantly destroyed, the caster of the spell takes 4d4 psychic damage, and they cannot cast mage hand again until they complete a long rest. D6. Shrine to Azzagrat The stairs lead down hundreds of feet into a spacious cavern. An unusual stone oven, large enough to hold an ogre, has been built within the cavern. Crackling green flame burns within its entrance arch. The oven is ringed by five trees. These white beech trees have fleshy trunks and a tangle of serpentine boughs that writhe and hiss. The trees are arranged in such a way that it is impossible to reach the oven without passing beneath their branches. The trees are viper trees native to the Abyssal Forest of Zrintor. A viper tree has the same statistics as an awakened tree except that it has a Speed of 0 ft. and the following attack: Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. Any character who makes a successful DC 13 Wisdom (Insight) check discerns that the writhing viper branches seem to curl away from the burning oven. The viper trees recoil from any character who carries open flame. Similarly, the viper trees will not attack any character standing within 5 feet of the oven. The viper trees are also easily lulled by music and can be sedated with a successful DC 13 Charisma (Performance) check. Characters who reach the oven notice the following inscribed along the entrance of the oven: PSALM 45–47: In the layer of Azzagrat, where three are made as one, rules the Dark Prince Graz’zt. Through the oven gates can be found his profane shrine. Here, just as pain is felt as pleasure and pleasure felt as pain, so too does hot burn cold. For those who would seek communion, light the three-fold candles and pray. Any character who is proficient in either Arcana or Religion knows that Azzagrat is the Abyssal home of the demon lord Graz’zt. The character also knows that Azzagrat takes up the forty-fifth, forty-sixth, and forty-seventh layers of the Abyss. Any character who steps into the burning oven takes 1d4 fire damage but then finds themselves within a small chapel. Brightly painted murals of demonic orgies cover the walls. The air is heavy with aromatic perfumes. The floor is plushly carpeted, and crystalline chimes ring in perfect harmony with one another. An altar is covered in food, and behind the altar is a candelabra with three unlit candles. The mouth of the oven, still filled with dancing green flames, can be seen opposite the altar. The altar has plates of seared mastodon veal, Abyssal caviar, and enchanted pastries, as well as wines made from the orchards of Shendilavri, home to the Succubus Queen Malcanthet. The food and drink are excellent, most likely the most delicious the characters have experienced, but otherwise non-magical. Characters standing near the oven flames note that they now burn cold and any character walking through them takes 1d4 cold damage before finding themselves outside of the oven. More generally, while in the cathedral, fire damage is converted to cold damage and cold damage is converted to fire damage. Because of this the candelabra can only be lit by something that inflicts at least 1 point of cold damage. Read or paraphrase the following to whichever character successfully lights the candelabra:
CHAPTER 8 - NEVERLIGHT GROVE | 69 For a brief moment you sense a connection with a dark and terrible higher power. You realize with certainty that it is the Dark Prince Graz’zt. The connection is tenuous, and although you can hear him whispering to you, the words are too muffled to be heard distinctly. You know with inexplicable certainty that this power is somehow trapped and, because of that, unable to speak with you. At the end of this communion a small runestone bearing the sigil of Graz’zt, a six-fingered hand, materializes upon the altar. This nonmagical runestone can be used to help gain entrance to area D11. D7. Shrine to Thanatos The stairs lead down hundreds of feet into a spacious cavern. A small tower-like structure rises from the center of the cavern. Any character who spends a moment examining the tower notes that it is shaped like a skull, with an open mouth as the entrance and two empty sockets as windows. The structure is built from countless bones. Any character who makes a successful DC 10 Intelligence (Arcana) check identifies the bones as coming from demons. The tower is larger on the inside than it is on the outside with an interior that is roughly 40 feet in diameter. On the far end of the chamber is a huge throne, large enough for four Medium-sized creatures to sit within, also made from thousands of bones. In the center of the room is a 20-footdiameter, 60-foot-deep pool filled with hundreds of sharp-toothed fish. Those that examine the throne find a wand and sheet of parchment. The wand is a perfect copy of the Wand of Orcus. It is made from bones as hard as iron and tipped with an enlarged skull. The wand magically changes in size to accommodate the grip of anyone who picks it up. Any creature who holds the wand while sitting in the bone throne can use an action to cast the animate dead spell on the corpse of any Medium, Small, or Tiny Humanoid or Beast. If the wand is taken from the shrine, it turns to smoke, reforming one hour later inside the shrine. The parchment is made from dried flesh and reads: PSALM 113: And so the Wand of our lord Orcus, who dwells in distant Thanatos, bears the mark of our liege. And with but a touch it brings back the dead, enslaved to the will of its master. The domination of the dead. This is the Way. Any character who is proficient in either Arcana or Religion knows that Thanatos is the Abyssal home of the demon lord Orcus. The character also knows that Thanatos is the one hundred and thirteenth layer of the Abyss. Ten swarms of quippers swim within the pool, attacking any character who enters the waters. The bulk of the quippers remain near the bottom of the pool, although occasionally a single quipper strays toward the surface, splashing from the water to hiss at the characters. At the bottom of the pool can be seen a glowing runestone emblazoned with the sigil of a ram’s skull. If a character kills and animates a quipper, it can be commanded to fetch the runestone. Read or paraphrase the following to whichever character first picks up the runestone: For a brief moment you sense a connection with a dark and terrible higher power. You realize with certainty that it is Orcus, the blasphemous Demon Prince of Undeath. You see a vision of Orcus torn from the Abyss and transported into an alien cavern filled with mind flayers mourning the recent death of their elder brain. You raise your wand up high, bringing the elder brain back from the dead. Bending it to your will. The illithids soon follow. Then you are pulled again, against your will, back into Menzoberranzan. Except this time you are not alone. Instead you stand beside your hated nemesis, the dimwitted Demogorgon. Before you can react, the demon lord is tearing into you savagely. There is pain. SO. MUCH. PAIN. And then relief. Sweet relief. Not the relief of death, for that which is dead cannot die, but the relief of being secretly reborn. And so you gather close your illithid thralls and Undead elder brain and make ready for the next step in your plan to eradicate all life from the multiverse. The character can choose to accept the following blessing: Undying Soul. The first time this creature would be reduced to 0 hit points, it is instead reduced to 1 hit point. If the character accepts the blessing, then they must make a successful DC 13 Wisdom saving throw or gain a randomly determined character flaw from the Madness of Orcus table. This flaw lasts until it is cured by a lesser restoration spell.
70 | CHAPTER 8 - NEVERLIGHT GROVE Madness of Orcus d100 Flaw (lasts until cured) 01–20 “I often become withdrawn and moody, dwelling on the insufferable state of life.” 21–40 “I am compelled to make the weak suffer.” 41–60 “I have no compunction against tampering with the dead in my search to better understand death.” 61–80 “I want to achieve the everlasting existence of undeath.” 81–100 “I am awash in the awareness of life’s futility.” D8. Shrine to the Gaping Maw The stairs lead down hundreds of feet into a spacious cavern. Two serpentine towers, each capped with an enormous fanged skull, rise like stone totems from the cavern’s fungal-infested floor. The following words are engraved upon the towers: (Left Tower) PSALM 88: Within Gaping madness truth power Demogorgon springs unity. When is simultaneously the be whole. (Right Tower) PSALM 88: the Maw becomes the of duality forth only each experienced shall path made. The entirety of Psalm 88 is written in alternating words across the two towers. If the words are combined properly they read: PSALM 88: Within the Gaping Maw, madness becomes truth. By the power of Demogorgon, duality springs forth unity. Only when each is experienced simultaneously shall the path be made whole. Any character who is proficient in either Arcana or Religion knows that the Gaping Maw is the Abyssal home of the demon lord Demogorgon. The character also knows that the Gaping Maw is the eighty-eighth layer of the Abyss. A gaping, fanged maw leads into either of the 10-foot-wide towers. In each tower a spiral staircase winds its way further downwards. The staircases descend for hundreds of feet. After a hundred feet characters can hear the sound of crashing waves. After another hundred feet the staircase stops before a stone door. The symbol of Demogorgon is engraved upon each door. If at least one character stands before each of the two doors at the same time, then the doors slide open. Otherwise, the doors remain stubbornly shut, refusing any attempts to open them. They cannot be destroyed by anything short of a disintegrate spell. Both doors lead into a singular stone cavern. Within the cavern are two small altars. Upon each altar can be seen the splintered half of a broken runestone. If examined closely it can be seen that the runestone, if intact, would bear the sigil of a forked tail, the symbol of Demogorgon. If both halves of the runestone are picked up simultaneously, then nothing happens. However, if one is picked up before the other, the room begins to shake violently and rubble falls from the ceiling. Each character in the room must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. If the two halves of the sigil are placed together, they fuse into an unbroken whole. Read or paraphrase the following to whichever character holds the reconstructed runestone: For a brief moment, you sense a connection with a dark and terrible higher power. You realize with certainty that it is Demogorgon, the Prince of Demons. You see a vision of Demogorgon torn from the Abyss and transported into the heart of the drow city, Menzoberranzan. You feel an irrepressible fury rise up within you, as you destroy the puny drow and tear down their pathetic buildings. You see red as you continue your rage through the Underdark. You destroy a village of foolish kuo-toa that grovel before you and worship you as a god. Then you are pulled again, against your will, back into Menzoberranzan. Except this time you are not alone. Instead you stand beside your hated nemesis, the stinking lord Orcus. Your rage intensifies. You smash and you smash and YOU SMASH until nothing is left of Orcus, or the stupid drow or their idiot city. You take up Orcus’s little stick as a trophy. You continue your rage throughout the Underdark. Killing and smashing. Killing and smashing. Except this time, when you kill, the broken ragdoll bodies rise again. Eventually your rage subsides. And you tire. You retreat to the ruins of Menzoberranzan. And you sleep. The character can choose to accept the following blessing: Two Minds of Chaos. The character has advantage on all Intelligence, Wisdom, and Charisma saving throws. The blessing lasts for 1d4 days plus the character’s Wisdom modifier. If the character accepts the blessing, then they must make a successful DC 13 Wisdom saving throw or gain a randomly determined character flaw from the Madness of Demogorgon table until it is cured by a lesser restoration spell.
CHAPTER 8 - NEVERLIGHT GROVE | 71 Madness of Demogorgon d100 Flaw (lasts until cured) 01–20 “Someone is plotting to kill me. I need to strike first to stop them!” 21–40 “There is only one solution to my problems: kill them all!” 41–60 “There is more than one mind inside my head.” 61–80 “If you don’t agree with me, I’ll beat you into submission to get my way.” 81–100 “I can’t allow anyone to touch anything that belongs to me. They might try to take it away from me!” D9. Shrine to Shedaklah The stairs lead down hundreds of feet into a spacious cavern. A colorless pool of slime bubbles amidst the cavern. A moss-covered plaque is affixed to a raised altar. If the plaque is cleared, the following can be read: PSALM 222: In the bowels of Shedaklah can be found the Great Hunger, Juiblex. For those that would appease the hunger, first offer up blood that runs red. Then, give unto the Hunger the orange of the dying sun. Next, the yellow of fresh-found gold. Fourth, give sacrifice of the fresh-grown green grass. After this, feed the Hunger the blue of the boundless sky. Next, pour into the Hunger wine made from indigo grapes. Finally, give up the violet of a flowery bouquet. Only then shall the Hunger be slaked. Any character that is proficient in either Arcana or Religion knows that Shedaklah is the Abyssal home of the demon lord Juiblex. The character also knows that Shedaklah is the two hundred and twenty-second layer of the Abyss. Seven items, each primarily one of the seven colors of the rainbow, must be thrown into the pool of slime. In each case the pool takes on the hue of what was thrown into it, until it finally resembles the gelatinous remains of a grotesquely melted rainbow. It does not matter the order that the items are thrown into the pool. A character can search amidst the fungi of Neverlight Grove for an appropriately colored mushroom by making a successful DC 10 Wisdom (Survival) check. Once all seven items have been thrown into the pool, a glowing runestone floats to the surface bearing the sigil of a melted red eye, the symbol of Juiblex. Read or paraphrase the following to whichever character picks up the runestone: For a brief moment you sense a connection with a dark and terrible higher power. You realize with certainty that it is Juiblex, the Oozing Hunger. You see a vision of Juiblex torn from the Abyss and transported into the Underdark. You feel a painful, wracking hunger that pushes away all other thoughts. There is only an unquenchable, insatiable need. Driven by instincts, you slide through endless tunnels, knowing that deep within the Underdark lies a fungal creature whose vastness almost equals that of your hunger. But just as you reach this infinite feast, a temporary reprieve from the gnawing, eternal pain, you see your hated nemesis, the bloated, rotting Zuggtmoy. You surge forward, ready to consume her, but your attacks are broken like waves against a cliff, and you are destroyed... Only, you still live on...Thousands of tiny fragments fleeing through the cracks and crevices of the Underdark, each of them you. Always hungering. Always eating. Always growing. Soon you will return. And this time you will not be denied. The character can choose to accept the following blessing: Slimy Organs. The character has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Whenever the character suffers a critical hit or is reduced to 0 hit points, they spray acid; each creature within 5 feet of them takes acid damage equal to their level. The blessing lasts for 1d4 days plus the character's Wisdom modifier. If the character accepts the blessing, then they must make a successful DC 13 Wisdom saving throw or gain a randomly determined character flaw from the Madness of Juiblex table until it is cured by a lesser restoration spell. Madness of Juiblex d100 Flaw (lasts until cured) 01–20 “I must consume everything I can!” 21–40 “I refuse to part with any of my possessions.” 41–60 “I’ll do everything I can to get others to eat and drink beyond their normal limits.” 61–80 “I must possess as many material goods as I can.” 81–100 “My personality is irrelevant. I am defined by what I consume.”
72 | CHAPTER 8 - NEVERLIGHT GROVE D10. Shrine to Yeenoghu's Realm The stairs lead down hundreds of feet into a spacious cavern. Within the cavern is a 20-foot-tall stone statue of Yeenoghu. He looks like a towering gnoll wielding a massive flail with three spiked heads. Moss grows from the statue like mangy patches of yellow fur. The statue’s head is lifted high as if in mid-howl. Engraved along the base of the statue are the following words: PSALM 422: And so the howl of Yeenoghu echoing through his Realm is a call to arms. In such a battle there is no such thing as a winner and a loser. There is merely the eater and the eaten. Any character who makes a successful DC 15 Intelligence (Arcana) check knows that Yeenoghu’s Realm is the Abyssal home of the demon lord Yeenoghu. They also know that Yeenoghu’s Realm is the four hundred and twentysecond layer of the Abyss. If any character howls loudly, a gnoll pack lord and four gnoll witherlings (see appendix A) materialize nearby. The gnolls answer with a howl of their own before focusing their attacks on whichever character howled. If the gnolls reduce the character to 0 hit points, then the pack lord spends each turn gorging upon the fallen character (mechanically equivalent to making a single Bite attack each turn). The witherlings protect the pack lord as it feasts. Should the character die, the gnolls dematerialize until summoned again by another howl. If the gnolls are defeated, then the characters note a pulsing light shining from the body of the fallen pack lord. Looking more closely they see a runestone bearing the sigil of a triple-headed flail, the symbol of Yeenoghu, where the gnoll’s heart should be. The gnoll must be torn apart before the stone can be removed. Read or paraphrase the following to whichever character excavates the rune stone: Blood, glorious blood, drips from your claws. You lick it from your hands. From your arms. From your fur. But still you want more. You stand over the body of your hated rival, Baphomet. You lick your chops and howl loudly as you drop to all fours and begin to eat... The character can choose to feast upon the body of the fallen pack lord and receive the following blessing: Rampage. When the character reduces a creature to 0 hit points with a melee attack on their turn, they can take a bonus action to move up to half their speed and make one additional melee attack. The blessing lasts for 1d4 days plus the character’s Strength modifier. If the character accepts the blessing, then they must make a successful DC 13 Wisdom saving throw or gain a randomly determined character flaw from the Madness of Yeenoghu table until it is cured by a lesser restoration spell. Madness of Yeenoghu d100 Flaw (lasts until cured) 01–20 “I get caught up in the flow of anger and try to stoke others around me into forming an angry mob.” 21–40 “The flesh of other intelligent creatures is delicious!” 41–60 “I rail against the laws and customs of civilization, attempting to return to a more primitive time.” 61–80 “I hunger for the deaths of others and am constantly starting fights in the hope of seeing bloodshed.” 81–100 “I keep trophies from the bodies I have slain, turning them into adornments.” D11. Zuggtmoy's Rotting Temple A great temple has been carved into the interior of Yggmorgus. Its vaulted ceiling rises upwards, and its soft, fleshy walls are lined with empty, spiraling balconies. At the far end of the temple is a squat, toadstool altar. A squirming creature cocooned in moss has been laid upon the altar. A fungal abomination slithers around the altar, chanting ominously. Rotting heads can be seen rising up from the floor, singing a foul, gurgling chorus. Three shrines are placed throughout the temple, blasphemous asymmetrical things that hurt the mind and defy comprehension. Standing at the central point between these three shrines is a crimson-skinned myconid. A second greenskinned myconid is secured to a nearby wall with vines. Gasbide. The crimson-skinned myconid is Gasbide the Pit-Maddened (appendix B), a member of the Circle of Three. Because of the disabled field of energy, the corrupted creature is likely expecting the characters and attacks upon their arrival. Every time Gasbide uses one of its bonus actions, the unholy shrines glow brightly. These shrines have AC 18, 10 hit points, and
CHAPTER 8 - NEVERLIGHT GROVE | 73 immunity to poison and psychic damage. If a shrine is destroyed Gasbide loses one of its bonus actions (see its Abyssal Inspiration trait). Yestabrod. The fungal abomination is Yestabrod (appendix B), a member of the Circle of Three. Yestabrod is concentrating on a ritual that will culminate in the sacrifice of a bound myconid adult called Stool. If the characters do not break Yestabrod’s concentration (as per the rules in the Player’s Handbook for concentration) by the end of the second round, then the ritual completes. At this point Stool is irredeemably transformed into a fungal abomination, tearing its way from its mossy cocoon. At this point Yestabrod and the abomination attack the characters. Basidia. The myconid sovereign, Basidia, is one of the few myconids who still remain free from Zuggtmoy’s corruption. It, along with its ally Stool, was captured recently and taken to the temple for sacrifice. Any character with a sharp implement can use an action to cut Basidia free from its bonds. In this case, the myconid does its best to help the characters defeat Gasbide and Yestabrod. For Basidia’s reaction after combat, see the epilogue. D12. Small Crevice This small crevice is choked with rubble and fungi and stretches for miles before connecting with the more comfortably traversed stretches of the Underdark. It can only be navigated by creatures that are Small or smaller. Conclusion Upon the defeat of Gasbide and Yestabrod, Basidia runs to Stool. The myconid sovereign is visibly relieved if Stool has been saved and is heartbroken if it has not. Either way, Basidia soon releases rapport spores so that it can thank the characters for saving it. Refer to the introduction of chapter 9 for the details of this conversation. With the fall of Gasbide and Yestabrod, only Phylo remains of the reigning Circle of Three. At the DM’s discretion, Basidia might ask the characters for help in hunting down and killing Phylo, after which the Basidia takes over rulership of the colony. Either way, the myconid promises that the characters will always be welcomed as heroes within Neverlight Grove. Allow the characters to advance to 5th level after successfully completing their quest. Rotting Temple
74 | CHAPTER 9 - DESCENT INTO THE FUNGAL DEPTHS free-floating spores for a tenday. While under this blessing the characters are immune to spore clouds (see “Environmental Effects” from chapter 3). • Basidia can also provide the characters with six holy mushrooms grown from the sacred dung of Psilofyr. Any character holding a mushroom can use an action to jam it into the mouth of an infected creature (a hostile creature must be grappled). If they do so, the creature reflexively chews on the mushroom, curing it of any spore infestation. Supplied with information and mushrooms, the characters’ next step is likely to use the pendant to search out the Seed of Psilofyr. The Journey It is almost one hundred and fifty miles from Neverlight Grove to Zuggtmycos. At a normal pace, this journey will take twenty-four days. It is the longest journey that the characters have had to make thus far and may tax their resources. As long as the characters have the pendant of Psilofyr, they cannot get lost. The talisman points them down the appropriate tunnel any time they use it. Refer to chapter 3 for details on travel within the Underdark as well as possible travel encounters. After twenty-two days of travel, signs of Zuggtmycos become noticeable. The air becomes humid and reeks of decay. Rotting, corrupted fungus becomes increasingly prevalent. Clouds of spores, extending for hundreds of feet, clog the tunnels. On day twenty-three the characters encounter a deep gnome slumped against the cavern wall. The deep gnome periodically lets out a loud, hacking cough. If any characters approach within 5 feet of him, read or paraphrase the following: The deep gnome looks at you with wild, darting eyes. Tendrils of mold are spread throughout his face, like the delicate traceries of supercutaneous veins. He hacks loudly as he speaks, spitting up black, fungal bile. “They took him! They took the Master! Xazax, the Eye Monger, greatest of all the beholders, taken by the foul fungi queen! All of them! She’s taken all of them!” At this, the man’s eyes begin to glaze over and his frantic movements quiet. The dark eyes look up at you as the gnome speaks monotonously, “Your heads will grow in the Garden of Horrors.” I n this chapter the characters are tasked with entering the fungal depths of Zuggtmycos to recover the Seed of Psilofyr, a myconid holy relic. As they descend deeper, the characters bear first-hand witness to some of Zuggtmoy’s horrifying experiments. The adventure culminates when the characters discover that Zuggtmoy is using the Seed of Psilofyr to build a monstrous host body that, if not destroyed, will allow her to roam the Underdark unchecked while still retaining her link to Auramycos. Introduction The following assumes that the characters have just rescued Basidia from Zuggtmoy’s Rotting Temple. If this is not the case, then move Basidia to another location, most likely Wythlon’s garden in Mantol-Derith. Read or paraphrase the following: You can feel its palpable panic when Basidia’s rapport spores establish a psychic connection. “Softers! You must help us! You are the last hope of my dying people! And perhaps the entire Underdark as well! The evil, very bad Zuggtmycos has managed to steal the Seed of Psilofyr, from which our God spored the very first sproutling. She must be using it to build an army, one that she can use to conquer all of the softer groves, everywhere! Please, thank you very much, we must get it back!” Basidia can supply the following information and assistance: • Psilofyr, also known as the Carrion King, is the god of myconids. The Seed of Psilofyr is a sacred artifact to the mushroom folk, reputed to have the power to create or destroy fungal life. • Basidia has a lesser talisman, blessed by Psilofyr, that can lead the characters to the Seed. It gives the spore pendant of Psilofyr (appendix C) to the characters. In addition to the powers listed in the appendix, a character attuned to the pendant can use an action to sense the best path for reaching the Seed of Psilofyr. • Basidia warns the characters that the Seed is likely within Zuggtmycos and protected by free-floating demonic spores that will turn them into mindless servants of the Demon Queen. The myconid indicates that it can bestow upon them a blessing that will keep them safe from Chapter 9 - Descent into the Fungal depths
CHAPTER 9 - DESCENT INTO THE FUNGAL DEPTHS | 75 The deep gnome is Peebles, the servant of a beholder known as Xazax the Eyemonger. Xazax was recently abducted by the Demon Queen’s demonic servants and brought to Zuggtmycos. Peebles has spent the last month chasing after his master in vain hopes of rescuing it. Xazax prided itself as the most powerful beholder, routinely hunting down and killing other beholders. Peebles carries with him a surgical kit that he uses to graft the eyestalks of fallen beholders onto his master. While infected by spores, Peebles fights to the death. However, if he is cured of his infection, either through being force fed holy mushrooms or magic such as lesser restoration, he willingly shares the information above. In this case Peebles insists on accompanying the characters in hopes of saving his beloved master. Shortly thereafter the characters enter Zuggtmycos. As the characters enter, read or paraphrase the following: A harsh glow flickers like strobe lights from sputtering patches of decaying, luminescent mold. The entire surface before you – floor, walls, and ceiling – is blanketed in moss and fungi that are a bruised, purplish blue. About Zuggtmycos Zuggtmycos is a hundred-mile-wide fungal entity possessed by the demonic Fiend Zuggtmoy. Walls, floor, and ceiling are covered in rotting fungus. In places this mold fills up entire caverns, making passage impossible. Elsewhere the liquified, putrescent moss underfoot makes for treacherous footing. Everywhere is evidence of the Demon Queen’s corruption. Zuggtmoy gained great power when she fused herself with Araumycos. However, one drawback of this unholy union was that she became rooted in place. Zuggtmoy has chafed against these self-inflicted shackles, trying to come up with ways to form an avatar that can travel throughout the Underdark and, even better, the surface world. While ransacking the memories of Araumycos, the Demon Queen learned about the Seed of Psilofyr, a myconid relic with the power necessary to craft just such an avatar. Now that she has obtained the Seed, she is in the process of building her surrogate body. She has chosen a form resembling a massive beholder because it is one of the most powerful creatures in the Underdark but also because its aberrant physiology pleases her sense of aesthetics. Spores of Zuggtmoy There are many places within Zuggtmycos where the characters might become exposed to demonic spores. Any flesh-and-blood creature exposed to these spores must make a Constitution saving throw (DC varies). On a successful saving throw, the creature can’t be infected by these spores for 1 minute. On a failed save, the creature is infected with a disease known as the spores of Zuggtmoy. While infected in this way, the creature can’t be reinfected. The creature is incapacitated, spending its turn coughing and vomiting. The creature can repeat the saving throw at the end of each of its turns, ending the infection on a success. On a failure, the infected creature’s body is slowly taken over by fungal growth, and after three such failed saves the creature becomes enslaved to the will of Zuggtmoy. It is left to the DM’s discretion how a character will behave once enslaved. Most likely the character will begin to shamble their way unerringly toward Zuggtmycos. If the character is already within Zuggtmycos, then they will mimic the actions of other nearby servants of Zuggtmoy. Gas Spores Zuggtmoy has been experimenting with the creation of variant gas spores. Over the years she has refined the sporing process and has cultivated breeds of gas spores that come in sizes ranging from Tiny to Gargantuan. All her gas spores, regardless of size, have the same statistics as the gas spore from the Monster Manual, except they lack the Eerie Resemblance trait and have a different Death Burst trait: Death Burst. The gas spore explodes when it drops to 0 hit points or hits with its Touch attack. Each creature within 20 feet of it takes damage relative to the gas spore’s size (see the table below). Each creature must also succeed on a Constitution saving throw (DC varies) or become infected with a disease known as the spores of Zuggtmoy on a failed save. Creatures immune to the poisoned condition are immune to the disease. Any creature with the Plant type caught in the Death Burst heals hit points instead of taking damage. Corrupted creatures (see the Servants of Zuggtmoy section below) crave the spores released during a Death Burst. A corrupted creature must make a Wisdom saving throw (DC varies). If they fail their saving throw, they spend the next 1d4 rounds trying to catch and eat as many spores as possible. Gas Spore Table Size Damage Save DC Tiny 1d4 8 Small 1d6 10 Medium 2d6 13 Large 3d6 15 Huge 3d8 18 Gargantuan 3d20 21
76 | CHAPTER 9 - DESCENT INTO THE FUNGAL DEPTHS
CHAPTER 9 - DESCENT INTO THE FUNGAL DEPTHS | 77 Servants of Zuggtmoy Zuggtmoy has many servants, ranging from cultists to balors. However, the bulk of her thralls fall into one of two categories – spore servants or corrupted. Spore servants are dead creatures that have been reanimated by special spores. These creatures are beyond redemption. They retain much of their original stat block, with some small changes as indicated by the myconid section of the Monster Manual. Corrupted creatures are still living creatures that have been infected by the disease called spores of Zuggtmoy. They currently serve the bidding of the Demon Queen but can be cured either through the holy mushrooms the characters were given by Basidia or through magic such as lesser restoration. It is left to the DM’s discretion as to how a creature reacts should it find itself cured. Corrupted creatures retain their original stat blocks, although corrupted myconids have the following additional action: Zuggtmoy’s Spores. A corrupted myconid releases spores in a cloud that fills a 10-footradius sphere centered upon it. The cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears or that enters it later must make a Constitution saving throw. The save DC is 8 + the myconid’s Constitution modifier + the myconid’s proficiency bonus. On a failed save, the creature is infected by spores of Zuggtmoy. The Fungal Frontier Areas E1 through E15 are a stretch of caverns that have only recently been overwhelmed by Zuggtmoy’s foul influence. They are now connected to a larger network of fungi-infested tunnels that span hundreds of miles. As such, the Demon Queen’s minions are replenished and reinforced should the characters attempt hit and run tactics that span multiple days. Similarly, if characters take a long rest within the interior of Zuggtmycos, there is a fifty percent chance that they are discovered by a wandering pair of hook horror spore servants and 1d4 Small gas spores. Adjusting the Dungeon This chapter presents a rather traditional dungeon crawl. Dungeon crawls can be a lot of fun, but every table will have its own preferences as to the optimal amount of combat and we recognize that clearing room after room is not for every table. If you think that this is something that your players might find tedious then consider the following solutions: When there is combat consider having creatures from nearby rooms join as reinforcements. This will make for one larger fight rather than four smaller ones. Many of the creatures in this dungeon are not initially hostile to the characters. Allow characters the opportunity to work their way through the dungeon stealthily. Characters who enjoy coming up with creative solutions might use the gas spores to distract creatures (as described in the previous gas spore section). Alternatively, characters might use Basidia’s holy mushrooms to cleanse a corrupted myconid who then uses its spores to pacify other creatures. Encourage creative solutions to avoiding combat. The non-linear construction of the dungeon means that not every room needs to be explored. Through the use of NPCs or the spore pendant of Psilofyr you can encourage the players to prioritize the mission over exploration. If you feel it will improve the play of the adventure do not hesitate to have creatures such as the spectator from area E19 communicate with the characters rather than attack them. Alternatively, you might replace the creatures entirely with either traps or treasure. E1. The Great Pile of Fecal Matter A foul stench builds before the characters reach this area and the air thickens with moisture. The stench is a mélange of moss, rot, and decaying feces. Lichen, mold, and fungi grow with increasing profusion until they coat the tunnels from floor to ceiling. Eventually the passageway opens into a vast chamber ringed by gargantuan mushrooms. A pile of festering excrement dominates the center of the room. The disgusting mound bubbles and pops randomly, and rivulets of diarrhea congeal along its base. Eight strange myconids are tending to the pile of fecal matter. The bodies of the myconids are covered in a strange phosphorescent moss, and unusual mushrooms sprout like lesions from their flesh. Cattle covered in dense strands of hair are fenced in along the southwest corner of the chamber. Two smaller myconids carrying buckets tend to the cattle. Entering the Chamber. Unusual yellow-brown leaves with pink glowing patterns coat the floor near the entrance and exit of the cavern. Stepping on the leaves produces a high-pitched whistling sound that draws the attention of the eight corrupted adult myconids tending the fecal
78 | CHAPTER 9 - DESCENT INTO THE FUNGAL DEPTHS pile. A character who attempts to walk through the leaves without disturbing them must make a successful DC 13 Dexterity (Stealth) check. Alerted myconids do not initially attack the characters except in self-defense but attempt to surround whichever character made the most noise, preventing their movement. Four rounds later a fungal abomination erupts from the dung heap. Both the abomination and the myconoids attack the surrounded character. If the characters manage to sneak through the leaves, then the myconids remain focused upon the fecal pile, ignoring the characters unless attacked. Within the Chamber. When a character steps within 5 feet of the fecal pile for the first time on their turn or starts their turn there, the character must succeed on a DC 15 Constitution saving throw or spend their action that turn retching and reeling. The fecal pile is unremarkable, other than its awe-inspiring size. Any character who makes a successful DC 15 Wisdom (Perception) check notes three Small gas spores floating near the forty-foot-high ceiling of the cavern. These gas spores are unmoving and unresponsive. Any character able to reach them can attempt to delicately grab one of them by making a successful DC 15 Sleight of Hand (Dexterity) check. If they fail, the gas spore activates its Death Spore trait and explodes. Five deep rothé (appendix A) are penned in the southwest corner of the room. A pair of corrupted myconid sprouts tend to the rothé. Each myconid sprout carries a bucket. They repeatedly scoop piles of rothé manure into their bucket before dumping it onto the fecal pile. The myconids pursue this task relentlessly, refusing to defend themselves if attacked. Spore pendant of Psilofyr. Now that the characters are within the bounds of Zuggtmycos, the Demon Queen’s foul influence interferes with the power of the pendant. Because of this, it no longer gives any indication as to which path leads to the Seed. E2. Descending Passage This passage slopes steeply as it descends its way toward area E3. The moist, spongy fungus that The Fungal Frontier
CHAPTER 9 - DESCENT INTO THE FUNGAL DEPTHS | 79 covers the floor squelches underfoot. The first time the characters pass through the tunnel, a group of three Small gas spores travel past them in the opposite direction. The gas spores stare, unblinkingly, at the characters as they pass but do not attack except in self-defense. E3a. Upper Fungal Chamber Three corrupted myconid adults, a drow spore servant, and a kuo-toa spore servant shamble throughout this chamber harvesting mushrooms and feeding them to a large, toothy maw set into the western wall. The kuo-toa is missing the left half of its fishy face and its left arm. The drow elf’s hair waves about unnaturally, reaching into the air. Above these slaves can be seen two Small gas spores, drifting aimlessly. The fungal maw is roughly two feet in diameter. It has sharpened zurkhwood teeth and a fibrous, sinewy tongue. Anything fed to the maw is chewed up and pumped elsewhere, used to fuel other portions of Zuggtmycos. The maw has AC 11, 30 hit points, and vulnerability to radiant damage. However, if it is killed, a new maw grows elsewhere in the chamber 5 minutes later. The creatures in this chamber move about their tasks as if the characters were invisible, fighting only in self-defense. Their bodies are covered in Tiny shriekers that shriek if they are attacked. If this happens the occupants of areas E1 and E3b rush to their defense. One round after the characters enter the room, the drow pulls out a dagger and casually pops one of the overhead gas spores, releasing a cloud of multi-colored spores. Pink and green fuzzylooking spores hang in the air. At this point the previously docile creatures run about the room, trying to catch spores in their mouths or lick them off the floor. They hum loudly while doing so. Narrow Passage. The passage in the southeast corner of the room is sized for Small creatures, meaning that Medium-sized creatures need to squeeze to pass through it (see the “Squeezing into a Smaller Space” section in the Player’s Handbook). Creatures squeezing through this passage stir up spores and must make a successful DC 13 Constitution saving throw or become infected with Zuggtmoy’s spores. E3b. Lower Fungal Chamber A giant mushroom grows in the center of this chamber, surrounded by a ring of luminous fungus. Three duergar spore servants and a drow spore servant mill about the base of the mushroom. A drider spore servant walks along the room’s ceiling, plucking mushrooms from mold-coated stalactites. These creatures attend to their tasks with zombie-like focus, ignoring the characters unless attacked. Their bodies are covered in Tiny shriekers that shriek if they are attacked. If this happens the occupants of areas E3a and E6 rush to their defense. A dozen spore frogs lounge around the edge of the water, croaking loudly at any characters who enter the cavern. Spore frogs have the same statistic as a frog; however, if distressed, they secrete a cloud of spores within the 5-foot square they occupy that lasts for one round. When a character enters the spore cloud’s area for the first time on a turn or starts their turn there, that character must make a DC 10 Constitution saving throw. The character takes 1d8 poison damage on a failed save or half as much damage on a successful one. Submerged Tunnel. If a spore frog is agitated, it secretes its spore cloud, dives into the water, and attempts to swim through a submerged tunnel to area E5. The tunnel is sized for Tiny creatures, although Small creatures can squeeze through it. E4. The Dretch Pits This room is empty except for a large pit in the northwest corner. The pit is only 10 feet deep and has the distended corpses of two dead dretches within it. Barbed vines enwrap the corpses, from which grow twisted, pulsating bulbs of fungi. If a character disturbs the corpses, the vines retract and begin to thrash about the cavern. All squares within 10 feet of the pit, as well as the pit itself, are treated as if under the effect of an Evard’s
80 | CHAPTER 9 - DESCENT INTO THE FUNGAL DEPTHS black tentacles spell that does piercing damage instead of bludgeoning damage and has a save DC of 13. This effect lasts for one minute, with new vines sprouting immediately from the mossy floor any time they are damaged. Southern Alcove. The southern end of this alcove is clear of fungi and moss, revealing a cracked stone wall. A large, wooden desk is against the wall. In the center of the alcove is a moss-covered stone slab. Lying upon the slab is the corpse of an elf who looks to have had its head and right arm replaced with those of a dretch. If the characters examine the desk, they find compartments filled with seed samples and snippets of strange, glowing fungi. One of the seeds radiates conjuration magic. A character may use an action to plant this seed. If the seed is watered by a drop of fresh blood, then barbed vines grow in a 10-foot radius around the character, attacking any creature except for the planter. These vines last for 1 minute and are functionally equivalent to an Evard’s black tentacles spell that inflicts piercing damage instead of bludgeoning damage and has a save DC of 13. The desk also holds two books. The first is a moss-bound book, written in Abyssal, entitled A Field Guide to Fiendish Fungi. Any character who spends an hour or more reading this book can identify all of the demon-tainted fungi listed in chapter 3. The second book is a diary written in Common. Diary. The diary is written by someone who refers to themselves repeatedly as Yactilack the Unwinged. The book details horrific experiments in frightening detail. These experiments include growing lemures from fungi, grafting dretch limbs to living creatures, and the use of torture as a means of worshipping Zuggtmoy. The author of the diary seems particularly focused on worshiping Zuggtmoy, writing repeatedly that once they have fully proven themselves to the Demon Queen, she will grow them a pair of glorious, fungal wings. E5. Underground Lake A large tranquil lake fills the majority of this cavern, fed by a small waterfall in the southwest corner. Nearly a hundred spore frogs are scattered about the room, most of which are lazing about on scum-coated lily pads. See area E3b for a description of spore frogs. If any spore frog is agitated, it secretes its spore cloud, dives into the water, and attempts to swim to area 3b. The lake is twenty feet deep. Two corrupted bullywugs dwell near the lake’s bottom, guarding their cluster of spore-encrusted eggs. The bullywugs are focused on protecting the spores that coat their eggs and ignore the characters unless attacked. Hidden beneath the water are two fully submerged tunnels (5a and 5b). These tunnels are sized for Tiny creatures, though Small creatures can squeeze through them. Tunnel 5c is only partially submerged and visible from outside the lake. Small-sized creatures can swim through the tunnel comfortably, and Medium-sized creatures can squeeze into it. If characters look behind the waterfall, they find four waterorbs and a demon-tainted torchstalk (see chapter 3 for details). E6. Corrupted Myconid Grove Four corrupted myconid adults and a corrupted myconid sovereign dwell in this room. The creatures lumber back and forth, using their mushroom buckets to gather water from a small stream that flows through the cavern. If left alone the myconids use their filled buckets to water patches of iridescent lichen. The myconids rush to areas 3a or 3b if an alarm is raised, aiding their corrupted allies once they arrive. Otherwise, they are peaceful and attack only in self-defense. Partially Submerged Tunnel. A partially submerged tunnel leads to area E5. Smallsized creatures can swim through the tunnel comfortably, and Medium-sized creatures can squeeze into it. E7. Fungal Den Large stemless flowers lie directly upon a bed of purple and blue mold. The pink and green petals of the flowers are hard like wood and serrated. A character who makes a successful DC 13 Intelligence (Nature) check recognizes these flowers as trapjaws, a type of carnivorous flower. Most of the trapjaws in this chamber are immature. However, there are a few mature trapjaws scattered throughout the cavern,
CHAPTER 9 - DESCENT INTO THE FUNGAL DEPTHS | 81 marked with a T on the map. If a character moves into one of these squares, even if they are flying or floating, the trapjaw springs upwards and attacks, making a melee attack with a +8 bonus to hit. If the character is hit, they take 11 (2d10) piercing damage. Once a trapjaw attacks, it cannot attack again until it re-establishes its roots, a process that takes 1d4 days. A character proficient in Nature or Survival that makes a successful DC 10 Wisdom (Nature or Survival) check can discern where the mature trapjaws are rooted. Nonaggressive Fungi. Characters who take the time to search this room find 2d4 pygmyworts and two stalks of demon-tainted nightlight. See the “Fungi of the Underdark” section in chapter 3 for details. Narrow Passage. The passage in the southeast corner of the room is sized for Small creatures, meaning that Medium-sized creatures need to squeeze to pass through it (see the “Squeezing into a Smaller Space” section in the Player’s Handbook). Creatures squeezing through this passage stir up spores and must make a successful DC 13 Constitution saving throw or become infected with Zuggtmoy’s spores. E8. Former Drow Encampment This room is empty other than some moldering piles of rotted wood. If the wood is examined closely, it can be seen to be infested with grubs and termites. If the characters make a successful DC 21 Wisdom (Perception) check, they note an irregular section of moss along the eastern wall. Digging through the moss reveals a recessed alcove that holds a moldering shelf. On the shelf is a necklace of prayer beads and a spell scroll of flame strike. If Ilvara is with the party (see next page), she examines the room for a moment with a cold, calculating eye before ripping up some fungi near the shelf. She then grabs her scourge and the spell scroll before using it to cast flame strike on as many characters as possible, shouting aloud that they are sacrifices for Lolth. Submerged Tunnel. A half-dozen spore frogs (see area E3b) sit along the edge of the room’s small pond, their echoing croaks belying their small size. Within the pond a submerged tunnel leads to area E5. The tunnel is sized for Tiny creatures, though Small creatures can squeeze through it. E9. Chamber of Ecstasy Although not visibly different than the rest of Zuggtmycos’s fungi-covered interior, this small cavern is used as a torture chamber. A drow priestess is bound to the western wall by vines covered with purple leaves and tiny thorns and gagged with a bulb of purple, sponge-like fungus. She thrashes weakly at her bonds if she sees the characters. Any character with a sharp implement can use an action to cut the priestess free. She has 10 hit points and two levels of exhaustion. Until her exhaustion has been removed, she cannot cast any spells other than cantrips or use her Summon Demon action. The drow’s name is Ilvara Mizzrym, and she was a senior priestess from Velkynvelve, a fallen drow elf outpost. She is hysterical upon release but can be calmed with a successful DC 10 Charisma (Persuasion) check. If calmed she can provide the following information: • Ilvara lived in these caverns for years with a band of drow refugees from Velkynvelve. Months ago, however, they were unexpectedly assailed by gusts of spores and tendrils of fungus as Zuggtmycos spread into their home. As far as she knows all of her kin were either slain or turned into spore servants. • Ilvara believes that the drow are being punished by Lolth and that the only way to overcome the punishment is to remain dedicated to the Queen of Spiders. The drow priestess believes that she was saved because of her unwavering faith, although in truth her spore immunity is just an innate, genetic quirk. • Ilvara wants to flee from the caverns and urges the characters to come with her. She can be persuaded to accompany the characters if they are willing to provide some equipment and healing and make a successful DC 15 Charisma (Persuasion) check. She is, at best, a treacherous ally and will not hesitate to betray the characters if she believes it will benefit her or Lolth. E10. Quickshroom Chasm A broad chasm cuts across the passageway here. The thirty foot deep chasm is filled with a profusion of colorful mushrooms. The mushrooms can be walked across; however, they are functionally equivalent to quicksand (see the Dungeon Master's Guide). E11. Quasit Colony A colony of five quasits has burrowed into the thick fungal growth that lines the walls of this cavern. These tiny demons have been infected by the spores of the Demon Queen. One has patches of glowing green mold growing out of its ears. Another has a tail with glowing barbs and yellow leaves. A third has both its legs replaced with sponge-like fungal growths. All of them have fungi instead of horns. The quasits turn invisible when the characters first enter. One round later they burst from the fungus and attack, surprising any characters with
82 | CHAPTER 9 - DESCENT INTO THE FUNGAL DEPTHS a passive Perception less than 20. When there is only one quasit remaining, it surrenders and begins groveling for its life, offering to serve as a familiar for 666 hours if allowed to live. Details of such an arrangement can be found in the quasit section of the Monster Manual should one of the characters agree to it. Regardless of whether or not it is accepted as a familiar, the quasit has visited areas E1 through E15 and is willing to share relevant details if allowed to live. E12. Cliffs of Insanity Characters entering from the eastern side of this room are confronted with a 20-foot-tall cliff. The cliff is covered in glowing green and yellow fungi as well as sturdy vines covered with tiny pustules. The vines emit a deep, ghastly moan when disturbed. In the southeast corner of the room, a passage winds downwards before ending in an abrupt 15-foot drop to a passage leading to area D13. The 20-foot cliff face can be scaled by any character who makes a successful DC 10 Strength (Athletics) check. If a character fails the check, they fall to the floor below, taking 1d6 bludgeoning damage. After succeeding with their ascent, characters are confronted by a 50-foottall wall, also covered with moss and vines. Scaling this wall requires a successful DC 15 Strength (Athletics) check. If a character fails the check, they fall to the floor below, taking 3d6 bludgeoning damage. E13. Waste Pit The horrific stench of this chamber rises above the baseline stink of these caverns. The floor is covered in refuse. Mixed within the refuse can be seen bones, tattered clothing, and broken weapons. Hiding within the refuse is an otyugh behemoth (same statistics as otyugh except it has 150 hit points and a speed of 10 ft.). The otyugh behemoth can be spotted by any character who makes a successful DC 16 Wisdom (Perception) check. The monstrous beast is well fed and lazy. It will attack characters who walk within reach of it but refuses to otherwise move unless its survival depends upon it. This room is not visited frequently, something that can be discerned by any character who makes a successful DC 13 Wisdom (Survival) check. Because of this it is a safe, albeit disgusting, room to long rest within as long as the otyugh is dealt with. E14. Fungal Chamber Pink weeds grow from a carpet of shiny, almost reflective purple fungi. This room contains 2d6 corrupted bigwigs and pygmyworts each E15. Gas Spore Minefield A total of a hundred Small gas spores float aimlessly about this room, roughly three feet above the ground. Walking through this figurative minefield requires great care. A character must make a successful DC 10 Dexterity (Acrobatics) check for every 10 feet they move through the room. In the event of a failure, the character bumps into one of the fragile creatures, triggering its Death Burst. Because gas spores have immunity to poison damage, they are immune to the Death Burst of their kin. Characters can avoid this check by crawling beneath the floating gas spores, although squirming through the putrid, decaying mushrooms that coat the floor is a revolting experience. Southern Tunnel. The southern tunnel leading to area E16 extends for nearly a mile, sloping its way ever downwards. As the characters move from the more recently colonized areas to the innermost recesses of Zuggtmycos, their surroundings become more alien and abyssal in nature. The humidity is extremely high, leaving unadapted creatures gasping for breath. Toxic plants and mushrooms are rampant everywhere, with colors and textures not normally found on Faerûn. Patches of faerzress (see chapter 3) drift about, filling entire chambers. Allow the characters to advance to 6th level as they make their way to area D16.
CHAPTER 9 - DESCENT INTO THE FUNGAL DEPTHS | 83 The Fungal Depths Areas E16 through E23 are a stretch of caverns within the heart of Zuggtmoy’s profane influence. Just like the fungal frontier, the fungal depths are connected to a larger network of fungi-infested tunnels that span hundreds of miles. As such, the Demon Queen’s minions are replenished and reinforced should the characters attempt hit-andrun tactics that span multiple days. E16. Demonic Grove A menacing plant-like creature takes up the majority of this cavern. The corpses of mangled demons can be seen tangled up in the plant’s fronds. This plant is known as a rotroots (see appendix B). It was recently planted here by Yactilack the Unwinged (see area E18), and the vrock thinks of the demonic shrub as its pet. The rotroots, protective of its caretaker, viciously attacks any character it sees entering the room. Narrower Passage. The passage in the southern end of the room is sized for Tiny creatures, meaning that Small-sized creatures need to squeeze to pass through it (see the “Squeezing into a Smaller Space” section in the Player’s Handbook). Creatures squeezing through this passage stir up spores and must make a successful DC 13 Constitution saving throw or become infected with Zuggtmoy’s spores. E17. Gas Spore Storage This cavern stretches upwards for nearly one hundred feet. Its walls are honeycombed with hexagonal cavities, like the interior of a beehive. Thousands of fuzzy, fungal gas spores are hibernating within the cavities. Three lavender mushroom barrels rest against the northern wall. The first barrel is full of congealed blood. The second barrel is full of a slimy green fluid that smells and tastes like honey. The third barrel, mostly empty, is positioned underneath a vine. More of the slimy green fluid slowly drips from the vine into the barrel. Any creature that drinks the slimy green fluid benefits from the regenerate spell but must make a successful DC 18 Constitution saving throw or become infected with Zuggtmoy’s spores. A creature can only benefit once in its lifetime from this effect. The green fluid loses its potency within a day. Narrower Passage. The passage in the southern end of the room is sized for Tiny creatures, meaning that Small-sized creatures need to squeeze to pass through it (see the “Squeezing into a Smaller Space” section in the Player’s Handbook). Creatures squeezing through this passage stir up spores and must make a successful DC 13 Constitution saving throw or become infected with Zuggtmoy’s spores. E18. Torture Chamber Six slabs of stone are arranged throughout this chamber. Myconid bodies can be seen positioned upon the slabs. More bodies hang from the walls of the cavern. Fibrous tentacles have burrowed their way into the torso of the suspended bodies. These glowing tentacles throb slowly and each time they do so, the bodies they are connected to give off a small twitch. A vrock with stumps instead of wings, accompanied by a corrupted dretch assistant, is busily dissecting one of the myconids. The vrock, Yactilack the Unwinged, experiments upon creatures in service of his dark queen Zuggtmoy. Zuggtmoy then uses her tendrils to feed off the pain and agony of Yactilack’s victims. The mutilated vrock is a devoted servant to the Demon Queen. In return for his service, she has promised that she will one day grow Yactilack a pair of glorious fungal wings to replace the ones he lost in battle years ago. The vrock and the dretch attack as soon as they notice the characters. As a bonus action Yactilack can cause 1d4 Small gas spores to germinate from the nearby walls. These gas spores drift toward the nearest character. Should a gas spore
84 | CHAPTER 9 - DESCENT INTO THE FUNGAL DEPTHS enter the same space as a character, they activate their Death Burst trait. If Yactilack is in the area of effect, instead of taking damage, he gains 3d6 temporary hit points. The slabs of stone are covered with the mutilated remains of myconids in various stages of dissection. The bodies hanging from the walls can be freed by killing the tentacle embedded within them. Each tentacle has AC 11, 10 hit points, and vulnerability to radiant damage. The vrock’s imprisoned victims include: • A nearly dead umber hulk that has been reduced to 5 hit points. The creature’s eyes have been gouged out, leaving it blinded. • A female duergar named Gunhindel who has been reduced to 10 hit points. • Four drow males, two of which are dead and two of which have been reduced to 3 hit points. • A barlgura servant of Demogorgon who was captured after wandering into Zuggtmycos’ territory. The barlgura has 20 hit points remaining. The umber hulk shakes in fear if freed from its shackles. If its eyes are regenerated (see area D17 for one possible way), the umber hulk begins to burrow into a nearby wall, trying to dig its way out of Zuggtmycos. Fungi grows immediately around the excavated tunnel, making it impossible for the characters to follow the creature unless they have burrowing speed. The duergar and drow are too traumatized to do anything other than cringe and cower if freed. They will follow the players if urged to do so but contribute little. The balgura rages if freed, immediately attacking the vrock. Once the vrock has been defeated, the barlgura turns on the characters. Treasure. A small set of shelves rests against the southern wall. It holds a mycelium lash (appendix C), a collection of gem-encrusted spores worth 500 gp, and a mushroom container that holds the umber hulk’s eyes. Narrower Passage. The passage in the southwestern end of the room is sized for Tiny creatures, meaning that Small-sized creatures need to squeeze to pass through it (see the “Squeezing into a Smaller Space” section in the Player’s Handbook). Creatures squeezing through The Fungal Depths
CHAPTER 9 - DESCENT INTO THE FUNGAL DEPTHS | 85 this passage stir up spores and must make a successful DC 13 Constitution saving throw or become infected with Zuggtmoy’s spores. E19. Minor Incubation Chamber A network of vines runs along the ceiling of this cavern like a gigantic system of arteries and veins. The vines pulse and shift as if pumping fluid. Many of these vines descend from the ceiling, connecting to six huge mushrooms. These mushrooms are incubators. If the characters investigate the mushrooms, they find that they are as hard as iron. Each mushroom has a door made from a strange, semi-transparent fibrous fungi. Gas spores in various stages of maturity can be seen incubating within the mushrooms. Four of the incubators hold incomplete gas spores. Another incubator holds an incomplete spectator that has grown its eyestalks but has no eyes. The last incubator has a half-grown corrupted spectator, its central eye surrounded by a bed of orange moss and mold. This spectator emits two eye rays at the first character that opens its incubator door then immediately decays and is reduced to 0 hit points. Narrower Passage. The passage in the northern end of the room is sized for Tiny creatures, meaning that Small-sized creatures need to squeeze to pass through it (see the “Squeezing into a Smaller Space” section in the Player’s Handbook). Creatures squeezing through this passage stir up spores and must make a successful DC 13 Constitution saving throw or become infected with Zuggtmoy’s spores. Demonic Faerzress. Demonic faerzress, a crimson, Abyssal radiance, suffuses this chamber. The radiance extends to areas E20b and E21, filling all connecting passageways. Characters standing within it for too long are subject to its flesh-warping properties. For more details on demonic faerzress, see the “Environmental Effects” section of chapter 3. E20. Minor Incubation Chamber This room holds ten incubators. Five of them hold incomplete gas spores and four of them hold incomplete spectators. The tenth incubator, set into the western wall, is larger than the others. Inside of it is an incubating fungal beholder with only three fully grown eyestalks. The fungal beholder is still incomplete; however, if a character opens the door to its incubator, the beholder reflexively blasts spores from one of its eyestalks. The character must make a successful DC 18 Constitution saving throw or become infected by Zuggtmoy’s spores. Narrower Passage. The passage in the northern end of the room is sized for Tiny creatures, meaning that Small-sized creatures need to squeeze to pass through it (see the “Squeezing into a Smaller Space” section in the Player’s Handbook). Creatures squeezing through this passage stir up spores and must succeed on a DC 13 Constitution saving throw or become infected with Zuggtmoy’s spores. E21. Major Incubation Chamber Nine more mushroom incubators are set into the northern wall, incubating incomplete gas spores. In the center of the chamber, a number of pods grow on stalks like corn. Within these pods can be found fifteen incomplete quasits. Thirty Humanoids (six kuo-toa, twelve human commoners, four drow, and eight duergar) as well as a beholder are held to the southern wall by fibrous tendrils and thorny vines. Each creature has fungi growing out of their eyes and thick green tubes leading into their mouths. Similar tubes pierce their skin at various places, draining blood and feeding it to Zuggtmycos. All of the creatures are in a catatonic state of symbiosis with Zuggtmycos. At this point they cannot be removed from the wall without killing them. Xazax the Eyemonger. The beholder is Xazax the Eyemonger. It was recently imprisoned and used as a template for Zuggtmoy’s incubating avatar (see area D23). If Peebles is traveling with the characters, then he instantly runs to
86 | CHAPTER 9 - DESCENT INTO THE FUNGAL DEPTHS his comatose master. Peebles pleads with the characters to put Xazax out of its misery before vowing revenge upon Zuggtmycos. From this point on Peebles will serve the characters with fierce, unwavering loyalty so long as they are working to thwart the will of the Demon Queen. E22. Further into Zuggtmycos This tunnel leads deeper into the depths of Zuggtmycos and can be used to extend this adventure. Otherwise, progress through the tunnel is blocked by an impassable wall of foliage. E23. Chamber of the Seed In the center of the chamber, the Seed of Psilofyr hangs in the air, suspended within a beam of crackling red and black Abyssal energy. The seed looks like a huge walnut the size of a watermelon. A smaller beam of energy shoots from the larger beam, pulsing around the body of a gigantic, motionless beholder. The monstrous creature has more than twenty eyestalks, although most of them hang limp. Between large gaping holes in its body and its state of inertness, it gives the impression of something still in the process of being constructed. When the characters step into the room or take any other action that would reveal their presence, read or paraphrase the following: Strange, ropy mushrooms sprout suddenly from the fungal floor. The ground beneath them lurches as a bulbous form connected to the mushrooms begins to stretch through the lichen, wrenching itself free. The room fills with the stench of a freshly lanced boil. The creature looks like a rust-brown beholder with a generous amount of fungi growing from its spherical body. The beholder’s central eye glows a luminescent purple, the same shade as the surrounding mushrooms. Orange mold dots its eyestalks, some of which dangle uselessly. Its rasping voice exclaims, “The Great Queen not want here!” The creature is Kaxanathranazan, Fungal Beholder of Zuggtmycos (see appendix A). It immediately attacks the characters, telepathically harassing them with taunts such as: • “Serve Lady Fungus or feed her army!” • “Lady of Rot rot your brain! Then I eat it!” • “Melt you into pile of goop!” Incomplete Avatar. The inert beholder along the eastern wall is intended to serve as an avatar for Zuggtmoy. Despite being incomplete it is terrible to behold, nearly twice as big as a normal beholder and with more than twice its number of eyestalks. The avatar is siphoning energy from the Seed of Psilofyr to help hasten its construction. All of this information can be discerned by any character who makes a successful DC 13 Intelligence (Arcana) check. During combat the central eye of the avatar darts about, following the characters. On initiative count 20, it picks a character and covers them with a 50-foot-long, 5-foot-wide ray of energy that creates an antimagic field. The avatar has AC 13, 50 hit points, and vulnerability to radiant damage. Seed of Psilofyr. Any character who makes a successful DC 15 Wisdom (Perception) check notes that the beam seems to be coming from a bed of red and black mold coating the ceiling and floor. This mold has AC 10, 15 hit points, and vulnerability to radiant damage. If the moss is destroyed, the beam of energy sputters and dies. With the beam gone, the avatar can no longer use its central eye and the Seed of Psilofyr falls to the floor. The seed can also be physically removed from the beam without destroying the moss, although whoever does so takes 4d6 necrotic damage. Once the seed is removed, the beam also sputters and dies. Fleeing Zuggtmycos Once the characters have vanquished Kaxanathranazan and secured the Seed of Psilofyr, hundreds of maws manifest within the walls and ceiling. The furious voice of Zuggtmoy booms through all of the maws at once as she screams forth, “NOOOOO!” The very walls of the chamber shake with her unbridled fury. Two rounds later the caverns begin to collapse, with huge chunks of stone falling from the ceiling. On initiative count 20, the characters must make a DC 13 Dexterity saving throw or take 1d6 bludgeoning damage from falling debris. It is obvious that if the characters do not flee then they will soon be buried alive. As they flee the countless maws of Zuggtmoy shriek at them, promising to unravel their flesh and rot their souls. The characters must backtrack through the innermost recesses of Zuggtmycos. While they do so, they are chased by the falling debris mentioned above as well as Zuggtmoy’s promises of eternal pain and torment. The following changes are evident as the characters flee: • The passage from area E20b to area E17 has completely collapsed and is impassable. • The passage from area E20a to area E16 has widened, allowing Medium-sized characters to pass through it and Large-size characters to squeeze through it. • Zuggtmoy has awakened six Small gas spores from area E17 and sent them to area E16 to attack the characters.
CHAPTER 9 - DESCENT INTO THE FUNGAL DEPTHS | 87 • The passage connecting E16 to E15 is too structurally sound to collapse, and the characters are safe from falling debris once within it. However, Zuggtmoy commands the fungi lining the tunnel to surge up and envelop them. Hacking through the undulating walls of lichen and mushrooms is exhausting work, and each character must make a successful DC 15 Strength (Athletics) check or gain two levels of exhaustion by the time they reach area E15. Umber Hulk For The Win. If the characters restored sight to the umber hulk from area E18, then after two rounds of falling debris, it tunnels up from beneath the characters, beckoning for them to enter its burrow. Should they accept its invitation, the umber hulk burrows furiously, safely transporting them to area E15. At this point the umber hulk is too exhausted to continue its digging. The Final Stretch The characters must now make it from area E15 to area E1. The following changes are in effect: • Zuggtmoycos’s strength is waning. The ground still rumbles threateningly, but there is no more falling debris. • All of the gas spores from area E15 have been killed by falling debris. • The passage connecting area E14 and E5 has collapsed completely. • If the quasits from area E11 still live, then they turn invisible and wait for the characters in area E12, attacking them as they climb down the Cliffs of Insanity. • The passage from area E12 to E7 has widened, allowing Medium-sized characters to pass through it and Large-size characters to squeeze through it. • Any servants who were left alive from areas E1, E3a, E3b, E5, and E6 await the characters within area E7, attacking immediately. Epilogue After retrieving the Seed of Psilofyr and escaping from Zuggtmycos, the characters still need to make it back to Neverlight Grove. The details of this journey are left to the DM’s discretion. Basidia is delighted upon the characters’ return. In thanks the myconid gives them a diamond mushroom worth 1,000 gp and a toadstool staff (appendix C). Additionally, allow the characters to advance to 7th level. The sovereign’s next step is to use the Seed to cleanse Neverlight Grove of Zuggtmoy’s lingering demonic taint. After doing so, it then uses the Seed to disperse radiant spores throughout the Underdark. These spores counter those of Zuggtmoy, gradually liberating corrupted creatures, especially myconids. These cured myconids begin to make their way to Neverlight Grove, slowly gathering together as a unified tribe committed to the destruction of Zuggtmycos. Wythlon and Rumpadump make their way to Neverlight Grove as well, joining the growing myconid colony. The characters are heralded as heroes of the mushroom folk. Their actions have dealt a great blow to Zuggtmoy’s plans. However, the Demon Queen will not soon forget this slight and plots her revenge. On top of this, the Underdark still buckles beneath the weight of its demonic infestation. True heroes are needed now more than ever. Extending the Adventure There is no shortage of adventures the characters might undertake after completing this story arc. Mantol-Derith makes for an excellent quest hub, allowing opportunities for the characters to chart their own path. Additional ideas regarding Zuggtmoy are provided below. Taking the Fight to Zuggtmoy In Out of the Abyss, it is revealed that although Auramycos’s body fills up the Underdark, the fungal creature’s disembodied sentience dwells within the Astral Plane. Basidia, using the Seed of Psilofyr, offers to transport the characters to this plane so that they might be able to find a way to cleanse Auramycos of Zuggtmoy’s corruption. The transportation goes awry and the characters find themselves stranded adrift in the Astral Sea. They are soon rescued by a merchant vessel bound for the Rock of Bral. Upon reaching the Rock of Bral and conducting their own investigation, the characters learn that Zuggtmycos has grown to the size of a small planet and now drifts through the Astral Plane, subjugating entire planets to the Demon Queen’s will. The characters will need to travel to various Wildspace systems either to recruit specialized crew for their own vessel or in search of the lost, legendary Spelljammer, the only vessel powerful enough to stand up to Zuggtmycos. Upon securing and crewing their vessel, the characters intercept the fungi-corrupted death star known as Zuggtmycos, just as it enters either Krynnspace or Realmspace. After an epic space battle, the characters individually pilot their own space fighters into the interior of the fungal behemoth, where they have to tactically destroy pockets of corruption. Should the characters succeed, Auramycos frees itself from Zuggtmoy’s domination, banishing the Demon Queen back to the Abyss.
88 | APPENDIX A - DEMON LORDS OF THE ABYSS Appendix A - Demon Lords of the Abyss Below are a collection of links to new and improved stat blocks for the demon lords of the Abyss, including for the first time a stat block for Lolth, the Demon Queen of Spiders. These stat blocks have been generously provided by Isaac Minarik of Conflux Creatures. For these and more than 1300 other flavorful, play-focused monsters with 4e design aesthetics, consider joining his Patreon or checking out his subreddit (reddit.com/r/bettermonsters). ∘ Baphomet ∘ Demogorgon ∘ Fraz-Urb'luu ∘ Graz'zt ∘ Juiblex ∘ Lolth ∘ Orcus ∘ Yeenoghu ∘ Zuggtmoy
Appendix B - Monsters and NPCs APPENDIX B - MONSTERS AND NPCS | 89 Awakened Zurkhwood Huge Plant, Unaligned Armor Class 13 (natural armor) Hit Points 59 (7d12 + 14) Speed 20 ft. STR DEX CON INT WIS CHA 19 (+4) 6 (−2) 15 (+2) 10 (+0) 10 (+0) 7 (−2) Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Senses darkvision 120 ft., passive Perception 10 Languages One language known by its creator; if the awakened zurkhwood was created by a myconid sovereign, it can’t speak Challenge 2 (450 XP) Proficiency Bonus +2 False Appearance. While the tree remains motionless, it is indistinguishable from a normal zurkhwood mushroom. Actions Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. Clockwork Bronze Scout Medium Construct, Unaligned Armor Class 13 Hit Points 36 (8d8) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 11 (+0) 3 (−4) 14 (+2) 1 (−5) Skills Perception +6, Stealth +7 Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 16 Languages understands one language of its creator but can’t speak Challenge 1 (200 XP) Proficiency Bonus +2 Earth Armor. The clockwork doesn’t provoke opportunity attacks when it burrows. Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects. Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage. Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the clockwork must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one. Clockwork Iron Cobra Medium Construct, Unaligned Armor Class 13 Hit Points 91 (14d8 + 28) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 3 (−4) 10 (+0) 1 (−5) Skills Stealth +7 Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands one language of its creator but can’t speak Challenge 4 (1,100 XP) Proficiency Bonus +2 Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects. Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random effect (roll a d6): 1–2: Confusion. On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it’s holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature. 3–4 Paralysis. The target is paralyzed until the end of its next turn. 5–6: Poison. The target takes 13 (3d8) poison damage.
90 | APPENDIX B - MONSTERS AND NPCS Deep Rothé Medium Beast (Cattle), Unaligned Armor Class 10 Hit Points 13 (2d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 14 (+2) 2 (−4) 10 (+0) 4 (−3) Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Beast of Burden. The rothé is considered to be one size larger for the purpose of determining its carrying capacity. Actions Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the rothé moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 (2d6) piercing damage. Dancing Lights. The rothé casts dancing lights, requiring no spell components and using Wisdom as the spellcasting ability. Gnoll Witherling Medium Undead, Typically Chaotic Evil Armor Class 12 (natural armor) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 8 (−1) 12 (+1) 5 (−3) 5 (−5) 5 (−3) Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 7 Languages understands Gnoll but can’t speak Challenge 1/4 (50 XP) Proficiency Bonus +2 Actions Multiattack. The witherling makes two Bite or Spiked Club attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) necrotic damage. Spiked Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Bonus Actions Rampage. After the witherling reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes one Bite attack. Reactions Vengeful Strike. In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes one Bite or Spiked Club attack. Fungal Abomination Medium Plant, Typically Chaotic Evil Armor Class 15 (natural armor) Hit Points 33 (6d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 12 (+1) 13 (+1) 15 (+2) 10 (+0) Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 12 Languages — Challenge 1 (200 XP) Proficiency Bonus +2 Actions Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage. Caustic Spores (1/Day). The fungal abomination releases spores in a 30-foot cone. Each creature in that area must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) acid damage at the start of each of the fungal abomination’s turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Fungal abominations are former myconids that have been mutated by the spores of their leader, Yestabrod. They are no longer recognizable as myconids, looking instead like a fungal larva slithering along the ground. Mold and lichen grow in hypnotic patterns along its ringed stalk.
APPENDIX B - MONSTERS AND NPCS | 91 Gasbide, the Pit-Maddened Medium Plant, Chaotic Evil Armor Class 10 Hit Points 136 (21d8 + 42) Speed 20 ft. STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 15 (+2) 14 (+2) 13 (+1) 7 (−2) Skills History +4, Nature +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Telepathy 30 ft. Challenge 4 (1,100 XP) Proficiency Bonus +2 Abyssal Inspiration. On its turn, Gasbide may take an additional bonus action for each demonic shrine within 100 feet of it, to a maximum of three total bonus actions. Each shrine is an object that can be attacked (AC 18; 10 HP; immunity to poison and psychic damage). Sun Sickness. While in sunlight, Gasbide has disadvantage on ability checks, attack rolls, and saving throws. Gasbide dies if it spends more than 1 hour in direct sunlight. Actions Multiattack. Gasbide makes two attacks with its Toxic Touch, one of which it may replace with a use of its Manatrap Spores, if available. Toxic Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning plus 7 (2d6) poison damage. This attack is made with advantage against a Poisoned target. Rhizome Bindings. One creature Gasbide can see within 30 feet must succeed on a DC 12 Dexterity saving throw or be grappled (escape DC 12) as pallid tendrils burst from the earth beneath it. While Gasbide has any temporary hit points, it may use this ability as a bonus action. Years ago Gasbide lived a simple, peaceful life in Neverlight Grove. This changed with the coming of Zuggtmoy. Her corruption took root, seeding Gasbide’s imagination with dreams of bizarre, elaborate structures inspired by Abyssal palaces and landmarks. Over time the myconid’s body has taken on a reddish tinge. Its elongated arms are vaguely reminiscent of a barlgura’s, its rotted, leprous skin resembles that of a manes, and it has a set of menacing tusks like those of a nalfeshnee. Charnel Lung. An infected creature cannot hold its breath and has disadvantage on Constitution saving throws made to resist breathable toxins. Manatrap Spores (Recharge 5–6). Gasbide flares its gills and shudders, filling the air in a 20-foot radius around it with faintly luminous spores that last for 1 minute. A creature that starts its turn in the area or enters it for the first time on a turn must make a DC 12 Constitution saving throw. On a failure, the creature loses its lowest-level unexpended spell slot, and Gasbide gains 5 temporary hit points. Bonus Actions Invocation of the Rot Mother. Until the beginning of Gasbide’s next turn, its melee attacks deal an additional 5 (1d10) necrotic damage to any creature that is Poisoned or infected with Charnel Lung. Invocation of the Deep Father. One creature Gasbide can see must make a DC 12 Constitution saving throw. On a failed save, attacks against that creature score a critical on an 18–20 until the beginning of Gasbide’s next turn. Invocation of the Formless One. Until the beginning of its next turn, Gasbide gains advantage on Strength and Constitution saving throws, and suffers no effects on a successful Strength or Constitution saving throw. Reactions Ruinous Foundation (1/Day). As a reaction when Gasbide is reduced below 69 hit points, it causes the ground within 20 feet of it to crack and churn, venting foul vapors as the fungal roots beneath are warped and corrupted. The area becomes difficult terrain, and each creature in the area must succeed on a DC 12 Constitution saving throw or be Poisoned for the next minute. A Poisoned creature repeats this saving throw at the end of each of its turns, ending the effect on a success.
92 | APPENDIX B - MONSTERS AND NPCS Kaxanathranazan, Fungal Beholder of Zuggtmycos Medium Aberration, Chaotic Evil Armor Class 15 (natural armor) Hit Points 120 (16d10 + 32) Speed 0 ft., 25 ft. (hover) STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 14 (+2) 8 (−1) 10 (+0) 14 (+2) Saving Throws Int +3, Wis +4, Cha +4 Skills Perception +7 Condition Immunities prone Senses darkvision 120 ft., passive Perception 17 Languages Abyssal, Common, Telepathy 60 ft. Challenge 10 (5,900 XP) Proficiency Bonus +4 Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. Eye Rays. The fungal beholder shoots two of the following magical eye rays at random (reroll duplicates), choosing one to two targets it can see within 120 feet of it. Caustic Bile Ray. The targeted creature must make a DC 14 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one. Decomposition Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one. Entangling Ray. The targeted creature must succeed on a DC 14 Strength saving throw or become restrained by entangling fungi for 1 minute. A creature restrained by fungi can use its action to make a DC 14 Strength check, freeing itself on a success. Sleep Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. The ray has no effect on constructs and undead. Spore Stalk. The targeted creature must succeed on a DC 14 Constitution saving throw or be afflicted by spores of Zuggtmoy (see the beginning of chapter 9 for details on spores of Zuggtmoy). Telekinetic Ray. If the target is a creature, it must succeed on a DC 14 Strength saving throw or the fungal beholder moves it up to 20 feet in any direction. If the target is an object weighing 200 pounds or less that isn’t being worn or carried, it is moved up to 20 feet in any direction. Legendary Actions The fungal beholder can take 2 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The fungal beholder regains spent legendary actions at the start of its turn. Eye Ray. The fungal beholder uses one random eye ray. Kaxanathranazan is the result of Zuggtmycos’s earliest attempts at making a fungal avatar. The Aberration proved incapable of storing the demon queen’s fiendish essence, so she gifted it with a sentience of its own and now uses it as a potent guardian. Kaxanathranazan looks like a rust-brown beholder with a generous amount of fungi growing from its spherical body. The beholder’s central eye glows a luminescent purple. Orange mold dots its eyestalks, some of which dangle uselessly.
APPENDIX B - MONSTERS AND NPCS | 93 Rotroots are plant creatures native to the Abyssal plane of Shedaklah. The hissing buds of these huge plants open and close, like the maw of some alien predator, and their thorny appendages have enough strength to grind demons into mulch. Rotroots are sacred to Zuggtmoy and are known for luring their demonic kin into their deadly clutches, before then burying their corpses in the nearby soil. These buried corpses fertilize the rotroots and can also be weaponized against future prey. Rotroots Huge Plant, Unaligned Armor Class 13 (natural armor) Hit Points 189 (18d12 + 72) Speed 5 ft. STR DEX CON INT WIS CHA 19 (+4) 6 (−2) 18 (+4) 1 (−5) 11 (+0) 8 (−1) Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages — Challenge 10 (5,900 XP) Proficiency Bonus +3 Fiendlight Pattern. The flowers of the rotroots display a dancing pattern of colors visible only to Fiends and those under the effects of the detect magic spell. A creature that starts its turn within 60 feet of the rotroots that can see this pattern must succeed on a DC 16 Wisdom saving throw or use all of its movement to approach the rotroots. Corpsebed Fertilizer. When first encountered, the roots of the rotroots are entwined among 4 (1d4 + 2) grappled fiendish corpses. While it has at least two corpses remaining among its roots, the rotroots has advantage on saving throws against spells and other magical effects. Weaponized Cadavers. The rotroots can’t make attacks unless it has at least one corpse or creature grappled with its roots. A corpse used to make an attack is destroyed on a roll of 1. A creature used to make an attack takes the attack’s damage on a hit or miss. Actions Corpse-Club Bash (requires a corpse or grappled creature). Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 30 (4d12 + 4) bludgeoning damage. Hurl Flesh (requires a corpse or grappled creature). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. A creature thrown with this attack falls prone in the nearest unoccupied space to the target. Crawling Root Snare. One creature within 15 feet of the rotroots must succeed on a DC 16 Strength saving throw or be knocked prone, dragged up to 10 feet toward the rotroots, and grappled (escape DC 16). While grappled in this way, a creature takes 5 (1d10) necrotic damage at the end of each of its turns. Bonus Actions Devour Corpse. The rotroots consumes one fiendish corpse entwined in its roots, which immediately softens and liquefies, produceing one effect of its choice: Nourishing Rot. The rotroots regains 10 hit points, and each other creature within 10 feet of it must succeed on a DC 16 Constitution saving throw or take an equal amount of necrotic damage. Deathlurch. Each other corpse entwined in the roots spasms and lurches, moving the rotroots up to 10 feet per remaining corpse.
94 | APPENDIX B - MONSTERS AND NPCS Adult Oblex Medium Ooze, Typically Lawful Evil Armor Class 14 Hit Points 75 (10d8 + 30) Speed 20 ft. STR DEX CON INT WIS CHA 8 (−1) 19 (+4) 16 (+3) 19 (+4) 12 (+1) 15 (+2) Saving Throws Int +7, Cha +5 Skills Deception +5, Perception +4 Condition Immunities blinded, charmed, deafened, exhaustion, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14 Languages Common plus two more languages Challenge 5 (1,800 XP) Proficiency Bonus +3 Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing. Aversion to Fire. If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Unusual Nature. The oblex doesn’t require sleep. Actions Multiattack. The oblex makes two Pseudopod attacks, and it uses Eat Memories. Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) psychic damage. Eat Memories. The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, Oozes, Plants, and Undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from its ability checks and attack rolls. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. The oblex learns all the languages a memory-drained target knows and gains all its skill proficiencies. Spellcasting (Psionics). The oblex casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15): 3/day each: charm person (as 5th-level spell), detect thoughts, hypnotic pattern Bonus Actions Sulfurous Impersonation. The oblex extrudes a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. The simulacrum is an extension of the oblex, meaning that the oblex occupies its space and the simulacrum’s space simultaneously. The tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex and the simulacrum. The simulacrum disappears if the tether is severed. Leucrotta Large Monstrosity, Typically Chaotic Evil Armor Class 14 (natural armor) Hit Points 67 (9d10 + 18) Speed 50 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 15 (+2) 9 (−1) 12 (+1) 6 (−2) Skills Deception +2, Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Abyssal, Gnoll Challenge 3 (700 XP) Proficiency Bonus +2 Mimicry. The leucrotta can mimic Beast sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check. Stench. Any creature other than a leucrotta or gnoll that starts its turn within 5 feet of the leucrotta must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Stench of all leucrottas for 1 hour. Actions Multiattack. The leucrotta makes one Bite attack and one Hooves attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Bonus Actions Kicking Retreat. Immediately after the leucrotta makes a Hooves attack, it takes the Disengage action.
APPENDIX B - MONSTERS AND NPCS | 95 Yestabrod Large Monstrosity, Chaotic Evil Armor Class 15 (natural armor) Hit Points 75 (10d10 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 14 (+2) 13 (+1) 15 (+2) 10 (+0) Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 12 Languages Abyssal, Telepathy 60 ft. Challenge 4 (1,100 XP) Proficiency Bonus +2 Legendary Resistance (1/Day). If Yestabrod fails a saving throw, it can choose to succeed instead. Actions Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage. Caustic Spores (1/Day). Yestabrod releases spores in a 30- foot cone. Each creature in that area must succeed on a DC 12 Dexterity saving throw or take 1d6 acid damage at the start of each of Yestabrod’s turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Infestation Spores (1/Day). Yestabrod releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. On a successful save, the creature can’t be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can’t be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature’s body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it’s a type of creature that can be (see “Myconids”). Legendary Actions Yestabrod can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Yestabrod regains spent legendary actions at the start of its turn. Corpse Burst. Gore, offal, and acid erupt from a corpse within 20 feet of Yestabrod. Creatures within 10 feet of the corpse must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) acid damage. Foul Absorption. Yestabrod absorbs putrescence from a corpse within 5 feet of it, regaining 1d8 + 2 hit points. Vegepygmy Small Plant, Typically Neutral Armor Class 13 (natural armor) Hit Points 13 (3d6 + 3) Speed 30 ft. STR DEX CON INT WIS CHA 7 (−2) 14 (+2) 13 (+1) 6 (−2) 11 (+0) 7 (−2) Skills Perception +2, Stealth +4 Damage Resistances lightning, piercing Senses darkvision 60 ft., passive Perception 12 Languages Vegepygmy Challenge 1/4 (50 XP) Proficiency Bonus +2 Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation. Regeneration. The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Yestabrod is one of the Circle of Three, a triumvirate of corrupted myconids who serve the will of Zuggtmoy. Yestabrod looks like a fungal abomination, although it is larger and more menacing than its kin. Clouds of spores puff out from a slit resembling a mouth. It can use this slit to speak, although it does so with a disturbing cackle. Madness of Zuggtmoy d100 Flaw (lasts until cured) 01–20 “I see visions in the world around me that others do not.” 21–40 “I periodically slip into a catatonic state, staring off into the distance for long stretches at a time.” 41–60 “I see an altered version of reality, with my mind convincing itself that things are true even in the face of overwhelming evidence to the contrary.” 61–80 “My mind is slipping away, and my intelligence seems to wax and wane.” 81–100 “I am constantly scratching at unseen fungal infections.”
Appendix C - Magic Items 96 | APPENDIX C - MAGIC ITEMS Cloak of Offal Wondrous Item, Rare (Requires Attunement) This cloak is made of woven gills of various mushrooms, giving it a dark rippled texture. This cloak has 10 charges. While wearing the cloak and standing within 5 feet of a patch of mushrooms, you can use an action and expend 1 charge to become invisible. The invisibility lasts until the end of your next turn or until you are no longer within 5 feet of a patch of mushrooms. You can use an action and expend 3 charge to cast the tree stride spell from it. When casting the spell this way, you can only travel to and from mushrooms or other large fungi. The cloak regains 1d6 + 4 expended charges daily at dawn. Fungal Veil Wondrous Item, Uncommon (Requires Attunement) This delicate-looking veil is made of strong translucent, web-like fungal fibers. When worn, it drapes over the wearer’s head and shoulders. While wearing the veil, creatures have disadvantage on Wisdom (Insight) checks made against you. In addition, you have advantage on saving throws against poison and resistance against poison damage. Once, as an action, you can cast the charm monster spell (save DC 13) from the veil, but can only target Plants. The veil regains the ability to be used this way daily at dawn. Mildew Mace Weapon (Mace), Uncommon The head of this mace is a dense, cluster of spiked fungal globules. The mace has 3 charges. When you hit a creature with the mace, you can expend a charge to release a spore cloud in a 5-foot radius of the target. Each creature, other than you, within the spore cloud must succeed on a DC 13 Constitution saving throw or become poisoned. A creature that fails the saving throw by 5 or more takes an additional 7 (2d6) poison damage. The creature can repeat the saving throw at the end of each of its turns, ending the poisoned condition on a success. A creature that does not need to breathe automatically succeeds on the saving throw. Mycelium Lash Weapon (Whip), Rare This whip is made of thousands of tiny white filaments woven together. Whenever you hit a creature with a challenge rating of 1/8 or greater with the lash, it gains 1 charge, to a maximum of 3. When you hit a creature with the lash, you can expend 3 charges to force that creature to make a DC 15 Strength saving throw. On a failed save, the creature becomes restrained by tiny white fibers for 1 minute. A creature restrained this way can use an action to make a Strength check (DC 15). On a success, it frees itself. Spell Gem Wondrous Item, Rarity Varies (Attunement Optional) A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem. If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect. Each spell gem has a maximum level for the spell it can store. The spell level determines the gem’s rarity and the stored spell’s saving throw DC and attack bonus, as shown in the Spell Gem table. You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. Once imbued with a spell, the gem can’t be imbued again until the next dawn. Deep gnomes created these magic gemstones and keep the creation process a secret.
APPENDIX C - MAGIC ITEMS | 97 Spell Gem Max Spell Level Gemstone Rarity Save DC Attack Bonus Cantrip Obsidian Uncommon 13 +5 1st Lapis lazuli Uncommon 13 +5 2nd Quartz Rare 13 +5 3rd Bloodstone Rare 15 +7 4th Amber Very rare 15 +9 5th Jade Very rare 17 +9 6th Topaz Very rare 17 +10 7th Star ruby Legendary 18 +10 8th Ruby Legendary 18 +10 9th Diamond Legendary 19 +11 Spore Pendant of Psilofyr Wondrous Item, Rare (Requires Attunement) A huge spore radiating divine energy hangs from strands of slender mycelium. While wearing the pendant you are under the effects of the barkskin spell and are immune to any spore-induced effects. You can use an action to cast the entangle spell (DC 15). Once you have used the pendant in this way, it can’t be used again until dawn of the next day. Toadstool Staff Staff, Very Rare (Requires Attunement by a Spellcaster) This staff is carved from enchanted zhurkwood and topped with a bulbous toadstool cap. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. As an action, you can cause the toadstool cap to shed dim bioluminescent light in a 40-foot radius. You can dismiss the light as a bonus action. Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: • blight (4 charges) • cloudkill (5 charges) • false life (1 charge) • gentle repose (2 charges) • plant growth (3 charges) • speak with plants (3 charges) • stinking cloud (3 charges) • transport via plants (6 charges) Wand of Levitation Wand, uncommon This wand is made of white, buoyant cloudy substance reminiscent of solidified clouds. It has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the levitate spell from it. The spell only works on objects. For each additional charge you expend, you can lift an additional 100 pounds with the spell. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand dissipates into cloudy wisps and is destroyed.