🍄 Dungeon23 - Hamlet of Mistreach
Inspired to jump into Dungeon23 (if you're not sure what Dungeon23 is check out my previous post here) by a recent Youtube video posted by DBJ (and if you've not checked out his Youtube channel I encourage you to give it a look here), I've spent a couple of hours this morning hashing out my first seven "rooms", using the Watabou village generator to create a fungally infested hamlet of Mistreach.
A small, dank village surrounding by unhealthy and unusually humid woodland, many of the trees are covered in fungal spores, oozing slime or other unpleasant substances. Anyone lingering in the area soon finds themselves caked in sweat. Even the buildings have an unhealthy, decrepid look to them.
Wandering Monsters
Roll 1D6 every other turn, there is a 1-in-6 chance of an encounter. Encounter distance, etc should be determine as normal using your system of preference.
1D6 roll | Encounter |
---|---|
1 | 1D3 Fungus creatures (see notes below for stats). |
2 | 3D6 Giant Rats . |
3 | 1D6 Wild Boars. |
4 | 1D4 Villagers (normal humans, either traders or locals who survived, they are terrified and just want to escape). |
5 | 1D10 emaciated Herd Animals. |
6 | 1D3 Fungus creatures (see notes below for stats). |
🍄 Location 1 - The Watch Houses
Overgrown wooden buildings (covered in violet hued fungus). Decaying wood (rendered soft and spongy by the invading fungus). Dead bodies (covered with a fuzzy carpet of grey mold and fungus).
- Alarm fungus: PCs approaching within 30' of the two alarm buildings trigger the mutated variety of shriekers that grow over the and through the buildings, although they no longer move or attack they transmit alarm signals via the web of rootlets growing beneath the town to alert the remaining denizens. For every turn that the PCs are in here/within range roll a wandering monster check (instead of every other turn as normal) and the chance for an encounter is 2-in-6 (rather than 1-in-6).
- Examining the bodies: Spread between the two locations are 60 gold pieces, although the PCs will have to dig through the fungus and mold to get them, and a number of items that might once have been paper or leather goods now decayed into unrecognisably uselessness.
🍄 Location 2 - Sinister Church
Abandoned church (familiar cruciform layout). Deceased parishioners (skeletal, seating and clad in the rotting remains of clothing).
- Dead Parishioners: Seem to have died while seated on the now rotting remnants of wooden benches, they have on them 10GP and 60SP.
Statue of a Forsaken deity
- Defiled statue (once of a healing/good-aligned good but is now covered with fungus, the head has been smashing off and a large mushroom sprouts in its place).
- Examining the statue: If the PCs scrape away some of the mould and foulness they find some has carved 'We are abandoned, there are no gods to save us now' into the base of it.
- Defended: Closer examination of the statue causes a large patch of fungus and mold, barely recognisable as having once been human, to tear itself away from the statue, trailing fibrous rootlets behind it, and atttack.
Fungus Creature AC 8 [11], HD 2 (9 hp), Att 1d6, THAC0 18 [+1], MV 60' (20'), SV D12 W13 P14 15 S16 (1), ML 12, AL C, XP 35
- Guardians: Always attack on sight.
- Initiative: Always lose (no roll).
- Immunity: Unharmed by all attacks but fire (a burning torch does 1d4 damage).
- Repelled by alcohol: Although not harmed by it, the creatures can be warded off by the smell or touch of strong spirits.
- Spore cloud: 50% chance of releasing spores if touched (or damaged): releases a cloud of spores affecting all within a 10’ cube area.
- Choking: Save versus death or die within 6 rounds.
- Erosion: Wood or leather in contact with the mould will be eaten away.
🍄 Location 3 - Abandoned Priest Quarters
Small quarters (cramped and with rotted remains of habitation). Once a centre of learning (filled with rotten remnants of papers and books moldy past all usefulness). Dead Priest (in decayed vestments, shows signs of having been stabbed multiple times prior to death).
- Examining the body: The priest has multiple deep wounds that have chipped bones and were undoubtedly lethal, there is a small silver holy symbol around the neck of the skeleton (worth 25GP).
Concealed Writing
Rotted remains of a desk (once had a locked drawer but it has collapsed). Sealed metal scroll-case (tarnished by age and the damp but has not let in much water).
- Opening the scroll case: The priest put his last writings in this case but water has seeped in and only the following fragment has survived.
Our harvests have failed and the people begin to lose faith in the gods, they say that the recent falling star in the hills to the north was an ill-omen or a sign that the gods have abandoned the people of Mistreach. I have counselled them to remain strong, but my faith begins to waiver and I wonder how long it will be before their fear turns to anger?
Young Stilwell bought something back from the hills the other day, it says that it offers salvation from our famine, already people begin to gather around him and I have already heard angry whispers that we should not follow a god that has forsaken us. I can only pray some help arrives before things go too far.
🍄 Location 4 - Rotting Home
Festering longhouse (remnants of a large habitation with a central (disused) fire-pit). Moldy pile of food and trash (if searched however there are 1D3 still edible rations, 10SP and a dagger).
Remnants of the Villagers
- 2D12 fungus creatures (shambling mounds of mold and mushrooms around a spongy, damp skeleton).
Fungus Creatures AC 8 [11], HD 2 (9 hp), Att 1d6, THAC0 18 [+1], MV 60' (20'), SV D12 W13 P14 15 S16 (1), ML 12, AL C, XP 35
- Guardians: Always attack on sight.
- Initiative: Always lose (no roll).
- Immunity: Unharmed by all attacks but fire (a burning torch does 1d4 damage).
- Repelled by alcohol: Although not harmed by it, the creatures can be warded off by the smell or touch of strong spirits.
- Spore cloud: 50% chance of releasing spores if touched (or damaged): releases a cloud of spores affecting all within a 10’ cube area.
- Choking: Save versus death or die within 6 rounds.
- Erosion: Wood or leather in contact with the mould will be eaten away.
🍄 Location 5 - Nursery
Mold covered longhouse (carpeted in fuzzy, grey mold and fungus). Remains of a nursery (rotten wooden cribs and moldy blankets lie everywhere although their are no signs of normal children).
Pod Tree
- A large fungal trunk (emerging through a hole in the floor). Tree-like (resembles a huge oak but is spongy and like a large mushroom stalk). Purple-green pods (the size of melons, hang from each "branch" there are 2D6 in total).
- Examining the pods: If they are examined or a light is held up to them, through the light purple slime inside small forms can be seen moving, surrounded by a mass of fibrous "hair".
- Eating: Although nauseating, and of an unpleasant texture, if one of the pods is cooked it can be substitued for a ration, however the PC must make a CON check to keep the repellant meal down.
- Opening: If the characters attempt to smash or open a pod then it disgorges an immature fungus creature, on each subsequent turn the GM should roll 1D6, if they roll a 1 then another pod opens and disgorges its contents.
Immature Fungus Creatures AC 12 [7], HD 1 (4 hp), Att 1d4, THAC0 19 [+0], MV 30' (10'), SV D12 W13 P14 15 S16 (1), ML 12, AL C, XP 10
- Guardians: Always attack on sight.
- Initiative: Always lose (no roll).
- Repelled by alcohol: Although not harmed by it, the creatures can be warded off by the smell or touch of strong spirits.
- Erosion: Wood or leather in contact with the mould will be eaten away.
Below the Tree
If the PCs examine the trunk of the tree they see that its roots have plunged through the floorboards and earth below the hut into the ground and seem to drop into a deep cavern (this leads to the Mushroom Grotto).
🍄 Location 6 - Abandoned Loggers
Small home (filled with rotting wood). Once home of Stilwell Carls (and now inhabited by what remains of his brother Mathew Carls). Rotten treasure chest (containing 300SP and 30GP).
Mathew Carls (Semi-intelligent Fungus Creature)
Although similiar physically to the other mature fungus creatures, Mathew Carls has managed to maintain some of his intelligence, although it is only a few fragments, when he attacks he spouts random phrases is a syrupy, rotten voice.
The GM can tailor these phrases to suit their game but some examples are offered below:
- "The gods have abandoned us"
- "The falling star spells our doom"
- "Must gather supplies"
- "Stilwell has bought a new god from the hills"
- "It fills our minds and bodies"
- "Below... below... to the promised land"
Mathew Carls (Fungus Creature) AC 8 [11], HD 2 (9 hp), Att 1d6, THAC0 18 [+1], MV 60' (20'), SV D12 W13 P14 15 S16 (1), ML 12, AL C, XP 35
- Guardians: Always attack on sight.
- Initiative: Always lose (no roll).
- Immunity: Unharmed by all attacks but fire (a burning torch does 1d4 damage).
- Repelled by alcohol: Although not harmed by it, the creatures can be warded off by the smell or touch of strong spirits.
- Spore cloud: 50% chance of releasing spores if touched (or damaged): releases a cloud of spores affecting all within a 10’ cube area.
- Choking: Save versus death or die within 6 rounds.
- Erosion: Wood or leather in contact with the mould will be eaten away.
🍄 Location 7 - Neglected Tavern
Small, rotting, wooden tavern (filled with dusty, decaying remnants of previous village life). Fungus free (the building is free from the fungus infection due to the copies amounts of strong alchohol soaked into the wood).
Signs of Previous Adventurers
Exploring the tavern the PCs find, carved into the wood of the tavern a message from some previous adventurers who were trapped in the city and eventually slain, it is magically carved into the wood of the building by a mage and has thus survived.
"I don't know how much longer we can hold out, these creatures keep coming, I'm going to make a stand here and the others are going to make a break for the tunnel in the building with the tree and those damn pods, whatever's down there can't be worse than up here."
Lying a short distance away is the body of a man wearing stained and decaying scarlet robes, the contents of his satchel are magically preserved and have survived.
- 300sp
- 60gp
- Spell scroll (spectral force, rope trick, shadowcast, projected image, rainbow pattern)