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Underdark, Myconid · Small · Level 6 · Medium

Redroot Cut

The blue light dies where a red tube disappears into the root.
Rooms
5
Foes
9, CR 1/2 to 2
Traps
1
Treasure
181 gp
12345Entrance
Select a room on the plan to open it.

The party is in

1. Four-Way Entry


Seen


Something wanders by


At a glance

The threat

A small band of druids is draining the heartroot in through a glass cylinder strapped to their shirtless human captive, the wounded king.

Wandering monsters (1d3)

  1. 1

    Lost MyconidCR 1/2

    When: A loud fight or disturbance in the corridors draws it from a side passage after rounds.A solitary sporebound myconid adult wanders in confusion, following the fading blue glow.
  2. 2

    Druid ScoutCR 2

    When: A failed attempt to keep quiet in or brings the scout to investigate.A druid scout with a fungus-stained bow patrols the route between the entrance and the heartroot.
  3. 3

    Glowscar BadgerCR 1

    When: The trap in is triggered, or the party spends more than ten minutes exploring.A giant cave badger with glowing fungal patches snuffles along the wall, agitated by the root's weakening pulse.

Rooms

5
1

Four-Way Entry

2 foestreasuresecret

What they see

Read aloud

Four doors open onto a square chamber carpeted with damp fungal dust. Blue light runs through the wall seams, but a red flicker pulses from the western door whenever someone speaks loudly.

Features

  • Four ordinary doors lead west, east, north, and south.
  • Old myconid notches around the doorframes mark safe routes toward the heartroot.
  • The wall glow dims briefly whenever the portal ritual in surges.

What the GM knows

Monsters

2× Druid LookoutsCR 1/2

Druid lookouts wear patched moss cloaks and carry wooden cudgels wrapped in fungus.Tactics. They challenge intruders from cover, then retreat toward while one tries to alert the ritualists.

Treasure

Lookout's Pouch8 gp

A lookout's belt pouch contains dried mushrooms, a flint striker, and a crude map of the four chambers.
Room secrets · GM only

Notes

The party can catch the lookouts off guard if they approach quietly. A lookout who escapes warns the druids in , removing their surprise.

4 doors: N (normal), S (archway), W (secret), E (normal)

The place

What it is

Beyond the myconid city, a short run of old stone chambers has been swallowed by living fungus.

Atmosphere

Cold damp air carries the smell of bruised mushrooms, iron, and sour earth.

The threat

A small band of druids is draining the heartroot in through a glass cylinder strapped to their shirtless human captive, the wounded king.

History

The chambers were cut by myconids long ago as a quiet place to tend a great heartroot and preserve memories in its glowing fibers.

Rumors

1d4
Roll a rumor

  1. 1Druids have been seen taking a wounded king past the edge of the myconid city, though no one agrees whether he walks willingly.
  2. 2A red glow has begun replacing the blue lights in an old dead-end passage.
  3. 3Something has been tapping through the stone in groups of three, then going silent when anyone answers.
  4. 4A portal can be opened in the chambers, but the old ward marks were copied backward.

Plot hooks

3
RescueThe King at the RootThe party follows the druids expecting to find them escorting a king to their enclave. They arrive as the druids whip the wounded captive and the orc inscribes the portal's final rune.From: A myconid messenger from the nearby cityReward: The myconids grant safe passage through their territory and a bundle of restorative spores.
RecoveryA Light Going OutThe fading heartroot is part of the myconid city's shared memory. If it dies, generations of stored recollections will vanish, and the city asks the party to stop the draining without destroying the root.From: A myconid caretakerReward: A memory-spore that can preserve a spoken message or reveal one fragment of the root's past.
InvestigationThe Reversed RuneA survivor of the druids' expedition claims the portal's destination is wrong and begs the party to retrieve the orc's rune slate before the ritual is attempted again.From: A frightened druid acolyteReward: The slate's unusual arcane markings, worth a substantial fee to a knowledgeable scholar.

Corridors

3
  • Between and

    Blue threads of mycelium cross the stone like veins. Touching them makes the nearby glow pulse twice, a signal the druids use to warn one another.

  • Between and

    A shallow groove runs along the floor, carrying drops of red liquid toward . It smells metallic and leaves a stain that glows faintly in darkness.

  • Approach to

    Faded handprints and drag marks lead toward the dead end. The newest prints are barefoot and unsteady, with blood on the toes.

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