Redroot Cut
- Rooms
- 5
- Foes
- 9, CR 1/2 to 2
- Traps
- 1
- Treasure
- 181 gp
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
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
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
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
5Four-Way Entry
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.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- 1Druids have been seen taking a wounded king past the edge of the myconid city, though no one agrees whether he walks willingly.
- 2A red glow has begun replacing the blue lights in an old dead-end passage.
- 3Something has been tapping through the stone in groups of three, then going silent when anyone answers.
- 4A portal can be opened in the chambers, but the old ward marks were copied backward.
Plot hooks
3Corridors
3Between 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.
Media
0 imagesNo images yet.
Turn Redroot Cut into a sheet
A high-res, share-ready sheet you can post or print.