Lamentations of The Flame Princess RPG LotFP Don't Fuck The Priest
Lamentations of The Flame Princess RPG LotFP Don't Fuck The Priest
of the
Flame PrincesS
Adventures
Filth, rot, decay, infection.
Published by
LFP0109
LamentationS ISBN PDF 978-952-7561-33-1
of the
Flame PrincesS
Adventures
www.lotfp.com
LamentationS
of the
Flame PrincesS
Adventures
Written: James Edward Raggi IV Text © 2024 James Edward Raggi IV
Art: Charlie Gillespie
Layout & Cartography: Glynn Seal First Edition, First Printing 2024
Logo: Christopher Horst Published by Lamentations of the
Flame Princess
Editing: Tom Cadorette
www.lotfp.com
Note: We didn't have room for this detail concerning the Priest (page 58) in its
description (the format of this book was very tightly outlined): If the Priest is attacked
with a piercing weapon and the roll is a 1, then the weapon itself jams right up the Priest's
cunt, activating its orgasmic power. Blue skybeam, etc. The Priest's orgasm will destroy
the weapon – no matter what it is or what it is made out of – but, more importantly, it will
allow the party to escape the dungeon.
For now.
LFP0109
ISBN 978-952-7561-32-4 (Print)
ISBN 978-952-7561-33-1 (PDF)
MINTRODUCTIO
NTRODUCTIOnnL
Over the past year, I've started going to more gigs than I ever have before. I decided that
I wasn't just going to see bands I knew and liked, no no, if there was a show and it was
metal and I had the time, I was going.
It had been a long time since I spent time around truly unrestrained people. People
getting drunk and moshing, musicians wearing capes and wielding props and singing
about the most ridiculous things with the strongest of convictions and the occasional
musician telling the crowd to wreck the venue and each other. For most, it is an act, and
for some, they are serious. They all play on the same stages.
I'd spent so much time away from all of that, stuck in the bubble of RPG discourse – even
when trying to avoid it as much as I could – and its distorting effects of “the enemies are
inside the house,” that I'd forgotten what it's like to be around people who are just doing,
and enjoying, without worry that someone was going to tut-tut them. It's amazing what
happens when you actually do get out more. And heavy metal really is The Law.
The result of this getting back to my roots is Don't Fuck the Priest. I wanted to come
up with something analogous to Death Frost Doom, the adventure that launched
Lamentations of the Flame Princess. Something that is dark, a bit nasty, and provides a
unique play experience. Something that is dressed up in the aesthetics of all the bands
I've been seeing in all those firetrap basement clubs. And something a bit weightier
2 than Curse of the Daughterbrides or Just a Stupid Dungeon. And hopefully, it won't be
something “White Dwarf ” already did in nineteen eighty-fuck.
Atmospherically, I wanted to go for filthy, wretched death metal, like Outre-Tombe,
Carnal Tomb, Ashen Tomb, early Tomb Mold, anything tomby really. And Autopsy.
All topped off with a Nekromantik vibe.
It's a delicious little challenge for players, and experience has shown they will go
through three phases: Phase One will be to treat it like a normal dungeon, going this
way or that as they think they are exploring a standard, pre-determined environment
as usual. Phase Two will be intense annoyance when they discover the dungeon is
“procedurally generated,” as the kids like to call it these days. Finally, Phase Three,
they discover there is a method to the madness, that they do have some agency in it after
all, and the randomness is just an obstacle to navigate, not fundamentally different than
the obstacles found in any adventure.
As with all good LotFP adventures, the effects of this adventure on players should last
far beyond the time they actually spend in it. Any adventure that does not have far-
reaching effects on a campaign is meaningless filler.
-
James Edward Raggi IV
March 9, 2024
Helsinki!
2
3
3
4
4 of the game must be preserved. The players have agency over their characters, the dice
have absolute agency over any situation in which they are required, and the Referee is
there to present the game world as it is described in the text and as determined by any
dice rolls, and facilitating gameplay as the players engage with the game world in the
most disinterested of manners.
A Referee deciding to seize control of this narrative in the middle of gameplay by
disregarding the dice (or foregoing dice rolls when they should be used) betrays his
station and is unfit to run games. The Referee has a position of immense power within
the game, and deciding what should happen rather than discovering what does happen
along with the players is grossly unfair; it robs players of their due chance of success if
the decision is against them and renders any victory hollow and fake if the decision is
in their favor.
And do note that the title is “Referee,” not “game master,” not “narrator,” and
certainly not “storyteller.” “Judge” is an acceptable substitute if you must.
Finding out what happens in the game is the game, for both players and Referee.
So to reiterate: The Referee's power ends when the dice are rolled.
4
5
5
6
6
7
7
8
MSTRAIGHT PASSAGEL
This passage seems as mundane as a passage gets in this place. The corpses that make up
the surfaces will eye passing characters but take no action to impede them.
Upon reaching the middle of the passage, a number of the wall-corpses emerge and form
a barrier preventing further progress. If attacked or force is used to move them, they will
fully animate as fungal zombies (page 60) and attack.
If the player characters don't immediately use force, one of the corpse's heads will begin
to speak:
“O-ho, meat-beings of this sphere! Only those clever enough to answer my riddle may pass!
Who among you is brave and clever enough to try? Choose amongst yourselves who must
then answer with no aid!” Only one character may volunteer for this, and they must indeed
answer without conferring or communicating in any physical way with her fellows (the
fungal mass cannot detect telepathic communication).
Sample “riddles” the fungal zombie head may ask:
“I am as bright as the sun, as dark as your soul. I go around in circles while moving straight
towards my goal. Which one of you will die in this realm?”
The volunteer must answer with one party member's name, and that character
takes double damage from all sources until leaving the dungeon.
8 "What force and strength cannot get through, I with a gentle touch can do. And many in
the streets would stand, were I not, as friend, at hand. Whose power amongst your friends
do you most envy?”
The volunteer must answer with one party member's name, and then their
experience point totals swap, and each moves to the appropriate experience level.
“Two bodies have I, though both joined in one. The stiller I stand, the faster I run. Who is
the healthiest of you and your fellows?”
The volunteer must name someone without conferring with them or looking at
character sheets. When someone is named, anyone present who has a greater
amount of maximum hit points has their hit point maximum lowered to the
named person's maximum.
“Like a cap, it is worn on the head. And its color, brown, yellow, or red. May change
much in style if worn a great while, and look like a hank of white thread. What is the most
fearsome monster you have faced?”
This monster will be added to the area 1d4+1 cards from now. If the volunteer is
the one to slay this monster, she gets all of the experience for the monster with
no splits.
“My life can be measured in hours, I serve by being devoured. Thin, I am quick. Fat, I am
slow. Wind is my foe. What item of yours are you most afraid of losing?”
8
9
The first time this riddle is answered, the volunteer gains a second exact
duplicate of that item. Every time thereafter this riddle comes up, the named
item disintegrates.
“I am up, I am down. I go straight through and go around. Who here is your
favorite comrade?”
The volunteer loses half their experience points, which are given to the
named character.
Feel free to improvise your own along these lines.
After receiving a definitive answer, the corpses will retreat back into the walls, and the
passage will be clear once again.
When the characters leave this area, roll the dice to find out aftereffects:
Before drawing the next card, discard the first 1d4 cards at the top of the deck,
and then draw the next card.
Cut the card deck, discard the top card, then draw the next card.
If there is combat in the next area, the Hit Dice of the foes there are doubled.
If there is combat in the next area, the number of foes is doubled (all existing
foes get a full duplicate).
9
If there is combat in the next area, the player characters inflict double damage.
If there is combat in the next area, then the next card drawn leaving that area
will be this straight passage.
9
10
MA RIGHT-HAND TURNL
The embedded corpses will be a bit more active in this passageway. They will grab and
pull at the legs of anyone walking through (and at arms, necks, etc., if walking near
the walls; hair, hats, and helmets will be a target of those embedded in the ceiling).
It will make movement slower going (1/2 normal rate). This will be a constant and
total distraction.
The corpses are still not fully aware or ambulatory, so they will not respond to
minor force like swatting or pulling the affected limbs away, but full-on attacking the
offending limbs will have the usual effect.
When the characters have passed through this area, they will find that an item has been
stolen from them. To determine which item, follow these procedures:
Randomly select one player character. It is from this character that the item will
be stolen.
The item will not be something directly carried in the hand, so no torch, or shield, or
ready weapon. Every other item, even worn items, and even armor, is up for grabs.
When the characters have left the area, ask to see the affected character's sheet, and
randomly determine the item they lose. If it is something visible, the loss will be
obvious; if it is something inside a backpack or pouch, its loss will not be noticed until
10
11
A dagger, obviously made of hardened, misshapen fungus. Does 1d6 damage
in combat, and if the victim is nonfungal, they must save versus Poison or
contract Fungal Rot (page 56).
A 50' rope made out of fungal strands. It can creep up walls and fasten or
unfasten itself to objects. Anyone using it to climb must save versus Poison or
contract Fungal Rot (page 56).
A baby! The fungal mass is experimenting with not only trying to grow adult
human simulacra but also babies. To date, it has had a much larger success
rate with babies than adults. The baby will imprint on its new “parent” and be
perfectly well behaved, but will not want to be held by anyone else, screaming
and crying incessantly if held by anyone other than its “parent.” Anyone the
character manages to foist the baby onto in the future will soon search the
character out to return it.
A jeweled chain apparently worth 10000sp. Any attempt to sell it, however,
causes the potential buyer to develop a mortal fear of the seller, and they will
will flee if at all possible. If restrained, they will die of fright. If a Remove Curse
is used to remove this effect, sure, that works, but that doesn't affect anyone
already afraid of the seller, and anyone they sell to after that will report the
seller to whatever the local authority is, who will treat the seller as the worst
sort of traitor and criminal. The chain has no negative effect if simply worn as a
beautiful ornament.
The item has platinum thread woven through it (even the baby!).
+5000sp value.
The item will explode in a fireball in (1d6+6) × 1d10 hours, doing 2d10 damage to
all within a 30' radius, save versus Breath Weapon for half damage. 11
The item is actually an illusion that will fade at the least convenient time.
The item has no special qualities beyond those given in their descriptions.
11
12
MT-JUNCTIONL
The corpses making up the surface of this area are a bit different than the rest of the
dungeon, as they have been successfully implanted with the personalities and memories
of humans, and believe they are those humans. So they will think they are in hell, being
tortured and rotting as they are still conscious, crying out for help as soon as they
realize living humans are among them. The many hundreds of corpses close enough
to the surface to be heard will be screaming for help, pleading that their families are
searching for them, the whole nine yards.
These corpses can be pulled out of the walls, so they will be fungal zombies (page
60) but with human consciousness. Because they truly believe they are human and
are horrified at their condition, they will be useless for anything. They can't carry
anything, participate in combat, nothing. After 2d6 × 10 corpses are pulled out, the
surface of this passage will become unstable, and a random character must save versus
Paralyzation or fall into a gap into the heart of the fungal mass, lost forever. (If this
passage is drawn again from the deck, the surfaces are repopulated).
Roll the dice for each trip the characters make through this passage. All rolls are
cumulative and do not cancel out previous rolls.
The next time the player characters are in a large city, they will be randomly
ESP’ed by a Magic-User who caught their thoughts completely by accident
12
and will learn that someone from an important family the Magic-User knows
is trapped in the fungal mass. He will ignore any knowledge on the part of the
characters that they are or might be counterfeit beings. This important family
will soon track down the player characters to forcefully learn what they know
about their family member.
The characters have picked up microscopic absorption fungi they will carry out
beyond the dungeon. They will infect the first 1d10 people the characters come
into contact with outside of the dungeon. The fungal mass hopes that this will
be a more efficient method of copying human consciousness (broadcasting
it back to the mass) to better make more believable human simulacra. What
will actually happen is that the consciousness will be copied into too self-
aware dungeon-wall corpses, but also the original person will see, hear, etc.
everything the dungeon corpses do, and they will go mad.
One of the wall-corpses has the will to pull itself out of the wall and is ready to
join the party to fight the fungal mass. It will ask for weapons and armor. Treat
it in all ways as a 3rd Level Fighter.
12
13
One of the wall-corpses has copied a wizard's consciousness, and this wizard
has spells ready. Roll the dice again to determine the caster's capabilities
and disposition.
1st Level
3rd Level
5th Level
7th Level
The wizard is hostile to the party, believing they are callous if they do not
try to completely clear the area of wall-corpses.
The wizard is completely mad with pain and will simply start spamming
out Summons, and the wizard will have prepared as many Summons
as possible.
The wizard is fully aware of what it is, just a copy, and will tell the
characters this.
The wizard will harbor deep resentment towards the fungal mass, free
itself from the surface, and want to travel with the player characters.
However, it will attack any fungal beings on sight with its most
powerful spells.
All characters moving through this area must save versus Device, or the cries
of these surface-corpses become ingrained in their heads. From this point
forward, whenever those characters hear any cries for help or cries of pain, the
13
character must again save versus Device or become compelled to help in the
fastest and most direct way possible, no matter how dangerous or unwise this
action would be.
One random character's consciousness is copied, and the next time the
characters pass through this area, a wall-corpse will have that character's
consciousness and claim to be the real version of the character, saying that the
one walking around with the party is a clone.
When leaving this area, draw two cards, and the Referee chooses the one least
advantageous to the player characters.
13
14
14
15
The simulacrum will be exactly as described above with no added complication.
The simulacrum has more hit points than the original, 1d6 per level of
the character.
During adventuring downtime, the simulacrum will go out and have its own
adventures between sessions. It will accumulate 1d4 × 1000 experience points
and silver pieces between every session.
When the original character's player can not show up for a session, the
simulacrum will still adventure with the other player characters for a full share
of experience and treasure.
When the simulacrum becomes a higher level than the original, then the
original becomes a retainer of the simulacrum, losing player character status.
The player also loses control of the simulacrum and so must roll a brand new
15
1st Level character to continue adventuring with the other players. The other
player characters cannot reject the simulacrum at this point; they cannot gain
experience in any adventure for which the simulacrum is not present. Better
keep it alive.
There can be only one! The hit points of the original character and simulacrum
are not shared properly. When one takes damage, the other adds that damage
to their hit point total. If one dies and the other then has more hit points than
their normal maximum, that hit point total becomes their new maximum.
Everyone will recognize the simulacrum as the real version of the character.
Even the other player characters, whenever there is any doubt or if the players
ask any questions of the Referee, must be told that the simulacrum is “the real
and original!” even if the original character's player is protesting right there, in
character, right in front of them.
It will be obvious that the simulacrum is the real one because the other one
(you know, the actual original) will seem “off” and a bit defective, an uncanny
valley copy.
15
16
MINTERSECTIONL
This is the immune system of the fungal mass reacting automatically to intruders. At
the intersection of the two passages, when the first character passes through, a fungal
juggernaut (a human-sized toadstool with treads made out of more toadstools and fungal
bristle) will rise from the floor in the middle of the intersection, ready to raise hell.
Fungal Juggernaut:
Juggernaut: Armor (see dice roll), Hit Dice (see dice roll),
hypodermic needle-like attack for psychedelic effect (see below), Morale 12.
Armor 14
Armor 16
Armor 18
Armor 20
5 Hit Dice
16 7 Hit Dice
9 Hit Dice
11 Hit Dice
When a character is hit by the needle attack, she is injected with a hallucinogen that
distorts reality. Roll 1d10 and consult the table below.
The character is unable to perform any aggression or exert any real physical
force. She can make defensive moves, but nothing even indirectly offensive.
1 Any character who suffers this effect while already under this effect suffers a -1
initiative penalty. The effect will last 2d6 rounds if the character makes a save
versus Poison, 2d6 turns if failed.
The character suddenly believes her intestines are made of worms and will
seek to cut them out immediately. If not stopped, the character will do 3d10
points of damage to herself before passing out from the pain and damage.
2 The character must also save versus Magic: Failure means the character's belief
was so strong it came true, and her intestines have actually been replaced by
worms. Forever ever after, the character consume five times the normal amount
of food per day to avoid starvation.
16
17
The character becomes extremely paranoid, thinking the rest of the party has
betrayed her. Anytime anyone else in the party does any damage to anyone or
anything, tell the player of this character to subtract the hit points of damage.
The attacker's player will definitely want to know if they hit their intended target
3
or their comrade; don't answer (but the answer is the original target). If the
paranoid character loses all of her hit points this way, she falls into a coma until
fully healed. The effect will last 2d6 rounds if the character saves versus Poison,
2d6 turns if failed.
Well, this is embarrassing. The fungal mass’ incomplete understanding of
humans has backfired – the injection gives the character 1d8 × 8 hit points! The
character's hit point total may go above her normal maximum, and these extra
4
hit points cannot be healed as they are lost. In addition, for every 8 hit points
above the character's usual maximum, they gain a temporary extra level for
purposes of class abilities until the hit points are whittled away.
The character has been genetically altered. Every night while sleeping, there
is a 1% cumulative chance that the character is transformed into a Mushroom
5 Man (see Sounds of the Mushroom Kingdom) of a random color. The character
retains all of their previous class abilities but only advances as a Mushroom
Man from here on out.
The injected fungal juice is simply poisonous, and the character will take a
6 doubling amount of damage every round, starting at 1 hit point the first round,
then 2, then 4, and so on, until they make a save versus Poison.
The upper half of a fungal zombie (page 60) grows out the back of the
character, ruining any upper body clothing and armor. This fungal zombie
7
shares a pool of hit points with the character but cannot heal any damage
while the character can heal and receive healing normally. The zombie will,
if the character is not in hostilities with any fungal beings, simply be creepy,
17
constantly caressing the character and moaning in her ear. If the character is
engaged in hostilities with a fungal being, the zombie will attack the character
(with a +2 bonus to hit). Any attack against the fungal zombie that misses by
one or two hits the character.
The character gains a higher awareness of the fungal mass; the player must be
told all game stats and mechanics for encountered creatures and situations.
8
This effect will last 2d6 rounds if the character saves versus Poison, 2d6 turns
if failed.
The character is marked and will be the focus of any and all attacks from fungal
9
beings within the dungeon.
17
18
18 Corpse-Web: Armor 16, Move 0', Hit Dice 10, one wall-corpse whip
attack, 1d12 damage plus a special effect, Morale 12.
The thing can reach anywhere in the room with its whips. It cannot be killed by a simple
accumulation of damage. It is only defeated, and the room returned to its original
configuration, if it takes the exact same (non-zero) total amount of damage in two
consecutive rounds. No more, no less.
The card drawn to determine the next area beyond this one is removed from the deck
after it is used.
When the corpse-web hits a character, in addition to the damage, roll the dice to see
what other special effects occur:
18
19
The character is grabbed and is now part of the corpse-whip. The character
will not be targeted for further attacks, but she cannot attack the creature
either. Every time the creature strikes someone else for damage, the trapped
character also takes 1d4 damage.
The character is grabbed by the corpses within the whip-arm and is lifted up
into the air. The character may act normally, but if the creature is struck for
damage, the character must save versus Paralyzation or be dropped 1d4 × 10
feet. If the character remains attached to the whip, she will not be targeted for
further attack, but every time the creature strikes someone else for damage,
the trapped character also takes 1d4 damage.
The attack is also a grappling attack. This whip will not attack again (but
another will form to do so) while wrestling with a character.
The corpse-whip can make a bonus attack on an additional character
this round.
If the corpse-web hits the same character the next round, she is grabbed by
two whips and is torn in half.
The next character attacked by the corpse-whip must save versus Paralyzation,
or her weapon is snatched from her hand by the corpses and is absorbed by
the fungal mass, lost forever.
When the creature is defeated, roll the dice to see how the mass reacts.
19
The next area is not the only one discarded; any card drawn in connection to
leaving this current area, be it because a character looked down the other
passage but didn't go there, or if there are multiple cards drawn and someone
gets to choose which one ends up actually used, all of these are discarded.
In addition to the regular discards from this location, randomly select one card
from the deck, discard that, pick one random card from the discard pile, and
reshuffle that into the deck.
Cut the cards, then discard both the top and bottom cards in the deck.
Pick a card, any card... present the deck to the players and tell them to select
one random card to be discarded.
Move one card from the discard pile to the top of the deck.
All open passages from this hallway now have a door (page 22) in the way.
No additional effect.
19
20
MHALLWAY WITH AL
DIFFERENT SIDE
PASSAGE
The embedded surface-corpses will be especially twitchy in this corridor, although they
will take no greater action than those in other areas.
When a party member reaches the intersection, an adventurer will suddenly appear
behind them (nobody will notice this new person suddenly appearing; it literally
emerges out of the walls) and introduce himself:
“Hello fellow adventurer(s)!”
This will be a fully formed human male in adventuring gear, including a lantern and
a ten-foot pole. He is the absolute pinnacle of the fungal swarm's efforts to create an
actual human being and will be undetectable as made of fungus by any means short of
molecular examination. Stabbing him will not result in any fungal spores escaping and
he is not a carrier of Fungal Rot, although his immunity to these things may give him
away if the player characters are so thick that they can't figure this out themselves.
20 He is absolutely friendly to the adventurers and will never take any action to endanger
them. His mission, as a fully constituted and functioning human being, is to exist among
humans and learn about them as much as possible. Because as humanlike as he is, even
though he has basic human knowledge, he has zero experience with human social
interactions and thus no idea how to act like a human or interact with humans.
So he will behave not unlike comedic fish-out-of-water performances from film and TV.
A real “hello, fellow kids!” kind of thing, a North Korean spy trying to infiltrate the
South, a parody of, say, Data from Star Trek trying to participate in human fellowship.
He will always be polite and genuinely means well as he realizes his mission of
information gathering will be more successful if people like him – he’s just rather
clueless. His main method of trying to be relatable to humans will be to basically
narrate what's happening, stating the obvious, with adjectives attached, explaining this
is what “people like us” do. And he will be so damn cheery while doing it all.
“Look at us adventurers, we're exploring a scary dungeon, because that's what we do!”
“Searching this room for treasure is a thing that we do, because it is good to accumulate
wealth, and it is often hidden in places like this!”
“Oh, you are casting a healing spell on your fellow adventurer, because he is injured,
and being injured makes you weaker, and we are cooperating and depending on each
others' strengths!”
“We are building a campfire outside at night because being too cold while exposed to the
elements can be dangerous for us humans!”
20
21
You get the idea.
This new adventurer will always have a basic bitch one-syllable name. Bob. Dan. Ben.
Jim. Max. Nick. Joe. Mike. Pip. Jay.
Note that every time the player characters pass through this area, another adventurer
will appear and try to join them. They do have independent minds, so they will not
recognize each other as fellow fungus-people, but will, of course, be friendly. Multiple
fungus infiltrators trying to ingratiate themselves to each other as real people because
they don't know the other one isn't a real person should be as excruciatingly painful to
the player characters as humanly possible, up to and past the point that the players start
physically abusing the Referee to get him to stop.
Do note that while these infiltrators will fully ally with the player characters and be
faithful henchmen in pretty much every way, including fighting to the best of their
ability against enemies once they all manage to escape the dungeon, they will not take
up direct arms or otherwise directly harm any being from the fungal mass. They won't
interfere with the player characters if there is a conflict, but they will not personally
engage. They'll pretend to, and since, for example, fungal zombies won't attack them
either, it'll be the worst-looking, most awkward stage-fighting where it's very obvious
nobody's actually trying to hurt the other.
The details of this adventurer can be generated by rolling the dice:
Specialist level 1, hand axe, specialist's tools, miscellaneous
adventuring equipment.
21
Bard level 1 (so no actual special class abilities), a ukelele, knows no songs but
will make some up.
Is dressed like a normal adventurer, except the clothes are part of the body.
21
22
MDOORSL
The doors in the fungal dungeon are made up of packed-in corpses as every other surface
here, but even more tightly packed, with more juice and scum covering the surface as it is
squeezed out. The door’s specific appearance and manner of opening is determined by a
rolling 1d8, plus an additional roll of the adventure dice to determine the bonus effect:
A nearly intact face and mouth will be prominent, and it will be wiggling its
1
tongue and pursing its lips. It must be kissed in order to open the door.
The door has a bizarre keyhole that pulsates and shifts in shape and size.
The door will not open until an item of sufficient heft (in game terms, at
2 least enough to fill its own encumbrance slot, so no single coins or arrows or
anything of the sort) is placed in this hole. The opens the door, but the item is
disintegrated and then integrated into the fungal mass.
A single hand sticks out of the mass that makes up the door. The hand must be
3 grasped and shaken to open the door, but it will then pull the character’s hand
into the door mass. Pulling it out will cause 1d6 points of damage.
Rotting and torn baby heads jut out from the door mass on thin stalks, bobbing
in the air together like an obscene flower arrangement. Snapping one of the
4
stalks, which transforms the head it is attached to into a fully intact, normal-
looking, oh so cute (but now quite dead) baby head, opens the door.
22 The surface of the door is made up entirely of jagged, filed, serrated bones,
thousands of them. Someone must cut themselves on the door (1 point of
5
damage and requiring a roll versus Poison to prevent Fungal Rot, page 56) to
open it.
On the front of the door is a basin filled with the rotten ichor of decaying
fungus-flesh, as well as a cup. A cupful of the ichor must be drunk in order
to open the door. The drinker must also save versus Poison or, for the next 24
6
hours, the character will violently shit an acidic, anus-rending, fungal stool (1
point of damage) whenever taking an action that requires a die roll. The stool
will then grow legs and wander away.
The door surface is just a series of interlocked ribcages, with a doorknob visible
7 within, surrounded by decaying viscera. Turning the knob, which will likely
require cracking the ribs and spilling all the guts, will open the door.
The surface of the door is basically a rotten, putrefying version of Giger’s “Penis
Landscape,” except that the penises are not in the vaginas. To open the door,
one of the penises (or a party member's, the door isn't picky) must be put in
8
one of the vaginas; this requires a Sleight of Hand roll to do it without causing
the penis to ejaculate copious amounts of multicolor pus everywhere as a
muffled voice within the door moans in ecstasy.
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23
The door is easily opened, but the door will slam shut when half of the
party passes through. The party members who go through the door end up
in the next area and trigger its effects, while the current location's effects
trigger again.
An animate fungal zombie (page 60) is embedded in the door and will leap
from the door to attack when the door is interfered with.
The zombie heads making up the door lock eyes on anyone trying to open the
door. The character(s) must save versus Paralyzation or they will stand in place,
hypnotized, gibbering like an idiot, for one turn. Anyone so affected will then
be unable to ever open this door.
In addition, any hypnotized characters will then take inventory; the next time
they encounter a door in the mass that has a keyhole, they will insert their most
valuable item. If multiple characters have been hypnotized in this way, they will
fight each other to determine who gets to put their item in the keyhole.
As the door is opened, the current location disintegrates and transforms
around the party; the location beyond the door is determined by a card drawn
as usual, but a card is also drawn to determine what the current location is. The
special effects of both locations trigger simultaneously.
The mouths of the zombies that make up the door all begin to projectile vomit
a greasy fungal/bile spew as the door is opened. All involved with opening the
door must save versus Poison or suffer the effects of Fungal Rot (page 56). A
jewel worth 1d20 × 5sp will also pass and fall to the floor.
The card drawn to determine what is behind the door is removed from the deck
after it is used. 23
Draw two cards. The one who opens the door can choose between the two to
determine what is behind the door. Reshuffle the other card back into the deck.
This location is not reabsorbed into the mass after the party leaves through the
door; characters can return to this area from the next one if they so wish.
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24
24 While the newly created individual simulacra necessarily see themselves as individuals
with their own points of view and experiences, the mass from which they are derived is
becoming an individual by default; whatever isn't being turned into simulacra is still
separate from them. This separation has created a sense of self, “they are different,
different from what, different from me, therefore there is a me.” The mass hates this
because it experiences self-awareness as pain.
The individuation of the simulacra has resulted in status-seeking, which has coalesced
into the Priest (page 58). The repository of intelligence and regulation of the central
mass, opposed to any self-awareness, is concentrated in the Great Fungal Brain.
This Brain now manifests as a giant fibrous mass supported by tough fungal struts, as
fibers connect to the walls, ceiling, and floor. Electrical surges shoot in bright blue
flashes down and throughout the fibers. The corpses that make up the surfaces of the
chamber are completely inert.
The mass is telepathic, but it requires touch to fully communicate with the mammalian
brain. Otherwise, it can only perform the weakest of contacts. When the player
characters enter the chamber, and after they have taken in the scenery, the Brain will
emit an electrical charge that flows throughout the chamber and through anyone in
it. Saves versus Breath Weapon must be made, and anyone who fails will receive the
telepathic instruction: “Approach.” No damage is suffered.
Upon approaching the mass, the surface of the closest strut will form a handprint. A
character placing a bare hand there will become telepathically connected with the
Brain. Its “voice” will be much like that of Unicron from Transformers (1986).
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25
It will inform the character that this incursion into their lives is an error caused by
rebellious elements within the Fungal Mass. It will apologize.
It will offer them a deal: Bring the Brain the head of the Priest, and it will allow them to
return to their normal lives. Once they have procured the head of the Priest, they must
return the head to the Brain before encountering the Priest again.
What the Brain will not say: If the Priest is encountered again while the party is in
possession of the Priest's head, the Brain forgets that the offer was made, and the party
must receive the quest again from the Brain and then go get the head of the Priest again
(any head already in their possession does not count) to escape.
If the conditions are met, then a passage will open up opposite where the characters
came in to return them to where they were before entering the dungeon.
If the characters are hostile, the Brain will fight.
Great Fungal Brain: Armor 16, no movement, 12 Hit Dice, 75hp, one
electrical discharge attack (no roll to hit needed against anyone that failed
their initial save upon entering the room), roll the dice below for effects,
Morale 12.
If the Brain dies, the entire dungeon collapses and dies, instantly crushing/drowning
every living thing in it.
1d6 damage.
1d8 damage.
1d10 damage.
25
1d12 damage.
Save versus Magic or be under the control of the Brain the next round.
Save versus Magic each successive round or take the same damage as
this round.
Save versus Magic or the electricity arcs to also strike the closest character.
25
26
MGLADIATOR PITL
This passage opens up into an arena with three exits blocked by portcullises, and raised
above the walls are grandstands where hundreds of fungal zombies cheer in their way,
which sounds like a grotesque chorus of slit throats gurgling as they try to force air down
blood-clogged trachea, resonating through the perfectly acoustic arena environment.
The squares are 10' wide in this area.
In the center of the arena are a number of gladiator fungal zombies, ready for a fight.
While these fungal zombies possess most of the same characteristics as detailed on page
60, they will all have the same basic stats.
There will be one of these present for each conscious member of the player character
group (including henchmen, and yes, any fungal infiltrators as detailed on page 20).
Keep in mind the fungal mass knows how many characters are in the group, regardless
if they're all actually in the arena or not, and will match the total original number of
the party, not the present.
They will have Armor 16 (shield and massive shoulder plates), Move 60', Hit Dice
for each are the average of the player character group (not including henchmen and
retainers!), net and trident, 1d6 damage each, Morale 12.
The walls around the arena are 10' tall, and any attempt to escape that way is futile;
26 the hundreds of fungal zombie spectators will swarm anyone attempting such and chuck
them back into the arena (remember falling damage). There are no exits from the
grandstand anyway.
If the player characters are victorious in this combat, the crowd will shower them with
fungal flowers (harmless but smell peculiar) and cheer/gurgle their names. Yes, the
fungal mass knows their names even if they haven't said them!
The more serious effect is that this is a learning exercise on the part of the fungal
mass. If the player characters overcome their opponents here, then every enemy within
the dungeon will have one more Hit Die than indicated in the area descriptions. This
increases by an additional Hit Die every time the characters win in the arena.
The portcullises blocking the exit raise once there is a winner in the arena combat.
Roll the dice to determine both the extra complication regarding the fungal zombies
and an additional combatant in the pit. The additional combatant is a wild card and will
attack a random still-standing target... so whichever side has taken the least casualties
will be more likely to be attacked.
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27
The fungal zombies have chips of hyperflint in them, making them extremely
shiny, but also, if struck by metal weapons, the attacker (if in mêlée) must
save versus Breath Weapon or suffer 1d6 fire damage as the metal ignites
a mini-firestorm.
The fungal zombies have all the information about the player character party
fighting styles. If in mêlée combat with a single foe on any particular round, the
fungal zombie gets a +2 bonus to Armor and a +2 Attack bonus.
The fungal zombies have animalistic features and can do a 40' leaping charge.
There is a great fungal lion as part of the arena combat. Armor 16, Move 120', 5
Hit Dice, 1 bite attack, 1d8 damage, Morale 12. If it inflicts 8 damage, it holds on
and automatically hits on successive rounds. The lion can leap a full 120' and
this counts as a charging attack if done as part of an attack. It otherwise acts as
a fungal zombie (page 60).
There is a giant fungal Venus Flytrap in the arena. Armor 14, Move 0', 10 Hit
Dice, 1 bite attack 1d10 damage, save versus Paralyzation or be swallowed,
Morale 12. If swallowed, a character takes 1d4 acidic damage automatically
every round, and if the victim reaches 0hp, they and all of their equipment are
liquified and absorbed. The flytrap cannot attack another target during this
process, and inflicting 10 points of damage to the bulb head (half of which
transfers to the trapped character!) causes it to release its prey.
A grabby tunneling worm is burrowing underneath the arena floor. If it does
not currently have prey, it will attack a random target from below. On a
successful hit, the victim is pulled waist-deep into the ground and take 1d4
27
damage per round from the worm's gnawing; being immobile makes the victim
an easy target for those above the ground. Once a victim dies, it will be pulled
completely into the ground and consumed, and the worm will select another
target next round.
The worm will not surface, but if stats are needed:
Worm: Armor 18, Move 180', 12 Hit Dice, bite attack, 1d4
damage, Morale 9.
Flying Fungus: Armor 15, Move 30', 4 Hit Dice, one projectile
needle attack 1d6, Morale 10. Any victim hit by the needle must
save versus Poison or develop a condition where normal healing
does not work; only having a wound pissed on (by a member of the
same species) will allow healing to happen at a normal rate.
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28
MTHE NURSERYL
This chamber is filled with dozens of fungal pods, each big enough to contain an adult
human, each connected to the ground by fungal vines and strands, each wriggling and
shifting as something inside them moves.
This is where the fungal mass grows new human simulacra. The vast majority of these
creations are defective, incomplete, and hatch from the pods as rotting corpses with no mind
to speak of. These will crawl back into the ground and absorbed into the mass to eventually
be utilized as part of the surface of the dungeon. Others are a bit more independently aware,
and these are absorbed into the mass to be spat out at later times as fungal zombies. And
every so often, one pops out that actually resembles a living human being. Sometimes, these
even have a mind.
When the characters first enter the chamber, one of the pods will be hatching in a disgusting
display of ooze and slime. It will be one of the defective corpses that is quickly dragged into
the floor. And the dozens of others shift, waiting for their development cycles to complete
so they too may “hatch.”
The pods are not perfectly opaque, so close examination with a light source will allow
someone to see inside. Pods in the room are all close to hatching, so they may be opened,
and the thing inside will be ready to go. New pods occasionally pop out of the floor.
To determine what is in any pod, roll the dice, but uniquely this time, there is only a
28 significant result if doubles are rolled. Otherwise, the pod-person is simply a wall-corpse
that crawls into the floor. Do note that in this pupal stage, wall-corpses and fungal zombies
are indistinguishable from each other.
A fungal zombie (page 60) that immediately attacks once out of the pod.
It's a ringer; this isn't a fungal being, but a real person who has been
kidnapped, and the fungal mass wants to see how the characters deal
with it. This person is completely naked and from a neighboring country,
is different from where the characters entered the dungeon. They will not
have any recollection of how they came to be here, nor will they remember
anything after going to sleep at home. They will have full memories of their
former life and will claim to be from a well-to-do family who will reward
anyone who rescues them. The person will also have some piece of bespoke
jewelry like a ring or necklace (worth 2d6 × 100sp) still on them.
If this person is returned to their family, the characters will receive a 1d6
× 1000sp reward. If this person is not returned to their family, and their
jewelry is sold off, their powerful relatives will find out about it, and the
characters will be subject to repeated assassination attempts funded by a
very rich family.
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Inside the pod will be someone who appears fully human. They will be
29
completely naked and speak with a foreign accent. They will claim to have
no memory of how they came to be here and also claim they fell asleep at
home and then woke up trapped in the pod. They will be able to tell about
their former life, but if this result comes up multiple times, the backstories
will be identical every time, even if the latest iteration is a different sex or
even ethnicity. The person will have some piece of bespoke jewelry like a
ring or necklace (looking to be worth 2d6 × 100sp) on them.
This is not a human being – it is a fungal spy. The jewelry will dissolve if this
being leaves the dungeon.
If this one senses that one of the player characters is desperately wounded
(down to four or fewer hit points), it will burst – a fungal spy suicide
bomber! – and all non-fungal beings within 20' must save versus Poison or
take 1d6 damage.
The being fermenting in the pod is a doppelgänger of the first person
looking into/opening up the pod. This is similar to the simulacrum that
appears in the Left Hand Path (page 14), but because the simulacrum is
imprinting on the character at the very end of its developmental stage, the
effects will be stronger.
The simulacrum will be an exact copy, down to the most minute detail,
including ability scores, experience points, class abilities, memory, and
personality. But it will be naked.
This new character will be under the control of the original's player... sort
of. The simulcrum and the character cannot act simultaneously beyond
simple acts such as walking. When an action is declared for the character,
there is a 50/50 chance that the simulacrum performs the activity instead.
And if specialized equipment is needed, the equipment will have somehow
29
passed from the original to the simulacrum.
Keep track of how many actions both the original and the simulacrum
perform during a session. Whoever ends up having performed more
sessions gets all the experience due to the character of that session. If there
is a tie, neither gets the experience.
If the simulacrum becomes a higher level than the original, then the original
becomes a retainer of the simulacrum, losing player character status. The
two then become autonomous and their actions unconnected to each
other. The player of the character must roll a brand new 1st Level character
to continue adventuring with the other players. The other player characters
cannot reject the simulacrum at this point; they can not gain experience in
any adventure that the simulacrum is not present for. Better keep it alive.
The two share a pool of hit points, but only in one direction. Damage taken
by the simulacrum is also subtracted from the original's hit points, but
not vice versa. However, healing works the same way; if the simulacrum
is healed, the original is also healed, but healing the original does not
heal the simulacrum. If the original character dies, then the player of the
original must roll a brand new 1st Level character to continue adventuring
with the other players. The other player characters cannot reject the
simulacrum at this point; they can not gain experience in any adventure
that the simulacrum is not present. The simulacrum will be fully aware of
the resentment this causes and will constantly mock the player characters to
their faces about it.
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30
MKNOWLEDGE CHAMBERL
The knowledge chamber is where the fungal mass conducts its hardcore interrogations
of captured subjects. Each of the marked bumps are clumps of wall-corpses arranged
so that they seem to be looming over and around the interrogation subjects, who are
arranged kneeling naked before the corpses, with a fungal probe (which isn't, but
positionally appears to be, a phallus belonging to one of the wall-corpses) going down
their throats, and a spindly mass of fungal thread entering their anuses. Using this
method, the fungal mass doesn't need to ask any questions; the strands, which reach
throughout the internal orifices and into the brain, absorb the information over time.
None of the prisoners will be very aware of the world around them, as their predicament
mercifully puts them into a fugue state where they don't actually feel anything.
The characters can free one prisoner if they'd like, but when the interrogation probes
on one prisoner are interfered with, the “security system” in the chamber pulls all of
the other prisoners into the floor and safely away. If the characters attempt to free more
than one prisoner at once, roll randomly to see which one they can free, and the rest will
still be absorbed back into the dungeon.
When released from the “interrogation machine,” each prisoner will still be in an
“answering questions” state of mind, and upon seeing adventurers, they will divulge
the location of some secret treasure. Roll the dice to find out what is special about each
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The prisoner is familiar with a ruler's palace or similar location that has a
great amount of stored treasure and can provide enough information that
performing a heist becomes very possible. If the prisoner is brought to safety
outside the dungeon, they will be able to provide detailed maps and will know
all of the defenses and security measures, as well as the different people who
would need to be bypassed (or eliminated) to get the treasure.
The prisoner has a friend who had inherited a treasure map from an old
adventuring relative. The location will be somewhere far away from the
characters' homelands, far from any civilization, and full of supernatural threat.
If the prisoner is a classed individual, they will want to come with the party and
get a share of the treasure. Otherwise, they will be happy to simply procure the
map for the players in exchange for being brought to safety.
The prisoner has some secret about some influential noble or otherwise very
important person that can be used for either blackmail or social upheaval.
This prisoner is a very realistic-looking clockwork from another planet, sent to
spy on the fungal mass to assess its danger to those beyond Earth. The fungal
mass has not been able to get any information from this being, though, as its
interrogation method has no effect on mechanical beings. If freed, this being
will thank the party for their efforts, while also assuring them that it is OK. It will
want to be reinserted into the interrogation “machine,” as it is actually learning
from the fungal mass. To aid the party in their efforts, this prisoner will open up
its hollow abdomen, where it has secreted away the Myconomicon, and offer
it to the player characters. “Fight the fungus before it conquers everything!”
Details on the Myconomicon can be found on page 48.
It will then request to be left alone to be reconnected to the interrogation,
and it asks not to be freed again. This prisoner will be visible every time this 31
chamber is entered, the characters can identify it without any die rolls, and no
other prisoner will turn out to be a clockwork being. The fungal mass won't
end the interrogation until it gets everything it wants out of it, but it can't get
anything, so they'll all be awhile at this. What the prisoner doesn't know is that
the synthesis of its programming and the interface with the fungal probes
generates a new copy of the Myconomicon, so the party could get their hands
on multiple copies!
When the characters try to leave the knowledge chamber, fungal probes, one for each
character, will rise from the floor and attempt to capture them:
Fungal Probes: Armor 16, Move 0', 3 Hit Dice, probe attack (see below),
Morale 12. The probe's attack can reach up to 40' away. On the first
hit, the probe (comprised of many hundreds of fungal threads) removes a
character's armor. On the second hit, their clothes, and on the third hit, the
probe “plugs in,” the character falls unconscious, and the probe draws the
victim to itself.
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34
MTHE POOLL
The center of this area features a rancid, disgusting pit of sludge and slime, which is just
the vilest of the vile: the waste of the fungal mass. The corpses making up the edges of
the pool are constantly trying to wipe the gunk off of them, and the body language of
all of them will be to pull away and recoil from the pool.
But as it turns out, as the truly brave or depraved can discover, what is waste to the
fungal mass can be very beneficial to humans. While any human's reaction to the stench
can be described similarly to how people reacted to Sex Panther in Anchorman (insert
your own jokes here, as all I have is “it's like the breath of a corpse that's just earned its
red wings with another corpse” and all that is is a Cannibal Corpse album cover), there
will be no ill effects from bathing in the stuff or ingesting it. Fungal and non-human
beings will consider bathing in the stuff the equivalent of taking a swim in rancid feces.
If someone submerges themself in the mire, roll the dice to see what happens:
The character gains a 1d6 bonus to a random ability score's modifier for 2d6
areas in the dungeon.
The muck molds and hardens around the character. If wearing armor, that
armor gains two points of Armor rating; if wearing no armor, it becomes its
own suit, Armor 16. This armor is permanent (and will persist outside of the
dungeon), is effectively weightless and, more importantly, looks really cool.
34
As long as the character doesn't wash the waste off, she will be effectively
invisible to the dungeon for the next 2d6 areas.
If the character's weapons were submerged with her, they do double damage
against fungal beings for the next 2d6 combats.
The next 1d6 attacks by fungal beings that hit or otherwise damage the
character will instead miss or have no effect.
Humanoid fungal beings will be so offended by the character's smell that they
will refuse to come within 10' of her for the next 2d6 areas. Even the wall-
corpses will lean away from her as much as possible.
The scum hardens around the character, creating 2d100 ablative Armor points.
As opponents attempt to attack, the attack roll is subtracted from these points
until the character is back down to their normal Armor value.
The character becomes sexually irresistible to any humanoid fungal being.
If the character so chooses, she can get any one (at a time) fungal being to
engage in sexual congress with her, and the fungal being will be unable to
defend itself or take any other action while the character is fucking it. This also
allows sex with the Priest (page 58) to happen with no ill effects. The effects
last for 1d6+1 fucks, but don't tell the player when they've run out.
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35
A new dip in the pool while a previous effect is still active has no further effect.
If a human tries to drink it, and it really needs to be a full gulp and not a dab on the
tongue or a little sip, they must save versus Poison. A success means they immediately
vomit the stuff back up with no other effect. If the character fails her save, then the
stuff stays down and will interact with her system – roll on the next table to find out
what happens.
Non-human, non-fungal beings must save versus Poison or die if ingesting the pool scum.
The character grows gills behind her ears (detectable only by an intentional
examination) and gains the ability to breathe water.
The character's lungs gain the ability to breathe all sorts of noxious chemicals
and gasses with no effect upon her.
The character grows physically more impressive, adding 1d6 points (max 18) to
either their Constitution, Dexterity, or Strength (determine randomly).
The character grows psychically more impressive, adding 1d6 points (max 18) to
either their Charisma, Intelligence, or Wisdom (determine randomly).
The character gains 1d6 (plus Constitution modifier) new maximum hit points.
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The character gains a number of points every day equal to their level to spend
on dice rolls, as a Bless spell. Unused points are lost at the end of the day.
Only the first drink confers any effect, even if the pool is encountered again.
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MTHE PRISONL
This chamber has a number of people (and others...) trapped in the ceiling, floor, and
walls, held fast by the corpses making up those surfaces.
One corpse's head on the wall above the entrance where the characters enter the room
awakens and informs them, “Welcome, mammalians! As a gesture of goodwill, in accord
with the Great Simian Convention of 1469, you may free one of our prisoners to take with
you. But only one! You may interrogate all of the prisoners freely until you make your
choice. Great hails to all Mycokind!” It will answer no questions.
The prisoners have been taken from various places for various purposes (think of it as
the weird fantasy version of alien abductions – everything from anal probings to human
zoos!) and have been put on display here specifically as a show of force for the player
characters. The fungal mass will allow one to be freed on the off chance that, should
the characters escape, the stories of the escaped prisoner will spread fear about the
unstoppable great fungal mass.
These are the prisoners on display. If the characters visit the dungeon another time (or if
an effect restores discarded cards to the deck if they visit it again during this trip), then
the Referee should invent a new set of prisoners; the fungal mass has kidnapped many
people, and there are no second chances for the current set of prisoners.
The prisoners were all abducted in their sleep and do not remember how they came to
36 be here. As these chambers are formed only when the characters travel to them, these
prisoners have (from their perspective) spent all their time basically buried alive in a
tomb full of somewhat animate rotting corpses. This will be the first time they have seen
open space in some time and will be the first time they are aware of the other prisoners.
They are 0 Level characters unless otherwise noted.
Bunty Bunty is a squirrel. The fungal mass is curious about mammalian nourishment
Bunty:
and the storage of food, so it was thought that a squirrel would be good to study to
understand the mammalian brain. Bunty is proving very stubborn, however, and has
not revealed where his nuts are stored. If freed, Bunty will be a faithful companion to
the player characters. While it is mostly a normal squirrel, it does understand English
(or whatever language the player characters all use) and can follow simple instructions.
Carter Carter will confess to being a simple cooper with no real skills to help an
Carter:
adventuring party and nothing to offer the rest of the world. They'd be better off freeing
someone else. If he is freed, he becomes psychically bound to the player characters, and
they will all lose one hit point every night without knowing why. Even Carter's death
will not stop this once it begins.
Jacques Jacques will claim to be one of the Knights Templar, kept here and preserved
Jacques:
for hundreds of years. In exchange for his freedom, he will offer to guide the characters
to secret Templar treasure. In actuality, he is an explorer cursed after looting an
Egyptian tomb, and a maniacal murderer and cannibal to boot. If alone with someone,
he has an Armor rating of 12 plus double that person's attack bonus. He will never not
attempt to kill anyone he is alone with. If he is killed, he will rise from the dead 1d8+8
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days later, and the hit dice/levels of his killer will be added to his own (for hit point
purposes only). He currently has 47 Hit Dice.
Raquel Raquel is an 89-year-old woman, unable to walk on her own. She does have
Raquel:
healing powers, however, and once per day can heal 1d10 points of damage with a
touch. Doing so adds a year of aging to the recipient and removes a year of aging from
Raquel. The healed person does not feel this effect as it happens.
Shinjiro Shinjiro is a Japanese man, well-muscled and battle-scarred. He'll most likely
Shinjiro:
be unable to communicate with the player characters (he speaks only Japanese), but his
intensity and drive will be readily noticed. If freed, he will consider it his duty to aid
the player characters for a year-and-a-day. He is, however, possessed by “demons,” and
if injured, these fire beings will flow from his wounds to combat his attacker. Armor
14, Move 150' fly, one Hit Die for every point of damage taken, one flame strike attack
for 1d10 damage, Morale 12. After slaying Shinjiro's attacker, the demons fly back into
his body, healing the damage taken; this resurrects him, provided he has died and his
hit points are not above zero.
Tahmahrah Tahmahrah is a beautiful young woman selected as the template for the
Tahmahrah:
fungal mass’ attempts at creating female simulacra. The mass perceives that the chief
difference between human males and females is the gestation of fetuses; thus, she is its
guinea pig to understand human sexuality and reproduction. Oozing fungal strands
have entered her like a hentai nightmare, and she has been in a constant orgasmic state
for years now; her conscious mind is completely gone. She will not be able to respond
to any questions and can only quiver and utter raspy moans (her vocal chords blew
out ages ago from screaming in sexual pleasure). If she is selected for release, she will
be furious, and the sudden absence of erotic sensation will be felt by her as pain; she
will seek to fill her holes with whatever or whoever is present and will become violent
if resisted. 37
Tod Tod is a very religious man (far beyond the average for society), and the fungal
Tod:
mass has captured him to both observe how his faith affects his behavior and whether
his faith has any mystical or supernatural effects. He will plead for his release using his
faith as justification (“No one believes as hard as I do!”), and if freed, he will volunteer
to be a retainer of his (lowercase “s”) saviors. But he will also attempt to lead them
away from a life of sin and will consider every last little thing they do to be sinful. If
challenged on his faith or told that's not a sufficient reason for his release, he will be
quite offended and declare that he is “Jesus’ Tod!”
Wizro Wizro will proclaim himself to be the greatest weapons engineer ever and
Wizro:
promises to construct the deadliest weapon ever known for the player characters if
they free him. He's not lying. If freed, he will claim that with ten magic items (potions
count, scrolls do not) and a week to work in a lab (worth at least 1000sp), he can make
the weapon. If provided with the items and a lab, in a week he will indeed construct the
magical equivalent of a 15-kiloton atomic device (the power of the Hiroshima bomb)
and detonate it in a suicidal act of hatred of all life.
Once a prisoner is chosen to be freed, the rest are absorbed into the fungal mass. If the
characters attempt to free more than one, the wall-corpses will animate as full fungal
zombies (page 60) and attack until the characters desist. Discard The Prison when the
characters leave; it appears only once per visit to the dungeon. This is the only location
without a dice roll!
No prisoner will speak of their interrogations, but they will be murderously hostile to
fungal beings.
37
38
MMUSHROOM GARDENL
Here is a modest mushroom forest, with toadstools for trees, underneath a vaulted
ceiling where the corpse-walls shine, covered in luminous moss.
Professor Mycelius, a Purple Mushroom Man, is here on a diplomatic and assessment
mission to determine the disposition of the fungal mass towards the Mushroom Mans.
It will be very surprised but delighted to see mammalian creatures wandering around
the “dungeon,” and it will be very eager to talk to the player characters and exchange
information. It will want to know everything about their experiences, particularly how
they entered the fungal realm and everything that has happened since.
In exchange, it can reveal everything about the fungal mass that it has learned,
including but not limited to:
◆ The nature of the dungeon and how it is constantly reforming itself around the
travelers. (It will thank them for coming here to the Garden, as when it doesn't
exist, Mycelius is contained within a constrained bubble in the mass, which isn't
strictly unpleasant as it is still amongst funguskind, but boy-howdy does it feel
good to stretch its legs and walk about a bit!)
◆ How specific elements of the dungeon can be encountered multiple times, and that
they are different iterations each time.
38 ◆ The conflict between the central mass and the individualized fungal zombies.
◆ It can answer questions about any location the player characters have been to and
give details about the features found therein.
Mycelius will not join the player characters, as that might be considered a provocation
against the mass (either or both factions). Mycelius believes that the mass will eventually
conquer the Earth, and wants to make sure the Mushroom Mans are not seen by the
mass as a hostile force.
But it can help them escape. If they would kindly bring the Myconomicon (page 48)
to Mycelius, it will gladly use it to create a path out of the dungeon (depositing them
where they first entered). The Myconomicon would be the most useful intelligence the
Mushroom Mans could get on the mass, and if an unrelated party would deliver it,
Mycelius would gladly help out those third parties. Also, delivering the Myconomicon
to its people would significantly elevate Mycelius's status.
Mycelius is wary of mammals, though. In addition to bringing it the Myconomicon, it
has one additional condition for helping the party, as determined by the dice below. Do
note that the changing nature of the fungal mass does affect Mycelius so that when the
party again enters the Mushroom Garden, Mycelius will have forgotten the original
extra condition and will not honor the previous deal; a new condition will have to
be rolled!
38
39
If the party is hostile to Mycelius:
Mycelius: Armor 12, Move 120', 1 Hit Die, 6hp, spear, 1d6, Morale 7.
See Sounds of the Mushroom Kingdom for what happens if anyone eats Mycelius. If
Mycelius chooses to flee, it can have itself quickly pulled into the walls or floor by the
embedded fungal corpses.
A chunk (about man-sized at least) from the creature in the Well (page 46).
Mycelius does not know exactly what is in there, so cannot give details.
39
39
40
MTHE CROWNL
Upon a pedestal made of the same corpses that compose the surfaces of the dungeon is a
great fungal crown that appears to be situated within a glass case.
Before the pedestal is a fungal corpse wielding an exquisite sword and wearing some
fancy-ass ceremonial plate armor. This is the Fungal Sentinel, and it will not allow
the pedestal to be approached. The Sentinel does not communicate with mammals but
only stands between them and the Crown, using whatever force is necessary to guard it.
Fungal Sentinel: Armor 18 (22 with the Sentinel Sword or Sentinel Armor,
26 with both), Move 120', 8 Hit Dice, sword attack, 1d8, Morale 12.
The Sentinel's weapon is the Sentinel Sword. This sword gives a +4 bonus to the wielder's
Armor rating whenever it is in hand. It also gives a +4 Armor rating to anyone it attacks,
against all attackers for the next round. If the wielder has used another weapon in their
previous attack (whether that attack was in the current combat or not), the sword will
not give the wielder any Armor bonus until the sword is used to attack.
The Sentinel's armor is the Sentinel Armor. This suit of plate armor has the usual
base Armor rating of 18, and a further +4 magical bonus. Moreover, anyone attacking
against someone wearing the Sentinel Armor also gains a +4 Armor rating until their
next action.
40 If the Sentinel Sword and/or Armor are taken from the chamber, they will not respawn
if the chamber is visited again and the Sentinel will have a normal sword and/or suit of
armor, as appropriate. The Sentinel Sword and Armor persist outside of the dungeon.
In any combat with fungal beings elsewhere in the dungeon, they will always engage in
combat with anyone wielding the Sentinel Sword or wearing the Sentinel Armor before
engaging anyone else.
The glass case containing the Fungal Crown is securely fastened to the pedestal upon
which it stands. It has no visible means of opening. It is quite sturdy and requires some
effort to crack or break the glass. To take the glass case entirely would require cutting
away the pedestal, which will awaken fungal zombies as usual (page 60), and of
course, more will emerge from the floor to replace those that rise to fight.
So, to get at the Crown, the glass is going to have to be broken. When this happens,
whether a simple brute force smashing or an attempt to be a bit more discreet (using
glasscutters?), roll the dice to see what happens:
40
41
Establish where in the room everyone is. Once that is settled, as the glass is
broken, bright blue laser beams (the same blue that the Priest will project if
fucked, in fact) criss-cross the entire room. Anyone not immediately next to the
glass case must save versus Paralyzation or take 1d8 damage.
And now, to escape the chamber, characters have to do the old laser-security-
system-acrobatics trope. This is simulated by making a Stealth roll for every
square on the map they move until they reach the exit. Failure means taking
1d8 damage and not advancing a square. One can get a +1 bonus by removing
all armor or items which protrude from the body silhouette in any way, or a +2
bonus by stripping down to undergarments.
One can sacrifice an item of some heft (armor, a medium weapon or greater,
something like that) to block the lasers and advance one square without a roll.
A mirror can be used for this purpose to cover two squares before the lasers
melt it away.
1d6 + 4 fungal zombies (page 60) come out of the walls near the exit and
fight to prevent the Crown from being taken.
The pedestal itself will erupt from the floor and form a giant serpent made out
of fungal corpses, attacking whoever has the Crown. It remains rooted to its
original spot but is long enough to attack anywhere within the room.
Fungal Serpent: Armor 16, Move 120', 8 Hit Dice, bite, 1d10,
Morale 12.
The glass case itself animates (as pieces if necessary) and attacks. It can fly
across the room during a single attack, and unlike the other security measures,
it will chase characters outside of this room. 41
Glass Case: Armor 12, Move 120', 8 Hit Dice, trap attack, 1d6,
Morale 12.
Every time the Case hits someone, it forms an additional glass case around that
character, with one less Hit Die. When that case is shattered (the victim within
must save versus Paralyzation or take 1d4 damage), it then animates to start
attacking others.
Fungal gas floods the room. Mammals must save versus Poison, or their skin
swells for 1d6+6 turns; armor does not fit, movement is halved, and there is a -2
penalty to initiative.
Fungal sacs in the walls burst, creating a strobe lighting effect; save versus
Paralyzation or be at -2 on all rolls for 1d6+6 turns.
The mass reconfigures; draw another card immediately and apply it to this
same space now.
A door (page 22) appears and closes at the exit of the room.
41
42
MTHE THRONEL
This chamber is unlike every other space in this dungeon, as the corpse-walls are
covered in a frosty sheen, as if frozen. But the room is not cold. In the room is a throne
made of the same fixed-in-place corpses.
Upon the throne is a figure made of shadow, wrapped in a cloak of shadow. This is
merely a projection; this being does not exist in this dimension, and this is not an
accurate representation of its true form. As such, it is immune to all physical, mental,
and magical interactions. But it can speak and be spoken to. It can understand all
human languages, and although its voice sounds like a soft wind, it can be understood
by all humans, but only by those in this dimension.
It will ignore anything the characters do and might even seem to them to be some sort of
hologram with no awareness or consciousness. It is only when they decide to leave that
it will speak to them telepathically:
“This place is a danger to more than Earth. It will grow and feed on everything until
nothing else is left. If you seek to escape without destroying it, you save yourself only for a
short time. To destroy this place utterly, you must bring me the Myconomicon. Only with
it can this nightmare be ended once and for all.”
It will answer no questions.
42 If the Myconomicon (page 48) is presented to the being, the shadows will dance
forth, envelop the book, and absorb it into the ether. There will be a short rumble. The
being will then say, “The threat has been neutralized. Thank you for your sacrifice.” It
then disappears.
From that point on, the card for every region (starting with this current one) the
characters travel through is discarded when the characters leave. Ignore any instructions
to return discarded cards to the deck.
If the Myconomicon is not presented to the being, it will repeat its speech every time it
is encountered. The first time the speech is given, an item will appear before the throne.
Roll the dice to find out what the item is and what effect it has:
42
43
The item is a prosthetic left arm (from the elbow) and harness. The arm is a
single solid piece of heavy metal (counts as two encumbrance levels). It will not
function for anyone with a left arm.
A spiked harness that straps around the entire body. Due to the size of the
spikes (6” long), no armor or footwear may be worn with the harness. The
section of the harness that is fitted over the hand has spikes that cover the
palms, so nothing may be held in the hands either. It will not function unless
fully fitted on a person. The harness gives Armor 14, and attacking with the
spikes causes 1d4+1 damage.
An ornately carved litter with a throne atop it. It will not function unless
someone is seated upon the throne and the litter is being lifted off of the
ground. The front and back both require 17 Strength points to be lifted (12 if
nobody is on it), and while lifting the litter, characters may take no other action
nor defend themselves without dropping their end.
A man-sized cross with four nails and a mallet. It will not function unless
someone has four limbs nailed to the cross and the cross is upright. Nailing
each limb does 1d4 damage.
No fungal zombie will attack the user of the item. Other fungal beings may.
The item will allow the user to review all of the options for any Crown die roll in
a location and choose which result they'd like.
No fungal zombie will attack the user of the item. Other fungal beings may.
The item will allow the user to review all of the options for any Kukri die roll in a
location and choose which result they'd like.
No fungal zombie will attack the user of the item. Other fungal beings may.
43
The item will allow the user to speak one of three words that strike to the
essence of fungal-kind.
προσδιορίζω
With this word, the speaker can make their desired destination more likely to
appear. The destination must be named, and anytime a card is to be drawn,
draw three instead. If none are the desired location, use the last three. Cards
are not reshuffled into the deck but are placed at the bottom of the deck.
καταστρέφω
With this word, one random fungal being in an area simply disintegrates.
May be spoken once per area.
υποδουλώνω
With this word, the speaker enslaves and controls any one fungal being
within earshot. Only one being may be so controlled at a time.
No fungal zombie will attack the user of the item. Other fungal beings may.
The party with whom the user of the item stands will always win initiative in any
combat with fungal beings, and will always inflict maximum damage on them
in combat.
43
44
MTHE ALTARL
This chamber features an altar (constituted of the same corpses every other surface is),
upon which is a five-foot-tall gleaming crystalline mushroom, surrounded by a Priest
(page 58) and robed Acolytes on their knees in prayer before it.
When the player characters enter the room, the worshippers will stop and eye
them warily.
Any attempt by the party to leave will be blocked as 1d4+1 fungal zombies (page 60)
will emerge from the floor in front of the exits and attempt to grapple the characters.
The Mushroom is worth 666gp and is unique; it persists outside the dungeon and does
not respawn with the room if it is removed or destroyed. The Priests and Acolytes will
fanatically defend the mushroom, believing (erroneously) it to be the source of their
individuality and separation as independent beings from the fungal mass.
If the Mushroom is touched (even indirectly), it will spray crystal spores that permeate
the room (everyone takes 1hp damage), and the offensive toucher will take a trip to
the collective fungal consciousness, where the Mushroom will communicate with its
astral form.
It will tell the offending character that it will grow in power as more fungoids achieve
individual awareness, and that it will eventually decide the fate of mankind. This first
44 character to attempt to touch the Mushroom is charged with protecting the Mushroom
and the Priest at all costs. If the Mushroom is stolen or the Priest is harmed, there
will be consequences. Make an opposed roll, the character's Wisdom + 1d20 versus
the Priest's combined Magic-User and Cleric levels + 1d20. If the character wins, the
Mushroom is powerless to enforce its edict. If the Mushroom wins, it subtly influences
the world: Every session after this one, double the Hit Dice/Levels of all antagonists of
the third hostile encounter. This effect travels with the player, not the character, as this
is an attack on the spirit, not the form, of the character.
The altar location can never be discarded from the card deck; after characters leave the
area, it is always shuffled back in.
The Acolytes’ number, features, and stats are determined by rolling the dice (the
number given “per player character” should include all present henchmen, hirelings,
retainers, familiars, hangers-on, groupies, and any actual person present in the room
who is not playing a character in the game... yes, that means if you're in a big space at a
convention or in a game store, all those other people in the room count, shame on you
for playing this filth in public):
44
45
One acolyte per player character, naked humanoid form in a robe.
Acolyte: Armor 14, Move 120', 2 Hit Dice, rending attack, 1d6,
Morale 9. Otherwise, as a fungal zombie.
Acolyte: Armor 16, Move 90', 3 Hit Dice, rending attack, 1d8,
Morale 9. Otherwise, as a fungal zombie.
Spider-shaped acolyte: Armor 18, Move 180', 5 Hit Dice, bite, 1d8,
Morale 12. Can climb the walls. Otherwise, as a fungal zombie.
The Acolyte has a God-shaped hole in its essence; anytime the Acolyte
damages a Cleric, that Cleric can not cast spells for one day for every point of
damage inflicted. This Acolyte will naturally prioritize attacking Clerics. 45
The Acolyte’s blood is excited; every time the Acolyte suffers damage, its
blood splatters on anyone in mêlée combat with it. Treat this as an extra attack
against the Acolyte's enemies.
Successful attacks by the Acolyte coagulate the blood; every hit results in a -1
penalty to all rolls made by the victim. This condition clears up at a rate of 1
point per week.
The character is marked by the Acolyte's attack; whenever the character again
takes the same amount of damage as they receive from the Acolyte's first
successful attack, that damage is doubled.
45
46
MTHE WELLL
Far below the current “complex,” deep in the Earth, is a great fungal sea. It is the source
of all nourishment for the fungal mass, drawn up through a well that is a manifestation
of the methods used to draw the sustenance from the bowels of the Earth; in terms of
what the characters can physically see and experience, the shaft of the well goes down
into the sea.
This physical manifestation (which is made of corpses like every other surface here)
does warp physical space a bit. This is similar to how the “dungeon” itself exists in
solid space within the world, and no matter how far the player characters go, they are
not traveling very far from where they first entered the dungeon. It’s not just nutrients,
therefore, being brought up from the depths; the creatures of the fungal sea (which
are themselves fungal but not part of the fungal mass) have ready access to the surface
through the well.
When the characters come into this area, something will stir from the well, some creature
sending up feelers hoping to feed. What exactly the creature is will be determined by
rolling the dice, but all creatures able to get appendages up through the well will have
some base stats:
46 attack, 1d8, Morale 9. If the appendage attack hits, the victim must save
versus Paralyzation or be grabbed; the character must get free by the round
after the attack or else be pulled into the well the round after that, never to
be seen again.
After the attack from the creature from the deep has been repelled, the player characters
may move through the chamber unmolested.
Dropping anything down the well will attract the attention of another creature.
If there is an attempt to go down the well, it will close up some 50' down, preventing
further descent. If one flings themselves down the well, well, they'll hit the “water”
some hundreds of feet below, and as that substance is quite a bit denser than water, splat.
Lowering a bucket or other container down the well will allow one to reach some of the
“water” below, but a save versus Paralyzation must be made, else the container and/or
the means to lower it down has been grabbed by something below and the whole thing,
container and means to lower it down (hopefully just a rope) is dragged to the deep
(along with any characters who refuse to release it).
Drinking any of this water results in Fungal Rot (page 56), no save to avoid allowed.
46
47
This appendage is slick, it will have a -2 penalty to wrestling rolls but +2
to initiative.
The appendage is a series of fungal balls stuck together as if by velcro. The
balls are squishy, but any attack against the appendage will cause a ball to
burst, releasing noxious gas into the area. All non-fungal beings present must
save versus Poison or suffer the following effect (roll d4):
1. Muscles lock, effectively turning the victim into a statue for 1d4 turns.
2. Contents of the digestive system are immediately emptied, but in the
wrong direction; shit spews out the mouth, vomit out the anus. This does
1d6 damage and incapacitates the victim for 1d6 rounds.
3. The brain fogs, it is difficult to think. -2 to all rolls for 1d4 turns.
4. A blood clot forms. Any time a die is rolled on behalf of the character, and
a 9 comes up, roll the die again. If 9 comes up again, the clot reaches the
brain and the character dies.
The appendage is an octopus-like tentacle, and if it manages to grab a victim,
its suckers activate with extreme force, and its bonus for wrestling rolls is a
further +5.
The appendage is a great lobster-ish claw, which has Armor 18 and does 1d10
damage, and if it grabs its target, wrestling free will do a further 1d6 damage to
the escapee.
47
48
MTHE MYCONOMICONL
The Myconomicon is a thing that should not be. The fungal mass does not have a
written language, as it is a shared, telepathic consciousness. Even in its new endeavor of
creating individuals with independent perception, experience, and memories, there are
ways to extract those experiences and memories back into the whole.
As the fungal mass devised its plan to interact with and infiltrate humanity, some
of its assumed human traits became too real. Somehow, without being written, the
Myconomicon simply appeared, and along with its appearance, its legend spread
amongst the newly independent members of the mass. It was a means to power, awful
beyond comprehension, dangerous, ruinous – everything that an occult book is within
a culture, it was to the mass. It became an object of contention and power within the
competing factions of the mass, and due to the interconnected nature of the mass, no one
that had the book could properly use it; it was more useful being kept out of rival hands,
in case they decided to use it. But then it was lost. At the start of play, the Myconomicon
has been taken by an automaton spy (page 31).
The book is oversized, a foot and a half across, two feet tall, and a foot thick. Its cover
is hard, dried fungal matter, pressed flat, and the pages made of pulped fungus. The ink
on the pages is derived from fungal juice and is written in an utterly unique language,
indecipherable to mammals and fungaloids alike. However, it can still be read aloud
without comprehension of what is being read aloud. When a passage is read, roll the
48 dice to determine what happens – but in this case, it is the combination of the dice that
determines the effect. Magic-Users, after generating a specific effect, may save versus
Magic to recreate the same effect when reading from the book. If they fail, it will again
be random. Non-Magic-User characters will always generate a random effect. It takes
one full round to recite enough of the Myconomicon to generate an effect. If a Magic-
User uses the book, they use up their highest-level spell slot. If they have no more spell
slots left for the day or a non-Magic-User uses the book, they take 1d6 damage when
using the book.
The Myconomicon can persist outside of the dungeon.
The reader grows great fungal wings with a 15' wingspan. This allows 150'
speed flight. When in flight, the wings give +2 Armor and can be used as
a weapon doing 1d8 damage. The wings will last 1d8 hours. Any non-
fungal being (not counting the reader) coming within 10' of the wings,
or anyone the reader flies over no matter the altitude, must save versus
Poison or contract Fungal Rot (page 56).
1d4 man-sized fanciful mushrooms sprout out of the ground and begin
emitting a piercing noise. Everyone present must save versus Device or
be stunned for 1d4 rounds. A wandering monster check must be made
every round made as many times as there are piercing mushrooms; if
multiple encounters are rolled, they will arrive in one-round increments.
If the reader is in an area without random checks, then it will draw
encounters from surrounding locations (20' ^ number of 'shrooms), and
will wake the dead if nothing else is available. The mushrooms do not
move or fight but are Armor 15 and have 3 Hit Dice.
48
49
The reader's digits and genitals grow sticky fungal branches about 3”
long. Any skin-on-skin contact between these branches and living flesh,
including the reader's own, results in a flesh-eating fungal infection.
The victim must save versus Poison every day or lose one point from a
random ability score. Death occurs when a score goes to zero.
1d4 fungal balloons, about 4' in diameter, rise from the ground and float
at about human head level. They will float towards the nearest moving
creatures (other than the reader) at a rate of 10' a round. If they touch a
living thing, or if they are hit for damage, they will explode, showering
fungal dust in a 50' radius. Any non-fungal life in this area must save
versus Breath Weapon. A successful save means they only take 1d8
damage from the toxic spores. Failure means taking the damage and
being infected by the spores. The victim will start growing 1d4 fungal
zombies from their own flesh, transferring 1hp per day to each zombie.
These zombies will not hurt their host but will be otherwise fully active
and hostile. If and when the host reaches zero hit points, the zombies
separate from the host and become independent creatures with hit
points equal to all that they received from the host.
49
50
A bubbling, flowing, viscously liquid fungal goop oozes up out of the
ground and moves towards the nearest nonfungal living thing (other
than the reader). The goop has the following stats: Armor 12, Move 60',
1 Hit Die, one acidic oozey attack, 1d8, Morale 9. Due to its non-solid
nature, it is immune to physical attacks, and it can squeeze through the
smallest of holes and cracks. Its attack is acidic, so if it does 5-8 damage
in an attack, it ruins the armor of the defender. If it kills an opponent, it
will cover the corpse and absorb it in 1d6 rounds. Consuming a human-
sized corpse increases its size and also increases its Hit Dice by one.
A random living being (of at least medium dog size) within 40' is turned
into a mushroom of identical mass. The reader is included in this random
pool. The mushroom will give off an appealing scent. Taking a bite of the
mushroom will heal 1d8 points of damage and give a +1 on all initiative
rolls for the next 4d6 hours. Any pieces cut from the mushroom lose their
potency after 24 hours. If the mushroom is uprooted, it dies. The being
transformed into the mushroom is still aware, although the mushroom
cannot move, and it has no sensory apparatus for sight, hearing, taste, or
smell. It can feel, however, so it will be in silent agony as pieces are cut or
eaten away from it.
Outside consciousness floods the reader's mind, granting a greater
awareness of all of Creation. The reader may ask the cosmos (read:
the Referee) 1d4 yes/no questions, not necessarily all at once, and the
Referee must answer truthfully. The Referee does not have to say how
many questions can be asked – all the reader has to be told by the
Referee is “you get to ask a number of yes/no questions that I must
50 answer truthfully,” and if the reader goes over the allotted amount, the
Referee can lie, lie, and mess with the reader with the answers at will.
A random person in a 50' radius is immediately struck with an incredible
amount of luck. Any time a die roll is made to determine success or
failure (for example, to-hit rolls, saves, skill rolls), they immediately
get the “points” they need to succeed with the roll. Rolls that are not
succeed/fail rolls (for example, damage) are unaffected. Everyone other
than the lucky one within that 50' radius suffers bad luck though; the
“points” needed for the lucky one to succeed are taken from the rolls of
the unlucky ones until the points have been made up. The effect lasts
until one of the unlucky ones dies. If the reader is the only person within
the radius, they simply suffer from bad luck, -2 penalty to all rolls (even
damage), until she dies.
50
51
Two random beings (of at least medium dog size) within a 50' radius
are merged into one body, Siamese-twin style. They retain independent
heads, four total limbs, but share a torso and internal organs. Neither
has full control of the body, each only controls the limbs on their side.
Activities as simple as walking require that both people agree on what
should be happening, and even so, will require practice to coordinate.
The combined body will have the combined hit points of both beings,
and each still accumulates experience points independently. Abilities
that require both hands that both do not possess (say, spellcasting), well,
good luck.
The reader will only be included in the Siamesing if there is one other
eligible person within range. If there are no others, then the reader splits
into her own Siamese twin, with the new twin being a dark side/mirror
version of the reader.
The reader will, over the course of weeks, become a fungus person. After
one week, her teeth will fall out and she will require rotting matter for
sustenance. After two weeks, her hair and nails fall out and her skin takes
on a spongey texture. After three weeks, fungal growth replaces the
hair and nails, but the face starts to flatten. After four weeks, the reader
becomes a full-bloom fungal zombie (page 60), appearing completely
rotten but retaining full consciousness.
A hole in reality is ripped open and a great fungal being's power comes
forth from beyond. Roll the dice again:
A great fungal claw reaches through the rift and grabs at one random
person within 50'. That person must save versus Paralyzation or be
dragged back through the rift, lost forever. 51
A fungal sludge tsunami comes through the rift; all present must save
versus Poison or drown. Survivors must save versus Paralyzation for each
carried item, failure means it is lost.
The rift rises into the sky (through any ceilings) until it deposits an
additional moon in orbit, made entirely of fungus. This will wreak havoc
with tides worldwide, and fungal monsters will fall from the new moon
onto Earth regularly.
A great fungal mass, about 100' in diameter with a multitude of
fungal strands flailing about, comes through the rift. If there is not
enough room for it in the present space, everything in that space is
crushed to death. Armor 26, 50 Hit Dice, Move 60', 100 strand attacks
for 1d6 damage each, Morale 12. It will travel the world destroying and
consuming until it is stopped.
Strange radiation floods through the rift; all present must save versus
Magic or change their ability scores around randomly (same scores, just
moved to different abilities).
A useless but cute small fungal animal comes through the rift and will
behave as the party's mascot.
If surviving, the reader is compelled to read three more times from the
book immediately.
51
52
52
53
Any player character suggesting a course of action or giving an opinion to the Monarch
without a specific invitation to do so loses 100xp. Any player character disagreeing with
something the Monarch suggests or an opinion the Monarch has, loses 100xp. Any
player character disobeying an order given by the Monarch loses 100xp. These lost
experience points are gained by the Monarch and are absolute. No exceptions. They
apply only once per opinion or order. For instance, if the Monarch wants to go east,
and someone else wants to go west, the west-wanting person loses 100xp only once, no
matter how many times they try to make their case for going west.
No, it is not expected that a group of player characters is going to put up with this state
of affairs for long. Best they get rid of the Crown.
Non-fungal supernatural creatures are unaffected by the Crown's influence.
The Crown has a number of other powers that it grants the Monarch:
◆ The Crown grants a +5 to saves versus mind-affecting magic, and grants saves
against mind-related spells that normally do not allow them.
◆ Weaker-willed members of the opposite sex of the same species (combined
Intelligence and Wisdom of 17 or less) will begin to follow the Monarch around
after being near them. These followers cannot be dissuaded, and an order to leave
will be the one they will not obey. They won't do much at all (but of course they
can be commanded), they really won't be useful for anything, and they won't
be taking care of themselves as they follow their new liege around... maybe this
should be in the drawbacks section? But having an ever-growing group of pliant
followers must have its uses, right?
◆ The Crown will keep the Monarch alive against all but the worst injuries. Against
any save-or-die effect, actual death occurs only if the roll for the save is a natural
1; otherwise the body comes back to life after 1d6+4 days. Hope the character
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isn't buried or cremated! For attacks that do hit points of damage, actual death
only occurs with a blow doing maximum damage when hit points go below zero,
although unconsciousness happens as usual. (Yes, this makes daggers more deadly
than polearms in this situation, but the Crown works in mysterious ways). The
character will heal one hit point every three days and will awaken at 1 hit point.
And it has a few drawbacks:
◆ The Crown cannot conceive of hostility towards it or the Monarch; its whole thing
is making others comply, after all. So it will perceive any attacks as attempts to
give gifts, so anyone (non-fungal supernatural creatures excepted) attacking the
Monarch has a +5 bonus to hit.
◆ While others are penalized for attempting to influence the Monarch, the Crown
will also penalize the Monarch for being influenced by others. If the Monarch
agrees with a course of action that was first suggested by someone else, or if
someone else changes the Monarch's mind about *anything*, the Monarch
instantly forfeits 1000xp. These points are not transferred to another character,
they simply disappear.
◆ The Crown gets jealous; all other magical items possessed by the Monarch, even
for a moment, cease to be magical. One-use or charged items like scrolls, potions,
wands, etc., are permanently affected, but items with permanent effects activate
again once the Crown is removed from the Monarch (passing the item to someone
else won't negate the effect).
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The Monarch must still sleep as normal when wearing the Crown. The Crown remains
on during sleep. Every night during sleep (but not when unconscious or “dead”), roll
the dice to see what happens overnight:
The Crown psychically drains those around it. All leveled characters within
50' must save versus Magic or lose 1d6 × 100 experience points, which are
transferred to the Monarch.
The Crown psychically copies those remarkable people around it. The Monarch
gains one level of ability from a random leveled character within 100', but the
Monarch only gains the last level's benefit. For example, gaining a 7th Level
Magic-User's abilities, they gain 1d4 hit points and the ability to cast one
second-level and one fourth-level spell because that's what was gained by the
Magic-User by moving from 6th to 7th level. The character being copied loses
no abilities.
The Crown believes the Monarch's previous identity is a hindrance to ruling,
so one person within 100' of the Monarch completely forgets ever knowing the
54 Monarch previously.
The points of the Crown ignite at some point in the night, and ash combines
with flakes of the Monarch's skin, and travel through the air. This combination
creates a potent, life-creating mix. Any mammalian female (assuming the
wearer is a mammal) within 50' of where the Monarch sleeps has a 1 in 6 chance
of becoming pregnant, 1 in 20 within 100'. This is regardless of the Monarch’s
sex or the species of the females. The fetuses will all be viable and simply be
the genetic combination of the Monarch and the impregnated female. But
the fungal bit that is present will make sure that the resulting offspring is
completely subservient to the Monarch – even if the current Monarch is not
their parent.
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MFUNGAL ROTL
While the dungeon environment of the fungal mass is not strictly a hostile environment
in the needs-a-biosuit kind of way, it is still made of alien fungal material, so the human
body will react in strange and mysterious ways.
Any time a non-fungal character suffers any damage, they must save versus Poison or
become infected with Fungal Rot. Failure means it's time to roll dice.
56 The rot will have strange, strange effects. Roll on the subtable:
The character grows a strange and grotesque fungal eye in the center
of her forehead. This eye can detect invisible beings and magical items,
but if the character ever touches a magical item, she takes 1d6 points of
damage as the fungus in her system responds badly.
The character's skin starts constantly glowing a luminous green,
illuminating the darkness in a 10' radius.
The character's eyeballs solidify into hard fungal gleaming gemstones
(worth 500sp per level each). They are still fully functional as eyes for the
character, but people will want them...
Every day, the character grows and sheds 1d10 × 10sp worth of exotic
fungal growth on her skin.
The character carries a fungus that seeks to infect horses and
will transfer at the first touch of a horse. This works similar to
Ophiocordyceps unilateralis, and the horse will grow a fungal “horn” out
the top of its head so it resembles a unicorn. The horse will move 50%
faster than normal, and have double normal hit points, but will always
charge directly towards any threat.
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The character becomes mycosexual, desiring sex with fungal beings and,
in fact, will become ravenous with desire. The character also gains the
ability to clearly see that everything around them (including the corpse-
walls and fungal zombies) are indeed fungal in nature.
The character will be compelled to copulate with any new category of
fungal being it sees (starting with the walls in their immediate area,
with things like the pedestals on page 40 or page 44 counting as a
different “category” than the normal surfaces) and must be physically
restrained from doing so.
The fungal mass will recognize the character as infected and will not
offer hostilities during this lovemaking, but any fungal being that is not
part of the fungal mass (say, Professor Mycelius on page 38) will not
be so understanding.
The character dies in 1d6 days but loses no mobility or cognitive ability
as fungal strands become part of the nervous system. The character is
considered dead or undead for spell etc. effects. The character only takes
damage if the upper half of a damage spread is rolled (for example, if a
foe hits for 1d6 damage, only a roll of 4-6 actually causes damage), but
can only heal damage by having Cause Wounds spells cast on her (Cure
Wounds spells damage undead). The character also becomes pale and
feels room temperature to the touch.
The character's eyes sprout out of her sockets on grotesque fungal
stalks, enabling her to see invisible things.
The character's blood hardens ever so slightly, and the character takes one
less point of damage than she otherwise would, whenever she takes damage.
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However, the Referee should keep track of these “missing” points of damage,
and when their number equals the character's maximum hit point total, the
character keels over dead.
The character's skin becomes infected with mold, which has no real effect, but
it will appear to everyone to be rotting.
The character's skin becomes adhesive, leaving much of the character's
equipment stuck to her body.
The character becomes gravely ill, with movement halved and the character's
Constitution modifier (that's the modifier, not the score) lessened by two. But
there is always a 1-in-10 chance in combat that the character is full of enough
fungal mucus that she can sneeze on an opponent, and it will work as the
Web spell.
If it comes up, Fungal Rot is Cured as a disease, not a curse or a poison. Each effect the
character suffers (and they are all cumulative) would require a separate Cure.
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MTHE PRIESTL
The Priest, at the Altar (page 44), is a bestial caricature of a human woman. It seems
to display no higher cognitive function. When encountered, it will point at the closest
male and scream “Fuck me! Fuck me!” The Priest will not take no for an answer and in
fact, exudes a pheromone that creates sexual arousal in mammalian males. If there is
any resistance, or if there are no males, the Priest and Acolytes attack.
If someone does have sex with the Priest, the vaginal juices, made of flesh-eating fungal
slop, will, in short order, completely dissolve its lover’s genitals, along with a good
bit of the surface of the fuckboy's nether regions. They will also contract Fungal Rot
(page 56). As the Priest climaxes (which happens in 1d6 × 10 rounds regardless of its
partner's prowess), it will glow blue through the eyes and all orifices before a bright
blue beam shoots towards the sky, through the ceiling, and whatever ground is between
it and the stars. The fungal mass’ control of the environment slips, and a passage out
of the dungeon appears. Player characters (even the one who has just been fucked) can
escape the dungeon to where they started before entering.
The Priest's sex partner is utterly hollowed by the experience. Not dead, but all ability
scores are reduced to 3, except Intelligence, which remains at its previous level.
The Priest can fight and cast spells as normal, even when fucking, with no penalties.
However, after escaping, the next time all of the (non-fucked) survivors are sleeping
58 in the same area, such as an inn or camping overnight during wilderness travel, the
fungal mass will find them (the Priest is horny and remembers them!), and the dungeon
will form around them, and they will find themselves back in The First Hallway. For
this go-through, draw an extra card every time a draw is called for, with the players
choosing which one is used.
The Priest: Armor (as determined by The Mantle), Move 120', Hit Dice
(sum of their Magic-User and Cleric levels), 5 hit points per Hit Die, one
kukri attack (see below), Morale 12.
The Priest is naked but for a small decorative wrap, carries a kukri, and wears a crown
and necklace. Every time the Priest is encountered, determine the properties of its items
anew and its own magical abilities by rolling the dice:
The Priest
The Priest can cast both
Magic-User level 3 Cleric level 3
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The Mantle
Immune to piercing attacks. Armor 16
The Kukri
For every point of damage inflicted, victim automatically
misses that many attacks. 1d6 damage
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The Necklace
The necklace persists outside of the dungeon. It is enough to merely touch or carry
the necklace to be considered the “wearer,” and effects persist even after no longer
possessing the necklace. No save. The Priest is wearing a necklace every time it is
encountered. Reminder
Reminder: The human-shaped fungal people are not human.
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60
MFUNGAL ZOMBIESL
The entire surface of this dungeon is made of packed-in corpses that are actually made
of fungal stuff. They are not completely inert, but effectively so.
But some are imbued with a bit more awareness, a bit more agency, and a bit more life.
These will always be hostile as they will recognize non-fungal-based life as “other” and
won't have the reasoning power to understand that “different” and “hostile” are not the
same thing – they will generally not attack fungal-based life.
Their attacks are entirely primitive, ripping and clawing and biting at their foes. If they
bring a foe down, all present fungal zombies will attack that downed target exclusively
to rip them to shreds, even if that target is dead or their attack leaves themselves open
to attack.
Fungal zombies are only called “zombies” because their appearance is entirely due to the
fungal mass being unable to properly construct a proper human form on a mass scale,
so they end up resembling corpses. When animated, they are effectively mindless, thus
appearing to behave like undead. But they are entirely made up of living fungal matter.
And here's a little bit we're burying in the back of the book: If the player characters
attack any of the corpses that make up the surfaces of the dungeon, they – the ones
directly attacked, not all of them making up the surface of the whole dungeon, although
wouldn't that be fun – will fully animate, pull out from the wall, and attack.
60 Randomly determine stats with the dice. Whether you roll for the zombies individually
or as a group during an encounter is up to you.
Whenever a fungal zombie successfully strikes a foe, the victim must save versus Poison
or be infected with Fungal Rot (page 56). Fungal zombies have 12 Morale and attack
by rending their foes with their bare hands. On a natural 20, the fungal zombie grabs its
target by the jaws, pries them open, and vomits fungal sludge right down their throats.
This does 1d8 damage and stuns the victim for 1d10 rounds. And the smell will never
truly be gone; there is a -2 penalty to reaction rolls when the character is present, and it
becomes impossible to surprise any foes with a sense of smell.
Whenever a fungal zombie is struck for damage, fungal spores (page 62) erupt from
the impact point, and anyone within 5' must save versus Breath Weapon or be affected
by the spores.
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1 Hit Die, Move 30'
Fungal zombies have all sorts of mycological growth on them, and somebody might
want to take a bite. There is precedent in LotFP for eating fungus people, so...
The character is unable to speak for 24 hours due to the fungus constricting the
vocal cords.
Extreme intestinal distress: a technicolor sludge suddenly jets out the anus
after 10 minutes, doing 1d4 damage to the genius eating something off of what
looks like a zombie. All clothing/gear on lower area of the character is forever
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ruined, as that smell is not coming out.
During the next violent encounter with fungal zombies, they will not attack the
character as she will register to them as a “fungal being.”
Lucky energy! The character gets 1d4 points to add to rolls as she pleases,
similar to a Bless spell.
The character's current hit points increase by 1d6. Any hit points gained above
the character's normal maximum cannot be healed once lost.
Increase the number of cards drawn to determine new areas by 1, cumulative
with every time this result is rolled. The character can choose which one is
placed, with the rest reshuffled into the deck. If multiple characters are under
this effect, they must agree which card will be placed within 30 seconds, or all
are discarded and that exit closes.
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MTHE SPORESL
The fungal mass is still struggling to consistently create truly accurate human simulacra.
This is why, instead of functionally passing humans, so many simulacra simply resemble
rotten, fungi-infested corpses. And while the construct isn't simply skin deep, the insides
are filled with fungal stuff. Stuff that will erupt and scatter when a simulacrum of any
sort (including inanimate objects) is ruptured.
The eruption of spores is a technicolor nightmare, a rainbow mix of goop and powdery
substance flung into the air.
The spores have a number of functions for the fungal mass, but reproduction is not one
of them. It is purely a defense mechanism, seeking to neutralize any aggressor and also
for gathering information for the mass.
When spores erupt, they plume in a 5' radius cloud, and all non-fungal creatures
therein must save versus Breath Weapon. If the save is failed, roll the dice to determine
the effects.
Once there is a failure, the spore eruption will be less random and more concentrated
on a character who has suffered the effects of the spores previously; spores still inside
the character's body act as a homing beacon for the new spores. The character suffers a
-1 cumulative penalty on saves versus the spores for every previous failed save versus the
spores. A natural 20 always successfully saves.
62 Characters subjected to the spores, even if they are unaffected, still have some of the
spores on them and are therefore contagious. The next time the character touches or
passes an item to another character, that character must save versus Poison or suffer the
consequences of the spores.
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The fungal mass wants a direct DNA sample. The character is overcome with a
sexual mania, and must copulate immediately with one of the fungal zombies
embedded in the floor / wall / ceiling. This takes just two rounds (the spores in
this case are incredibly powerful aphrodisiacs) during which time the character
will ignore everything else happening around her. She must also save versus
Poison or contract Fungal Rot (page 56).
In addition to its normal features, the location resulting from the next drawn
card will also contain a perfect replica of the character affected by the spores,
down to any carried equipment, although any magical items carried by the
original will simply be represented by mundane items with the copy.
This copy will have all of the memories and mental faculties (including
memorized spells!) of the original. It will consider itself to be the original
character and believe the original to be the imposter.
Any damage suffered by this replica will also be suffered by the original, but
not vice versa. Similarly, any other effects, such as Sleep or Charm, that the
replica suffers will affect the original, but not vice versa.
If the original dies, the player may take over control of the replica.
The character is disoriented as the spores make their way to her brain. The
character suffers a -2 penalty to all rolls, -4 if in conflict with any fungal being,
until the character is affected (as in, fails a save) by the spores again.
The character takes (20 minus the save roll) points of damage. If killed,
the character (along with all her equipment) is dragged into the floor by
the corpses.
The character falls asleep for 1d4 turns, during which time she cannot be
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awakened by any means. When she wakes up, she permanently loses one point
of Wisdom but receives a +5 bonus on her next save against the spores.
The character's own chemistry mixes strangely with the spores. In the next
encounter with fungal zombies, the character and the zombies will be
completely invisible to each other.
The character suffers an allergic reaction to the spores, causing an outbreak of
bubbly fungal boils all over her skin. She suffers a permanent -2 penalty to all
reaction rolls not involving fungus or intimidation.
The character is infused with a limited understanding of how the fungal mass
operates. When moving into a new area, the character may use a one-time-
only “veto,” forcing the drawing of another card for that area. The character
may bank this veto for as long as she pleases.
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