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Druid in the Sewers
#### An Adventure for 5th Level Characters ## Summary ##### Strange events are occurring in the city of Chadbridge. . . The mushrooms started to appear a month ago, popping up sporadically at the outskirts of torn. Now, the mushrooms can be found everywhere you look, growing through the cracks in the streets, on the sides of buildings, and throughout all public spaces. While the city folk are all for nature, these mushrooms look anything but natural. Attempts to remove them have been in vain, and reports have been circulating around the city of them exploding into a fine mist when picked. The locals are at a loss, as all attempts to remove the mushrooms have only caused more to appear in their place. Are these mushrooms some natural occurrence, or is there something more sinister going on? Maybe the party will find out. But for now, ***do not eat those mushrooms!***
## Adventure Hooks _There are many ways for the party's adventure to begin. Here are two:_ 1. The city is the home base for the adventurers, and they have grown close to many of the locals. Upon arriving back in town, the party members see the concern on many of the faces of their friends. They approach some of them to find out what’s going on. 2. The party has arrived in Chadbridge after many weeks of traveling. Stopping to ask for directions to an inn for the night, the locals will tell them about **Mother's** and also warn the party about the mushrooms. ## Chadbridge This adventure takes place in the large town of Chadbridge, but this location can easily be swapped out for any town with an underground sewer system. Chadbridge is located near a swamp and a forest. This is where **Lief, the Spore Druid** has found a rather unique strain of mushrooms. These mushrooms seek to spread throughout the realm, and they infect humanoids and beasts to accomplish that goal. \columnbreak ##### Acknowledgements This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the terms of the Wizards of the Coast Open Gaming License (OGL). All other original material in this work is copyright 2018 by Dump Stat Adventures and published under the Wizards of the Coast Open Gaming License (OGL). All images sourced through the Dungeon Masters Guild. Maps and Layout created by Dump Stat Adventures using **Dungeon Painter Studios** and **GM Binder**. \pagebreakNum ## Encounter Map Key Refer to this section for the **Encounter Maps** for each section in the Sewer.
## Ground ## Water ## Fortifications ## Rocks ## Spore Carrier ## Undead Rats ## Quippers \columnbreak ## Gelatinous Cube ## Gray Ooze ## Alligator ## Spore Trap ## Spore Monster ## Lief, the Druid \pagebreakNum ## Scene 1
##### Arriving at the Tavern You arrive outside a cheery tavern with welcoming lights. A crowd is gathering in the streets. Two strange humanoids in rotted clothes, covered in mushrooms, are ascending out of a sewer grate. As they climb to their feet, both begin to lurch towards two small children who are frozen in fear. From the other side of the road, you see three guards rushing towards the children in an attempt to save them. As you're watching, you see one of the fungi-covered humanoids lunge for the smaller of the two children. You quickly realize that the guards won't make it in time to save the them.
There are two **Guards** (*MM p.347*) led by **Timon Beller** (*Knight, MM p.347*) fighting two **Spore Carriers** (*Appendix A*). The party are about 10 feet closer to the children than the guards. They can choose to help the children, or they can wait and watch what happens. If they decide to watch, assume that one guard and one child are killed, and the two Spore Carriers are destroyed. **Timon Beller** will then light a torch and touch each body that fell in the combat. _If a party character dies in this encounter, **Timon Beller** will hand the torch to one of the players and tell them the only way to ensure that their friend doesn't rise and kill them in their sleep is to set them on fire. If the party refuses to light their fallen comrade on fire, **Timon Beller** will accept their decision but warn them to bury the body far outside of town._ After the encounter has ended, the party will be approached by **Timon Beller**, the Captain of the Guard for Chadbridge. If the party entered the fight, he will thank them and offer to buy them a round of drinks for assisting in ending the threat. If the party did not get involved, he will approach and ask if he can speak with them, as he has a proposal, with coin involved if they are willing accept. Timon will suggest they go into the tavern to discuss his proposal. > ##### Roleplaying Spore Carriers > Spore Carriers are humanoids created by a fungus that is effecting the population of Chadbridge. The fungus is making this region its new home, and is working diligently on creating new Spore Carriers to spread its influence. While the fungus is not itself evil, it is natural and its attempts at taking over the city are mindless and brutal. > > While Spore Carriers are slow and unintelligent, they are able to take hits if it means they can spread their spores to new bodies. They are not picky when it comes to who they infect, and will attack whatever living creature is closest to them. They have no ability to reason, and whoever they were in life is stripped from them in their undeath. > > At their defeat, Spore Carriers aim to be surrounded by potential hosts. Upon its defeat, the Spore Carrier will explode and send out a fine mist of spores in the air, infecting those around them. ## Scene 2
##### Mother’s Tavern Mother’s is a larger than normal tavern, with a large U-shaped second floor of rooms for rent. The main floor is lit in the soft glow of numerous lanterns hanging from the rafters. The center of the tavern is one large common room, with three long and well-worn oaken tables that span the length of the room. There are smaller tables for two to four people along the walls, providing more privacy if needed. The back of the first floor is occupied by a beautifully carved and ornate bar stretching the entire length of the wall. An open door behind the bar can be seen leading to a small kitchen, where a couple of halflings toil away. Locals of all races occupy the tables, and many of them sought refuge in the tavern during the spore carrier attack. There is a nervous tension throughout the tavern, with people talking in hushed tones about what just transpired outside. There are plenty of seats at the bar, and Timon will suggest the party head that way to get a drink and talk.
Tending bar is *Mother* (**Veteran, MM p.350**), a powerfully built half-orc female. Scars run down her arms and she makes no effort to hide them. She can be seen making drinks and barking orders to three young female human servers, who are scurrying up and down the rows between the large oaken tables, dropping off drinks and food. If Chadbridge is the base of operations for the party, they will be greeted warmly (as warmly as a half-orc can) by Mother, with their drinks poured and waiting for them at the bar. If this is the party’s first time in Chadbridge, they will be greeted in a surly manner. Timon will inform the party that Mother is actually quite friendly, but you know how half-orcs can be! After sitting down and drinking the first round, Timon will offer his proposal to the party. Go into the sewers and destroy the mushroom plague in Chadbridge. If they agree, Timon will pay the party 500gp. *(See role-playing Timon Beller)* After the party agrees to the proposal, **Timon Beller** will pay for their rooms for the night and ask that they be ready first thing in the morning. He provides a brief overview of how the sewer is laid out, and offers the following insights: 1. The sewer is in poor condition and rarely gets any visitors. It is best to stay away from water as there have been reports of large lizards. 2. There is a large central area in the sewer that Timon suggests the party should move towards. He feels it is ideally suited for housing large numbers of these creatures, and for sending the Spore Carriers up at various points across town. 3. Timon suggests that they stick to the main tunnels. It has been many years since a guard patrol was last through, and creatures may have made the sewers their new home. \pagebreakNum ### Timon's Proposal Timon Beller is confident that whoever is responsible for these attacks is currently in the sewers, as they have found several carriers exiting the sewers. He currently has all the exits blocked off, but only one is seeing activity from the Spore Carriers. He hopes to have the party go in, kill any carriers lurking in the sewer, and find out who, or what, is responsible for this mess - and put an end to it. If the players agree to his proposal, he will crack a smile and help them as much as he can. If they refuse his proposal, he will plead with them one last time, even increasing the reward by 50gp before storming out of _Mother's_. If the party decides that this isn't the adventure for them, the mushrooms continue growing throughout the city and more people disappear as the Spore Carriers grow in number. Eventually, favorite shopkeepers and even Mother will be consumed by the Spore Carriers. Upon an agreement with the party, Timon will also suggest asking the locals if they know anything about the mushrooms, or have seen anything suspicious. > ##### Roleplaying **Timon Beller** > Timon is an older, war-worn human male, approximately 45 years of age. An old scar runs down the side of his face and neck, and he will be unwilling to discuss it if the party inquires. (Though the scar makes him very attractive to Mother!) He takes his position as Captain of the Guard seriously, but you can see that he views it as his retirement job after a long career of adventuring. He is well-known and respected by the locals. > > Gruff but friendly, Timon knows that he needs the party to assist in ending the Spore Carrier/mushroom infestation. If the party asks why he doesn't send city guards into the sewers to kill the Spore Carriers, there are a few response options. > > 1. He sent in a small group of guards who returned as spore carriers. This is when he knew that he could not risk any more of the people under his command, as the spore carriers are becoming too powerful for them. > > 2. He knows from his years as a adventurer that these are no ordinary undead, and he's unwilling to risk his city guards. The most they usually deal with is petty larceny and drunken brawls after the taverns close. > > 3. He would assume that brave adventurers such as the party would be willing to make some easy coin if they are acting over-confident and brash. \columnbreak > ##### NPC rumors >After speaking with **Timon Beller**, the party can ask around to find more information about what is going on. > > > >“The mushrooms started popping up a few weeks ago. They look pretty but I wouldn’t recommend eating them. I heard they explode!" > > ~ **Amelia Daergel, Gnome Female** >
> >“Ever since these mushrooms started appearing, people have started to DISappear. I worry for the safety of my family. > > ~ **Duer Cadman, Human Male** >
> >“One of my friends is in the City Guard. He told me they’ve posted guards at the sewer entrance and have started to seal it shut. He said they plan to collapse the entrance. ” > > ~ **Kilia Ironfist, Dwarf Female** >
> >“About a month ago, a crazy hermit appeared in the city. He spent most of his time screeching about “going back to nature." He was gone a couple of days later. The mushrooms started appearing shortly after he disappeared. You think it's his fault?” > > ~ **Manea, Tiefling Female** >
> >“Exploding mushrooms I tell ya, they are exploding mushrooms! Don’t try to pick them or they'll blow up in your face!” > > ~ **Radovan Storm, Human Male** >
> >"A friend of mine was saying they heard some weird groaning coming from a small sewer grate in a back alley. Now of course, he is always drunk, but he swears that the groaning was followed by a huge bellow, as if some huge beast was living down there!" > > ~ **Cookie, Halfling Male** _(Cook at Mother's)_ >
> >"There used to be engineers that would work on the sewers to keep them in working order, but 20 years ago they never came back out. Jokes on them, everything is working fine, so they weren't actually needed." > > ~ **Christoff, Human Male** ### The Townsfolk The Townsfolk of Chadbridge are not accustomed to so much excitement, and people are buzzing with gossip about the mushrooms popping up all over the city. People are starting to worry. At first the missing were mostly wandering beggars and vagabonds. Lately however, folks are reporting their friends and loved ones missing. As the mushroom infestation continues, the City Guard is in low spirits and it's starting to effect the morale of the city. \pagebreakNum ## Scene 3 ### Sewer Entrance - Encounter 1 _Reference the map in Appendix B, point marked_ **1**_._ As the party heads for the sewers, they are met by a guard running towards them. He looks on the verge of hysteria, and implores the party to follow him quickly as there is an "issue" at the sewer entrance. He then sprints down the street towards the sewers, answering all questions with pleas for them to hurry before it’s too late. Upon arriving at the sewer entrance, the party will come upon a chaotic scene. Three *Guards* (**MM p.347**) are frantically trying to nail boards over the entrance to the sewers. As the party gets closer, they see numerous grotesque arms attempting to push through the boards to grab the men. When the party gets within 10 ft of the entrance, four **Spore Carriers** (*Appendix A*) break through the barricade and attack. The guard that escorted the party immediately flees the scene. The other guards have a variety of ways they might respond, and the DM may roll a d6 to determine their reaction if desired. **(1-2)** _Flee, and leave the party to fight the horde alone._ **(3-4)** _Stumble back to the party for help._ **(5-6)** _Immediately attack without waiting for the party. If they do so and the party doesn't help, assume that the four Spore Carriers are destroyed and the guards lose two men._ At the end of the battle, the guard that fled returns with *Timon Beller* in tow. *Timon Beller* thanks the party for their assistance, attends to his wounded men, and burns any that have fallen. #### Encounter 1 Map
\columnbreak ## Entering the Sewers
The putrid smell of humanoid waste assaults the senses as you enter into the sewers. You step into about six inches of grayish sludge, oozing over your feet and down the tunnel as it descends about 50 feet into the stench. The center of the sewer floor is flat and easy to traverse, but starts to curve upward on both sides two feet from the center of the floor, forming a circular passageway that leads under the city. At its tallest point, the sewer is 10 feet tall. The sewer itself is made out of worked stone blocks, many of which are in ill-repair. Smaller mushrooms can be seen sprouting through the cracks in the stone, and a dull green mold seems to be creeping up from the mire. The passage heads north for 30 feet and splits into a V, with one passage heading northeast, the other northwest. Apart from the daylight that creeps in behind you, the sewer is pitch black save for a few mushrooms that give off a faint blue glow.
The sewer is in bad shape, and the recent infection of mushrooms isn't helping. Unless stated otherwise, the ceilings in the sewer are 10 feet tall, the walls and floor are slick with waste, and the sewer is in complete darkness. The only light source is faintly glowing mushrooms that grow from the walls. If carefully plucked, they emit the same amount of light as a candle. At the first intersection in the sewer, any character that makes a **DC 12 Survival** check can tell that the **Spore Carriers** came from the Northeast tunnel, heading from point **2** marked on the map in **Appendix B**. \pagebreakNum ### Encounter 2 _Reference the map in Appendix B, point marked_ **2**_._
This rectangular room is densely populated by small mushrooms that cover the wall and ceiling. Small rodent tracks criss-cross the stagnant sludge that covers the floor. A tiny trickle of waste flows from the small sewer line on the east wall, and puddles in various places on the uneven stones of the sewer floor. Dark-green mold grows in the corners of the room. The passage continues on the other side of the room to the north, and there's an entrance to a small tunnel in the northeast corner.
This room is 30 feet wide by 25 feet in length and the ceiling rises to 15 feet upon entering. The sewer line leads into the room from the southwest corner. The sewer line continues on the far side of the room (northeast corner), with a smaller sewer line (no more than a foot in diameter) in the northern part of the east wall. The small mounds contain four *Undead Rats* (**Giant Rat, MM p.327**, *With these changes: Undead, AC 13, and on a hit they deal an additional 1d4 poison damage. They are CR 1/2 (50XP).*) taken over by the spores. They can be spotted with a DC 15 Perception check, otherwise they attack the party in a Surprise round. #### Encounter 2 Map
\columnbreak #### Encounter 3 Map
### Encounter 3 _Reference the map in Appendix B, point marked_ **3**_._
Coming out of the tunnel, there are three humanoid shapes that are slowly moving rocks from a passage in front of you. It looks as if there was a collapse and they are clearing the tunnel. Along the left side of the room, there’s a slow moving pool of brackish water with several small bones drifting along. A tunnel to the west seems to be the only way through.
This room is 20 feet wide and 35 feet long, and the ceiling has lowered back to 10 feet. The east side of the room is a 10 feet wide stone corridor. The west side of the room has a slow moving river of brackish water, approximately 3 feet deep. The sewer passage to the north has been blocked off by rubble. Three **Spore Carriers** (*Appendix A*) are busily clearing out rocks on the far side of the room, and aren't paying attention. They will only attack if the party enters noisily. Any character that makes a successful DC 10 Stealth check can sneak by the **Spore Carriers** or attack them with surprise. If the party chooses to wade through the water, there is a **Swarm of Quippers** (*MM p.338*) that will attack anyone that ends their turn in the water. The quippers can be spotted with a successful DC 13 Perception check if the characters actively look in the water.
\pagebreakNum ### Encounter 4 _Reference the map in Appendix B, point marked_ **4**_._
As you enter the room, the sounds of flowing water can be heard beneath you. Looking down, you see that you are no longer walking on the hard stone floors of the sewers, but a wooden bridge that spans the length of the room, leading to the only other exit approximately 75 feet away. Along the north and south wall, rusted pipes and levers pipe in sewage that flows into the water below. Several pipes look to have sprung leaks, and the levers are almost rusted over. Looking under the wooden bridge, you see water and sewage flowing beneath you. For the first time, you see the bottom of the sewer, covered in a soft green algae. Floating just above the algae is a small leather pouch and a rusted iron sword.
This 75 feet wide by 45 feet long room has a 10 foot high ceiling. The sewage below the party is heading from east to west. The water is 2 feet deep and filled with waste from the city above. The walkway spans across the sewage, with 15 feet of sewer water on either side of it. At the far sides of the room is a 5 feet stone walkway running along the north and south wall, with a wide assortment of pipes, levers and valves. There is a 5 feet stone passageway that runs along the north and south walls. There are also several pipes that empty out into this room along the bottom. The largest pipe is a 1 foot diameter sewer pipe in the east and west walls. As the party enters the room, they notice that they're no longer on the worn stone floor of the sewers, but an old, surprisingly sturdy wooden bridge that spans the length of the room. The bridge is supported by wooden posts every 10 feet along the bridge. The walls and ceiling are made of the same worn gray stone as the rest of the sewers. Some greenish brown mold grows along the edges of the bridge. The party may assume that the slow moving water has cleared up the sewage, allowing them to see the bottom, but it is actually two **Gelatinous Cubes** (*MM p.242*). One of them is holding a small leather pouch and a rusty iron sword.
\columnbreak The acid has almost finished eating through the thick leather hide, and the rusty iron sword has washed into the sewers after some heavy rains. If any of the party attempt to enter or reach into the water for the pouch, the **Gelatinous Cubes** will attack. If the party inspects the water, they can see the faint outline of the Cubes with a DC 15 Perception check. Any person that attempts to enter the water without noticing the Cubes is subject to a Surprise round. Any party member that gets within 10 feet of the west entrance will be subjected to an attack from above by the **Gray Ooze** (*MM p.243*) hiding on the ceiling above. The Ooze will drip down on the first player that steps within 10 feet of the west entrance. While the Ooze is on the ceiling, it looks faintly wet, but can’t be perceived from the rest of the stonework. #### Encounter Map 4
> ##### Increasing Pressure > If the party attempts to interact with any of the valves and sewer pipes, they risk breaking the machinations unless they make a successful DC 15 Intelligence check. Upon a success, they are confident in their ability to not break anything and they have an understanding of the system. > >They also notice that some of the pipes are near bursting, and can fix this issue by adjusting several knobs and gears to release the pressure. To do so, they must make a successful DC 12 Strength check, as many of the important valves have sealed shut due to old age and rust buildup. > >Reporting the problem or that they fixed the sewer system will gain them a 30gp bonus from **Timon Beller**. \pagebreakNum ### Encounter 5 _Reference the map in Appendix B, point marked_ **5**_._ This description text assumes that your party arrives in this room from the south entrance.
Following the sewer tunnel, the smell of waste grows fainter and the roar of fast moving water grows louder. Stepping out of the tunnel, you find a large room with a roaring river of dark water cutting through the middle. On either side of the 40 feet wide river of sewage are balconies with 3 feet high rails to stop anyone from falling in, though the rails have mostly rusted through. The north and south platforms are about 3 feet above the sewage river. Following the river, you exit out of the room into a large tunnel where the sound of a waterfall echoes all throughout the room, making it hard to hear the rest of your party.
The party has entered a 75 feet long by 60 feet wide room with a 40 feet wide river flowing through it from the east to the west. The ceilings in this room are 10 feet high and covered in algae and mold, making climbing along the ceiling extremely difficult. The water is 20 feet deep with a layer of algae. The party can try to swim across, but the raging water will make it difficult. They must make a DC 12 Athletics check to swim against the current and make it to the other balcony. On a failure, they’re swept 20 feet towards the west wall, and over the waterfall 30 feet outside the room, that they can't see but can hear. The **Alligator** (_Giant Crocodile, MM p.324_) is currently hiding in wait to pounce. This alligator will attack the first creature in the water in a surprise round and attempt to drag them underwater. If the alligator loses at least half its hit points, it may decide to retreat further into the sewers, looking for easier prey. The alligator can be spotted with a successful DC 15 Perception check. Rules on Underwater Combat can be found in the _PHB, p.198_ under the **Underwater Combat** section.
#### Encounter 5 Map \columnbreak #### Encounter 6 Map
### Encounter 6 _Reference the map in Appendix B, point marked_ **6**_._
As the sewer continues northward, you can see that the passage is becoming more and more worn. Several large chunks of the tunnel ceiling lay on the floor amid a forest of mushrooms of all types and sizes. The mushrooms are growing in large clusters along the walls and ceiling. While the rubble and mushrooms don’t obstruct your passage through the sewers, you’re a bit concerned about the structural integrity of the complex. Further ahead, you see the corridor turns to the east, and a dim light is see around the bend. Standing in front of you are two humanoids who begin shambling towards you.
At the beginning of this tunnel are two **Spore Carriers** (*Appendix A*) standing guard. Upon seeing the party, they will charge forward and attack. After the Spore Carriers, and if the party moves down the passage at a normal pace, they will automatically trigger a Spore Trap. Any character that attempts to Stealth down the corridor must roll a DC 12 Stealth check or trigger the Trap. On a success, the Trap is not triggered. All characters within a 10 feet radius of the Spore Trap must make a DC 15 Constitution Saving Throw upon activation of the Trap. On a failure, a character takes 10 (2d10) poison damage and they become Poisoned for 1 minute. While Poisoned, the creature takes 1d10 poison damage at the start of each of their turns. They can attempt the saving throw at the end of their turn, ending the effects on a success. (_see_ **Yellow Mold**, _DMG p.105_) There are three such Spore Traps, and they can be recognized as they are light purple mushrooms with green dots. The Spore Traps can be triggered by hitting them, throwing rocks or anything else that might jostle them. They reset after 10 minutes. \pagebreakNum
## The Druid's Sewer Temple In this final encounter, there are a few options we have created, dependent on how you would like to continue the story of **Lief, the Spore Druid**. ##### Option 1 Lief's plans are not yet done, and he’s not going to let adventurers stop him from his end-goals. He will escape from the sewers by wild-shaping into a rat and disappearing up one of the numerous small pipes in the room. The party will have to face a **Spore Monster** and three **Spore Carriers** (_See Appendix A_), as they see the party as potential hosts for their spores. ##### Option 2 Lief has been fully consumed by the spores and plans to turn the party into his newest **Spore Carriers**, before overrunning the city. In this fight, Lief will wild-shape into a **Brown Bear** (*MM p.319*) and attack them. He will be supported in the fight by three **Spore Carriers** (_See Appendix A_).
### Encounter 7 _Reference the map in Appendix B, point marked_ **7**_._
The faint light seen from the sewer corridor is emanating from this room, and as you step in you see the source is from the shining sun above you. This large room dwarfs the rest of the sewer, and you see the clear blue sky above and no ceiling. Small puddles of water are scattered around the floor of the room, as are huge piles of trash covered in mushrooms. The largest pile of trash is closest to the party and seems to be towering above you as its stench washes over you. All around the room, piles of sewage and mushrooms of all species seem to be thriving in this unlikely environment. Standing in the center of the room near several small piles of mushrooms is an old man, dressed in a rotted, drab green robe. His body is covered in the same mushrooms that decorate this room, and they appear to be pulsating on his skin, almost as if they are breathing. He is staring up at the sky, appearing to be communing with nature. As the sun shines down on the scene, you see that flanking this man are several humanoids covered in mushrooms.
This room is 100 feet in diameter, and the ceiling is 30 feet high. **Lief** (_Appendix A_) has cast _Hallucinatory Terrain_ on the ceiling, giving the illusion that the party is outside of the sewers. This spell will not end for several hours. The party can catch Lief and the **Spore Carriers** by surprise if everyone in the party successfully pass a DC 17 Stealth check. On a fail, Lief shrieks out unintelligible commands at the **Spore Carriers** (_Appendix A_), who begin moving towards the party and attack the closest party member. Depending on your decisions, Lief will either run or fight the party. The Lair Actions, see _Appendix A_, will still happen in the room regardless if **Lief** runs or stays. This room is largely bare, and has several old corpses under the sewage that have yet to rise as **Spore Carriers**. If the party searches the room, they can find a small hovel where Lief slept, and several treasures he has taken off of the dead that were dragged down here. See _Treasure_ below. #### Option 1 If Lief is running from this battle, he will wildshape into a rat and run away into a nearby sewer pipe. Due to the amount of sewage and mushroom growths in this room, it's impossible to see where he has run off to. Lief is off to finish the plans of the mushrooms, and won't interfere with the party in the sewers again. The largest pile of trash that is near the party is actually the home of a **Spore Monster** (_Appendix A_). As the two **Spore Carriers** start to move forward, the **Spore Monster** will rise from the pile of mushrooms and sewage, and attack the party to protect the fleeing druid. The **Spore Monster** and **Spore Carriers** will not stop their attack on the party until one or the other is defeated. #### Option 2 If Lief stays and fights the party, he will try to keep the party away from him with the **Spore Carriers** and cast spells from a distance. If he is brought to 33 HP or below, he will wildshape into a **Brown Bear** (_MM, p.319_) and attack the party until he is destroyed. #### Treasure While Lief didn’t have much need for material possessions, he did kidnap and murder several people to create his **Spore Carriers**. He gathered anything of value or interest to him and left it in his hovel. You can roll on the **Treasure Hoard: Challenge 0-4** treasure table on p.137 in the DMG, or preselect a few items and coin for your party to find, though keep in mind that Lief mostly attacked homeless commoners and travelers.
\pagebreakNum
> ##### Lief's Wildshape > Lief is a lover of all nature, and has seen a wide variety of animals and beasts in his journey. If you so choose, he can transform into any beast you feel is most appropriate for your party, as a **Brown Bear** may be too much for them after a deep dive into the sewers. > > You could change the wildshape transformation with a lower CR beast like a **Wolf** (_MM, p.341_, CR 1/4), **Giant Goat** (_MM, p.326_, CR 1/2), or any beast you think would be appropriate. \columnbreak #### Encounter Map 6 ## The End Is Not Here If Lief decides to run from the party, he is off to finish the plans of the Spores and will be working on his next plan to poison the local ruler of Chadbridge. Lief has little control on what he can do, as the Spores have taken full taken control of him. Blending the Druid's intelligence with their instinctual need for survival and growing their species, the Spores hope to spread their influence far across the realms. To do that, they feel the best place to start will be with the local ruler. Be sure to check out our next adventure covering those events! \pagebreakNum # Appendix A ## Conclusion As you exit the sewers, you are greeted by **Timon Beller**. He will ask if you were successful in your quest. The result will differ depending on the party's response: - If the party defeated Lief, they can honestly tell Timon that he was defeated in battle. They will be paid in full. - If Lief fled, the party can tell Timon that they defeated the monsters but Lief escaped with more plans for the city. Timon will thank the party for their service and pay them the full amount, hoping that the party will be willing to investigate further and find Lief. - If Lief fled, the party can try to deceive Timon that the druid was defeated. At least half of the party must make a successful DC 10 Deception check. Failure will result in Timon being disappointed that the party felt the need to deceive him, and he will only pay the party half of the reward. He will state that they will get the rest of the gold when the Druid is hunted down, and he will require proof in the future. If the party doesn't deceive **Timon Beller**, he will offer to buy them a drink back at Mother’s. On the way back to Mother’s for a well deserved rest and drink, the party will see members of the city guard setting fire to the last few mushrooms above ground. Timon will explain to the party that he is hopeful that with the Druid and his monsters driven out of the sewer, the mushrooms will not grow back. As the party walks into Mother’s, they will see that she has drinks waiting for everyone at the bar. If any companions fell in the sewers, **Timon Beller** will raise a glass for them in honor of their sacrifice. ### Roleplaying the Spores The spores were once regular mushrooms that were afflicted by the powerful magics of a Druid. Unfortunately, they twisted the gift and became cruel, with one focus: to spread across the lands, starting with the Druid who granted them that gift. **Spore Carriers** are infected undead creatures that aim to spread their plague wide and far, leeching deep into uninfected territory in packs. They are unintelligent and act aggressively towards any living creature, willingly sacrificing themselves to spread more spores. A **Spore Monster** is the culmination of huge colonies of mushrooms, and functions as the 'brains' of the Spore Carriers. Its sole priority is to grow itself, and its size directly correlates to the size of its domain. It will do everything in its power to grow in size and strength. **Lief, the Spore Druid** was once a normal old man. Discarding city life for the woods, he began to experiment to find ways to help nature defend itself. He unfortunately found himself as the main host for the Spores after using his druidic magic to help them grow stronger. He is helpless against their drive and they have begun warping his body. \columnbreak ## Monster Stat Blocks ___ > ## Spore Carrier >*Medium undead, Neutral Evil* > ___ > - **Armor Class** 10 > - **Hit Points** 45 (6d8 + 18) > - **Speed** 20 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|10 (+0)|16 (+3)|3 (-4)|6 (-2)|5 (-3)| >___ > - **Damage Immunities** Poison > - **Condition Immunities** Poisoned > - **Senses** Darkvision 60 feet., passive Perception 8 > - **Languages** Understands All Languages It Spoke In Life But Can't Speak > - **Challenge** 1 (200 XP) > ___ > **Spore Blast.** When the Spore Carrier dies, it explodes in a burst of spores. Each creature within 5 feet of it must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful save. > > **Infected.** If a creature is subjected to the _Spore Blast_ and they fail their save, they are infected by the spores of the Spore Carrier. They take one level of exhaustion per failed saving throw, and the exhaustion cannot be removed unless treated by Lesser Restoration or another ability that removes Diseases. Any creature that dies from this effect rises as a Spore Carrier within 1d4 hours. >___ > ### Actions > ***Multiattack.*** The Spore Carrier makes one slam attack and one bite attack. > > ***Slam.*** *Melee Weapon Attack:* +5 to hit, reach 5 feet. Hit: 7 (1d6 + 3) bludgeoning damage. > > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 feet., one target. *Hit:* 6 (1d4 + 3) piercing damage and the target must make a DC 13 Constitution saving throw or be poisoned until the end of their next turn. Any creature that dies from this attack comes back as a **Spore Carrier** in 1d4 hours. > > ***Spore Spray (Recharge 6).*** The Spore Carrier expels spores in a 15-foot cone. Each creature in that area must make a DC l3 Constitution saving throw, taking 7 (2d6) poison damage on a failed save and they are poisoned. If they succeed, they take half as much damage and are not poisoned. Creatures are Poisoned for 1 minute and they can repeat the save at the end of their turn, ending it on a success. \pagebreakNum ___ > ## Spore Monster >*Large plant, Neutral Evil* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 136 (16d10+48) > - **Speed** 20 feet, swim 20 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|8 (-1)|16 (+3)|5 (-3)|10 (+0)|5 (-3)| >___ > - **Skills** Stealth +2 > - **Damage Resistances** Cold, Fire > - **Damage Immunities** Poison > - **Condition Immunities** Blinded, Deafened, Exhaustion, Poisoned > - **Senses** Blindsight 60 feet (Blind Beyond This Radius), passive Perception 10 > - **Challenge** 5 (1,800 XP) > ___ > **Poison Absorption.** Whenever the Spore Monster is subjected to poison damage, it takes no damage and regains a number of hit points equal to the poison damage dealt. > > **Greater Spore Blast.** When the Spore Monster dies, it explodes in a burst of spores. Each creature within 15 ft of it must make a DC 14 Constitution saving throw, taking 9 (3d6) poison damage on a failed save, or half as much damage on a successful save. > > **Infected.** If a creature is subjected to the _Greater Spore Blast_ and they fail their save, they are infected by the spores of the Spore Carrier. They take one level of exhaustion per failed saving throw, and the exhaustion cannot be removed unless treated by Lesser Restoration or another ability that removes Diseases. Any creature that dies from this effect rises as a Spore Carrier within 1d4 hours. > > **Hidden.** When the Spore Monster is motionless, it is imperceptible as a living creature. >___ > ### Actions > **Multiattack.** The Spore Monster makes two slam attacks. If both attacks hit the same Medium or smaller target, the target is grappled (escape DC 15), and the Spore Monster uses its Engulf ability. > > ***Slam.*** *Melee Weapon Attack:* +7 to hit, reach 5 feet, one target. *Hit:* 13 (2d8 + 4) bludgeoning damage. > > ***Engulf.*** The Spore Monster engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe. It must succeed on a DC 14 Constitution saving throw at the start of each of the monster's turns or take 13 (2d8 + 4) poison damage. If the monster moves, the engulfed target moves with it. The monster can engulf only one creature at a time. If a creature dies while engulfed by the Spore Monster, they come back as a **Spore Carrier** in 1d4 hours. \columnbreak ___ > ## Lief, Druid of Spores >*Medium humanoid, Neutral Evil* > ___ > - **Armor Class** 11 (16 with _barkskin_) > - **Hit Points** 66 (12d8 + 12) > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+1)|13 (+1)|12 (+1)|18 (+4)|11 (+0)| >___ > - **Skills** Medicine +4, Nature +4, Perception +7 > - **Senses** Blindsight 30 feet, passive Perception 17 > - **Languages** Druidic, Common, Sylvan > - **Challenge** 5 (1,800 XP) > ___ > > **Wildshape.** Lief can cast wildshape on himself once per long rest. Lief can assume the form of any beast CR 1 or lower. He can stay in beast form for 4 hours. > > ***Spellcasting.*** Lief is an 8th-level spellcaster. Lief's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Lief has the following druid spells prepared: > >Cantrips (at will): _infestation, poison spray, shillelagh_ > >1st level (4 slots): _charm person, cure wounds, detect poison & disease_ > >2nd level (3 slots): _barkskin*, flaming sphere, locate animals or plants, protection from poison_ > >3rd level (3 slots): _feign death, plant growth, speak with plants_ > >4th level (2 slots): _blight, hallucinatory terrain*_ > >_*Lief has pre-casted these spells_ > > ### Actions > ***Shillelagh.*** *Melee Weapon Attack:* +7 to hit, reach 5 feet, one target. _Hit:_ 8 (1d8 + 4) bludgeoning damage. ##### Lair Actions On initiative count 20 (losing initiative ties), the spores of the sewer take a lair action to cause one of the following effects; the spores can't use the same effect two rounds in a row: - The _Hallucinatory Terrain_ spell changes so that the room is plunged into total magical darkness. All creatures of the Spores are given Blindsight up to 30 feet while this effect is active. The effect lasts until the next Initiative 20. - 1d4 Undead Rats (See _Encounter 2_ for stats) rise out of the sewage to attack the party. They are controlled by the Spores and stay until destroyed. - Mushrooms spray spores in a 10 fe radius sphere in a location chosen by the Spores. All creatures in the area must make a DC 13 Constitution Saving Throw or take 2d6 Poison damage and be poisoned for 1 minute, on a success they take half and are not poisoned. They can repeat the Saving Throw at the end of their turn to end the Poison early. \pagebreakNum # Appendix B ## Sewer Map