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and manipulative
Sporecap A Cappella
The adventure starts in any small village or settle-
ment that the PCs are traveling towards — the
Pallid Piper has visited it and chaos has erupted in
his musical wake. Ideally, this should be a village
the party have visited before and had an opportu-
nity to experience before the piper’s visit. It’s also
ideal if the adventurers are returning to this town
after the completion of some quest.
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their kind and are happy to help cut off her influ-
1. Marshy Crag
ence by revealing a secret about their nature: all Once the PCs are ready Pendlewine uses transport
of them are grown from the same sporestalk, and via plants to take them directly outside the piper’s
can sense one another across the Material Plane. hidden grotto into a small cave beneath a hot and
Thanks to these umamish Pendlewine knows humid rainforest canopy. To the north a narrow
exactly where the piper is hiding and can take the crack in the stone leads further in and is framed by
PCs there whenever they’re ready. Unfortunately colorful mushrooms (#2).
he and the umamish can’t help once they arrive, as
their fungal nature makes them far too susceptible
to the piper’s control.