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The Red Growth Spreads

The underground city of Coprinop has been invaded by Dark Spawn! In response to the
attack, the Origin, leader of the Mycelia (magical mushroom folk), created the Red Growth, a
rapidly spreading poisonous fungus. The Red Growth repelled the Dark Spawn army, but also
infected most of the Mycelia, turning them into mutated husks. Coprinop is the home of the Mycelia, innately magical mushroom-like people that share a
collective conscience. Mycelia do not speak, instead they communicate telepathically by
Now, the Dark Spawn are regrouping in the Shadow Spire, the poisonous fungus spreads intricate root systems or airborne spores.
uncontrollably, and deadly creatures roam the subterranean wasteland.
A human, or other non-Mycelia, can communicate telepathically with the Mycelia by inhaling
one of their floating spores. Mycelia do not typically speak in full sentences, instead they
Flik Silverpen’s Guide to the Red Growth (FSG 06) is a hex-crawl adventure that works emanate feelings and intent through their thoughts. They are not good at hiding their motives.
great as a one shot or a fun continuation of the Dragon Town campaign. Specifically from
the “end” of the Emperor of Worms (FSG 05). Their complex network of roots extends through the rich soil floor from wall to wall. Three
spires support the ceiling of the cavern and act as cultural hubs for the Mycelia civilization.
It’s helpful to read through the entire guide (don’t worry, it’s short!) to get a good idea The city is illuminated by thousands of small glowing lights on the ceiling of the cavern, which
of how the factions in Coprinop will interact with the players and each other over the are actually tiny magical worms.
course of this adventure.
Recently, the Red Growth, an ultra-poisonous fungus has grown out of control, taking over
The Red Growth is a system neutral adventure that works for any level adventuring most of the cavern. Now, three factions battle over control of what remains of Coprinop…
party. Enemies listed don’t have stat blocks, but references to the world’s most popular
manual of monsters are given to help the balancing process. You may need to adjust
monster stats to provide your players with a more challenging encounter.

Adventure Hooks
1. A strand of poisonous red fungus has been
infecting innocents with a painful toxin.
No cure has been found. The strand leads
underground towards Coprinop.

2. Locals have been attacked by Dark


Spawn, minions of the Darkness Below.
Adventurers are needed to investigate their
origins underground.

3. Rare mushrooms with magical effects


grow deep underground. Wizards and
alchemists are willing to pay exorbitant
prices for these hard-to-acquire ingredients.

4. Escaping the Emperor of Worms (FSG 05)


leads into Coprinop.

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The Mycelia Origin The Origin’s Knowledge When the Red Growth began to spread, a group of Mycelia disconnected themselves from
The First Mycelia • The Origin will admit to feeling betrayed the collective conscious root system. They avoided mutation and took up arms to defend
Description: The original Mycelia is a by Lugus Faravald, a thousand year Coprinop from the Dark Spawn, the Red Growth, and the Origin.
powerful conjurer and defacto leader. old wizard whose job it was to keep The Severed roam the Ruined Cluster (pg. 7), never staying in one place for long. They ride on
The Origin is stoic and judicious, speaking the Darkness Below trapped deeper the backs of four-legged Mycelia that can jump or dig to avoid the Red Growth. The Severed
(telepathically) in terse facts. They are underground. The Origin is unsure what’s don magically hardened armor and spears that can cut through rocks.
welcoming of friendly strangers, but not happened, but the Dark Spawn attack is a
forthcoming in their plans. If attacked clear sign of the Darkness’ return. Hyd Severed’s Mission
they will not fight back. And if destroyed, • The Origin believes, and will state matter- Severed Troop Leader
the Origin can simply and quickly regrow A group of Severed led by Hyd have tried
of-factly that “Mycelia create the soil from Description: A lean, bright blue and yellow several times to infiltrate the Shadow Spire
themselves from any spore or root in which all life grows.”
Coprinop. (Illustration on pg. 3.) Mycelia covered in iridescent armor. Hyd (pg. 12) and finish off the last of the Dark
• The Origin is glad the Severed Mycelia is a soft spoken and sincere commander. Spawn in Coprinop. But the cloud of shadow
The Origin is the only remaining Mycelia in were not infected by the Red Growth, but They will never put their troops in danger if (Dark Locusts, pg. 13). and falling rocks have
the Budding Spire (pg. 12). doesn’t understand why they want to victory is not assured. Hyd goes out of their thwarted their advance.
Wants: To see Coprinop and all Mycelia destroy the Origin (even if it is impossible). way to avoid fighting the mutated Mycelia,
thrive and progress, even at the expense of but is not above using them to the Severed’s The Severed have set up camp near the
• The Origin is indeed infected by the Red advantage in combat. Shadow Spire to tend to their wounded.
individual Mycelia who are not as important Growth, but is able to resist it’s mutating
as the collective cluster. effects. Wants: To save Coprinop and the Mycelia by They have captured and caged a 600 pound
• To cure the Red Growth’s poison, the destroying the Dark Spawn, the Red Growth, baby Magma Turtle. Prodding the turtle
A Few Months Ago
Origin can simply create a magically and then the Origin. causes it to regurgitate mucousy molten
When the Dark Spawn invaded Coprinop mutated fungal remedy. But they will only fire in anger. According to the Severed, the
from below, the Origin took swift action, create the cure when the Dark Spawn no Compare stats to a Myconid Adult, MM 232. turtle’s fire is the only substance hot enough
creating the Red Growth (pg. 8). It spread longer threaten Coprinop. to burn away paths through the Red Growth.
quickly through Coprinop’s complex root
system and was extremely effective against • If the adventurers agree to help with the Compare stats to a Red Dragon Wyrmling,
the Dark Spawn who mindlessly consumed Dark Spawn, the Origin can describe all of MM 98.
the magically crafted fungus. Unfortunately, the mushrooms growing in Coprinop and
it also infected most of the Mycelia their effects (see pg. 11). They welcome any help battling the Dark
connected to Coprinop’s roots, turning Spawn and will eagerly make plans to
them into mindless, mutated husks of their assault the Shadow Spire.
former selves.
The Origin is sure in their decisions and
believes the Mycelia will easily regrow once Severed Names
the Dark Spawn have been dealt with. If
Barbrofor, Calvat, Cremini, Laetipor, Llaria,
the adventurers are willing to help destroy
Mulina, Parassis, Russula, Taria, Ullus,
the Dark Spawn left in Coprinop, the Origin
Verpa, Xantha.
will stop the spread of Red Growth, cure
any infected adventurers, and grant them
the Origin’s Boon - A fungal mutation that
makes them resistant to heat and fire.

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Dark Spawn are fractured pieces of the Darkness Below, whose sole purpose is to consume The ultra-poisonous, fast-growing moldy fungus that covers most of Coprinop, making it
magic (For more, see Flik Silverpen’s Guide to the Shadespear Mountains, FSG 02). While difficult to travel through the now ruined city.
searching for a pathway to the surface, the army of Dark Spawn were diverted to Coprinop by
their insatiable hunger for the overwhelming arcane energy that courses through all Mycelia. The Red Growth is poisonous to the touch, instantly infecting any skin it comes in contact
with. It drains the adventurer’s life as the red fungus spreads, eventually covering the entire
After the Red Growth decimated the Dark Spawn’s numbers, those remaining fled to the body (Deal 1D6 damage per hour). If ingested the poison drains the adventurer’s life even
Shadow Spire (pg. 12). faster, causing immediate exhaustion and death within a couple of hours.
Cloaked Void
Herald of Darkness Below The Mycelia Origin, the Red Growth’s creator, is the only one who can cure the poison.
Description: Commander of the Dark The Red Growth cannot be destroyed by normal means. It is resistant to fire (unless
Spawn, who are completely obedient to the exceedingly hot) and purification magic. It can be carefully cut from its roots, but it grows
Void. Its body is made of nothingness, quite back within a matter of minutes.
literally a cloaked void, with no descernible
features other than its sharp claws. The The Ruined Cluster
void speaks in piercing screeches, yelling Once covered in fields of diverse
prophecies of the Darkness’ return. mushrooms, the central area of Coprinop
Wants: To find a way to break the spell that is now a maze of Red Growth. Abandoned
holds the Darkness Below trapped further homes and farms have been overrun by the
underground. poisonous fungus, but the Ruined Cluster is
not devoid of life.
Compare stats to a Banshee, MM 23.
When entering a new hex that is not one of
In addition, the Cloak Void can move freely the three towers roll 1D6 to find out what
through shadows and summon several kind of encounter awaits. Then roll 1D8 on
different types of shadow creatures: the corresponding table:
Dark Orb 1-2 = A Dangerous Encounter (pg. 8).
A floating sphere of condensed 3-4 = An Environmental Encounter (pg. 9).
nothingness. It shoots bolts of necrotic
energy at the closest source of light. 5-6 = A Safe Encounter (pg. 10).

Dark Locusts A single hex = 1 mile, or 1 hour of travel.


Swarming bits of shadow that create the (Slower than usual because
cloud around the top of the Shadow Spire adventurers must wind
(pg 13). through the maze of
Red Growth.)
Dark Hollow
A flying mass of shadowy tentacles. It flies
about the Ruined Cluster, easily avoiding
the Red Growth, looking for a way out of
Coprinop (pg. 8). (Illustration top left, pg. 7.)

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1 - 5 are mutated Mycelia. Unless noted 5. Lurker - A mutated Mycelia that can 1. Dead end! The adventurers took a wrong 5. Mycelia Graveyard - A field of dark crimson
otherwise, compare their stats to a Violet shrink and grow. It likes to hide in the turn and are now surrounded by fast- capped mushrooms. Traveling here is less
Fungus, MM 138, and add additional abilities possessions of non-mutated creatures, spreading Red Growth. difficult, but disturbing the mushrooms in
listed below. surprising them with a poisonous bite at any way fills the air with spores. If inhaled,
the most unexpected times. 2. Spore Cloud - A cloud of fungal spores the adventurer hears the lament of ghostly
1. Flyer - A swarm of small, winged, mutated sweeps over the area. It is impossible to Mycelia. “We were betrayed by our Origin…”
Mycelia. They swoop down and bludgeon 6. Red Ooze - A 30 foot round ooze rolls avoid. Roll 1D4 to determine its effects:
from above. through the Red Growth, happily absorbing 1. The spores burn. 6. Bounce Pad - The ground is unusually
its poison. Its path is erratic, plowing right squishy. After walking for a moment, the
2. Screecher - Stumpy Mycelia with mutated over obstacles, especially adventurers. 2. Dizziness for one hour. floor erupts as a giant mushroom cap
mouths. When they stumble upon non- 3. Invisibility for one hour. springs upward into the air. It launches
mutated creatures they let out a horrible 7. Arcane Worm - A pack of Dark Spawn the adventurers in a cloud of slow falling
screech, alerting other mutated Mycelia in furiously scratch at a large flat rock wedged 4. The spores bolster the adventurers, spores, landing in a random adjacent hex.
the area. in the ground. A tiny, glowing arcane worm healing their wounds and curing
named Nugget has burrowed into the rock exhaustion. 7. Geyser - A pool of sulfuric, bubbling water.
3. Thorned - Gangly mutated Mycelia and the Dark Spawn want to eat it. If the Once every few moments the pool erupts in
covered in thorns. They lay perfectly still 3. Pipe Portal - A broken pipe rises from a a spout of burning liquid.
adventurers save Nugget, he will ask to
until a non-mutated creature draws near. hill of Red Growth. The pipe leads further
accompany them on their journey. He isn’t
They strike out, wrapping up the creature in underground, to a cavern filled with lava. 8. A field of mushrooms. Roll on the Wild
content just hanging around. Nugget glows
its thorny, poisonous grasp. in the dark and can heal 1d8 damage once Flora table (pg. 11).
4. Acidic Rain - The air turns thick with
a day. moisture before a sulfurous downpour. One
4. Glowing Brute - A hulking, mutated
Mycelia radiates red light. It’s footsteps fall damage every 10 seconds. Take shelter!
8. Dark Hollow - A floating mass of tentacles
so heavily it actually clears a path through made from nothingness. It’s looking for an
the Red Growth. Their boulder-like fists exit that leads upward.
spread poisonous spores on impact.
Compare stats to a Shambling Mound, MM
Compare stats to a Hill Giant, MM 155. 270, with the added ability of flight.

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Wild Flora
Most mushrooms in Coprinop are safe to
touch and eat with minimal effects (like
1. The Soul-less - Three skeletons stagger 4. Hold Out - A curmudgeonly old Mycelia keener hearing or glowing eyes). They vary
about, paying no attention to the Red named Furrow won’t leave their house, in size, shape, and color. But be careful,
Growth. They are looking for their souls, but even though it’s half covered in Red Growth. some varieties cause more potent reactions.
don’t remember anything other than their Furrow will begrudgingly welcome visitors
names: Hob, Piper, Wren. And one other, and offer some day old fungal broth to sip 1. Scorching Spore - Small red caps that
“Lugus Faravald”. on. They spit petrifying spores. cause burns and warts when touched.
2. Wounded Hunter - Mica, a Severed 5. Floating Eye - A floating eyeball follows
2. Witherwort - White hairy bulbs that
Mycelia, is gravely wounded. Their troop the adventurers’ every move. Someone from
cause saggy skin and brittle bones when
has left them to return to the earth. If the deeper underground is watching.
ingested. Lasts a few hours.
adventurers help, they will be rewarded 6. Moldy Spell Book - A spell book with a
with Mica’s only remaining possession. Roll 3. Prickly Puff - Purple and spiky orbs that
gold trimmed cover and illegible writing
on the Magic Items table (pg. 11). cause sharp spikes to grow from skin when
sits in the middle of a Red Growth patch.
ingested. Difficult to eat. Lasts one day.
3. Mushroom Garden - Unaffected by A compass drawn on the first page points
the Red Growth, an enormous blind bear deeper underground. 4. Beading Button - Sticky yellow bells that
gingerly tends to her garden (see Wild Flora cause palms to become wet and slippery
7. Severed Ambush - A troop of Severed Magic Items
pg. 11). She can easily smell and hear you, but when touched. Poor grip lasts one hour.
Mycelia surround the adventurers. They
pays no head. shake their heads to fill the air with 1. Souse Shroom - Continually pulls water
5. Strider Frond - Thin dirty white sprout
inhalable spores so they can communicate. out of the air and filters it of impurities.
that causes the ingester to grow an extra
The Severed telepathically emanate feelings Squeeze for a refreshing drink.
pair of legs. Hop on for a ride! Lasts one day.
of mild curiosity.
2. Mycelium Staff - Hardened root of a giant
6. Shooshroom - Dark blue clamshell
8. Misplaced Item - Roll on the Magic Items mushroom. Can cast Image once a day.
that nullifies all sound produced by the
table (pg. 11). adventurer when ingested. Lasts a few 3. Cap Cap - A mushroom hat that increases
hours. the wearer’s defense. Mycelia disguise.
7. Mass Morel - Round red shroom with 4. Spore Whip - 15ft range. When struck, a
white spots that causes anyone who ingests burst of confusing spores erupts from the
it to grow a size. Lasts one hour. tip of the whip.
8. Lucky Cup - A rare small green toadstool 5. Bolete Bulb - Squeeze to release curative
with white spots. Feed this mushroom to spores. Heals 1D4 in 10 foot area.
someone who just perished, they will wake
up, with one hit point. 6. Glimmerpuff - A floating spore that gives
off warm green light.

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Random Encounters The Darkness Above
Inside the Shadow Spire Near the top, the spiraling stairs disappear
Roll 1D6 to see what happens as the into the cloud of Dark Locusts. They will
adventurers climb the spiraling stairs to the bite and scratch at intruders (one damage
Three massive supports reach from the soil rich ground to the rocky, glowing ceiling of the
top of the Shadow Spire. per round) but will not break the cloud’s
Coprinop cavern.
obscuring shape. It is impossible to see
The Mycelia have converted the spires into grand buildings. Huge, open entryways lead to 1. If the adventurers have communicated further than a few feet into the dense
interiors that have been hollowed out. Beautifully complex irrigation systems push moisture telepathically with the Severed, they will swarm, but the locusts can be temporarily
along wide spiraling staircases leading up. sense a feeling of fear coming from one dispersed with a bright enough source of
Each of the spires held a unique function in the Mycelia society. But now, their purpose is lost of the workshops. Days ago, Otus, a small light.
to Dark Spawn and the Red Growth. Mycelia, used a saw to defeat a single Dark Pushing through the swarm leads to the
Spawn before hiding inside a cupboard. top level of the spire where a large group
The Budding Spire of Dark Spawn are digging a jagged tunnel
2. A workshop filled with unfinished tools. upward. Huge chunks of rocks bounce and
Once a thriving university, the Budding Roll on the Magic Items Table to see what
Spire is home to one remaining Mycelia, the fall from above. Unlike typical Dark Spawn,
the adventurers discover hidden among the these have been commanded to dig. As long
Origin. Now, the spire is overgrown with a debris.
variety of mushrooms. A line of Red Growth as the Cloaked Void is nearby, even the sight
fungus stretches from the Origin’s living of a delicious magical item or the smell of an
3. A large rock has cracked an irrigation
quarters at the top of the spire, down the enticing spell will not stop their excavation
pipe. Hot steam is spraying out, blocking
spiraling staircase and out the entryway. upward.
the path forward.
The Cloaked Void waits impatiently in the
The Forsaken Spire 4. Look out below! A large boulder falls from nearby workshop where it passes time by
the shadowy cloud above. studying a half eaten scrying orb. At the
This spire filled with homes was the first slightest disturbance to the excavation, the
place the Dark Spawn attacked in Coprinop. 5. A pack of Dark Spawn rush up the stairs Cloaked Void will burst into the tunnel and
Now the Forsaken Spire is overrun with an behind the adventurers, hungry for the attack.
impenetrable wall of Red Growth. magic items they carry.
If the adventurers take too long stopping
A wide natural passageway leading deeper the Dark Spawn, they will eventually
6. If the adventurers have not faced a Dark
underground is located near the spire, but tunnel their way into the ruined Halls of
Hollow in the Ruined Cluster, there is one
it’s completely covered by Red Growth. Netherdeep (see Flik Silverpen’s Guide to
patrolling the inside of the Shadow Spire.
the City of Eternal Night, FSG 04) and then
continue to attack the surface.
The Shadow Spire
The Shadow Spire was once a towering Continue the adventure at
workshop where Mycelia created tools, patreon.com/jpcoovert
materials, furniture, and everything else
a city could need. Now abandoned and Flik Silverpen’s Guide to the Red Growth
derelict, the Dark Spawn have secured (FSG 06)
the top of the tower as their stronghold in by JP Coovert © 2022
Coprinop. First Printing January 2022
The Cloaked Void (pg. 6) has created a cloud Thank You
of impenetrable shadow at the top of the Jacie, Scott, Brandon, Chris and Chris.
spire (Dark Locusts) and has commanded And all the patrons that helped make the
the Dark Spawn to dig upwards. Red Growth real.

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and artwork at jpcoovert.com
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