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The Humongous Fungus Among Us

The Humongous Fungus Among Us


Foreword
Developed specifically for D&D Game Night At the Many of the story’s concepts, as well as previous
Zoo events, this module uses the mechanics of D&D and future stories, are based on real-life, mission-
5e and is scaled for parties of five pre-generated zoo focused actions initiated by San Antonio Zoo’s
characters, and is formatted for play at Level 3, 5 Conservation Department and projects spear-
and 8. headed by the real-life Dr. Dante and Dr. Andy
Skill checks and stat blocks for each level embedded (although Andy would have never left his research
throughout the narrative: lvl 3/5/8. While the event assistant behind!).
is scheduled for 4 hours, actual game play will likely
be closer to 3 or 3.5 hours, depending on the Other themes are shoutouts to San Antoino Zoo and
familiarity of game play. the surrounding areas, such as kingdom of Sazoo
and its emperor Lord Morrow, and the zoo’s mission
Text outlined in boxes are designed to be read
colors of red, orange, green and blue, as well as the
aloud. Other descriptions are meant to be
impressive bat colonies found just north of San
summarized and information distributed as the DM
Antonio Zoo.
wishes through skill checks.

Story Background

Doctor Andy, with support from the kingdom of Sazoo, has worked for years to protect the native species found
in the caves north of Sazoo. As the result, all kinds of wildlife, such as the Sazoo-ian short-tailed bats and giant
blind cave salamanders, are thriving. However, a new threat has emerged. An invasive fungus has been
discovered in the area, and it seems aggressive to the local fauna and appears to be polluting the local water
supply.

Adventure Hook

The party, already loyal heroes of the realm, are summoned to the court of Lord Morrow, the Emperor of Sazoo.
The court itself is a large banquet hall inside of a grand and noble castle of white stone, adorned in the
kingdom’s colors of red, orange, blue and green. Lord Morrow is a stoic and serious, yet eccentric character. He
informs the party of the fungal threat to the north and the related pollution of Sazoo’s water source. He stresses
the threat to the environment and health of his people, as well as the cave, as he cares deeply for both. Lord
Morrow appeals to their loyalty and need for securing a future of wildlife but will ultimately offer a reward in
return for their help and success. Lord Morrow vows to find something more valuable than gold to show his
appreciation.
You can use the text below in its entirety, or as inspiration, for Lord Morrow’s introduction to the adventure and
welcome speech for the soon-to-be heroes.
Lord Morrow wears casual, yet regal robes featuring the colors of the realm; red, orange, green and blue. He is a
tall and bald human with smile lines at the corners of his mouth, though his face is furrowed in concentration and
concern at the moment.

“Greetings heroes. I trust you are well, and I thank you for responding so quickly to the summons. As you may
surmise, the future of the realm hangs in the balance, and we have much need for talents and bravery like yours.

Our expert field biologist, Dr. Andy, has just returned early from what was to be a routine expedition of the cave
system to the north…and he has returned missing a crew member. Dr. Andy said he encountered a new and
invasive species of mushrooms in one of the caverns that we rely on as our primary water source - a cave system
that also provides the habitat for several native, and protected, species, such as the large colony of bats to the
north. The mushrooms appear to be affecting not only the water supply, but the bats themselves, as Dr. Andy’s
team recently observed unusual bat activity and behaviors. Although we are very concerned about Dr. Andy’s
research assistant, the water system seems to be the most dire threat, as pumps are now pulling water that is
putrid and full of toxic spores - that effects people and creatures and plants and…everything!
I beg you, please prevent the contaminated water from infecting the entire city and put an end to this humongous
fungus threat!”

Upon accepting the mission, Lord Morrow introduces an exhausted Doctor Andy, who provides the party with
more information and some helpful items.

Doctor Andy
Doctor Andy is a bright green, 3-foot tall grung (frog person). He motions for you to walk with him as you exit the
emperor’s court. You stride down the stone hallway while Doctor Andy uses his sticky toe pads to hop and cling to
the walls, ceiling, and floors around you, obviously a bit nervous and upset about recent events. As you continue
towards the exit, he shares his personal experience with the mushrooms.
“Thank you for taking on the task of ridding this fragile ecosystem from the invasive species. Recently, my team
was driven out of the cave system while we were studying the local bat populations. It’s hard to explain what
happened.
One moment we were in a relatively calm cavern, then out of nowhere, several mushroom-looking, fungus-people
attacked us! I tried to speak with to them, but they didn’t seem to understand me and just stared intently at the
two of us.”
Dr. Andy takes a deep breath and continues. “All of a sudden, my coworker collapsed to the floor. At first I couldn’t
figure out what happened, but then I realized that the mushroom people must have released some sort of poison
into the air or something, but it didn’t affect me because of my natural resistance to poison. I hated leaving Scooter
behind, but although she was unconscious, she did not appear to be injured or in mortal danger. And I’m not sure I
could have fought those humongous fungus...I’m just a little guy.”
“My only choice was to flee and seek help from Lord Morrow. While you stop the polluted water from reaching any
more homes in the city and find the source of contamination, I will contact the rest of our team to do some
research about this disaster.” Dr. Andy shakes his head and then hands the party the backpack he’s been carrying.
I have packed you a few items that you may find useful.”

Backpack contents
• a map
• 2 potions of healing
• 2 potions of lesser restoration
Information that can be learned from Doctor Andy:
• Mad Mike’s Plant Palace sometimes stocks Potions of Poison Resistance
• Common animals seen in the cave include Sazoo-ian free-tailed bats, cave boas, and giant cave
salamanders, blind cave fish.
• Some bats have been observed Level 3: Persuasion
displaying unusual behaviors, like erratic • DC 8 - Bat conservation flyer
flight patterns and bullying peers. • DC 13 - 50 gp (suggestion to go to Plant Palace)
• DC 18 - Gloves of Animal Handling
Level 5: Persuasion
Items that Doctor Andy can give adventurers: • DC 10 - Bat conservation flyer
• DC 14 - 50 gp (suggestion to go to Plant Palace)
• DC 19 - Gloves of Animal Handling
Level 8: Persuasion
• DC 12 - Bat conservation flyer
Points of Interest on the map
• DC 15 - 50 gp (suggestion to go to Plant Palace)
1) Contaminated Pump Station
• DC 20 - Gloves of Animal Handling
2) Mad Mike’s Plant Palace
3) B. Racken Caves
4) Royal court
Leaving the Royal Court

As you leave the royal court, you see the city of Sazoo in the distance. You
notice that fewer people than expected are on the rural road leading to the
city gates. The few people you do see along the road seem to be building
contraptions to collect or conserve rainwater. One family is struggling to
install rain barrels on the end of their downspouts. On the other side of the
road, a young mage is trying to summon a small raincloud over a bucket
without much luck.

If the adventurers stop to help, grant them one inspiration point.

Points of Interest Encounters

Travel between locations is uneventful and the path is an easy walk.

Contaminated Pump Station

The pump station is a large industrial building block surrounded by a wall with a guard room near the entrance.
Within the wall, you can see a couple plumbers frantically closing valves. There is a sour smell in the air and your
nose begins to tingle as you get closer.

Every few turns, PC make a constitution saving throw of DC 12/13/15.


Failure:
• First fail, develop a light cough.
• Second fail, eyes begin watering.
Take 1d4 poison damage, each successive fail until they are cured or leave the area.

No one is at the guard station. Two plumbers with name tags reading Halston and Tonya are hard at work when
they notice you. “Hey there strangers. You really shouldn’t come any closer. We are trying to close the pump
station right now because the water is coming up putrid. Can’t you smell it?”

If the party approaches further, they see a giant engine room inside the pump station and a vast network of
pipes, belts, dials, and pressure gauges. Halston appears annoyed that you are slowing down their work, but
Tonya is cordially keeping an eye on you while she gives most of her attention to the valves in front of her.
Tonya will answer basic questions including how to close the valves, how to sample water, and where the main
pump is. Besides these questions, she is too busy working to answer.

• Perception Check - You have a basic understanding of where the water is imported from the cave system
and how it is pumped into the kingdom.
• Investigation Check of DC 15/18/20 on a valve. Halston and Tonya are hastily closing the valves of the
water running to the city. By watching them for a moment, you figure out how to close the valves.
Wisdom DC 10/12/15. There are too many valves for you to close without getting sick before finishing.
• Offer to help close valves and Tonya will show you how with a Wisdom check of DC 10/12/15. There are
too many valves for you to close without getting sick before finishing.
Main Pump
Monkey Wrench
Wonderous Item – Rare
When you enter the pumphouse, you hear the whir of fans and Magically mend inanimate objects!
the sputter of overtaxed engines. The intake pipe is about two Once per day, use an action to ‘whack’ the
feet in diameter and feeds into the pump. The water is then Monkey Wrench against an object and
divided into an incomprehensible series of smaller pumps, repair/restore working order up to 1d8
clogging filters, and a branching network of pipes. +Str hit points.
If you do not have a tail, you grown one.
• An Investigation Check DC 12/15/18 will reveal how to turn Your tail is now prehensile and able to
off the pump. grasp items within 5ft reach. The tail is
• An Athletics Check DC 15/18/20 will close the pump which strong enough to hold your weight and
stops all waterflow into the city. If you do this, Tonya and grants advantage to athletic checks while
Halston no longer have to close anymore valves and the climbing.
putrid water is no longer endangering the public of Sazoo, Your tail has a mind of it’s own and must
but the party will still need to remove the source of the be persuaded to do as you command. The
contaminant (caves). DM decides the Persuasion difficulty
check based on the requested action
(minimum of 15).
Success in turning off pump Halston is so thankful that you
have solved his valve mystery that he gives you his magical
wrench (Monkey Wrench).

• Ask about sampling the water and Tonya will show you
how that is done through pneumatic tube near the pump
inside the building. Accessing that pipe will cause all nearby
players to take a DC 15/18/20 constitution save (use the
table below for damage).
Roll a 1d12 on the table to determine what is pulled from the tube.

What’s In the Tube Table


You find putrid water with small greenish brown particles suspended in it.
1-6
Nature check DC 10/12/15 - You can tell the specks are actually mushroom spores.
You find putrid water with small greenish brown particles suspended in it and a dead blind catfish. The
7-10 two-inch-long body of the fish is white, bordering on transparent. It has small fleshy whiskers near its
mouth but where the eyes should be, you only see small dark dots but no external organ.
Nature check DC 10/12/15 - You can tell the specks are actually mushroom spores.
You find putrid water with small greenish brown particles suspended in it and a living blind catfish. The
two-inch-long body of the fish is white, bordering on transparent. It has small fleshy whiskers near its
11-12 mouth but where the eyes should be, you only see small dark dots but no external organ.
Nature check DC 10/12/15 - You can tell the specks are actually mushroom spores.
Investigation or Animal Handing DC 10 - You can see that its gills are clogged with particles (spores).
If the party finds a way to rescue the fish, give them an Inspiration point.
Mad Mike’s Plant Palace

Mad Mike’s Plant Palace has row upon row of plants and gardening supplies. Some are familiar to you, like a
hoe and a rose bush, but others are far more extravagant and exotic. For instance, you notice several small,
knobby trees that are whacking each other with their branches, as well as anything else near them. You see
the words “Boxing Brush” hastily written on the side of each plants pot.
An 8ft tall Firbolg approaches you; his tone is somber, softspoken and deadpan. “Hello, bud… that’s a ‘little’
plant joke. Welcome to Mad Mike’s Plant Palace. I am Firbolg and have no name, but the marketing
department requires me to introduce myself as Mad Mike. My plants make others green with ‘ivy’. ‘Flower’
‘bout you look at some of my best sellers.” And he points to an item list on the wall.

Herbs of Poison Resistance 50gp


1 Goodberry (heals 1 HP) 5gp
Moonroot (grants darkvision to party for 1 hour) 50gp
Phasegrass (teleports up to 50 ft) 50gp
Gardening Gloves (grants +3 on melee attacks verse plants) 100gp

If the party takes too long to decide, one or more of the Boxing Brush potted plants will
take a swing at a nearby PC. Failure to make a DEX saving throw of 10/11/13 results in
1 point of bludgeoning damage.

Information that can be learned from the Firbolg


• The Firbolg doesn’t know anything specifically about the fungus but knows most
mushrooms are toxic.
• If he learns that you are headed to a cave, he suggests the Moonroot.
• If he learns you are looking for a fungus, he recommends the Herbs of Poison Resistance.
• He also continually delivers deadpan plant puns, such as: fun-guy, leaf (leave), thyme (time), mushroom
(room), truffle (trouble), maple (able), sapling (sapping), trunk, …

Travel between locations is uneventful and the path is an easy walk, until…

Traveling towards B. Racken Cave

History Check DC 10/11/13 – Every child in Sazoo grows up hearing


about the wonderous B. Racken Cave that were initially set aside to
ensure the Sazoo-ian free-tailed bat population was undisturbed. It was
then discovered that the caves contain a thriving, although delicate,
ecosystem that connects to the aquifer and supplies drinking water to
the Kingdom of Sazoo, for people, plants and animals, alike. Few people
have ever visited the cave, outside of permitted research, in order to
protect the flora and fauna living there. However, the land surrounding
the cave no longer reflects the stories you were told.

Narrative for all


.
The scrubland surrounding the cave seems eerily quiet. You do not hear the
hawks that normally patrol the area, or the hum of the insects in the grass.
Suddenly, a cave boa falls on you from an overhead tree branch.
CAVE BOA HUMONGUS FUNGUS
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+4 (19) +2 (14) +1 (12) -5 (1) +0 (10) -4 (3) -2 (6) -2 (6) +3 (16) +2 (14) +2 (14) -2 (6)

AC 12/13/17 HP 37/49/63 AC 8/11/15 HP 13/15/18


Speed 30ft, swim 30ft Speed 10ft
Language – Language – understands
undercommon
Darkvision 120ft
Actions Darkvision 120ft
Bite – melee attack, 10ft reach, piercing damage Damage Immunities – acid, psychic
Level 3 Level 5 Level 8 Condition Immunities – charmed, paralyzed, poisoned
Attack +6 +8 +10 Actions
Hit 2d6+4 3d6+2 3d6+8
Constrict – melee attack, 5ft reach, bludgeoning damage. Spore – every other turn, the Humongous Fungus
Target is grappled (escape DC 16). Snake can only constrict invades the mind of a creature within 10ft. The target
one target at a time. must succeed a Wisdom DC 12 or a mushroom will
Attack 13 15 18 sprout out of the top of their head.
Hit 2d8+4 3d8+2 3d6+8 Level 3 Level 5 Level 8
Turns until 5 3 1
mind control
Cave Boa Encounter Mind Control – any creature infected with the
Humongous Fungus mushroom will attack the nearest
Cave boa(s) immediately, and mindlessly, attack the non-infected creature unless they make Con save.
closest member of the party. They cannot be persuaded Con save DC 13 15 18
to stop. The snake(s) will continue to attack until defeated needed
or the mushroom is removed from their head. Once the
mushroom is removed, the snake(s) appear confused and attempt to flee.
Add additional snakes at will. Snakes are not meant to inflict a ton of damage but introduce the party to the
effect of the Humongous Fungus.

Investigation check DC 10/11/14 – The snakes have mushrooms growing out of their skulls.
Nature check DC 10/11/14 – The mushrooms were linked to their brains, most likely controlling them.
Nature/History check DC 15/15/17 – The fungal growth is called the Humongous Fungus. It can infect any
creature. When this happens, the master fungus gains control of the being, causing it to attack mindlessly.

Approaching B. Racken Caves

As the party moves closer to the cave, they see a fine mist of black particles in the air (if they went to the pump
station, they can tell they are the same spores). Unless the characters have poison immunity, or have a way to
clear the spores, the following rules take effect.
Every few turns, have a character make CON saving throw 11/12/15

o First fail, develop a light cough.


o Second fail, eyes begin watering.
o Each successive fail until they are cured or leave the area, take 1d4 poison damage.

You approach B. Racken Cave, and it is a sight to behold. Craggy rocks and scrub trees surround the entrance
to the cave. At first, the cavern inside looks to be about the size of a wagon, but as you get closer, you can
see that it quickly opens into a sizable cavern, approximately 50ft in diameter.
Nature DC 10/13/15 - At times, up to 15 million Sazoo-ian free-tailed bats live in the cave, leaving each night to
eat insects and returning just as the sun begins to rise. The bats are an essential predator of corn earworm
moths and other crop pests, and the B. Racken colony alone is estimated to consume over 100 tons of these
moths every night during the summer.
Perception Check DC 10/13/15 - Right now, it is dusk. You should see swarms of bats exiting the cave but there
is only a trickle of them in the air above you.
Perception Check DC 14/15/17 – The bats you see exiting are either in a daze or look like they are trying to flee
to find a new colony.

Entering the Cave

Upon entering the cave, you traverse a winding, and steeply descending, cave tunnel and quickly have only
limited visibility a few feet in front of you. A cavern, equally dark, abruptly opens up in front of you. Those
without darkvision or similar abilities only hear the subdued sounds of a scuffle deeper in the cavern.
Those able to see well enough, recognized the shapes of two blind cave salamanders. One has the other
pinned to the ground. And a giant, ambling, fungal humanois stands near them.

The humanoid mushroom flees to a deeper chamber as soon as the party moves into the cavern.

Perception DC 10/13/15 (8/10/13 if PC has already knows about the Humongous Fungus) The tell-tale sign can
be seen on the aggressive salamander’s head.Tthe other, the one being attacked, does not have a fungus.

With an animal handling check DC 12/14/17 the


uninfected salamander can be calmed. If you can HUMONGUS FUNGUS
somehow talk to it, it will ask for help. If you defeat the STR DEX CON INT WIS CHA
infected salamander or cure it, you can ask them to help. -2 (6) -2 (6) +3 (16) +2 (14) +2 (14) -2 (6)
AC 8/11/15 HP 13/14/18
Speed 10ft
GIANT BLIND FIRE SALAMADER
Language – understands
STR DEX CON INT WIS CHA
undercommon
+4 (18) +2 (14) +2 (15) +0 (11) +0 (10) +1 (12)
Darkvision 120ft
AC 14/15/19 HP 32/45/61
Damage Immunities – acid, psychic
Speed 30ft
Condition Immunities – charmed, paralyzed, poisoned
Language – Ignan
Actions
Darkvision 60ft
Immunities – fire Spore – every other turn, the Humongous Fungus
Vulnerabilities - cold invades the mind of a creature within 10ft. The target
Actions must succeed a Wisdom DC 12 or a mushroom will
sprout out of the top of their head.
Multiattack, one with bite and one with claws
Level 3 Level 5 Level 8
Bite – melee attack, reach 5ft, bludgeoning + fire dmg
Turns until 5 3 1
Level 3 Level 5 Level 8
mind control
Atatck +3 +5 +8
Mind Control – any creature infected with the
Hit 1d4 + 1d4 2d4 + 1d4 1d6 + 1d6 Humongous Fungus mushroom will attack the nearest
Claws – melee attack, reach 5ft, slashing + fire dmg non-infected creature unless they make Con save.
Attack 13 15 18 Con save DC 13 15 18
Hit 1d6 + 1d4 1d6 + 2d4 2d6 + 1d4 needed
The only other thing of note in this chamber is a sizable pile of older-looking guano. If investigated, or once the
party leaves this cavern, an exceptionally large cave cockroach emerges from the guano and follows the party. It
does not attack immediately but will engage if threatened.

Add additional cockroaches (some can come from the next room or the wall/ceiling) if PCs
are moving too quickly through the campaign. Skip cockroaches if the campaign is
running too slowly.
CAVE COCKROACH
STR DEX CON INT WIS CHA
Nursery Chamber
+2 +1 (13) +3 (16) -5 (1) +1 (12) -3 (5)
There is a low entryway into a room beyond this one -
(14)
the passage that the humanoid mushroom fled
AC 13/14/18 HP 45/55/72 through. As the entry way is on a natural corner, the
Spd 30ft, climbing 30ft party cannot see into the next cavern until in front of
Language - the entry.
Keen Smell – advantage on WIS DC that rely on smell.
Spider Climb – can climb difficult surfaces, including Nature check DC 12/14/17 – You remember that this
upside down on ceilings, without needing to make an smaller second chamber is known as the bat nursery.
ability check. Normally the ceiling would be coated with millions of
Actions bat pups, but only a few small clusters of bats are
present.
Multiattack – make two attacks, one with tentacles
and one with bite.
Towards the rear of the nursery chamber, about 40 feet
Bite – melee attack with piercing damage
away, you notice several things. The humanoid
Level 3 Level 5 Level 8
mushroom seen in the last chamber has retreated to
Attack +5 +8 +10
this cavern and is standing with a second fungus, and
Hit 1d4+2 2d4+2 3d4+2
both are huddled intently over an unconscious, human
Tentacles – melee attack, 10ft, one creature/ Target body. A third fungus is standing on the back of a deep
must succeed DC CON 13 or be poisoned & paralyzed pool of water, flanked by two constrictor snakes that are
for 1 min watching his every movement. The mushroom people
Level 3 Level 5 Level 8 do not appear to have noticed you, yet.
Attack +5 +8 +10
Hit 1d4 1d4+2 2d4+2

Possible Information to gather through skill checks:


• The fungus at the water is polluting the water with spores.
• The water feeds into the aquifer.
• The snakes both have Zombie Shrooms on their heads.
• The fungus do not appear to have traditional faces, they appear to be
acutely aware of their surroundings.

As soon as the fungus people notice you, they raise their hands in what is universally
recognized as a symbol of peace and approach the nearest party members.
As soon as they are twenty feet away, they fling pink Speaking Spores in your direction
which allows them to talk to you telepathically.
“Welcome to our new home. Our colony is small but will thrive in this environment. We
can feast on the bat guano for years and this waterway will give us access to many
untouched lands. You would make great additions to our clan, and we have a lot to offer.
Care to join us?”
Other possible information to gather:
• The fungus came to this area as spores that fell CAVE BOA
from a traveling merchant’s brewing sack. STR DEX CON INT WIS CHA
• The fungus plan to stay and cannot be talked out +4 (19) +2 (14) +1 (12) -5 (1) +0 (10) -4 (3)
of it.
AC 12/13/17 HP 37/49/63
• The unconscious person is Andy’s assistant. They
Speed 30ft, swim 30ft
are infected but have not started the
Language –
transformation. They will be next to become
fungus among us. Darkvision 120ft
Actions
Bite – melee attack, 10ft reach, piercing damage
With successful persuasion check 15/18/20 the assistant Level 3 Level 5 Level 8
(Scooter) is released, but the party cannot convince the Attack +6 +8 +10
fungus to leave or to stop tainting the water. Hit 2d6+4 3d6+2 3d6+8
Constrict – melee attack, 5ft reach, bludgeoning
FUNGUS PEOPLE, #1, #2 & #3 damage. Target is grappled (escape DC 16). Snake can
STR DEX CON INT WIS CHA only constrict one target at a time.
+0 (10) +0 (10) +1 (12) +0 (10) +1 (13) -2 (7) Attack 13 15 18
AC 12/13/18 HP 22/38/52 Hit 2d8+4 3d8+2 3d6+8
Speed 30ft, climbing 30ft
Language -
Darkvisigion

Darkvision 120ft HUMONGUS FUNGUS


Shared Spores – when one takes damage, STR DEX CON INT WIS CHA
all humanoid fungus within 200FT feel its pain. -2 (6) -2 (6) +3 (16) +2 (14) +2 (14) -2 (6)
Sun Scald – disadvantage on all ability checks, attack rolls AC 8/11/15 HP 13/15/18
and saving throws while in direct sunlight. Can survive Speed 10ft
up to 1 hour in sunlight before expiring. Language – understands
Actions undercommon

Fist – melee attack, reach 5ft, bludgeoning + fire dmg Darkvision 120ft
Level 3 Level 5 Level 8 Damage Immunities – acid, psychic
Attack +2 +5 +8 Condition Immunities – charmed, paralyzed, poisoned
Hit 2d4 + 2d4 3d4 + 2d4 4d4 + 3d4 Actions
Stunning Spores – 3 times per day; reach 5ft. Target must Spore – every other turn, the Humongous Fungus
succeed saving throw or be stunned for 1 min. invades the mind of a creature within 10ft. The target
Stunned: incapacitated; cannot move and speech is must succeed a Wisdom DC 12 or a mushroom will
faltered. sprout out of the top of their head.
Level 3 Level 5 Level 8 Level 3 Level 5 Level 8
Con DC save 11 13 16 Turns until
5 3 1
Speaking Spores – 20ft radius of spores reaches around mind control
corners and affects only creatures with Int of 2 or higher Mind Control – any creature infected with the
(except undead, constructs and elementals). Affected Humongous Fungus mushroom will attack the nearest
creatures can communicate telepathically while within non-infected creature unless they make Con save.
30 ft of each other. Lasts for 1hr. Con save DC 13 15 18

Upon rescuing Scooter and clearing the cave of fungus, you return to Sazoo. Andy makes sure Scooter is
taken to the clerics for healing and you are directed to the Royal Chambers of Lord Morrow.
“Thank you! Once again you have saved Sazoo and the kingdom is in your debt. Please take these Carousel
vouchers as a token of our appreciation.”

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