Black: 50 feet tall stems supporting caps of the next level (light grey)

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Black: 50 feet tall stems supporting caps of the next level (light grey) Orange and Gold: 40 feet tall Orange: cap pieces worth 10 points, 3 Gold: spores worth 20 points, 5 Green and Lime: 30 feet tall Green: cap pieces worth 10 points, 3 Lime: spores worth 20 points, 5 Blue and Aqua: 20 feet tall Blue: cap pieces worth 15 points, 4 Aqua: spores worth 25 points, 6 Red and Rose: 10 feet tall Red: cap pieces worth 15 points, 4 Rose: spores worth 25 points, 6 Dark Grey: 5 feet tall Dark Grey: food only worth 5 points, 2 Ground level Movement: two-thirds due to density of growth Violet: Violet Fungus (subdue or Poison worth 30 points, 7 rounds to Yellow: Shrieker (subdue or Juice worth 30 points, 7 rounds to

Black: 50 feet tall stems supporting caps of the next level (light grey) Orange and Gold: 40 feet tall Orange: cap pieces worth 10 points, 3 Gold: spores worth 20 points, 5 Green and Lime: 30 feet tall Green: cap pieces worth 10 points, 3 Lime: spores worth 20 points, 5 Blue and Aqua: 20 feet tall Blue: cap pieces worth 15 points, 4 Aqua: spores worth 25 points, 6 Red and Rose: 10 feet tall Red: cap pieces worth 15 points, 4 Rose: spores worth 25 points, 6 Dark Grey: 5 feet tall Dark Grey: food only worth 5 points, 2 Level 1 Movement: three-quarters due to density of growth Violet: Violet Fungus (subdue or Poison worth 30 points, 7 rounds to Yellow: Shrieker (subdue or bargain with if Fungiant is an ally) Juice worth 30 points, 7 rounds to

Black: 50 feet tall stems supporting caps of the next level (light grey) Orange and Gold: 40 feet tall Orange: cap pieces worth 10 points, 3 Gold: spores worth 20 points, 5 Green and Lime: 30 feet tall Green: cap pieces worth 10 points, 3 Lime: spores worth 20 points, 5 Blue and Aqua: 20 feet tall Blue: cap pieces worth 15 points, 4 Aqua: spores worth 25 points, 6 Red and Rose: 10 feet tall Red: cap pieces worth 15 points, 4 Rose: spores worth 25 points, 6 Dark Grey: 5 feet tall Dark Grey: food only worth 5 points, 2 Level 2 Movement: normal, charging is possible Violet: Violet Fungus (subdue or Poison worth 30 points, 7 rounds to Yellow: Shrieker (subdue or Juice worth 30 points, 7 rounds to

Black: 50 feet tall stems supporting caps of the next level (light grey) Orange and Gold: 40 feet tall Orange: cap pieces worth 10 points, 3 Gold: spores worth 20 points, 5 Green and Lime: 30 feet tall Green: cap pieces worth 10 points, 3 Lime: spores worth 20 points, 5 Blue and Aqua: 20 feet tall Blue: cap pieces worth 15 points, 4 Aqua: spores worth 25 points, 6 Red and Rose: 10 feet tall Red: cap pieces worth 15 points, 4 Rose: spores worth 25 points, 6 Dark Grey: 5 feet tall Dark Grey: food only worth 5 points, 2 Level 3 (Top) Movement: normal, running is possible Violet: Violet Fungus (subdue or Poison worth 30 points, 7 rounds to Yellow: Shrieker (subdue or Juice worth 30 points, 7 rounds to

This carefully-tended mushroom farm comes into season for only 15 minutes every year, for example on the night of the first new moon after the spring equinox. For game purposes, it is the either the night the PCs arrive or the next, so they have time to organise themselves. The mushroom garden is overseen by a fungiant by the name of Huolehtia Sieni. He has been doing this job for longer than he cares to remember, but, for the first time in his long and distinguished life, he is worried. Since the rise of House Gullion (he doesn t know the name but has seen the symbol) his garden has been under attack from mobs of fiendish advanced chokers, the Ottaakiinni, sent from the city. His attempts to remind the drow of the issues of strip farming the patch have fallen on deaf ears, and the top level of his garden is starting to look rather bare, with the next level down showing distinct signs of wear-and-tear. Sieni is a cautious, considered creature, one that carefully weighs information before making a decision. He is old, wise and rather stern in both demeanour and looks, particularly as he stands about 40 feet tall and takes up a lot of room. However, he is one of the strongest creatures the PCs are ever likely to meet without travelling the planes and can protect himself. On each level he is aided by two mushroom golems, which help tend the crop and keep undesirables away. However, Sieni admits he has lost touch with the two at the top of the farm (Level 3) and one of the two on the level below that (Level 2); he hasn t been able to even see the creatures for the last few weeks. The violet fungi that live on those levels report that the golems ARE still there, but are acting furtively and sometimes have other creatures with them. The fungi don t know what these creatures are. Sieni knows that the next spore-and-edible cap season is imminent and would welcome the PCs help. Historically he used a number of species to help him complete the harvest, but he s not seen any creatures other than the Ottaakiinni for about three months. Even the drow have stopped coming to his garden, but he is certain something is going to happen this harvest night. Because Sieni hasn t had the best of experiences with other creatures recently he strikes a deal with the PCs rather than just promising to given them a standard reward, which is what happened in the past. The more they harvest for him, the more he will give them, turning the caps and spores into useful items. He won t reveal how this is done under any circumstances; indeed many of the processes involved only come to him when under the influence of one of the mushrooms, although the process does involve his own sap. Once the harvest is over, he will reward the party depending on how many points it has gained. The values of various fungi are given next to the GMs layout of each level and on the table below. The specialist garden is 300 feet by 300 feet and about 200 feet high, split over four levels: ground level, which is the most densely packed level; level one, which is situated on 9 colossal mushrooms each about 120 feet in diameter; level two which grows on over 30 gargantuan mushrooms each a little under 50 feet in diameter; level three, the top level, which is growing on almost 90 huge mushrooms, each a round 35 feet in diameter although they are sparsely filled with other mushrooms. Besides the significant mushrooms show on the map for each level, there are also hundreds of thousands of smaller mushrooms and toadstools that cover every thing in sight. It is almost impossible to walk or run anywhere on any of the levels without stepping on these mundane fungi. But the larger mushrooms are the ones Sieni and the PCs, along with the chokers, are interested in. There are hundreds of these dotted over the 4 levels. Details about each of the mushroom types and how long it takes to harvest each of them is given on the table below. Besides the harvest, the party will need to deal with the fiendish chokers that appear, deal with any of the mushroom golems that they come across and try to deal with the violet fungi and shriekers that live in the garden. These come into season at the same time as the other rare fungi, in an example of synchronisation of reproductive processes. These two can either be subdued or bargained with if Sieni has become an ally and revealed the sign that helps deal with them (+10 to Diplomacy rolls), although they still need to be harvested whatever the situation.

Spores are gathered from the underside of the cap by scraping at the gills and collecting the powder from the cloud within 6 inches of those gills. s are harvested by cutting out a 6 inches per side cube. The number of harvests of each type of crop that can be gathered is given on the table below and side bars above. Where two mushrooms of the same colour overlap, the height difference is 2 feet. Where mushrooms of different colours overlap, please refer to the table below or the side bars to establish the difference in height; for example, if a gold cap overlaps a red cap, the difference between them is 40 feet. Various Fungi Colour Light grey caps OR Black stems Height of cap from base DC to climb the stem Type of crop Rounds to harvest Points value of harvest Number of harvests What crop is used for 50 feet 0 None N/A N/A N/A N/A N/A Orange 40 feet 5 3 10 4 Gold 40 feet 8 Spores 5 20 4 Green 30 feet 8 3 10 3 Lime 30 feet 12 Spores 5 20 3 Blue 20 feet 10 4 15 2 Aqua 20 feet 14 Spores 6 25 2 Red 10 feet 12 4 15 2 Rose 10 feet 16 Spores 6 25 2 Violet Fungi 5 feet N/A Liquid 7 30 1 Yellow Shrieker 5 feet N/A Liquid 7 30 1 Dark grey 5 feet N/A 2 5 2 Enlarge Person (5 th level) Searing Light (7 th level) Cure Light Wounds (5 th level) Restoration (7 th level) Calm Undead 5 th level see below Incorporeal sub-type for two rounds Acts as Alchemist s Fire, double strength first round +5 to save versus the next 3 Mind Affecting spells Poison, Injury, Fortitude DC 14, initial and secondary damage 1d4 Str and 1d4 Con Oil of Sound Burst (coating for missile weapons, as Sound Burst, 5 th level ) One huge, two large, four medium or six small meals per cube Points cost 100 150 100 150 125 175 125 175 175 175 0

Additional Items Situated Type of interaction Sieni the Fungiant Mushroom Golems Ground Level Ground Level Mushroom Golems Level 1 Mushroom Golems Mushroom Golems Mushroom Golems Fiendish Chokers Level 2 (Ally) Level 2 (Foe) Level 3 (Top) Ground Level Fiendish Chokers Level 1 Fiendish Chokers Level 2 Fiendish Chokers Level 3 (Top) Request for help with promise of reward. Sign for Violet Fungi and Shriekers revealed Diplomacy get them to help with harvest OR fight Diplomacy get them to help with harvest OR fight Diplomacy get them to help with harvest OR fight Engage to either destroy OR break up (as subduing) to re-use the pieces Engage to either destroy OR break up (as subduing) to re-use the pieces Intimidate to scare off (2 rounds) OR engage and defeat Intimidate to scare off (2 rounds) OR engage and defeat Intimidate to scare off (2 rounds) OR engage and defeat Intimidate to scare off (2 rounds) OR engage and defeat DC to achieve Points for success 20 10 Result if unsuccessful No deal and attempts made to drive the PCs away 30 15 No assistance, but no attacks 30 15 No assistance, but no attacks 30 15 No assistance, but no attacks N/A 15 OR 25 Continuous attacks N/A 20 OR 30 Continuous attacks 35 (Intimidate) 30 (Intimidate) 25 (Intimidate) 20 (Intimidate) 25 20 15 15 Constant attacks throughout the harvest, with hit-and-run tactics being used to stop the party being able to harvest any crops. The PCs can be reasonably expected to gain around 400-450 points each during the 150 rounds; harvesting gets them about 4 points per round whilst defeating creatures is about the same on average. This then leaves a number of rounds for preparation and movement. There will be 2 fiendish chokers per PC plus 2 more in total. They will start on the top level in the bottom right-hand corner, with 2 moving down to the lower levels immediately. Once those that remain on the top level have harvested everything bar the Violet Fungi, they will move down a level. Sieni will need to use 2 crops of Rose mushroom spores to set of his inner psychotropic state. He then produces a sap in which the other crops (including further Rose spores) are dunked (cap ) or mixed (spores or liquids). The combination of Rose-infused sap and the selected crop produces either a small cube of chewable mushroom (any item made from the caps) or an oil which is used as appropriate. The exception is the Red cap cube, which is thrown in the same way Alchemist s Fire would normally be used When the harvest is over, the chokers will leave the garden, so if the PCs are able to track them down and dispose of them, they will gain extra points. The same goes for the golems, but if this is done outside of the harvest, the points gain is halved as Sieni will assist the PCs in recapturing the golems. If the party comes up with innovative ways to attempt to gain more points, let them try.

Calm Undead Necromancy Level: Brd 1, Clr 1, Drd 1, Rgr 1, Sor/Wiz 1 Components: V,S Casting time: 1 standard action Range: Close (25 ft. +5 ft./2 levels) Targets: Undead within 30 ft. of each other Duration: 1 min./level Saving Throw: Will negates; see text Spell Resistance: Yes This spell soothes and quiets undead, bathing them in a soft cerulean blue light that emanates from the caster and rendering them docile and harmless. Only mindless undead or those with very limited intelligence (INT scores of 1 or 2) can be affected by this spell. The subjects do not have to be of the same kind, but no two may be more than 30 feet apart. The maximum number of Hit Dice of undead you can affect is equal to 2d4 + caster level. The affected undead remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened undead.