Dwellers in the Dark

Dwelling of Beyor-nyfin, of Gwigzyk – The Southern Circle

Of Gwigzyk, is the lesser Ring of Beyor-nyfin

Caves and tunnels of the Myconid Lands
Covered in patches of fuzzy mold and mushroom like fungus. “Covering small patches and large swathes, the moisture has brought forth patches of pale, fuzzy mold and mushroom-like fungus growths. The constant tickling of water causes a bit of slipperiness to build up on the floor – causing you to be cautious, and slower than normal if you want to ensure your footing.”
-Difficult terrain part time; Dexterity check DC 5 or halve movement rate
Survival DC 20 check to know they are harmless (mostly). 1 in 20 are harmful if burned or
“The slipperiness and patches of fungus and mold are constant now.”
-Difficult terrain part time; Dexterity check DC 10 or halve movement rate per combat/encounter

Using Fire
Smoke pours out in all directions, and spores are let loose in the terror of fire – they are connected in a symbiotic connection. .
Each room the PCS goes into, for each time they use fire the spores accumulate in the area (takes 3 days to disperse); -1 penalty to DC check.
Pale Spores: DC 6 Constitution check of 1 level of cumulative exhaustion.

Myconid Tactics
You can communicate telepathically with any creature that has a language, telepathy, or a similar trait and has been adjacent to you within the last 5 minutes. This group of creatures may also communicate with one another instantaneously, although you are privy to all that is said.
Myconid Outer Ring
Literally a ring of rooms connected by tunnels – 5 rooms and tunnels, each room has a shrieker, a piercer, and random:
1) spore cloud/pale fungus – the entire area is covered.
2) vilewight; the myconid torture a captive humanoid until their mind breaks, then they impregnate the remains with worm like parasites. The worms grow in the gut and siphon off the tortured creature’s soul. When they finally perish, the vilewight is formed. The worms burst forth from their gut and attack everything within 5’ in a 180’ arc in front of them.
3) Green slime (grown by the myconids)
Instead of 1d6 Constitution damage, the slime deals 2d6 acid damage to its target each round until removed, and the victim’s maximum hit points are reduced by the same amount. This effect lasts until the victim takes a long rest, or it can be cured by the lesser restoration spell.
The ways to destroy green slime remain any amount of fire or cold damage, or any magic that cures a subject of disease (such as the Heal spell or a paladin’s lay on hands ability).

4) Zombies; hidden behind camouflage and they ambush (radiate no heat)
Damage saves – if they are lit on fire, they burst in a gas that fills a 30’ cube and does 2D6 fire damage (DC 16 Dexterity save)
5) small kobold family (14); thrown spears, spear, thrown dagger, dagger – all poisoned
Traps – pit, collapsing ceiling, pungi w/poison (myconid), spears (poison; myconid)
The kobolds make hunting trips into the dark foraging for anything – sometimes into the troglodyte lands miles away if they can ambush a young one.
Shriekers – which attract The Black Pudding
Beast/Refuse Pen
Carrion Crawler – takes 10 rounds to summon/call from the sub caves where the refuse of the tribe is dumped (what little there is)
The warlock shaman may be able to charm him (bonus since they provide it with food and security regularly)

Black Pudding (scourge of the ring)
The typical black pudding measures 15 feet across and 2 feet thick. It weighs about 18,000 pounds = go on ceiling 20’ move rate and drop on and squeeze prey; 60 HP; AC 10 – Acid, constrict 2d6+4 plus 2d6 acid, improved grab – only large shield grant an AC bonus

Myconids:
Myconids are stocky humanoids with bloated, spongy flesh. Their skin tones tend towards shades of grey and tan, but occasionally include dull shades of red and purple. Their heads are topped with a fungal cap, which is usually a darker shade of the same color as the rest of their skin. Their heads are barely separate from their body, and their faces are only distinguishable as such by a pair of large eyes. Myconids have no mouths and no visible ears. They eat by standing on their food, usually while they sleep, and prefer their food to be slightly rotten.
Myconid Sovereign (1 lesser – Keeper of the The Ring): hp:45
Myconid Adult –
Myconid Sprout –
Myconid Spore Servant
Myconid Warlock = beast speach

Violent Fungus

Shrieker (alerts defenders when invaders approach) – this will trigger an immediate attack by a dozen Spore Servants. The colony is on edge as they know there was a violent clash between the Hook Horroor
Skeletons (stribbed of flesh by Myconid process)
Myconid Inner Ring
Piercer
There is a “field” to approach the Ring, it is guarded by piercers.
Crystal Chamber
Vibrating and helping myconid commune.
Protector: Roper
The Roper feeds upon the occasional sacrifice the Myconids give it, otherwise it feeds upon the vegetable matter they feed it. It fears no predator and never fears running out of food (though it prefers more fresh meat). Every lesser Ring is guarded by a roper who can control a few piercers.

Once the party reaches the center of the ring, the myconids will try and negotiate a truce.

The creatures will immediately fall back and send a sprout forward. The sprout will be shaking, vibrating until it reaches 30’ feet away and then stops. It has 2 twig-like arms it waves about. In a mimic of normal convention, it will wave a white pale spoor growth in what looks like a white flag.
The warlock will send forward the chained creature of the sprite – a form far more comfortable with and one he uses to entreat with outsiders. He will use his telepathy like ability if needed – but would rather not get that close.