Campaign Overview
Welcome, bold adventurers! The ancient Screamwood Grove is alive with laughter, song, and… deadly spores. In Willie’s Sporebound Conspiracy, you’ll dive into a world where fungi hold secrets, plants scream for attention, and a quirky mushroom shaman named Woodland Willie mocks skeptics from dawn ’til dusk.
Your journey begins in the eerily bioluminescent depths of Screamwood Grove, where five perilous glades shield forgotten druidic artifacts and whisper of a hidden power. Under Willie’s wild guidance, you’ll brave hallucinogenic hollows, shrieking thickets, and spore-laden ravines—collecting samples, defusing fungal traps, and learning the interpretive art of “Spore Speech.” But heed caution: Mother Nature herself has filed complaints against Willie, and every step you take is watched by animated mushroom guardians.
From moss-draped peat islands to carnivorous fungal coves, Mushroom Marsh puts your survival—and your tolerance for sporestorms—to the test. Allied gnomes farm glowing mushrooms on floating hamlets, while Bogfiend horrors lurk beneath murky waters. You’ll forge uneasy alliances, decide the fate of mutant beasts, and unearth relics that pulse with arcane mycelial energy.
At the subterranean heart of it all lies the Spore Conclave, where ancient fungal patriarchs govern a secret network of mycelial veins. Here, a sentient spore plague threatens to sweep across the realm. Cruel councilors plan a grand ritual in the cavernous Grand Spore Hall, poised to unleash unpredictable spores on mortal lands.
To stop them, you’ll gather allies—some friend, some foe. You’ll perform an interpretive fungal dance of power, sabotage arcane ceremonies, and face off against animated golems and spore elementals. Along the way, city guards suspicious of any mushroom wielders, druidic orders balancing nature’s scales, and cultists licking their lips at spore-fueled chaos will cross your path.
Will you harness the power of mushrooms for the good of all, or watch as the world chokes on sentient spores? Lace your boots, ready your reagents, and prepare to join Woodland Willie in the most bizarre fungal caper of your life!
The spores are calling—will you answer?
Starting Location
Screamwood Grove
Secrets
- Beneath the Druidic Ruins lies a spiraling staircase to an underground fungal cathedral.
- One of the standing stones in Echo Glade conceals a hidden compartment containing a map to the Spore Conclave.
- The fungi in Hallucinogenic Hollow can be distilled into a potent salve that grants temporary resistance to poison.
Key Locations
Druidic Ruins
A circle of weathered stones etched with mushroom sigils, the Druidic Ruins are overgrown with fungi and tangled ivy. At the center, a carved altar resembles an enormous mushroom cap. The altar emits a faint hum, and any who rest a hand upon it experience a brief vision of a vast plinth teeming with mushrooms sending spores into the air. Some believe that the altar is a key to controlling the grove’s fungal network.
Additional Notes
The altar can be used to amplify Spore Speech—granting an ally advantage on Nature checks to communicate with fungal creatures.
Echo Glade
A quiet, circular clearing with five standing stones carved with mushroom runes, the Echo Glade repeats any sound thrice over, each echo warped and distorted. Beneath the soft grass lies a network of fine mycelial threads that carry vibrations to each rune. When moonlight strikes the stones, the runes glow silver and open a portal to a hidden grove of spore elementals. A shallow pool reflects pale blue light, and mushrooms that grow around its edge taste like crushed mint and sea salt.
Additional Notes
Use the runic stones to amplify or dampen sounds. The portal only opens at certain phases of the moon—DC 15 Arcana check to predict when.
Sporefall Ravine
A deep, narrow chasm where spores drift perpetually in the air like snow. Vines hang from jagged rock faces, and caves pockmark the walls, each entrance swirling with colored mists. At the bottom, a small creek emerges from darkness, its banks glimmering with bioluminescent moss. Sporefall Ravine is home to sporespawn beasts—fungal creatures that hunt in packs. Glowing fungi cling to stalagmites, and overhead, tangled roots form a fragile canopy.
Additional Notes
Climbing the walls requires Athletics checks; creatures can drop spores that blind or choke.
Hallucinogenic Hollow
A sun-dappled clearing ringed by giant shelf mushrooms dripping neon-green spores, Hallucinogenic Hollow is where Screamwood Grove’s most potent fungi grow. The air here hangs thick with spores that induce vivid illusions. Travelers who linger find reality warping at the edges—trees seem to lean in, whispering secrets in unknown tongues. The ground is soft, covered in a spongy mushroom carpet that cushions footsteps but makes certain that every movement spreads a puff cloud around one’s ankles. Twisted mushrooms form natural arches overhead, and faint chittering can be heard as spores swirl. The Hollow is rumored to be haunted by the spirit of a druid who once ate every mushroom “for science” and now lords over the spore-laden clearing.
Additional Notes
Plant spirits here are easily upset by violence; care should be taken not to uproot any mushrooms or damage the carpet. The illusions can aid or confuse adventurers.
Shrieking Thicket
Dense undergrowth coiling like serpents, Shrieking Thicket is named for the high-pitched wails that echo through its tangles at dusk. The cries come from fungal mats that ring tree trunks; when touched, they vibrate and emit screams as though prodded awake. Brambles twist around saplings in impossible knots, and the ground is churned into slippery mud. Strange fungi dangle like stalactites, dripping luminescent resin that glows magenta. Explorers report hearing distant laughter—sometimes childlike, sometimes mocking. At the heart of the Thicket stands a tree scarred by deep grooves, rumored to be the result of an eldritch beast’s claws.
Additional Notes
Hearing-protection is recommended. The shrieking can disorient adventurers; Wisdom saving throws may be required.
Mushroom Marsh
Secrets
- An underwater passage beneath Carnivorous Cove leads to a hidden mycalith forge.
- Peat Isle Village’s leader is a half-spore elemental.
- The Fungus Throne conceals a slumbering spore wyrm.
Key Locations
Carnivorous Cove
A shallow lagoon ringed by snapping mushroom traps that cling to reeds. Each trap can launch spores or clamp down with surprising speed. Beneath the water, fungal filaments tangle around sunken timbers, and glowing sporefish flicker in murky depths.
Additional Notes
Check for hidden spores—disturbing the water may trigger a trap.
Peat Isle Village
A small settlement built on floating peat mats, inhabited by marsh gnomes who farm edible mushrooms in watery gardens. Walkways of planks and fungus bridges connect stilted huts, and lanterns glow with phosphorescent fungus.
Additional Notes
Gnomes trade in exotic spores and can teach Resist Poison.
The Fungus Throne
A massive, throne-shaped fungal spire rising ten feet from the water. Its surface ripples with living mycelium. Legends say a secret chamber beneath contains ancient spore relics.
Additional Notes
The secret chamber opens only when fungal glyphs are activated.
Spore Conclave
Secrets
- A hidden laboratory beneath the Crystalized Mycarium holds the spores for the expansion ritual.
- One of the Spore Council has doubts and could betray the others.
- The Singing Spore Gallery connects to an escape tunnel used by former prisoners.
Key Locations
Singing Spore Gallery
A narrow corridor lined with resonant fungal growths that hum in harmonic frequencies. Stepping causes melodies that can lull listeners into trances.
Additional Notes
Use the gallery to slip past guards or to disrupt rituals.
Crystalized Mycarium
A cavern encrusted with spore-crystals that refract light into rainbows. The crystals amplify magic but also feed on arcane energy.
Additional Notes
Casting without caution can overload the crystals, causing spinal vibrations.
Grand Spore Hall
A 200-foot dome with a mushroom-column throne at its center. The Spore Council convenes here, planning their expansion ritual. Ritual circles and spore runes crisscross the floor.
Additional Notes
Destroying the runes requires a group Nature or Arcana check (DC 18).
NPCs in Screamwood Grove
Woodland Willie
A wildly eccentric mushroom shaman druid, with a beard of white fungal hyphae and eyes that glitter like dew-soaked caps.
Maris Toadwhistle
A chipper halfling mycologist with dubious safety protocols, always sampling spores "for science."
Eldara Greenroot
An elf ranger who believes the grove’s mushrooms are a threat to all life. Skeptical of Willie’s antics.
NPCs in Mushroom Marsh
Queen Myrthilda
A benevolent gnome spore druid who leads the Peat Isle Village.
Sprig Nattergill
A halfling spore-blade ranger hunting spore wyrms with a poisoned dart bow.
Bogfiend
An ancient mutant toad, huge as a warhorse, covered in fungal growth.
NPCs in Spore Conclave
Archpatriarch Mycelon
The foremost elder of the Spore Council, calm but ruthless in pursuit of fungal dominion.
Spora the Whisperer
A council member versed in Spore Speech, able to animate mycelium stewards.
Reedlen Flowmoss
A council dissenter who secretly aids intruders.
Factions
Spore Council
Goals
- Spread the Sentient Spore Plague across the realm.
- Secure magical artifacts to strengthen their network.
- Subjugate or absorb other druidic orders.
Relationships
With Other Factions
Hostile to druidic circles and city governments; uneasy alliances with certain cults. Will trade favors with those who serve their goals.With Players
Primary antagonists. May offer corrupt bargains to the party.Order of the Silver Cap
Goals
- Protect natural ecosystems from sentient fungi.
- Recover lost druidic relics.
- Study fungal anomalies under controlled conditions.
Relationships
With Other Factions
Neutral to the Spore Council—preferred containment over confrontation. Suspicious of city militias.With Players
Allies if approached respectfully; may test party’s intentions.Bristlecone City Guard
Goals
- Eradicate uncontrolled fungal growth in city limits.
- Enforce strict spore licensing laws.
- Gather intelligence on druidic movements.
Relationships
With Other Factions
Allied with merchant guilds; antagonistic towards Order of the Silver Cap.With Players
Mixed—helpful in city but may detain druids.Main Questline
The Great Mushroom Hunt
Given by: Woodland Willie
Goals
Collect 5 key mushroom samples and return to Willie.Reward
- 200 gp total
- Learning Spore Speech gesture
Secrets
- One sample is sentient.
- A city agent spies on them to steal spores.
DM Notes
Use side quests to learn safe harvesting techniques.Trail of the Spore Scouts
Given by: Maris Toadwhistle
Goals
Track and destroy 3 spore scout nests in Mushroom Marsh.Reward
- Potion of Gaseous Form
- 300 gp
Secrets
- Spore scouts can mimic voices.
- They plant false spores to mislead trackers.
DM Notes
Spore scouts are weakened by fire. Encouraging local allies helps.Conclave of the Spore Lords
Given by: Queen Myrthilda
Goals
Gain entry to the Spore Conclave and return with blueprints of the ritual chamber.Reward
- Cloak of Muffles
- 400 xp
Secrets
- The Spore Council has an internal schism.
- Their ritual requires a rare spore idol hidden in Screamwood.
DM Notes
Stealth preferred; decode fungal glyphs to avoid alarms.Spores of Dominion
Given by: Reedlen Flowmoss
Goals
Secure the spore idol and prepare an ambush at the Grand Spore Hall.Reward
- Ring of Sporebinding
- 600 xp
Secrets
- One Council member will betray them.
- The idol is itself a sentient spore entity.
DM Notes
Prepare non-lethal strategies to avoid releasing uncontrolled spores.Dance of the Final Spore Speech
Given by: Woodland Willie
Goals
Perform the Spore Speech in sync, disrupt the ritual circle, and purge the Grand Spore Hall.Reward
- Legendary Staff of Mycelium Growth
- 1000 xp
- Regional renown
Secrets
- The dance must follow precise fungal rhythm.
- Willie’s mushrooms aid or disrupt the final step.
DM Notes
Use performance checks; allow each character a surprise moment to shine.Side Quests in Screamwood Grove
Spore Stool Sample
Given by: Maris Toadwhistle
Goals
Harvest 10 twitchcap mushrooms safely and return to Maris without succumbing to hallucinations.Reward
- 50 gp
- Potion of Lesser Restoration
Secrets
- The twitchcap fungus is intelligent and can follow the party.
- Maris intends to weaponize the spores against city dwellers.
DM Notes
Hallucinogenic spores require DC 13 Constitution saving throw or be incapacitated for 1 minute.Buried Fungi Hoard
Given by: Eldara Greenroot
Goals
Navigate the collapsed tunnels, avoid spore elementals, recover at least five sporemelt crystals.Reward
- Elven Cloak of Muffles
- 150 xp
Secrets
- The crystals hum with a trapped spore elemental spirit.
- Someone else is searching for the same crystals—an enemy druidic cabal.
DM Notes
Use stealth to bypass elementals; direct combat will awaken greater spore horrors.Symphony of the Shrieking Trees
Given by: Woodland Willie
Goals
Retrieve 12 pitchstone seeds and assist Willie in a fungal symphony.Reward
- Spore Speech Scroll (learn one new fungal communication gesture)
- 75 gp
Secrets
- The seeds are guarded by a territorial chimera.
- Pitchstone seeds amplify hallucinations if consumed.
DM Notes
Performance skill checks may calm screaming fungi.Screaming Sapling Rescue
Given by: Caretaker Brynn
Goals
Protect Brynn and cure the sapling’s blight before sunset.Reward
- Herbalist’s Kit
- 100 xp
Secrets
- The sapling’s screams can be harnessed to power dark magic.
- Brynn is hiding her own fungal infection.
DM Notes
Fungal wolves are CR 2; protect the NPC at all costs.Mystery of the Whispering Water
Given by: Old Hermit Caro
Goals
Clear the grotto of fungal tendrils and free the nymph without collapsing the cavern.Reward
- Waterskin of Pure Springs
- 125 xp
Secrets
- The whispers come from an imprisoned water nymph.
- The fungal growth anchors the grotto’s magical balance.
DM Notes
Underwater combat: half movement, opportunity attacks at disadvantage.Side Quests in Mushroom Marsh
Taming the Bogfiend
Given by: Queen Myrthilda
Goals
Defeat or capture Bogfiend and return to Myrthilda.Reward
- Bogfiend Hide (craft spore-resistant armor)
- 200 xp
Secrets
- Bogfiend was once a guardian spirit corrupted.
- Subduing rather than killing yields goodwill from Queen Myrthilda.
DM Notes
Bogfiend: CR 5 with spore blast (save DC 14 Dex).Side Quests in Spore Conclave
Sabotage the Ritual
Given by: Reedlen Flowmoss
Goals
Infiltrate the Grand Spore Hall during the council meeting, place escharfungus on key runes, and escape detection.Reward
- 500 xp
- Tome of Fungal Lore
Secrets
- Reedlen’s motives might be self-serving—she may demand a favor later.
- The escharfungus will poison the hall’s structural support if overused.
DM Notes
Stealth or disguise is essential; detection triggers full-scale combat.Free the Mycelith Slaves
Given by: Reedlen Flowmoss
Goals
Navigate to the mines, free 6 myceliths, and lead them safely to the Singing Spore Gallery.Reward
- Sporebound Ring (advantages on fungal checks)
- 300 xp
Secrets
- Some myceliths have bonded to dark spores and may turn hostile.
- The freed creatures know secret back tunnels.
DM Notes
Elementals are CR 4 each; coordinate crowd control.Encounters
Corrosive Mushroom Golem
DeadlySuggested Level: 7-9
Creatures
- Corrosive Mushroom Golem
Terrain Features
Acidic pools deal damage on contact.
Treasure
Golem Heart (legendary crafting component).
DM Notes
Vulnerable to fire; reduce hit points to quicken pace if needed.
Spore-Cloud Harpy Attack
MediumSuggested Level: 5-7
Creatures
- Spore Harpy x5
Terrain Features
Cavern stalactites can be shot down to drop on harpies.
Treasure
Feather of Sporeflight (grants gliding once).
DM Notes
Allow surprise round if sense silence fails.
Fungal Wolf Pack Ambush
MediumSuggested Level: 3-5
Creatures
- Fungal Wolf x4
- Fungal Wolf Alpha
Terrain Features
Dense underbrush provides half cover; fungal spores create lightly obscured zone (10-ft radius).
Treasure
Alpha’s Fang Necklace (worth 75 gp).
DM Notes
Spore wolves have a disease bite; scale pack size for difficulty.
Echo Glade Sirens
HardSuggested Level: 4-6
Creatures
- Mushroom Siren x3
Terrain Features
Standing stones cause echoes that disorient Hearing-based saves at disadvantage.
Treasure
Siren’s Cap (rare ingredient for alchemy).
DM Notes
Use sound-based traps to counter sirens.
Spore Elemental Patrol
DeadlySuggested Level: 6-8
Creatures
- Spore Elemental x2
- Spore Seedlings x4
Terrain Features
Slippery fungal filaments (Dex save or fall prone).
Treasure
Elemental Core Shard (crucial for a side quest).
DM Notes
Elementals immune to poison; plan area control spells.
Magic Items
Staff of Mycelium Growth
LegendaryLocation
Reward from final quest.
Attunement
True—druid or ranger
Ring of Sporebinding
Very RareLocation
Stolen from Spore Council.
Attunement
True—any
Tome of Fungal Lore
RareLocation
Reedlen’s covert offer.
Attunement
False
Potion of Lesser Restoration
UncommonLocation
Maris’s lab.
Attunement
False
Spore Speech Scroll
UncommonLocation
Maris rewards.
Attunement
True—any
Feather of Sporeflight
RareLocation
Spore Harpy clutch.
Attunement
False
Cloak of Muffles
UncommonLocation
Queen Myrthilda’s treasure.
Attunement
False
Sporebound Ring
RareLocation
Free mycelith freed.
Attunement
True—any
Waterskin of Pure Springs
UncommonLocation
Old Hermit Caro’s gift.
Attunement
False
Herbalist’s Kit
CommonLocation
Caretaker Brynn’s reward.
Attunement
False
Player Characters
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