Campaign Overview

Willie’s Sporebound Conspiracy

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

Nestled between the trembling foothills of the Bristlecone Mountains, Screamwood Grove is a forest that seems alive in every sense. Ancient oak and birch trees tower above, their knotted branches forming a vaulted ceiling that filters twilight hues through shimmering moss. The undergrowth teems with fungi in every imaginable color—luminescent toadstools, fiery-capped caps, and ghostly white puffballs. Though beautiful, these fungal wonders emit tiny cloudlike spores that tickle the nostrils, eliciting faint giggles or sudden bursts of sneezing. At night, the grove’s gnarled roots pulse with bioluminescence and the trees whisper—some say with longing, others say in warning. Tiny mushrooms cluster along winding paths that click and clack like gears underfoot, and crystal-clear streams carve soft gullies through compact earth, their water tasting faintly of apple and anise. Strange shapes flit in the corner of one’s vision—perhaps a will-o’-the-wisp, or one of Woodland Willie’s many wild shapes. Travelers who wander too deep report hearing frantic appeals from plants begging them to leave, only for the voices to turn to laughter when pressed. Faint ruins of an old druidic circle can be found near the grove’s heart, stones carved with mushroom motifs that pulse with latent magic. Legend holds that the circle once sealed a great spore entity beneath the soil.

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

Beyond Screamwood Grove lies Mushroom Marsh: a vast wetland where fungal life reigns supreme. Mist clings to winding channels of brackish water, and bulbous mushrooms sprout from every surface—from rotting logs to termite mounds. The air here is thick and humid, carrying fragrant and foul odors in equal measure. Ropes of mycelium drift across shallow pools like floating rope, bridging small islands of soft peat. Trees are few but massive, their trunks covered in bracket fungus that drip yellowish sap. Carnivorous spore traps—bivalve mushrooms with snap jaws—lurk in murky pools, ready to feast on unwary creatures. Dragonflies the size of hawks buzz overhead, their wings coated in fine spores that sting the eyes. At the center of the marsh, an ancient fungus throne rises from the water, its seat carved in the shape of a mushroom cap. Rumor says a spore queen once ruled these wetlands, and her descendants still roam its soggy confines.

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

Deep beneath the marsh, the Spore Conclave is a subterranean cavern system ruled by a council of ancient fungal patriarchs. Caverns stretch in bioluminescent tunnels, walls pulsating with mycelial veins. Massive mushroom columns support vaulted ceilings, their caps forming a canopy overhead. The air is heavy with spores that glow softly, illuminating crystalline growths that hum with arcane energy. Sporadic geysers of colored mist erupt from fissures in the rock, and spore elementals flit between hanging fruiting bodies. At the heart of the Conclave lies the Grand Spore Hall, a vast domed chamber where the Spore Council gathers around a fungal throne ringed with living mushrooms. Here, they intend to use a ritual to spread a sentient spore plague across the mortal realm.

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.

Role: Guide and comic relief, quest giver Other Details: Willie communicates with mushrooms through interpretive dance and mocks any addiction—fungal or otherwise.

Maris Toadwhistle

A chipper halfling mycologist with dubious safety protocols, always sampling spores "for science."

Role: Researcher, side-quest giver Other Details: Carries a dilapidated wagon full of fungal specimens.

Eldara Greenroot

An elf ranger who believes the grove’s mushrooms are a threat to all life. Skeptical of Willie’s antics.

Role: Potential ally or adversary Other Details: Wields a bow tipped with fungus-burning arrows.

NPCs in Mushroom Marsh

Queen Myrthilda

A benevolent gnome spore druid who leads the Peat Isle Village.

Role: Ally and merchant Other Details: Sells marsh-specific fungal reagents.

Sprig Nattergill

A halfling spore-blade ranger hunting spore wyrms with a poisoned dart bow.

Role: Potential recruit Other Details: Offers side missions to slay marsh monsters.

Bogfiend

An ancient mutant toad, huge as a warhorse, covered in fungal growth.

Role: Local menace Other Details: Could be reasoned with by Spore Speech.

NPCs in Spore Conclave

Archpatriarch Mycelon

The foremost elder of the Spore Council, calm but ruthless in pursuit of fungal dominion.

Role: Antagonist Other Details: Resistant to poison and psychic damage.

Spora the Whisperer

A council member versed in Spore Speech, able to animate mycelium stewards.

Role: Lieutenant Other Details: Can summon spore guardians.

Reedlen Flowmoss

A council dissenter who secretly aids intruders.

Role: Secret ally Other Details: Provides intel on ritual and hidden passages.

Factions

Spore Council

The ruling body of the Spore Conclave, ancient fungal patriarchs who seek to expand their dominion through sentient spores. Each council member embodies a primal aspect of fungus—growth, decay, symbiosis. They use arcane rituals to manipulate ecosystems and believe mortals should serve as spore hosts.

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

A druidic order dedicated to maintaining balance between fungal and plant life. They view Willie’s antics as reckless but appreciate his devotion to fungal science. Members wear silver mushroom amulets and patrol groves for imbalance.

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

Urban militia sworn to protect Bristlecone City from all threats. They are suspicious of all druids and fungi, seeing spores as weapons. They patrol towns and arrest any who carry mushrooms without license.

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

Willie tasks the party with collecting samples from every major mushroom species in Screamwood Grove to analyze a rising spore anomaly threatening the region.

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

After lab analysis, Maris discovers that spore scouts roam beyond the grove. The party must track and eliminate these scouts before they call reinforcements.

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

Rumors of an underground spore conclave reach Mushroom Marsh. The party must infiltrate the caverns and learn the council’s plans.

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

The party deciphers the ritual: spore idols must be placed atop the fungal throne to trigger a realm-wide plague. They must steal the idol and interrupt the ceremony.

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

In the climax, the party joins Willie in an interpretive ‘Spore Speech’ dance to counteract the ritual’s magic and drive back the sentient spore plague.

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

Maris needs fresh samples of the twitchcap fungus that grows only in the heart of Sporefall Ravine. The fungus pulses with bioluminescent patterns and resists harvest, slithering away or releasing hallucinogenic spores when disturbed. Maris wants 10 caps to brew an anti-venom, promising to pay well.

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

Eldara’s scouts discovered a cache of rare sporemelt crystals buried under a collapsed root tunnel. The crystals radiate arcane energy and could empower destructive magic. She wants the party to retrieve and deliver them to her for safe disposal.

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

Willie insists the Shrieking Thicket is out of tune. He wants the party to collect pitchstone seeds only found on the Bristlecone peaks, to retune the fungi. It’s a wild goose chase—but Willie promises a grand performance upon return.

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

A screaming sapling near the forest’s edge is infected by an unnatural blight. Brynn asks the party to escort her to the sapling and use a cure-all herbal poultice. The journey hazard: fungal wolves that roam the paths.

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

Caro’s spring water has started whispering prophecies—and occasionally curses—in the night. She suspects fungal interference. She wants the party to dive into the spring’s underwater grotto and dispel any fungal growth.

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

The massive Bogfiend threatens gnome farms by devouring fungal crops. Myrthilda wants the party to either drive it off or subdue it for relocation. Beware its corrosive spore blast.

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

Reedlen fears the expansion ritual will consume her home. She covertly asks the party to smuggle a corrosive escharfungus into the Grand Spore Hall and disrupt the ritual circle.

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

Deep in the Crystalized Mycarium, spore elementals enslave myceliths—sentient spore creatures—to mine crystals. Reedlen wants them freed and escorted to safety.

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

Deadly

Suggested Level: 7-9

A hulking iridescent golem formed of living fungi.

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

Medium

Suggested Level: 5-7

Harpy-like creatures coated in spores dive from cavern ceilings.

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

Medium

Suggested Level: 3-5

A group of fungal-infested wolves bursting from undergrowth in Mushroom Marsh.

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

Hard

Suggested Level: 4-6

Animated mushroom sirens lure adventurers deeper with intoxicating songs.

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

Deadly

Suggested Level: 6-8

Roaming spore elementals scanning tunnels of the Spore Conclave.

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

Legendary
A carved fungal staff that accelerates plant and fungus growth.

Location

Reward from final quest.

Attunement

True—druid or ranger

Ring of Sporebinding

Very Rare
A silver ring etched with mushroom runes, shackles spore elementals on command.

Location

Stolen from Spore Council.

Attunement

True—any

Tome of Fungal Lore

Rare
A compact grimoire detailing rare fungi and their properties.

Location

Reedlen’s covert offer.

Attunement

False

Potion of Lesser Restoration

Uncommon
A golden liquid that neutralizes toxins and cures diseases.

Location

Maris’s lab.

Attunement

False

Spore Speech Scroll

Uncommon
A scroll illustrating advanced fungal-communication gestures.

Location

Maris rewards.

Attunement

True—any

Feather of Sporeflight

Rare
A glowing harpy feather that lets you glide through spore-swirled air.

Location

Spore Harpy clutch.

Attunement

False

Cloak of Muffles

Uncommon
A mossy cloak that silences footsteps and muffles sound.

Location

Queen Myrthilda’s treasure.

Attunement

False

Sporebound Ring

Rare
A ring pulsing with sympathetic spores—advantage on fungal skill checks.

Location

Free mycelith freed.

Attunement

True—any

Waterskin of Pure Springs

Uncommon
Keeps water unsullied—neutralizes fungal toxins on contact.

Location

Old Hermit Caro’s gift.

Attunement

False

Herbalist’s Kit

Common
A kit specialized for preparing herbal and fungal remedies.

Location

Caretaker Brynn’s reward.

Attunement

False

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