DUNGEONS & DRAGONS, D&D, , Myconid Traits , , the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are Ability Score Increase. Your Constitution score increases by 1 trademarks of Wizards of the Coast in the USA and other countries. and your Wisdom score increases by 1. This work contains material that is copyright Wizards of the Age. Myconids live around 25 years if they remain underground. Coast and/or other authors. Such material is used with permission However, myconids who stray above ground tend to last only a few under the Community Content Agreement for Dungeon Masters hours. Guild. Alignment. Myconids tend to stray down the paths of Lawful All other original material in this work is copyright 2018 by J.W. Neutral having not much interest other than their colonies and Ross and published under the Community Content Agreement for themselves. Dungeon Masters Guild. Size. Myconids are commonly around 5 to 6 feet tall, and weigh about 100-200lbs. Your size is Medium. Speed. Your base walking speed is 30 feet. Introduction . Due to your life underground, you have a naturally Festival of the Myconids is an adventure that should span about 1-3 superior vision in dark and dim conditions. You can see in dim light sessions and features primarily in the section of my within 120 feet of you as if it were bright light, and in darkness as if homebrewed continent of Anundiel. The unique aspect of this it were dim light. adventure is to help me test out my attempt at making a player race Pacifying Spores (3/Day). Your body ejects spores at one out of the beautiful Myconids! creature you can see within 5 feet of you. The target must succeed The adventure is built for Levels 1-3 and players will be playing on a DC 11 Constitution saving throw or be stunned for 1 minute. as a group of Myconid residents of the Underdark who decide to The target can repeat the saving throw at the end of each of its enter the yearly fair that is held down below called The Festival of turns, ending the effect on itself on a success. the Myconid and is a gathering of Myconid from all walks of life to Sun Sickness. While in sunlight, you have disadvantage on gather together, socialize and just have a day of revelry and fun. ability checks, attack rolls, and saving throws. You die if you spend A party between three and four is recommended. No more, no more than 1 hour in direct sunlight. less. If you do have more than four, scaling up the encounters may Poisoned Punch. When making unarmed attacks with your fists be required. It's built to be used with Milestone leveling, but you you roll an additional 1d4 of poison damage to your attacks. can scrap that if desired and use the standard XP at your discretion Languages. Mycolish and Common. For the sake of RP, as the DM. Myconid players speak by reverberating their spore clusters inside their throats together. Myconid Player Race Names. Psilo, Cybin, Conocybe, Pluteus, Mushmush, Toad, Mycena, Mycelial, Mycelia, Myce. Note: All information is pulled from the , copyright @ Wizard's of the Coast. -- Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully Myconids gladly provide shelter or allow safe passage through their colonies. Circles and Melds. The largest myconid in the colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live and meld together. A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids' rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream state that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures. Myconid Reproduction. Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores' release to avoid overpopulation.

Myconid Communication FoSampler the sake of RP and running an easier game, file Myconids start knowing Myconish (a language I made up for Myconids) and Common. They also can speak by vibrating the spore clusters inside their throats.

Myconid Traits 2 Adventure Hook Post Festival? Why would this small cluster of Myconids head to the fair? Are This adventure should end at a good starting point to send the they there to commune with other myconids outside of the colony, players into the Out of the Abyss module designed by Wizard's of to try new foods, etc? The adventure clearly needs some bending the Coast, if interested. It's an Underdark based book and would be with regards to the D&D universe as a whole and is more based a perfect stepping stone to continue the adventure of these beautiful around a means to test out the Myconid player race. myconid players. Maybe the players are solely there to feast on some exotic forms The choice is yours! of fungus, to experience new dreams with others or maybe your myconids are there as some sort of "guard" force to ensure the peace is maintained during the fair as other Underdark races such as , Duregar, etc may be present. And obviously, as the DM and players you can come up with your own reasons, as long as they're at the fair for non-nefarious reasons. Myconids wouldn't be interested in sabotaging or harming each other due to their shared pain experiences.

Attached To Your Myconids? Don't fear, why not move this onto a full campaign after the adventure? Of course, for the sake of things an Underdark campaign would be ideal due to how poorly Myconids fare above ground and in sunlight.

The Characters The players for this session will be starting at 1st Level and by the end of the adventure should be 2nd or 3rd Level. This adventure uses the Milestone leveling system and upon reaching certain milestones the players will advance a level. Of course, the adventure can spin-off into a full campaign set in the Underdark if desired. Myconids generally don't have chaotic or evil alignments and stray towards Lawful Neutral, so your players should keep that in mind during character creation. In terms of classes, Myconids would probably delve into any path, but wouldn't purposely seek out causing death and destruction unless provoked. Adventure Summary The Festival of the Myconid is a yearly celebration of the Myconids in the Underdark on the continent of Anundiel (feel free to throw it in your own setting, etc) where the various colonies of myconid in the Underdark gather together and commune with others, taking part in new dream states with other myconid colonies. The festival also attracts other races from all walks of life, with most of the attendees being other races of the Underdark, but thankfully everyone seems to be getting along with no issues with violence. The players have come to the festival to celebrate the Myconid lifestyle and mingle and commune with others. However, something dark can be discovered going on behind the scenes that for sure could kill everyone in attendance. This adventure is recommended for a party of 3 or 4 players starting at Level 1. If there are more players, the DM should boost up each encounter. Sample file

3 Chapter One; The Festival Begins massive sprawling fair has been built in the Players may check out the other stall in the vicinity. It is sat next Underdark, far from any of the settlements here in to Tytil's game stall is a food stall called "The Hungry Fungus" the deep, dark. Massive spires of mushrooms scatter which is operated by a Myconid of a bright pink colour named across the landscape and folks of all walks of life are Cybilcilin who only sells one thing, those pulsating white moving about the environment stopping at different mushrooms that throw those that eat it into severe giggling fits, stalls and buying strange foods. unless they're a myconid. The tent is a dark green colour and A covered in clumps of purple moss. Most of the stalls seem to be food and drink mainly from sources found within the Underdark for the visitors who come from above- Hungry Fungus Items Prices ground, but there is also a scattered amount of stalls offering food that strictly comes from top-side for those of you who stay here in Giggleshrooms 2gp the Underdark without venturing into the sunlight. Food and drink aren't the only attractions down here, some of the These mushrooms are called Giggleshrooms and if devoured by stalls that have been set up seem to have sort of games with small a myconid, it heals them for 1d8+ the player or creature's prizes with no real value or reward, just a way for the gathered folk Constitution modifier. to let off some steam from adventuring and day to day life. New Item Descriptions & More Adventure Introduction On pages --- you can find the info for all new items, NPCs and monsters encountered in this adventure. As you awaken from your shared dream with these other myconids, you each seem reinvigorated by the energies eminating from these large, glowing blue mushrooms growing out from the ground in front of you. Talking to Tytil; The Bottle Stall As you approach the stall and watch as the Drow storms off This is where the players introduce their characters and why they've swearing and blaming you for his failed throws, the human male attended the fair. Once they finish introducing themselves, read this standing behind the stall instantly turns his attention to you. follow text block. This figure has a blonde beard that slightly drags past his chin and comes to a curved up point. His hair is comically curled and The fair styled, and his eyes are an emerald green colour. He's wearing a rather odd outfit for being down here, the sleeves and leggings Upon introducing yourselves you take notice of the sprawling of his outfit are slightly puffy and covered in bright pink polka fair, having been in your dream state for the last couple of days. dots against a dull blue fabric. He's also wearing a bright yellow People of various races and walks of life stroll about chatting at tunic covered in various pieces of jewellry sewn into the fabric food stalls, a lone human male with flowing red hair tied into a itself. bun seems to be heavily interested in this pulsating white mushroom, before he takes a bite and starts giggling He raises a heavily manicured hand and takes a formal bow at uncontrollably. the group of you. As he finishes his bow, he opens his mouth to speak, a way too regal and pompous voice comes out. The stalls of tents are various colours and sizes and the area where the fair has been built has been lit up with a variety of Tytil: Greetings, dear myconid! Do you dare take a chance at massive, glowing tree-sized mushrooms of various colours. hitting my glorious pyramid? You all know this was built far from any settlement here in the Underdark to try and avoid the prying eyes and presence of more nefarious beings. Roleplaying Tytil An elderly looking Drow is standing by a stall which has a He's a forced character. His accent is forced and small pyramid of empty jars nestled on a wooden board and clearly fake. His true voice is somewhat slurrish and he's throwing rocks at the bottles and swearing profusely as he not regal at all like he puts on. He's kind of a scam misses almost every time. artist and his game is actually impossible to win. The bottles are being held up by some form of magic, which is actually emanating from some of the jewelry sewn into his clothes. Interacting with the Drow causes him to walk away, visually annoyeSampled by the approach of the myconid players and blames them file for distracting him and causing him to miss his throws. If he walks away, the person running the stall speaks up. He is a Human male named Tytil, his last name is unknown.

4 The players can choose to take part in Tytil's game where they have If a player is unconcious and Tytil flees the guards chase after to throw three pebbles at the pyramid of bottles to knock them him through the crowds. If this happens, Tytil is found inside over. Their first chance is free, which knocks over a bottle with a the prison cells later if the players find them. DC Dexterity Check of whatever. There's no check for this If the fight is still happening when the guards approach, the one. player's can convince them of Tytil's scam with a DC 13 He then says any attempts after this costs 2 gold pieces. This is Persuasion check. On a success, they drag him away towards the where he fiddles with his jewelry and whatever the player's roll for prison with him screaming his head off. Dexterity they fail and the bottles do not fall over. Player's can roll a Players do have the option of looting Tytil's stall, and if they DC 10 Arcana Check to tell that Tytil is somehow using magic to decide to do so use this loot table for his stall. Each player can try keep the bottles upright and scamming people in attendance. looting the stall once. Upon discovering Tytil's scam, he lunges at the player who d6 Tytil's Stall Loot discovers the nature of the scam. Players will roll for initiative and have to defend themselves against Tytil if they choose to 1 A coin pouch containing 5gp retaliate. 2 A handful of stone pebbles Every round of combat the DM rolls 1d20 and if the die rolls about 15 or higher, two nearby Myconid guards approach and 3 A bottle of cow's milk attempt to interrupt the fray. 4 A potion of healing The guards can be convinced of Tytil's scam in which if successful (DC 13 Persuasion) they'll drag Tytil away with him 5 A giggleshroom screaming incoherent phrases and imprison him in the fair's 6 Tytil's Lockbox makeshift prison. If Tytil is reduced to 0 hit points, the guards instantly run over They may also perform an optional Investigation DC of 13 or and interfere. Rolling to persuade them of the scam at this point higher to find a small note hidden under a false compartment in the has Disadvantage due to him being knocked out cold. stall. If the player's find the note, they're surprised to find out that If he somehow reduces a player to 0 hit points he flees the scene it's written in the myconid language of Mycolish. and runs off deeper into the fair. Read this out-loud to the players, or hand a handwritten note to the player who discovered the note for some fun immersion into the game. Tytil Medium humanoid (human), unaligned Tytil's Note The fair is the perfect opportunity to enact our plan. There's Armor Class 11 going to be a lot of strange folk walking about. I need you to Hit Points 23 (5d6+2) Speed 30ft keep running the stall and scamming as much gold as you can before we put things into motion. When the Mushroom Tower changes colour to a deep pink we begin. STR DEX CON INT WIS CHA Urzak'oldil 10 (+0) 15 (+2) 11 (+0) 17 (+3) 10 (+0) 9 (-1)

Skills Deception +3, Persuasion +2 Urzak'oldil is a Deep Gnome who is trying to unleash chaos at the Senses Passive perception 10 Festival and he is somehow working together with Tytil to do so. Languages Common, Undercommon, Mycolish The note just explains that whatever they're planning will be put Challenge Challenge and Xp into motion when the Mushroom Tower turns a deep pink in colour. Actions The Mushroom tower is a massive 200 foot glowing red Dagger. Attack Style: +4 to hit, reach 5ft, one target. mushroom nestled in the center of the fair and is adorned in various Hit 5 (1d4+0) piercing damage. huts and buildings where faigoers are buying goods, and getting other services provided to them. The mushroom tower will change to a deep pink in 1 If the guard's approach, they push the player's aside using their hour of real-time after finding the note; or if they do not glaives and heavily armored appearance. These two myconid guards find the note, in 1 hour of real-time after meeting and are about 6ft tall, and wear hardened platemail made from bits of the dealing with Tytil. rocks found in the Underdark. When the mushroom changes colour skip straight to Chapter 2 (on page 10) and read the opening text block, otherwise continue. If Tytil is unconscious they turn to the player's and instantly Chapter 2 only ever starts with the colour change. accuse of them attacking and nearly killing the poor man. They -- canSample choose to Persuade the guards with the truth with file Disadvantage for a total DC of 15. If they fail, the guards will take them towards the make-shift prison built in the fairgrounds.

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