908 Fable of the Holy Fruit

Our Silver Coin tier on Patreon grants access to this adventure and the maps within it, along with 50+ other one-shots, and our map catalog of 900+ maps. You can also purchase this adventure individually in drivethruRPG. This is a sample version of the adventure section that features map 908 Fable of the Holy Fruit.

“Be careful! Comrades. Few have come as far as we have. And we have luck on our side. But do not let your guard down. This place is truly dangerous…”

Farlan Yageru

The temple of the Holy Fruit was originally built by druids millennia ago to protect a magical seed they brought from the Feywild. From it sprouted the Avatar of Rot. It turned the region into Duskbark Bog. It consumes everything in it but fosters verdant growth in the continent.

If the characters inspect the carved wall of the Devil’s Mesa for 10 minutes, they identify runes in Druidic. If translated, they read: “Cradle of Death – Source of Verdant Life.” A Comprehend Languages spell reveals this too (Farlan can cast it). A scholar knows that in the Feywild, life and death are two sides of the same energy (DC 15 Arcana). One cannot exist without the other. Each enables the other in a symbiotic relationship.

Level 5 Dungeon

Events. Each time the characters visit a new area, there is a 3-in-6 chance of a Dungeon Event.

Sitting Effigies. There are eight effigies in the dungeon. The larger one in area 12 holds the real Holy Fruit. The others hold a magical projection only. They radiate an aura of Necromancy.

Aura of Absorption. If a living creature dies within 10 feet of any of the sitting effigies in the dungeon, strands of mycelium consume it and absorb its essence into the fungal network.

Hidden Paths. There are three secret doors in the dungeon (DC 14 Investigation to find).

d6

Details

1 2d3 myconid adults enter the dungeon carrying a large carcass. They bring it to the sitting effigy closest to the characters’ location. They have a Neutral attitude and leave after 10 minutes.
2 As the characters explore a room, strands of roots and mycelium quickly slither toward them. It functions like a 1-round-long Entangle spell. Creatures that fail the Strength save to escape take 2d6 Necrotic damage.
3 A section of the wall collapses inward, revealing a black, bubbling goo behind it. If a creature comes within 10 feet of it, the amorphous monster charges toward it. This is a ravenous black pudding.
4 A vivid vision assails all present. The characters witness three robed druids placing a radish-like fruit in the hands of a sitting statue. The region becomes a bog, but the continent beyond it flourishes with life.
5 A myconid adult with neutral attitude approaches the party. It speaks unintelligibly for a minute. Then, it claims he must come back soon to feed his horses in Cobbleton. His speech then fades into gargles again.
6 A shapeless mass of roots and soil coalesces into a pulsating, shambling mound. In battle, it attempts to use its Engulf ability to kill creatures and bring them to a sitting effigy for consumption.

1. Entrance Surroundings

An aura of foreboding and dread surrounds the entrance. A striking stench of decay and death comes from the arched opening.

Tracks. An observant tracker notices the irregular footprints of myconid beings coming in and out of the gateway (DC 15 Survival).

2. Lonely Cavern

Half-buried in the damp soil are the bones of several humanoids. Some bear gnawing marks and wield tattered pieces of attire.

Remains. An experienced healer who inspects the bones determines that they have been here for a few years (DC 16 Medicine). Some of the rotted away clothing and armor bear the crest of the missing expedition.

The Knight. Desperately, Sir Riccard unearths the femurs of four individuals. He claims none of them can be Allaru’s, as he had a terrible accident when he was a teenager that left him with an irregular gait. It is why he became a scholar instead of a warrior.

Treasure. One of the skulls still wears the Helmet of Prowling. He was their guide.

3. Welcome Effigy

A sitting effigy awaits next to a dark opening. When a living creature comes within 5 feet of the effigy, four myconid adults emerge from the damp, aqueous soil and attack.

Opening. It is an 80-foot drop to area 4. Ropes can be tied to the effigy to facilitate the descent (DC 13 Athletics. Roll with advantage if climbing gear is used). Falling all the way into the pond deals 3d6 Bludgeoning damage.

4. Underground Pond

The pond connects with underground waterways through tunnels near the bottom. When a character touches the water, they disturb three swarms of piranhas that come from the tunnels. They arrive 1 minute later at the pond and attack whoever is in the pond.

5. Rolling Boulder Trap

The hallway takes a right turn into a steep, ascending ramp. The top end is far enough that torchlight does not reach it. Broken armor pieces and a carved cane rest at the bottom.

The cane belonged to Allaru, Sir Riccard’s brother. He recognizes the cane immediately; his brother needed it for walking. There are two broken armor sets among the grim remains.

The Explorers. Allaru and another explorer survived the obstacles in the entrance and descended into the dungeon. Sadly, they were killed by the rolling boulder 5 years ago. Myconids brought the broken bodies to a sitting effigy for consumption. They are in the fungal group-mind.

Rolling Boulder. When the first character walks 25 feet up the ramp, the boulder at the top is released. All creatures in its path take 6d6 Bludgeoning damage (DC 18 Dexterity save for half). The arcane machines in area 7 levitate the boulder back to the top to reset the trap at dawn.

6. Secret Passage

If the characters find this secret hallway (see Dungeon Features), it can be used to bypass the trap in area 5. This path steeply ascends 45 feet before reaching the upper room (area 7).

7. Cleansing Path

Four sitting effigies flank the only way forward; each located in a recessed alcove. A Detect Magic spell reveals a secondary aura of Abjuration.

Cleansing. Living creatures that pass through this arrangement of glowing statues have their Hit Points restored, any natural illnesses healed, and their bodies and belongings are scrubbed clean. Farlan remarks that such precautions must be in place to protect the legendary Holy Fruit.

8. Second Level Landing

A narrow shaft descends 80 feet to area 9. The iron ladder is damp and slightly slippery (DC 12 Athletics check to get a good hold of it or travelers fall and take 3d6 Bludgeoning damage).

9. Third Level Landing

A square opening on the ceiling leads up a narrow shaft that ascends 80 feet to area 8.

10. Secret Vault

The hallway ends abruptly, but the far wall features a Druidic rune that reads ‘Growth’. A secret path leads to the vault (see Dungeon Features).

Treasure. The chamber contains six clay vases and an iron coffer. Collectively, they contain 850 GP, 14,500 SP, and a Gem of Seeing.

11. Tombs of Druidic Champions

Four stone sarcophagi rest in 10-foot-wide, recessed alcoves. Near some of the enclosures are funerary urns and similar paraphernalia.

Guardians. These guardians had their souls bound to this temple to protect the Holy Fruit. The druidic guardians (ghasts) fight fiercely.

Treasure. One of the guardians has an Adamantine Shortsword wedged in his shoulder.

12. Chamber of Effigies

A sitting effigy, larger than the others, holds the genuine Holy Fruit. It is within reach. But roots and strands from the ground slither as they rise and take the shape of a man.

Sir Riccard gasps as he recognizes Allaru, embodied by mycelium and roots. This is the fungal group-mind, taking on the shape of whatever it thinks can have the most influence in the party.

Allaru. With a sibilant voice, in Common, the presence claims the Holy Fruit must not be removed from the temple. Doing so would destroy the fungal group-mind. But it would also cause an ecological collapse on the continent. It tries to explain that the death and consumption in Duskbark Bog are necessary for the larger region to flourish. The knight asks if Allaru can be brought back, it replies: “I can only exist in this form now. The group-mind is me. I am it.” Sir Riccard takes the group-mind’s side and decides that the Holy Fruit must be left alone so that Allaru can exist.

The Mage. Farlan is overcome by ambition. He cares not for the group-mind, Allaru, or the region’s ecology. He orders the characters to take the fruit and strike down the knight, if necessary.

Our Silver Coin tier on Patreon grants access to this adventure and the maps within it, along with 50+ other one-shots, and our map catalog of 900+ maps. You can also purchase this adventure individually in drivethruRPG. This is a sample version of the adventure section that features map 908 Fable of the Holy Fruit. Get the full adventure to learn about the NPCs mentioned in the intro and to know the conclusion of this cool supplement.

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