Tier 2 – The Mystery of the Alissimon Mushroom
**Tier 2 play**
In the vibrant realm of Eldoria, where magic flows like the rivers and the skies shimmer with the hues of enchantment, a peculiar event has stirred the interest of the local populace. The townsfolk of Verdant Hollow have been buzzing with tales of a colossal mushroom that has sprouted in the nearby Whispering Woods. This mushroom, known as the Alissimon, is said to be not only enormous but also edible, capable of feeding a family for an entire week. However, whispers of danger surround this miraculous fungus, as strange occurrences have begun to plague the area.
As the party gathers in the bustling marketplace of Verdant Hollow, they overhear a frantic conversation between two villagers. “It’s not just the mushroom,” one says, his voice trembling. “People have gone missing near the woods! Alissimon Minnitt claims she saw the giant mushroom, but she hasn’t returned since!” The urgency in the air is palpable, and the party feels the call to adventure.
### Adventure Hook:
The party is tasked with investigating the Whispering Woods to uncover the truth behind the giant mushroom and the mysterious disappearances. They must navigate through the dense foliage, where the trees seem to whisper secrets and the ground is carpeted with luminescent fungi. As they delve deeper, they encounter strange magical phenomena—glowing orbs that float through the air, and the faint sound of laughter echoing in the distance.
### Exploration Component:
The Whispering Woods are alive with magic, and the party will need to use their skills to navigate through various challenges. They may encounter:
– **Enchanted Creatures:** Friendly sprites who can offer guidance or mischievous pixies who may lead them astray.
– **Illusory Paths:** Sections of the woods that shift and change, requiring perception checks to discern the true path.
– **Mushroom Patches:** Areas filled with smaller, magical mushrooms that can provide temporary buffs or cause unexpected effects.
### Encounter:
As the party approaches the heart of the woods, they finally lay eyes on the legendary Alissimon mushroom. Towering above them, its cap glistens with dew, and its vibrant colors pulse with an otherworldly glow. However, they are not alone. A group of **Mushroom Golems**, animated by the magic of the woods, guard the giant fungus.
**Mushroom Golem Stats:**
– **Armor Class:** 12
– **Hit Points:** 45 (6d10 + 12)
– **Speed:** 30 ft.
– **Attack:** Slam: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
– **Special Ability:** Spore Cloud (Recharge 5-6): The golem releases a cloud of spores in a 15-foot radius. Each creature in that area must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
### Climax:
After defeating the Mushroom Golems, the party discovers a hidden entrance beneath the giant mushroom. Inside, they find a small enclave where the missing villagers are held captive by a mischievous **Fey Trickster**, who has been using the mushroom’s magic to create illusions and keep the villagers entertained. The Trickster, however, is not inherently evil; they simply wanted to play a grand game. The party must decide whether to negotiate for the villagers’ release or confront the Trickster in a battle of wits and magic.
### Conclusion:
Once the villagers are freed, they share tales of their time in the enclave, revealing secrets about the woods and the magic that binds them. The party returns to Verdant Hollow as heroes, their names forever etched in the annals of the town’s history, and perhaps they will even be invited back for a feast featuring the legendary Alissimon mushroom.
This one-shot adventure promises a blend of exploration, combat, and negotiation, perfect for a party eager to dive into the wonders of a high magic, high fantasy world.