Potent Shroomz
★★★★
Objectives
- Successfully collect four Glowing Shiitake Mushrooms
- Escape the dangerous depths of Isulus and successfully deliver the items to the Alchemist Georgie.
- Once every three turns while in Isulus, you must roll a 1d100 to preserve your needs.
On a nat of 1: You loose 50% food, 50% water and 50% energy.
On a roll of 2-40: You loose 10% water.
On a roll of 41-80: You loose 10% food.
On a roll of 81-99: You loose 10% energy.
On a nat 100: You are able to traverse without spending any of your needs. - You have the chance to plan ahead and pack your own food or forage for food when needed. If you choose to forage, roll a 1d4. You can only forage a maximum of 3 times.
On a roll of 1: You fail to find anything edible.
On a roll of 2: You successfully forage a mushroom of your choice, increase your hunger by 5%
On a roll of 3: You successfully forage a mushroom of your choice, however it's poisonous?! Inflict [Poison] Status, you loose 10 hp over 2 turns, increase your hunger by 5%.
On a roll of 4 for the first time: You successfully forage a mushroom of your choice, only this one is... GLOWING? You should pocket it for later. [Use an action to consume this mushroom, including during combat. Releases you from all aliments and recovers your full hp. Expires at the end of the quest.]
CONDITIONS TO FIND A GLOWING SHIITAKE MUSHROOM
- You can either forage one off of an alive Mutated Myconid through stealth, or off of one that has been killed in the past 10 minutes.
- To successfully forage one off of an alive Mutated Myconid roll a 1d10.
On a roll of 1 you get noticed and the Mutated Myconid has an attack of opportunity.
On a roll of 2-5 you fail.
On a roll of 6-10 you succeed, add 1 Glowing Shiitake Mushroom. - Upon defeating a Mutated Myconid you can spend 5% energy to forage one Glowing Shiitake Mushroom. NOTICE, each Mutated Myconid has but one on their back.
Glowing Shiitake Mushroom
- These Glowing Shiitake Mushrooms are different from normal mushrooms, they have a glowing hue to them and... eyeballs? WAIT THEY CAN TALK? Though they only seem to know how to speak in insults...
- Mutated Myconids have a base hp of [# of party members]x60 + 10.
- Mutated Myconids roll 1d[# of players], and attack whichever player is in that order each turn.
- Mutated Myconids deal a damage of 1d80 + 10.
- Once every 3 turns, Mutated Myconids initiate an aoe attack, they roll a 1d100, releasing paranoia spores into the air and surrounds all of the players. Each player must roll a will save to prevent the illusions. On a successful save, players mental fortitude keeps them sane. On a failed save, players are [Paranoid] for one turn. Players with [Paranoid] are thrown into an illusion of their worst fear.
credit to Vesuvyan for helping me fix this up and write it : ) loaf u bro<3
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