Canvas Mushroom

This stadium size structure is made of a giant inflated canvas dome. The pressure inside is much greater than that outside and puncturing the surface releases a jet of air powerful enough to knock a man over. A colony of Threadapedes live inside the mushroom in a symbiotic relationship, they will try to kill anyone who damages their home or the beachball like canvas spores which they use to house their young.

Challenges: Getting Inside, Combat with Threadapedes, Harnessing or destroying the mushroom.
Twist: Left alone the mushroom will eventually erupt, launching its spores and threadapede eggs onto the wind.

Quest

How do the players get this quest? -GLJ

Outline

  1. Getting Inside the Mushroom
  2. Threadapede Fight
  3. Securing the Mushroom
  4. Rewards

Getting Inside the Mushroom

Cutting the Mushroom:

To cut into the mushroom the character must make an attack that deals slashing damage. If they deal 1-5 damage they make a small incision, 6-10 damage they make a moderate hole, and 10+ damage they make a large hole. In each case it the hole continues to expel air until the Threadapedes repair it. The air escaping from the mushroom is too strong for an adventurer to force their way inside.
Small Incision: Make a moderate (DC 14) Dexterity saving throw. Inside the mushroom: Success – you maintain control of our weapon. Failure- Your weapon is pulled from your hand and shoots outside the mushroom. Outside the mushroom: Your weapon is violently shot back towards your face. Success – you dodge out of the way as it goes flying 1d6x10 feet. Failure – you take 1d10 slashing damage as it lodges in you.
Moderate Hole: Inside the mushroom: All creatures within 5 feet of the hole are pulled through and must make a DC 14 Acrobatics check to land safetly or take 1d6 falling damage. Outside the mushroom: All creatures within 5 feet of the hole must makes a DC 15 Strength saving throw or be blown back 1d3x10 feet, fall prone, and take 1d4 damage.
Large Hole:Same as moderate hole but affects a radius of 20 feet.

Finding the siphons

To find the siphons that inflate the mushroom the characters must navigate through pitch black ruins of buildings and follow the sound of heavy winds. There is negative pressure in these buildings and doors which open inward do so in a manner which nearly tears the skin from the adventurer’s hand.
Finding the route – DC 13 Perception check to follow the sounds and find their way through the ruins.

h3.Pneumatic entrances

The street containing the siphons is in around 100 feet long and enclosed by ruins on either side and canvas at either end. The roof slopes from 30 feet at the base of the mushroom to the ground at the end of the block. The siphons look like giant canvas sphincters which enlarge to draw in enormous gusts of air. They are located in the ceiling and pull in gusts of air which suck anyone within a 40 foot radius at the start of every other turn.
Traveling by Siphon – Standing within the radius of the siphon causes the character to be pulled into the mushroom and launched bodily towards the spore pit at the center. Characters launched this way have their fall broken by canvas spores which explode into a shower of lint and string on impact. They also must make a DC 12 Acrobatics check, on a failure they take1d6 falling damage and are covered in lint which ignites if a fire attack is used within 5 feet of them dealing 1d6 fire damage. Either way destroying the spores initiates the Threadapede fight.
If the characters secure a rope they can make a DC 10 Athletics check to control their entrance and instead land safely in the trough between the base wall and the spore pit.

h3.Canvas Mushroom Interior

The entire structure is lit by dim light seeping through the cracks where the patches of canvas meet high above. The mantle of the dome stretches several city blocks and you spot small bulges in the roof above. As you watch one of these falls slowly to bounce gently in a giant bowl in the center of the base. This bowl stretches almost the entire 100 yard width of the base and is filled with canvas balls roughly 5 feet in diameter to a depth of 10 feet. There is a 15 foot gap between the exterior wall and the edge of the bowl forming a sheltered trough. The exterior wall is 30 feet tall and the lip of the bowl is about 10 feet tall.

Threadapede Fight

The Threadapedes warriors will attack as soon as anyone begins tampering with the spores. They will prioritize attacking characters who have damaged or destroyed the canvas wall or the spores. The party must succeed at a very hard (DC 19) Perception check or be surprised.
Combat: (#Party Members) Threadapede Warriors.

Securing the Mushroom

This is optional but by taking steps to prevent the mushroom from exploding and learning how to domesticate threadapedes the party can gain an excellent place to form an outpost. If they don’t take measure to prevent this any outpost that is founded here will be destroyed in the explosion after 1d6 weeks.
Characters who make nature checks inside the mushroom can learn the following:
Nature DC 10: This structure resembles a puffball mushroom
Nature DC 13: The threadepedes seem to be in a symbiotic relationship with the mushroom. They maintain the mushroom which provides them shelter and lay their young inside of the mushroom spores.
Nature DC 15: The threadapedes drones are harmless and substantially smaller than the warriors who can be identified by their distinctive blue threads.
Nature DC 17: The high air pressure is an indication that the mushroom is entering the end of it’s life cycle and will explode, releasing it’s spores high into the atmosphere. It is hard to tell how far they may travel, perhaps across the island or perhaps thousands of miles.
Nature DC 19: It is possible to prevent the eruption from happening by damaging the siphons or finding a way to consistently vent the air out to regulate the pressure.

Rewards

Gaining entrance into the mushroom – 250 xp
Defeating the Threadapede warriors – 800 xp
Securing the mushroom – 200 xp
Loot – Standard Xylomancy Loot draw.
Magic Items – Bag of Tricks – Grey
Magic Items – Gloves of Climbing (In the form of mittens covered in wriggling white threads that grasp anything they come near)

Canvas Mushroom

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