94
Characters who descend to the cavern's lower basin
witness the next spectacle of unspeakable horror
spawned by the Lady of Decay.
MAD DANCE
Scores of deformed creatures dance around the base
of the giant fungal tower. The revelers are a motley
collection of humanoids and various other creatures.
all sparring tumors. cankers. and putrid patches
of Acsh a II over their bodies. They are joined by
dancing fungi vaguely shaped and twisted into forms
resembling humanoids. Some of these creatures are
spore servants t:nthralled to the Demon Queen of
Fungi. Others are myconids and other fungal life forms
infested with Zuggtmoy's spores.
The dancing creatures pay no attention to
trespassers unless they are attacked. fn that event,
ld6 drow spore servants and ld6 hook horror spore
servants (see appendix C for both) stop dancing and
tur n on their attackers.
Voices can be heard cackling and chatting amiably
about Sovereign Phylo's success at "bringing so many
new guests to attend the party!" The characters see
drow dancing as if their bones were melting, duergar
roaring with mock merriment and vomiting slime, and
even nothics laughing madJy as they leap and caper.
If the characters observe the mad dance for a few
rounds. they see a form rising up out of the fungal
muck. It is the drow scout whose terrible end they just
witnessed, wading out to join the other revelers in their
mad dance. A character who witnesses this grotesque
moment must su<'Ceed on a DC 15 Wisdom saving
throw or gain one level of madness.
GREAT PALACE
Yggmorgus is the home that Zuggtmoy. the Demon
Queen of Fungi, has carved for herself inside the great
mushroom. The general layout is simple enough, with
the hollowed stalk of the mushroom making a towering
central hall in which Zuggtmoy Aoats. surrounded
by spiraling balconies where her growing number of
bridesmaids Attend her, singing as they weave he r brida l
gown to prepnre for the fateful wedding day.
If the adventurers enter Yggmorgus. they come (ace
to face with Zuggtmoy (see appendix D), attended by
twelve bridesmaids ofZuggtmoy (see appendix C).
Fortunately for them, Zuggtmoy is deep in medication as
her gown and veil are being prepared. She doesn't move,
although she can s peak and use her other abilities. Her
bridesmaids attempt to chase off intruders. wailing
and scolding them about how it is unJucky for them to
see the bride before it is time. Tf the characters don't
withdraw immediately, Zuggtmoy awakens and uses her
Mind Control Spores ability to send them away. using
her Infestation Spores only if the characters insist on
engaging the demon lord here and now.
Dozens of sport> S('rvants and myconids respond to
Zuggtmoy's telepathic call if their mistress is in danger,
attacking th e characters heedless of their own safety.
Any attack that successfully deals damage to Zuggtmoy
damag<.:s her gown, driving the demon queen into a rage
to attack the imruders.
CHAPTER 5 I NEVERLIGHT GROVE
LEAVING
NEVERLIGHT GROVE
Leaving the myconid enclave is easier than finding it.
Whether they politely avoid Phylo's invitation or fle e for
their lives and sanity from the Demon Queen of Fungi,
the advemurers can easily receive the aid of Sovereign
Basidia and the circles stillloyaJ to it. Where the
characters go next is up to them-a decision dependent
upon where they have been, the pursuing drow. and
whatever they have acquired (food, potions, treasure
from the doomed drow patrol, and so on) during their
visit to the grove.
Depending on how the characters interacted with
the myconids and what tasks they accomplished fo r
their hosts, they might depart in the company of a
myconid guide. or even two whole circles of myconids
Accing the grove before Zuggtmoy's madness takes
the m. Sovereign Phylo doesn't s top the characte rs
o r Sovereign Basidia from leaving, still convinced
the cause it embraces is one of joy and prosperity for
its people.
In all probability, the characters leave the fungal grove
with dire and horrific news. They have witnessed the
effect a single demon lord can have on the Material
Plane-and they realize far more and worse things
are coming.
Regardless of how many battles the characters might
have had inside Neverlight Grove, discovering that a
demon lord is on the loose on the Material Plane is a
major revelation. Moreover. if they were in Sloobludop
to witness the rise of Dcmogorgon, they now know that
more than one demon lord is at large, hinting at th e
magnitude of th e threat.
If the adventurers simply passt:d through the grove
and enjoyed the hospitality of the doomt:d myconids.
they leave with only suspicions about their odd behavior.
which can help them later in piecing together t he greater
mystery in the Underdark.
If the adventurers learned nothing about the
presence of Zuggtmoy or her plans, you might pass the
information on to them by having a friendly myconid
such as Stool or Ru mpadump come to them just as
they are leaving. The myeonid enters rapport and
shows them a vision of the Garden of Welcome and
Yggmorgus, saying these images come from the minds
of other myconids in the grove. and asking what these
"strange dreams" mean.