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Morkymycology - Prerelease Pages
Morkymycology - Prerelease Pages
Contents
Fungus in the Dying Land 1
Fungal Caverns 2
Fungal Wastes 3
Foraging for Mushrooms 4
Trinkets and Toxins 12
Class: Mycelial Symbiont 14
Creatures 16
Violent Fungus 16
Wailer 16
Spore Sac 17
Entropic Mold 17
Caustic Slime 18
Sporelings 19
Spitzenkorpse 19
Mycolony 20
Toxic Stone Lichen 21
Fungal Cultist 21
Fungus in the Dying Land
⸸⸸⸸
1
Fungal Caverns
Interspersed throughout the underworld, and stretching
into convoluted webs, lie the fungal caverns.
Ecosystems of fungi feeding off of the corpse of the world
itself, inhabited by strange life forms of varying levels of
sentience. Creatures here feed on the mushrooms, but so to
do the mushrooms prey on them. Thus the cycle is
maintained, until its inevitable end.
3. 2d4 Sporelings
4. d4 Violent Fungus
2
Fungal Wastes
At times, blooms and conditions align to grant the fungi a
foothold on the surface, beyond their everyday existence as
a minor detail in the greater web of organisms.
These areas are fungal wastes - woods overrun with rust
and lichen and rot. Blighted fields and infected ponds.
These places are often connected to the caverns by means
of tunnel, vent, or sinkhole.
4. d4 Spitzenkorpsen, fresh.
3
Foraging for Mushrooms
⸸⸸⸸
4
Roll d66
5
21. Scroll Rot
Exclusively infects
magical scrolls, 22. Eyeblight
increasing the chance Test Toughness DR 12
of a fumble to 1-3. or get a nasty fungal
Only known treatment infection in an eye.
is to leave the -1 to all Presence
scroll in a warm, dry tests until healed.
location for a few
weeks.
6
31. Bone Mold
Found on damp skeletons. Releases spores that
affect living bone. Test Toughness DR 12 or
become infected. While infected in this way,
your Toughness becomes -1, and your max HP is
reduced by the difference for the duration.
7
36. Flying Amanita
Spreads by becoming 41. Goblin Turds
uprooted in storms, 1-in-6 chance of just
flying away. Deadly in being the real thing
large does, (the fungus smells
hallucinogenic in worse).
moderation. Test Appearance should be
Presence DR 14 or self-explanatory.
truly believe you are Said to deter goblin
capable of flight for attacks if carried.
the next d6 hours.
8
45. Chef’s Deblight 46. Pale Balm
A rot that affects Antidote to most
oats, wheat, and poisons and
maize, prized for its infections. Almost
taste and nutritional indistinguishable
value. Double check from Pale Death (DR
those rotten rations! 18 Presence)
9
54. Mourning Bell
Grows on graves,
excretes a strong 55. Avenging One
alcohol that can be Looks like Ghastly
used as a base for One (DR 18 Presence).
potions. If eaten When eaten, for the
causes the eater to next 2d6 rounds,
fall into a coma, regain Toughness + 1
similar to death (DR HP whenever you take
18 Presence to tell damage.
the difference) for
d20 hours.
10
64. Fairy Circle
Small, phosphorescent mushrooms that grow in
rings. Other mushrooms might also grow in
rings, but this is the only type that does so
exclusively. Children go missing in areas
where these appear.
11
Trinkets and Toxins
⸸⸸⸸
d20
1. Universal Panacea - A miraculous mold with
fantastical healing properties. 1-in-20 chance
you’re violently allergic, taking d10 damage.
Otherwise clears any infection.
12
9. Molded Leather - Breaks on a 1-3, grants -d4
armor while remaining light.
10. Mushroom Picker’s Mask - Filters most spores,
can’t suffer negative effects from breathing them.
11. Handful of Random Mushrooms - Roll d66 and
consult the previous list.
12. Pale Powder - Pale powder with a greenish
tinge. Incredibly toxic, but tricky to
manufacture. Must be ingested. Test DR 16
Toughness or Die in d4 days.
13. Pink Powder - Pink tinged poison powder. Must
be inhaled or ingested. Test Toughness DR 18 or
take d6 damage each round. Repeat until a success
is rolled.
14. Beige Powder - Beige, dry poison. Must be
ingested. Paralyzes the eater for d6 days. They
become infected.
SCROLLS
15. MYCOMORPH - Roll 4d6. Turns creatures with
total HP equal to the number rolled into edible
mushrooms.
16. SPORE CLOUD - For the next d4 rounds each
nearby creature takes d4 damage.
13
Class: Mycelial Symbiont
Neither alive nor dead, you exist in the in-between realm
of fungi. You’ve achieved strange symbiosis with
mushrooms growing on your necrotic flesh, or did your
spreading mycelium claim this body for your own?
Origins [d6]
1. You awoke on an altar in a bioluminescent cave, reborn.
2. A bitter rain washed the soil from your shallow grave,
waking you.
3. The whispers started after you ate those strange
mushrooms, desperate.
4. You have fuzzy memories, few of which are your own.
5. You were attempting to become one with nature. You’re
bitter that you’re still here.
6. The infection should have killed you, but that strange
cure worked well. Maybe too well.
14
Fungal Bloom
As an action, you can release spores from the mushrooms
growing in your body. You lose d4 hp as spores eject from
your body, affecting allies and enemies around you.
Roll d8 to determine the effects:
1. Acid Spores - d4 creatures within melee range of you
test Toughness or take d6 damage
2. Poison Spores - d2 other creatures test Toughness DR
14 every round, taking d4 damage until they succeed.
3. Hallucinogenic Spores - d4 other creatures test
Presence or become lost in visions for the next 2d6
rounds. They can still move and will defend themselves.
4. Regenerative Spores - d2 creatures restore d6 hp.
5. Hypnotic Spores - d2 other creatures test Presence or
must act on your next command to the best of their
ability. Wears off after an order is given or d6 rounds.
6. Whispering Spores - d2 creatures gain a temporary
omen. It wears off after d4 rounds.
7. Rage Spores - d4 creatures test Presence or
immediately attack a random target.
8. Paralyzing Spores - d2 creatures test Toughness DR 10
or become paralyzed for d6 rounds.
15
Creatures
⸸⸸⸸
Violent Fungus
Goblin-sized, purple mushrooms that
slowly creep in subterranean caverns.
Prey on living tissue.
HP 9 Morale – Spongy -d2
Rotting Tentacle d4 + special
Special Attacks up to d4 nearby
creatures, PCs struck must test Toughness
or become infected. Slow defense, DR 10
to hit.
Wailer
Child-sized mushrooms that piteously
whine when light touches them. Normally
used as a natural alarm system.
HP 6 Morale – Spongy -d2 No Attacks
Special Can’t attack, but makes a loud
shrieking sound when exposed to any
light. Slow defense, DR 10 to hit.
Causes d3-1 Violent Fungus to attack from
the shadows OR roll for random encounter.
16
Spore Sac
Strange, gaseous fungi that float in the
air, waiting for creatures to burst it
and become infected with its spores.
HP 1 + special No Other Stats
Special Floats slowly, DR 8 to hit, any
contact will destroy it. When destroyed
it explodes, dealing d12 damage to all
creatures nearby. Test Toughness or
become infected. Creatures that die from
the explosion or infection give birth to
d4 more spores.
Entropic Mold
A glimpse into the end of the universe.
Consumes heat energy to fuel its endless
growth. The mold is purest black,
reflecting nothing. Sometimes mistaken as
a portal into the abyss.
HP 11 Morale - No Armor
Heat Drain Special
Special Attacks against it are DR 8.
Every round near heat (torches, lamps)
grants it +d6 hp per heat source.
PCs test Toughness each turn spent near
the mold or lose d6 HP, and the mold
gains HP equal to the amount lost.
17
Caustic Slime
Near-transparent, cloudy slime molds that
make their home on walls and ceilings,
ambushing unsuspecting prey.
HP 7 Morale - Viscous -d4
Digestive Acid Special
Special Slow, DR 8 attack and dodge.
Initially falls on prey from walls or
ceilings. DR 16 Presence to notice before
it falls on you.
Can be scraped off with a successful
DR 14 Strength test. It attaches itself
again on a failed dodge roll.
On hit and each turn until scraped off,
the slime eats through a tier of armor.
It deals d10 damage against unarmored
victims. If a victim dies this way,
another slime is spawned.
18
Sporelings
Tiny balls of mycelium and teeth,
sporelings are semi-sentient fungus
creatures that prey on living things and
use their corpses to incubate their
spores.
HP 3 Morale 8 Tough -d2 Razor Teeth d4
Special Sporelings use swarm tactics to
overwhelm their foes. +1 DR to dodge
their attacks for each Sporeling within
melee range.
Spitzenkorpse
The spitzenfungus that grows on these
corpses uses them as a vehicle, and
initially begins as an infection of
living things. Eventually the host dies,
but the fungus keeps driving.
HP 11 Morale - No Armor
Infectious Melee d4+special
Special Test Toughness or become
Infected. While infected this way, you
must succeed a DR 10 Presence test each
turn or attack an uninfected creature. If
there are no uninfected creatures, you
attack the ones that are still living.
19
Mycolony
Vaguely humanoid masses of sentient
mushrooms, nobody’s certain how they’re
formed. Communicate through gestures and
hallucinogenic spores. Each represents an
individual formed of a hive mind. Feared
by most, there’s little evidence of
hostility. Evidence that’s been found,
anyway.
HP 15 Morale 9 Spongy -d4
Slam d8, 2-in-6 chance to also use
Spores d4 (affects all creatures nearby)
Special Extreme hallucinations. The
mycolony can use its spores to induce an
intense dream-state where mushrooms can
be heard and understood. Test Presence DR
14 to avoid being stunned for d4 rounds
by the sudden onslaught of alien
thoughts.
20
Toxic Stone Lichen
A common hazard in ancient dungeons and
fungal caverns, toxic stone lichen can be
found in cool, dry places, slowly
spreading through the stone it extracts
nutrients from.
HP 7 Morale - Hardy -d10
Noxious Spores d6+special
Special Attacks against it always hit,
fire ignores armor. PCs dealt damage by
spores test Toughness at the start of
their turn or take an additional d4
damage. Repeat until a successful test is
made.
Fungal Cultist
Believers in the divine superiority of
fungus and the world to come, these
cultists eat all kinds of fungi and
undergo profane rituals in order to
become one with their ideal new world
order.
HP 7 Morale 7 No Armor Knife d4
Special Tests DR 14, summoning d2 Violent
Fungus to aid them. Can only successfully
use this ability once per fight.
21