TEXT: FM002LL
  A DUNGEON CRAWL ADVENTURE
  FOR 4–6 CHARACTERS OF LEVELS 3–5
  FOR USE WITH LABYRINTH LORD™ AND SIMILAR GAMES
  Labyrinth Lord™ is copyright 2007–2009, Daniel Proctor. Labyrinth Lord™ and Advanced Labyrinth 
  Lord™ are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth Lord™  
  Trademark License 1.1 available at www.goblinoidgames.com.
  ©2010 Faster Monkey Games™
  www.fastermonkeygames.com
  by Jeff “Bighara” Sparks and Joel Sparks
  
  Still
  Mold Valve
  Level 2: 
  Fungal Forest
  TO LEVEL 1
  TO TWISTING 
  TUNNELS
  Level 1: 
  Cheese Caves
  TO SURFACE
  TO LEVEL 2
  Ten feet
  
  FM002LL
  A DUNGEON CRAWL ADVENTURE
  FOR 4–6 CHARACTERS OF LEVELS 3–5
  FOR USE WITH LABYRINTH LORD™ AND SIMILAR GAMES
  Labyrinth Lord™ is copyright 2007–2009, Daniel Proctor. Labyrinth Lord™ and Advanced Labyrinth Lord™ are 
  trademarks of Daniel Proctor. These trademarks are used under the Labyrinth Lord™ Trademark License 1.1
  available at www.goblinoidgames.com.
  ©2010 Faster Monkey Games™
  www.fastermonkeygames.com
  by Jeff “Bighara” Sparks and Joel Sparks
  
  
  Adventure Summary
  The human town of Renneton recruits the PCs to drive 
  kobolds out of the town’s important cheese-aging caves. 
  They can pay only in shares of the cheese harvest, which 
  means that the more cheese the party saves, the more money 
  they make. Unknown to any, a vile influence from below 
  is corrupting the kobolds’ mushroom farms and the cheese 
  alike. A bizarre being known as a Mold Master, giving itself 
  the name Mykolos, has the power to create and command 
  slimes, oozes, and fungi, and to breed special mind-control 
  spores that affect people and infect cheese cultures. The 
  PCs set out after kobolds, but find themselves in the deep, 
  winding tunnels of Mykolos’ lair. If they can’t stop it, the 
  Mold Master will take over the minds of hundreds or 
  thousands of people, and the characters will never get paid.
  Notes to the Labyrinth Lord
  This adventure has several potentially nasty encounters. 
  The nature of the fungi, slimes, and oozes involved means 
  that poison and disease are frequent dangers. If the party 
  lacks the means to deal with these threats, or is otherwise 
  underpowered, the LL may wish to scale things back a bit. 
  Likewise if the party is large or of a higher average level, the 
  LL may want to make things more interesting for them. 
  Scaling suggestions:
  Reduce the number of zymbies in the Planters 
  encounter from six to three.
  Reduce the chance of surprise for the feral 
  fungus in Area –.
  Adjust the number of zymbies in Area 3–6.
  Eliminate the Ochre Jelly in Area 3–7.
  In Area 3–9:
  Adjust the rate of fire for the pudding hurler.
  Reduce the number of ultraviolets to one. 
  ï
  ï
  ï
  ï
  ï
  ï
  Background
  Sardo Hills
  From a time long before human settlement, the deep 
  caves below Sardo Hills harbor a mysterious influence, an 
  invisible chthonic magic or blessing that encourages the 
  health and growth of everything fungal. Far below ground, 
  as unknown spores and slimes ran riot, a peculiar being 
  evolved, a vast fungal mind known as a Mold Master. The 
  new creature dominated and absorbed every living thing 
  within its reach, then fell dormant. Ages passed.
  Men came to the hills, with their crops and animals. 
  They discovered the milk of sheep and cows, aged in the 
  nearby caves, developed into cheese of a quality and flavor 
  hitherto unknown. Over centuries, the peasant village of 
  Renneton grew up, becoming a center of cheese production 
  and the site of a famous annual cheese fest.
  The humans did not venture far underground. 
  Otherwise they would have discovered the Green Scale Tribe 
  and the cavern of enormous mushrooms that the kobolds 
  harvested for food. The kobolds were equally oblivious to 
  the humans’ cheesemaking above. Neither had the slightest 
  inkling of the Mold Master’s existence.
  Mykolos Awakes
  Less than a year ago, a small temblor in the hills opened 
  cracks in the caves, letting new air into the deep caverns of 
  the Mold Master for the first time in millennia. The ancient 
  being smelled the new smells, inhaled the flavors of cheese 
  and living things, and stirred itself once again to grow, 
  conquer, and absorb.
  The Mold Master floated spores into the newly-opened 
  tunnels, infecting the kobolds’ great mushroom-farm. When 
  the kobolds investigated, the Mold Master killed and ate 
  them, tasting thinking beings for the first time. It took from 
  them the gift of self-awareness. Now it calls itself Mykolos. 
  It spun fungal flesh onto kobold skeletons and created new, 
  walking servants. These “zymbies” patrol the caves.
  Humans vs. Kobolds
  Unaware of the events below, the humans of Renneton 
  prepared for the annual cheese festival, when the town 
  auctions off huge amounts of Renneton cheese and wagons 
  load up for trips to every part of the kingdom. The festival 
  was only weeks away when a group of kobolds, investigating 
  the contamination of their mushrooms, stumbled upon the 
  cheese caves of Renneton. The cheese was just more mold 
  to the kobolds and they tried to destroy it. The villagers, 
  of course, fought to protect their inventory. A few kobolds 
  WHEEL OF EVIL
  Faster Monkey Games™
  Editor: Shelley Harlan
  Playtesters: Paul Glenn, 
  Dean Norman,  
  Chosh Navar
  
  3
  were captured, and the rest retreated, a handful of villagers 
  chasing them through the tunnels. 
  A couple of the pursuing Rennetoners were killed before 
  turning back. Prato, a town watchman, never returned; 
  his remains play a role later in the adventure. Harzer, the 
  foreman, got lost and wandered the tunnels for hours. The 
  zymbies caught him and took him to Mykolos. Instead 
  of absorbing Harzer’s mind, Mykolos decided it needed a 
  human slave. Mind-controlling spores drilled into Harzer’s 
  brain, and he was forced to tell Mykolos all he could about 
  the caves and the surface world. Based on this information, 
  the Mold Master devised a plan.
  Harzer was sent back to the surface. He stole several 
  wheels of cheese and delivered them to Mykolos, who is in 
  the process of infecting the cheese with the mind-control 
  fungus. Soon, Harzer is to retrieve the “head cheeses” and 
  send them out around the kingdom, causing hundreds to 
  fall under Mykolos’ control.
  Now: A Call for Heroes
  The town is terrified of more kobold attacks, damage 
  to the cheese stock, and the loss of the sales and reputation 
  upon which their livelihood depends. Father Desmond, the 
  town’s chief priest, sends out an appeal for kobold-fighting 
  heroes, and the PCs respond. The United Cheesers offer to 
  reward success with shares in the cheese harvest, a potentially 
  valuable payment—if the harvest survives.
  The PCs are given 5 ten-share partenu certificates, for 
  a total of 50 shares in the sales (see Player Handout A). 
  They must present the certificates to the guild after the sales 
  in order to redeem their shares. Characters should be careful 
  not to lose these papers or let them come to harm.
  The Town of Renneton
  Renneton is a town of about 3,500 people, including 
  outlying farmers. Most locals either help produce cheese 
  or raise dairy livestock. The populace relies on the annual 
  cheese auction to put extra money in their pockets and 
  get them through the winter. There is a festive air as the 
  Rennetoners decorate the town for the upcoming market 
  and the inns begin to fill.
  Guildmaster Leyden is the man offering the shares 
  as reward. He runs Renneton’s cheesemakers’ guild, the 
  “United Cheesers”: a collective formed by the farmers and 
  townsfolk. It oversees the sales of the cheeses, and pays out 
  the dividends.
  Father Desmond (3rd level lawful cleric) runs the local 
  temple. He moved to Renneton six months ago to take over 
  the temple duties after the old priest passed away. He is a 
  good man, but a trifle rigid and certainly no adventurer.
  Mayor Brimsen is the political leader of the town. He 
  is naturally concerned about the cheese and the economic 
  impact a bad year could have. Otherwise, he is not directly 
  involved in the business, unless the players seek him out or 
  cause enough trouble to attract official attention.
  Foreman Jasper Harzer is in charge of the cheese caves. 
  He oversees the care of the cheeses and their transport to the 
  sales. Since coming under the control of Mykolos, he has, 
  for the most part, simply gone about his business. When the 
  time is right, he will act on his master’s plan. The arrival of 
  the PCs has complicated matters for him. He dares not risk 
  a direct confrontation, but he will try to subtly misdirect the 
  party in order to protect the plan.
  Player Introduction
  Father Desmond, the kindly priest, escorts you up into the 
  rocky Sardo Hills. A few goats eye you incuriously from 
  their steep pastures. The priest ascends nimbly despite his 
  frail appearance, and turns to speak to you. “Things have 
  been peaceful enough the last few days. I’m afraid it won’t 
  last, though. The creatures did considerable damage to one 
  of the storerooms, and several cheeses were stolen. Here’s 
  the map I made after the attacks. I hope it helps you.”
  The PCs receive Desmond’s sketchy map (Player 
  Handout B). The map shows only the details that seemed 
  important to the priest; players may or may not find it 
  helpful.
  
  
  Level 1: 
  The Cheese Caves
  Area 1–1: Entrance
  You come to a wide cave entrance. As you step into the 
  cool, lamplit gloom, you smell the tang of sour milk and 
  see townsmen working busily among rows of shelves. 
  A portly man with a slate directs them, and Father 
  Desmond introduces you. “Foreman Harzer can help you 
  from here. He oversees all this for the guild. He also led 
  the counterattack against the creatures.” Father Desmond 
  pats the man’s shoulder. “We thought we’d lost him in the 
  tunnels for a bit, but he made through all right. Didn’t 
  you, fellow?” Harzer nods distractedly as Father Desmond 
  pushes on: “Harzer can show you where the lads locked 
  up a few kobold prisoners, too. The sooner this business is 
  concluded the better. The less trouble there is, and the less 
  damage to the stock, the greater your profit! Good luck!” 
  With that, Father Desmond departs.
  Harzer’s story jibes with what the PCs already know:
  The town has aged their cheeses in the caves for 
  generations without any trouble.
  The kobolds first attacked a few weeks ago.
  The big annual Cheese Festival is coming up in 
  about a week. Profits from sales at the Festival 
  support the villagers the rest of the year.
  He chased the kobolds farther than he 
  should’ve, and lost his way. He found a huge 
  cave full of giant glowing mushrooms (Area 
  –). There were kobolds inside, eating some of 
  the fungus, and he thinks they had a good-sized 
  camp. The approximate location is marked on 
  the map Desmond gave the party.
  Harzer leads the party to the prisoners (Area 1–), 
  briefly pointing aspects of the cheese operation on the way. 
  If questioned, Harzer can also provide this information:
  He can show them the barricade (Area 1–6).
  He can tell them that the stolen cheeses were of 
  a premium variety, usually reserved for wealthy 
  customers, and thus very valuable.
  In the past, partenu shares have gone for at 
  least 10 gp. In the best year he recalls, they were 
  closer to 5 gp.
  ï
  ï
  ï
  ï
  ï
  ï
  ï
  While he knows what to say, Harzer is not his own man, 
  but under the sway of Mykolos. He will try to encourage the 
  party towards the fungal forest entrance (Area –1), where 
  he hopes they will be neutralized after killing any kobolds 
  they find along the way.
  Area 1–2: The Prisoners
  Inside a makeshift cage squat three dispirited kobolds. 
  A burly villager with a spear stands guard. Harzer eyes 
  them and says, “We caught them sneaking about near the 
  barricade. The priest wouldn’t let us just kill ’em, so we 
  locked ’em up here. Some dwarf that was passing through 
  town spoke their lingo and translated for us. All they’d say 
  is we’re to blame for messing up their food.” He shrugs, 
  “Foul critters. Rather steal than work for it, I guess.”
  “Crafty devils!” says the guard, Rodoric. “And the rest are 
  still trying to sneak in. One night, some of them snuck 
  past the barricade and stole a dozen flats of our best 
  white! Right under our noses!”
  Two of the prisoners (kobolds, LL83) only speak 
  Kobold. One of them, Olomuck, actually knows a few 
  words of Common; but he has hidden this fact from the 
  villagers. If he does speak, it is with a peculiar accent, saying 
  “Z” for S and “V” for W through his reptilian beak.
  The prisoners are subdued, but hostile. The party must 
  decide how to get information from them. Players should 
  keep the PCs’ alignments in mind, but—barring magic, 
  threats, or the promise of freedom—the kobolds are not 
  likely to cooperate. If persuaded to talk, they might say any 
  of the following:
  Ze stinky cow skveezinks are ruining ze caves.
  Koboldz don’t vant stinky skveezinks.
  It’z ze big peoplez’ fault ze food vent all funny.
  Mashroomz are yummy.
  Koboldz Rule!
  ï
  ï
  ï
  ï
  ï
  
  5
  Area 1–3: Aging Caves
  These normal caves hold only villagers at work and the 
  many tall racks of cheeses set to age.
  Busy men work among endless shelves of cheeses, turning 
  them on the racks or loading them into barrows. The smell 
  of the cheese permeates the cool air of the cave.
  Area 1–4: The Baron
  The characters notice an extremely large cheese, standing 
  alone against the cave wall.
  An enormous wheel of cheese leans 
  against the wall. It is over five feet 
  in diameter and at least two feet 
  thick. A large seal of red wax 
  is stamped on its face, showing  
  a fish wearing a four-balled 
  coronet. One of the workers 
  comes over hurriedly.
  “Careful, please!” he says, “That there 
  is the Baron. It’s a special for the king himself! He buys 
  one a year.” He gestures you away. “Please good masters, 
  have a care! It weigh a good half ton. It’ll crush ye, if’n 
  it topples. Not to mention his Majesty being more’n a bit 
  miffed about his order gettin’ busted!”
  If the PCs examine the area, a successful secret door 
  check discovers a small tunnel behind the Baron, leading to 
  Area 1–5. Rolling the Baron aside is simple enough for two 
  people. A single person attempting to move the cheese has 
  to make an open doors check. On a roll of 6, the Baron falls 
  on the character, dealing d6 damage (save vs. petrify for 
  half damage).
  The fall breaks the cheese into worthless chunks. The 
  villagers will be quite upset. The Baron itself carries a price 
  of 1,000 gp, but it is the prestige of being a royal cheese 
  maker that is the real benefit to the town. The guild will 
  have to make a large gift of premium cheeses to the King 
  in recompense, lowering the value of the party’s shares (see 
  Wrapping Up on page 1 for more information).
  Area 1–5: The Secret Still
  The opening behind the great cheese issues hissing and 
  bubbling sounds, and you see daylight ahead. A short 
  tunnel opens into a chamber, lit from above, dominated 
  by a large, steaming apparatus. It looks like a giant’s tea 
  kettle with various tubes attached. Two cheese workers 
  jump up as you enter and look at you fearfully, wringing 
  their hands. The room is filled with an eye-watering fug of 
  warm, stinging mist.
  The local church frowns on hard spirits, but the old 
  priest, as they say, “didn’t see a blind pig” and enjoyed his 
  own bottle now and again. Father Desmond is much less 
  flexible, so the men of Renneton took their still undercover 
  once more. When the PCs find it, they might think to extort 
  more cooperation from the cheesers by their silence, though 
  it’s not a matter to risk one’s life for.
  More importantly, the various mold creatures in the 
  caves are highly vulnerable to distilled alcohol. Among some 
  firewood and sacks of grain, there’s a case of 10 bottles of 
  moonshine behind the still. Each acts like a flask of acid 
  against fungus, dealing 1d8 damage to molds, oozes, and 
  their kin on a hit. Mykolos the Mold Master takes double 
  that amount. See distillate susceptibility note under New 
  Monsters.
  
  6
  Area 1–6: The Barricade
  At the opposite end of the main passage, a makeshift 
  barrier blocks the passage: scrap lumber, barrels, some 
  loose stones, and a couple broken wheelbarrows piled chest 
  high. Two villagers armed with spears peer nervously 
  down the tunnel. A single lantern hangs perhaps fifty feet 
  away, illuminating one section of the tunnel. 
  One of the guards eyes you and says, “You heading down? 
  Do us a favor? Take this oil and refill the lantern for us. 
  It’s getting low. We light that patch of tunnel so we can see 
  if the critters are a-comin’. Normally one of us has to go 
  down and fill it, but since it on yer way…
  “You’ll find the tunnel pretty straight for about a hundred 
  paces. There’s a big chamber on the left. It’s an empty 
  aging room. After that, the going gets harder. I don’t 
  expect there be anyone what knows their way around 
  down there. Luck!”
  Not long after the PCs pass out of sight, Harzer distracts 
  the guards and slips away down the tunnel, following the 
  party at a discreet distance with a large mallet. He knows the 
  way and navigates by a faint fungal glow that issues from his 
  skin.
  Area 1–7: Empty Room?
  Someone once tried to level the floor of this natural 
  chamber by chopping out stalagmites. The walls 
  and ceiling are still rough, with many crevices and 
  outcroppings. Empty, broken shelves clutter the room, 
  presumably smashed by kobolds. Dust lies thick. 
  The first character who checks for tracks may make an 
  INT roll, + for elf or dwarf. Results:
  Fail = No discernible tracks found. Looking around the 
  room scuffs them too badly for another PC to check.
  Success = Many small bipedal creatures have been in and 
  out of this room.
  Succeed by 3–5 = Less than a week ago, a man-sized 
  creature wearing shoes or boots came and went several 
  times. 
  Succeed by 6+ = The man-sized creature was pushing a 
  cart and stopped more than once in the same spot (by 
  the chimney).
  The Mold Valve
  Examining the whole floor with a light source reveals a 
  wide crack near the north wall. A dwarf will notice that the 
  stone sides are fresh—the crack has been open for months at 
  the most.
  The shaft appears natural, but larger than the other cracks 
  in the floor––a good five feet long and over a yard across. 
  It goes down fairly straight for several yards at least. A 
  musty odor seems to linger in the darkness.
  Thirty feet down, the shaft ends in what appears to 
  be lichen-covered rock. It is in fact the top layer of the 
  mold valve, and touching it is very dangerous (see New 
  Monsters). Anyone captured by the mold valve soon drops 
  into Area 3–8.
  The mold valve takes no damage from ordinary 
  weapons, but each hit point of damage from acid, distillates 
  like hard alcohol, magical cold, or spells like magic missile 
  makes a foot-deep hole in the mass. Fire damage does the 
  same thing, but the burning mold issues a huge cloud of 
  choking black smoke, filling the cave. Each minute spent 
  breathing the smoke causes 1d hp damage (CON check 
  for half). Once out of the smoke, the effect wears off at the 
  rate of 1 hp per hour. If the fire does more than 10 hp, the 
  smoke lingers throughout Level 1 for three days, irreparably 
  tainting the flavor of a great many cheeses and heavily 
  reducing the value of the stock and the party’s shares. See 
  Wrapping Up, p1,  for more information. 
  
  7
  Level 2: 
  Fungal Forest
  Area 2–1: Forest Entrance
  You come to a ledge overlooking a bowl-shaped cave full 
  of huge mushrooms, puffballs, and other fungus. A sickly 
  glow comes from some of the molds. Somewhere ahead is 
  the sound of running water.
  After an hour’s walk, Harzer’s directions lead the PCs 
  to this cavern. Markings are etched on the wall near the 
  entrance. The runes say in Kobold, “This place belongs to 
  Green Scale tribe!”
  Cautious reconnaissance may reveal that the entrance’s 
  ceiling is braced with crude beams. The kobolds reinforced 
  it to keep the way from collapsing after the recent temblors. 
  Harzer, following the PCs, waits for them to get well into 
  the chamber. Then he knocks the supports out with his 
  sledgehammer, bringing down the entrance ceiling. The 
  collapse blocks the entrance thoroughly and alerts the Feral 
  Fungus at Area –.
  After collapsing the tunnel, Harzer heads up to Area 
  1–7. Then he descends via the mold valve, which responds 
  to his silent commands. He intends to retrieve the infected 
  “head cheeses” and, with the aid of a pyramid of zymbies, 
  carry the cheeses back up the mold valve. He will hide them 
  in Area 1–7, sneaking them back into the inventory late 
  at night. At the auctions, he’ll make sure they are sold and 
  shipped to key locations throughout the kingdom. Should 
  the PCs return to Level 1, they find that no one has seen 
  Harzer since the party first went down.
  Up to three PCs can dig at the cave-in at once, each 
  making a STR–1 roll every hour. With crowbars, shovels, 
  or other digging tools, the STR roll is at no penalty. Three 
  total successes clears a space large enough for a halfling-sized 
  creature to squeeze through. Four successes allows up to a 
  man-sized creature through.
  Area 2–2: The Fungal Forest
  Giant mushrooms and other fungi grow in profusion 
  throughout this large cavern. You can squeeze between 
  the growths but it’s tight. Some fungi show a riot of 
  brilliant colors; others reflect a waxy corpse-white. Your 
  steps fall muffled on a coat of spongy mold on the floor. 
  Some mushrooms stand taller than you, with caps two 
  yards across. Wrinkled domes glimmer with pinkish light. 
  Puffballs as big as shields nod on impossibly thin stalks. 
  Your passing sets them swaying in a bizarre parody of trees 
  in a breeze. A stream trickles across the chamber among 
  the weird abundance.
  A head-sized chunk broken off a phosphorescent fungus, 
  weighing about three pounds, continues to glow for 1d6 
  hours, dimly illuminating a 0’ radius.
  In the past month, the hidden influence of Mykolos 
  rendered all these fungi, once a vital crop for the kobolds, 
  tainted and toxic. Unless eaten, however, they pose no 
  threat—except for one. A carnivorous, ambulatory feral 
  fungus stands along the stream at the point marked F (see 
  New Monsters). It attacks anything that moves within 30’. 
  At points marked S, there are shriekers (LL95) lurking 
  among the other caps; if one screams, the feral fungus closes 
  in on that spot.
  The Stream
  The sound of water is louder and you can see a narrow 
  stream winding through a worn channel in the floor, 
  roughly bisecting this chamber. The stream is only a 
  few yards across. In the pale light the water looks black, 
  making it hard to see the bottom. 
  The stream is about 10’ across and averages a foot deep. 
  The water is cold and perfectly potable, giving the party a 
  good opportunity to refill their waterskins. The stream flows 
  very swiftly with a bottom of loose sand and rounded stones. 
  This makes it easy to lose one’s footing when crossing. 
  Standing or wading in the stream, a character suffers –1 to 
  hit and must make a DEX roll each round or fall in, dousing 
  torches and soaking gear. A character can try jumping 
  across with a running start, by making a STR roll, at –1 for 
  encounter movement rate of 30’, – for 0’, or – for 10’. 
  Halflings and dwarfs suffer an extra –1 for short legs, and 
  anyone in metal armor takes –1 as well.
  The exit tunnel to the north is likewise braced with 
  wood by the kobolds and leads to Area –3.
  
  8
  Area 2–3: Twisting Tunnels
  From here, the passages become small, winding, and 
  numerous. Players should not bother with detailed mapping; 
  instead, making progress requires a combination of alertness, 
  cleverness, and luck. Father Desmond’s map is only of 
  marginal use, as it was cobbled together from multiple 
  accounts by the cheeseworkers.
  Making Progress
  To find their way through the caves, the party makes a 
  series of rolls on Intelligence (INT). For each roll, a single 
  character, chosen by the party, tries to roll his INT or less 
  on a d0. Modify the character’s effective INT for any 
  circumstances that apply:
   
  Circumstance 
  Modifier
  Dwarf  
  +3
  Elf 
   
  –1
  Using Desmond’s map 
  +1
  Clever use of locate object spell + to +
  Succeed or fail, each roll represents one hour of 
  spelunking. Failures mean that the party takes wrong turns, 
  goes in circles, or has to double back from dead ends. 
  This wastes time and resources and increases the chance 
  of a random encounter. (The LL can easily keep track on 
  Faster Monkey’s Turntracker game aid, available through 
  fastermonkeygames.com.)
  A torch lasts one hour; a full lantern, four hours (see 
  LL). Parties carrying illumination cannot surprise the cave 
  dwellers. If illumination runs out, further rolls are made 
  at – unless the character making the rolls has infravision. 
  Movement rate falls to half unless the entire party has 
  infravision; the Labyrinth Lord might choose to require 
  additional rolls before reaching the end. A Wandering 
  Monster check occurs every hour.
  If the party blazes their path with chalk or the like, they 
  can return to Area – without making rolls, though it still 
  takes time.
  As the party goes deeper, observant characters notice 
  more mold on certain tunnel walls. Following these signs 
  will lead them towards Mykolos’ realm. LLs could give a + 
  bonus on INT rolls to characters who watch for these signs.
  Wandering Encounters (Roll 1 per hour. 1 in 6 chance)
  d6 
  Encounter
  1 
  d Kobolds (LL83)
   
  Gelatinous Cube (LL76)
  3 
  1d+1 Zymbies (see New Monsters)
   
  Grey Ooze (LL79)
  5 
  Patch of Green Slime (LL80)
  6 
  Patch of Yellow Mold (LL103)
  Set Encounter: Prato’s Ghost
  After the first successful INT check (or three failures), 
  the party encounters “Prato’s Ghost.”
  A shape becomes visible at the edge of the darkness, gliding 
  towards you. A low, almost inaudible hiss seems to follow 
  it as it approaches. Floating just above the floor is a hazy 
  skeletal shape in tattered armor. It floats in your direction, 
  one bony claw reaching forth.
  This gelatinous cube (LL76) contains the remains 
  of Prato, a villager. When the townsfolk chased the 
  kobolds down the tunnels, Constable Prato got separated 
  from the group and panicked. He ran blindly down the 
  tunnels and straight into the transparent cube. His bones 
  now hang suspended in a mockery of his last steps; in the 
  shadowy tunnels, they might easily be mistaken for undead. 
  Incautious PCs who charge to melee find themselves 
  automatically engulfed by the cube.
  Set Encounter: The Planters
  After the second successful INT roll (or after five rolls 
  total), the party encounters some of Mykolos’ zymbies, 
  performing a strange task.
  You’ve come to the intersection of four tunnels when 
  suddenly scratching sounds, like claws on rock, come from 
  one side! Short, shambling figures lurch toward you.
  Six zymbies approach from the left-hand tunnel. 
  Observant characters may notice that two of them each 
  carry a small, glassy object, while the others have strange 
  discolorations on parts of their bodies. These creatures bear 
  “starter cultures” of various slimes and molds to different 
  parts of the caves, increasing Mykolos’ dominion. If the 
  zymbies spot the party, they will attack. 
  
  9
  The objects carried by the first two zymbies are 
  immature gelatinous cubes, each 1’ on a side. Two of the 
  discolored zymbies each have a small patch of yellow mold 
  on their bodies. The other two carry similar patches of snow 
  mold.
  Immature Gelatinous Cube: No. Enc.: 1d3; AL: N; 
  Move: 15’ (5’); AC: 6; HD: 1d hp; Att: 1; Dmg: 1d acid 
  (no paralyzing effect); Save: F1; Morale: 1; HC: none; XP: 
  6; see LL6.  The zymbies will hurl these small, quivering 
  cubes at the players if they can (Range 10’/0’/30’), then 
  close to melee. If a hurled cube hits, it inflicts acid damage 
  and sticks, doing damage every round until a full round is 
  taken to tear it away. On a miss, it lands on the ground and 
  crawls toward the nearest moving thing.
  Yellow Mold “Starter Culture”: Each hit on a zymbie 
  infected with this mold has a 50% chance to cause the 
  spores to blast out. See LL103, but spores only affect those 
  in melee with zymbie, and save vs. poison is at +. They can 
  only release once.
  Snow Mold “Starter Culture”: Same as in New 
  Monsters, except that the small patch only deals 1 hp of cold 
  damage per round at its current size. If exposed to fire/heat, 
  then it instantly expands to a full sized patch, covering the 
  zymbie. Any further growth spreads to the tunnel floor and 
  walls. The carrier zymbie seeks to close with any heat sources 
  like torches.
  After passing the Planters encounter, one more 
  successful INT roll (or a total of eight attempts) brings the 
  party to Level 3 and the strange scene of Area 3–1.
  Level 3: 
  The Mold Caves
  Area 3–1: Kobold War Party
  Just as the PCs approach, kobolds try to break through 
  into Mykolos’ domain, still seeking the cause of the blight 
  on their fungi. 
  From farther down the tunnel you can hear rhythmic 
  blows against stone. Someone is digging down there! 
  As you approach, you also hear strange yapping voices. 
  Suddenly, there’s the sound of falling rock and a screech. 
  Around the bend, you see a group of kobolds, looking 
  down at a pile of fresh rubble with a pair of immobile 
  kobold legs sticking out. Beyond the rubble is a narrow 
  hole in the wall. One kobold wears chain armor and 
  carries a spear. Another stands next to it carrying a staff. 
  The rest carry digging tools and clay flasks.
  If the party has any major light source, or moves noisily, 
  the kobolds notice them now. The armored kobold leader, 
  Svonzo, takes up a defensive stance and orders the rest 
  through the new breach behind him. If the party manages 
  to go unseen, the creatures move through the gap cautiously, 
  with Svonzo in front.
  The kobolds consider any surface dwellers as likely 
  enemies, but let the PCs make the first move. They know 
  the real foe lies within the Mold Caves. Only Twarog, the 
  shaman, speaks Common, with the heavy Kobold accent.
  If the party parleys with the kobolds, Twarog the 
  shaman will speak for the creatures. If the kobolds believe 
  the PCs wish to fight the threat within the mold caves, 
  Twarog will tell them what he knows.
  The kobold with the necklace steps forward and speaks in 
  accented but fluent Common; his mouth seems to have 
  trouble forming certain words. “For many years, ve come 
  to ze caves for dere ‘mashrumz.’ Goot food. Den, not long 
  ago, ze mashrumz go bad. Taste wrong, make us sick. Ve 
  look for reason. Zen ve find ze big-folk up high, folk like 
  you. Zey make slimy tinks and keep in caves. Ve say ‘Zis 
  is vhy.’ Ve try to stop dem. Den ve find other tunnels; vays 
  full of mold vere no mold grow before. Ve follow to more 
  tunnels dat haf monsters and slimeez. Dat vere de evil 
  iz, dat is dere source. Ve never vould haf found ze tunnels 
  and caves vit dere monsters if ve not follow ze mold vay.”
  
  10
  After the taint hit the mushroom farms, some gelatinous 
  cubes and black puddings came into the caves. The kobolds 
  found and collapsed this entrance. Now they are ready to 
  take the fight to the enemy, and returned to dig out the 
  way. Twarog will also explain the use of the distilled urine 
  as a weapon against the molds and slimes (see distillate 
  susceptibility note under New Monsters).
  Svonzo carries a scrap of hide marked with a crude map 
  and some writing in Kobold (Player Handout C). If any 
  character can read or decipher the writing, they players can 
  see Player Handout D (the translation).
  Svonzo (Kobold War Leader):  HD, 16 hp. 
  Possessions: spear, sling, chain armor (AC ), sealed clay 
  flask (distilled kobold urine fungicide), breath of life potion 
  ( doses; see New Spell), map, and message.
  Twarog (Kobold Shaman): 3 HD, 18 hp. Possessions: 
  short staff (club), sling, sealed clay flask (distilled kobold 
  urine fungicide), breath of life scroll. Spells: cure light 
  wounds, remove fear, bless.
  Kobold Soldiers (6): Possessions: pick or hammer, 
  sling, club, leather armor, and one sealed clay flask (distilled 
  kobold urine fungicide).
  Digging up the kobold killed by falling rubble finds one 
  of the flasks of distilled kobold urine. It smells like exactly 
  what it is, and affects fungus-based creatures the same way as 
  the villagers’ whisky (see distillate susceptibility).
  The tunnel that the kobolds came from is lined with 
  new lichen-like growth (the “mold way”). After a hundred 
  feet, it narrows into a crawlspace just big enough for 
  kobolds, or squatting halflings. Beyond that lie deathtraps, 
  alarms, and several hundred kobolds, all of which exceed the 
  scope of this module.
  Throughout these caves, thick lichens and molds cling 
  to every surface. Spongy growths cover the floor. The air 
  smells of mildew and decay. 
  Area 3–2: Entrance Chamber 
  to Mykolos‘ Realm
  Through the breach made by the kobolds, there is a musty 
  odor and a foreboding chill to the air. A faint glow comes 
  from the within. Beyond, thick fungus and mold crowds 
  a large chamber. Fibrous lichens, puffballs, mushrooms, 
  oozing spores, and sickly glowing molds of every shape 
  and color sprout from walls, floor, and ceiling. Unlike the 
  fairyland effect of the fungal forest you saw before, this 
  room smells foul and repulses you with its slimy aspect. 
  A tunnel, thoroughly lined with growths, winds away 
  opposite the breach.
  In addition to the many strange but harmless molds and 
  fungi, a large violet fungus and a patch of snow mold 
  reside here (see New Monsters). A party with a fire-based 
  light source causes the snow mold to spread out into the 
  corridor.
  The violet fungus ignores things like tossed rocks, 
  waiting to strike by surprise (1–) when someone steps near. 
  If the kobolds came this way before the party, they are in 
  battle with the violet fungus already, and Twarog actually 
  asks the PCs for help. The luminous fungus here works 
  similar to that in Area –, but with a greenish light, and 
  each chunk drips with tendrils and slime.
  Area 3–3: Yellow Mold Trap
  A standard yellow mold (LL103) grows here. 
  A patch of fungus on the tunnel wall quivers as you 
  approach. Suddenly a cloud of yellow dust billows out, 
  filling the corridor!
  The spores dissipate after one turn.
  Area 3–4: Water Tunnels 
  Narrow, branching tunnels descend into dark, still water. 
  No fungus grows near its surface.
  These tubelike tunnels lie completely underwater 
  and run only 3’ in diameter. Each harbors a patch of 
  green slime (LL80) midway along. Anyone who enters 
  these sewer-like confines probably dies, barring extreme 
  precautions or a lot of luck.
  
  11
  Area 3–5: Fungus-Covered Pits
  The springy floor of the tunnel suddenly rips open under 
  your feet!
  Pit Trap: 0’ deep (d6, falling).
  In two places, the thick mold growth on the floor 
  covers natural crevices. Any halfling or larger-sized creature 
  stepping onto the fungus breaks through and falls into the 
  pit. The mold itself is harmless.
  Treasure: At the bottom of one pit (marked * on map) 
  lie the remains of a long-forgotten hero who died exploring 
  these caves before Mykolos awoke. His bones have nearly 
  crumbled to dust, but he has left behind a full set of plate 
  armor decorated with gold inlay (worth 1,500 gp) and a 
  great sword +2.
  Area 3–6: Mold Valve Exit
  In the middle of this chamber, the ubiquitous fungus 
  lumps up in a thick pile. Above it, a disturbing pink and 
  blue spongy growth nearly fills an irregular hole in the 
  ceiling.
  Six zymbies hide here (see New Monsters), their 
  mottled appearance providing camouflage against the rocky 
  walls. They attack characters entering the room normally, 
  surprising on a 1–3. Zymbies have no sense of self-
  preservation and fight to the death.
  The hole in the ceiling is the exit of the mold valve 
  from Area 1–7. At this end, it lacks sleep spores. Anyone 
  coming down through the mold valve falls 10’ onto the 
  thick pile of fungus (no damage). If the victim can’t fight 
  back, four zymbies pick him up, carry him to Area 3–9, and 
  toss him into the middle of Mykolos’ feeding patch. It takes 
  the zymbies a full turn to reach the feeding patch carrying 
  an “offering.”
  Under command from Mykolos, the mold valve can also 
  pass things upward, such as Harzer and his cheeses. See Area 
  1–7 for more details.
  Area 3–7: Ochre Jelly Tunnel
  A large patch of brownish-orange mold tears off the wall 
  and ripples toward you!
  An ochre jelly (LL89) lives in this tunnel and will 
  attack any intruders. Due to Mykolos’ influence, the jelly 
  ignores zymbies and Harzer.
  Area 3–8: Water Chamber
  Unlike the tunnels, the chamber ahead is dark. The floor 
  is a pool, strewn with partially submerged boulders. A 
  faint glow comes from the far side. 
  The many rocks and shallow water (1’ deep on average) 
  let characters attempt to stay dry, moving at half pace across 
  the slippery stones (DEX roll to cover half normal encounter 
  movement without slipping and at least getting a foot wet). 
  The water is harmless, but a gray ooze (LL79) lives in the 
  pool. It can move through the water to anywhere in the 
  room, surprising on a 1–3. Due to Mykolos’ influence, the 
  ooze ignores zymbies and Harzer.
  Treasure: A ruby-studded golden cup, worth 7,000 gp, 
  lies between two rocks below the waterline (* on the map). 
  It tumbled down a sinkhole centuries ago and into this cave. 
  The corrosive grey ooze has not (so far) happened to pass 
  over this spot. A thorough, deliberate, and well-lit search, 
  plus a successful secret door roll, finds the cup.
  Area 3–9: Mykolos’ Chamber
  As throughout the area, fungus thickly encrusts this high-
  domed room. Balls of pink, green, and white cast an eerie 
  illumination. In the center of the chamber sit a dozen 
  large wheels of cheese, arranged neatly in stacks. A man-
  sized figure stands among smaller bipeds, giving them 
  orders. It’s Harzer! 
  At the far side of the chamber, the fungi are even stranger. 
  A riot of bizarre shapes and colors blooms from the far 
  wall—some of them are even pulsing! Gobbets of slime 
  drip and puddle among the mushroom shapes taller 
  than a man’s head. A feeling of revulsion fills you as you 
  view the scene. Deep in your bones, you sense an oozing 
  malevolence about this place.
  
  1
  The mold in the room makes up the body of Mykolos 
  the mold master (see New Monsters). Only the feeding 
  patch and the pudding hurler have combat abilities, but two 
  ultraviolets (see New Monsters) also guard Mykolos. They 
  attack invisibly to paralyze intruders, then help push victims 
  into the feeding patch.
  Harzer hangs back, letting the zymbies and the 
  ultraviolets fight, but if engaged in combat, he fights as a 
  normal man. If Harzer is killed, his skin splits and mold 
  pours out, covering his body. The next round, he rises as a 
  large zymbie:  HD, 16 hp, 1d6 claw damage plus 1d6 acid 
  and spore blast (see New Monsters). 
  The dozen large cheeses are those thought stolen by 
  kobolds. A careful slit in each wax casing allowed Mykolos 
  to inject the “brain mold”. Checking under the wax shows a 
  pattern of purple mold on the surface; checking more than 
  one shows the same pattern on each. If Mykolos survives, 
  anyone eating this cheese becomes a slave of Mykolos.
  Treasure: Long-ago victims of the feeding patch left 
  some interesting possessions among its tendrils: a 1,00 gp 
  emerald, a 500 gp blue spinel, a potion of levitation (one 
  dose), a wand of lightning (18 charges), a chime of opening 
  (30 charges), a wand of detect secret doors (1 charges), a ring 
  of protection +1, and a potion of heroism (one dose).
  Wrapping Up
  With Mykolos destroyed, no new molds or slimes 
  appear in the caves. The kobolds retreat and look for other 
  sources of food. The cheese guild is eager to keep things 
  quiet; rumors of tainted cheese and mind-controlling 
  giant fungi tend to harm business. The guild makes sure to 
  thoroughly destroy those cheeses. The Cheese Festival occurs 
  on schedule; after the orders are tallied, the party gets to 
  cash in their shares.
  Total value of all 50 partenu shares paid to the party:
  Maximum: 5,000 gp
  If the mold valve burns and taints the cheese 
  with smoke: –1,000 gp
  If the Baron breaks, requiring a large gift to the 
  King: –1,500 gp
  If word gets out that the cheeses were 
  dangerously infected: –,000 gp
  Any of these unfortunate events gives the party a 
  proportionately damaged reputation with the people of 
  Renneton.
  ï
  ï
  ï
  ï
  Further Possible Adventures
  Is Mykolos really gone?
  Are there other mold masters out there?
  The “Baron” has disappeared en route to the 
  palace. Is the incident connected to the events 
  in the caves?
  New Spell
  Breath of Life
  Level:   
  Cleric 
  Range:   
  Touch (1 living creature touched/level)
  Duration:   turns/level
  The spell surrounds the affected creature’s nose and 
  mouth with a zone of pure, breathable air, somewhat like 
  a necklace of adaptation (LL10). The target is immune 
  to suffocation, inhaled poisons, and other airborne, non-
  magical hazards like gas, mold spores, etc. The air bubble 
  is not strong enough to allow breathing underwater or in a 
  vacuum, nor does it negate poisoning by ingestion, injury, 
  venom, or contact. Magical and supernatural inhaled 
  hazards, such as the cloudkill spell or a poison breath 
  weapon, still affect the target, but he gains a + bonus to any 
  saving throw to resist the effects.
  New Monsters
  Susceptibility to Distillates
  Distillates such as hard alcohol, vinegar, or boiled urine 
  act like acid against fungus, dealing 1d8 damage to molds, 
  oozes, and the like on a hit. The Master Patch of Mykolos 
  the Mold Master takes double that amount.
  ï
  ï
  ï
  
  13
  Feral Fungus
  No. Enc.: 
  1–
  Alignment: 
  Neutral
  Movement: 60’ (0’)
  Armor Class: 7
  Hit Dice:  
  7 (5 hp); susceptibility to distillates
  Attacks:  
  Bite
  Damage: 
  1d8 + paralyze, swallow whole
  Save:  
  F
  Morale:  
  1
  Hoard Class: None
  XP: 
  1,10
  A feral fungus is a gigantic (1’ tall) mushroom, 
  mobile and omnivorous. It prefers meat. It has a whitish 
  stem, with rust-red gills and an eight-foot umbrella-like 
  cap, purple with white spots. Its stem thickens slightly at 
  the base into a pad like the foot of a snail, allowing the 
  fungus to creep along the ground almost silently. At rest, 
  it is indistinguishable from other giant mushrooms (other 
  than its markings). It senses vibrations in the ground 
  through its foot and its gills can sense air movements and 
  odors, allowing it to track and target its prey. Although 
  not intelligent, the fungus is an effective predator. It is also 
  immune to sleep and fear effects. 
  In combat, the feral fungus prefers to attack by surprise. 
  Ideally, it will place itself along a likely path through a 
  fungal forest and wait for its target to draw near. Then it will 
  strike. In environments like the fungal forest, where large 
  mushrooms are not unusual, it surprises on a 1– on a d6. 
  It attacks by bending its stalk to reach foes on the ground; 
  the cap of the fungus envelops the prey, like an inverted 
  umbrella, and the center of the cap (above the stem) opens 
  into a “mouth.” Though the fungus has no teeth, its maw is 
  very strong and can crush even an armored foe. In addition, 
  on a successful hit by the fungus, the target must make a 
  save vs. paralysis or be paralyzed for 1d turns by the toxins 
  on the fungus’ skin.
  On an attack roll of 0, or with any hit on a paralyzed 
  target, the fungus swallows whole any man-sized or smaller 
  target (LL6). The victim ends up partway down the inside 
  of the stalk (probably head first) and takes 1d6 points of 
  damage per round until the fungus is killed. If the victim 
  has a small (dagger sized) edged weapon in hand when 
  swallowed, he can try to attack the fungus from the inside at 
  a – to hit.
  Mold Master (Mykolos) 
  The amorphous, fungal blob of a Mold Master covers 
  a broad stretch of floor, with three different types of fungus 
  patches making up the whole.
  Feeding Patch
  No. Enc.: 
  1
  Alignment: 
  Neutral
  Movement: 0’
  Armor Class: 9
  Hit Dice:  
  7; susceptibility to distillates (d8)
  Attacks:  
   (entangle, INT drain)
  Damage: 
  Special (INT drain or acid)
  Save: 
  F7
  Morale: 
  1
  Hoard Class: None
  XP: 
  1,100
  Mykolos grew this 0’ x 0’ area specifically to consume 
  victims’ bodies and minds.
  Entangle: Mykolos typically feeds on prey rendered 
  insensible by its minions, but it can cause the tentacles 
  of the feeding patch to wrap around any targets within 
  the patch each round. The target must save vs. petrify or 
  become entangled and unable to move. Once per round an 
  entangled creature may attempt a STR– check to break 
  free and move up to half his encounter movement rate. 
  Once activated, the feeding patch will continue trying to 
  restrain anyone in it each round, without Mykolos having to 
  concentrate on it.
  Intelligence Drain: Any living creature that comes into 
  contact with the feeding patch must immediately save vs. 
  spells or lose 1d6 points of INT. If the victim remains in 
  contact with the patch he must make a new save every round 
  or suffer an additional loss of 1d6 INT. If the victim reaches 
  0 INT, he dies and Mykolos gains all his knowledge (90% 
  recall). If the target escapes—or the patch is destroyed—
  before he reaches 0 INT, he regains his INT at 1d6 points 
  per day. A magic-user or elf with his INT reduced to below 
  9 cannot read spell books to memorize spells (LL7), and any 
  spellcaster with his INT reduced to 3 cannot speak clearly 
  enough to even cast spells.
  Acid: Once a victim dies from INT drain, the feeding 
  patch begins dissolving the body with acid. Anything 
  living that touches the patch during this time, even if not 
  entangled, must make a DEX check each round or suffer 
  1d6 damage. Metal, bone, stones and glass are left behind 
  and quickly covered by fungus.
  
  1
  Pudding Hurler
  No. Enc.: 
  1
  Alignment: 
  Neutral
  Movement: 0’
  Armor Class: 9
  Hit Dice:  
  7 (50 hp); susceptibility to distillates
  Attacks:  
  1, spit Black Pudding
  Damage: 
  1d6 + pudding’s attacks; range 30’/60’/90’
  Save:  
  F6
  Morale:  
  1
  Hoard Class: None
  XP: 
  900
  Resembling a slimy, ten-foot volcano, the dreaded 
  black pudding hurler can forcefully spit one Small Black 
  Pudding per round at any target it can sense within 60’. If 
  the pudding misses, it will travel up to 90’ in a straight line 
  before it lands, then behave as a normal black pudding. If 
  the pudding hits, it deals 1d6 damage from the impact plus 
  the pudding’s own attacks. The pudding hurler contains 16 
  puddings when full and can regenerate a new one each day.
  Small Black Pudding: As per LL65, but  HD (5’ 
  diameter) and does d8 damage per round; XP: 190 each. 
  Master Patch
  No. Enc.: 
  1
  Alignment: 
  Neutral
  Movement: 0’
  Armor Class: 9
  Hit Dice:  
  10 (80 hp); susceptibility to distillates x
  Attacks:  
  0; Special
  Damage: 
  Special
  Save:  
  C10
  Morale:  
  1
  Hoard Class: XVIII
  XP: 
  1,000
  This master patch of Mykolos contains its awareness and 
  spawns various molds, slimes, and spores. Even though this 
  central portion of Mykolos glows, dribbles ooze, and pulses 
  below its surface, it has no overt attacks. If this portion is 
  left alive, Mykolos survives. It will re-grow over time and 
  eventually resumes its schemes. If this part is destroyed, it 
  breaks apart, spattering slimy gobbets everywhere. The glow 
  fades and movement stops.
  Slime control: Mykolos can control any unintelligent 
  ooze, fungus, or mold within 500’. If the slime moves out of 
  range, it continues to obey its last orders.
  Create Slime: Mykolos can bud any fungus, ooze, or 
  slime from the Master Patch, generating up to  HD per 
  day. For example, a new violet fungus would take two 
  days to grow. The new slime is under Mykolos’ orders. In 
  addition to those creatures in the LL book, it can create 
  special fungal forms, such as the mold valve, the pudding 
  hurler, the feeding patch, snow mold, ultraviolets, and the 
  zymbies.
  Mind Control: Mykolos can generate special spores that 
  will enter the body of a living animal and give it orders. The 
  mind-control effect is too slow to affect combat; it takes a 
  full day of being forced to breathe the spores, as happened 
  to Harzer, or else consuming the spores in several ounces 
  of infected cheese. There is no saving throw. To change the 
  orders requires a new set of spores made for the purpose; 
  anyone who eats the cheese is compelled to make others 
  eat it until it’s gone, then report to Renneton for further 
  instructions.
  Mold Valve
  No. Enc.: 
  1
  Alignment: 
  Neutral
  Movement: 0’
  Armor Class: 9
  Hit Dice:  
  8 (60 hp); susceptibility to distillates
  Attacks:  
  Special
  Damage: 
  See below
  Save:  
  F3
  Morale:  
  1
  Hoard Class: None
  XP: 
  1,060
  The mold valve is a special immobile colony created 
  by Mykolos to control access to the Mold Caverns. It fills 
  a narrow stone chimney for a great height, open at top and 
  bottom. Once per day, if anything comes into contact with 
  the top surface of the mold, it releases a 10’-tall cloud of 
  spores that acts like a sleep gas. Anyone caught in this cloud 
  must save vs. poison at – or fall unconscious for d turns. 
  The spores dissipate in 1d6 rounds.
  In addition to the sleep spores, the valve attempts 
  to draw anyone touching it into itself, like quicksand. A 
  character can break free with a STR– check. If a rope 
  secures the character from above, there is no penalty, and 
  
  15
  the STR check can be made by someone pulling on the rope 
  instead. It takes one full round for the mold to “swallow” a 
  victim entirely. A swallowed character cannot speak or move 
  his arms and legs. The valve lowers its catch slowly with 
  moldy peristalsis, taking two minutes to transfer him to the 
  mold’s bottom. There is some air, but a waking victim must 
  make a CON check to remain conscious. When spit out 
  the bottom, the victim is covered with a wrapping of slimy 
  tendrils, as if in a web spell (LL1).
  Snow Mold
  No. Enc.: 
  1
  Alignment: 
  Neutral
  Movement: 0’
  Armor Class: always hit
  Hit Dice:  
  1
  Attacks:  
  cold
  Damage: 
  1d6
  Save:  
  F1
  Morale:  
  N/A
  Hoard Class: None
  XP: 
  38
  Snow mold feeds on warmth, drawing heat from 
  anything around it. It grows on rocky walls and floors as 
  a lumpy whitish-blue fungus, in patches about 5 feet in 
  diameter, and the air always feels chilly around it. Living 
  creatures within 5 feet take 1d6 points of cold damage per 
  round, and the cold extinguishes fires such as torches and 
  lanterns. Fire brought within 10 feet causes the mold to 
  instantly grow 5 feet in that direction and put the fire out. 
  Cold damage, such as a wand of cold, instantly destroys it.
  Violet Fungus / Ultraviolets
  No. Enc.: 
  1d (1d) 
  Alignment: 
  Neutral
  Movement: 10’ (3’)
  Armor Class: 7
  Hit Dice: 
  3
  Attacks: 
  1-
  Damage: 
  1d + paralyze
  Save: 
  F3
  Morale: 
  8
  Hoard Class: None 
  XP: 
  15
  These large purple mushrooms (detailed in the 
  Labyrinth Lord™ Advanced Edition Companion™) have 
  varying size. The one in Area 3– is seven feet tall, with four 
  flailing tentacles each two feet long. It can attack with each 
  tentacle every round if there are enough close targets. A hit 
  requires the victim to save vs. poison or be infected with 
  rot-inducing slime, decaying to a mouldering corpse in one 
  round unless he first receives cure disease. 
  Ultraviolets: Created by 
  Mykolos, this form of violet 
  fungus has only two tentacles, 
  four feet long with paralyzing 
  venom instead of necrotic, and 
  the additional power of innate 
  invisibility. Ultraviolets never 
  appear, even when attacking, 
  until they are killed. Even dispel 
  magic won’t make them visible, 
  but detect invisible works, as does splashing the fungus 
  with some substance like ink or mud. Invisible, they also 
  move quietly and surprise on a 1–5. A hit with one of their 
  tentacles requires a save vs. paralysis to avoid 1d turns of 
  immobility. The ultraviolet and zymbies will attempt to push 
  paralyzed foes into Mykolos’ feeding patch. XP: 110 each.
  Zymbies
  No. Enc.: 
  1d6 (d6)
  Alignment: 
  Neutral
  Movement: 60’ (0’)
  Armor Class: 5
  Hit Dice:  
  1
  Attacks:  
  1 (Fist); Special: Spore Blast, Acid
  Damage: 
  1d + 1d6 acid
  Save:  
  F1
  Morale:  
  1
  Hoard Class: None
  XP: 
  16
  Special fungal muscles, spun around the bones of 
  kobolds by Mykolos, form these three-foot-tall mold-
  zombies. They appear green and shaggy. Zymbies are 
  immune to acid and cold, as well as sleep or charm magics.
  A man-sized skeleton turned into a zymbie has  HD 
  and inflicts 1d6 fist damage. XP: 38 each.
  Spore Blast: 1/day. The zymbie sprays caustic spores into 
  the face of a melee opponent: save vs. breath weapon or 
  blinded for two rounds.
  
  16
  DESIGNATION OF PRODUCT IDENTITY
  Designated Product Identity of Faster Monkey Games™ includes, but is not 
  limited to, the following: The name Faster Monkey Games™, the Faster Monkey 
  logo, product layout, product presentation, wording, electronic and written 
  communications, and web design and presence are Product Identity. With the 
  exception of game mechanics, methods, procedures, processes and routines 
  designated as Open Game Content by, or Product Identity of, Wizards of the 
  Coast™ or Goblinoid Games™, all improvement over prior art and all names and 
  details of new monsters, new spells, new magic items, new rules, and characters 
  are Product Identity of Faster Monkey Games™. All product names and product 
  line names, logos, identifying marks, trade dress; artifacts; creatures; characters; 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names and 
  descriptions of characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark; writing, layout, 
  presentation, characterization, setting, compilation, summary, reformatting, or 
  other content is designated Product Identity of Faster Monkey Games™, with the 
  exception of terms or content designated as Open Game Content by, or Product 
  Identity of, Wizards of the Coast™ or Goblinoid Games™, licensed artwork, or 
  unaltered artwork from the public domain.
  NO CHALLENGE TO COPYRIGHT
  Faster Monkey Games™ makes no claim of ownership to Labyrinth Lord™ or other 
  Product Identity of Goblinoid Games, Product Identity of Wizards of the Coast, or 
  Open Game Content, and no challenge to copyright is intended.
  DESIGNATION OF OPEN GAME CONTENT
  To the extent, and only to the extent, required by the Open Game License Version 
  1.0a (Copyright 000 Wizards of the Coast, Inc.) and the Labyrinth Lord™ 
  Trademark License 1.1 (September 009), content not designated as Product 
  Identity above is considered Open Game Content.
  USE OF LABYRINTH LORD COMPATIBILITY LOGO
  The Labyrinth Lord Compatibility Logo is used under the Terms for use of the 
  Labyrinth Lord Compatibility Logo, from Goblinoid Games, September 3, 009. 
  Faster Monkey Games™ makes no claim of ownership to the Labyrinth Lord 
  Compatibility Logo and no challenge to copyright is intended.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright
  000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners
  who have contributed Open Game Content; (b)”Derivative Material” means
  copyrighted material including derivative works and translations (including into
  other computer languages), potation, modification, correction, addition, extension,
  upgrade, improvement, compilation, abridgment or other form in which an
  existing work may be recast, transformed or adapted; (c) “Distribute” means to
  reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or
  otherwise distribute; (d)”Open Game Content” means the game mechanic and
  includes the methods, procedures, processes and routines to the extent such
  content does not embody the Product Identity and is an enhancement over the
  prior art and any additional content clearly identified as Open Game Content by
  the Contributor, and means any work covered by this License, including
  translations and derivative works under copyright law, but specifically excludes
  Product Identity. (e) “Product Identity” means product and product line names,
  logos and identifying marks including trade dress; artifacts; creatures characters;
  stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork,
  symbols, designs, depictions, likenesses, formats, poses, concepts, themes and
  graphic, photographic and other visual or audio representations; names and
  descriptions of characters, spells, enchantments, personalities, teams, personas,
  likenesses and special abilities; places, locations, environments, creatures,
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic
  designs; and any other trademark or registered trademark clearly identified as
  Product identity by the owner of the Product Identity, and which specifically
  excludes the Open Game Content; (f) “Trademark” means the logos, names, mark,
  sign, motto, designs that are used by a Contributor to identify itself or its products
  or the associated products contributed to the Open Game License by the
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit,
  format, modify, translate and otherwise create Derivative Material of Open Game
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  . The License: This License applies to any Open Game Content that contains a
  notice indicating that the Open Game Content may only be Used under and in
  terms of this License. You must affix such a notice to any Open Game Content
  that you Use. No terms may be added to or subtracted from this License except as
  described by the License itself. No other terms or conditions may be applied to any
  Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your
  acceptance of the terms of this License.
  . Grant and Consideration: In consideration for agreeing to use this License, the
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
  with the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original
  material as Open Game Content, You represent that Your Contributions are Your
  original creation and/or You have sufficient rights to grant the rights conveyed by
  this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
  portion of this License to include the exact text of the COPYRIGHT NOTICE of 
  any Open Game Content You are copying, modifying or distributing, and You
  must add the title, the copyright date, and the copyright holder’s name to the
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as
  an indication as to compatibility, except as expressly licensed in another,
  independent Agreement with the owner of each element of that Product Identity.
  You agree not to indicate compatibility or co-adaptability with any Trademark or
  Registered Trademark in conjunction with a work containing Open Game Content
  except as expressly licensed in another, independent Agreement with the owner of
  such Trademark or Registered Trademark. The use of any Product Identity in
  Open Game Content does not constitute a challenge to the ownership of that
  Product Identity. The owner of any Product Identity used in Open Game Content
  shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated
  versions of this License. You may use any authorized version of this License to
  copy, modify and distribute any Open Game Content originally distributed under
  any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every
  copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game
  Content using the name of any Contributor unless You have written permission
  from the Contributor to do so.
  1 Inability to Comply: If it is impossible for You to comply with any of the terms
  of this License with respect to some or all of the Open Game Content due to
  statute, judicial order, or governmental regulation then You may not Use any
  Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply
  with all terms herein and fail to cure such breach within 30 days of becoming
  aware of the breach. All sublicenses shall survive the termination of this License.
  1 Reformation: If any provision of this License is held to be unenforceable, such
  provision shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 000, Wizards of the Coast, Inc.
  System Reference Document Copyright 000, Wizards of the Coast, Inc.; Authors
  Jonathon Tweet, Monte Cook, Skip Williams, based on original material by E.
  Gary Gygax and Dave Arneson.
  System Reference Document Copyright 000-003, Wizards of the Coast, Inc.;
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 00-00, Wizards of the
  Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric
  Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD
  Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams,
  Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and
  JD Wiker.
  END OF LICENSE
  COPYRIGHT NOTICE:  
  "Wheel of Evil" Copyright 010, Faster Monkey Games™; Authors: Jeff Sparks and 
  Joel Sparks.
  Labyrinth Lord™ is copyright 007–009, Daniel Proctor. Labyrinth Lord™ and 
  Advanced Labyrinth Lord™ are trademarks of Daniel Proctor. These trademarks are 
  used under the Labyrinth Lord™ Trademark License 1.1 available at  
  www.goblinoidgames.com.
  
  Cheesiers by Appointment to the Crown
  R
  E
  N
  NE
  T
  O
  N
  B
  Y
   
  A
  U
  T
  H
  O
  R
  I
  T
  Y
   
  O
  F
   
  T
  H
  E
   
  U
  N
  I
  T
  E
  D
   
  C
  H
  E
  E
  S
  E
  R
  S
  THIS CERTIFICATE ENTITLES THE 
  BEARER BY HIS GOOD WORKS TO 
  SHARE PAR TENU IN THE HARVEST 
  OF THE SARDO HILL CAVE ANNUAL 
  CHEESE PRODUCTION 177th
  10
  10
  PLAYER HANDOUT A – Partenu Certificate
  Wheel of Evil
  ©2010 Faster Monkey Games™
  All Rights Reserved
  FM002LL
  by Jeff “Bighara” Sparks and Joel Sparks
  
  PLAYER HANDOUT B — Father Desmond’s Map
  
  PLAYER HANDOUT C – Map
  
  PLAYER HANDOUT D – Translated Map
  
  Level 3: The Mold Caves
  TO KOBOLD 
  HOME CAVES
  TO TWISTING 
  TUNNELS
  H: Harzer
  z: Zymbie
  U: Ultraviolet (invisible)
  Ten feet
  
  Protecting cheese from kobolds!? What kind of a job is that for 
  adventurous heroes? It’s embarrassing, really. A job’s a job, though. The 
  cheesemakers’ guild is offering shares in the profits from the upcoming 
  annual sales. Some merchant types say that these shares 
  can be worth a lot of coin. Plus, of course, you’ll be 
  keeping any loot you happen to find.
  Well, you’ve done more for less in the past. 
  Time to get to the center of...
  THE WHEEL OF EVIL.
  Faster Monkey Games™
  www.fastermonkeygames.com
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - FM002LL Wheel of Evil.pdf