TEXT: UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room   12
   1st  level
  the Fungal Corridor
  
  
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on original material by E. Gary Gygax and Dave Arneson. 
  The Dungeon Under The Mountain and The Fungal Corridor © by Øone Roleplaying Games
  The Fungal Corridor
  Written by Tim Hitchcock
  Graphic Design by O’Bully
  Cartography by  Mario Barbati
  Artwork by Alessandro Cioffi, O’Bully and 
  Studio Mattigatti
  Software Authoring by Anna Fava
  Requires the use of the Dungeons & Dragons® 
  Player’s Handbook, Third Edition, published by 
  Wizards of the Coast®
  Dungeons & Dragons® and Wizards of the Coast® 
  are Registered Trademarks of Wizards of the Coast, 
  and are used with Permission.
  Every Reference to other copyrighted material in no 
  way constitutes a challenge to the respective copyright 
  holders of that material.
  A) The following elements in this book is hereby 
  designated as open game content, in accordance with 
  the open game licence:
  1- All Monsters, stats and description
  B) the following elements in this book are hereby 
  identified as “product identity”:
  1- All not mentioned at the point “A”
  2- Øone Roleplaying Games identifying marks and 
  product titles.
  3-All artwork, maps and graphic design.
  The reproduction or retransmission of this book, 
  except for his open gaming content, without written 
  permission of the copyright holder is expressly for-
  bidden, except for the purpose of reviews.
  ‘D20 System’ and the ‘D20 System’ logo are Trade-
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  according to the terms of the D20 System License 
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  www.wizards.com/d20.
  Product Code: UNDRE002
  First edition: January 2006
  Øone Roleplaying Games
  www.Øonegames.com
  master@Øonegames.com
  
  Welcome
  
  What is this Product
  This product contains one room 
  or one dungeon -based encounter. 
  All the rooms featured here are taken 
  from one of The Dungeon Under 
  the Mountain products, available at 
  www.0onegames.com, although these 
  products are not necessary, since the 
  encounter can be adapted without ef-
  fort to any existing dungeon.
  How to 
  Use this Product
  This product takes advantage from 
  the PDF technology, joining old-fash-
  ioned style with the most advanced 
  electronic features. In order to use this 
  product you must use Adobe Acrobat 
  6 or later.
  This product has been designed 
  to help busy referees in preparing 
  dungeon adventures and encounters. 
  Instead of wasting time scaling the 
  encounters and adapting them to your 
  party, here you will find a pre-scaled 
  encounter suitable in three different 
  versions (for low, mid and high level 
  of play). At the beginning of the en-
  counter text, you will find a big button 
  like this.
  By clicking on this button you can 
  choose which level want to play (low, 
  medium, high). When you have made 
  your choice all the relevant portions of 
  the text will change accordingly.
  Monsters will scale, DCs will 
  change, traps and behaviors of the 
  villains will change, according with the 
  level of play you choose.
  Nevertheless, this is not all.
  Beside each paragraph you will 
  find the same button found before, 
  but much smaller. This button allows 
  you to change only the appropriate 
  paragraph. Therefore, if you need 
  stronger monsters in your low-level 
  encounter, you can adjust them and 
  use mid-level monsters instead of 
  low-level ones. Likewise, if you want 
  traps tougher, just click on the para-
  graph button and change the level of 
  the traps paragraph. Blank spaces, due 
  to different text lengths, will be filled 
  with placeholder artwork, so you will 
  have a good-looking page.
  Finally, a paragraph called “Person-
  al  Notes” is left blank. This paragraph 
  features a text field you can fill with 
  your notes about the encounter, sim-
  ply click and write.
  The document saves automatically 
  the notes when you close it. In order 
  to recall the notes present on a docu-
  ment you must choose “Load Notes” 
  from the paragraph button. Note that 
  if you load the previous notes they will 
  override the notes you are writing
  The buttons will not be printed.
  The Maps
  Those familiar with The Dun-
  geon Under the Mountain products 
  will found the maps easy to use. The 
  product comes with two maps of the 
  room. A smaller version of the map 
  is intended for the referee; the second, 
  larger one, may come split in more 
  than one sheet and it is intended for 
  miniature play.
  The smaller map features the “Rule 
  the Dungeon” button. Clicking this 
  button, you can customize the map by 
  opening or closing the doors, remov-
  ing the furniture or removing the fill 
  in the walls and more, depending on 
  the room’s layout. All the choices 
  made on the smaller map are reflected 
  on the larger one. 
  The Background
  The Dungeon Under the Moun-
  tain is a massive dungeon complex 
  extending endlessly below the ground. 
  In a remote past, ancient evil beings 
  dwelled in the area. Now, the remain-
  ing of these mysterious evil beings 
  have seized the dungeons and filled it 
  with deadly traps and monsters. Also, 
  many known villains have established 
  their strongholds in the depths of The 
  Dungeon Under the Mountain. No-
  body knows why this dungeon is filled 
  by danger, but nobody cares, since this 
  dungeon is the most prized adventure 
  ground of the world. However be 
  warned, adventurers, your life will be 
  not easy here and dozens of self-call-
  ing heroes never returned from the 
  Dungeon Under the Mountain!
  “You Have Been 
  Warned”
  ����
  ���
  ��������
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room   12
   1st  level
  the Fungal Corridor
  
  the Fungal Corridor 
  (level 1, room 12)
  Background 
  and Lead-ins
  Elsewhere in the adventure, players 
  find hints concerning a mysterious 
  fungal corridor. Patches of the fungal 
  lining may have accrued elsewhere 
  within the dungeon. The entrance to 
  area 12 is a secret door.  The side fac-
  ing the corridor is non-descript and 
  matches the walls of the dungeon. It 
  was extemely well made and was at 
  one point, difficult to detect. However 
  over the years, fungus from the cor-
  ridor into which it opens has grown 
  into its seams, discolouring them 
  slightly, helping to disclose its location. 
  Players will need to locate this door 
  before entering the passage. 
  Room Environment 
  Room Description 
  for the Players 
  Corridor Section 1
  Behind the door, the passage 
  opens into a stale, moldy smelling 
  narrow corridor that arches steeply 
  downwards. Whether the passageway 
  was hand-carved or is simply a crude 
  nature passage, is visually undecipher-
  able as the walls, floor, and ceiling are 
  completely overgrown with pustulate, 
  spongy-looking, sickly grey fungus. 
  Haphazardly constructed, like make-
  shift suspension bridge, a flight of stairs 
  hangs from the ceiling. An off-color 
  slimy mold coats the ropes binding 
  the stair treads and ascending into the 
  ceiling where they seemingly disappear 
  into whatever substance engulfs the 
  corridor. The staircase itself descends 
  20 feet down into a 
  dangerous looking small 5-foot-
  square fungus encrusted orifice.
  Corridor Section 2
  The corridor becomes increasingly 
  confining as the ceiling drops lower 
  and narrows into a confining 5-foot 
  square passage by the time it banks 
  into hard 90-degree right turn. Just past 
  the corner is a small, circular-shaped 
  bare spot on the wall centered in a pair 
  of illusionary lips.
  Corridor Section 3
  The passage continues another 90 
  feet or so, until it reaches a dead end. 
  At the end of the corridor is small 
  alcove that opens into a long, high 
  chimney. Ascending the chimney is 
  a slime-encrusted rope ladder with 
  wooden rungs, moist with mold. Ap-
  proximately 30 feet up, a solid plug of 
  fungus buries the ladder, blocking the 
  chimney.
  The rungs are too rotten to support 
  weight in excess of 25 lbs. Conversely, 
  the rope can be climbed, despite its 
  inherent sliminess. 
  Room Description 
  for the Referee
  Outside Door
  Growing out of the backside of the 
  secret door is a shrieker. As soon as 
  the door is opened, it begins shrieking. 
  In addition to possibly summoning 
  other creatures in the dungeon, the 
  shrieker triggers a permanent magic 
  mouth placed just beyond the intersec-
  tion deeper in the tunnel.
  Once the shrieking stops the 
  mouth says the following phrase fran-
  tically in a thick orcish accent.
  “Grok you idiot! Someone’s com-
  ing! Hurry up and help me with these 
  gold bars or so help me I’ll cut your 
  tongue out!”
  Players might be tempted to slam 
  the door as soon as it starts shrieking, 
  though the encroachment of coming 
  creatures from nearby passages might 
  be enough to get them to consider 
  entering. The magic mouth too, is in-
  tended to provide a lure for the party’s 
  greedier folk.
  Corridor Section 1
  Walls, Floor and Ceiling are 
  overgrown with 6-inch-thick spongy 
  fungus. It is soft and rubbery to the 
  touch, and when slight pressure is 
  applied to it is oozes a greasy sub-
  stance that releases a faint odor of sour 
  cheese. The stairs are slightly rotten 
  and break if too much weight is places 
  upon them, they are also slippery.
  The fungus muffles sound slightly 
  reducing Listen checks within the 
  fungal corridor.
  The fungus is also are highly flam-
  mable, and anyone carrying open 
  flame within the corridor (such as a 
  torch, candle, or non-hooded lantern) 
  must take care to avoid touching the 
  walls. 
  A Knowledge (dungeoneering) 
  or Knowledge (nature) identifies the 
  fungus as being highly flammable.
  Should a flame touch the wall, 
  (either deliberately or accidentally) 
  the corridor catches on fire spreading 
  quickly at the rate of 10 feet per round 
  and simultaneously give off choking 
  thick black oily smoke that fills 30 feet 
  of corridor per round. Both smoke 
  and fire travel toward the secret door 
  entrance as that is where the most 
  oxygen comes from. 
  Characters coming in contact with 
  the burning sections of corridor are at 
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  [high]
  Lighting: none
  Sound: Dampened
  Smell: Strong sour mold
  Terrain: Flammable fungus cov-
  ered narrow and constricting corridor. 
  It is soft, easy to grasp, and tracks eas-
  ily: +2 Climb and Track.
  RULE
  THE
  DUNGEON!
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room   12
   1st  level
  the Fungal Corridor
  
  risk for catching on fire.  A Reflex save 
  (DC 15) avoids this fate. If the char-
  acters hair or clothes catches fire, he 
  takes 1d6 points of damage immedi-
  ately and 1d6 each round he remains 
  within the corridor. Once he exits the 
  corridor he can make additional Reflex 
  saves (DC 15) to attempt to extinguish 
  himself.  
  Characters caught in the smo-
  ke must make a Fortitude save each 
  round (DC 15+1 per previous check) 
  or spend that round choking and cou-
  ghing. A character that chokes for two 
  consecutive rounds takes 1d6 points 
  of nonlethal damage. The smoke is 
  thicker and greasier than wood smoke, 
  obscuring vision and giving conceal-
  ment (50% miss chance) to characters 
  within it. 
  Unless the fire is extinguished, the 
  corridor completely fills with smoke in 
  5 rounds at which point the chamber 
  is effectively airless. Characters with in 
  the chamber can hold their breath to 
  avoid Constitution damage. A char-
  acter can hold his breath for 2 rounds 
  per point of Constitution. After this 
  point, the character must make a DC 
  10 Constitution check in order to 
  continue holding her breath. The save 
  must be repeated each round with the 
  DC increasing +1 for each previous 
  success. A character that fails one of 
  these Constitution checks begins to 
  suffocate. In the first round, they fall 
  unconscious, in the second they drop 
  to –1 hit points and is dying in the 
  third round, they suffocate. A charac-
  ter removed from the corridor is no 
  longer in danger of suffocating.
  Corridor Section 2
  This section of passage is inhab-
  ited by a ravenous zombie centipede 
  swarm. Closer inspection of the fun-
  gus in this area reveals that it has lots 
  of small holes in it. Any one probing 
  the holes attracts the attention of their 
  inhabitants otherwise, they show up 
  on their own 2d4 rounds after any life 
  form enters this part of the corridor. 
  The illusionary lips in the bare spot are 
  a permanent magic mouth spell.
  Corridor Section 3
  The plug at the top can be dug 
  through revealing a locked trap 
  door leading to area 8. The trap door 
  has a small steel chain with a golden 
  pull-ring and is covered with arcane 
  writing.  The writing is an arcane 
  version of a spell called fungal patch.  
  Provided the players do not break the 
  trap door, any arcane caster among 
  them can attempt to learn or copy the 
  spell into their spellbook.
  Combat Tactics
  Relevant Skill 
  Checks
  [high]
  Corridor Section 2
  The zombie centipede swarm is 
  non-intelligent, driven by necromantic 
  hunger they brutally attack any living 
  things they encounter. The first swarm 
  appears behind the players blocking 
  further progress down the passageway 
  and fights without retreat until de-
  stroyed, even pursuing potential prey 
  out of the fungal corridor. The third, 
  fourth, and fifth swarm appear on the 
  3rd round from the ceiling, floor, and 
  adjacent walls filling the entire pas-
  sageway.
  [high]
  Corridor Section 1
  Listen ��� circumstance mo�
  ��� circumstance mo�
  difier to all checks made inside the 
  fungal corridor
  Knowledge (dungeoneering) 
  or Knowledge (nature) DC 25 
  to identify the fungus as being highly 
  flammable.
  Balance DC 15 to avoid falling 
  on slippery stairs.
  Corridor Section 2
  Spellcraft DC 1�� identifies the 
  magic mouth
  Search DC 1��
  DC 1�� reveals small holes 
  in the fungus
  Knowledge (nature) DC 20 
  reveals a swarm of small worm-like 
  burrowing creatures made the holes
  Sense Motive DC 2�� insinuates 
  the magic mouth spell was meant to 
  falsely lead people into the corridor 
  and it is likely a trap or ambush
  Corridor Section 3
  Climb DC 25 to ascend or de-
  scend the slime-moldering rope.
  Spellcraft DC 23 to decipher the 
  arcane writing on the trap door.
  Spellcraft DC 1�� to copy the 
  spell once it as been deciphered.
  RULE
  THE
  DUNGEON!
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room   12
   1st  level
  the Fungal Corridor
  
  Traps, Mechanical 
  Devices, Doors, and 
  Objects Statblocks
  Treasures and XP
  Monsters and 
  Villains Statblocks
  New Objects, Spells 
  and Magical Items 
  Fungal Patch
  Transmutation
  Level: Drd 3, Plant 3, Sor/Wiz 3
  Components: V, S, M, DF
  Casting Time: 1 standard action
  Range: medim (100 feet + 10 feet per 
  caster level)
  Target or Area: See text
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Fungal Patch encrustes an area with 
  a 6-inch-thick layer of a sour smel-
  ling and spongy fungus.  The fungus 
  completely covers everything within 
  the area, though you may designate 
  places within the area that are not af-
  fected. The soft fungus absorbs sound 
  and creatures within its area of effect 
  recieve a +2 circumstance to Move 
  Silent checks, but suffer a –2 penalty 
  to Listen checks. The fungus is soft 
  and breaks apart easily, though a being 
  covered in it requires a full-round to 
  completely clean himself off (though 
  the sour smell won’t go away without 
  a thorough washing). 
  The fungus exudes an oily residue 
  which is highly flammable and if tou-
  ched with an open flame, immediately 
  catches fire, exuding incendiary bursts 
  of flame and dense fumes oily smo-
  ke. The fungus burns at a rate of  10
  10 
  feet per round simultaneously creat-
  ing a 30-foot-diameter 10-foot-high 
  smoke cloud. �nyone caught within
  �nyone caught within 
  the fungal patch during this time is at 
  risk for catching on fire. In addition, 
  the smoke makes it difficult to see,, 
  obscuring vision and giving conceal-
  ment (50% miss chance) to characters 
  within it. If ignited within an enclosed 
  area, the smoke fills 30-square-feet per 
  round. Once the smoke has filled the 
  enclosed space, air-breathing creatures 
  caught within it are in danger of suf-
  focating.
  [high]
  Outside Door
  Shrieker   
   
  CR 1
  N Medium Plant 
  Init –5; Senses lowlight vision
  AC 8, touch 5, flat-footed 8
  hp 11 (2d8+2HD)
  Immune Plant Immunities
  Fort +4  Ref —  Will –4
  Spd 0 ft
  Space 5 ft; Reach 0 ft
  Base Atk +1 Grp –6
  Special Atk  Shriek
  Abilities Str —, Dex —, Con 13, Int —, 
  Wis 2, Cha 1
  SQ plant traits
  Shriek (Ex): Movement or a light 
  source within 10 feet of a shrieker 
  causes the fungus to emit a piercing 
  sound that lasts for 1d3 rounds. The 
  sound attracts nearby creatures that 
  are disposed to investigate it. Some 
  creatures that live near shriekers 
  come to learn that the fungus’s noi-
  se means there is food nearby.
  Corridor Section 2
  Zombie Centipede Swarm (6)     CR 9
  NE diminutive undead (swarm)
  Init +4; Senses darkvision 60 ft
  AC 17, touch 17, flat-footed 14
  hp 63 (9d12 HD) DR 5/slashing
  Immune Weapon damage
  Fort +3, Ref +5, Will +4
  Spd 20 ft; Climb 20ft. (Can’t Run, 
  Single Actions Only)
  Melee Swarm +4 (2d6) 
  Space 10ft Reach -
  Base Atk +4; Grp - 
  Abilities Str 3, Dex 17, Con -, Int —,
  Str 3, Dex 17, Con -, Int —, 
  Wis 10, Cha 1
  SQ swarm traits, undead traits
  Feats Toughness, Weapon Finesse
  [high]
  Outside Door
  Secret Stone Door (thick), 
  thickness 4 inches, hardness 8, hp 60, 
  break DC 28.
  Corridor Section 1
  Suspension Stairs (per 15ft 
  segment): thickness 1, hardness 5, 
  HP 10, break DC 15; 
  The maximum weight the bridge 
  can support is 200 lbs.
  Characters standing on the steps 
  when the break, take falling damage 
  according to height. (3d6 from the 
  first square, 2d6 from the second, 1d6 
  from the third, and 0 from the last 
  step bottom). �nyone falling from any 
  height is knocked prone. Prone char-
  acters are coated in the slimy fungus 
  and suffer a penalty of -6 to Reflex 
  saves to avoid catching on fire until 
  they can clean themselves. 
  Corridor Section 3
  Moldy Ropes: thickness 1, hard-
  ness 2, HP 5, break DC 10 
  Stone Trap Door (thick), 
  thickness 3 inches, hardness 8, hp 45, 
  break DC 30, Open Lock DC 20
  [high]
  If the PCs resolve this encounter 
  by burning out the corridor first and 
  avoiding all combat, they gain XP as 
  they defeated the zombie centipedes in 
  combat.
  The rung on the trap door is actu-
  ally a ring of force shield.
  RULE
  THE
  DUNGEON!
  RULE
  THE
  DUNGEON!
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room   12
   1st  level
  the Fungal Corridor
  
  Oddly enough, insects find the 
  odor of the fungus irresistable and  if 
  there are any within a 100 yards, they 
  flock to the fungus to eat.
  This spell has no effect on plant 
  creatures.
  Material component: a sliver of 
  toadstool
  Designer’s Notes
  More than anything, this encoun-
  ter was designed to create, panic, fear, 
  and claustrophobia.  Potentially, it is 
  a death trap though there are am-
  ple warnings and opportunities for 
  the players to plan a safe incursion. 
  Though the magic mouth is serious 
  bait, the players will likely be aware 
  they’ve been duped as soon as they 
  find it. The true test comes when the 
  party faces the centipede swarm, as the 
  typical way of dealing with a swarm 
  is to light it on fire. Fortunately, this 
  particular swarm is undead and can 
  therefore be turned, allowing the party 
  to avoid an immolating TPK.
  Author’s Bio
  Tim Hitchcock has been a freelanc-
  ing d20 for about half a decade now 
  and has written for numerous game 
  publishers including Bastion Press, 
  Mongoose, and Paizo Publishing. This 
  piece marks the first time he has used 
  the TPK acronym in a sentence.
  Personal Notes
  Write here your personal notes
  RULE
  THE
  DUNGEON!
  
  NDER
  MOUNTAIN
  THE DUNGEON
  THE
  THE FUNGAL CORRIDOR (DM REFERENCE)
  room   12
   1st  level
  Outside Door
  Corridor Section 1
  Corridor Section 2
  Corridor Section 3
  RULE
  THE
  DUNGEON!
  
  © Øone Games, permission granted to print for personal use only
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  The Fungal Corridor
  (battlemap 1 of 4)
  
  © Øone Games, permission granted to print for personal use only
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  The Fungal Corridor
  (battlemap 2 of 4)
  
  © Øone Games, permission granted to print for personal use only
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  The Fungal Corridor
  (battlemap 3 of 4)
  
  © Øone Games, permission granted to print for personal use only
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  The Fungal Corridor
  (battlemap 4 of 4)
  
SOURCE: textdata/thevault/Maps & Tiles/BattleMaps/0One Games/0One Games - Map - Dungeon Under the Mountain - Rooms & Encounters - The Fungal Corridor.pdf