TEXT: Fungal Forest
  For OSR Adventures
  Spore Mechanic
  Encounters, Monsters and Items may release 
  'spores' with a number next to it. These sports are 
  common in the fungal forest and can have some 
  very negative effects when you accumulate too 
  many of them.
  Each time a player gets spores, have them roll a 
  1d8 against their spore total. If the die rolls under 
  their spore count, erase or remove all spores they 
  currently have and advance them one stage in the 
  Fungal Infection. If they succeed the roll and do 
  not roll under their spores, the spores are 
  accumulated for the next time they get spores and 
  are forced to roll again now with more spores.
  If players are very careful and take many 
  precautions against the spores, such as sleeping 
  only in airtight rooms, washing all clothes, 
  wearing masks and gloves, etc. Then they may roll
  a d10 whenever they get spores instead. The only 
  other characters that get any protection against 
  spore rolls are Elves, whose natural magic give 
  them a +1 on spore rolls.
  Spore Disease Tract
  Each time you roll under your spores, you will 
  gain one step in this disease. 
  All stages except 6,  and 7 are curable with 
  common practices and time, but can only be cured 
  outside of the fungal forest / downtime.
  Stage #
  Description & Effects
  0
  None.
  1
  Minor sniffling. No negative effects.
  2
  Shortness of breath. -1 to sneak rolls
  3
  Stomach Pain. Require double rations.
  4
  Yellowing of eyes. Potions ½ effective.
  5
  Rash. -1 AC
  6
  You are now unable to leave the fungal 
  forest, use d6 for future spore rolls, plus
  your body has visible fungus growth.
  7
  Instant fungal zombification. No save.
  [1] Exploding toadstools. Make a save while 
  walking through a field of toadstools or they start 
  exploding- deals 1d6 damage and gives the 
  character a spore point for each toadstool set off.
  [2] Giant brown shelf fungi make up the path here.
  1 in 6 chance that they crack when stepped upon, 
  meaning get off now or make an agility save to 
  avoid falling 1d6x10 feet. Also, if any of the fungi 
  shelves crack and fall, they send up a big cloud of 
  disturbed spores at the bottom of the area, giving a
  spore point to all who breathe it.
  [3] Still waters of a black pond, the top of which is
  covered in a disgusting soggy mess of humid 
  spores and algae. The humidity here means it is 
  hard for spores to travel, and as such all spore 
  points gained around the pond are reduced by -1 
  point (if any source only gives one spore point, it 
  is instead ignored).
  There is a 1 in 4 chance each turn around this 
  pond, if no other random encounter is rolled, 
  Abyssal Zombies will crawl from the bank of the 
  pond to attack anyone nearby.
  Abyssal Zombies (1HD, 2d4 claw attack damage)
  Appearing; 1d6
  Bone thin black zombies, make no noise and like 
  to choke victims and drag incapacitated victims 
  into the black pool to drown them.
  [4] Golden locket and chain in the center of a 
  circle of nearly transparent mushrooms. If you 
  take the necklace 50% chance the mushrooms 
  shake violently and release 3 spore points at 
  whoever is in the center of the circle and 1 spore 
  point to anyone standing nearby outside of the 
  circle. No save.
  [5] Large cluster of 'blackbread' fungus. Well 
  known for being perfectly edible, even delicious, 
  and long keeping useful for rations. There are 
  1d10 rations here, add the highest Wisdom 
  character's Wisdom modifier to this number.
  Each time one of the blackbread fungi ration is 
  eaten, it gives the consumer1 spore point.
  
  [6] Regular looking grove of trees being subsumed
  into the fungal forest, but holding out slowly. The 
  center of this grove has the corpse of a dead elf, a 
  smile on her face, looking as fresh as ever. If her 
  corpse is disturbed the party gets a permanent -2 to
  reaction rolls with the elves living in and around 
  the fungal forest.
  The elf corpse has an elvish wooden chess-set of 
  master level craftsmanship. Worth 50 gold.
  [7] Fungal Zombie Deer come flying through the 
  trees, attacking anyone in plain sight.
  Fungal Zombie Deer (1HD, +1 initiative, release 
  spores on death)
  Appearing; 2d8
  The zombie deer like to attack people with weak 
  bites and kicks. Upon death, releases a cloud of 
  pollen that delivers 1 spore point to whoever killed
  the deer in melee.
  [8] Lynched corpse up on a tree. If examined the 
  corpse was in stage 6 of spore exposure, with a 
  toadstool coming out his feet and back. The corpse
  is no longer infectious.
  The lynching rope is 30ft long and is still strong 
  and could be useful for dungeoneering. The corpse
  itself has little of value except for a crudely drawn 
  map of the area, with a X marked over [9].
  [9] Small cave with heavy rolling stone near the 
  front door. If the party shelters in this cave they 
  will have no worries about wandering encounters 
  or taking extra spore rolls during the night.
  Additionally this room contains one random crate 
  per party member. For each crate roll a 1d4 to 
  determine its contents;
  1. Rosy Neckerchiefs- Perfumed, reduces 
  spores by -1 once.
  2. 8 Golden Coins nailed to the bottom of 
  average and muddy shoes.
  3. Bottles of Grog, stylish mushroom topper 
  but free from spores
  4. Animal skull trophies, 1d8 skulls; worth 
  1d6x10 silver pieces per skull.
  [10] Spore Cloud! Giant Cloud of spores on the 
  horizon, incoming fast. If caught out in the open 
  everyone takes 1d6 spore points from exposure. 
  Reduce this to 1d4-1 if wearing a mask or 
  something perfumed strongly.
  [11] Kind old witch living in a mundane stone 
  house among giant toadstools. She will sell 
  discounted food and rations, untainted, if your 
  party looks ragged enough to need it, and will also 
  agree to bind up your wounds for free but each 
  time she does spores fall into your open wound 
  from her hair, causing you to take an equal number
  of spore points equal to the points she healed.
  There is a 50% chance that underneath her 
  floorboards there are 3d10 Fungal Zombies that 
  obey her every command. She will only use them 
  if the party tries to rob or attack her.
  [12] Secret elf mushroom village. Ropes and 
  walkways connect giant hollowed out mushrooms 
  together. The place is abandoned, but the party 
  will realize soon that the elves are still here, just 
  hiding. They will not use their spore-based 
  weaponry in their own home. If they take or ruin 
  anything the elves will rain Arrow Shoots on them 
  from afar as soon as they leave.
  Arrow Shoots are a special and rare kind of 
  mushroom, cultivated in secret grottos among 
  regular mushrooms. They grow long and straight, 
  and very hard, and when pulled from the ground 
  their roots curl out into bristles like the fetching on
  an arrow. Only deal 1d4 damage, but also give the 
  hit target and equal number of spore points to the 
  damage dealt by the ranged attack. They typically 
  lose all their spores after hitting a target.
  [13] Shroom man merchant. Giant mushroom 
  head, kindly disposition.  He's a typical traveling 
  merchant with one unique special item (d4);
  1. Mushroom Shaped iron helmet.
  2. Spore Cloak- Ignore the next 5 spore pts
  3. Mashed Fungus- Smells terrible, stored in 
  jar. Acts like bait for Fungal Zombies.
  4. Bright Red poison fungus. If eaten it cures 
  the body of one spore stage, but consumer 
  takes 3d10 damage.
  
  [14] Shallow cave houses a dozen sarcophagi. Roll
  1d4 to determine origin;
  1. Elvish
  2. Dwarf
  3. Ancient Human
  4. Something else entirely
  Within each sarcophagus is 1d6x10 GP worth of 
  artifacts and treasures, but each requires a prybar 
  and a turn of pure lifting to open. Additionally 
  there is a 50% chance when each Sarcophagus is 
  opened it will release a cloud of spores, inflicted 
  all openers with 1 spore point.
  [15] Ruined campsite filled with 1d8 Fungal 
  Zombies. Underneath one of the tents is a bag 
  filled with silver rings, each one engraved with the
  name of a dead orphan hero.
  [16] Giant Ant colony. The hole in the ground is 
  heavily guarded by a Door Ant. The ant colony has
  several valuable larva by the queen as well as a 
  huge amount of edible Blackbread fungus the ants 
  cultivate within them. Naturally the entire colony 
  is swarming with literally hundreds of giant ants 
  so trying to hack and slash your way through it 
  would be a challenge for anyone.
  Door Ant (2HD, +2 AC if facing enemy, can block
  tunnels with head, 1d4 weak bite)
  Door Ants are used exclusively at the front 
  entrance as well as the key rooms of the colony, 
  guarding them. There is one at the front entrance, 
  one at the larval room, one in the queen's chamber.
  Unlike other kinds of ants they are not enraged by 
  pheromones and just want to keep people out.
  [17] Armor-Lichen. Strange yellow moldy lichen 
  growing on a discarded plate vest in the forest. If 
  you scrap some of the lichen onto your own armor 
  or a shield it will help knit the armor back together
  whenever it is damaged, defend it against rust 
  monster attacks, and absorb a single blast of 
  dragon fire before being destroyed utterly.
  The armor-lichen only needs a bit of moisture and 
  a damp place in return. It will take an advanced 
  knowledge of fungus to identify it though and it 
  can only be spread to one piece of armor or shield.
  [18] Giant Sac Fungi. There is a slight stirring 
  inside one of them, actually contains a forest elf. 
  Releasing this elf will grant +1 reactions with the 
  elves here and they may even be friendly with the 
  players at [12]. The other sacs can be used as a 
  way to hide from enemies. Roll 1 random 
  encounter here.
  [19] Glowing mushrooms found under a fallen log.
  If ripped out and squeezed for juice they provide a 
  new kind of lantern oil that lasts thrice as long as 
  regular lantern oil and gives off a strange blueish 
  glow. If you touch this liquid with your bare hands
  though you get 1 spore point.
  [20] Crazed Wizard apprentice. Will assume the 
  party members are walking talking trees and asks 
  them to hold still as trees should (Cast petrification
  spells, Hold Person, etc)
  On his person he has a bag with 1d6+1 
  psychoactive mushrooms, worth 5 gp each.
  Wandering Monsters
  Roll 1d6
  (1) Fungal Zombies (1HD, d6 bite attack, infect 1 
  spore point on a roll of 5 or 6)
  Appearing; 2d6+1
  Humanoid fungus zombies with mushrooms 
  growing out of their skulls. Love damp, dark 
  places and hiding in muck to attack humans.
  (2) Forest Elves (1 HD, d4 and spore damage 
  Arrow Shoot mushroom arrows, each carries a 1d8
  silver arrow)
  Appearing; 1d6
  Territorial and unfriendly elves inhabiting the 
  mushroom forest. Fungal Zombies seem to ignore 
  them, and the elves don't seem to mind if intruders
  get infected or become fungal zombies themselves.
  They use their silver arrows on tough opponents or
  those immune to the spore arrows.
  Make a regular reaction roll for them. If it 
  succeeds you just don't see them. Failure means 
  they attack with arrows.
  
  (3) Fungeater (2HD, +1 AC, d6 claws)
  Appearing; 1
  Huge furry anteater-looking creature that is 
  immune to and enjoys eating fungus spores. It's 
  shaggy coat is strong enough to keep spores away 
  as well as bladed weapons a bit.
  If party stands still and lets the Fungeater eat the 
  spores off their body they'll receive a d10 next 
  time they roll against spores. 
  However moving or making noise will enrage the 
  creature and it will attack with its sharp digging 
  claws instead.
  (4) Giant Ant Party (Varies)
  Appearing; 1d4 Warriors, 2d6 Workers
  Warrior Ants (2 HD, +1 AC, d8 bite)
  Huge ants with heavy mandibles, unable to feed 
  themselves. Defend workers.
  Worker Ants (1 HD, d4 bite)
  Weaker and smaller giant ants that mostly gather 
  mushrooms and rotting plant life to bring back to 
  the hive. Each worker ant has a 10% chance of 
  being infected by cordyceps and if a fight breaks 
  out it will try to climb up somewhere high, grow a 
  toadstool out of its head, and release 1 spore point 
  to anyone fighting below.
  (5) Crawling Multinucleate (2 HD, drains 1d4 
  health as attack)
  Appering; 1 or 2
  Huge ambulatory web of fungal networks, awoken
  to feed on living things and bring them down for 
  more nutrients to feed the forest.
  (6) Fungal Zombie Bear (stats as bear, feels no 
  pain, roar infects 1 spore point to those that hear)
  Appearing; 1
  Huge grizzly bear infected with fungal zombie 
  fungus. Still rubs itself on tree trunks, which now 
  just leads spores everywhere. Its pelt is too dusted 
  with fungal spores to be valuable.
  
SOURCE: textdata/thevault/Tables & Charts/Encounters/Fantasy/In the Wilderrness/Fungal_Forest_Encounters.pdf