Notes
A precarious romp through a fungal funhouse.
I playtested it as a oneshot, but it can stand as an individual mission in the course of a longer career. It’s intended for 3–6 Cutters of small skill. If you want, generate fresh cutters and give everyone £2 for gear (this is a tough experience.)
Inspired by Jeff VanderMeer’s Annihilation, Amouage Figment, my cultivation of mushrooms, and the concept of a wizard tower translated to a modern city (and also some random floorplan I Googled.)
Content note
There’s gross stuff in there. Human remains and excretions throughout. Plus drugs. Plus a potentially upsetting body-horror monster (the Supplanter Organ.) TV-MA material.
Context
Professor Alphred Manx, distinguished mycologist and lecturer at the Crown Academy, was minutes ago forcibly removed from his Silton townhouse in a raid by the local Constabulary.
He is accused of body snatching, manufacture of illicit substances, and tax evasion.
The City Council has authorized Cutters hired from Tiber & Fellowes to purge the house following the raid. These are the players.
Rewards + Defining Success
Neutralize all threats. Specifically (do not tell your players these specifics) the gang must neutralize Dieter, the Pelican, all mycopaths, and banish the Shimmeling.
Reward: 240 pounds per cutter (six months’ living expenses.) £20 reduction per goal missed. Note: The Gang get a bonus of £60 for turning in the real Professor Manx.
ABANDONING THE RAID
The bank is a cruel mistress. Leaving the townhouse before it’s cleared is considered abandonment of the venture. No reward.
Some Guidelines
For the Bookkeeper’s eyes only.
LOCKED DOORS
Unless stated, locked doors are force-able with a successful Might roll (no penalty) or pick-able with Locksmithy (no penalty.) Remember: Failing a roll to smash down a door may cost time, cause Weary stress/bruises, or alert foes.
DARKNESS
Dim light applies -2 to actions inside it or looking into it; darkness applies -4 (tip: these penalties are relevant to surprise rolls.)
SMELLS
Smells herald dangerous air. Make sure to mention the smell in advance of the danger.
LORE Topics
There are a few examples of knowable lore in this dungeon. You’ll notice that none of the lore entries insist on exact topics; any related topical skill will do. Cutters roll a relevant skill to check if they know it. If they fail, let them try again if they find a new source of lore (a book) or if they level up the topical skill. Feel free to offer knowledge rolls, when relevant.
Remember to offer Recollection to appropriate cutters who lack relevant lore topics.
GREY SALT
Grisodate kills fungal entities (grues & mycopaths.) Dry grisodate grains are useless, but grisodate tonic, a solution of alcohol, water, and grey salt, is very effective. Anyone with Chemistry skill can mix tonic, given the ingredients, a flask, and a stir.
A splashed/sprayed unit of tonic causes a grue or mycopath 1d6+1 burn stress.
A melee weapon that sheds tonic causes +1 burn stress in addition to its usual damage. A unit of tonic is good for 4 hits, in a melee weapon.
Drinking a unit of tonic removes 1 Infested stress & provides +2 to Immunity rolls against fungal and viral infection (for 1h.)
Map

FUNGI
There’s a lot of mushrooms up in here.
Listed with their scientific name, then their native substrate.
Roll Topic: Mycology, or similar, to identity fungi. +2 to the roll for each sense used in identification.
1. Coprophilous sputatous (dung)
Little brown caps with leggy stems. Smell: fecal.
If touched, releases a swift burst of poison spores. Those in the burst must succeed Immunity -2 or take 1 Poison stress (unless they have the Gasper trait, or otherwise avoid breathing spores.)
2. Pleurotus cicatrix (hardwood)
Like thick rabbit ears. Grey, dusty. Smell: quality seafood.
If eaten, disrupts the body’s ability to recover from exertion, causing sharp pangs in the limbs/chest from faint intramuscular scarring. Converts every 1 weary stress into 2 drain stress.
3. Lancella murrina (soft wood)
Damp, broad white saucers with squat stems. A rich umami smell.
AKA “supper caps.” Good flavor. Often sliced, breaded in maize batter, and fried. Sometimes dried and added to stews.
4. Laetiporus sulphureus (rotting wood)
Golden piles of shelves, plump.
AKA “capon of the woods.” A delicacy from Leeland. Named for its similarity to chicken in flavor and texture. Give a +1 to Cooking if fried.
5. Armillaria oxylucifera (soil)
An army of honey-colored bioluminescent cones.
A large bunch glowing like a candle. Stop glowing if touched or jostled. Cause 1 Poison stress if eaten (Immunity roll to resist.)
6. Auris carniculatus (flesh)
Thin, skinlike outgrowths, like rodent ears. Meaty like a skin tag.
Infectious. Flourish on wet skin. Common to rainy, humid Sicada, where Grisodate soap is used to prevent growth of Auris, AKA “orecchie inguinali,” or “crotch ears.”
7. Pilomisis aerugo (humus)
Bunches of droopy, thin, pale-lime phalluses. A sensation of toast in the sinuses.
Weep dusty, toxic spores in a 3 aura. Passing through, a cutter must roll Immunity -2 or gain 1 pain stress until nap/sleep. The spores inflame the nasal passages, killing one’s sense of smell.
8. Gloria cyanescens (dirt or feces)
Stout white stems and heavy white-gilled caps. Bleeds prolifically electric blue when crushed or cut. Taste: Earthy.
Psychoactive: When eaten, causes 1 Comfort if the user has any comfort, and 1 distress if the user has any distress. Possibly both. Insomnia for 2 hours after eating. Actually quite hearty eating.
9. Mammillum dirus (wood)
Green, spherical mounds, fuzzy. Spews spores in little jets. Gushes spores when touched.
If disturbed or touched, creates a 1-meter cloud of poison spores. Those entering or starting in it must succeed Immunity -2 or take 1 poison stress
10. Kilkamessus vagus (living flesh)
Mycelium, growing soft and yellow under the skin.
AKA “outland ergot.” Infects people, turning them into wandering mycopaths covered in tuberous fruiting bodies.
Those touched by Kilkamessus must succeed Immunity -2 or contract mycosis (-0 if ragman.) They roll Immunity -2 every 30 minutes, gaining 1 infested stress per failure.
- Infested stress is removed with grisodate.
- Mycosis is cured with an antimycotic or by rolling against it successfully thrice.
- Mycotic cutters wander around as mycopaths 20 minutes postmortem.
- Offer a compulsion to infested cutters, awarding 10 XP if they touch their allies.
ENCOUNTERS
2-in-6 chance of an encounter occurring every 3 Danger rounds (30 minutes.) The entire townhouse is played in the danger timescale. Unless noted, encounters are unique and do not reoccur. Re-roll if you need to. Some encounters are unlockable.
Encounters (d10)
- A creak from upstairs. Flecks of plaster fall from the ceiling.
- A muffled clattering, as if something hard against glass, is heard from the east (from 1.5 Back Garden.)
- A deep groan and gurgle, as if from a mighty, squelching gut, somewhere deep in the South of the home. (Can happen x2.)
- A winter breeze washes through the whole house, from upstairs, carrying sour, dry odors.
- A metallic clatter from a nearby room. A key with a half-moon bit has appeared, fallen from some hiding-place (where? Bookkeeper’s discretion.) It is the key to room 3.1.
- A dry-rotted floorboard collapses under 1 random Cutter. They roll Agility to avoid a twisted ankle (3B to foot.) There’s now a hole between stories. It can be widened enough to pass through in 10 minutes, given a tool. (Can happen x2.)
- A tearing of wallpaper. A mycopath lunges from a nearby wall, surprising. It was sealed under a thin layer of card, plaster, and floral wallpaper. Between the joists, a string of golden teeth hang on two clout nails.
- An unlocked encounter. If none unlocked: A wash of roaches scatters from under a nearby baseboard. Behind the baseboard, in a gap in the brick, there is a [tool the gang might need.]
- An unlocked encounter. If none are yet unlocked, nothing happens.
Unlockable encounters.
- Dieter, returned. If dieter fled deeper into the house after being halfway killed, he returns in this moment, having healed 1d6 stress, covered in yellow Kilkamessus growths. He appears, mumbling the phrase “I’m so close.” If he was killed, he appears as a mycopath with +2 to all skills. Either way, dead or alive, touching any of his flesh or trappings spreads mycosis.
- The Supplanter Organ. Only appears for cutters who are alone/napping. Reroll, if not. See the end of the document for full details on the Organ.
- The Roach. The irritating roach charges through cutters during the next moment of Peril, bruising legs (1d4 - 2 damage.)
Loot
The Gang aren’t really permitted to remove items from the premises, but if they keep it subtle, they can get away with it. (Jean-Michel in 1.5.2 is a great help in smuggling things out.) Most items are inconveniently large and unwieldy to carry around. Their burden points are provided as X#, regardless. If you use the appraisal rule, you won’t want to give these items’ values immediately.
Notable Valuables
X# denotes weight in burden points. 2# = 2 burden.
- Basphory lead chair in 0.3. 50# £1000 (£20/#, in pieces.)
- Stainless skeleton in 1.3.1. 3# £120
- The Young Master of Gunsway portrait in 1.4.1. Art assessor required. 1# £450
- Supplanter organ kiborion in 1.5 8# £200 (£500 to the right buyer)
- Donnish Order helm in 2.2. 3# £50-80
- Jar of 30 g yerba roja in 2.5. Small item. 1 shilling per gram, £37 10p.
- Ampullonian Mysteries in 3.0. 1# £20
- Bottle of Auld Johnnie-in-a-tub in 3.1.1. 1# £20-40
- Lieserl typewriter in 4.1. 4# £40-50
- The chime box in 4.1. Small item. £130
- Fungus Manual in 4.4 1#. £8
SHIMMELING
Do not tell the gang about the Shimmeling in advance.
The Shimmeling, the vast Mold Between Worlds, is a chief character in this story. Cutters are unlikely to start with the lore topics required to know much about it. Allow them to Recollect it or allow them to gain lore levels from books found in the townhouse (if they risk standing around to read.)
Even if your Gang never learn this, they may eventually learn the Shimmeling lore detailed below below from Manx, who knows all of it.
The shimmeling has established a salient on the fourth floor of the townhouse. It was Manx’s goal, his obsession.
Topic: Aartimetry
on the Shimmeling
Topic: Mycology, Naturalism, etc.
on the Shimmeling
The gang need to banish the salient, somehow. For details in doing so, see 4.5.
❦
START
Outdoors. An affluent Fortenshire avenue in wintertime. City smog and frying from a restaurant a block south.
Manx’s home is a four-story brick townhouse. It has windows on all levels. Some are papered over. The third-story ones are open to the wind and snow. Drapes flutter within.
The house is cordoned by Constables in blue capes. Standing in slush, amidst nickering horses in winter coats hitched to a detention wagon.
Two men are being removed through the front door:
- Manx, the mycologist. Cross-eyed. Dry-rotted tweed suit. Caked in soil. He is being frogmarched down the steps.
- His is lax, unresistant, unaware.
- A dead man on a stretcher. Draped in a sheet. Followed by a coroner clutching a black bowler hat. A pale hand, limp, dangles.
Manx is swiftly locked in the detention wagon and taken away.
The police, deeming their job complete, settle in to maintain their cordon while the Gang purge the place. They strike up cigarettes. Someone passes around steaming paper cups.
If asked about the raid:
- They report that Manx was seized just inside the home. They claim it’s “rather poorly inside, a right mess,” and, “doesn’t smell right at all.”
- They’re leery, embarrassed, to address the man on the stretcher.
- He was a Constable. Succumbed to a booby-trap.
- If pressed for info, they mention that Manx’s file mentions his association with a large Ragman named Dieter, AKA The Eater.
The Gang are free to begin.
From street level, the house presents three possible points of entry:
- The front door, half a flight of brick stairs up from the sidewalk. Entering here starts the Gang at floor 2.
- The garden gate, in a short wrong iron fence, leading a few steps down into a small garden. Entering here starts the Gang in 1.0, floor 1.
- The third-floor windows via ladder or grapnel.
When the Gang enter the lower floors, it’s not terribly cold inside. There’s a moist, rotting heat keeping things slightly above freezing despite the lack of a lit furnace or hearths. Upstairs, where the 3rd floor windows are open, it’s cold.
The townhouse is fitted with modern paraffin lighting but none of the wall dials work.
The Basement
stair 0 | basement
Dark. A faint odor of burnt bread in the sinuses, and a tingling.
These stairs lead down from floor 1.
Down the basement steps: Panicked, heavy breathing and the hurried gnashing of a full mouth is heard (Dieter, devouring mushrooms.)
In lieu of railings, planters have been installed. They are piled with drooping, greenish phallic shrooms planted in excrement (Pilomisis.) They shed dust and give off a dry odor of toast. Makes the nose twinge as if a sneeze were coming. Walking the stairs without holding one’s breath risks their poisonous effect.
0.0 | grow basement
Dim. Dank. Waterlogged wood and manure.
Rows of hardwood logs flush with:
- dusty grey paddles (Pleurotus) and
- breast-like green mounds (Mammillum)
Lit by hanging pots & pans of luminous cone fungi (Armillaria.)
Amidst the rows hunches a shape. Large. Emitting munching noises. This is Dieter, a huge ragman in disheveled gray trappings and a torn brown suit jacket.
When encountered, Dieter pauses, handfuls of dusty mushrooms lifted to his quivering lips. He bears a pained expression, anguished at his interruption.
“No, not yet. I am so close. I can feel it!”
His eyes are hugely dilated. He is of unsound mind, panicking at hearing the constables upstairs. He aspires to some unknown state.
If incensed, which is not hard to do:
- He seizes a 2x4-sized log covered in spore-weeping Mammillum mushrooms and wields it ferociously against invaders.
- If forced to flee, he cries “no, no, I am too close!” and runs upstairs. Whether or not he escapes, add him to the encounter table.
Dieter carries a stained yellow envelope containing a note and a torn-out yellow logbook page (logbook passage 1.)
Note from yellow envelope:
The note is scrawled in sloppy, juddering ink:
Dieter. If you’re reading this, the worst has happened. Take these notes and HIDE THEM (ideally, not in the house.) Then, save yourself. We were so close, my friend. I regret this. Manx
Logbook passage 1:
Written 4 December, 3.447
In the winter, we had success. I arrived to find that a burgeoning outgrowth had split the floorboards. It was mottled ochre, and brought with it a single questing grub of unknown origin. In some time, we encouraged its expansion. A nitrogen-rich compost of manure and organ meats coaxed it, nurtured it, and within months we enjoyed the presence of a developed SALIENT in the lab. By early December, we witnessed the emergence of a symbiont: an inquisitive salt-eater, the first of many to come. We had, at this time, established a cordon of fifteen meters from the salient, leaving much of the building empty. We established protocols for an emergency mitigation, should an incident demand it. Two protocols were established: (1.) We would reduce the thing either from its exterior, with fungicide, or (2.) failing that, we’d enter the salient, clad in protective gear, in an effort to induce its retreat by way of violence. I have hope we never need either.
0.0.1 | oil room
This brick alcove contains a pump-works for shunting kerosene from the street-level service hatch to the boiler room. Pipes snake around the corners and over the chimney to 0.1.
0.0.2 | chimney base
Base of the home’s chimney stack. Wrapped in water and oil lines as head level that run to the boiler room. There is a small iron soot door 0.5 m off the ground. It’s been sealed with messy runnels of lead solder.
0.1 | boiler room
Dark. Kerosene and wet pennies.
Door is ajar. Empty whale oil canisters, the old kind, are strewn about. A lantern, half full, rests on one. The boiler is not running.
- On a hook: a frumpy waxed canvas full-body suit with gloves, booties, and a sack head with hemmed gaps for goggles and a respirator.
- On the floor: a bill of sale for the installation of radiant heating, some years old. The work order suggests that radiators were installed in the home’s fire hearths, a common upgrade in monied Northern homes.
0.2 | dank laundry
Dark. Septic and mothballs. Brown algae on the floor.
The door to the laundry is unlocked.
Tubs and wringer washers are askew, full of moldy clothes. Several buckets of gold-laced feces are here, sprouting leggy brown caps (Coprophilous)
A cricket bat with nails in it (as crowbar) laying under a pile of soiled clothes beside a box of wet mothballs.
0.2.1 | plastered wall
Doesn’t match the rest of the walls. Messily plastered. Can be knocked down with a Might roll -2.
0.3 | red room
Pitchlike, aphotic. Iron on the air.
If 0.3 is broken down, a dark space shows within. The walls are lacquered red. In the center: A crude black metal chair. There’s a dark stain on the metal seat, as if someone’s shadow still sat there.
- The chair is conspicuously heavy—heavier than gold. 50 burden. It is soft, hackable into more manageable pieces with an axe. Cutters with the right topical skill know it is Basphory lead.
Nothing else remains in this room.
Topic: Metallurgy, Aartimetry, Magicians, etc.
On Basphory lead
Floor One
1.0 | front garden
Daylight, winter air, a faint smell of soil and rot.
Rows of garlic, arugula, and mache, all perfectly edible, despite the cold. Appear to have been fertilized with excrement. Dead cat by the door to storage, crawling with white maggots.
Windows to the bedroom (1.3) are dark, curtained, and have wrought iron bars on them.
1.1 | garden storage
Dim.
Bags of quicklime. Bags of fertilizer. Shovel. Bags of seeds. Powdered insecticide.
There’s a hatch in the floor, reading municipal supply, where whale paraffin is piped into the household reservoir. A service tag says its been 11 months since a delivery.
Nearby, the door to the hallway (1.2) is locked. There are a pair of muddy galoshes near it.
- In one lies a brass key to 1.2. In the other, there is a biting bed-knob spider (succeed Perception against surprise -4 or suffer 1 poison stress, unless hand armored.)
1.2 | front hall
Dim. A horrible odor of sewage from 1.3. A moistness inside the house, despite the cold.
The exterior door is unlocked. within it, there’s a mudroom.
Coatrack with seven hooks. On 1 hook, a long, thick rubber coat; in the pocket there is a wrapped candy (WAXMAN’S ENERVATING CHEWS. Horehound flavor. Removes 1 drowsy). On another hangs a set of dusting bellows. Beside the bellows hang a pair of sturdy goggles (armor 3|1, eyes.)
The second door is locked (needs brass key from 1.1,) and faces the stairs (S1) once opened.
DOORS
- A locked door to the downstairs small bedroom (1.3)
- A door to the water closet adjoining 1.3, locked from inside.
- The door at the top of the the basement stairs (1.2.1) is wide open.
At the far west end of the hall, the door to 1.4 is shut and locked.
STAIR 1 | FLOOR 1
Stairs between the second and first floors.
Dim. Tang of rotting wallpaper glue.
Peeling strips of begonia wallpaper hang down over the stairs. Stairs are brown with accumulated filth with clear spots where feet regularly fall.
- If someone pulls the wallpaper away, a letter falls out. It smells faintly of jasmine, an incongruous odor in this place.
Whoever descends or climbs the stairs first trips a trap. It’s noticeable: The penultimate, the trigger, is clean of filth, clearly avoided.
- Trap: Whisper-thin wire is strung between the banister and baseboard of the penultimate step. If sprung, needles fly from hidden holes in the banister stanchion. Succeed surprise roll (Perception) at -4 and dodge at -2 or be struck, taking 1d4 piercing to the shin + contract mycosis (Kilkamessus vagus) if wound is not resisted.
Jasmine letter:
Doctor Manx,
The case of Fino you included in your last shipment was excellent. I have attached a selection of the local Lyreness in recompense.
Concerning your inquiry: Yes, it’s my observation that the Great Mold is rather choosy when establishing a salient aboveground, especially on the Firlish Coast. Too much grisodate in the local soil, you see. Areas somewhat above sea level seem most desirable to it. 12 meters, or so, ideally. Far from the salt. To me, this explains our lack of reported surface salients domestically, at least in recent centuries. A blessed lack, too, I might say.
Now, given the bribery heretofore established in our correspondence, you simply must include some more of that Yerba in your next letter. Perhaps it will jog free further memories of the dreadful Shimmeling…
Yours,Aquelline Kellarney
1.3 | latrine bedroom
Dark. Incredible sewer-reek of hydrogen sulfide (sewer gas).
Requires some kind of mask, or roll Immunity to resist vomiting. The tiled floor is uniformly brown with smears.
Tiled floor. Muddy, very dim. Chintz curtains are drawn, stained at the bottoms. Fireplace bricked up.
Bed: Fungus, tall and winding, with little brown caps (Coprophilous,) are growing in a substrate of human feces piled a foot high on the bed. Dangerous to the touch. They are laced with gold, as are the feces.
Tables stuffed against walls. On them:
- Newspapers, five years deep
- Phallic glass tubes, hole in one end (cucumber straighteners)
- Round Steel jaw traps. Three of them. Small enough for cats
An iron radiator is pitched up on its side under the windows, discarded. It clearly leaked all over the floor some time ago. Investigation shows there are no steam outlets for it in the walls.
1.3.1 | skele’ closet
Not locked. Inside:
Human skeleton, polished white, on medical display rack, dressed in old-fashioned bloomers and a brassiere.
- Those with Medicine 4 or above may know that a white-boned, aka “stainless” skeletal specimen like this is quite a rarity. It is worth 120 golden pounds, to a medical practitioner or collector.
Selection of half-decomposed erotic penny dreadfuls.
A small demijohn of white ethanol. 1 liter, enough to make 8 units of tonic.
1.3.2 | eel closet
Dark.
Mirror over sink and cabinets shattered. Brick behind the mirror marked with dried blood and mud. Sink cabinet contains a soothing ointment (2 uses)
Bathtub full, floating with stinking algae. There is a light at the bottom, under the algae.
- The light is an eel. If disturbed, it attacks with Savagery 4, with surprise, slapping with an electric blow (1 burn stress.) It ceases glowing afterwards and becomes harmless.
Toilet full of gold-laced dung growing stinking brown fungus (Coprophilous)
The door to the hall (1.2) is locked from within.
1.4 | grow bedroom
Dim light. Smells of soil and putridity.
Illuminated by broad, glowing fungus,
Door locked. Door to back garden within unlocked.
Bed tipped up against wall, cobwebbed.
Three zinc-plated troughs line the other walls. One is full of broad log rounds, one of dung. Another contains jumbled bones with meat still on them, rotting.
Troughs:
- Wood: White, rich-smelling saucers. Eatable. (Lancella)
- Soil: luminous broad fungus. Bright. Poisonous if eaten. (Armillaria)
- Flesh & bone: small, earlike pink shapes. Harmless. (Auris)
The radiator in this room is still installed.
1.4.1 | roach wc
Lit. Greenish tinted. Windows covered in algae and vines on the inside.
Approaching the door, a flush of dark roaches spill from the jamb. Door locked. Chair set against handle on the inside. (-3 to Heave, if someone tries to break it down.)
Inside, in the bathtub, there is a cockroach the size of a goat. If disturbed, it rushes out, attempting to knock down the closest cutter in the way with Savage 5. It skitters upstairs, becoming a nuisance. Add it to the unlocked encounters list.
- Sink cabinet, shattered. There is an unopened pot of soothing ointment and a bottle of aromatic spirits.
- The toilet is full of dung and a flush of 4 huge Gloria cyanescens.
On the wall, there is a gilt portrait of a genderless Firl with bold eyebrows wearing an antique mink. Still in good condition. Titled The Young Master of Gunsway, signed “Villem Roche,” and dated 3.225.
1.4.2 | grue closet
A walk-in closet with a sliding door.
Beside the door, there is a syringe sprayer full of some liquid. It is salty.
- It’s full of grisodate tonic. Fatal to grues and mycopaths. There’s 4 units of tonic inside (max 6.) No roll required to spray, but targets may dodge.
The sliding door to the closet is barred with iron reinforcements, but is unlocked.
Inside, suspended from the ceiling, in the center, hang three skeletal bodies on chains, black with plague. Pearl-like black growths, somewhat shiny, extend from their bones, amidst the smaller, lumpier buboes.
When the door is opened, these grues begin wriggling and clacking their jaws excitedly.
On the floor, inches beneath the grue’s feet, there’s a rubber respirator with bubble eyes and a large canister filter.
Topic: Medicine, Plague, Monsters, Anatomy, etc.
On Plagaliths
1.4.3 | crate closet
The closet door (sliding) in this bedroom is locked from the inside. Breakable with Might at -2 (or lockpicked.)
Inside, the crates are empty, save old yellow spores (dangerous, may spread Kilkamessus vagus.)
Inside, it is conspicuously clean. There are two dusty, small pineboxes on shelves. They bear stapled-on yellow paper labels, old, reading “CAUTION: BIOLOGICALS,” and smaller text below: “Specimen: Kilkamessus vagus.”
The import stamps on the crates indicate that they are from faraway Kilkamesh.
Topic: Geography/other relevant topic
On Kilkamesh
1.4.4 | tarp door
Locked, but breakable.
Covered in a nailed-up tarpaulin on the inside. Shattered, leaded glass panels. Breakable, but the sound of demolition alerts the pelican.
1.5 | back garden
Bright, cold. Smog, and aging frying oil from restaurant to the south.
Snowy, totally overgrown with frost-witchered celandine and broad-leaf dock. Fellow row houses rise all about, bricks mortared with snow. A five-foot brick wall rings the garden.
Anyone who enters the garden is in danger of attack by the giant Holm Sea pelican who nests on the balcony on floor 2 (2.6,) attempting to hatch the head of the garden statue.
If the Gang enter the garden through the 1.4.4 door, they are in danger of being surprised by the pelican.
1.5.2 | over the garden wall
Not on map.
Over the Western garden wall, past the statue: There’s a narrow alley sandwiched between another garden wall to the west. Occasionally, a chimney-sweep or street cleaner passes, clad in coveralls and flat caps.
If the Gang try and flag someone down, they get Jean-Michel, a tall ragman in bleached brown-and-blue trappings. He smells of lavender cologne and quality cigarettes.
- Jean-Michel is a window washer. He carries a ladder, a carton of smokes, and a bundle of rags and solvent jugs.
- He’s open to transferring stolen goods over the wall with his ladder for a small fee or a share of the booty. After their raid, he will gladly go boozing at the Gull with the Gang.
- He will permit a single cigarette to be bummed, but only one.
1.5.1 | garden statue
In the center of the garden stands a faux-Nor statue, its head long gone. It gestures, pensively.
At the statue’s feet, there piled earth, as if a grave lay open there.
In the deep belly of the “grave,” there is a glass urn (kiborion,) smoky gray, sealed, and warm. It is large as a human torso. Worms crawl about it, eager for heat. It is worth 600 golden pounds if exchanged at a bank, but its sale attracts the attention of the Office of Secrets.
- The urn emits hex radiation and causes 1 hex stress to creatures who carry it for more than a day or sleep beside it (especially if they try to exploit its warmth for comfort.)
- The urn does not open; it is sealed all around the neck with yet more smoky glass. If the Gang attempt to open it by force, it breaks, freeing a strange, wet, intestinal-looking, dark, wormlike organ that shoots away at tremendous, wriggling speed to hide. Where it passes over the snow, it creates steam. It was curled up inside around an oblong of metal, heavy as lead. The oblong is the source of radioactivity. Deeply unsafe.
- The escaped Supplanter Organ is added to the unlocked encounter table.
Floor Two
2.0 | vestibule
Crisp, polluted winter city air undercuts the fug of dry feces and rot from inside the house.
Here, just inside the front door, there are muddy bootprints and dots of blood on the tile. There is a dirty horsehair floor mat and not much else.
2.1 | front lobby
Here, a set of stairs faces the front vestibule.
Fine glass double doors, now quite choked with dirt and old pepperelle smoke, are cracked open and lead into the Living room (2.1)
On a side console, here, there is a dusty cloche covering a dried, preserved mince toad on a wire armature.
STAIR 2 | front stair
At the base of the steps upstairs, there are signs of a trap being sprung. Dots of blood on the floor. Sewing needles stuck in the wall opposite the bottom bannister column. In said column, a battery of small tubes are set, empty of their ejected needles.
2.2 | living room
Dim. Burned, waxy herbs and old pepperelle smoke. Fouler odors present, intermittent, from elsewhere. Smoke wafts from the west, with sounds of pitchy coughing.
The windows are papered over with newsprint. Fireplace bricked up. A small whale oil heater gurgles near the windows.
- There are two full whale kerosene tanks here, next to a heavy iron radiator left on its side.
- On the mantle, there is a diploma (Magister of Natural Sciences) mounted over a dusty glass case. The case contains a fine looking helmet with a slit visor and a pall of blue feathers as a plume.
The helmet is the honorary garb of the Donnish Order, an esteemed scholastic group. Durable, despite its ceremonial nature. Counts as a munitions helmet with visor. Worth 50-80gp - Beside the fire stands a brass stand filled with fire pokers, rusted.
- On the wall connecting the vestibule hangs a dim, sprawling taxonomic tree labeling hundreds of species of fungus.
2.3 | hookah parlor
Dim, smoky. Waxy yerba smoke and tear-inducing incense almost hide the poorer odors of the house.
Squashy, damp armchairs huddled around a low table. A huge cone of patchouli burns on a nearby trestle, enfolding the room in drifting resinous tendrils. A brown mouse sits here, unwashed, enjoying a tarnished hookah, blowing waxy, cool clouds. A swan-neck lamp with a torn paper shade bathes him in greasy light. He has several unhelpful things to say, and is peaceful.
“Who are you?”
“Where is Manx? I am smoked out.”
“Does this mean I don’t have to pay?”
He doesn’t know anything about any killings, or body snatching, or Manx’s other crimes (save for tax evasion–Manx often ranted about taxation.) He knows Dieter has a head injury, works for Manx, and doesn’t smoke. He’s only ever been to the second floor, and only to smoke.
He smokes a paste of yerba roja. He’ll pass the pipe, grudgingly. Those partaking of the heady yerba get 1 comfort and 2 movement penalty until next sleep.
The mouse leaves without issue, if pestered, and be promptly and calmly arrested if he leaves the front way. If told there are police outside, he exits the back garden way, squeezing through the gaps in the leaded-glass door (1.4.3) on floor 1 to be eaten by the pelican.
The mouse’s name is Mint.
Topic: Drugs, botany, etc.
On yerba roja
2.4 | mushroom feast
Dim. Ruddy light fallen from the kitchen and the thick vines over the window.
A dining room. Window covered in the vines of a dark green, thick vine bearing large red fruit. Grey epiphytic moss hangs from the ceiling and chandelier, brushing low over a broad dining table. Fireplace is not bricked up.
The circular dining table:
- Dishes are strewn on the table, smeared with blue stains and oily breadcrumbs
- A large cleaver stuck in the tabletop, recently used to hew a large blue-bleeding mushroom cap (Gloria cyanescens) into slices.3 units of cyanescens
- A roasting platter under a steel cloche. Cloudy ooze leaks under the rim (salty.) If opened, a great flexible cheese bolts out in a shower of whey, smashing the opener for 2B if they do not succeed a surprise roll and dodge. It sprints, rolling, for the kitchen.
Vines on the window: Thorny, dark green vines and plump berries, large as pomegranates.
- Berries, huge. Deep, bloody red. Crowned like blueberries and filled with tomato-like seeds. They are visceres, a fruit bred by the opulent and terrible empire of Ancient Idra. They restore 1 bleed or drain stress each.
2.5 | yerba kitchen
Red-lit; glowing newsprint over cold windows. Sweet herbs, rotting tomatoes, spent frying oil.
Grow beds consume the kitchen, sporting bushy, long-leaf red plants. These are yerba roja. Copper heat lamps bathe the plants in hot light that filters through the leaves, bathing the place in crimson. There’s a half-empty kerosene can here, feeding the lamps.
Rangetop: Strewn with red-white putrid tomatoes & glass jars:
- Jar: Light brown liquid. Smells of piss (it’s piss.)
- Jar: Light brown liquid. Smells alcoholic. (Strong wheat liquor. 6 units)
- Jar: A large jar of red herb (contains 30 gram-doses of yerba roja. Value 1 S per g.)
- Jar: Of dried white Lancella fungus (6 units)
On the counters:
- Surgical spring scissors, stained with red Yerba, amidst a pile of leaves
- A huge mortar and pestle. Mortar bowl shiny with gold dust.
- A packet of crackly gold flakes, near- empty, labeled dolce lacca d’oro, pura (“sweet gold lacquer, pure,” in Mapolitan.)
- A half loaf of bread, laced with mushrooms bits (Lancella) & gold flakes. Actually quite decent bread. 4 units worth of bread.
The cabinets and larder yield mostly dust & grain moths, but a successful Scrounge roll might find:
- Bottle of 6 units of sunflower oil
- A tin of maize-meal, magically undisturbed by grain moths. 6 units
The packet of gold lacquer:
- Contains only a mouthful. A single dose. If eaten, it locks the eater’s infested stress at its current level for 24 hours (even if it’s at 0.) The eater won’t know this, however. The powder is piquant, and gets under the gums.
Topic: Pharmaceuticals, chemistry, etc.
On medicinal lacquer from Maples
2.5.1 | papered door
Paneled leaded-glass pane door pasted over with newspaper. Light glows through.
- If someone tears the paper away, they can see the long, squamous bird-legs of the pelican in 2.6. Tearing more than a few bits of paper away may draw the bird’s attention, causing it to attack, pecking its long neck through the fragile door and into the kitchen.
Tucked into the pasted-on papers, glowing faintly with outdoor light, there is a yellow slip of lined paper (logbook passage 2.)
Logbook passage 2:
Written 30 December, 3.447
The worst has occurred: Our salient, much developed, has misbehaved, and its misbehavior has cost us a life, not to mention the ongoing experiment. Without our knowing, the thing passed some threshold in its development and emitted overnight an expeditionary force of ranging symbiotic life. We arrived one morning to find them, these ranging creatures. Like sea life, crossed with germs as seen under a glass. Salt eaters and many other, yet unnamed. Leggy and probing. A flood of them, like the cells of blood, washing over our facilities in squadrons, macerating whatever organics they encountered with gouts of foul micturant before sucking them up, liquefied. Alas, we lost Steyer to them. They boiled him where he stood and dragged him, flesh drooping from his bones, into the salient. I will not forget the glimpse of black, plagued bone I saw, as they tugged at him. What a terrible reminder of our fragility–of our limited, temporary tenancy in our own bones. It is a horror that will not leave my mind…
2.6 | pelican balcony
Cold sunlight.
The pelican has made its nest here: A half-meter high pile of shrubbery and sticks. In its bowl-shaped middle lies the head of the garden statue, looking confused. There are also two large black eggs, edible (4 units of egg, each.)
Stats for the pelican are under 1.5 BACK GARDEN.
Floor Three
3.0 | landing
Books are piled around the landing in piles at the banister’s base, largely rotted and illegible. If someone scrounges them, generate 2 books here.
Empty plant pots are stacked there also.
- An book with an orange leather cover lies open atop one pile of pots, still readable. Ampullonian Mysteries, a rare tome worth 20 gp.
Doors, off the landing:
- The western door to 3.2 is unlocked.
- The eastern door to 3.1 is locked. There’s a note pinned to it reading I’M SORRY in a miserable and quaking hand.
The door’s especially robust lock imposes -4 on lockpicking attempts and breaks picks on failure. It accepts the half-moon key.
Book: Ampullonian Mysteries
by Hagan du Pont, Open to a page headed “Observations on an Antique Kiborion, or Pithos.”
The writer compares the kiborion to the slumbers left behind by the ancient Ampullonians. “Though it is larger, and is in form like an urn, rather than an ampulla, and is grey of glass rather than green.” Having shone a bright light through it, he concludes it cannot be a jar burial, for the matter contained within is too dissimilar from a slumber. He infers it must be of some value, sentimental or otherwise, to keep safe and alive for so long. He describes how his research of the kiborion was cut short when the thing suddenly opened. The contents disappeared, but appear to have disemboweled a graduate students before doing so. The graduate student, notably, was somehow unharmed.
The author notes that he will strive to find another.
3.1 | spore parlor
Cold yellow light. Winter air and something cloying, aldehydic.
Perhaps once a music room or day parlor.
The walls are bare and peeling with rose patterned paper. Fireplace bricked over. A battered pianoforte has been shoved in the NE corner by the windows. Dusty, cold spores mingle with snow, drifted up in piles at the room’s corners.
- Rummaging in these drifts risks mycosis (see 10. Kilkamessus vagus.)
Tall windows in deep sills, open. Chill breeze flutters the long, creamy chiffon drapes.Ceiling is horribly stained and molded with yellow slime.
Before the windows stand several twisted figures: mycopaths, heads back as if in rapture.
- They are yellow, spongy, covered in short Cheeto-like outgrowths. They shed spores like snow, gently. Their spores are the source of the cloying odor.
- If disturbed, they shamble towards sound per the listed behavior on their stat sheet, trying to spread their infection (see Kilkamessus vagus.).
Fireplace: Nearby the bricked-up hearth, there’s a disembodied, rusted radiator resting on the floor near some stray bricks, seemingly removed from the fireplace.
Topic: naturalism, botany, mycology, etc.
On the mycopaths
3.1.1 | cellaret & humidor
Smell of rotting pepperelle. Spoiled, yeasty booze.
A cellaret and bar, clearly for entertaining guests. Sumptuous cabinetry engraved with dusty vegetal scroll. Crystal-fronted liquor cabinets, some shattered, and a smaller pepperelle cigar humidor. There’s a minibar here, also, with a sink beside (no water available.)
The minibar: relatively undisturbed, but dusty.
- Icebox contains, amidst spoiled food, two cans of Harrod’s pickled fledgling eels, a Firlish delicacy. Popular cocktail snack. On the bartop: An ice bucket and some tumblers
The cabinets contain 4 untouched bottles of Lyreness whiskey, among many broken and spoiled bottles.
- One dusty bottle reads “Auld Johnnie-in-a-tub.” Says it was 8 years old at time of bottling, and bottled 60 years ago. Worth a fair 20–40 gp to a connoisseur.
The humidor: 2 Sacadeen puro cigars remain. Thin, tealike, mellow to the nose.
3.2 | giant mushroom
Dim, greenlit. Sweet smell of putrescine.
Once the master bedroom. A chest, a bed, a soaring hearth, a small corner closet.
Bed entirely overtaken by a great, umbrella-like green cap with gilly lamellae waving underneath like hanging laundry. Luminous spores fall from these fungal sheets, uranium-green.
- It grows from a heap of carcasses sunken into the rotten bed. Pieces of dogs, cats, and horses, interspersed with dead mice and bits of sectioned torso.
- If approached, the great shroom shivers, filling the room with a spume of spores. They fill the lungs, causing coughing and drowning for 2d4 rounds if not resisted with Fortitude -4.
If they hear coughing, 2 mycopaths appear from the bathroom. - At the shroom’s base lies a black doctor’s bag with something wooden sticking out. It is clean, relative the room, placed recently. A coroner’s flail rests in the bag. A short, heavy canister with spikes and small holes beading grisodate tonic attached to an ash haft by two links of chain. d4+2B, S reach. It sloshes, filled with 3 strikes worth of tonic.
The chest at the foot of the bed is partly overtaken by webbed mycelium.
- It’s stuck shut, takes a Might roll to open. Inside are two antimycotic syringes, a burn salve, a bottle of laudanum, a small pouch of Grisodate (enough to make 4 units of tonic.)
The hearth, grand and decorative, is not bricked. Someone small could crawl up into 4.3.
3.2.1 | man nest
Dark. Body odor and soiled clothes.
A dressing area and walk-in closet. Filthy. Small cot; indented and filthy with use. Piles of clothes, brown with rot.
Green, fuzzy writing on the walls, indistinct. Readable only if cross-eyed.
- Behind the words are images of unicellular-looking lifeforms and shelled sea life, painted on a caliginous, wet backdrop.
A mess of handkerchiefs, cut crystal tumblers, cigar ends, clothes, dead doxbells, and slippers are mounded around it. Someone lived here, in the glow of the shroom.
- There is a scrap of yellow visible in the detritus (logbook passage 3.)
Writing on the walls:
“Burgeoning and vested are the seeds of the dead,
the only gifts mankind can have,
unrealized in their ribs and lungs and heads,
motes of sin on every breath,
shared with all without contempt,
the hidden pass of destined death,
writhing in its hidden, leal intent”
Logbook passage 3:
Written 17 Bruma, 3.448
I have been accompanying the corpsmen on their forays into the salient; into the mold between worlds. We traverse glistening ochre arteries and visceral passages, vast in places—tight as a crawlspace in others. All ceaseless, beading, reeking fungal flesh. We seek for some weakness, some structure or organelle dear enough that its puncture by our guns and awls might persuade the great mold to withdraw from our world. But, above all, I am consumed by a more treacherous motive: I crave, and I fear, a glimpse of Steyr; of what he has become. I imagine him hunched in every fungal alcove, a ghoul. His black bones haunt me. My black bones haunt me. I am hideously aware of them, of the internal growth that will own me when I die. Despite this, I do not shy. I have stopped taking grisodate. In fact, I am ever more eager for the truth. I must see the grue, the fungal man, here, in the halls of the great fungus.
3.2.2 | cadaver wc
Dark. Feces and formaldehyde.
The master bathroom. The tile here is slick with small, slimy mounds of melted, slime-molding feces. The toilet is piled with gold-flecked dung.
There are 2 mycopaths standing within. They aggro, emerging without, if the great shroom on the bed is disturbed.
The bathtub contains a human figure under a dirty sheet.
- It’s the exhumed, embalmed body of a middle aged man. He has Avethan burial goods: Golden chalcedony rosary, and a large ironwood ring bearing the face of Saint Ilex, the Preserver.
On the wall over the mirror is a map of a nearby Avethan churchyard. There are Xs over some graves.
Topic: Religion, Aveth, Modern history, etc.
On human burial
Stair 3 | FLOOR 3
Dark. Dust and pale spores swirl.
There is a mycopath at the top of the stairs, hunched miserably. Given that it is in the dark, it may easily surprise anyone who doesn’t have a light source.
- It lurches down the stairs, falling. It takes fall damage. Those climbing the stairs are struck by it, taking the same fall damage + contracting mycosis, if they do not dodge.
Door to landing at top of stairs:
- The handle is down, at an angle, as if turned by a hand on the other side. It is trapped.
Attempting to turn it causes a heavy blade, like from a paper cutter, to fall from the doorframe over the hand, potentially severing fingers. Roll Perception against surprise in order to get a chance to dodge it. It deals 7 slashing damage to the hand.
FLOOR FOUR
4.0 | clutch hallway
Dark. Cold, but dank. A smell of bleach and sweat.
There are many doors here, closely spaced. A wall of yellow slime blocks the eastern wall. Twitching lengths of goo, like pedipalps, wave towards the viewer, shimmering.
- This serous door-slime only permits fungal life to pass or those with 3+ infested stress. It attacks all others. When it opens, it splits down the middle, like the opening of a human larynx.
A clutch of 8 large white nodules clings to the ceiling. Layered like wasp nests, but harder; calcareous. Each the size of a balled-up person. They contain dormant salt eaters, and they crackle open, drizzling brine, if called down by the door slime.
- If cutters loiter here for more than 1 round, 1d4 salt eaters issues from these eggs to fend them off.
Door to 4.1:
- Crooked tin sign on door reading “Flammable.” Decidedly locked, and clearly armored, studded with steel rivets pushed through the wood. If listened at, thin, chiming music is heard.
- Built-in deadbolt lock with a large square keyhole. The lock bears a brass medallion reading “Finch and Gordon – Fine locks and Security.” Locksmithy rolls to pick it are made at -4. The lock breaks picks, on an unsuccessful picking attempt.
Door to 4.3: Unlocked.
Door to 4.4: Locked. No penalty to pick or kick down.
The closet in this hallway contains dusty shelves and a single packet of Binwendo’s Premium Mastic Gum (apricot flavor.)
4.1 | storeroom
Inside: Dim light from dust-crusted pair of narrow leaded glass doors lead onto the terrace (4.2.) They are unlocked.
The room is largely clean. A gentle, tinkling waltz originates somewhere near the ceiling. Shelves, covered in chemical flasks and bottles, line either wall, with a gap in the north shelves for a writing desk and typewriter, strewn with papers.
Shelves, floor-to-ceiling, on the southern and northern walls, contain:
- Chemical stores: Brown and clear bottles and flasks of ethanol, acetone, ethyl ether, formic acid, and acetic acid.
- On a high shelf, the source of music plays: A chime box–a prized, delicate artifice, alike in appearance to a metronome–plays a lilting waltz in A major (see irl: Blue Danube.) It must have been wound up recently. It is a masterpiece, worth 130 P.
- Under the shelves rests a large tank with a sprayer hose like a fire extinguisher, labeled POLARIZED GRISEOACTIN (fungicide.) It carries a warning label reading “warning: Toxic potentiator. Not for use by unprotected personnel. Risk of severe denaturation or death. Do not open. Return to Department of Natural Science, Crown Academy, Fortenshire.”
- Incredibly toxic. See the effect of spraying the griseoactin under Banishing the Shimmeling.
Writing desk & typewriter:
There is a fine, heavy black typewriter on the desk.
- It bears a silver badge reading “LIESERL,” a Firlish manufacturer of some esteem. This is not a cheap thing to own. Resell value of 40–50 golden pounds.
- Above the typewriter, affixed, speared to the wall by a pair of secateurs, is a note.
Around the typewriter, there are littered pieces of paper. All are aborted replies, written in a rageful, incoherent voice, to the letter pinned to the wall.
Small closet: empty shelves, save for a pair of thick rubber gloves
Typewriter note:
Written 17 Bruma, 3.448
Dear Mr. Manx
This letter serves as official notice of the findings by an academic tribunal, held on the 24th of October by a jury of your peers, to which you were summoned but did not attend, convened to examine the accusations surrounding your work on the “outland ergot,” of Kilkamesh, a dangerous project you have pursued outside of academic sanction, seemingly for private reasons.
The tribunal has concluded that multiple breaches of an ethical and existential nature took place in the course of your work. You are hereby stripped of tenure and dismissed from employ by the Crown Academy starting immediately. Please note that we will be sharing our findings with the Fortenshire police. Please remit your keys by post at your earliest convenience.
Signed,
Matilda Theroux of Clearwater, Dean of Natural Science
4.2 | terrace
City air, and a hint of cold wet ash.
A delicate leaded glass door leads from here into the armored room.
There’s a firepit in the terrace’s center, constructed haphazardly of bricks pulled from the parapet.
- The fire was a poor one, hastily made. Amidst the ashes and bits of charred furniture, un-combusted remnants of papers bear the seal & letterhead of the Crown Academy. Research papers. In the scraps, the phrase “Outland ergot” occurs often.
The terrace, if climbed to from the pelican balcony 2.6, is a potential way into 4.1.
4.3 | feeding room
Dim. Humid. Graven, like an unclean mouth.
Inside, all furniture is gone. Lit by window covered in a thin layer of fuzzy white mold. The floor and ceiling are covered in it, too, nearly concealing philodendron wallpaper.
A single step into the room causes the floor to groan, distressed. If inspected, the floorboards show elevated, water-damaged grain.
In the room’s center are varied shapes, also fuzzy. They are bones, mostly animal. Pelvises and longbones and still-joined ribcages. They’ve been velveted over by the white fuzz, and lie on dark stains, mostly hidden, on the eroded floorboards. Maybe a 100 kg of bones, total.
A single leukocyte picks over the bones, its delicate shell-feet barely marring the carpet of white mold. It stays well away from intruders.
Manx was provided flesh here to the shimmeling’s symbionts. They have weakened the floor with their boiling spew. If more than 2 people enter the room, the floor collapses, sending everyone crashing onto the giant mushroom in 3.2.
The hearth is not bricked over. A munitions hatchet rest on the mantle beside a matching military-surplus belt sheath. The blade gleams under a coating of dried gore.
Closet door: Crooked on its hinges. Inside, on the ground, there is a sack.It contains the bones of a mouse, curled into a desiccated skeletal puck around a steel tube containing x2 lockpicks.
Logbook passage 4:
Written 18 Bruma, 3.448
My mind is changed.
On our 32nd sojourn, after weeks of mapping the reticulated physiology of the mold, of collapsing arteries and substructures, of battling symbiotes, of bursting organ-centers, all in an effort to elicit a path to some critical vessel or fungal heart, I saw him.
I saw him, deep within a sacred ventricle of sclerotia and pith, where the nutrient flow and the soldierly march of the symbiotes converged. He was cradled in a folded plica of sponge–and he was whole. Beautiful and wet as a newborn. I could not believe my eyes. Not a blackened ghoul at all, but a man. He was men, in fact, for the great mold loved him so as to make him again and again in duplicate, each folded with love and motherly serum into a cradle of his own. He, they, spoke to me, but I did not know the words. No matter.
I am overwhelmed by this revelation; that there exists a fungus so good as to proliferate and embrace the human form and make it anew, a beautiful symbiote, rather than twist it into a blackened skeletal mockery.
My mind is changed, for I want the same. I want the same embrace, in life or death. I want the perfection of the shimmeling. I will not have it here, I know, for this salient is soon to wither: The corpsmen are already hacking at the branch-heart, and I hear its groans as it prepares to recede. I weep for it, faining ammonia in the eyes.
But I am glad, for I have a plan. I will welcome the great mold again, soon.
4.4 | spotless wc
Dark. Strangely, no odor. Dust under doorframe.
Door locked. A key is stuck in the lock, but it’s in the inside keyhole.
Inside: A small water closet. Lemon-yellow tile and dusty canary wood cabinetry. Beautiful oval mirror over sink. A large green book peeks over the edge of the elevated toilet tank, near the ceiling.
The room is clean, save for a frosting of dust. It must have been untouched for some time.
- Green book: Dusty green calfskin. Cover reads Fungus Manual. Written in Ancient Nor, in the pompous style typical of scholars who insist on writing science texts in dead languages. It is indeed a manual of fungi, providing Lore: Mycology 4. It’s old, and well printed, and worth 8 pounds.
- Beautiful mirror: Silvered, oval, with Verre églomisé border featuring wishbone pixies entwined in throws of sex and cannibalism.
4.5 | salient
Dark. A powerfully dark and indolic animal odor, plus a tang of plant oils and fungal must.
There are 2 salt eaters here, and a leukocyte. They move to confront the intruders as they pass through the serous door slime.
This room was once a grand study. Massive shelves of disintegrated, slimy books line the North and eastern walls. Everything is covered in a wet serum of pale yellow, stinking of dirty mouth and ammonia.
The fireplace is not bricked.
Filling the mouth of the hearth is a gaping, yellow-slimy, sphincter-like orifice. Fractal tendrils of yellow mycelium branch from it, clinging around the walls and floor, high enough to trip on.
- This is a salient of the shimmeling. It has been coaxed from the earth, up through the chimneystack, to emerge in this study.
- If the gang approach or enter combat here, a leukocyte spills from the orifice.
The windows are solidly sealed with a combination of stout planks, tarpaulin, and black rubber sheeting. No air or light permeates from the outside world.
Closet: Locked from the outside. Key still in the lock. There’s a mycopath inside (surprises the opener,) plus a carpet beater, several bushel basket lids, and a wood bucket.
BANISHING THE SALIENT
The shimmeling’s salient into the townhouse can be removed in one of three ways:
- 1. Burst the branch heart (secret ending) Possible only if the gang enter the salient. This yields the secret ending and spares the house from collapsing.
- 2. Expose it to light. The shimmeling withdraws if all the windows in 4.5 are opened.
- 3. Douse it with the canister of griseoactin. A straightforward option, but requires protective equipment to do safely.
Options 2-3 cause the shimmeling’s violent withdrawal from the home.
Exposing the salient to light
Tearing down the window seals permits natural light, which the shimmeling hates. Tearing down a window seal takes 4 peril actions and a Might roll -2 (a stout tool gives +2.)
With every beam of light that graces it, the salient groans and gurgles within the chimney, its flesh steaming, spewing forth 1d4+1 symbionts to protect it. Only light from all three windows at once causes it to recede (see Banishing the Salient.)
Using the griseoaction found in 4.1
12 turns spent spraying the salient are required to make it recede. Those nearby and unprotected suffer horrible, burning blisters that pop like soup bubbles in gouts of lymph and runny blood.
- Unprotected skin: 1 burn stress on each exposed body area (13 body areas in total.)
- Unprotected eyes: 1 burn stress, causing blindness until 50% healed.
- Unprotected lungs: 2 burn stress; drowning until successful Fortitude roll (1/turn.)
Violent Withdrawal
The townhouse quakes as the chimneystack’s inner sleeve of fungal flesh yanks itself down into the earth like a withdrawn fist. Those in the home will, 2 turns after the quaking begins, have a 1-in-4 chance per turn of needing to dodge falling plaster chunks, masonry, tiles light fixtures, and beams as the house comes down around them. If hit, they take d4 damage (per the Attack from above chart.) Afterwards, the home is utterly destroyed, lying in wreckage between the walls of its neighbors.
4.6 | into the salient
Not on map.
This is the secret ending. A gross, brief experience, but not too lethal, especially for those who have done the work. It’s for those who already read all the hidden notes, or (especially) those who have tactically infected themselves with Mycosis. They definitely deserve to experience this without too much additional crushing difficulty.
If they dare, the gang can squeeze into the gooey orifice in 4.5, down the sticky, groping throat of the chimneystack, down into the bowels of the mold between worlds.
The climb down the stack is less a climb, and more a peristaltic squeeze, ushered along by the walls of the mold. Enough air comes with the gang that they can breath, gulping.
It lets out into a stomach-like, rugose ochre chamber, sticky, dotted with luminous Armillaria oxylucifera. There is a woody odor, plus ammonia.
- Put a few salt eaters and leukocytes here. They are aggressive, as usual, and all dodge rolls made in this chamber are made at -2 due to sticky floor. If you feel the gang fought enough symbionts already, don’t put more than one in here. They are nonhostile to properly infested cutters.
From here, the gang can pass through another banana-yellow sphincter into the depths. The crawl feels as though it takes several hours.
What ensues is a crawl though organ-like chambers, tunnels, and cavities of fungal flesh, often of a spongy, yellow-ochre mottle, stinking of sap and ammonia. For the most part, it is dark, but a lamp can remain lit. There is barely enough oxygen to breathe, and whatever vapors it is mixed with yield flickering vision and a tight scalp.
The gang experience:
- Spongey gullies of invasive, burning fluids.
- Wallows, piled with fungal tripes steaming with foreign esters.
- Open, dark spaces connected only by branching, woody pale stalks of fungus. Strange milks drip, distantly, from above, tasting of sweetcorn.
- Hot, hideously-biological vertical climbs, backs pressed to slick roofs, and hands dug deep into porous flesh, like sinking your fingers into eyes and mouths.
- Long, narrow chambers strung with orange alveoli, filled with thin custard. It sloshes around the gang’s feet, and the the tang of blood stinks throughout, but it’s all yellow.
4.7 | hyphal heart
Not on map.
Finally, the gang emerge through a final duodenal tube of mucous into the hyphal heart-chamber.
A huge-yet-cramped space, choked sticky floor to gilled ceiling with fleshlike, glaucus fruits, crooked and sprouting with crotches and limbs. Veins trace through them, red and blue. Touching these man-sized growths is unavoidable if one is to move deeper. They are either warm as living flesh, or clammy as death.
Looming over the thicket is a throbbing, yellow heart of mycelium, slick with gooey emesis.
Under it, in the chamber’s center, the thicket of flesh-mushrooms converge, becoming more coherent and forming a clutch of spongy bodies, wet as newborns. twelve in total; some half-formed with stumps for extremities, like the ends of mushroom stalks. Each is dirty, long-haired, and cross eyed: Identical to the man seen escorted from the building. Amidst them is the real Alphred Manx, identifiable, as he’s the only one clad in rags.
If disturbed, Manx awakens as if from a drugged slumber. His eyes are clotted over with yellow mycelium, and he moves slowly, never rising.
The details of Manx’s personality and performance are up to the Bookkeeper to determine, to either match or defy the gang’s expectations. Still, all this is true and is helpful to know:
- Manx has never killed anyone. He only snatched corpses. “I never killed, no.”
- Manx and Dieter were using the Mapolitan golden lacquer to resist the Outland Ergot. They willingly maintained (managed) mycosis infections in order to pass through the slime mold and the salient, and to avoid aggression by the symbionts. “Dieter is a simplistic creature, but I never deceived him. He is as willing a participant in this as I.”
- Manx and Dieter had a contingency plan that involved using a fungal duplicate to fool the police. Dieter was to carry out the final steps. “I admit, I doubted Dieter’s ability to perform under pressure. I assume the worst has befallen him.”
- Manx is committed to a perceived, mad purity in the symbiotic Shimmeling. All this stems from his trauma associated with plague. Manx will never put it this way. “The Great Mold is a kind of immortality. It embraces all. Would you not prefer it, over acquiescence to your own clamoring, awful, iniquitous bones?”
- Manx will plead with the gang to leave him in peace. He offers that they burst the branch heart. This harm will cause the shimmeling to withdraw, taking him away into the fungal bowels between worlds. “I have banished a salient once before. You will have time to flee, I assure you. I beg you.”
If the gang pop the heart, they need some decent source of piercing damage. When it pops, the tunnels and chambers of the Shimmeling begin a painful, cramping peristalsis, and the yellows hyphae veins along the walls begin to wither and die. If left alive, Manx is swallowed by the Great Mold, dragged down in the dark mold between worlds, his wishes fulfilled.
* * *
Endings
Of which there are three.
BANISH THE SALIENT
The violent Withdrawal procedures detailed under 4.5 take place.
The gang learn that Manx died shortly after being taken to the lockup by the Constables. The attendant Coroner has suspicions about the body, reporting that its tissues were fungal in nature.
Rewards: The gang are awarded 120 pounds and get on with their lives. The Bank (Tiber & Fellowes) offers discounted (20% off) treatment at a local physician to those who are infected or beaten up. The gang gain standing with T&F for a job well done. The gang receive 120 XP each.
BANISH THE SALIENT + TURN IN MANX
If the real Manx is removed from the clutch under the hyphal heart, he doesn’t have much strength to resist. At worst, the gang encounter some more salt eaters as resistance on the way out in the rugose ochre chamber.
If the branch heart is popped, the Shimmeling withdraws over the course of hours, slowly dragging much the home down into its foundations. It retreats entirely.
The Constables receive him with some interest, since the original Manx they arrested expired shortly after his arrest.
The gang get all the rewards listed for banishing the Salient, plus an extra 50 XP for getting a secret ending. Plus, if the gang intentionally infected themselves with Mycosis, give them a heavily discounted Immunity level.
BANISH THE SALIENT + LET MANX GO
As above, the Salient withdraws peacefully, yet destructively over the course of hours. If the gang intentionally infected themselves with Mycosis, give them a heavily discounted Immunity level. The gang get all the rewards listed for banishing the Salient, plus an extra 50 XP for getting a secret ending, plus the discounted Immunity level.
* * *
Monster Stats
Dieter, Mushroom Eater
outsized roach
5-6: Head: as skull
7-12: Thorax: as torso
13-20: Carapace: as back
greater holm sea pelican
1: skull (as neck)
2-4 bill (face)
5 eyes (face)
6-9 neck
10-12 chest
13-15 wings (as upper arm)
16 belly (as abdomen)
17-18 thighs
19 shins
20 feet
supplanter organ
mycopath
serous door slime
leukocyte
11–18 Legs (as shin or foot)
19–20 Spout (as face. If a wound lands here, spew is reduced to adjacent targets only)
salt eater
12–20 Arms (as foot or hand if extended; a slashing wound to the arms reduces the salt eater’s reach by 1 meter;)