Late Bloomin' Gamer

02/14/26 - Traveled from Wally's Waffles and Weorgs to the town of Firedamp. 2x dangerous encounters.

Met with SPL in Firedamp, went on a quest to rescue trapped miners. Parley'd with the spider after knocking away the rubble, the spider was happy to help as long as you got the miners out if its home.

After returning to the SPL headquarters, the head of SPL offered a job, but the PCs decided to remind him they were looking for lost kids. He directed them to the Moldy Cave.

Moldy cave had spores in each chamber. Chamber one had Fungouls. Sir Meeshroom telepathically convinced them to open a small path, but Hinto disturbed them while navigating the path, paralyzing his leg temporarily. Meeshroom was able to walk through unscathed because of fungal telepathy.

Chamber two had Mushrum guards attempt to capture the PCs and give them to the Mung Lord as a tribute. Sir Meeshroom parley'd successfully and the guards scurried back into hiding.

in the chamber there were three openings, one leading to chamber three, one to four, and one to five. The PCs chose the opening that went to chamber three. There they encountered a Mushrum village and the villagers again attempted to give the PCs to the Mung Lord. The Mushrum leader Toc'Toc convinced his people to let the PCs deal with the Mung Lord for them, and he brought the PCs back to the main chamber then led them to the fourth chamber.

In the fourth chamber the PCs battled the Mung Lord, ultimately becoming victorious. They found a hidden hoard under it, and were able to retrieve two magical items. They also were able to delve into a secret sixth chamber, and found a partially fossilized Beamkin with the deadly mold coming out of its mouth, which had been corrupting the caves. The PCs put the Beamkin out of its misery, which immediately stopped the mold flowing, and made the waters clear again.

The PCs then went back to the second chamber, where Toc'Toc told them the Blemmy would be in the other chamber (chamber 5). The PCs went into chamber 5 and found the missing children they were looking for. They ended up giving the Blemmy a magical dragon pet to cure its loneliness. The children were freed and the PCs went back to Firedamp to let the SPL leader they had been found safely.

SPL leader offered the PCs a job, but they said they had business to attend to in the mountains. The PCs went traveling towards the mountains, having three dangerous encounters and one perilous encounter.

When we left off we were just starting another dangerous encounter (rolled a 1). 11 XP gathered in this session.