Mysteries of the Inverse Spring Part II

Category:Mystery
Mysteries of the Inverse Spring Part II is the second part of the sixth Mystery in the Saint Mary Vincent Campaign.
== CONCEPT ==
=== The Inverse Spring: ===
The roots of the last known Pure Armillaria that exceeds the size and power of the Corrupted Armillaria can be found inside the Inverse Spring. There are still Cultists attempting to reach it to attempt to connect the two in the hopes that the Corrupted Armillaria will take over. Unbeknownst to them, the magic of the spring imbues the Pure Armillaria with enough power that it will always overtake the other, and it is what allows the magic to seep through the Inverse Spring and out into St. Mary Vincent proper.
It was the cultists who were responsible for breaking the damn that was holding back the Inverse Spring, and they are still lurking around the forest attempting to get to it.
=== Skarpasia: ===
The inhabitants of Skarpasia have made the fungus the base of their version of an internet. They are always working to grow the fungus, employing humanoids to seek out the fungus, as well as setting up spore releases safely.
This excursion is essentially a way for the hunters to learn the true potential of the fungus network, as well as the danger of the spores to humans. If the hunters have already been inoculated, the Elephants may forcibly capture them until they can receive a treatment with the Pure Armillaria This is not a cure, but it will disconnect them from the Corrupted Armillaria
=== Scotland 1597, Warden Tir: ===
A sect of religious zealots originally from England, where they made it a mission to terrorize and exorcise “infernal” creatures, has now taken it upon themselves to single-handedly start the next Great Witch Hunt of Scotland. They are being instructed by receiving messages “from heaven” from their former leader. They live off the land and stay in caves for shelter.
The Zealots are doing this by infecting the local Pure Armillaria, since the fungus is an important and powerful component of many witch potions. Once it is infected and the witch ingests it, the zealots are able to, essentially, spy on them.
=== Faery Realm 1593, Talamh Dhe: ===
A group of religious missionaries are attempting to “exorcize” the “infernal” creatures of England’s forests. They are poisoning the land by preforming strange and destructive “purification” rituals that lead to great swaths of decay within the forests. Unbeknownst to anyone, this is actually the decay that jumpstarts the monstrous growth of the Pure Armillaria. At this point, the Armillaria only hold regular dangers, but the larger it is allowed to grow, the easier it will spread once corrupted.
== HOOK ==
The hunters are about to undertake the exploration of the Inverse Spring cavern, and the seven caves within, which they discovered after defeating La Lechuza.
== COUNTDOWN ==
 	
 	
 	
Dusk 	SKARPASIA – the Skarpasian network identifies the hunters as inoculated individuals and recommends euthanasia before the entire population is infected.
RESULT: Earth shunned from Planetary League in 3132
IF the hunters are able to shut down the path through the void, humanoids will deliver a medicine that can stop the spread of the fungus inside the inoculated once it has been invented.
Nightfall	SCOTLAND – Cultists use the mushrooms that the witches use in their potions to identify them and have them tried for witchcraft
RESULT: Over 400 witches accused, over 200 put to death, including Millicent’s descendants, knowledge lost forever
IF: the cult is outsmarted, more information on medieval witchcraft is now extant in the world, and a treatment for dementia is discovered.
Midnight 	FAERY REALM – The fair folk take revenge on the Sect Leader, trapping him underground in a cavern in the faery realm, where death does not exist. Already inoculated with the pure fungus, the Leader merges with it as it takes over his undying body, and learns how to use it to manipulate others.
RESULT: Fungus King
IF: The hunters prevent the group from spreading more destruction and stop the fair folk from trapping the leader, the folk will reward them with 1) youth potion, ten years per ounce, 6 oz.; 2) fae eye balm that allows one to see fae type creatures everywhere, use with caution, enough for three eyes 3) direct line planchette. Use to communicate with the dead, 2 minutes at the exact time of the full moon monthly; 4) a doorknob portal that can be used once a week 2 a.m. to 4 a.m. Monday, Tuesday or Wednesday to go anywhere, current time only
 
If the mystery requires multiple ascents & descents, every additional time after the first will cause temporal disturbances to those on the surface. Only those with the hunters at the time of their descent will fully experience this (ex. 5 year time loop, frozen time, warps, etc.) One per each additional descent.
== THREATS ==
=== Monsters ===
* Armillaria
Description: A large, spreading underground fungus. If consumed, one can make a mental connection with all other being under the influence of the fungus at that time.
If cooked before consuming, it’s just pretty tasty
If used in conjunction with certain other ingredients, Armillaria forms the basis of several “potions” that were lost to history during the witch hunts of the Middle Ages
Only earthly creatures are susceptible to the fungus
Type: Biohazard
Motivation: to infect, harm and spread
Powers:
Ingestion: When consumed, the subject it able to share their consciousness with any other intelligent being also under the influence of the fungus at that time. This experience will last anywhere from three hours to two days, depending on dosage.
A novice user will only be able to observe at random, and have very little conscious control of their own body. An experienced user will be able to physically function in a somewhat normal manner, and will have some control as to what they “tune in” to.
All communications are limited to the reach of that individual fungus network.
When two of these “networks” meet, the one that is more powerful will infiltrate and overtake the other as they merge.
Inoculation: Fungal Spores are released when the body of an inoculated individual dies, if the resultant fungus comes into contact with a mature network, it merges with it and begins to spread. The spores are released low to the ground, no higher than four inches.
If a living entity inhales the spores, they develop a permanent connection to the network and are considered “inoculated”. An inoculated individual can develop their abilities and learn to communicate with others under the influence, and with each other, becoming a Conduit.
The drawback to this, however, is that the spores in the body will grow over time, significantly shortening the inoculated user’s lifespan.
Corruption: Certain strains of Armillaria have been corrupted by the consciousness of an inoculated monk trapped within the deathless fae realm. Those who breathe in the spores of the fungus connected to the Fungus King are in constant contact with him. The Fungus King uses this to control them, or to bribe them into doing his bidding by revealing information to them that they would have no other way of knowing.
When a conduit dies, spores are released from their body, which can be inhaled by other living creatures, as well as into the earth, expanding the pathways connected to the Fungus King.
Weaknesses: Antifungal Medications
Attacks:  More powerful Armillaria can consume and purify weaker strains. Magic imbued Armillaria is most powerful of all.
Spore Release. To avoid becoming inoculated, the hunter must Act under Pressure. On a 10+, they avoided the spore cloud, on a 7-9 they need to wait to find out, have them roll again after some time. Rinse, Repeat
Armor: 0
Harm Capacity: 7000
Void Creature
Description: Any creature from the void. A giant worm, a tall skeleton-like being with skin like draped crêpe paper, a sound with eyes, a glowing seven eyed pewter snowman, several connected paper dolls playing ring-around-the-rosy around a disembodied fist, a cube made out of burnt toast riding on the back of a sailboat made of snakes
Type: Beast
Motivation: to run wild, destroying and killing
Powers: Various
Weaknesses: Can only affect others when its presence is acknowledged (mentally, vocally, kinetically)
Attacks:  Various 3-harm close
Armor:  None
Harm Capacity: 14
Skarpasian Elephant
Description: An elephant on the top of the vegetarian food chain, with modified trunk that works as arms; not necessarily an enemy
Type: Queen
Motivation: to possess and control
Powers: superior intelligence
Weaknesses: tranquilizer darts, bees
Attacks:  Stomp, 3-6 harm; Strangle, 4 harm, close; Stampede, 6 harm
Armor: 2
Harm Capacity: 10
=== MINIONS ===
Spiritualists (SMV)
Description: Attendees at the Metaphysical Retreat
Type: Cultist
Motivation: to save their own skin at any cost
Powers: normal human
Weaknesses: normal human
Attacks:  various, 2-3 harm
Armor: 0
Harm Capacity: 5-10
Cultist (Florida); Warden Tir (Scotland); Talamh Dei (England)
Description: Members of the Earth Village Infinity Commune
Type: Plague/Scout
Motivation: to swarm and destroy/to stalk, watch and report
Powers: inoculation-the members are all connected through the Corrupted Armillaria and can communicate with each other and their leader at all times, and even see through each other’s eyes
Weaknesses: psychic disruption, internal antifungal medicines
Attacks:  various, 2-4 harm
Armor: 0
Harm Capacity: 6-8
=== BYSTANDERS ===
Hazard, Nana
Fifteen-year-old Nana Hazard is considerably more surly and suspicious of strangers than her adult self, but that happens when a kid tries to take responsibility for their ten siblings. Her mom ran off with her boss a few years ago and her dad’s been missing for months. She will be wary of the hunters unless they tell her something convincing, but if they do, she’ll do what she can to help, and call Hugo and Veronica if it’s something beyond her capabilities.
Type: Official
Motivation: to be suspicious
Juniper, Keith
Inoculated. Knows that he is dying, and plans to expire in the Armillaria patch in the forest, in order to infect it and others.
Type: Minion/Renfield
Motivation: to push victims toward the monster
Kimblew, Sharrie
Inoculated. Spiritualist attending the retreat with her son, Jarsten. Has been following this group around the country and attending all of the retreats.
Type: Victim
Motivation: to put themselves in danger
Kimblew, Jarsten
Inoculated. Sharrie’s 8 year old son
Type: Innocent
Motivation: to do the right thing
Paxton, Hector
Sixteen-years-old and constantly agitated due to others picking fights with him. His body hasn’t yet caught up to his strength, so he is always convalescing from some injury or other. At least one limb is in a cast. Speaks to adults calmly and respectfully.
Type: Innocent
Motivation: to do the right thing
Paxton, Hugo
Even weirder at 14-years-old than he is as an adult. Already has a good head for (unnecessarily complex) strategies, and isn’t the least bit skeptical of the hunters. He and Nana seem to be having some sort of disagreement, but he is able to put that aside if she asks him for help.
Type: Detective
Motivation: to rule out explanations  
Quatermain, Nash
Leader of the Spiritual Retreat. Does not realize there is an issue with his followers, and is only confused as to why certain people have become diehard adherents of his pretty mild, obviously money-grubbing retreat.
Type: Busybody
Motivation: to interfere in other people’s plans
Sterling, Veronica
At fourteen-years-old, Veronica is  a smart. Confident and outgoing young woman obsessed with learning, and her favorite thing to learn about is monsters. She will immediately be open to the hunters and looks forward to meeting them again in the future.
Type: Helper
Motivation: to join the hunt
Yaruga, Connie
First time attendee at the retreat. Finds all things supernatural fascinating, wants to become closer nature.
Type: Witness
Motivation: to reveal information
Hippie Names: Arlo Peterson, Harmony Dobbs, Karma Meadow, Dawn Wagner, Indigo Joy, Field Marley
1597 Scotland: Agnes Buchanan, Beigis Campbell, Gamelin Gordon, Hextilda Murray, Lamond Fraser. Odart Cunningham, Ulchel Donald, Ysenda Boyd, Forsy Ross, Finnola Stewart, Cannie Dunbar, Annabill Reid
1593 England: Hamo Fletcher, Etheldred Cook, Law Hatt, Meggy Feast, Tenney Beckett, Wilky Rolfe, Wybert Fischer, Hamo Ashdown, Aldith Hankin
== LOCATIONS ==
Location: VOID DIMENSION
A place of nothing, where a thing does not exist until it is acknowledged to exist. Perhaps this is death?
Type: Maze
Motivation: to confuse and separate
Special: Magic doesn’t work in the typical ways in the void dimension, but it takes immense magical power to enter and exit the dimension
Exit: Through the mouth of a fat piano with the body of a chameleon
Location: ST. MARY VINCENT 2012
A quiet, declining tourist town that’s seen better days. It’s beautiful, but neglected.
Type: crossroads
Motivation: to bring people together
Exit: Through the last stall in the ladies room at the train station
Location: THE EARTH VILLAGE INFINITY COMMUNE
A commune in the middle of nowhere next to a swamp.
Type: Prison
Motivation: to constrain and prevent exit
Special: There are lots of traps set out to keep out intruders and alligators (and keep in reluctant members)
Exit: In a rotted out log
Location: SKARPASIA
A planet much like Earth, but where life developed differently. Elephants are the top species, plant life is amazing, and most carnivorous species are scavengers.
The “internet” of this world is completely organic and runs on the natural fungus
Humanoids are employed as fungus hunters, helping the elephants find new veins of the fungus to connect to the network.
Type: Hub
Motivation: to reveal information
Exit: Jumping off a cliff
Location: FAERY REALM
Type: Wilds
Motivation: to contain hidden things
Special: One cannot die in the faery realm
Exit: The cavern trap
Category:Mysteries