A13 Drow Mushroom Farm:
The Only way into this room is thru a secret Door from the adjoining Hallway. It blends in with the Stone but a DC 15 Investigate check will show the door slides into the wall to open [it doesn’t open forwards or backwards], A Dwarf has advantage on this check.
Purple mushrooms grow in this area kept far away from the any food the Drow eat. The Drow Prefer to have others tend to the fungi because they are toxic. The Mushrooms grow along the walls of the Cave fed by a mineral spring that drips slowly along the Dwarf-made walls.
A faint trickling sound can be heard in the dark silence.
A Necessary ingredient in making the poison for their weapons. A few farm tools, some buckets and baskets lie in this room or the corridor beside. The Drow leave the room unguarded.
If The Heroes touch the Mushrooms without wearing gloves or without washing their hands they are in danger of getting poisoned the next time they eat or drink:
They must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour, they also take 1d4 poison damage. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way, taking 2d4 poison damage instead. An affected person can be woken up if they take damage or if another creature takes an action to shake it awake.
Key Areas: A1 -/- A2 -/- A3 -/- A4 -/- A5 -/- A6 -/- A7 -/- A8 -/- A9 -/- A10 -/- A11 -/- A12 -/- A13 -/- A14