By Cawood Publishing.
Fungal Horror, Political Intrigue, and Old-School Dungeon Delving

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[Fair Disclosure: I was offered a free PDF copy of this adventure, BUT I had already backed the Kickstarter last year when it was offered (and I had money for it.)

Rise of the Mushroom King is a wildly imaginative and flexible adventure that plunges your players into a deepening crisis of spore-born infection, twisted intrigue, and subterranean danger. Whether you run 5E, OSE, DCC, Pathfinder, or Shadowdark, this book brings a full campaign’s worth of play with minimal prep, high replay ability, and tons of modular content. With a little work, it can even be converted to my beloved Dragonbane, although those stats aren’t specifically included.

Set in the bustling, lore-rich city of Rogan’s Gate, the adventure invites players to uncover the mystery behind a strange fungal plague that’s twisting creatures—and people—into dangerous mutants. That premise alone opens the door to both urban exploration and classic dungeon-crawling. The story escalates gradually, drawing characters deeper through catacombs and eventually into the nightmarish Underworld.

Who could this have been?

The design is deeply Game Master-friendly. With rumors, NPC tables, a tavern menu, conversion charts, and encounter options for three different difficulty levels, Rise of the Mushroom King is easy to drop into a homebrew or published setting. It also ties in beautifully with the wider Monsters of… series from Cawood Publishing, but you don’t need any other books to run this one smoothly. This module is set in The World of Myrr but can be adapted to most other fantasy settings pretty easily.

What really makes this adventure stand out is its tone. There’s an eerie, creeping tension that builds over time, paired with whimsical-yet-menacing art by Travis Hanson. His illustrations add character, humor, and charm—even when things start to get grim. I’ve long admired Hanson’s expressive, storybook style, and it fits this material perfectly.

Detailed maps are provided in the PDF and Print versions. (Not pictured.)

Behind it all is the work of Andrew Cawood, a designer I truly look up to. Andrew’s writing has a personal, storyteller’s touch. You can tell he’s spent years behind the GM screen. His books don’t just give you stats and rooms—they give you texture, depth, and ease of use. I’ve also loved the use of puns and ironic names in pretty much everything for Myrr.

This adventure works beautifully as a short campaign, a deep side quest, or a campaign starter. It’s loaded with meaningful decisions, vivid environments, and just enough weirdness to keep your players guessing.

The maps, art, and writing really do come together to create a rich TTRPG experience. I’m trying not to give spoilers, which is always a struggle when talking about adventures. I’m anxious to see what the next two adventures in Myrr look like. Trying not to totally give this one away.

Rogan’s Gate will likely prove a challenging place to explore. Fungal infected monsters (think regular D&D monsters only covered in freaky fungus)  have begun creeping out of somewhere beneath the city. The catacombs are a tough challenge, and the Underworld is downright menacing. The King and his companion, Portabella, are tough in their own right. (Spoiler: they are hiding a deadly secret.)

The Ogre Baron? Why’s he here? Hmmm…

If you love mixing fantasy urban tension with underworld horror—and want an adventure that feels handcrafted, professional, and bursting with content—Rise of the Mushroom King deserves a place at your table. This is the first of two modules in this series. A third adventure from our friends at Cawood Publishing is coming sometime down the road if’n ye like pirates. Yarr.

P.S. Video review to come on my YouTube channel.

Thank you for being here with me today. I appreciate you. Keep it real, but please strive for positivity, too. Please embrace the things that bring you the most joy in your life.