Module Rules

While quick play is for a simple dungeon dive, you can integrate these slimes into your adventure as a feature

Module Summary (show to players) You're travelers from the east, come to participate in the Slime Rush! Precious "Mosaic" slimes have been discovered in caves all around the city, and adventurers have been journeying down into these depths, attempting to gather them up to resell at the surface. Its dangerous work, but those who succeed return with fame and fortune. You're a group of childhood friends looking for work after your town was destroyed by some crazy implausible event. You hope this will be the start of your career as adventurers. Little do you know... something unnatural is happening below.

Preamble (Read to players) As your party makes their way to the town of [Slime County], you bump along other adventurers on their way. They bring with them the smell of opportunity, of comradaire and competition, of gold to be earned and a fortune to be had. Strolling through the outskirts of town, your party finds but a hodgepodge of tents, hastily constructed taverns, and newly created roads. The influx of travelers has brought much work to the local carpenters, blacksmiths, and taverns. You enter the center of this sprawl, meet your contact, a dwarvern guide called [Alaxal], who takes you down to the entrance of the mines, and tells you about whats been happening as of late: how this used be a smaller mining town, how the mines were always coinhabited by the slimes, but now they were getting aggressive and moving up from the depths. "Well.. here you have it. Down this 'ere tunnel you'll get to the mining station. Further past that it should lead into the crystal caverns. Look out for 'em Mosaic Slimes, in a pinch you'cn quaff 'un fer some health but they sell for 50 gilds apeice up above." After a bit of an awkward pause, you pay the guide his commission, and move to enter the mines. "Oh by the way... try not to delve too deep. We've been hearing of something dangerous down deep, might have to do with the slimes"

Clues It turns out that the reason why the slimes have been pushed out is because the fungus that they feed out is dying out, and they are being attacked by Tarr slimes, which is what happens when slimes resort to cannibalism. This mystery is represented by a skill challenge (DC15, at least 3 successes before 3 failures). Here are some things that proc a roll: Attempting to socialize with the slimes

Dissecting a slime (discovers incompatibility of the slime)

Generally, anything to do with investigating slime ecology

Making a discernible effort to learn more about the slimes by talking to Splash or your guide

Attempting to feed a slime with fungus found in the upper levels of the mind. Using a spellslot while doing one of these things will result in an automatic success.

Layout First 2 fights Use the pre set up encounters in the first section, or an encounter generator such as kobold fight club to determine the composition of the first two fights. Rest stop After you get through two or so encounters, you can get to the rest stop. There you can meet Splash, an axolotl adventurer who had come this way before with a party. His party has moved on their own adventurers, and now Splash is here researching the slimes. He's working on a way to properly harness the magical properties of the mosaic slimes, and has a couple in stock (# = player level) that he's willing to pay the party with if they agree to help on his research. Splash will warn the players that although this is a rest stop, there are frequently incursions from the slimes and its not a safe place to rest more than a couple hours. 3rd Fight If, anytime during the 3rd encounter they gain another clue, they are able to reach an understanding with the slimes. The encounter ends, the slimes disperse, and a slime of a CR 1/8th approaches them and attempts to communicate with the party about their problem. The slime will lead them to the next encounter (where they gain surprise on the tarr slime) and fight with the party.

# of clues Slime CR Suggested pet 3 CR1/8 Honey 5 CR1/4 Eye 7 CR1/2 Rock 9 CR1 Worm Tarr encounter The Tarr encounter usually has some other slimes that with it. I recommend spawning the encounter in a somewhat enclosed area, where the tarr has a chance to catch the other slimes and consume them. If the party is able to defeat the tarr and their pet survives, they can keep it as a pet. Similarly, if the party hasn't obtained enough clues but manages to save one of the encounter slimes, they can keep it as pet.