Fungal (3d8)

3d8 Result

3

Bright pink pool sits peacefully in the shade smelling like strong cheese. Distilling the water and healing algae makes for a potent potion.
Can be used to craft Superior Potion of Healing - This takes 20 minutes per potion, with a DC15 Alchemy check. On a failure it seems to have worked but it is actually the opposite effect (8d4+4 Poison Damage instead of Healing)

4

A large talking tree. The tree asks for assistance ridding itself of a parasitic host and offers mushrooms that will shrink/grow the consumer.
Each time a mushroom is eaten roll 1d2, on a 1 you shrink, on a 2 you grow. (As per the Enlarge/Reduce spell)

5

An ancient rotted tree exudes an aura of nausea and paranoia. As you get closer you can almost make out a discordant flute melody. If you get close DC10 WIS save or gain madness

6

Swollen gourds hang ripe in a tree and on the ground around it it's a shame the poisonous frogs have such similar markings. If a Poison frog is touched (DC15 survival to tell the difference) gain 1 long-term madness.

7

The party discovers what they think to be precious flora DC20 Survival to notice they are actually a mimic species that is incredibly dangerous. Gain 1 madness if they are touched.

8

The party finds a perfect circle of mushrooms- when eaten they grant the imbiber 1d4 hours of enlarge/reduce which one is chosen randomly.
They can be identified with a DC15 Nature/Herbalism check

9

Several 3' tall mushrooms grow by the party's path. As the party approaches within 20' they emit a series of very loud screeches. This alerts any beasts in the area and any hunting for the next Roll 1d4 hours is at disadvantage

10

A large group of Myconoid (pacifistic) are performing a melding ceremony. If the party approaches they will be effected by telepathy spores- allowing them to communicate telepathically with eachother and the myconoid group for Roll 1d6+1 days. After the ceremony is completed the Myconoid may be willing to trade with the group. They deal in various potions and a small selection of gear.

11

A group of fungal titans cross the players path. A DC15 Perception check alerts the players before the titans notice them. They can attack the titans or let them pass if they successfully hide.

12

A ramshackle reed hut sits off the path inside a grey furred Tabaxi slowly rakes its arms with its claws muttering about parasites and the infection.

13

Walking past a large purple flower a puff of near invisible (DC 16 perception or nature) spores release for the next 5 minutes each member hears a loved ones voice whisper that the path they are taking leads to doom and death.

14

Two dinosaurs fought here and both died on this spot. The meaty carcasses were feasted upon by other dinosaurs but now insects are devouring the remains. As the party approaches the insects sense them and attack the fresh meat.
1x Purple Worm | 2x Giant Ants

15

A campsite overgrown with mold and spores - the air is thick with spores. If the camp is entered it will be revealed the mold on the ground is actually a subspecies of carnivorous Myconoid that will attack.
2x Amoeboid Slime Mold (Elite)

16

A patrol of Fungoid Creatures spots you and pursues, if you flee outside of a fungal area you take one point of exhaustion - or you can fight. 
1x Fungal Sentry, 1x Fungal Sporespreader, 2x Fungal Titan

17

You come across a massive hollowed out mushtree, it seems to have been struck by some kind of meteor. If the players investigate they will be attacked by a Mycologic Eye and its spawn

Mycologic Eye (Beholder Fungi Supp) & Gas Sporex2

18

A collection of Fungoid Slaves are toiling to collect edible mushrooms in a strange grove. A DC10 Medicine check reveals they are entirely mind-controlled by the Fungoid, as such there isn't even a guard. 
This condition can be cured by no less then a Greater Restoration spell as it has been in place far too long.

19

A crater is seen ahead that has been overgrown by fungi and mold. Investigating the crater reveals it to be extraterrestrial in nature. a DC15 Arcane or Religion check will note it reminiscent of Beholderkin in construction.

20

An ancient tree is being pierced by Fungoid Slave Workers. A Sporespreader is injecting spores into the holes methodically. It seems they are attempting to make a new type of creature. Some kind of Tree-bound Fungoid. 
Sporespreader x1 + 6 Fungoid Slaves (M)

21

A group of Gas Spores float lazily above a gas-spewing bog. One among them is a Hunter-Killer spore with a Passive Perception of 10. If the players are not sneaking as they get close they will attack. 
3x Gas Spore + 1x Hunter Killer Spore

22

A Fungoid Scout crosses your path, quickly hide or destroy it to avoid more enemies being alerted to your presence. 
The scout will flee upon seeing the party. Roll 2d20 to determine how far away it is when it sees them if they do not hide. 
1x Fungal Sentry

23

You encounter a herd of fungoid-infected deer. They are passive, but if hunted they yield meat that is perfect for poisons as it is laced with Fungal filaments.

24

A group of three Fungoid Titans and a Sporespreader are attempting to restrain and infect a Tyrannosaurus Rex.
Fungoid Titan x 3 , Sporespreader x1