
Demonskunk |

This room felt really stupid and just pissed my players off.
It's a small room with an interesting fungus in it. As soon as the creatures step into the room, the fungus emits a cloud of spores, forcing a Fortitude save to resist becoming confused or stupefied.
This is a great idea, but there is literally no point in coming in this room, so all it did was waste a lot of time, and cause us a lot of confusion thanks to the Affliction rules. There is no treasure, nothing of value to find, just a little bit of XP for burning down a defenseless fungus.
The wording on Afflictions states that "On a successful or critically successful saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again."
As it's worded, it sounds like you could walk into the virulent spore cloud, succeed at the fortitude save and then just stand in the spore cloud for 10 minutes, breathing the cloud in, without making another fortitude save.
That sounds silly to me.
Regardless of how it works, this fungus should have been put in the Goblin room. the confusion effect would have made a good trap for if players try to sneak in or something, and it would have made for an interesting set piece, trying to avoid going near the fungus while the goblins deftly fight around it, or pushing them into the cloud to make them confused and useless in combat.

DerNils |
I do agree that it's placement is poor, especially so if you let Talga tell them there is nothing in there. I avoided that by having goblins flee into this room, prompting my Players to follow.
As for the "exposed again", note that the fungus is a complex Hazard. That means, he emits new Spores whenever it's his turn in initiative. I have ruled that as being the new exposure.

Demonskunk |

I do agree that it's placement is poor, especially so if you let Talga tell them there is nothing in there. I avoided that by having goblins flee into this room, prompting my Players to follow.
As for the "exposed again", note that the fungus is a complex Hazard. That means, he emits new Spores whenever it's his turn in initiative. I have ruled that as being the new exposure.
I personally feel that breathing it in again should count as a new exposure. I feel like the rules are trying to say that if you get stabbed with a poison dagger and you succeed on the save vs poison, that you don't need to make another save from the same dagger being left in your side.
So if they hit you twice you would make the save twice, but if they only hit you once, you only make it once, no matter if the poison 'stays on you' or not.

Fuzzypaws |

I actually added treasure to the as-printed treasureless centipede room and fungus room to make up for the wretchedness and pointlessness of those experiences, to at least have something as mollifying compensation for the unfun stress.
But yes, I'd say that at least as intended, the fungus room should expose you every round unless you hold your breath. It's admittedly unclear as written.