TEXT:  
  THE MIRROR CITIES OF GULTHIAS 
   
  Beneath the ancient Gulthias tree is buried an even older city of Elvish design, populated by 
  strange inhabitants that seem to be slaves of the tree. After exploring the city, you’ve found that 
  there are strange passageways buried through the roots in the middle of common pathways, 
  leading to a mirror city underneath. This city is suspended from the roots as the city it mirrors 
  above is built on top of the roots. A darkness falls over this city, and you step carefully from root 
  to root lest you fall into the deeper darkness below. 
   
  A 2-hour adventure for 5th-10th level characters 
   
   
  THOMAS VALLEY 
  Adventure Designer 
   
  Adventure Code: CCC-GARY-07 
   
   
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick, Lysa Chen 
   
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  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.  
   
  
  Introduction 
  Welcome to The Mirror Cities of Gulthias, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system 
  and the Gary Con storyline. This module is the 1st in a 
  trilogy of modules that debuted at Gary Con X. It 
  follows a prior tier 1 trilogy in content and plotline. It 
  is not necessary to play the first trilogy, but it will 
  assist greatly in the continuity. 
   The town of Aetherglen was founded hundreds of 
  years ago as merchants found the crossroads, and the 
  surrounding forest, to be an excellent defensible 
  location to stop on their travels and make some easy 
  money. It’s never been claimed by a nation or has 
  allied itself with any organization, and the town leads 
  itself through a self-elected mayor. 
   This adventure is designed for three to seven 5th-
  10th level characters and is optimized for five 
  characters with an average party level (APL) of 7. 
  Characters outside this level range cannot participate 
  in this adventure. 
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these adjustments; 
  they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a particular 
  recommendation is not offered or appropriate for 
  your group, you don’t have to make adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use in 
  a combat. Familiar yourself with the adventure’s 
  appendices and handouts. 
  • Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM 
  screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how the 
  group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game starts 
  to get bogged down, feel free to provide hints and 
  clues to your players so they can attempt to solve 
  puzzles, engage in combat, and roleplay interactions 
  without getting too frustrated over a lack of 
  information. This gives players “little victories” for 
  figuring out good choices from clues. Watch for 
  stalling—play loses momentum when this happens. 
  At the same time, make sure that the players don’t 
  finish too early; provide them with a full play 
  experience. 
   
   
  
  Adventure Primer 
  This section provides the adventure’s background, a 
  list of prominent NPCs, an overview of the adventure 
  in play, and hooks that you can use to introduce your 
  player’s characters to the action. 
  Adventure Background 
   The town of Aetherglen was founded hundreds of 
  years ago as merchants found the crossroads, and the 
  surrounding forest, to be an excellent defensible 
  location to stop on their travels and make some easy 
  money. It’s never been claimed by a nation or has 
  allied itself with any organization, and the town leads 
  itself through a self-elected mayor. The mayor’s role 
  has been solely to present a face to the outside world, 
  very rarely taking an active part in governing the 
  people of the village. A common destination for 
  refugees from surrounding wars, Aetherglen has 
  grown somewhat over the years, but has never 
  amassed more than a few hundred families. 
   Buildings in town are primarily one or two stories, 
  with a combination of wood and stone building 
  materials. Only the central Inn has three stories. The 
  Innkeeper, Liam, is the current mayor. 
   Currently, the town holds tacit trade agreements 
  with Phlan and most of the Moonsea city-states on 
  this side of the water. Our story takes place sometime 
  after the Mists receded from the Quivering Forest and 
  the Glumpen Swamp, and Phlan regained its 
  independence and self-rule. 
   After arriving in town, the characters discovered 
  that branches of the surrounding trees are exploding 
  out of the ground in the village and taking the lives of 
  villagers by turning them into parts of the tree.  While 
  investigating the problem, the party found the 
  village’s graveyards covered in recently unearthed 
  undead. An ancient druid by the name of Bonewits 
  pointed them toward the oldest and largest Gulthias 
  trees in the forest as the potential source for this evil. 
   Travelling deep into the forest, the players 
  encountered the surviving dregs of an Elven tribe that 
  once made their home underneath the roots of the 
  great heart Gulthias Tree of the forest. Battling their 
  way through herds of undead and ancient guardians, 
  the players found themselves in ground that hasn’t 
  been trod for centuries: The dusty remains of an 
  ancient underground Elvish city. 
   Fighting their way to the apex of the city, the 
  players entered an ancient temple devoted to 
  worship of the Gulthias tree. The temple had long 
  since been desecrated by the presence and 
  destruction wrought by huge blackened root systems 
  emerging from below. After conquering the horrors 
  within, the party was presented with an opportunity 
  to discover the root of this evil, and to descend below 
  the city. 
  Adventure Overview 
   The adventure is broken down into 4 parts: 
   Part 1. The party enters a dark city suspended 
  from the bottom of the root system of the Gulthias 
  Tree. It’s suspended over a void where they cannot 
  see the bottom and certain death awaits. 
   Part2. Ambushed by a pack of Giant Spiders in the 
  rafters, the party continues through the city. 
   Part3. The party enters a central park area through 
  which they need to pass to make it to the temple at 
  the bottom of the city. The inhabitants of the park 
  have other ideas. 
   Part 4. The party finds themselves in a dark temple 
  with a horrifying construction suspended from the 
  ceiling. A spiral staircase at the back of the temple 
  leads down into the darkness of the void. 
    
   
  Adventure Hooks 
   Continuing Storyline. The characters may have 
  met and are continuing their adventure after playing 
  through CCC-GARY-06. 
   Wandering Strangers. Aetherglen is a crossroads 
  between neighboring nations and regions and is a 
  natural wayside for wandering adventurers and 
  merchants. As characters of means and power, they 
  are roped into the events of the module. 
   Genealogical Research. Characters may have been 
  hired emissaries from large families or may be 
  members of families seeking long lost relatives. As 
  Aetherglen was the destination for refugees from a 
  variety of wars through the eons, it has long since 
  been a melting pot for otherwise remote nations. 
   Emerald Enclave (Faction Assignment). The 
  Druids of the Emerald Enclave have sensed a 
  disturbance in the ancient grove of Gulthias trees. As 
  an emissary for the faction, you are to document 
  anything that presents itself as a part of the 
  disturbance, and deal with whatever you’re capable. 
    
   
   
  
  Part 1: Mirror City 
  (Duration: 20 minutes) 
  A massive and ancient city looms in the darkness before you, 
  lit by a frosting of phosphorescent moss and fungus that 
  seems to grow opportunistically throughout the structures. 
  The buildings are a marvel: Fashioned and shaped of the same 
  Gulthias wood as the elven city above and built down and 
  hanging from the wooden divider that separates the two 
  cities.  The wood of city has a dark coloring to it that 
  transgresses the lack of light, and you can’t help but notice the 
  telltale signs that this city was the domain of the Drow. 
   
  At one point in its history, the city must have been 
  astoundingly beautiful, with darkened wooden walkways 
  splitting off from a grand suspended main avenue. Evidence of 
  a lengthy and extended decline takes the form of layers of 
  amateurish rope bridges built over decaying wooden 
  walkways, the ropes themselves having decayed and 
  weakened with age. 
   
  The city dangles over a void of darkness. You imagine that 
  there must be a bottom or sides to this pit, but neither are in 
  evidence. The mustiness and age of the city cannot disguise 
  the smell of earth and stone. You feel like you are further 
  underground than you have any right to be. 
   
  Emanating from the depths is not only a faint smell of musk, 
  but a distant heat. Accompanying it is a throbbing sound, 
  periodically giving you the impression that the Earth’s 
  heartbeat originates from not that far away. The sides of the 
  pit are sheer, where you can see them, except for what 
  appears to be a lit jagged stair case see-sawing its way down 
  the opposite wall. The only way to reach it appears to be 
  through the city, and out the bottom of a massive pyramid. 
  General Features 
   
  Terrain. All travel from building to building is managed 
  through a series of wooden walkways and make-shift rope 
  bridges (or just handy ropes). All methods of travel are fragile 
  with age. See rules for Falling, below. 
   
  Light. At every intersection of the wooden pathways, and in 
  every building still solid enough to contain them, 
  phosphorescent light dimly lights the party’s path forward. 
  Unfortunately, it’s only able to project enough light to qualify 
  as Low Light. 
   
  Sound. A near-constant quiet creaking of wood-on-wood 
  can be heard in the distance. Accompanying this is the sound 
  of dripping water. 
   
  Scent. The odor of rot permeates everything, originating at 
  the sconces.  
  Anywhere the characters step, the wood creaks 
  menacingly, as if it is only a few years away from 
  giving away entirely. Rope bridges make stretching 
  and snapping sounds, and occasionally the sound of 
  something breaking and falling in the distance echoes 
  throughout the city. 
   Lighting is Dim at best. An attempt to light a torch 
  or start up an uncontained fire while walking through 
  the city should immediately cause the character to 
  make a DC5 Wisdom save to reconsider, or simply 
  suggest to the player that this is horribly unwise 
  given the general flammability of the environment. 
  Wooden humanoid figures are everywhere inside of 
  buildings, all showing evidence of having been 
  subsumed by root systems that have erupted from 
  walls, ceilings, or floors. The figures are the shape and 
  coloring of Drow. They are depicted in the wooden 
  sculptures as having died in agonizing pain as the 
  wooden roots slowly grew through their bodies. 
   The layout of the city is a select of 10-20 three and 
  four-story buildings spread out in an oval shape with 
  a wide wooden suspension bridge running down the 
  middle of the oval, lengthwise. The players have 
  entered on one end of the bridge. On the other end of 
  the bridge is a pyramid temple building, appearing to 
  be the center of the city’s government. It, like the 
  other buildings, is built off the ceiling, with the widest 
  part of the pyramid on top, and tapering toward the 
  bottom and the void. 
   Only the main walkway will deliver the party from 
  one end of the city to the other. They can try and 
  bypass the main walkway by entering buildings and 
  trying side routes, but they’ll find themselves at dead 
  ends where pathways have disintegrated to the point 
  of becoming unusable, or the pathways they do find 
  will eventually curve them back around to the main 
  walkway. This shouldn’t be immediately evident to 
  the players. (Note to the DM: If you have extended 
  play time beyond the suggested 2 hours, this is a great 
  moment for stretching the content out with some 
  random encounters and additional flavor settings). 
   
   
  
  Falling 
  The potential for falling always exists in the city. Wise parties 
  will lash themselves together before venturing out into the 
  darkness. Considerations for falling: 
  • Any player who falls irretrievably into the void beneath the 
  city is falling to his or her death. 
  • The party will typically be navigating the bridges and 
  walkways 3 layers up from open air. If a character falls, they 
  will most likely be able to halt their progression to the void 
  below by grabbing onto a rope, vine, or walkway that they 
  fall near. A player would need to make a DC10 Acrobatics 
  (Dexterity) or Athletics (Strength) (whichever is a better 
  chance for the character) to stop themselves from falling 
  further.  
  • Layers are 10’ apart.  Depending on which layer they end up 
  stopping, they’ll take some degree of 1d6 bludgeoning 
  (falling) damage per layer they fell through. 
  • Any player lashed on to other party members gets an 
  advantage on the save to stop themselves from falling. 
  • If the party members that are lashed to the falling player 
  have a combined Strength less than 20, they must also 
  make a DC10 Athletics (Strength) check to keep from falling 
  themselves. Anyone currently falling cannot be factored 
  into the total Strength to be used to brace the falling 
  character. Notice the potential domino-effect, here. 
  • If a character has a Dexterity score less than 10, then, at the 
  DMs discretion, they must periodically make a Dexterity 
  save (the DC determined by the DM) to avoid falling due to 
  the complexity of navigating the methods of travel through 
  the city. 
  • Anyone taking half of his or her maximum HP in a single 
  blow must succeed on a DC15 Dexterity save or begin 
  falling. 
   
  It should be noted that the text here makes every 
  effort to maintain the danger and atmosphere of 
  falling, but that it’s realistically highly unlikely that a 
  few bad rolls are going to cause the permanent death 
  of a character. 
   
  Note for Death by Falling 
  In the instance that you’re running CCC-GARY-08 immediately 
  after this module with the same party, and someone has 
  fallen to their death, the initial encounter of CCC-GARY-08 has 
  the party reaching the floor of the pit. If the stars align, you 
  can describe how the body of their fallen comrade is now 
  accessible, if a bit flattened, in case a cleric in the party has an 
  opportunity to raise dead. 
   
  Part 2: Spider City 
  (Duration: 15 minutes) 
  Unlike other parts of the city, as you travel through this area 
  you notice a faint odor of biological decay. This isn’t the musty 
  smell you’ve now associated with the fungus and mold with 
  which you’ve become accustomed to seeing on nearly every 
  flat surface. Your heightened attention to this change affords 
  you the chance to notice that the ropes on the rope bridge in 
  front of you aren’t all the same: Some of them are thicker and 
  gleam in the dim light. 
  A successful DC14 Perception (Wisdom) check will 
  reveal that the strange ropes are in fact large strands 
  of webbing. Anyone succeeding at the Perception 
  check will not be Surprised when the 5 Giant Spiders 
  attack from hidden areas surrounding the party. 
  The spiders are a family unit and will work together, 
  attempting to web party members they believe are 
  the biggest threat, and then attacking the weakest 
  members. 
   After the battle, if the party examines the small 
  cocoons in the webbing, they’ll find that the spiders 
  have been subsisting on small creatures of the 
  Underdark (rats, bats, that sort of thing). In among 
  the cocoons are rocks and pieces of Drow 
  possessions. A successful DC14 Investigation 
  (Intelligence) check will allow the searching 
  character to spot 4 rubies worth 200gp each. 
  Adjusting the Encounter 
  Here are the recommendations for adjusting these combat 
  encounters. They are not cumulative. 
  • Very Weak Party:  4 Giant Spiders 
  • Weak Party:  4 Giant Spiders 
  • Strong Party: 6 Giant Spiders 
  • Very Strong Party:  7 Giant Spiders 
   
   
  
  Part 3: Central City 
  (Duration: 45 minutes) 
  The large central walkway that spans the length of the city 
  splits here and surrounds what was once a central wooded 
  area. The scent of night flowers and fragrant lichen still lingers 
  in the air, even though it must have been decades since 
  anything grew here. The park is segmented up equally with 
  pathways and brick-bordered flower beds, many of which have 
  fallen through the decayed support platforms over the years. 
   
  Of the remaining flower beds, it is obvious that the growth 
  was untended for many years before it died off completely: 
  Some of the flowerbeds are clusters of dried and dead 
  mushrooms, some are a mass of dead bushes, and still others 
  contain whole trees. 
   
  While most of the paths in between the flower beds are 
  free of clutter, still others have collapsed with age, and more 
  still have seen overgrowth or toppled trees. It’s not 
  immediately clear how you’ll make it across without 
  encountering some obstruction. 
   
  As you’re contemplating your path, you hear a soft drag and 
  thumping sound somewhere in the park. 
  The sound the party hears is that of Hammond, the 
  groundskeeper. Hammond was a victim of the 
  Gulthias tree, much as anyone else in the city was, but 
  he was also a Warlock and made a pact with his 
  patron right before he died from the tree’s 
  encroaching roots. The roots that had invaded his 
  body weren’t able to claim him entirely, but neither 
  was he able to survive the attack. The resulting mess 
  was a nearly mindless creature that wanders the 
  park, “tending” to the “vegetation”. He can commonly 
  be found waving his hands over empty space as if he’s 
  holding a set of pruning shears. He has the 
  appearance of an aged Drow with a large network of 
  broken roots emerging from his back and has the stat 
  block of a Mummy. 
   Hammond cannot communicate and is not 
  aggressive. He will defend himself if he is attacked 
  (Hammond uses the Mummy stat block). He does not 
  attempt to hide in the park, but due to the intervening 
  brush and trees, the party can hear him long before 
  they see him. Should the players defeat all foes and 
  leave Hammond alive, they can attempt to interact 
  with him. Unfortunately, he’ll see the party as 
  denizens of the city that he once knew and will 
  interact with them in a friendly manner only, using 
  hand signals (smiling and waving, miming some 
  thanks, etc.). 
   Hammond is wearing a silver Drow nobles torc 
  around his neck. If the characters can relieve him of it, 
  it’s worth 1200gp. 
   It isn’t Hammond that he party must worry about. 3 
  of the “dead” trees are Infected Ropers. Additionally, 
  there are 2 Shriekers amid some of the dead fungus. 
  Finally, most of the flower beds have been infected 
  with Violet Fungus (6 instances in all).  See the 
  Player Handout map of this area for how the 
  monsters are arranged. 
   
  Infected Ropers are the same as regular Ropers except for 
  the following mechanic: 
   
  Spores (2/day). The Infected roper exhales spores into a 10’ 
  cloud around its trunk. Anyone in that area must make a DC12 
  Constitution save or take 2d8 Poison damage.   Every round 
  thereafter that the character is infected, he will take an 
  additional 2d8 Poison damage. The character may take an 
  action to attempt that save again. A successful save means 
  that the character is no longer infected. 
   
  For every round the character is infected, he must make a 
  DC15 Constitution save or involuntarily sneeze/cough, creating 
  a cloud of spores in a 10’ radius around the character (as 
  above). A character already infected cannot be additionally 
  infected or take additional damage beyond what he is already 
  taking. 
   
  Adjusting the Encounter 
  Here are the recommendations for adjusting these combat 
  encounters. They are not cumulative. 
  • Very Weak Party:  1 Infected Roper, 1 Shrieker 
  • Weak Party:  2 Infected Ropers, 1 Shrieker 
  • Strong Party:  4 Infected Ropers, 3 Shriekers. 
  • Very Strong Party:  4 Infected Ropers, 4 Shriekers 
   
   
   
  
  Part 4: Temple City 
  (Duration: 45 minutes) 
  The pyramid looms before you, each block step fashioned out 
  of some flowing alloy of stone and wood that seems less built 
  and more molded out of the surrounding tree and roots. As 
  with all the buildings of the city, the pyramid hangs from the 
  solid wood base of the tree above, with the wide base of the 
  pyramid at the top, tapering to a point deeper in the darkness 
  below.  The main platform of the city dips here to 
  accommodate the large opening in the front of the pyramid. 
  Light from within sets the pyramid off from the rest of the 
  darkened city, allowing you to see within the building without 
  entering it. In the center of the vestibule of the building floats 
  a humanoid figure. As you draw closer, you see that this figure 
  is suspended from the ceiling by a complicated root system 
  that permeates the room, each of the roots blacked and 
  sinewy. As you watch, the figure turns toward you, 
  maneuvering through the hanging roots as if it were a puppet. 
   
  At the back of the vestibule, visible from the entrance where 
  you stand, is an elaborate stairway exit down into the depths 
  of the void below the city. 
  The puppet is a Yochlol in its Drow form. Unlike 
  other demons of its kind, it’s constrained to this form 
  (it cannot use the shape-change ability to assume its 
  natural form of that of a giant spider), and it uses the 
  dangling roots as its Yochlol natural form limbs, 
  meaning that its effective range of melee attack is any 
  square in the room that has roots dangling from the 
  ceiling. A character moving from square to square, 
  where the prior square included roots dangling from 
  the ceiling, can draw an attack of opportunity.  
   Additionally, the range of movement of this demon 
  is any contiguous square with roots in it. It cannot 
  cross into a square without roots. When it moves in 
  this fashion, it’s not touching the ground, and is 
  technically considered flying (i.e. it is not affected by 
  difficult terrain or any other effect that would hinder 
  a monster that is otherwise walking). If it becomes 
  disconnected from the roots, it loses all these root-
  based abilities, but is no longer constrained to its 
  Drow form. 
   The roots are vulnerable to fire-based attacks or 
  slashing damage, and resistant to all other forms of 
  attack. Roots in any square of the room are AC 12, 
  having 25HP. Any square taking more than 25HP of 
  damage is considered cleared for the purposes of the 
  Yochlol’s melee attacks and movement capabilities, 
  above. If the roots are attacked and successfully killed 
  in the square where the Yochlol is currently hanging, 
  it will become detached from the root system and 
  loses all the root-based abilities. 
   The Yochlol will remain passive until more than 
  one character has entered the room and is intelligent 
  enough to want to wait until it has a tactical 
  advantage. If it feels that it is being overwhelmed, it 
  will attempt to summon another Yochlol. The 
  summoned Yochlol will not be attached to the roots 
  system. 
   Caught between a few roots on the floor, is a Cloak 
  of Elvenkind. It is discovered only after a successful 
  DC13 Investigation (Intelligence) check. 
  Adjusting the Encounter 
  Here are the recommendations for adjusting these combat 
  encounters. They are not cumulative. 
  • Very Weak Party:  HP90, AC12 
  • Weak Party:  HP110, AC15 
  • Strong Party:  No change 
  • Very Strong Party:  HP186 
   
   
  
  Epilogue 
  The stairs at the back of the temple spiral down to a landing 
  made of stone, cut out of the wall of the massive pit below the 
  Drow city. A warm waft of air greets you as you look down into 
  the void, and you feel a subtle pulse of energy, almost as if the 
  heartbeat of the earth is near wherever that pit ends. 
   
  And with that air comes the stench of death. Death that has 
  the audacity to get up and walk around when by all rights it 
  should remain in the ground. Death that is an affront against 
  everything you believe. 
   
  Lesser types may have been swayed by the power in that 
  stench, the power in the size of the void. But that Death hasn’t 
  met you, yet. 
   
  You step down into the darkness. 
   
   
  
  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who ran 
  the session. 
  Experience  
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat.  
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Giant Spider 
   
   
  200 
  Shrieker  
   
   
  10 
  Violet Fungus 
   
   
  50 
  Mummy  
   
   
  700 
  Infected Roper 
   
   
  1800 
  Yochlol  
   
   
  5900 
   
   The minimum total award for each character 
  participating in this adventure is 3750 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 5000 experience 
  points. 
  Treasure 
  The characters receive the following treasure, divided 
  up amongst the party. Treasure is divided as evenly 
  as possible. Gold piece values listed for sellable gear 
  are calculated at their selling price, not their purchase 
  price.  
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  4 Spider rubies 
   
   
  200 ea. 
  Hammond’s Torc  
   
  1200 
   
  CLOAK OF ELVENKIND 
  The stats for this item can be found on page 158 of the 
  Dungeon Master’s Guide. 
  Renown 
  Each character receives one renown at the 
  conclusion of this adventure. 
   Members of Emerald Enclave that send back 
  information on the undead in the village and the 
  attacks from the trees earn one additional renown 
  point. 
    
  DM Reward 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers League 
  Dungeon Master’s Guide (ALDMG). 
   
   
  
  Appendix A: Monsters 
  Giant Spider 
  Large beast, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 26 (4d10 + 4) 
  Speed 30 ft., climb 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  16 (+3) 
  12 (+1) 
  2 (−4) 
  11 (+0) 
  4 (−3) 
    
  Skills Stealth +7 
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 10 
  Languages — 
  Challenge 1 (200 XP) 
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Web Sense. While in contact with a web, the spider 
  knows the exact location of any other creature in 
  contact with the same web. 
  Web Walker. The spider ignores movement restrictions 
  caused by webbing. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d8 + 3) piercing damage, and the 
  target must make a DC 11 Constitution saving throw, 
  taking 9 (2d8) poison damage on a failed save, or half as 
  much damage on a successful one. If the poison damage 
  reduces the target to 0 hit points, the target is stable 
  but poisoned for 1 hour, even after regaining hit points, 
  and is paralyzed while poisoned in this way. 
   
  Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, 
  range 30/60 ft., one creature. Hit: The target is 
  restrained by webbing. As an action, the restrained 
  target can make a DC 12 Strength check, bursting the 
  webbing on a success. The webbing can also be attacked 
  and destroyed (AC 10; hp 5; vulnerability to fire damage; 
  immunity to bludgeoning, poison, and psychic damage). 
   
  Shrieker 
  Medium plant, unaligned 
  Armor Class 5 
  Hit Points 13 (3d8) 
  Speed 0 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (−5) 
  1 (−5) 
  10 (+0) 
  1 (−5) 
  3 (−4) 
  1 (−5) 
    
  Condition Immunities blinded, deafened, frightened 
  Senses blindsight 30 ft. (blind beyond this radius), 
  passive Perception 6 
  Languages — 
  Challenge 0 (10 XP) 
  False Appearance. While the shrieker remains 
  motionless, it is indistinguishable from an ordinary 
  fungus. 
  Reactions 
  Shriek. When bright light or a creature is within 30 feet 
  of the shrieker, it emits a shriek audible within 300 feet 
  of it. The shrieker continues to shriek until the 
  disturbance moves out of range and for 1d4 of the 
  shrieker’s turns afterward. 
   
  Violet Fungus 
  Medium plant, unaligned 
  Armor Class 5 
  Hit Points 18 (4d8) 
  Speed 5 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (−4) 
  1 (−5) 
  10 (+0) 
  1 (−5) 
  3 (−4) 
  1 (−5) 
    
  Condition Immunities blinded, deafened, frightened 
  Senses blindsight 30 ft. (blind beyond this radius), 
  passive Perception 6 
  Languages — 
  Challenge 1/4 (50 XP) 
  False Appearance. While the violet fungus remains 
  motionless, it is indistinguishable from an ordinary 
  fungus. 
  Actions 
  Multiattack. The fungus makes 1d4 Rotting Touch 
  attacks. 
  Rotting Touch. Melee Weapon Attack: +2 to hit, reach 
  10 ft., one creature. Hit: 4 (1d8) necrotic damage. 
   
   
   
  
  Mummy 
  Medium undead, lawful evil 
  Armor Class 11 (natural armor) 
  Hit Points 58 (9d8 + 18) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  8 (-1) 
  15 (+2) 
  6 (-2) 
  10 (+0) 
  12 (+1) 
   
  Saving Throws Wis +2 
  Damage Vulnerabilities fire 
  Damage Immunities bludgeoning, piercing, and slashing 
  from nonmagical weapons 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages the languages it knew in life 
  Challenge 3 (700 XP) 
  Actions 
  Multiattack. The mummy can use its Dreadful Glare and 
  makes one attack with its rotting fist. 
   
  Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 
  10 (3d6) necrotic damage. If the target is a creature, it 
  must succeed on a DC 12 Constitution saving throw or 
  be cursed with mummy rot. The cursed target can’t 
  regain hit points, and its hit point maximum decreases 
  by 10 (3d6) for every 24 hours that elapse. If the curse 
  reduces the target’s hit point maximum to 0, the target 
  dies, and its body turns to dust. The curse lasts until 
  removed by the remove curse spell or other magic. 
   
  Dreadful Glare. The mummy targets one creature it can 
  see within 60 feet of it. If the target can see the mummy 
  lord, it must succeed on a DC 11 Wisdom saving throw 
  against this magic or become frightened until the end of 
  the mummy’s next turn. If the target fails the saving 
  throw by 5 or more, it is also paralyzed for the same 
  duration. A target that succeeds on the saving throw is 
  immune to the Dreadful Glare of all mummies and 
  mummy lords for the next 24 hours. 
   
  Infected Roper (Roper) 
  Large Monstrosity, neutral evil 
  Armor Class: 15 (natural armor) 
  Hit Points: 93 
  Speed: 10ft., climb 10ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  8 (-1) 
  17 (+3) 
  7 (-2) 
  16 (+3) 
  6 (-2) 
   
  Skills: Perception +6, Stealth +5 
  Senses: darkvision 60ft., passive Perception 16 
  Languages: --- 
  Challenge: 5 (1800 XP) 
   
  False Appearance. While the roper remains motionless, 
  it is indistinguishable from a normal cave formation, 
  such as a stalagmite. 
   
  Grasping Tendrils. The roper can have up to six tendrils 
  at a time. Each tendril can be attacked (AC 20; 10 hit 
  points; immunity to poison and psychic damage). 
  Destroying a tendril deals no damage to the roper, 
  which can extrude a replacement tendril on its next 
  turn. A tendril can also be broken if a creature takes an 
  action and succeeds on a DC 15 Strength check against 
  it.  
   
  Spider Climb. The roper can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Actions 
  Multiattack. The roper makes two attacks with its 
  tendrils, uses Reel, and makes one attack with its bite. 
   
  Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one 
  target. Hit: 22 (4d8+4) piercing damage. 
   
  Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., 
  one creature. Hit: The target is grappled (escape DC 15). 
  Until the grapple ends, the target is restrained and has 
  disadvantage on Strength checks and Strength saving 
  throws, and the roper can't use the same tendril on 
  another target. 
   
  Reel. The roper pulls each creature grappled by it up to 
  25 feet straight toward it. 
   
  
   
  Yochlol 
  Large fiend (demon), chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 136 (11d10 + 44) 
  Speed 30 ft., climb 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  18 (+4) 
  13 (+1) 
  15 (+1) 
  15 (+2) 
    
  Saving Throws Dex +6, Int +5, Wis +6, Cha +6 
  Skills Deception +10, Insight +6 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Abyssal, Elvish, Undercommon 
  Challenge 10 (5,900 XP) 
  Shapechanger. The yochlol can use its action to 
  polymorph into a form that resembles a female drow or 
  giant spider, or back into its true form. Its statistics are 
  the same in each form. Any equipment it is wearing or 
  carrying isn’t transformed. It reverts to its true form if it 
  dies. 
  Magic Resistance. The yochlol has advantage on saving 
  throws against spells and other magical effects. 
  Spider Climb. The yochlol can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Innate Spellcasting. The yochlol’s spellcasting ability is 
  Charisma (spell save DC 14). The yocholo can innately 
  cast the following spells, requiring no material 
  components: 
   
  At will: detect thoughts, web 
  1/day: dominate person 
   
  Web Walker. The yochlol ignores movement restrictions 
  caused by webbing. 
  Actions 
  Multiattack. The yochlol makes two melee attacks. 
  Slam (Bite in Spider Form). Melee Weapon Attack: +6 to 
  hit, reach 5 ft. (10 ft. in demon form), one target. Hit: 5 
  (1d6 + 2) bludgeoning (piercing in spider form) damage 
  plus 21 (6d6) poison damage. 
  Mist Form. The yochlol tranforms into toxic mist or 
  reverts to its true form. Any equipment it is wearing or 
  carrying is also transformed. It reverts to its true form if 
  it dies. 
   While in mist form, the yochlol is incapacitated and 
  can’t speak. It has a flying speed of 30 feet, can hover, 
  and can pass through any space that isn’t airtight. It has 
  advantage on Strength, Dexterity, and Constitution 
  saving throws, and it is immune to nonmagical damage. 
   While in mist form, the yochlol can enter a creature’s 
  space and stop there. Each time that creature stats its 
  turn with the yochlol in its space, the creature must 
  succeed on a DC 14 Constitution saving throw or be 
  poisoned until the start of its next turn. While poisoned 
  in this way, the target is incapacitated. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Gary Con (GARY)/CCC-GARY-07 - The Mirror Cities of Gulthias.pdf