TEXT:  
   
   
   
  Elusion of Grand Yore 
   
  A svirfneblin clan elder and arcanist of Lumindearth has gone missing. Courageous adventurers have 
  been called upon to bring him home, but they’ll need their wits about them if they are to survive this 
  rescue mission in the enigmatic Underdark. 
   
  A	Four‐Hour	Adventure	for	5th‐10th	Level	Characters	
  	
  	
  Chase Louviere 
  Author	
   
  Adventure Code: CCC‐SHINY‐04 
  Optimized For: APL 8 
  Version: 1.1 
   
   
  Development	and	Editing: Chase Louviere 
  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 
  Play‐testers:	Brandon Slaten, Dustin Stone, Dylan Cole, Isaac Gerke 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all 
  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057‐0707, USA. Manufactured by Hasbro SA, Rue Emile‐Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The 
  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  2 
  Introduction 
  Welcome to Adventure	Name,	a	D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system. 
   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	8. 
  Characters outside this level range cannot 
  participate in this adventure. 
   The story takes place in the Underdark region 
  surrounding Lumindearth, a svirfneblin (deep 
  gnome) colony. This is located beneath the 
  Earthspur Mountains on the edge of Cormanthor and 
  the Flooded Forest. Beneath the surface of Toril, 
  Lumindearth is near Sporedome and the Deep 
  Wastes.	
  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 
  of 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. Familiarize 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. 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  3 
  Adventure Primer 
  O,	that	way	madness	lies;	let	me	shun	that;	
  No	more	of	that.	
  — King	Lear 3.4.24	
  Adventure Background 
   Midwinter celebrations occur all around Faerûn 
  every year before spring. Less than a tenday ago, 
  svirfneblin (deep gnome) colonies across the 
  Underdark each held the Festival of the Star as part 
  of this celebration. These gatherings are held in 
  honor of the Master of Stone, a svirfneblin deity 
  named Callarduran Smoothhands. They congregate 
  on the banks of underground lakes to see 
  phosphorescent, tiny fungi lighting up across the 
  cavern ceiling. Reflected on the surface of the water, 
  it looks very much like a starry-night sky. The 
  primary function is to serve in honor of Callarduran, 
  whose symbol is of a star, but also serves as a 
  reminder to the deep gnomes of their origins on the 
  surface world and that they are not alone. 
   During this celebration, a svirfneblin, Grimblr	
  Umbricket	of	Grand	Yore, went missing. Grimblr 
  was given the title “Grand Yore” based on tales of his 
  heroics and, more specifically, his aid in the defense 
  against drow invaders trying to drive the gnomes 
  out of Lumindearth. The Grand Yore is an honorary 
  elder of the colony, and he is a retired adventurer 
  who acts as a contact for the Harpers. A combination 
  of his age and extensive time spent in the Underdark 
  have begun to wear on his mental stability.  
   Grimblr was led astray in the labyrinthine tunnel-
  works of the Underdark, rife with maddening 
  faerzress and fungal undergrowth. Lured in by will‐
  o’‐wisps at the behest of a conniving doppelganger 
  trying to assume his identity, Grimblr now believes 
  he is an enhanced simulacrum of himself. The 
  doppelganger has him convinced that drow are 
  searching for him. To avoid capture, he has devised a 
  number of defenses and traps. Adventurers are 
  needed to find Grimblr and bring him home. 
   
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure: 
   
  Lumindearth (LOO‐mend‐urth) A svirfneblin colony that 
  occupies the Underdark beneath the Earthspur Mountains. 
   
  Grimblr Umbricket (GRIM‐blur UHM‐brick‐it) Grimblr is a 
  svirfneblin arcanist who specializes in illusory magic. The 
  svirfneblin of Lumindearth often refer to him by his honorary 
  title, “Grand Yore.” 
   
  Avirta Umbricket (AH‐ver‐TUH UHM‐brick‐it). Avirta is 
  Grimblr’s daughter. She is married to Evrelde Bixbite and 
  handles most of the work at home. 
   
  Evrelde Bixbite (EHV‐rilled BICKS‐bite) Avirta’s wife and 
  owner of Bixbite Nursery, a fungus farm she runs to make her 
  living and provide Lumindearth with its fungal cuisine. 
  Adventure Overview 
   This adventure is broken down into six parts: 
   Part	1:	Lumindearth.	The characters enter 
  Lumindearth and meet with Avirta, who implores 
  them to find her father and bring him home. 
   Part	2:	Chasing	White	Rabbits. The party gets its 
  first real look at the Underdark environment of this 
  region. They also find signs of Grimblr and must 
  overcome the illusory obstacles he has created. 
  	 Part	3:	Tripping	on	‘Shrooms.	The characters 
  must navigate through heavy fungal undergrowth to 
  press onwards towards Grimblr. 
  Part	4:	Breaking	the	Ice.	The characters are 
  involved in a chase to catch Grimblr’s simulacrum.	
   Part	5:	World	of	Pure	Imagination.	The real 
  Grimblr is finally found along with the 
  doppelganger. The characters must find a way to 
  bring Grimblr back to Lumindearth, preferably alive. 
  Adventure Hooks 
   A	Plea	for	Help.	The deep gnomes of Lumindearth, 
  always wary of outsiders, have reached out for aid in 
  finding an elder of their community who recently 
  went missing. 
   The svirfneblin of Faerûn are a closed-off people 
  who prefer to keep their stones unturned. The 
  adventurers arrive at a tunnel entrance near the 
  Earthspur Mountains and are guided, blindfolded, to 
  the city of Lumindearth below.  
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  4 
  Part 1. Lumindearth 
  Estimated	Duration: 30 minutes 
  General Features 
  Lumindearth has the following general features. 
   
  Terrain. The city and its dwellings have been magically 
  shaped and polished from the stone that makes up this 
  spacious natural cavern. 
   
  Ceilings. The ceiling of Lumindearth does not exceed 60 ft. 
  from the floor. The floor is concave, so the outer floors are a 
  shorter distance from the ceiling. 
   
  Weather. While there is no overhead weather, this area is 
  quite humid given the expansive underground lake which 
  occupies the city. The caverns are comfortably cool and 
  breezeless. 
   
  Light. As its name suggests, Lumindearth is mostly devoid 
  of light. Great protrusions of glowing fungus provide dim 
  lighting in some areas, but the majority of Lumindearth is 
  dark. 
   
  Smells and Sounds. The air is damp and contains 
  undertones of earthy decay, masked beneath the stronger 
  scent of roasting fish. Sounds of mining tools striking solid 
  rock echo through the expanse of this cavern.  
  Avirta’s Home 
   
  The musty scent of decay lingers in the cool, humid air of 
  these caves as you descend into the depths of Toril, towards 
  Lumindearth. After walking for what feels like an eternity, 
  you catch a hint of roasting fish as you breathe and begin to 
  hear occasional, distant sounds of miners’ tools striking hard 
  stone echoing down the tunnel walls. You are asked to 
  remove the blindfolds obscuring your vision but to refrain 
  from generating any light; it takes a moment for your eyes to 
  adjust, and you see that area is dimly illuminated by patches 
  of glowing fungus. 
   
  The passage opens to a seemingly endless expanse 
  outward. The ceiling overhead doesn’t look to be very high, 
  but the floor slopes downwards, towards the center, where 
  you see a massive lake, its surface undisturbed in this quiet 
  city. Dwellings are constructed with little uniformity in the 
  natural rock formations here, and there are shelves of 
  mushrooms growing in alcoves hewn from the stone. Your 
  escort leads you through the smoothed stone roads of 
  Lumindearth, stopping in front of a home carved into the 
  base of a massive stalagmite. 
   Much of the fungus in Lumindearth is essential to 
  the svirfneblin colony. It is clear they actively 
  cultivate this fungus, and the characters are asked to 
  refrain from generating any light (torches, spells, 
  items, etc.) because the fungus is photosensitive. If 
  directly exposed to any form of bright light, the 
  fungus will quickly wither and die. Dim lighting is 
  less of a problem for the fungus, though the 
  svirfneblin still object to it within the city.  
   The eight deep	gnome escorts guiding the 
  characters will verbally warn them if they attempt to 
  create any light. If any characters refuse to comply, 
  this light attracts negative attention in the dark city 
  very quickly. The escorts will attempt to poison the 
  problematic character(s) using their poisoned	darts	
  and restrain any poisoned characters using manacles 
  while reinforcements arrive. Allow characters who 
  comply to intervene in any way they see fit. 
   The characters have been escorted to Avirta’s 
  dwelling in Lumindearth. If they have been 
  cooperative up until this point, their escorts will 
  leave so that they may interact freely with Avirta 
  and other denizens of the city. Otherwise, the 
  svirfneblin remain standing guard outside and insist 
  on escorting the characters within the city. 
   The	goal	of	this	encounter	is	to	establish	
  empathy	with	Avirta	and	her	family. She is inside 
  stewing fish and mushrooms in a large pot when the 
  characters arrive. Despite the grim urgency of the 
  task ahead, she welcomes them into her home and 
  offers to share her meal while they discuss the 
  details of Grimblr’s disappearance. As with most 
  svirfneblin food, this dish is copiously salted — 
  perhaps unpleasantly so for characters not familiar 
  with the cuisine. During the meal, the characters 
  learn the following information: 
   Avirta’s father, Grimblr Umbricket of Grand Yore, 
  is a retired adventurer getting on in his years. She 
  checks in on him frequently and acts as a 
  caretaker, as his age and lifestyle have begun to 
  take a toll on his mind. 
   Evrelde Bixbite, Avirta’s wife, maintains the 
  Bixbite Nursery, a fungal farm which provides 
  many of the mushrooms the citizens of 
  Lumindearth rely on. She should be coming home 
  soon for supper. 
   The Grand Yore ran off during the Festival of the 
  Star, shouting excitedly about glowing orbs he was 
  seeing. Avirta and other attendees did not witness 
  these alleged orbs.  
   If questioned further on this, Avirta indicates she 
  would prefer to wait until the meal is through to 
  discuss that further. A DC 10 Wisdom	(Insight) 
  check reveals a clear sense of discomfort and 
  distress, as if she is trying to uphold a level of 
  normalcy to remain calm. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  5 
  Development 
   When the conversation with Avirta comes to an 
  end, Evrelde arrives. She sees the distraught Avirta 
  talking with the characters and holds her wordlessly 
  in a comforting embrace. They offer the characters a 
  total of 900 gold to find Grimblr and take him home. 
   Before helping herself to the meal, Evrelde 
  prepares a container of food to send with the 
  characters. It has been several days since Grimblr 
  went missing, and Evrelde worries that he has not 
  eaten well if he’s still out there. The	food	plays	an	
  important	role	in a later encounter that may help 
  the characters, if they remember it. She urges Avirta 
  to take the characters to the lake and describe what 
  happened so that they can get moving as soon as 
  possible. She stays behind to sup and clean. 
  Lake of Lumindearth 
   After the players receive the parcel of food for 
  Grimblr, Avirta asks them to accompany her to the 
  Lake of Lumindearth, where the Festival of the Star 
  was recently held. 
   
  Centered at the bottom of this bowl‐like cavern, the Lake 
  of Lumindearth is a sight to behold. Its expanse stretches well 
  past the limits of your sight in this darkness, though luminous 
  growths dot the edges. Speckling the ceiling are thousands of 
  tiny, faintly glowing patches of phosphorescent lichen. 
   
  Avirta casts a spell, and you see the lichen immediately 
  above glows brighter than before. The resulting glow reflects 
  off the surface of the water taking on the appearance of stars 
  in an open sky. Schools of petite, radiant fish occasionally 
  dart near the surface resembling meteors streaking through 
  the night. 
   A DC 11 Intelligence	(Arcana) check reveals she 
  has cast silent	image. She casts this to create an 
  illusion of the beautiful scene the svirfneblin 
  experience during each Festival of the Star. With this 
  scene set, she begins to describe — with great 
  reverence — the ceremony that takes place each 
  year. The characters learn the following information: 
   Svirfneblin across the Underdark gather around 
  subterranean lakes each year in honor of a 
  svirfneblin deity: Callarduran Smoothhands, 
  Master of Stone. The starry-night image helps 
  remind the gnomes that they originated on the 
  surface of Toril and are not alone in their 
  struggles. 
   A DC 12 Intelligence	(Religion) check reveals 
  that Calladuran’s symbol is that of a star. 
   Grimblr always carries a quizzing glass, claiming it 
  helps him to see. Unbeknownst to the characters 
  and Avirta, this is a gem	of	seeing. 
   He was at the festival with Avirta and Evrelde, 
  singing hymns to Callarduran when he suddenly 
  stopped mid-song, peering intently across the 
  lake. He raised the quizzer to his eye, exclaimed 
  something about glowing orbs, and then took off 
  running. Shortly after, he disappeared — invisible, 
  she assumes. 
   Grimblr has remained unseen since then. After a 
  lengthy search of the area, they found Grimblr’s 
  Pipe	of	Smoke	Monsters at the opening of a nearby 
  passage which leads out of the city.  
  Development 
   Avirta gives the Pipe	of	Smoke	Monsters	to the 
  characters and explains its function. See Player	
  Handout	3 for more information.	
   The characters have a cold trail to follow in 
  pursuit of Grimblr: down the winding passage into 
  less civilized areas of the Underdark. Continue to 
  Part	2.	Chasing	White	Rabbits 
  DM Tip: Roleplaying Svirfneblin 
   Most svirfneblin are deeply mistrusting of 
  outsiders, and the deep gnomes of Lumindearth are 
  no exception. While they are willing to call upon 
  adventurers for aid, they are wary of having said 
  adventurers traipsing about their city and keep a 
  close eye on the characters during their stay. 
  Interaction with Drow and Duergar Drow and duergar 
  adventurers are regarded poorly by the svirfneblin. While 
  they accept these races may have joined adventuring 
  ranks, they have a deep‐seated mistrust due to the history 
  of drow and duergar invaders attempting to push the deep 
  gnomes from their homes or even enslave them. Consider 
  having drow or duergar characters make Charisma 
  (Persuasion) and Charisma (Deception) checks at 
  disadvantage when interacting with svirfneblin NPCs. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  6 
  Part 2. Chasing White Rabbits 
  Estimated	Duration: 90 minutes 
  	 Will‐o’‐wisps lured Grimblr deep into the 
  labyrinthine Underdark, always darting around the 
  next corner just as he’d gain sight of them. He 
  succumbed to madness while chasing them and 
  eventually fell unconscious. 
   When he awoke, a doppelganger was there in 
  Grimblr’s form by use of his Shapechanger	trait. He 
  took and attuned to Grimblr’s gem	of	seeing. Taking 
  advantage of the Grand Yore’s weakened mental 
  state, the doppelganger convinced the poor gnome 
  that he (Grimblr) was an enhanced simulacrum of 
  himself, and that the doppelganger is really 
  Grimblr. The Grand Yore’s madness warped his 
  reality, and he rationalized this as the explanation 
  for his spotty memory as of late instead of 
  questioning the claim. 
   Knowing a search party would develop, the 
  doppelganger told Grimblr that drow had invaded 
  Lumindearth in search of him. Worried about these 
  alleged drow, Grimblr set to work with his 
  simulacrum creating illusory traps to impede their 
  progress under the command of the doppelganger. 
  Unfortunately, because of his paranoia, the 
  characters will need to deal with the maddening 
  effects of faerzress in tandem with the defenses 
  Grimblr has devised as they delve into the 
  Underdark on this rescue mission. 
  Faerzress Potency 
   The	faerzress of this region is particularly 
  concentrated causing unpredictable effects for spells 
  cast in the area. The specifics of these effects are 
  outlined in each encounter and primarily impact 
  illusory magic cast by Grimblr. You are empowered 
  to make similar adjudications for illusion spells cast 
  by player characters if you wish to do so. 
  Alternatively, have them roll against Wild Magic as 
  per the normal rules for faerzress.	
  	 Additionally, detect	magic reports magical auras as 
  per the spell’s description, but due to the taint of 
  faerzress, the schools of magic it reports back are 
  random. Roll a single d8 to determine what aura is 
  reported for any given magical effect. 
   For the purposes of this adventure, each hour 
  spent lingering in faerzress causes the characters to 
  make a DC 8 Wisdom	saving	throw against the 
  effects of madness. To represent the characters’ 
  minds unraveling, this DC is raised by 1 per level of 
  madness the individual character has accumulated. 
  Detect Magic: Random Auras 
     1d8  
  School of Magic 
    1   
  Abjuration 
    2   
  Conjuration 
    3   
  Divination 
    4   
  Enchantment 
    5   
  Evocation 
   
  6   
  Illusion 
   
  7   
  Necromancy 
   
  8   
  Transmutation 
   
  Faerzress 
  An unusual magical energy the drow call faerzress pervades 
  much of the Underdark. The origin of this mysterious arcane 
  power is unknown. Legend claims it is an ancient elven magic 
  dating back to the time when the dark elves were first exiled 
  from the world above. The drow and other Underdark 
  creatures use the properties of areas suffused with faerzress 
  to protect their settlements. 
   
  Areas suffused with faerzress can range in size from a 
  dozen feet across to several miles in diameter, and feature 
  the following effects: 
   Areas suffused with faerzress are always filled with dim 
  light. 
   A creature in an area suffused with faerzress has 
  advantage on saving throws against any divination spells. If 
  a divination spell doesn’t allow a saving throw, the caster 
  must succeed on a DC 15 Constitution saving throw to cast 
  the spell. Failing this save means the spell is wasted and 
  has no effect. 
   Any creature attempting to teleport into, within, or out of 
  a faerzress‐suffused area must succeed on a DC 15 
  Constitution saving throw. On a failed save, the creature 
  takes 5 (1d10) force damage and the teleportation 
  attempt fails. Even if the save succeeds, the teleportation 
  attempt can suffer a mishap as if the destination was 
  known only by description, regardless of how familiar the 
  destination actually is. See the table in the teleport spell 
  for more information. 
   Areas suffused with faerzress have become tainted by the 
  chaos of the demon lords. When a spell is cast in a 
  faerzress‐suffused area, the caster rolls a d20. On a roll of 
  1, the spell has an additional effect, determined by rolling 
  on the Wild Magic Surge table in chapter 3, “Classes,” of 
  the Player’s Handbook. 
   Though faerzress can’t be dispelled, its effects are 
  temporarily suppressed in the area of an antimagic field. 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  7 
  Down the Rabbit Hole 
  General Features 
  This encounter has the following general features: 
   
  Terrain. The rough, stone tunnels of the Underdark are 
  lined with fungal growth feeding off faerzress of the area. 
   
  Weather. Dampness hangs in the air, and the walls are 
  slick with runoff water trickling down from layers above and 
  causing a thin layer of mildew to form. 
   
  Light. Faerzress provides dim lighting in the form of a 
  gentle glow in various shades of violet. 
   
  Smells and Sounds. The scent of decay is stronger in these 
  unexplored areas of Underdark, and sounds of water drops 
  hitting the cavern floor occasionally perforate the silence. 
   
  You trek through the unsettlingly silent caves of the 
  Underdark, further and further from Lumindearth. The 
  tunnels split and fork with great regularity, and you 
  frequently hit dead ends or loop back to caverns you’ve 
  already explored. The primary distinguishing features 
  between these caverns are faintly glowing veins of strange 
  crystals encrusted in the walls, floors, and ceilings around 
  you. It quickly becomes difficult to navigate by memory. 
   Exploring the passageways where Grimblr’s Pipe	
  of	Smoke	Monsters was found requires each 
  character to make a DC 13 Intelligence	(Survival)	
  check to determine how quickly the group makes 
  their way through the labyrinthine tunnel-works. 
   Characters who suggest a method to solving the 
  maze receive advantage on this check. Examples 
  include but are not limited to “using the left-hand 
  rule” or “marking the entrance of each fork the 
  group follows.” 
   The count begins at 1 hour. 
   Each failure adds 1 hour to the count. 
   Each success removes 1 hour from the count.  
   The minimum final count is 1 hour. 
   The maximum final count is 4 hours. 
   Players inquiring about the crystal veins may 
  make a DC 16 (Arcana) check. On a success, the 
  character recognizes these veins as signs of faerzress	
  and recall the information in the faerzress sidebar. 
   
  The chaotic energy radiating in this region of the Underdark 
  is positively maddening. You trudge your way through the 
  oppressive silence searching for signs of the Grand Yore. 
   Each character makes a DC 8 Wisdom	saving	
  throw against the effects of madness	for every hour 
  spent navigating this labyrinth. The DC for an 
  individual character is raised by 1 for each level of 
  madness that character has. 
   Continue to Mycobacterial	Muck once the players 
  have completed these rolls. 
  Madness 
   
  At the best of times, the Underdark is a bizarre, alien, and 
  inhospitable world, but the influence of the demon lords has 
  transformed it into a domain of madness and chaos. 
  Faerzress acts as a catalyst, spreading the demon lords’ 
  madness throughout the Underdark. 
   
  A creature’s madness level starts at 0. When the creature 
  fails a madness saving throw, its madness level increases by 
  1, and the creature immediately suffers the level’s effect (as 
  determined by rolling on the Short‐Term Madness, Long‐
  Term Madness, or Indefinite Madness table in the Dungeon 
  Master’s Guide, as appropriate). When the effect ends, the 
  creature’s madness level doesn’t change. Any time the 
  creature’s madness level increases, it suffers the effect of the 
  new level.  
   
  If a creature with level 3 madness fails a madness saving 
  throw, its madness level becomes 1. In this way, characters 
  can potentially accumulate multiple forms of madness. If a 
  character accumulates a form madness that they are already 
  suffering from, reroll until a new result is reached. Bouts of 
  short‐ and long‐term madness can be cured as described in 
  the Dungeon Master’s Guide. Given the demonic source of 
  the madness, remove curse and dispel evil are also effective 
  as cures. A greater restoration spell or more powerful magic 
  is needed to cure indefinite madness and also resets a 
  creature’s madness level to 0. Madness is measured in three 
  levels: 
   
  Level  Effect 
  1   
  Short‐term madness (lasts 1d10 minutes) 
  2    
  Long‐term madness (lasts 1d10 x 10 minutes) 
  3   
  Indefinite madness (lasts until cured) 
   
  Indefinite Madness of Grand Yore 
   
  Upon reaching madness level 3, instead of rolling on the 
  Indefinite Madness table on page 260 of the Dungeon 
  Master’s Guide, the character succumbs to an intense feeling 
  of paranoia and receives the story award Delusional 
  Misidentification. See Player Handout 1 for more 
  information. 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  8 
  Mycobacterial Muck 
   This encounter features an area of	hallucinatory	
  terrain created by Grimblr. Faerzress	causes this 
  illusion to remain until dispelled. In reality, there is 
  no chasm, fog, or flowing water; these are aspects of 
  the illusion. The rock formations described, 
  however, are real. The actual terrain is a stagnant 
  quagmire of bitumen, decaying fungi, and old bones, 
  tainted by the influence of the Underdark. 
  General Features 
  This encounter has the following general features: 
   
  Terrain. The walls and floors are coated in thin layer of 
  slime surrounding the edges of the mire. 
   
  Ceiling. The ceiling is 15 ft. from the surface of this bog. 
   
  Weather. Fog heavily obscures sight in this room to a 
  distance of 20 ft. 
   
  Light. Faerzress provides dim lighting in the form of a 
  foreboding, red glow through the fog. 
   
  Smells and Sounds. Characters who have not successfully 
  seen through the hallucinatory terrain hear rushing water 
  and do not smell the heavy stench of decomposition masked 
  by this illusion. 
   
  The ground becomes slick with mud and mildew as you 
  approach the bank of a massive underground river. A dense 
  cloud of fog permeates the cavern, obscuring your view. The 
  area is bathed in a baleful crimson glow, giving the murky 
  water an ominous, sanguine appearance. 
   
  It pours in rapidly from an unseen source on your left, and 
  the roar of a waterfall echoes loudly through this grotto; 
  judging by the sound, it seems to run off a ledge on the right 
  side of the cavern, down into unknown depths far below. The 
  fog constantly shifts and swirls, and you catch a glimpse of 
  some moss‐covered rock formations jutting from the surface 
  of the water only a few feet away. Thick, root‐like protrusions 
  hang about 10 feet from the ceiling just above you. 
   Characters with a Passive	Perception	of 13 or 
  higher catch a brief glimpse of a glowing orb before 
  it fades into the fog. This will‐o’‐wisp	activates its 
  invisibility and lies in wait. 
   Characters who succeed on a DC 10 Wisdom	
  (Survival)	check notice an amalgamation of 
  footprints pressed into the muck near the edge of 
  the river. These footprints are clearly small enough 
  to belong to a gnome. 
   Under the instruction of the doppelganger,	
  Grimblr used wall	of	force to cross this hazardous 
  waste pool. Once on the other side, he placed 
  complex illusory traps to hinder his (imaginary) 
  drow pursuers. 
   
   Have the players roll	initiative the first time a 
  character declares intent to cross the illusory river 
  by any means. See Appendix.	Mycobacterial	Muck 
  for a map of this area. Once all characters reach the 
  other side, continue to Part	3.	Tripping	on	
  ‘Shrooms. 
  DM Tip: Illusions 
   The dungeon master (DM) is empowered to 
  change the nature of illusions in this adventure so 
  long as it doesn’t change the mechanics of the 
  encounter. For example, instead of illusory tentacles 
  coming from the water, a DM might describe a large 
  bat swooping at the characters or some other similar 
  effect that might cause a character to flinch and lose 
  balance. Regardless of the effect, the mechanics of 
  the encounter remain the same. 
   Characters sharing information about illusions 
  they’ve detected doesn’t mean other characters 
  automatically disbelieve those illusions. Characters 
  seeing illusory effects are still required to use an 
  action to make an Intelligence	(Investigation)	
  check to disbelieve the illusion or must otherwise 
  thwart it as per the description of the specific effect. 
  Characters who have reason to believe there is an 
  illusion receive advantage on the check made to 
  disbelieve it. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Very Weak: The will‐o’‐wisp leaves the area rather than 
  preying on unconscious characters. Remove it from the 
  encounter. Additionally, the necrosis trap effect deals 11 
  (2d10) damage instead of 22 (4d10). 
   Weak: The necrosis effect deals 11 (2d10) necrotic damage 
  instead of 22 (4d10) necrotic damage. 
   Strong: The will‐o’‐wisp actively attacks characters who 
  drop below 20 hit points. 
   Very Strong: Add 2 will‐o’‐wisps to the encounter. The will‐
  o’‐wisps actively attack characters who drop below 30 hit 
  points. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  9 
  Hallucinatory Terrain Trap 
  Complex Trap (level 5‐10, dangerous threat) 
  This trap involves a series of illusions which disguise the true 
  dangers of this area. The illusions are not directly harmful, 
  but pre‐existing environmental effects are. 
  Trigger. The active elements trigger when a creature first 
  enters the area. The dynamic elements activate when 
  characters meet their defined triggers. 
  Initiative. The trap acts on initiative count 10 (losing ties) and 
  initiative count 0 (losing ties). 
  Active Elements. The trap includes several programmed 
  illusions spread about the area. Necrosis affects characters 
  who remain in the tar. 
   Illusory Tentacles (Initiative 10). Each round, a 
  programmed illusion activates. These illusions are spaced 
  throughout the area in such a way they can affect any 
  creature within the area. They rapidly reset but do not 
  always trigger due to corruption of faerzress. As a result, 
  only one programmed illusion activates per round: 
  Randomly target one character in the area who can 
  attempt a DC 15 Dexterity saving throw to avoid what 
  appears to be a massive, black tentacle lashing out from 
  the murky depths. Failing results in the character losing 
  balance and falling into the tar. 
   Necrosis (Initiative 0). Any character stuck in tar develops 
  necrotic sores. This deals 22 (4d10) necrotic damage and 
  causes the character to make a DC 13 Wisdom saving 
  throw. On a failure, the character is afflicted with a short‐
  term madness effect until the end of that character’s next 
  turn. This has no bearing on the character’s madness level. 
  Dynamic Elements. The first creature who falls into the tar 
  triggers a glyph of warding in the room. Additionally, a will‐
  o’‐wisp lies in wait to prey on dying creatures. 
   Glyph of Warding. When this glyph is triggered, a blue 
  flash of light is emitted. The character must make a DC 17 
  Intelligence saving throw against the spell enemies 
  abound. See Xanathar’s Guide to Everything for more 
  information on this spell. 
   Will‐o’‐wisp. A will‐o’‐wisp hovers in the cavern, invisible. 
  If a character reaches 0 hit points in this room or if the 
  will‐o’‐wisp realizes it has been detected, roll initiative for 
  it and add it to the initiative order. If a character is at 0 hit 
  points on the will‐o’‐wisp’s turn, it attempts to use its 
  consume life ability on that character. It then uses its 
  action to become invisible once more. 
  Constant Elements. The area is suffused with faerzress and 
  shifting fog. Long roots hang from the ceiling making 
  navigation by flight difficult. Slippery stepping stones serve as 
  a means of crossing. 
   Fog. The characters are able to catch brief glimpses 
  through this fog as it swirls about the area. Sight is limited 
  to 20 ft. before being heavily obscured.  
   Faerzress. Remember that characters are in an area 
  suffused with faerzress. This has potential impact on spells 
  they cast, including teleportation magic. See the faerzress 
  sidebar for more details. 
   Roots. The tangle of roots coating the ceiling serve as 
  hindrance to characters attempting to move quickly 
  through them such as with flight or spider climb. For every 
  20 ft. a character moves through the roots in a single 
  round, that character must succeed on a DC 12 Strength 
  saving throw to avoid snagging on the roots. Failure results 
  in the character falling prone into the tar below. 
  Countermeasures. Certain elements of the trap can be 
  avoided or otherwise overcome. 
   Hallucinatory Terrain. The illusion of water disguises the 
  necrotic bog beneath. A creature carefully examining the 
  illusion can attempt a DC 17 Intelligence (Investigation) 
  check to disbelieve it. Characters who fall into the tar 
  immediately see through this illusion revealing the muck, 
  stench, and stagnation. 
   Tar Pit. Characters can move through the tar as difficult 
  terrain, but climbing out requires using an action to make 
  a DC 12 Strength (Athletics) check to pull free and climb 
  onto a nearby rock formation – the roots are too high up 
  to reach from within the tar. Characters may attempt the 
  same check to extract a nearby ally stuck in the tar. 
   Illusory Tentacles. Failing the Dexterity saving throw 
  against this effect counts as physical interaction with the 
  image and reveals it to be an illusion. A creature that takes 
  the Ready action to examine the image when it appears 
  can also determine that it is an illusion with a successful 
  DC 17 Intelligence (Investigation) check. If a character 
  learns the tentacles are illusory, no further saving throws 
  against this effect are required for that character. 
   Glyph of Warding. The Glyph of Warding is placed on the 
  far end of the tar pit on the floor along the bank. Any 
  character who reaches the other side of the pit and 
  succeeds on a DC 17 Intelligence (Investigation) saving 
  throw finds the glyph and can remove it with dispel magic. 
   Fog. The fog is not a magical effect or spell and cannot be 
  dispelled, but any spell which disperses vapors, gas, or fog 
  can affect the fog in this room for the duration of the spell. 
  Examples include but are not limited to gust of wind and 
  warding wind. When such a spell ends, the fog 
  immediately refills the area. 
   Will‐o’‐wisp. The will‐o’‐wisp in this area is invisible. 
  Characters who can see invisible creatures may detect it if 
  it isn’t also obscured by fog.  
   Roots. Characters can use an action to swing from the 
  roots with a DC 10 Strength or Dexterity (Athletics) check 
  (player’s choice). If successful, a character can swing to any 
  location up to 20 ft. away, provided that character has 
  sufficient movement remaining to do so. Failing results in 
  the character losing grip, moving only half the intended 
  distance, and falling prone. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  10 
  Part 3. Tripping on ‘Shrooms 
  Estimated	Duration: 60 minutes 
  General Features 
  This encounter has the following general features: 
   
  Terrain. Thick fungal undergrowth fills this massive cavern 
  from floor to ceiling. This undergrowth is difficult terrain. 
   
  Weather. The air is warm and humid. Vision is lightly 
  obscured due to airborne spores. 
   
  Ceilings The ceiling here is only 10 ft. off the ground. 
   
  Light There is no light or faerzress in this area. 
   
  Smells and Sounds. The odor of decay is augmented by a 
  stronger, floral scent. Faint sounds of chirping insects pierce 
  the otherwise quiet cavern. 
  Fungal Jungle 
   
  Leaving the maddening mire behind, you continue in 
  pursuit of the ever‐elusive Grand Yore. Another hour of travel 
  leads you to a low‐ceilinged cavern where a cloying, sickly‐
  sweet odor hangs in the air. Fuzzy spores float lazily about, 
  lightly obscuring your vision, and this cavern appears to be 
  completely dark. The fungal forest ahead is overrun with 
  colorful plants and lichen growing from floor to ceiling. 
  Exploring the Area 
   Be sure to check that the characters don’t have a 
  source of bright light, lest they incur the wrath of 
  shriekers.	Traveling through the area requires the 
  characters make a DC 14 Constitution	saving	
  throw against the poisoned condition from 
  prolonged exposure to airborne spores in this 
  region. Characters who linger in the area must 
  repeat the save every hour. Consuming any 
  mushrooms here subjects a character to a DC 16 
  Constitution	saving	throw against the same effect. 
   Rather than the affected character feeling sickly, 
  this poison	manifests in a more visually distracting 
  form: the character begins seeing minor 
  hallucinatory effects such as shimmering walls or 
  shifting colors. 
   Make a private or mental note of which characters 
  are poisoned in this way; this instance of poison 
  doesn’t wear off until its full effect has occurred in 
  the Magic	Mushrooms	encounter. It can also be 
  removed magically, such as with the lesser	
  restoration	spell. 
   
  Shriekers 
  Adjustments. The shriekers in this area only shriek when 
  exposed to bright light. Unlike regular shriekers, they do 
  not shriek just because a creature is nearby. 
   
  If the characters bring any form of bright light near or into 
  the forest, shriekers scattered about the area begin to shriek. 
  This causes a chain reaction of screeching from hundreds of 
  shriekers throughout the entire forest as all of them begin to 
  wail. If this happens, have the players roll initiative if they 
  are not already in initiative. 
   
  At the start of a character’s turn, have that character make 
  a DC 11 Wisdom saving throw against madness while 
  shriekers are screeching. When the bright light is 
  extinguished, the shriekers stop wailing in a wave as before, 
  and players can stop making these saving throws. It takes a 
  total of 4 rounds for the sounds to fully subside, but 
  characters do not need to make these saving throws for the 
  duration unless another source of bright light develops. 
   
  Characters may find and attack these screaming fungi if 
  they wish to do so, but it should be clear there is an entire 
  forest full of them. It would take an unreasonably long time 
  to slay them all. 
  Don’t Step on the Vegepygmies 
  (Optional)	‐	Estimated	Duration:	30	minutes	
   If your group is progressing quickly or you are not 
  constrained by time, consider running this optional	
  encounter.	
   
  Trudging through the undergrowth, you come to a small 
  clearing about 50 feet across and 30 feet in width. Smaller 
  fungi of all shapes and color grow in abundance here, and a 
  layer of soft moss coats the floor. On the far side, leaning 
  against a particularly thick mushroom stalk, you see a small, 
  red object that seems to be fading in and out of view as it 
  slowly pulses with color. 
   This clearing is filled with uniquely colorful, Tiny 
  sized vegepygmies.	There are 15 in total and a 
  vegepygmy	chief.	When the characters enter this 
  clearing, the timid tribe freezes, eyes closed, hoping 
  they won’t be noticed or attacked.	Any character 
  who has a Passive	Perception of 15 or higher 
  notices them.	A character who declares intent to 
  make an Intelligence	(Investigation) or Wisdom	
  (Perception)	check can do so against the same DC.  
   Keep in mind, the area is lightly	obscured by 
  airborne spores. That gives characters disadvantage 
  on Wisdom	(Perception)	checks and imposes -5 
  penalty to Passive	Perception.  
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  11 
   If any characters did notice the vegepygmies, 
  read this aloud: 
   
  You look around the clearing and notice tiny bipedal, 
  plant‐like creatures hiding in fear among the fungi. Tufts atop 
  their heads resemble the fuzzy spores floating about the air. 
  Matching the vibrant colors of this environment, these 
  creatures are tough to spot, but if you take your time and 
  move carefully, you could probably cross the clearing without 
  hurting or spooking any of them.  
   Each character can now attempt to carefully 
  navigate the plush vegepygmy field by succeeding 
  on a DC 12 Dexterity	(Stealth) check to do so. Due 
  to the plush moss softening footsteps, the characters 
  have advantage on this check. If the characters want 
  to go together, have them make a group check. If at 
  least half of the group succeeds, they can proceed to 
  the other side of the clearing uninterrupted. 
  Otherwise, roll	initiative as the vegepygmies all 
  begin to hiss and take up defensive positions.  
   If the characters did not notice the vegepygmies, 
  read the following once a character moves 20 ft. into 
  the clearing. 
   
  As you tread over the plush lichen, a hissing sound comes 
  from directly under you. When you look down, you see a tiny, 
  bipedal, plant‐like creature squirming out from beneath your 
  foot, and a buzzing chorus of hisses resounds through the 
  clearing. 
   
  As you look around, you notice more of these creatures as 
  they run towards you. Tufts bouncing atop their heads 
  resemble the fuzzy spores floating about. Matching the 
  vibrant colors of this environment, these creatures are tough 
  to spot, and it appears you’ve angered them. 
   Have the players roll	initiative as the 
  vegepygmies attack. 
  Combat Tactics. The vegepygmies prioritize the character 
  who stepped one of their own above all else. If the combat 
  began by other means, the vegepygmies target the 
  nearest character they can reach. 
  Treasure 
  The red, strobing object is a potion	of	diminution. The 
  vegepygmies do not object to quiet, non-hostile 
  characters taking this from the clearing before 
  leaving in peace. 
   
   
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Very Weak: The vegepygmies start with 4 hit points 
  instead of 9. Remove the vegepygmy chief. 
   Weak: The vegepygmies start with 4 hit points instead of 9. 
   Strong: Add a vegepygmy chief to the encounter. 
   Very Strong: Add 2 vegepygmy chiefs to the encounter. 
   
  Vegepygmy Adjustments. Unlike regular vegepygmies, these 
  creatures are Tiny sized instead of Small. They do not carry 
  slings. 
  Magic Mushrooms 
   
  Blazing a trail through the thicket, you stumble and fall 
  into what seems to be a large den of some sort. Looking 
  inside, it extends much farther than you initially expected. 
  The air is clear here, without spores to cloud your vision. 
  Furthermore, you see a bright light coming from around the 
  bend briefly before fading away. 
   
  Inside, you see no signs of the light, but the tunnel twists 
  at a steep incline, deeper into the Underdark. Veins of 
  glowing crystals illuminate the path, and the warmth from 
  above seems to dissipate. The tunnel comes to an end, but 
  there is an opening in the floor leading to another cavern 
  below. 
   The creatures in this next area have a symbiotic 
  relationship. Colossal	toadstools	(treat as ropers) 
  are capable of restraining potential victims and 
  bludgeoning them to death while gas	spores spread 
  their disease. The resulting bodies serve as hosts for 
  new gas	spores	to grow while the organic, decaying 
  remains are absorbed by the mycelium of colossal	
  toadstools.  
   The bright light was coming from another will‐o’‐
  wisp trying to lure the characters into danger. It 
  skulks, invisibly, in the area. 
   The hole in the floor leads to a 6 ft. drop down to a 
  larger area. No check is required to drop down, but 
  climbing back up does require a DC 10 Strength	
  (Athletics) check. The chasm leads to the next area; 
  characters in the chasm have full cover from the 
  colossal	toadstools. 
    
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  12 
  General Features 
  This encounter has the following general features: 
   
  Terrain. This cavern is rocky and has a sloped overhang 
  where the characters first enter. The area is roughly 80 ft. 
  long and 50 ft. wide. 
   
  Weather. The cave is cool and dry. 
   
  Ceilings The ceiling here plateaus at 70 ft. 
   
  Light A combination of glowing mushrooms and faerzress 
  provides dim lighting in the area. 
   
  Smells and Sounds. The ever‐pervasive stench of rot and 
  decay is stronger here than anywhere else yet, and the cave 
  is eerily silent. 
   Once a character drops down, read the following, 
  and then have the players roll	initiative. 
   
  Glancing about the cavern, you see a chasm on the far side 
  about 80 feet away. Several colossal toadstools are growing 
  around the center of the room; they have long, drooping 
  tendrils that hang from their caps. Looking up at these 
  enormous mushrooms, you find yourself staring directly into 
  a bulbous, floating eye sporting smaller eye stalks on top. It 
  floats in the middle of this cavern, 40 feet away and 30 feet 
  in the air. 
   The eye belongs to a gas	spore.	There are 8 of 
  these floating in the room which is also inhabited by 
  3 colossal	toadstools	and a will‐o’‐wisp.	
   When the second round of combat starts, 
  characters who are still poisoned from the Fungal	
  Jungle spores begin to hallucinate and take 1d6 
  psychic damage as if they are under the effects of	
  phantasmal	force for the next minute. At the start of 
  an affected character’s turn, that character takes 1d6 
  psychic damage from this effect. When the 
  phantasmal	force ends for a character, that character 
  is no longer poisoned.	
  Combat Tactics. The colossal toadstools lash out trying to 
  grab any characters in the cavern. They reel any grappled 
  characters upwards and towards themselves. At the start 
  of their turn, the colossal toadstools drop any characters 
  held 50ft. off the ground. Those characters land prone 
  taking 17 (5d6) bludgeoning damage from the fall. 
  Most of the gas spores in this room float above and 
  along the edges of the colossal toadstool caps, out of sight 
  at first. They target characters who are pulled into the air. 
  The will‐o’‐wisp lies in wait, invisible, hoping to 
  consume life any downed characters. It stays close to the 
  center of the cavern. If it doesn’t get a chance to do 
  consume life, it does not reveal itself. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Very Weak: Remove 3 gas spores and 1 colossal toadstool. 
  The colossal toadstools have 45 hit points instead of 93. 
   Weak: Remove 3 gas spores. The colossal toadstools have 
  45 hit points instead of 93. 
   Strong: Add 1 colossal toadstool to the encounter. 
   Very Strong: Add 1 colossal toadstool and 2 will‐o’‐wisps 
  the encounter. As part of the combat tactics, the will‐o’‐
  wisps will actively move in to attack characters below 30 
  hit points. 
   
  Roper (Colossal Toadstool) Adjustments.  
   Unlike regular ropers, these colossal toadstools are 
  Gargantuan sized instead of Large —each is 50 ft. tall.  
   They have Speed 0 ft. and no climb speed or spider climb 
  feature.  
   Their type is Plant instead of Monstrosity, and they are 
  unaligned.  
   They are immune to poison damage as well as the 
  poisoned condition 
   They do not have a bite attack.  
   The colossal toadstools are softer than their tendrils. 
  When attacked directly, they have only 15 AC instead of 
  20. The tendrils are 20 AC – damage done to them carries 
  over to the creature, and destroyed tendrils do not 
  regrow. 
  DM Tip: Phantasmal Force 
   Characters not poisoned	do not see the 
  hallucinations from phantasmal	force. These 
  hallucinations should manifest in a different way for 
  each affected character. The characters might piece 
  together this information to determine the effects 
  are illusory. If a player suggests this, you can remind 
  them they can spend an action to make an 
  Intelligence	(Investigation) check on any effect to 
  determine whether it is illusory. The DC for this 
  check is 12. As a reminder, while poisoned, a 
  character has disadvantage on attack rolls and 
  ability checks. 
   As before, you can be creative with these illusions. 
  If want some extra inspiration, here are some 
  example illusions you might use: 
   Beams shooting from the eye stalks of gas	spores. 
   Hundreds of tiny spiders swarming the character. 
   Shadows springing to life and attacking. 
   Vargouilles or bats swooping by and biting. 
   Gouts of steam firing from vents around the area. 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  13 
  Treasure 
   Fleeing the area is an option, but characters who 
  eliminate the threats here have a chance to search 
  the cave. Doing so reveals several humanoid bodies 
  in late stages of decay beneath the mycelium of the 
  colossal	toadstools. Spread amongst rotting coin 
  pouches, the characters find 5 rubies worth 90 gold 
  each, 3 platinum pieces, 320 gold pieces, and a 
  potion	of	growth. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  14 
  Part 4. Breaking the Ice 
  Estimated	Duration: 30 minutes 
   
  General Features 
  This encounter has the following general features: 
   
  Terrain. This icy cavern is deep beneath the surface of 
  Toril. Brown mold grows in patches along the walls and 
  floors. 
   
  Weather. The cave is frigid and very dry. Even the 
  moisture in the air seems to freeze. 
   
  Ceilings The ceiling here are 30 ft. high. 
   
  Light Violet faerzress provides dim lighting in the area. 
   
  Smells and Sounds. There is no smell or sound in the area, 
  but any sounds made by the characters echo loudly as they 
  reverberate off ice and stone.  
  Mirror Images 
   
  Climbing down the chasm, the air begins to chill. After 
  another 10 minutes of travel, your exhaled breath condenses, 
  visible before you. This wide passage is devoid of scent or 
  sounds, other than your loudly echoing footsteps as you walk 
  along. It curves, weaves, loops, and forks, sloping ever‐
  downward. The violet glow of luminous crystals reflects off 
  the surface of ice. Small patches become large sheets as you 
  descend, mirroring not only the light but also your own 
  figures, misshapen in the reflective surface.  
   
  As you turn to look down a branching passage, you see a 
  small humanoid figure through a natural wall of ice. His 
  features are indistinguishable with the ice in the way, but he 
  seems to notice you approaching. He bolts around another 
  bend, and you hear a cacophony of echoing footsteps and 
  identical voices shouting “THE DROW ARE COMING!” 
  	 The Grand Yore, Grimblr, crafted a simulacrum	of 
  himself from the ice in these caverns before moving 
  on. He sent it back to set some alarms	and other 
  defenses, but the simulacrum hadn’t gotten very far 
  yet.	The gnome that the characters saw was 
  Grimblr’s simulacrum. He cast project	image, but 
  faerzress caused its effect to be amplified.  Two 
  dozen illusory copies of him appeared, instead of 
  just one. He directs the entire pack with his action 
  every round but cannot individually control the 
  illusions. As a result, he runs along inside the pack, 
  hoping not to be captured.
    
  Chase Complications 
  1d10  
  Complication 
  1 
  A magic mouth appears on the wall, giggling 
  hysterically. This vexing laughter echoes off the 
  walls making you feel uneasy. Make a DC 10 
  Wisdom saving throw to maintain your focus. 
  2   
  You slip on a patch of ice. Make a DC 10 Dexterity 
  saving throw to avoid falling and taking 7 (2d6) 
  bludgeoning damage. 
  3 
  You run too close to a patch of brown mold. 
  Make a DC 10 Constitution saving throw. You 
  take 11 (2d10) cold damage on a failed save, or 
  half as much on a successful one. 
  4   
  You weren’t expecting such a sharp turn. Make a 
  DC 10 Strength saving throw to stop yourself 
  from careening into a wall. If you fail, you take 7 
  (2d6) bludgeoning damage as you slam into the 
  wall. 
  5 
  The chill of this area seeps into your bones. Make 
  a DC 10 Constitution saving throw against 
  exhaustion. Characters with resistance to cold 
  damage or who are wearing cold weather gear 
  make this roll with advantage. Characters who 
  are immune automatically succeed. 
  6   
  A large rock blocks the path. Make a DC 10 
  Strength (Athletics) or Dexterity (Acrobatics) 
  check to leap over. If you fail, the next person in 
  initiative trips over you, giving that character 
  disadvantage on the next check or saving throw 
  made as part of this chase. 
  7 
  An icicle falls in your path. Make a DC 10 
  Dexterity saving throw to avoid it. If you fail, you 
  take 1d10 piercing damage. 
  8   
  You’re beginning to tire. Make a DC 10 
  Constitution saving throw to keep up your pace. 
  If you fall behind, you have disadvantage on the 
  next check or saving throw made as part of this 
  chase. 
  9 
  You’re late to notice the passage narrowing 
  ahead. Your group begins to form a single file 
  line. Make an Intelligence (Acrobatics) check to 
  squeeze through at the back of the line. If you 
  fail, you scrape by taking 7 (2d6) slashing damage 
  in the process. 
  10  
  You automatically succeed this round without 
  facing any complications. 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  15 
    
   Have the players roll	initiative for this chase 
  sequence. To catch up with the simulacrum, the 
  characters need to make three group checks 
  successfully before the simulacrum succeeds on 
  three checks of its own.  
   On each of the characters’ turns, have them roll on 
  the chase	complications table instead of taking any 
  actions. Each successful save or check counts 
  towards the group check for the round. If half or 
  more of the characters succeed, the group succeeds. 
  Characters may stop to stabilize or heal an 
  unconscious ally instead of suffering a complication, 
  but the time it takes to do this counts as an 
  automatic failure towards the group check for the 
  round. 
   At the end of each round, after determining the 
  results of the group check, the simulacrum makes a 
  DC 15 Intelligence check as it is trying to navigate 
  the labyrinthine ice cavern and lose the characters in 
  the process. If it passes 3 of these checks, it manages 
  to escape and makes its way back to Grimblr. 
  Development 
   If the characters make three successful group 
  checks first, they catch up to the simulacrum	as it 
  tires out. They receive an additional 700	XP for 
  succeeding at this task.	The simulacrum keeps the 
  illusion up as the characters approach, but it is too 
  worn out to even control the illusory duplicates. The 
  characters see the simulacrum hunched over trying 
  to catch its breath, surrounded by 24 apparent 
  clones of itself, unmoving. It will drop the illusion a 
  few moments into the conversation that ensues. 
   Grimblr was maddened when the simulacrum	was 
  created. As a result, it offers little in the way of direct 
  information. Instead, it follows circular logic and 
  rambles incoherently about drow pursuers and how 
  Lumindearth is lost. It also accuses the characters of 
  being associated with drow and refuses to reason 
  with them. Persuasion checks and the like have no 
  effect unless his madness is cured. 
   If the characters do not act in a hostile manner, 
  allow them to make a DC 12 Wisdom	(Insight)	
  check while speaking with the simulacrum. On a 
  success, they learn the simulacrum	has gone mad 
  and glean from the simulacrum’s	disjointed 
  ramblings that it believes it is not real. Whether the 
  characters believe this or not is up to them. 
   If the characters seem hostile, press the 
  simulacrum too hard, or try to take it	back to 
  Lumindearth, it blinks 3 times as commanded by 
  Grimblr to avoid questioning. This sets off a 
  contingency spell which triggers dispel	magic on 
  itself.	The dispel	magic succeeds automatically, 
  because the simulacrum was created in faerzress	
  making the magic unstable and weak. Being 
  dispelled causes the simulacrum to revert to ice and 
  shatter. Grimblr built in this fail-safe so that the 
  simulacrum’s mind could not be probed if captured. 
   A lesser	restoration	or greater	restoration spell 
  removes the madness afflicting this simulacrum. If 
  this happens, the simulacrum comes to its senses and 
  expresses concern for the real Grimblr. The 
  characters then learn the following information from 
  the simulacrum: 
   The creature they’re interacting with still believes 
  it is a simulacrum. 
   Grimblr has surely gone mad. He believes he 
  himself is an enhanced simulacrum of some sort.  
   Another creature that looks and acts exactly like 
  him planted this thought in his mind. The 
  simulacrum doesn’t know what the creature is. 
   Grimblr believes drow have breached 
  Lumindearth and are coming after him. 
   The real Grimblr is close, hiding out in a mirage	
  arcane of his own making. 
   If the simulacrum	survives and has its madness 
  cured, it elects to stay until the group retrieves 
  Grimblr; it is concerned that Grimblr, in his 
  maddened state, will command the simulacrum to 
  act against them.	
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  16 
  Part 5. World of Pure 
  Imagination 
  Estimated	Duration: 30 minutes 
  General Features 
  The mirage arcane of Lumindearth has the following general 
  features. 
   
  Terrain. The city and its dwellings have been magically 
  shaped and polished from the stone that makes up this 
  spacious natural cavern. 
   
  Ceilings. The ceiling of Lumindearth does not exceed 60 ft. 
  from the floor. The floor is concave, so the outer floors are a 
  shorter distance from the ceiling. 
   
  Weather. While there is no overhead weather, this area is 
  quite humid given the expansive underground lake which 
  occupies the city. The caverns are comfortably cool and 
  breezeless. 
   
  Light. As its name suggests, Lumindearth is mostly devoid 
  of light. Great protrusions of glowing fungus provide dim 
  lighting in some areas, but the majority of Lumindearth is 
  dark. 
   
  Smells and Sounds. The air is damp and contains 
  undertones of earthy decay. 
  Twin Stranger 
   
  As you emerge from the frigid caverns, you are overcome 
  by a sense of déjà vu. You look around and seem to be back 
  in Lumindearth. Glowing toadstools light the path just as 
  before. The sloping floors lead down towards a massive lake, 
  and you stop in awe as you see the full majesty of glowing 
  lichen on the ceiling. Avirta’s demonstration was alluring, but 
  the memory of it pales in comparison to the scene before 
  you. Two humanoid figures stand at the edge of the lake 
  below, too far away to be distinguishable. The city appears to 
  be otherwise uninhabited. 
   The two figures at the edge of the lake are Grimblr 
  and the doppelganger, still in the form of Grimblr. 
  They are speaking in hushed tones when the 
  characters first approach – mostly, they are speaking 
  in nonsensical terms about drow.  
   Grimblr used mirage	arcane and effectively 
  recreated Lumindearth, complete with the glowing 
  lichen that blooms during each Festival of the Star. 
  Faerzress does not impact this area unless the 
  mirage	arcane is dispelled. If that happens, the 
  cavern fills with glow of faerzress once more, and 
  the furnishings of Lumindearth disappear. 
   By means of this powerful magic, he has sustained 
  on illusory food and water from his recreation of the 
  Bixbite Nursery for the past several days. When he 
  leaves the area of mirage	arcane,	this sustenance 
  disappears, and he immediately drops to the ground 
  with 5 levels of exhaustion from several days lacking 
  proper nourishment unless the characters have 
  provided food and water for him. A DC 12 Wisdom	
  (Medicine)	check reveals he is dying of starvation 
  and thirst. A DC 17 Intelligence	(Arcana) check 
  reveals the reasoning for this sudden change in 
  status. 
   If the simulacrum got away, it warns Grimblr of the 
  characters’ approach. If that happens, or if any of the 
  characters are drow, Grimblr and the doppelganger	
  immediately attack upon seeing the characters. The 
  simulacrum	has few enough spell slots remaining 
  when it returns that Grimblr dispels it before the 
  characters arrive. 
   If the characters stopped the simulacrum,	Grimblr 
  and the doppelganger	are noticeably startled but do 
  not attack on sight, so long as the characters 
  approach in a non-hostile manner.  
   If the characters have the opportunity to interact 
  with Grimblr and the doppelganger, both speak in 
  non-sequitur and logically inconsistent ways, just 
  like the simulacrum. A DC 16 Wisdom	(Insight) 
  check against the doppelganger reveals it is lying. 
  The same check made against Grimblr reveals he 
  truly believes what he is saying. 
   Neither NPC allows the characters to get close 
  enough to cast greater	restoration.	Any attempt to do 
  so results in rolling	initiative, as the doppelganger 
  commands Grimblr to attack. 
   Characters attempting to convince Grimblr to 
  come home must make a DC 20 Charisma	
  (Persuasion) check. Characters who present the 
  food from Avirta and Evrelde get advantage on this 
  check as it reminds Grimblr of home. If the 
  characters succeed, the doppelganger is outraged 
  and commands	Grimblr to attack. Unless cured of his 
  madness, Grimblr follows the command, still 
  believing he is a simulacrum. If the characters 
  succeeded on this check, he goes through a deep 
  internal struggle and does not act in the first round 
  of combat. Either way, roll	initiative,	because the 
  doppelganger	intends to attack the group. 
  Combat Tactics. The doppelganger steps on a glyph of 
  warding containing a spell glyph of greater invisibility. He 
  throws hallucinatory darts at characters each round while 
  attempting to stay away from the main fray. 
  If under the command of the doppelganger, Grimblr 
  casts shadow blade and moves into close quarters with the 
  characters using shield to deflect incoming attacks. His 
  mage armor is active before the characters arrive. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  17 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Very Weak: The DCs for Hallucinatory Dart become 13 
  instead of 14. Additionally, there is no glyph of warding for 
  the doppelganger to activate. 
   Weak: The DCs for Hallucinatory Dart become 13 instead 
  of 14. 
   Strong: The DCs for Hallucinatory Dart become 15 instead 
  of 14. 
   Very Strong: The DCs for Hallucinatory Dart become 15 
  instead of 14. Additionally, the doppelganger has 80 hit 
  points instead of 52. 
  Grimblr Umbricket of Grand Yore Adjustments. Refer to 
  Xanathar’s Guide to Everything for spells marked with an 
  asterisk in Grimblr’s statblock. Grimblr has expended most 
  of his higher‐level spell slots prior to the fight. As a result, 
  he does not have any slots of 6th level or higher available 
  for the fight. As a story‐relevant NPC, Grimblr makes death 
  saving throws when he reaches 0 hit points instead of 
  dying immediately. 
  Doppelganger Adjustments. The doppelganger has 
  developed a special poison made from fungus in the 
  Fungal Jungle. He has a special Hallucinatory Dart action: 
   
  Hallucinatory Dart. Ranged Weapon Attack: +6 to hit, 
  reach 20/60 ft., one creature. Hit: 6 (1d4 + 4) piercing 
  damage, and the creature must succeed on a DC 14 
  Constitution saving throw or become poisoned for the 
  next minute. While poisoned in this way, the target suffers 
  hallucinations as if under the effect of phantasmal killer. 
  Successfully making the DC 14 Wisdom saving throw 
  associated with phantasmal killer causes the poison to 
  wear off.  
  Development 
   If the doppelganger	is knocked unconscious, it 
  loses its mental hold over Grimblr. Exit initiative as 
  the characters see Grimblr in deep thought, as if 
  waking from a dream. His underlying levels of 
  madness remain, but he is coherent enough to begin 
  to understand and explain what is going on.  He does 
  not immediately know the other creature is a 
  doppelganger unless it reverts to its true form. 
   If the doppelganger is slain, it reverts. Seeing this, 
  Grimblr makes the needed connections to realize he 
  was duped. Mortified, he retrieves his gem	of	seeing 
  from the doppelganger’s body and apologizes 
  profusely to the characters. He suggests they all rest 
  while he prepares teleport to get back to the real 
  Lumindearth. He explains this area is only an illusion 
  of his own making and humbly requests food and 
  water, as he will need some real nourishment in his 
  system before leaving the area. The characters earn 
  an additional 1,000	XP each for bringing Grimblr 
  back alive. 
   If Grimblr is killed, the group can bring his body 
  back to Lumindearth for resurrection	cast by priests 
  occupying the local temple of Garl Glittergold. Avirta 
  pays for this service on Grimblr’s behalf using the 
  wealth he acquired in his adventuring days.  
   If Grimblr is unable to teleport the characters back 
  to Lumindearth, have the characters make a group 
  Wisdom	(Survival) check as a representation of 
  their trek back. Average the results and subtract the 
  total from 25. The final value is how many hours it 
  takes them to make the journey back — a minimum 
  of 3 hours. Characters subjected to the gas	spore 
  disease may be at risk of dying along the way as a 
  result. Spellcasting services are available at a temple 
  to Garl Glittergold, located in Lumindearth, should 
  the characters require it. 
  Conclusion 
   As thanks for rescuing Grimblr, the characters 
  earn the promised gold from Avirta and Evrelde. The 
  Grand Yore rewards the characters with a backup 
  copy of his spellbook and offers up his quizzing glass, 
  a gem	of	seeing, as he intends to live out the rest of 
  his days in Lumindearth rather than chasing after 
  strange orbs and adventuring alone. 
   Additionally, if the party brought Grimblr back 
  alive and well, he shares a bitter mixture of dried 
  fungi that offers restorative effects. The exact recipe 
  to concoct this potent elixir is a highly protected 
  secret among the svirfneblin of Lumindearth, and 
  characters are not permitted to take any of it with 
  them as a result; they may consume it now or never. 
  The mixture cures all levels of madness and disease 
  afflicting any who imbibe it. 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  18 
  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. For non-combat experience, the 
  rewards are listed per character. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Doppelganger   
   
  700 
  Gas Spore  
   
   
  100 
  Grimblr Umbricket 
   
  8,400 
  Roper 
   
   
   
  1800 
  Shrieker   
   
   
  10 
   
   
   
   
  Vegepygmy 
   
   
  50 
  Vegepygmy Chief 
   
  450 
  Will‐o’‐Wisp 
   
   
  450 
  Non‐Combat Awards 
  Task or Accomplishment   
  XP Per Character 
  Catching the simulacrum   
  770 
  Returning Grimblr alive 
   
  1,000 
   The minimum	total	award for each character 
  participating in this adventure is 4,500 experience	
  points. 
   The maximum	total award for each character 
  participating in this adventure is 6,000 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 
  Decaying adventurers 
  800 
  Avirta’s Payment 
   
  900   
  	
  Consumable	magic	items	should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
  	 Permanent	magic	items	are divided according to 
  a system detailed in the D&D	Adventurers	League	
  Dungeon	Master’s	Guide. 
  Gem of Seeing 
  Wondrous	Item,	rare	
   This gem has 3 charges. As an action, you can 
  speak the gem's command word and expend 1 
  charge. For the next 10 minutes, you have truesight 
  out to 120 feet when you peer through the gem. 
   The gem regains 1d3 expended charges daily at 
  dawn. This item can be found in	Player	Handout	2.	
  Pipe of Smoke Monsters 
  Wondrous	Item,	common	
   While smoking this pipe, you can use an action to 
  exhale a puff of smoke that takes the form of a single 
  creature, such as a dragon, a flumph, or a 
  froghemoth. The form must be small enough to fit in 
  a 1-foot cube and loses its shape after a few seconds, 
  becoming an ordinary puff of smoke. 
   For more details, see the Xanathar’s	Guide	to	
  Everything. 
  Potion of Diminution 
  Potion,	rare	
   This item can be found in the Dungeon	Master’s	
  Guide.	
  Potion of Growth 
  Potion,	uncommon	
   This item can be found in the Dungeon	Master’s	
  Guide.	
  Grimblr’s Spellbook 
   At a glance, this strange spellbook could easily be 
  mistaken for a gnarled piece of zurkhwood. Closer 
  inspection reveals a small latching mechanism which 
  unfurls a set of stiff, wood-like pages packed with 
  densely scrawled writing.  
   It contains the following spells: color	spray,	mage	
  armor,	silent	image,	shield,	magic	mouth,	mirror	
  image,	phantasmal	force,	fear,	dispel	magic,	major	
  image,	greater	invisibility,	hallucinatory	terrain,	
  phantasmal	killer,	mislead,	wall	of	force,	programmed	
  illusion,	contingency,	mirage	arcane,	project	image,	
  illusory	dragon,	weird.	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  19 
  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story award: 
  	
  Delusional	Misidentification.	As a result of 
  being afflicted with indefinite	madness during this 
  adventure, you gain the following flaw:	
  	 I	am	often	suspicious	that	others	are	not	who	they	
  say	they	are,	and	I	am	not	afraid	to	confront	them	
  about	it.	
   More information can be found in Player	
  Handout	1. 
  Renown 
  Each character receives one	renown at the 
  conclusion of this adventure. 
  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). 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  20 
  Appendix. Monster/NPC 
  Statistics 
  Deep Gnome (Svirfneblin) 
  Small humanoid, neutral good 
  Armor Class 15 (chain shirt)  
  Hit Points 16 (3d6+6) 
  Speed 20 ft. 
   
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
   15 (+2) 
  14 (+2) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  9 (-1) 
   
  Skills Investigation +3, Perception +2, Stealth +4 
  Senses darkvision 120 ft., passive perception 12 
  Languages common, gnomish, terran, undercommon 
  Challenge 1/2 (100 XP) 
  Stone Camouflage. The gnome has advantage on 
  Dexterity (Stealth) checks made to hide in rocky 
  terrain. 
  Gnome Cunning. The gnome has advantage on 
  Intelligence, Wisdom, and Charisma saving throws 
  against magic. 
  Innate Spellcasting. The gnome’s innate spellcasting 
  ability is Intelligence (spell save DC 11). It can innately 
  cast the following spells, requiring no material 
  components: 
  At will: nondetection (self only) 
  1/day each: blindness/deafness, blur, disguise self 
  Actions 
  War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage. 
  Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target 
  must succeed on a DC 12 Constitution saving throw or be 
  poisoned for 1 minute. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself on a 
  success. 
  Doppelganger 
  Medium monstrosity, neutral 
  Armor Class 14 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
   
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
   11 (+0) 
  18 (+4) 
  14 (+2) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
   
  Skills deception +6, insight +3 
  Condition Immunities. charmed 
  Senses darkvision 60 ft., passive perception 11 
  Languages common 
  Challenge 3 (700 XP) 
  Shapechanger. The doppelganger can use its action to 
  polymorph into a Small or Medium humanoid it has 
  seen, or back into its true form. Its statistics, other than 
  its size, 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. 
  Ambusher. The doppelganger has advantage on attack 
  rolls against any creature it has surprised. 
  Surprise Attack. If the doppelganger surprises a 
  creature and hits it with an attack during the first 
  round of combat, the target takes an extra 10 (3d6) 
  damage from the attack. 
  Actions 
  Multiattack. The doppelganger makes two melee attacks. 
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d + 4) bludgeoning damage. 
  Read Thoughts. The doppelganger magically reads the surface 
  thoughts of one creature within 60 feet of it. The effect can 
  penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 
  inches of metal, or a thin sheet of lead blocks it. While the target 
  is in range, the doppelganger can continue reading its thoughts 
  as long as the doppelganger’s concentration isn’t broken (as if 
  concentrating on a spell). While reading the target’s mind, the 
  doppelganger has advantage on Wisdom (Insight) and Charisma 
  (Deception, Intimidation, and Persuasion) checks against the 
  target. 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  21 
  Gas Spore 
  Large plant, unaligned 
  Armor Class 5 
  Hit Points 1 (1d10 – 4) 
  Speed 0 ft, fly 10 ft. (hover) 
   
  	
  STR		
  DEX		
  CON		
  INT		
  WIS		
  CHA	
   5 (-3) 
  1 (-5) 
  3 (-4) 
  1 (-5) 
  1 (-5) 
  1 (-5) 
   
  Damage Immunities. poison 
  Condition Immunities. blinded, deafened, frightened, 
  paralyzed, poisoned, prone 
  Senses blindsight 30 ft., passive perception 5 
  Languages — 
  Challenge 1/2 (100 XP) 
  Death Burst. The gas spore explodes when it drops to 0 
  hit points. Each creature within 20 feet of it must 
  succeed on a DC 15 Constitution saving throw or take 
  10 (3d6) poison damage and become infected with a 
  disease on a failed save. Creatures immune to the 
  poisoned condition are immune to this disease. 
  Spores invade an infected creature’s system, killing the 
  creature in a number of hours equal to 1d12 + the 
  creature’s Constitution score, unless the disease is 
  removed. In half that time, the creature becomes 
  poisoned for the rest of the duration. After the 
  creature dies, it sprouts 2d4 Tiny gas spores that grow 
  to full size in 7 days. 
  Eerie Resemblance. The gas spore resembles a 
  beholder. A creature that can see the gas spore can 
  discern its true nature with a successful DC 15 
  Intelligence (Nature) check. 
  Actions 
  Touch. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. 
  Hit: 1 poison damage, and the creature must succeed on a DC 10 
  Constitution saving throw or become infected with the disease 
  described in the Death Burst trait. 
  Grimblr Umbricket of Grand Yore 
  Medium humanoid (svirfneblin), chaotic good 
  Armor Class 12 (15 with Mage Armor) 
  Hit Points 99 (18d8 + 18) 
  Speed 20 ft. 
   
  	
  STR		
  DEX		
  CON		
  INT		
  WIS		
  CHA	
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3) 
   
  Skills. investigation +9, perception +6, stealth +6 
  Senses. darkvision 120 ft., passive perception 16 
  Languages. common, gnomish, terran, undercommon 
  Challenge. 12 (8,400 XP) 
  Stone Camouflage. Grimblr has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
  Magic Resistance. Grimblr has advantage on saving 
  throws against spells and other magical effects. 
  Innate Spellcasting. Grimblr’s innate spellcasting 
  ability is Intelligence (spell save DC 17). He can innately 
  cast the following spells, requiring no material 
  components. 
  At will: nondetection (self only) 
  1/day each: blindness/deafness, blur, disguise self 
  Spellcasting. Grimblr is an 18th‐level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 17, +9 
  to hit with spell attacks). He can cast shadow blade* 
  and invisibility at will and has the following wizard 
  spells prepared: 
  Cantrips (at will): fire bolt, dancing lights, mage hand, 
  prestidigitation, minor illusion 
  1st level (4 slots): color spray, mage armor, silent 
  image, shield 
  2nd level (3 slots): magic mouth, mirror image, 
  phantasmal force 
  3rd level (3 slots): fear, dispel magic, major image 
  4th level (3 slots): greater invisibility, hallucinatory 
  terrain, phantasmal killer 
  5th level (3 slots): mislead, wall of force 
  6th level (1 slot): programmed illusion, contingency 
  7th level (1 slot): mirage arcane, project image 
  8th level (1 slot): illusory dragon* 
  9th level (1 slot): weird 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  22 
  Roper (Colossal Toadstool) 
  Large monstrosity, neutral evil 
  Armor Class 20 (natural armor) 
  Hit Points 93 (11d10 + 33) 
  Speed 10 ft., climb 10 ft. 
   
  	
  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 60 ft., passive perception 16 
  Languages. — 
  Challenge. 5 (1,800 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 four attacks with its tendrils, uses 
  Reel, and makes one attack with its bite. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 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. 
  Shrieker 
  Medium plant, unaligned 
  Armor Class 5 (natural armor) 
  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 ft. 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. 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  23 
  Vegepygmy 
  Small plant, neutral 
  Armor Class 13 (natural armor) 
  Hit Points 9 (2d6 + 2) 
  Speed 30 ft. 
   
  	
  STR		
  DEX		
  CON		
  INT		
  WIS		
  CHA	
   7 (-2) 
  14 (+2) 
  13 (+1) 
  6 (-2) 
  11 (+0) 
  7 (-2) 
   
  Skills. perception +2, stealth +4 
  Damage Resistances. lightning, piercing 
  Senses darkvision 60 ft., passive perception 12 
  Languages vegepygmy 
  Challenge 1/4 (50 XP) 
  Plant Camouflage. The vegepygmy has advantage on 
  Dexterity (Stealth) checks it makes in any terrain with 
  ample obscuring plant life. 
  Regeneration. The vegepygmy regains 3 hit points at 
  the start of its turn. If it takes cold, fire, or necrotic 
  damage, this trait doesn’t function at the start of the 
  vegepygmy’s next turn. The vegepygmy dies only if it 
  starts its turn with 0 hit points and doesn’t regenerate. 
  Actions 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 +2) slashing damage. 
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one 
  target. Hit: 4 (1d4 + 2) bludgeoning damage. 
  Vegepygmy Chief 
  Small plant, neutral 
  Armor Class 14 (natural armor) 
  Hit Points 33 (6d6 + 12) 
  Speed 30 ft. 
   
  	
  STR		
  DEX		
  CON		
  INT		
  WIS		
  CHA	
   14 (+2) 
  14 (+2) 
  14 (+2) 
  7 (-2) 
  12 (+1) 
  9 (-1) 
   
  Skills. perception +3, stealth +4 
  Damage Resistances. lightning, piercing 
  Senses darkvision 60 ft., passive perception 13 
  Languages vegepygmy 
  Challenge 2 (450 XP) 
  Plant Camouflage. The vegepygmy has advantage on 
  Dexterity (Stealth) checks it makes in any terrain with 
  ample obscuring plant life. 
  Regeneration. The vegepygmy regains 5 hit points at 
  the start of its turn. If it takes cold, fire, or necrotic 
  damage, this trait doesn’t function at the start of the 
  vegepygmy’s next turn. The vegepygmy dies only if it 
  starts its turn with 0 hit points and doesn’t regenerate. 
  Actions 
  Multiattack. The vegepygmy makes two attacks with its claws or 
  two melee attacks with its spear. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target., 
  Hit: 5 (1d6 +2) slashing damage. 
  Spear. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 5 (1d6 + 2) or 6 (1d8 + 2) piercing 
  damage if used with two hands to make a melee attack. 
  Spores (1/Day). A 15‐foot‐radius cloud of toxic spores extends 
  out from the vegepygmy. The spores spread around corners. Each 
  creature in that area that isn’t a plant must succeed on a DC 12 
  Constitution saving throw or be poisoned. While poisoned in this 
  way, a target takes 9 (2d8) poison damage at the start of each of 
  its turns. A target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  24 
  Will‐o’‐Wisp 
  Tiny undead, chaotic evil 
  Armor Class 19  
  Hit Points 22 (9d4) 
  Speed 0 ft., fly 50 ft. (hover) 
   
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
   1 (-5) 
  28 (+9) 
  10 (+0) 
  13 (+1) 
  14 (+2) 
  11 (+0) 
   
  Damage Resistances. acid, cold, fire, necrotic, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks.  
  Condition Immunities. exhaustion, grappled, 
  paralyzed, poisoned, prone, restrained, unconscious. 
  Senses. darkvision 120 ft., passive perception 12 
  Languages. The languages it knew in life 
  Challenge. 2 (450 XP) 
  Consume Life. As a bonus action, the will‐o’‐wisp can 
  target one creature it can see within 5 feet of it that 
  has 0 hit points and is still alive. The target must 
  succeed on a DC 10 Constitution saving throw against 
  this magic or die. If the target dies, the will‐o’‐wisp 
  regains 10 (3d6) hit points. 
  Ephemeral. The will‐o’‐wisp can’t wear or carry 
  anything. 
  Incorporeal Movement. The will‐o’‐wisp can move 
  through other creatures and objects as if they were 
  difficult terrain. It takes 5 (1d10) force damage if it 
  ends its turn inside an object. 
  Variable Illumination. The will‐o’‐wisp sheds bright 
  light in a 5‐to‐20‐foot radius and dim light for an 
  additional number of feet equal to the chosen radius. 
  The will‐o’‐wisp can alter the radius as a bonus action. 
  Actions 
  Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 
  9 (2d8) lightning damage. 
  Invisibility. The will‐o’‐wisp and its light magically become 
  invisible until it attacks or uses its Consume Life, or until its 
  concentration ends (as if concentrating on a spell).  
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  25 
  Appendix. Dramatis Personae 
   The following NPCs are featured prominently in 
  this adventure: 
  	 Grimblr	Umbricket	(GRIM‐blur	UHM‐brick‐it). 
  Grimblr is a svirfneblin arcanist who specializes in 
  illusory magic. The svirfneblin of Lumindearth often 
  refer to him by his honorary title, “Grand Yore.” 
  Grimblr is an eccentric, wily old gnome, but time has 
  taken a toll on his mind. He is forgetful in his old age 
  and prone to rambling or making seemingly non-
  sequitur statements. 
  	 Avirta	Umbricket	(AH‐ver‐TUH	UHM‐brick‐it). 
  Avirta is Grimblr’s daughter. She is married to 
  Evrelde Bixbite and handles most of the work at 
  home. She acts as a caretaker for Grimblr and checks 
  in frequently to ensure he isn’t getting himself into 
  trouble. Avirta has a friendly, empathetic but 
  anxious demeanor. 
  	 Evrelde	Bixbite	(EHV‐rilled	BICKS‐bite). Avirta’s 
  wife and owner of Bixbite Nursery, a mushroom 
  farm she maintains to make her living and provide 
  Lumindearth with its fungal cuisine. Evrelde is stoic 
  but compassionate and always willing to lend a 
  hand. 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  26 
  Appendix. Mycobacterial 
  Muck 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  27 
  Player Handout 1. Story Award 
   During the course of this adventure, the characters 
  may earn the following story award. If you are 
  printing these out for your characters, print as many 
  as you may need to ensure that any eligible 
  character receives a copy: 
  Delusional Misidentification 
   As a result of being afflicted with indefinite	
  madness during this adventure, your character gains 
  the following flaw:	
  	 I	am	often	suspicious	that	others	are	not	who	they	
  say	they	are,	and	I	am	not	afraid	to	confront	them	
  about	it.	
   A greater	restoration spell or more powerful magic 
  is required to rid a character of this indefinite	
  madness. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  28 
  Player Handout 2. Magic Item 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Gem of Seeing 
  Wondrous	Item,	rare	(requires	attunement)	
   This gem has 3 charges. As an action, you can 
  speak the gem's command word and expend 1 
  charge. For the next 10 minutes, you have truesight 
  out to 120 feet when you peer through the gem. 
  The gem regains 1d3 expended charges daily at 
  dawn. 
   A	color‐drained	ruby	rests	in	ring	of	polished	stone	
  affixed	to	the	top	of	a	similarly	crafted	handle.	
  Whenever	this	item	is	activated,	a	message	appears	
  along	the	handle	in	blue,	runic	letters	that	only	the	
  attuned	character	can	see;	as	long	as	the	character	
  knows	a	language,	it	can	understand	what	the	runes	
  say:	“May	you	never	lose	sight	of	the	truth.”	
   For more details, see the Dungeon	Master’s	Guide.	
  	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SHINY-04 Elusion of Grand Yore 
   
   
  29 
  Player Handout 3. Magic Item 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Pipe of Smoke Monsters 
  Wondrous	Item,	common	
   While smoking this pipe, you can use an action to 
  exhale a puff of smoke that takes the form of a single 
  creature, such as a dragon, a flumph, or a 
  froghemoth. The form must be small enough to fit in 
  a 1-foot cube and loses its shape after a few seconds, 
  becoming an ordinary puff of smoke. 
   For more details, see the Xanathar’s	Guide	to	
  Everything.	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Westercon (SHINY)/CCC-SHINY-04 Elusion of Grand Yore.pdf