TEXT: Thralls of ZuggTmoy:
  The myconic nidus
  a Two/four-hour advenTure for level 5-10 characTers
  iam Pace, william Beers &
  william murakami-Brundage
  
   
  CCC-BWM-04-01 
  	
  	
  	
  	
  	
  Thralls of Zuggtmoy 
  The Myconic Nidus 
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Under	the	Flooded	Forest	grows	a	toxic	maze	of	magical	fungi	called	the	Nidus.	From	this	horrid	
  realm	a	cult	has	struck	a	terrible	blow	against	the	wood	elves	struggling	to	regrow	the	trees	in	
  the	forsaken	swamp	of	the	Flooded	Forest.	The	elves,	on	the	brink	of	extinction,	need	the	
  adventurers	to	navigate	this	deadly	labyrinth	and	recover	a	precious	object.	But	the	tunnels	here	
  crawl	with	spore-laden	beasts	and	demons,	and	the	very	air	itself	is	poisonous.	
  A	2-	to	4-Hour	Adventure	for	Tier	2	Characters.	Optimized	for	APL	8.	
  	
   
   
  
  CREDITS 
  	
  Lead	Designer:	William	Murakami-Brundage	
  	
  Designer:	William	Beers,	Iam	Pace,	Niall	Sullivan	
  	
  Editing:	Iam	Pace	
  	
  D&D	Adventurers	League	Guildmaster:	Chris	Lindsay	
  	
  Art	Director	&	Graphic	Design:	Andrea	Alemanno,	
  Toth	Cosmin,	William	Murakami-Brundage	
  	
  D&D	Adventurers	League	Wizards	Team:	Adam	Lee,	
  Chris	Lindsay,	Mike	Mearls,	Matt	Sernett,	Bill	Benham	
  	
  D&D	Adventurers	League	Administrators:	Alan	
  Patrick,	Travis	Woodall,	Lysa	Chen,	Claire	Hoffman,	
  Greg	Marks,	Amy	Druza	
  	
  Playtesters:	Shasta	Aaland,	Jeremy	Adkins,	Kurshun	
  Finch,	Scott	Holmes,	Karrin	Jackson,	Glenn	Smith	II	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  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. 
   
  ©2018 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-BWM-04-01 The Myconic Nidus 
   
   
  3 
  Adventure Primer 
  The	Thralls	of	Zuggtmoy	is	a	two-part	adventure	that	
  takes	place	in	the	subterranean	complex	of	the	Cult	
  of	Zuggtmoy,	under	the	Flooded	Forest.	The	cult’s	
  sanctum	is	protected	by	a	toxic	maze	called	the	
  Nidus.	The	Aryvandaara	wood	elf	tribe	was	attacked	
  by	the	cultists,	who	stole	the	tribal	seeress’	visions	
  and	dreams	with	an	artifact	called	the	Noctic	Urn.	
  The	elves,	weakened	by	the	slaughter,	need	the	
  adventurers	to	recover	the	vile	urn.	
  	 In	the	Myconic	Nidus,	the	adventurers	must	
  navigate	a	fungal	labyrinth,	guarding	themselves	not	
  only	against	the	toxins	but	the	aberrations	and	
  demons	crawling	through	the	fetid	tunnels	and	the	
  dark	magic	of	Amil-Or,	the	cult’s	high	priest.	
  Background 
  The	ARYVANDAARA	wood	elves	reside	along	the	
  eastern	edge	of	Cormanthor	in	the	dreaded	Flooded	
  Forest,	a	massive,	rotting	bog.	Here	the	tribe	
  survives	through	the	visions	of	their	seeress,	
  VELUTHIL,	devout	servant	of	the	god	of	knowledge,	
  Labelas	Enoreth.	Her	divine	sight	guides	their	hunts	
  and	hides	them	from	their	foes	while	they	pursue	
  the	desperate	quest	of	replanting	the	trees	and	
  cleansing	this	fetid	swamp	encroaching	across	the	
  region.		
  	 During	the	eve	of	a	crucial	prophecy,	cultists	of	
  Zuggtmoy,	fungal	goddess	of	rot,	crept	into	Veluthil’s	
  chambers	as	she	prepared	her	ritual	and	slaughtered	
  her	guards,	abducted	her	acolyte	and	handmaiden,	
  WENEVAL	and	DAOIN,	and	absconded	with	a	
  powerful	tribal	artifact,	the	Horn	of	Tilvadar,	an	
  object	of	importance	to	Veluthil’s	visions.	While	it	
  would	have	been	a	simple	matter	to	kill	Veluthil	
  herself,	the	dark	servants	had	crueler	designs.	
  	 The	cultists	revealed	the	NOCTIC	URN,	a	gift	from	
  their	vile	goddess	capable	of	stealing	dreams	and	
  thoughts.	As	the	unholy	device	drained	her	mind	of	
  the	power	of	prophecy,	Veluthil	collapsed	into	a	
  catatonic	sleep.	Zuggtmoy’s	thralls	returned	to	the	
  MYCONIC	NIDUS,	the	dream-filled	urn	in	hand.	
  KUSHAR,	Veluthil’s	champion	and	protector,	had	
  been	left	for	dead	by	the	cultists	and	told	the	tribe’s	
  chief,	ILYRANA,	what	had	transpired.	With	so	many	
  warriors	slain,	she	had	to	seek	aid	from	outsiders.	
  She	asks	the	adventurers	to	find	those	who	were	
  taken,	Weneval	and	Daoin,	and	reclaim	the	urn	and	
  the	horn.	To	complicate	matters,	Kushar	pursued	the	
  cultists	alone	to	redeem	his	failure.		
  Episodes 
  The	adventure’s	story	is	spread	over	three	story	
  episodes	that	take	approximately	2	hours	to	play.	
  These	episodes	are	introduced	by	a	Call	to	Action	
  episode.	The	adventure	also	includes	two,	1-hour	
  bonus	episodes	that	can	be	played	if	time	permits,	
  which	are	introduced	anywhere	in	the	adventure.	
  	 If	you’re	planning	to	play	the	entire	adventure	in	
  one	sitting,	you	only	need	to	introduce	the	Call	to	
  Action	once.	However,	if	you	plan	to	play	them	over	
  several	sessions,	you’ll	want	to	revisit	the	Call	to	
  Action	each	time	you	play.	
  • Episode	1:	Ilyrana	Seeks	Help.	The	characters	are	
  recruited.	Ilyrana	asks	the	adventurers	to	recover	
  Veluthil’s	dreams	and	visions	and	stop	the	cult.	
  This	is	the	Call	to	Action.	
  • Episode	2:	The	Myconic	Nidus.	The	adventurers	
  enter	the	Nidus	and	seek	the	cult’s	sanctum.	To	do	
  so,	they	must	complete	at	least	two	of	the	Nidus’s	
  encounters.	This	is	Story	Objective	A.	
  • Episode	3:	The	Writher.	The	characters	must	also	
  defeat	the	Writher,	the	cult’s	weapon	of	war.	This	
  is	Story	Objective	B.	
  Bonus Objectives 
  However,	this	adventure	also	includes	two,	1-hour	
  bonus	objectives	that	the	characters	can	pursue	if	
  they	have	additional	time	to	do	so—earning	
  additional	advancement	and	treasure	
  checkpoints	in	the	process.	These	bonus	objectives	
  are	found	in	this	adventure’s	appendices,	as	follows:	
  • Bonus	Objective	A:	Recover	the	Horn	of	Tilvadar.	
  The	cult	stole	the	revered	Horn	of	Tilvadar	when	
  they	kidnapped	the	seer.	The	adventurers	need	to	
  recover	the	elven	relic.	This	bonus	objective	is	
  found	in	Appendix	7.	
  • Bonus	Objective	B:	Close	the	Portal.	There’s	an	
  Abyssal	portal	in	the	Nidus	that	must	be	closed.	
  This	bonus	objective	is	found	in	Appendix	8.	
  Episode Sequence 
  Depending	on	your	time	constraints,	play	style,	and	
  environment,	this	adventure	takes	approximately	2-
  to-4	hours	to	play.	
  How Will You Play? 
  The	duration	of	your	session	depends	on	how	much	
  of	this	adventure	you	utilize.	At	the	very	least,	your	
  session	will	last	approximately	2	hours.	However,	if	
  
   
   
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  CCC-BWM-04-01 The Myconic Nidus 
   
   
  4 
  you	wish,	you	can	provide	a	longer	experience	for	
  your	players	by	utilizing	the	bonus	objectives.		
  	 Story	Objectives	Only.	To	complete	the	both	of	the	
  adventure’s	story	objectives,	the	characters	play	in	
  Episodes	1	through	3	in	order.	
  	 Bonus	Objectives.		You	can	extend	this	adventure	
  by	1-	or	2-hours	by	utilizing	the	bonus	objectives	
  provided	in	the	appendices.	These	objectives	branch	
  off	episodes	2	and	3,	but	their	order	is	fluid.	
   
   
  
   
   
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  CCC-BWM-04-01 The Myconic Nidus 
   
   
  5 
  Episode Flowchart 
  This	section	provides	a	basic	understanding	of	not	
  only	the	flow	of	the	episode	but	also	the	outline	of	
  the	different	paths	your	players	may	take	in	
  reaching	their	stated	objective.		
   
   
   
   
   
   
   
   
   
   
   
   
  Episode	1:	
  Ilyrana	Seeks	Help	
  1 
  Episode	2:	
  The	Myconic	
  Nidus	
  2 
  Episode	3:	
  The	Writher	
  3 
  Optional	B:	
  Close	the	Portal	
  B 
  Optional	A:	
  Recover	the	Horn	
  of	Tilvadar	
  A 
  
   
   
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  CCC-BWM-04-01 The Myconic Nidus 
   
   
  6 
  Episode 1: Ilyrana Seeks Help (Call to Action) 
  Estimated	Duration:	15	minutes	
  Scene A. The Aryvandaara Plead for Help
  ZUGGTMOY	SPEWS	FORTH	THE	SPORES	OF	
  MADNESS.	Wherever	you	find	worship	of	the	Demon-
  Queen	of	Rot,	the	land	withers.	The	fungal	growths	
  seem	to	parallel	the	dark	devotion	for	the	Spore	Queen.	
  With	intense	fervor,	the	corrupt	roots	plunge	deeper	
  and	deeper.	
  —	Solom	Ned’razak,	Mysteries	of	House	Morcane		
  This	is	a	single	scene	that	provides	the	adventurers	
  with	the	overarching	objective	for	the	entire	
  adventure.	Additionally,	the	Call	to	Action	should	
  lay	out	the	hooks	that	provide	the	characters	with	
  possible	directions	in	which	they	can	pursue	their	
  objective.	After	the	players	have	made	some	initial	
  decisions,	it	should	be	relatively	easy	for	the	DM	to	
  determine	the	episode	sequence	to	follow.	
  Area Information 
  This	area	features:	
  	 Dimensions	&	Terrain.	The	Aryvandaara	village	is	
  located	high	in	the	trees,	amongst	the	branches	of	
  the	massive	trees	rising	from	the	Flooded	Forest.	
  These	are	the	last	of	the	trees	to	survive	the	great	
  flood	that	destroyed	this	section	of	Cormanthor.	
  	 Lighting.	Sunlight	makes	the	area	brightly	lit.	
  Creatures/NPCs 
  Ilyrana	is	desperate	to	get	help.	She’s	lost	too	many	
  rangers	and	warriors	to	the	Cult	of	Zuggtmoy’s	
  sudden	attack.	Time	is	running	out.	
  	 Objectives/Goals.	Ilyrana	wants	the	adventurers	
  to	save	Veluthil	and	stop	the	cult.	At	this	point,	she’s	
  desperate	enough	to	hire	outsiders.	
  	 What	Does	She	Know?	Do	the	creatures/NPCs	in	
  this	scene	have	knowledge	that	might	be	
  relevant/useful	to	the	adventurers?	What	is	it,	and	
  how	might	the	adventurers	get	them	to	divulge	this	
  information?	
  Objectives 
  • The	adventurers	need	to	explore	the	Myconic	
  Nidus	and	find	the	entrance	to	the	inner	sanctum.	
  • Another	task	is	slaying	the	Writher,	the	cult’s	
  fiendish	servant.	
  • The	adventurers	are	warned	about	Amil-Or,	the	
  cult’s	mysterious	high	priest.	
  • The	adventures	will	be	given	an	opportunity	to	
  rescue	the	kidnapped	acolyte	Weneval	in	part	1	
  and	the	kidnapped	handmaiden	Daoin	in	part	2.	
  They	will	also	have	the	chance	to	find	and	help	
  Kushar,	the	seeress’	disgraced	bodyguard	in	part	2.	
  Story Hooks 
  • Druid	Circles	and	Ranger	Paths.	A	druid	or	
  ranger	can	be	asked	to	help	the	elves	and	stop	the	
  Cult	of	Zuggtmoy	from	growing	stronger.	
  • Elf-Friend.	If	the	adventurers	have	helped	the	
  elves	of	the	Cormanthor	Forest,	or	any	other	
  village,	their	reputation	as	a	friend	precedes	them.	
  • Fame	and	Fortune.	The	Aryvandaara	may	have	
  sent	a	giant	eagle,	giant	owl,	or	elf	ranger	
  messenger	to	the	party	while	they’re	near	
  Ylaphron	or	Mulmaster.	
  • Sanctum	of	Rot.	If	the	adventurers	have	played	
  CCC-BWM-04-02:	Sanctum	of	Rot,	this	episode	can	
  be	presented	as	the	adventurers	escaping	the	
  sanctum	after	stopping	the	cult,	having	infiltrated	
  through	a	one-ways	shortcut	or	Aryvandaara	
  teleportation	magic.	
  	
  Duty of the Elves 
  The Aryvandaara live within the Flooded Forest trying to 
  cleanse the land and replant the trees destroyed in the flood 
  that birthed the terrible swamp consuming the region. Their 
  duty is sacred and of dire importance to protect Cormanthor. 
  	
  The Cult’s Plot 
  Now that the Cult of Zuggtmoy has captured the dreams and 
  visions of the elven seeress, they are waiting for a significant 
  celestial conjunction. Once these stars are in trine, the cult 
  will summon an Abyssal servitor of Zuggtmoy known as the 
  Rotting Moon to destroy the tribe and claim the region. The 
  cult worships rot and stagnation and directly opposes the 
  elves and their effort to regrow the forest within the swamp. 
  	
  	
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-BWM-04-01 The Myconic Nidus 
   
   
  7 
  Episode 2: The Myconic Nidus (Story Objective A) 
  Estimated	Duration:	75	minutes	
  Setting Description 
  The	cultists,	confident	in	their	victory,	did	little	to	
  conceal	their	tracks.	Following	them	is	easy.	
  	 At	this	point,	the	adventurers	are	entering	the	
  Nidus	and	moving	against	the	Cult	of	Zuggtmoy.	The	
  entrance	to	the	lair	of	the	cultists	appears	as	a	damp	
  cave	leading	into	darkness.	The	deeper	the	
  adventurers	go,	the	cooler	and	wetter	it	becomes.	
  	 The	cave	spreads	into	a	wide	chamber	that	is	
  home	to	a	forest	of	fungi	in	an	array	of	colors	and	
  sizes.	The	air	is	heavy	with	spores	and	gases	that	
  burn	the	eyes	and	throat.	
  Prerequisites 
  The	adventurers	have	met	Ilyrana	and	are	asked	to	
  save	the	tribe’s	seeress.	Ilyrana	explains	to	the	
  heroes	the	tribe’s	situation	and	their	sacred	duty	to	
  restore	the	Flooded	Forest	and	purge	it	of	rot.	
  Story Objective A 
  Complete	at	least	two	of	the	Nidus’s	encounters.	
  Area Information 
  This	area	features:	
  	 Dimensions	&	Terrain.	These	tunnels	are	damp	
  and	filled	with	a	warm,	drifting	fog.	The	air	is	thick	
  with	the	scent	of	rot,	as	well	as	hints	of	brimstone	
  and	gas.	
  	 Lighting	&	Sounds.	The	Nidus	is	dimly	lit	with	a	
  violet	and	blue	glow.	The	dull	light	comes	from	the	
  mold	and	slime	coating	the	walls.	A	sound	almost	
  like	heavy	breathing	resonates	throughout	the	caves.	
  Faint	screams	echo	far	off	in	the	distance.	
  Environmental Effects in the Nidus 
  One hazard of the Nidus is the thick soup of spores and 
  poisonous gases released by the different fungi. The 
  adventurers may have protection against the spore-mist in 
  the form of scarves and spells such as warding wind, etc. 
   Every time the party enters a new area (or every 10 
  minutes of in-game time), each adventurer must succeed on 
  a DC 10 Constitution saving throw or suffer 3d6 poison 
  damage. Failure on this saving throw also imposes 
  disadvantage on Wisdom checks and Wisdom saving throws 
  for the next 10 minutes of in-game time. Creatures who don’t 
  breathe in the spores have advantage on this Constitution 
  saving throw. 
   Taking a short or long rest is nearly impossible in the 
  Nidus, unless otherwise noted. 
  Encounters in the Nidus 
  Roll	randomly	or	choose	from	the	table	below:	
  Table 1: Nidus Encounters 
  d6 
  Nidus Encounter 
  Type 
  1 
  A. Myceloid Den 
  Exploration 
  2 
  B. Smoking Passage 
  Exploration 
  3 
  C. The Kidnapped Acolyte 
  Social 
  4 
  E. Prison Cell 
  Exploration 
  5 
  G. The Myceloids and the Cultist 
  Combat 
  6 
  H. The Pit 
  Combat 
  	
  
   
   
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  CCC-BWM-04-01 The Myconic Nidus 
   
   
  8 
  Scene A. Myceloid Den 
  This	tunnel	writhes	with	fungal	tendrils	and	floating	
  spores,	which	pulse	like	fireflies	through	the	air.	
  Embedded	in	the	walls	are	humanoid	bodies	in	
  various	states	of	decomposition.	
  	 From	these	rotting	bodies	sprout	tubers,	puffballs,	
  and	long-stalked	mushrooms.	There’s	also	a	large	
  patch	of	vivid,	strangely	colored	fungi.	
  Creatures/NPCs 
  In	this	fungal	garden	are	four	myceloids	(use	
  vegepygmy	chief	stat	block	except	they	have	a	
  fungal	appearance)	and	four	fungal	hounds	(use	
  thorny	stat	block	with	a	fungal	appearance).	
  	 If	they’re	aware	of	the	adventurers,	the	creatures	
  hide	amongst	the	fungi	and	attack	with	surprise.	
  They’re	unlikely	to	parley.	
  The Myceloids 
  These	myceloids	are	vile	creatures	of	Zuggtmoy	who	
  have	dwelled	in	the	Nidus	for	years.	They	are	the	
  original	occupants	of	the	Nidus	before	the	cult	came.	
  	 The	fungal	people	work	with	the	humanoid	
  cultists	and	help	them	protect	the	sanctum.	In	return,	
  the	myceloids	receive	a	tithe	of	corpses.	This	tribute	
  feeds	the	fungal	gardens.	
  The Fungal Library 
  This	part	of	the	tunnel	system	is	a	“library,”	in	
  which	the	different	fungi	are	grown	to	represent	a	
  code.	This	code	tells	the	story	of	the	Nidus,	
  Zuggtmoy,	and	the	myceloids.	Understanding	this	
  bizarre	form	of	writing	is	impossible	without	
  having	the	perceptions	and	understanding	of	a	
  myceloid	or	myconid.	
  	 A	successful	DC	15	Intelligence	(Arcana)	check	
  discerns	that	the	glowing	fungi	are	some	form	of	
  writing,	but	the	adventurers	require	a	spell	such	as	
  comprehend	languages	or	a	copy	of	the	Book	of	
  Proliferant	Light	to	decipher	it.	
  Library Stories 
  If	the	writing	can	be	deciphered,	spending	10	
  minutes	translating	the	mushrooms	reveals	the	
  secret	messages.	This	room	contains	a	collection	of	
  myths	and	stories	of	the	Abyss	and	Zuggtmoy,	as	
  well	as	a	collection	of	bizarre	poetry.		
  	 One	of	the	stories	speaks	of	an	ancient	
  ritual	to	bring	a	dormant	being	from	Zuggtmoy’s	
  holy	realm	to	spread	the	spores	of	her	blessing.	This	
  is	referred	to	as	the	Rotting	Moon	and	it	waits	for	
  the	right	conditions	to	sprout.	If	successfully	
  deciphered,	award	the	party	inspiration.	
  Scene B. Smoking Passage 
  Squat,	fat	mushrooms	dominate	this	cavern,	but	
  there	are	fewer	fungi	in	this	narrow	passage.	
  Sections	of	the	stone	are	bare,	showing	that	the	fungi	
  has	been	burnt	away.	
  Fungal Trap 
  A	dangerous	fungus	known	as	hotcap	fills	these	
  passages.	Imported	from	the	Abyss,	this	mushroom	
  contains	explosive	spores	that	ignite	when	released	
  into	the	air.	Hotcap	grows	in	various	places	
  throughout	the	Nidus.	This	passage	is	thick	with	the	
  fungus.	
  	 Any	creature	that	moves	within	10	feet	of	the	
  tunnel	must	succeed	on	a	DC	14	Dexterity	saving	
  throw,	taking	14	(4d6)	fire	damage	on	a	failed	save,	
  or	half	as	much	damage	a	successful	one.	The	hotcap	
  then	requires	1	minute	to	recharge.	
  	 A	successful	DC	15	Intelligence	(Nature)	check	
  identifies	the	mushroom	and	its	effects.	Those	aware	
  of	the	hotcap	can	trigger	it	from	a	distance	with	
  tossed	stones	or	other	projectiles.	
  	 This	fungal	patch	is	5	feet	wide	and	20	feet	long	
  (100	square	feet).	Effects	that	deal	cold	or	radiant	
  damage	kill	1	square	foot	of	hotcap	fungus	per	1	
  damage	dealt.	A	gallon	of	fresh	water,	a	flask	of	
  alcohol,	or	a	vial	of	holy	water	kills	the	hotcap	in	a	
  10-foot	square	area.	
  
   
   
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  9 
  Scene C. The Kidnapped Acolyte 
  In	the	center	of	the	cave	is	an	emaciated	elven	
  woman.	She	kneels	in	a	spherical	cage	formed	of	
  coarse	gray	fibers.	This	cage	weeps	a	blood-red	
  liquid	from	the	surface.	Upon	closer	examination,	a	
  thick	trunk	sprouts	from	her	mouth	and	connects	
  with	the	fibers	of	the	cage.	
  	 The	elf’s	eyes	are	rolled	back	in	her	head,	and	
  tears	flow	down	her	face.	She	twitches	and	emits	the	
  strangled	screams	you	heard	earlier.	Carved	sigils	
  and	writing	decorate	the	walls	of	the	chamber.	
  The Writing 
  In	Abyssal,	the	writing	on	the	walls	spells	out	a	
  warning:	“All	who	would	resist	the	Rotting	
  Goddess	will	suffer	this	fate.”	
  The Abyssal Prison 
  The	cage	is	not	sentient	but	radiates	an	Abyssal	aura	
  if	divination	magic	is	used.	The	cage	can	keep	
  prisoners	alive	and	trapped	in	a	cruel	stasis	for	
  months	or	years.	While	in	this	stasis,	the	cage	slowly	
  drains	the	victim's	soul,	during	which	the	prisoner	
  hallucinates	a	parade	of	nightmares.	The	fungal	
  origins	and	effects	are	known	on	a	successful	DC	20	
  Intelligence	(Arcana)	check.	This	check	is	
  automatically	past	if	the	adventurers	have	obtained	
  and	read	the	Book	of	Proliferant	Light.	
  	 If	touched	with	bare	skin,	or	(even	worse)	tasted,	
  the	victim	must	make	a	DC	15	Wisdom	saving	throw.	
  If	failed,	the	victim	suffers	21	(6d6)	psychic	damage	
  and	is	subject	to	horrifying	visions	of	flames,	demons,	
  and	discordantly	singing	mushrooms.	Failure	on	this	
  saving	throw	also	imposes	disadvantage	on	all	
  Wisdom	checks	and	Wisdom	saving	throws	for	the	
  next	10	minutes.	
  Freeing the Prisoner 
  Freeing	the	prisoner,	an	elven	acolyte	named	
  Weneval	(priest),	is	possible,	though	dangerous.	
  First,	a	successful	DC	15	Wisdom	(Medicine)	or	
  Intelligence	(Arcana)	check	must	be	made	to	discern	
  the	process	to	safely	free	her.		Second,	a	successful	
  DC	17	Wisdom	(Medicine)	check	must	be	made	to	
  remove	the	cage	from	the	acolyte’s	body.	Then,	the	
  elf	must	have	healing	magic	such	as	cure	wounds	cast	
  upon	her.	Failure	to	complete	either	of	these	steps	
  means	that	she	dies	shortly	after	being	freed.	These	
  checks	are	made	with	advantage	if	the	adventurers	
  have	obtained	and	read	the	Book	of	Proliferant	Light.	
  The Captive 
  If	successfully	freed,	Weneval	is	exhausted	and	
  drained,	but	alert.	She	profusely	thanks	the	heroes	
  for	saving	her	and	uses	her	remaining	magic	to	clear	
  the	toxins	in	this	section	of	the	Nidus,	allowing	the	
  adventurers	to	take	a	short	rest.	She	remembers	
  little	except	the	mention	of	the	cult's	leader,	an	
  enigmatic	man	named	Amil-Or.	There	is	something	
  sinister	about	this	man's	nature.	Weneval	can	safely	
  remain	here,	protected	by	her	spells	and	
  recuperating,	waiting	for	the	heroes	to	retrieve	the	
  urn.	
  
   
   
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  10 
  Scene D. Prison Cell 
  The	passage	begins	to	curve	south	but	stops	at	a	
  barred	door,	its	frame	chiseled	from	the	stone	tunnel.	
  Across	the	door	and	adjoining	walls	are	marks	and	
  symbols.	 
  The Door 
  This	tunnel	has	an	actual	barred	door	built	into	the	
  walls,	leading	to	a	shallow	cave.	The	wooden	door	
  is	locked	with	an	iron	padlock	and	has	magical	
  sigils	painted	over	the	wood	and	surrounding	
  stone.	The	lock	can	be	opened	with	a	successful	DC	
  15	Dexterity	check	using	thieves’	tools.	As	well,	a	
  successful	DC	15	Intelligence	(Arcana)	check	
  reveals	that	these	wards	are	a	now-defunct	
  abjuration	enchantment	to	contain	fiends	and	
  aberrations.	
  	 Amil-Or	has	long	attempted	to	summon	and	
  control	powerful	allies	from	the	Abyss.	Several	
  months	back,	the	high	priest	conjured	four	
  gibbering	mouthers	into	the	sanctum.	
  	 These	aberrations	proceeded	to	eat	several	
  acolytes.	They	were	then	restrained	and	
  imprisoned	within	this	makeshift	cell.	
  Beyond the Door 
  If	the	door	is	opened,	an	eerie	cacophony	of	
  whispers	comes	from	the	horrific	creatures	inside.	
  These	things	appear	as	a	rainbow	of	glowing	colors	
  that	writhe	with	tentacles,	eyes,	and	pustules.	
  	 These	aberrations	are	active,	burbling	and	
  conversing	in	meaningless	chatter.	The	gibbering	
  mouthers	attack	the	adventurers	as	soon	as	the	door	
  opens,	and	they	fight	until	destroyed.	
  	 Across	the	ichor-encrusted	floor	is	an	intricate	
  diagram,	and	covering	the	walls	are	tapestries	of	silk	
  depicting	a	beautiful	woman	surrounded	by	
  mushrooms.	
  The Diagram 
  A	successful	DC	14	Intelligence	(Arcana)	check	
  identifies	the	diagram	as	a	summoning	circle	linked	
  to	the	Abyss.	
  Treasure & Rewards 
  Treasure & Rewards 
  • Magic	Items.	Inside	the	chest	are	a	copy	of	the	
  Book	of	Proliferant	Light,	a	potion	of	fire	breath,	
  and	a	quiver	containing	4	+1	arrows.	
  	 The	Book	of	Proliferant	Light	is	a	detailed	codex	of	
  fungal	spells,	creatures,	and	demons.	There	are	also	
  insane	ramblings	scribbled	throughout.	
  	
  	
   
  
   
   
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  11 
  Scene E. The Myceloids and the Cultist 
  Brightly	luminescent	mushrooms	cover	the	walls	
  and	ceiling.	A	dizzying	variety	of	fungi	are	growing	
  here,	some	as	large	as	trees.	There	is	one	tall	mound	
  of	rotting	matter	with	purple-black	morels	covering	
  it.	There	is	a	group	of	fungal	creatures	present	in	the	
  cave,	as	well	as	a	ragged	looking	human.	The	man	
  mumbles	prayers	of	Zuggtmoy	to	the	fungal	
  creatures.	
  The Myceloids 
  There	are	five	myceloids	present	in	the	cave	(use	
  vegepgymy	chief	stat	block	except	they	have	a	
  fungal	appearance).	Also,	Aden’roth	(priest),	a	
  devoted	servant	of	Amil-Or,	dwells	here.	Aden’roth	
  dwells	amongst	the	myceloids	and	learns	from	them,	
  hoping	to	understand	Zuggtmoy’s	secrets.	
  	 Aden’roth	has	allowed	himself	to	become	infected	
  with	a	fungal	disease	to	aid	in	communication	with	
  the	myceloids.	The	fungus	people	consider	the	priest	
  amusing	and	tolerate	his	attempts	to	learn	their	
  secrets.	
  Aden’roth’s Shelter 
  Aden’roth	is	loyal	to	Amil-Or,	and	fights	to	the	death	
  before	giving	away	any	secrets.	Inside	his	makeshift	
  hut,	alongside	a	filthy	bedroll,	are	the	priest’s	journal	
  and	a	tattered	copy	of	the	Book	of	Proliferant	Light.	
  	 The	journal	is	written	in	Common	and	goes	on	at	
  some	length	about	myceloid	culture	and	daily	life	in	
  the	Nidus.	
  	 The	Book	of	Proliferant	Light	is	a	detailed	codex	of	
  fungal	spells,	creatures,	and	demons.	There	are	also	
  insane	ramblings	scribbled	throughout.	
  	 Also,	the	journal	and	book	detail	the	following:	
  • A	“Grand	Summoning”	is	taking	place	soon.	The	
  summoning	corresponds	with	a	conjunction.	
  • The	Noctic	Urn	is	an	artifact	of	Zuggtmoy,	and	
  steals	and	stores	dreams.	
  • Dreams	are	a	form	of	currency	to	demons.	
  • The	urn	can	be	destroyed	by	magical	force,	but	if	
  any	dreams	are	contained	within	during	its	
  destruction,	the	dreams	are	lost	forever.	
  • The	myceloids	have	inhabited	these	caverns	for	
  several	years,	and	worship	and	revere	Zuggtmoy.	
  • Aden’roth	expresses	his	suspicions	about	the	true	
  nature	of	Amil-Or,	that	he	believes	his	master	has	
  “ascended.”	There	is	little	explanation	of	this.	
  Scene F. The Pit 
  The	tunnel	here	leads	into	an	impressive	cavern.	
  The	walls	of	this	passageway	have	etchings	of	
  eldritch	symbols.	Ahead	is	a	black	pit.	There	is	a	
  narrow	stone	bridge	extending	across	this	gulf.	On	
  the	other	side	the	tunnel	continues	into	darkness.	
  	 Both	sides	of	the	bridge	are	illuminated	by	large	
  copper	braziers	fueled	with	foul-smelling	oil.	The	
  rest	of	the	cavern	is	dark	and	free	of	both	spores	and	
  fungal	growths.	A	rotting	smell	rises	from	the	pit	
  under	the	bridge.	The	bridge	itself	has	two	bronze-
  masked	cultists	flanking	the	far	side.	
  	 This	cavern	is	free	of	the	noxious	vapors	and	mists	
  that	fill	the	rest	of	the	Nidus,	so	DC	10	Constitution	
  saving	throws	are	no	longer	required	here.	
  The Bridge Guards 
  The	bridge	is	always	guarded	by	two	veterans	
  who	stand	alert	on	the	far	side.	If	they	spot		
  intruders,	they	shout	an	alarm	and	attempt	to	
  bottleneck	the	invaders	on	the	bridge.	The	guards	
  will	also	tip	one	of	the	braziers	into	the	chasm,	riling	
  the	black	pudding	below,	or	try	to	shove	an	
  adventurer	into	the	pit.	
  	 The	black	pudding	then	churns	upwards	and	
  attacks	anything	on	the	side	of	the	bridge	opposite	
  the	veterans.	The	veterans	aren’t	going	to	willingly	
  put	themselves	in	a	position	where	they’ll	be	
  attacked	by	the	ooze	or	knocked	into	the	pit.	
  Under the Bridge 
  The	pit	below	the	bridge	is	deep	and	unlit.	It	is	
  30	feet	deep,	and	filled	with	refuse,	rotting	
  bodies,	and	fungi.	To	protect	the	bridge,	the	cult	
  lured	a	black	pudding	into	the	pit,	where	they	
  feed	it	with	rubbish	and	refuse.	
  The Ooze 
  The	black	pudding	has	not	been	fed	for	several	days,	
  and	it	is	growing	restless.	If	anyone	or	anything	falls,	
  or	is	thrown,	into	the	pit,	or	a	creature	climbs	down,	
  the	ooze	rushes	to	attack.	
   
   
  
   
   
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  12 
  Episode 3: The Writher (Story Objective B) 
  Estimated	Duration:	30	minutes	
  Scene A. Meeting the Writher 
  Amil-Or	conjured	and	bound	the	Writher	to	guard	
  the	sanctum,	but	it	proved	too	hard	to	control.	Thus,	
  it	dwells	in	the	Nidus,	protecting	the	cult	by	
  relentlessly	attacking	anything	that	comes	near	it.	
  However,	after	the	celestial	conjunction,	Amil-Or	will	
  be	strong	enough	to	not	only	control	the	Writher	but	
  use	it	as	a	conduit	to	create	an	army	of	its	kind.	
  	 The	Writher	leaves	clear	signs	of	its	passage	and	
  approach.	Tunnels	it	has	recently	passed	
  through	within	the	last	minute	are	smeared	with	a	
  black,	viscous	substance.	This	ichor	smells	of	rot	
  and	brimstone.	
  Prerequisites 
  The	adventurers	must	be	in	the	Nidus,	and	
  preferably	have	finished	at	least	two	encounters	
  from	Episode	2.	
  Story Objective B 
  The	adventurers	must	defeat	the	Writher.	
  Area Information 
  This	area	features:	
  	 Dimensions	&	Terrain.	The	adventurers	
  encounter	the	Writher	in	a	lichen-filled	cavern.	It	is	
  at	least	30	feet	wide	and	50	feet	long.	
  	 Lighting.	As	with	the	rest	of	the	Nidus,	the	cavern	
  is	dimly	lit	by	glowing	fungi.	
  Battling the Writher 
  The	Writher	(use	alkilith	stat	block;	see	Adjusting	
  the	Scene)	waits	near	the	center	of	the	cave.	When	
  at	rest,	the	fiend	appears	as	a	pool	of	slime	with	a	
  glowing	crystal	orb	in	the	center.	A	faint	buzzing	fills	
  the	cave,	piercing	deep	into	the	psyche	of	all	who	
  hear	it	(the	Writher’s	Foment	Madness	ability).	
  	 When	attacking	or	moving,	the	Writher	appears	as	
  a	Medium-sized,	churning	mass	of	slime	and	moss,	
  within	which	is	an	egg-shaped	orb	shining	with	an	ill	
  light.	
  The Writher’s Crystal Orb 
  While	the	crystal	orb	is	embedded	within	the	
  Writher,	the	fiend	gains	the	following:	
  • Legendary	Resistance	(3/Day).	If	the	Writher	
  fails	a	saving	throw,	it	can	choose	to	succeed	
  instead.	
  The	orb	can	be	destroyed.	It	has	AC	11	and	40	hit	
  points,	and	immunity	to	poison	and	psychic	damage.	
  	 The	orb	can	also	be	wrenched	out	of	the	Writher’s	
  amorphous	body.	Doing	so	requires	being	within	5	
  feet	of	the	Writher	and	using	an	action	to	make	a	
  contested	Strength	check	against	the	fiend.	
  	 Once	the	orb	is	no	longer	within	the	Writher	
  (either	shattered	or	extracted),	a	massive	shock	
  ripples	throughout	the	fiend,	and	the	Writher	takes	
  55	(10d10)	necrotic	damage.	It	also	no	longer	has	
  the	Legendary	Resistance	granted	by	the	orb.	This	
  can	be	described	as	parts	of	the	Writher	turning	to	
  dust	or	bursting.	
  Treasure & Rewards 
  • Magic	Items.	The	Writher	is	protecting	Miir,	a	
  scimitar	of	warning.	
  Adjusting the Scene	 
  Here are some suggestions for adjusting this scene: 
  • Very Weak: The Writher is a canoloth with 84 hp. 
  • Weak: The Writher is a canoloth. 
  • Strong: The Writher has 180 hp.  
  • Very Strong: The Writher has 210 hp and advantage on 
  attacks. 
  Playing the Pillars 
  COMBAT 
  The Writher is a dumb brute with 
  slightly above animal 
  intelligence. In combat it focuses 
  on hindering as many foes as 
  possible with its Foment 
  Madness ability while lashing 
  targets with its tentacles. 
  EXPLORATION 
  To make this fight more 
  challenging, add patches of 
  green slime or yellow mold to 
  any of the cavern surfaces, 
  including the walls and ceiling. 
  Green slime can drip down on 
  targets below. 
  SOCIAL 
  While the Writher won’t typically 
  respond to diplomacy, a 
  successful Intelligence (Arcana) 
  check identifies that the 
  presence of the Writher heralds 
  a great wrongness and an 
  imminent catastrophe.
  
   
   
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  13 
  Wrap-Up: Concluding the Adventure 
  With	the	Writher	defeated,	the	adventurers	discover	
  a	set	of	massive	bronze	doors.	
  	 For	adventurers	playing	this	adventure’s	sequel,	
  Thralls	of	Zuggtmoy:	The	Sanctum	of	Rot,	this	
  doorway	leads	into	the	cult’s	inner	chambers.	For	
  adventurers	who	have	already	played	the	sequel,	
  these	doors	instead	lead	out	into	the	Flooded	Forest,	
  where	Ilyrana’s	wood	elves	await	the	adventurer’s	
  return.	
   
   
  
   
   
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  14 
  Adventure Rewards 
  	
  At	the	end	of	the	session,	the	characters	each	receive	
  rewards	based	upon	their	accomplishments.	These	
  rewards	include	advancement	and	treasure,	and	
  may	include	player	rewards—magic	item	unlocks,	
  story	awards,	or	new	downtime	activities,	as	follows:	
  Advancement and Treasure 
  Checkpoints 
  The	characters	receive	1	advancement	checkpoint	
  and	1	treasure	checkpoint	for	each	story	objective	
  that	they	complete,	as	follows:		
  • Story	Objective	A:	The	adventurers	must	
  complete	at	least	two	of	the	Nidus’s	encounters.	
  • Story	Objective	B:	The	adventurers	must	defeat	
  the	Writher.	
  The	characters	receive	1	advancement	checkpoint	
  and	1	treasure	checkpoint	for	each	bonus	objective	
  that	they	complete,	as	follows:	
  • Bonus	Objective	A:	Recover	the	Horn	of	Tilvadar.	
  Bonus	Objective	B:	Close	the	gate	into	the	Abyss	
  before	it	fully	opens.	
  Player Rewards 
  The	characters	earn	the	following	player	rewards	for	
  completing	the	adventure:	
  Magic Item Unlock 
  Characters	completing	the	adventure	unlock:	
  	 Miir,	Scimitar	of	Warning.	This	mithral	blade	is	
  exquisitely	crafted	from	the	finest	materials,	and	
  never	becomes	dirty.	“Miir”	means	“priceless”	in	
  Elvish.	This	item	can	be	found	in	Appendix	9.	
  Consumable Magic Items 
  Characters	completing	the	adventure	can	find:	
  	 +1	Arrows.	This	item	is	found	on	Magic	Item	
  Table	B	in	the	Dungeon	Master’s	Guide.	
  	 Potion	of	Fire	Breath.	This	item	is	found	on	Magic	
  Item	Table	B	in	the	Dungeon	Master’s	Guide.	
  Dungeon Master Rewards 
  In	exchange	for	running	this	adventure,	you	earn	
  advancement	and	treasure	checkpoints	and	
  downtime	as	though	you	played	the	adventure,	but	
  none	of	the	adventure’s	player	rewards.	
  	 However,	this	adventure	may	qualify	for	rewards	
  earned	by	completing	DM	Quests.	See	the	ALDMG	
  (Adventurers	League	Dungeon	Master’s	Guide)	for	
  more	information	about	DM	Quests.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
   
   
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  15 
  Appendix 1: Locations & NPCs 
  	
  The	following	locations	feature	prominently	in	this	
  adventure.		
  • The	Nidus	(NIGH	duss).	A	poisonous,	
  otherworldly	maze.	The	tunnels	here	crawl	with	
  spore-laden	beasts	and	demons,	and	the	air	itself	
  is	deadly.	
  	 Personality:	Corrupt	and	rotten.	
  	 Ideal:	“Zuggtmoy’s	spores	shall	be	spread.”	
  	 Bond:	“Even	the	stars	will	serve	Zuggtmoy.”	
  	 Flaw:	“Dying	in	service	to	Zuggtmoy	is	failure.”	
  	
  • Weneval	(WEN	a	vel).	A	young	priestess	and	
  acolyte	to	the	seeress	of	the	wood	elves.	
  	 Personality:	Weneval	is	loyal	and	appreciative.	
  	 Ideal:	“I	will	become	strong	to	help	others.”	
  	 Bond:	“I	serve	my	mistress	and	tribe.”	
  	 Flaw:	“I	don’t	know	if	I	am	brave	enough.”	
  	
  	
   
   
  
   
   
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  16 
  Appendix 2: Creature Statistics 
  	
  Alkilith (The Writher) 
  Medium fiend (demon), chaotic evil 
  Armor Class 17 (natural armor) 
  Hit Points 157 (15d8 + 90) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  19 (+4) 
  22 (+6) 
  6 (-2) 
  11 (+0) 
  7 (-1) 
   
  Saving Throws Dex +8, Con +10 
  Skills Stealth +8 
  Damage Resistances acid, cold, fire, lightning; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses darkvision 120 ft., Passive Perception 10 
  Languages understands Abyssal but can’t speak 
  Challenge 11 (7,200 XP) 
  Amorphous. The alkilith can move through a space as 
  narrow as 1 inch wide without squeezing. 
  False Appearance. While the alkilith is motionless, it is 
  indistinguishable from an ordinary slime or fungus. 
  Foment Madness. Any creature that isn’t a demon that 
  starts its turn within 30 feet of the alkilith must 
  succeed on a DC 18 Wisdom saving throw, or it hears a 
  faint buzzing in its head for a moment and has 
  disadvantage on its next attack roll, saving throw, or 
  ability check. 
  If the saving throw against Foment Madness fails by 5 
  or more, the creature is instead subjected to 
  the confusion spell for 1 minute (no concentration 
  required by the alkilith). While under the effect of 
  that confusion, the creature is immune to Foment 
  Madness. 
  Magic Resistance. The alkilith has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Multiattack. The alkilith makes three tentacle attacks. 
  Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., 
  one target. Hit: 18 (4d6 + 4) acid damage. 
  Black Pudding 
  Large ooze, unaligned 
  Armor Class 7 
  Hit Points 85 (10d10 + 30) 
  Speed 20 ft., climb 20 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  5 (-3) 
  16 (+3) 
  1 (-5) 
  6 (-2) 
  11 (-5) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Damage Immunities acid, cold, lightning, slashing 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8 
  Languages -- 
  Challenge 4 (1,100 XP) 
  Amorphous. The pudding can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Corrosive Form. A creature that touches the pudding or 
  hits it with a melee attack while within 5 feet of it takes 
  4 (1d8) acid damage. Any nonmagical weapon made of 
  metal or wood that hits the pudding corrodes. After 
  dealing damage, the weapon takes a permanent and 
  cumulative −1 penalty to damage rolls. If its penalty 
  drops to −5, the weapon is destroyed. 
  Nonmagical ammunition made of metal or wood that 
  hits the pudding is destroyed after dealing damage. 
  The pudding can eat through 2-inch-thick, nonmagical 
  wood or metal in 1 round. 
  Spider Climb. The pudding can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Actions 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage 
  plus 18 (4d8) acid damage. In addition, nonmagical 
  armor worn by the target is partly dissolved and takes 
  a permanent and cumulative −1 penalty to the AC it 
  offers. The armor is destroyed if the penalty reduces its 
  AC to 10. 
  
   
   
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  Reactions 
  Split. When a pudding that is Medium or larger is 
  subjected to lightning or slashing damage, it splits into 
  two new puddings if it has at least 10 hit points. Each 
  new pudding has hit points equal to half the original 
  pudding's, rounded down. New puddings are one size 
  smaller than the original pudding. 
  Canoloth (Writher) 
  Medium fiend (yugoloth), neutral evil 
  Armor Class 16 (Natural Armor) 
  Hit Points 120 (16d8 + 48) 
  Speed 50 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  10 (+0) 
  17 (+3) 
  5 (-3) 
  17 (+3) 
  12 (+1) 
   
  Skills Investigation +3, Perception +9 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  Damage Immunities acid, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., truesight 120 ft., passive 
  Perception 19 
  Languages Abyssal, Infernal, Telepathy 60 ft. 
  Challenge 8 (3,900 XP) 
  Dimensional Lock. Other creatures can’t teleport to or 
  from a space within 60 feet of the canoloth. Any 
  attempt to do so is wasted. 
  Magic Resistance. The canoloth has advantage on 
  saving throws against spells and other magical effects. 
  Magic Weapons. The canoloth’s weapon attacks are 
  magical. 
  Uncanny Senses. The canoloth can’t be surprised while 
  it isn’t incapacitated. 
  Actions 
  Multiattack. The canoloth makes two attacks: one with 
  its tongue or its bite and one with its claws. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 25 (6d6 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 15 (2d10 + 4) slashing damage. 
  Tongue. Ranged Weapon Attack: +7 to hit, range 30 ft., 
  one target. Hit: 17 (2d12 + 4) piercing damage. If the 
  target is Medium or smaller, it is grappled (escape DC 
  15), pulled up to 30 feet toward the canoloth, and 
  restrained until the grapple ends. The canoloth can 
  grapple one target at a time with its tongue. 
  
   
   
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  Gibbering Mouther 
  Medium aberration, neutral 
  Armor Class 9 
  Hit Points 67 (9d8 + 27) 
  Speed 10 ft., swim 10 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  8 (-1) 
  16 (+3) 
  3 (-4) 
  10 (+0) 
  6 (-2) 
   
  Condition Immunities prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages -- 
  Challenge 2 (450 XP) 
  Aberrant Ground. The ground in a 10-foot radius 
  around the mouther is doughlike difficult terrain. Each 
  creature that starts its turn in that area must succeed 
  on a DC 10 Strength saving throw or have its speed 
  reduced to 0 until the start of its next turn. 
  Gibbering. The mouther babbles incoherently while it 
  can see any creature and isn't incapacitated. Each 
  creature that starts its turn within 20 feet of the 
  mouther and can hear the gibbering must succeed on a 
  DC 10 Wisdom saving throw. On a failure, the creature 
  can't take reactions until the start of its next turn and 
  rolls a d8 to determine what it does during its turn. On 
  a 1 to 4, the creature does nothing. On a 5 or 6, the 
  creature takes no action or bonus action and uses all its 
  movement to move in a randomly determined 
  direction. On a 7 or 8, the creature makes a melee 
  attack against a randomly determined creature within 
  its reach or does nothing if it can't make such an attack. 
  Actions 
  Multiattack. The gibbering mouther makes one bite 
  attack and, if it can, uses its Blinding Spittle. 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 17 (5d6) piercing damage. If the target is 
  Medium or smaller, it must succeed on a DC 10 
  Strength saving throw or be knocked prone. If the 
  target is killed by this damage, it is absorbed into the 
  mouther. 
  Blinding Spittle (Recharge 5–6). The mouther spits a 
  chemical glob at a point it can see within 15 feet of it. 
  The glob explodes in a blinding flash of light on impact. 
  Each creature within 5 feet of the flash must succeed 
  on a DC 13 Dexterity saving throw or be blinded until 
  the end of the mouther's next turn. 
   
   
  Priest (Aden’Roth) 
  Medium humanoid (human), chaotic evil 
  Armor Class 13 (chain shirt) 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  12 (+1) 
  13 (+1) 
  16 (+3) 
  13 (+1) 
   
  Skills Medicine +7, Persuasion +3, Religion +5 
  Senses passive Perception 13 
  Languages Common, Abyssal 
  Challenge 2 (450 XP) 
  Divine Eminence. As a bonus action, the priest can 
  expend a spell slot to cause its melee weapon attacks 
  to magically deal an extra 10 (3d6) radiant damage to a 
  target on a hit. This benefit lasts until the end of the 
  turn. If the priest expends a spell slot of 2nd level or 
  higher, the extra damage increases by 1d6 for each 
  level above 1st. 
  Spellcasting. The priest is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to 
  hit with spell attacks). The priest has the following 
  cleric spells prepared: 
   
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): cure wounds, guiding bolt, sanctuary 
  2nd level (3 slots): lesser restoration, spiritual weapon 
  3rd level (2 slots): dispel magic, spirit guardians 
  Actions 
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage. 
   
   
  
   
   
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  Thorny (Fungal Hound) 
  Medium plant. neutral 
  Armor Class 14 (natural armor) 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  13 (+1) 
  2 (-4) 
  10 (+0) 
  6 (-2) 
   
  Skills Perception +4, Stealth +3 
  Damage Resistances lightning, piercing 
  Senses darkvision 60 ft., passive Perception 14 
  Languages -- 
  Challenge 1 (200 XP) 
  Plant Camouflage. The thorny has advantage on 
  Dexterity (Stealth) checks it makes in any terrain with 
  ample obscuring plant life. 
  Regeneration. The thorny 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 thorny’s 
  next turn. The thorny dies only if it starts its turn with 0 
  hit points and doesn’t regenerate. 
  Thorny Body. At the start of its turn, the thorny deals 2 
  (1d4) piercing damage to any creature grappling it. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 8 (2d6 + 1) piercing damage. 
   
   
  Vegepgymy Chief (Myceloid) 
  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 +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  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 or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 
  2) piercing damage, 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. 
   
   
   
  
   
   
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  20 
  Veteran 
  Medium humanoid (any race), any alignment 
  Armor Class 17 (splint) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Athletics +5, Perception +2 
  Senses passive Perception 12 
  Languages Common 
  Challenge 3 (700 XP) 
  Actions 
  Multiattack. The veteran makes two longsword attacks. 
  If it has a shortsword drawn, it can also make a 
  shortsword attack. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 
  + 3) slashing damage if used with two hands. 
   
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing 
  damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Priest (Weneval) 
  Medium humanoid (wood elf), chaotic good 
  Armor Class 13 (chain shirt) 
  Hit Points 33 (5d8+5) 
  Speed 30 ft. 
   
   
  STR		
  DEX		
  CON		
  INT		
  WIS		
  CHA	
  	 10	(+0)	
  10	(+0)	
  12	(+1)	
  13	(+1)	
  16	(+3)	
  13	(+1)	
   
  Skills Medicine +7, Persuasion +3, Religion +4 
  Senses passive Perception 13 
  Languages Common, Elvish 
  Challenge 2 (450 XP) 
   
  Divine Eminence. As a bonus action, the priest can 
  expend a spell slot to cause its melee weapon 
  attacks to magically deal an extra 10 (3d6) radiant 
  damage to a target on a hit. This benefit lasts until 
  the end of the turn. If the priest expends a spell slot 
  of second level or higher, the extra damage 
  increased by 1d6 for each level above first. 
  Spellcasting. The priest is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to 
  hit with spell attacks). The priest has the following 
  cleric spells prepared: 
   
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): cure wounds, guiding bolt, sanctuary 
  2nd level (3 slots): lesser restoration, spiritual weapon 
  3rd level (2 slots): dispel magic, spirit guardians 
  Actions 
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  21 
   
  Appendix 3:  Myceloid Den Map  
  (1	square	=	10	ft.)	
   
   
  
   
   
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  22 
  Appendix 4:  The Myceloids and the Cultist Map  
  (1	square	=	10	ft.)	
  	
   
   
  
   
   
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  23 
  Appendix 5:  The Pit Map  
  (1	square	=	10	ft.)	
   
   
  
   
   
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  24 
  Appendix 6:  The Writher Map  
  (1	square	=	10	ft.)	
  	
  	
   
   
  	
  
   
   
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  25 
  Appendix 7: Recover the Horn of Tilvadar (Bonus Objective A) 
  Setting Description 
  The	Horn	of	Tilvadar	is	an	elven	relic.	Tilvadar	was	a	
  renowned	hunter	before	he	passed	away	battling	
  Klauth,	an	ancient	red	dragon.	The	elves	tell	
  Tilvadar’s	legends	and	say	he	has	joined	the	court	of	
  Solonor	Thelandira,	god	of	the	hunt.	The	seeress	
  uses	this	relic	when	channeling	prophecies	of	
  hunting	to	guide	her	people	to	healthy	herds.	
  	 The	adventurers	enter	a	cavern	filled	with	glowing	
  motes	of	light.	At	the	far	end	of	the	cave	is	a	statue	of	
  Zuggtmoy,	grasping	the	elven	horn.	
  Prerequisites 
  Ilryana	should	have	asked	the	adventurers	to	
  recover	the	horn.	This	bonus	objective	can	be	fit	
  between	any	other	Myconic	Nidus	encounter	but	
  should	come	before	the	final	objective.	
  Bonus Objective A 
  Recover	the	Horn	of	Tilvadar.	
  Area Information 
  This	area	features:	
  	 Dimensions	&	Terrain.	This	50-foot-wide,	150-
  foot-long	cavern	is	thick	with	glimmering	motes	of	
  light	drifting	through	the	air.	Towering	fungi,	
  stalactites,	and	slick	boulders	cover	the	cave’s	floor.	
  Use	the	map	in	Appendix	4.	
  	 At	the	far	end	of	the	cave	is	a	20-foot-tall	statue	of	
  Zuggtmoy	in	her	beautiful	human	guise,	grasping	the	
  elven	horn.	The	statue	is	poised	as	if	blowing	the	
  instrument.	If	the	adventurers	observe	for	a	moment,	
  they	can	see	the	energy	motes	streaming	from	the	
  horn,	as	if	the	sparkling	lights	are	being	blown	forth	
  by	the	statue.	
  	 Lighting.	The	entire	cave	is	dimly	lit	by	both	the	
  fungi	and	the	light	motes.	
  Scene A. The Statue and the Horn 
  The	entire	cavern	is	a	trap.	Amil-Or	knows	the	elves	
  will	send	their	heroes	to	recover	Tilvadar’s	horn	
  because	of	its	importance	and	has	planned	
  accordingly.	The	statue	is	draining	the	horn’s	energy	
  to	fuel	the	Nidus	and	Amil-Or’s	magic,	spewing	
  dangerous	motes	in	the	process.	
  	 There	are	several	notable	elements	present:	The	
  energy	motes,	the	ropers	standing	guard	on	either	
  side	of	the	statue,	and	the	statue	of	Zuggtmoy,	which	
  is	magically	forcing	energy	out	of	the	elven	horn.	
  The Energy Motes 
  A	creature	automatically	avoids	touching	the	motes	
  by	moving	at	half	speed.	Otherwise,	every	turn	a	
  creature	moves	at	full	speed	requires	the	creature	to	
  make	a	DC	13	Dexterity	saving	throw.	On	a	failed	
  save,	a	creature	that	isn’t	native	to	the	Nidus	takes	9	
  (2d8)	necrotic	damage	and	becomes	blind.	At	the	
  end	of	each	of	its	turns,	a	creature	blinded	can	
  attempt	a	DC	13	Constitution	saving	throw.	On	a	
  success,	the	effect	ends.	
  The Ropers 
  Flanking	the	statue	are	two	ropers.	These	Nidus	
  aberrations	wait	until	a	creature	is	within	Tendril	
  range,	and	then	attack,	attempting	to	Reel	and	Bite	
  targets.	The	ropers	subsist	by	eating	bizarre	Nidus	
  creatures	and	find	non-mutated	humanoid	flesh	
  delicious.		
  Adjusting the Scene	 
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Remove one roper. 
  • Strong: Add one roper. 
  • Very Strong: Add one roper. Each roper has 143 hit points. 
  The Statue of Zuggtmoy 
  The	statue	of	Zuggtmoy	is	the	final	trap	waiting	for	
  the	adventurers.	After	the	trap	is	dealt	with,	the	horn	
  can	be	retrieved,	but	the	relic’s	magic	is	temporarily	
  exhausted	and	must	be	restored	by	the	elves.	
  Trap. Statue of Zuggtmoy 
  Mechanical Trap (Levels 5-10 deadly threat) 
  The horn is clasped in the fungal growths of the statue and 
  held to the lips of the Goddess of Rot. If disturbed, the 
  statue’s head pivots and the horn spews forth energy. 
   Trigger. Disturbing the horn or statue. 
   Effect. The statue’s arms and head pivot to face the 
  creature triggering the trap, and a blast of sparkling motes 
  erupts from the horn. Each creature in a 60-foot cone must 
  make a DC 14 Constitution saving throw. A creature takes 
  8d8 necrotic damage on a failed save, or half as much 
  damage on a successful one. 
   Countermeasures. If examined, a successful DC 15 
  Intelligence (Investigation) skill check finds that the statue’s 
  head and arms can change position. A successful DC 15 
  Dexterity check with thieves’ tools can free the horn without 
  triggering the trap. On a failed attempt, the trap is triggered. 
   Hammering a piton or spike into the proper place can 
  prevent the statue from pivoting, redirecting the blast 
  harmlessly against the cavern wall, or even onto a roper 
  guardian.
  
   
   
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  26 
  Appendix 8: Closing the Portal (Bonus Objective B) 
  	
  Setting Description 
  Deep	within	the	Nidus	is	a	gateway	to	the	Abyss.	A	
  fungal	arch	maintains	the	gate,	allowing	Abyssal	
  fungi	and	demonic	servants	of	Zuggtmoy	to	enter	the	
  Material	Plane.	If	not	sealed,	this	encroachment	
  could	mean	disaster.	
  	 The	Abyssal	portal	is	not	fully	connected.	Once	the	
  cult’s	ceremony	takes	place	during	the	conjunction,	
  the	entrance	to	the	Abyss	will	be	fully	activated,	and	
  the	Rotting	Moon	will	enter	the	Material	Plane,	
  followed	by	a	fiendish	horde.	
  	 Adventurers	proficient	in	Arcana	or	Religion	are	
  aware	that	Abyssal	portals	become	worse	with	time	
  and	are	difficult	to	seal	once	opened.	Collapsing	the	
  arch	or	magically	closing	the	nascent	gate	are	
  possible	options.	
  Prerequisites 
  Ilryana	should	have	asked	the	adventurers	to	close	
  the	Abyssal	gate.	This	bonus	objective	can	be	fit	
  between	any	other	Myconic	Nidus	encounter	but	
  should	come	before	the	final	objective.	
  Bonus Objective B 
  Close	the	gate	into	the	Abyss	before	it	fully	opens.	A	
  successful	DC	14	Intelligence	(Religion)	or	
  Intelligence	(Arcana)	check	or	DC	18	Intelligence	
  check	reveals	the	portal’s	frame,	the	giant	fungi,	are	
  vulnerable	to	damage.	Allow	this	check	once	per	
  round	until	an	adventurer	succeeds.	
  Area Information 
  This	area	features:	
  	 Dimensions	&	Terrain.	This	roughly	oval,	100-
  foot	by	150-foot	cavern	is	filled	with	a	vast	array	of	
  large	yellow	fungi.	Use	the	map	in	Appendix	4.	
  	 Embedded	in	the	northern	wall	of	the	cave	is	a	25-
  foot-tall	archway	made	of	bulbous	mushrooms.	The	
  center	of	the	arch	is	an	inky	void	filled	with	a	roiling	
  miasma	of	slime	and	fluids,	and	a	cacophonous	
  buzzing	fills	the	cavern.	
  	 Lighting.	The	entire	cave	is	dimly	lit	by	
  luminescent	fungi.	
  Scene A. The Abyssal Gate 
  The	arch	is	a	gate	to	the	Abyss.	It	hasn’t	fully	
  activated	yet,	but	it	is	too	potent	to	be	dispelled.	
  The Archway 
  The	arch	has	AC	12	and	200	hit	points.	It	is	immune	
  to	poison	and	psychic	damage	and	has	a	damage	
  threshold	of	10.	
  	 When	the	archway	takes	more	than	20	points	of	
  damage	from	a	single	attack,	the	creature	that	
  damaged	it	is	momentarily	surrounded	by	acrid	
  flames.	The	creature	must	make	a	DC	13	
  Dexterity	saving	throw.	It	takes	2d10	necrotic	
  damage	on	a	failed	save,	or	half	as	much	damage	on	
  a	successful	one.	
  Adjusting the Scene	 
  Here are some suggestions for adjusting this scene: 
  • Very Weak: The arch causes 1d10 necrotic damage. 
  • Strong: Increase the DC to 14 and the arch causes 3d10 
  necrotic damage. 
  • Very Strong: Increase the DC to 15 and the arch causes 
  4d10 necrotic damage. 
  Eyes Beyond the Arch 
  In	the	darkness	beyond	the	arch,	a	swirling	miasma	
  comes	and	goes.	Occasionally	giant	glowing	eyes	or	a	
  toothed	maw	presses	against	the	archway.
  	 Tongues,	pseudopods,	and	tendrils	flail	against	the	
  other	side	of	the	portal.		The	miasma	may	drift	away	
  momentarily,	showing	fragments	of	the	Abyss.	Such	
  images	are	beyond	mere	mortal	comprehension.	
  The Infernal Music 
  Once	the	adventurers	enter	the	fungal	cave,	the	
  buzzing	shifts	into	a	bizarre	and	alien	music.	It	is	
  atonal,	lacks	rhythm,	and	is	composed	of	shrill	pipes	
  and	dissonant	chiming.	It	seems	to	be	reaching	a	
  crescendo.	
  	 Once	the	music	begins,	the	adventurers	have	two	
  rounds	to	act.		On	round	three,	all	non-fiends	within	
  the	cave	must	make	a	DC	13	Wisdom	saving	throw	
  or	be	affected	by	confusion.	
  	 The	music	hits	a	crescendo	every	three	rounds,	
  again	causing	the	confusion	effect.	
  Destroying the Arch 
  Once	the	arch	is	destroyed,	the	song	ceases,	and	the	
  yellow	fungi	begins	to	wither	and	curl	inwards.
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-BWM-04-01 The Myconic Nidus 
   
   
  27 
  Appendix 9: Magic Items 
  	
  Characters	completing	this	adventure’s	objective	
  unlock	this	magic	item.		
  Permanent Magic Items 
  Miir, Scimitar of Warning (Table F) 
  Weapon	(scimitar),	uncommon	(requires	attunement)	
  This	magic	weapon	warns	you	of	danger.	While	the	
  weapon	is	on	your	person,	you	have	advantage	on	
  initiative	rolls.	In	addition,	you	and	any	of	your	
  companions	within	30	feet	of	you	can’t	be	surprised,	
  except	when	incapacitated	by	something	other	than	
  nonmagical	sleep.	The	weapon	magically	awakens	
  you	and	your	companions	within	range	if	any	of	you	
  are	sleeping	naturally	when	combat	begins.	This	
  item	is	found	on	Magic	Item	Table	F	in	the	Dungeon	
  Master’s	Guide.	
  	 This	mithral	blade	is	exquisitely	crafted	from	the	
  finest	materials,	and	never	becomes	dirty.	“Miir”	
  means	“priceless”	in	Elvish.	
  Consumable Magic Items 
  +1 Arrows (Table B) 
  Ammunition	(arrow),	uncommon	
  You	have	a	bonus	to	attack	and	damage	rolls	made	
  with	this	piece	of	magic	ammunition.	The	bonus	is	
  determined	by	the	rarity	of	the	ammunition.	Once	it	
  hits	a	target,	the	ammunition	is	no	longer	magical.	
  	 This	item	is	found	on	Magic	Item	Table	B	in	the	
  Dungeon	Master’s	Guide.	
  Potion of Fire Breath (Table B) 
  Potion,	uncommon	
  After	drinking	this	potion,	you	can	use	a	bonus	
  action	to	exhale	fire	at	a	target	within	30	feet	of	you.	
  The	target	must	make	a	DC	13	Dexterity	saving	
  throw,	taking	4d6	fire	damage	on	a	failed	save,	or	
  half	as	much	damage	on	a	successful	one.	The	effect	
  ends	after	you	exhale	the	fire	three	times	or	when	1	
  hour	has	passed.		
  	 This	potion's	orange	liquid	flickers,	and	smoke	fills	
  the	top	of	the	container	and	wafts	out	whenever	it	is	
  opened.		This	item	is	found	on	Magic	Item	Table	B	
  in	the	Dungeon	Master’s	Guide.	
  	
  	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-BWM-04-01 The Myconic Nidus 
  28
  Appendix 10: Dungeon Master Tips 
  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.	
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
  New to the Annual Storyline? 
  http://dnd.wizards.com/story/waterdeep 
  http://dndadventurersleague.org/storyline-
  seasons/waterdeep-adventures/ 
  To	DM	an	adventure,	you	must	have	3	to	7	players—
  each	with	their	own	character	whose	level	is	within	
  the	adventure’s	level	range.	Characters	playing	in	a	
  hardcover	adventure	may	continue	to	play	to	but	if	
  they	play	a	different	hardcover	adventure,	they	can’t	
  return	to	the	first	one	if	they’re	outside	its	level	
  range.	
  Preparing the Adventure 
  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.	Familiar	yourself	with	the
  adventure’s	appendices	and	handouts.
  • Gather	any	resources	you’d	like	to	use	to	aid	you
  in	running	this	adventure--such	as	notecards,	a
  DM	screen,	miniatures,	and	battlemaps.
  • Ask	the	players	to	provide	you	with	relevant
  character	information,	such	as	name,	race,	class,
  and	level;	passive	Wisdom	(Perception),	and
  anything	specified	as	notable	by	the	adventure
  (such	as	backgrounds,	traits,	flaws,	etc.)
  Players	can	play	an	adventure	they	previously	
  played	as	a	Player	or	Dungeon	Master,	but	may	only	
  play	it	once	with	a	given	character.	Ensure	each	
  player	has	their	character’s	adventure	logsheet	(if	
  not,	get	one	from	the	organizer).	The	players	fill	out	
  the	adventure	name,	session	number,	date,	and	your	
  name	and	DCI	number.	In	addition,	the	player	also	
  fills	in	the	starting	values	for	advancement	and	
  treasure	checkpoints,	downtime	days,	and	renown.	
  These	values	are	updated	at	the	conclusion	of	the	
  session.		
  	 Each	player	is	responsible	for	maintaining	an	
  accurate	logsheet.	If	you	have	time,	you	can	do	a	
  quick	scan	of	a	player’s	character	sheet	to	ensure	
  that	nothing	looks	out	of	order.	If	you	see	magic	
  items	of	very	high	rarities	or	strange	arrays	of	ability	
  scores,	you	can	ask	players	to	provide	
  documentation	for	the	irregularities.	If	they	cannot,	
  feel	free	to	restrict	item	use	or	ask	them	to	use	a	
  standard	ability	score	array.		
  	 Point	players	to	the	D&D	Adventurers	League	
  Players	Guide	for	reference.	If	players	wish	to	spend	
  downtime	days	and	it’s	the	beginning	of	an	
  adventure	or	episode,	they	can	declare	their	activity	
  and	spend	the	days	now,	or	they	can	do	so	at	the	end	
  of	the	adventure	or	episode.	Players	should	select	
  their	characters’	spells	and	other	daily	options	prior	
  to	the	start	of	the	adventure,	unless	the	adventure	
  specifies	otherwise.	Feel	free	to	reread	the	
  adventure	description	to	help	give	players	hints	
  about	what	they	might	face.	
  Adjusting This Adventure 
  When	combat	is	a	possibility,	the	adventure	will	
  provide	a	sidebar	that	helps	you	to	determine	the	
  best	mix/number	of	opponents	to	provide	them	with	
  to	create	an	appropriate	challenge.	While	you’re	not	
  bound	to	these	adjustments;	they’re	here	for	your	
  convenience	and	consideration.	
  	 To	determine	whether	you	should	consider	
  adjusting	the	adventure,	add	up	the	total	levels	of	all	
  the	characters	and	divide	the	result	by	the	number	
  of	characters	(rounding	.5	or	greater	up;	.4	or	less	
  down).	This	is	the	group’s	average	party	level	(APL).	
  To	approximate	the	party	strength	for	the	
  adventure,	consult	the	table	below.	
  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 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Bookwyrm Convention (BWM)/CCC-BWM-04-01 - Thralls of Zuggtmoy - The Myconic Nidus.pdf