Professional Documents
Culture Documents
CCC-ARCON01-03 - Pharmacist Wanted v1.0
CCC-ARCON01-03 - Pharmacist Wanted v1.0
CCC-ARCON01-03 - Pharmacist Wanted v1.0
Pharmacist: Wanted
They haven’t delivered the medicine, and no one wants to enter the forest to get it.
Why don’t you go ahead? I mean, it’s probably not dangerous.
This is a part of the Oar’s Rest adventure series.
A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3.
Credits
Lead Designer and Editor: Martine Lassen
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.
©2019 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.
Adventure Primer
This adventure is designed for three to seven 1
4-level characters and is optimized for five
Overview
characters with an average party level (APL) The adventure’s story is spread over three parts
of 3. Characters outside this level range cannot and takes approximately 2 hours to play. The
participate in this adventure. adventure begins with a Call to Action scene.
This adventure occurs in Oar’s Rest on the south-
east coast of the Moonsea. • Call to Action: Please, help! HARTHIN
WESTWOOD is worried about his son, since
Background the halflings have a medicine he needs.
• Part 1: Gardening. To save MARCUS
The city of OAR’S REST is usually a peaceful WESTWOOD the adventurers need to locate
place, not far from the MOONSEA shores. the alchemist and either get the medicine or
LINRIC and ALLISSA BELTBUCKLE, an elderly persuade them to reveal how they make it.
halfling couple, are known to come into town This is Story Objective A.
once every tenday to sell potions, scrolls, fresh • Part 2: Let’s get out of here. As the party have
herbs and vegetables, as well as buy equipment. obtained what they need, they need to find a
way to escape the garden. This is Story
It has now been two tendays since they have Objective B.
been into town. The villagers are worried about
them, but also concerned at the lack of
MEDICINE. Adventure Hooks
The Beltbuckles are prevented from travelling The adventurers are likely in Oar’s Rest looking
because they are under attack from for work, otherwise you can use these adventure
VEGEPYGMIES. hooks:
This is my house. They might live in the city or
MARCUS WESTWOOD has been ill for several have relatives there.
years. No one has managed to identify the illness, My faction sent me. The village might have
but the medicine works well enough. He and his sent a message to the factions, which sent the
father lives on the outskirts of Oar’s Rest. adventurers.
I’ve been here before. Characters who have
played the previous adventures in the region
might return to see how their friends are doing.
I’m looking for this secret. Characters who
Previous Adventures are alchemists might have heard tales of this
If the characters have played other Oar’s Rest-
couple and their potions and want to obtain
adventures, they are familiar in the area and might
already know Harthin Westwood and Marcus. If they
them for themselves.
left on friendly terms Harthin will welcome them back. Background. Characters with the Folk Hero or
Entertainer background might travel here to
hear new stories or find people in the need of
help.
Not for resale. Permission granted to print or photocopy this document for personal use only .
CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 3
Adventure Flowchart
This section provides a basic understanding of not only the flow of the adventure, but also the outline of
the different paths that your players may take in reaching their stated objective.
1
PLEASE, HELP!
(CALL TO ACTION)
2
GARDENING
(STORY OBJECTIVE A)
3
LET’S GET OUT
OF HERE
(STORY OBJECTIVE B)
Not for resale. Permission granted to print or photocopy this document for personal use only .
CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 4
Call to Action: Please, help!
Estimated Duration: 20 minutes
It’s autumn and the characters have arrived in and watch his son while gets some rest. Marcus
Oar’s Rest late in the evening. It’s been raining wants something to drink.
the last couple of days, but suddenly they are What do they know? Harthin knows that
surprised by a thunderstorm. To avoid getting Beltbuckles have produced medicine and usually
hit by lightning, the characters decided to find delivers a new batch with them and fresh
shelter in a house on the outskirts of town and vegetables every tenday, even in winter. They
are now in the living area of the house. have not been in town the last two tendays. He
does not know where they live, though he can
Call to Action point at the path where they usually exit the
The characters are asked to locate the woods. People in town rarely travel into that
Beltbuckle’s house in the forest and ask them for part of the forest, but he is not sure why.
the medicine. This is the Call to Action. Harthin’s grandparents told stories about the
Halflings from when they were kids.
Marcus knows that he is very ill, but he does not
The Living Area want to worry his father.
Illness. Marcus’ illness is unidentified, though
they have tried everything. The symptoms are
Area Information cold skin, paleness, shortness of breath and slow
The area has the following information:
heart rate.
Dimensions & Features. The living area is a
Healing. The characters might try to heal
20-by-30-foot room. The single-room house is
Marcus, either by spells or potions. It will make
sparsely furnished by a small kitchen with a
him stable, but not heal him. This will buy them
fireplace, a cabinet, a table with benches. In the
more time to finish the mission (see Wrap Up).
southern corner there is a narrow bed with
Introductions. While in the living quarters the
bulky covers.
players should introduce their characters.
Lighting. The room is sparingly lit by a couple
of candles and the light from the fireplace.
Sound. The wind is howling outside and makes
Developments
eerie squeals in the chimney. Rain is slashing on During the night Marcus’ breath becomes
the windows. The character with the highest weaker and by morning he is pale and
passive Perception notices a shallow cough from unresponsive. Harthin does not want to leave his
the bed. son while he is unconscious and pleads the
Smells. There is a simple stew cooking, which characters to travel into the forest and find
smells pleasantly of vegetables. Linric Beltbuckle. If necessary, he is willing to
Outside. The weather outside is a proper pay for the services.
thunderstorm, wind, rain, and lightning.
Not for resale. Permission granted to print or photocopy this document for personal use only .
CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 5
Part 1: Gardening
Estimated Duration: 40 minutes
The weather has calmed back to just rain and is unlocked. Glyph of warding is cast on the gate,
wind by the time the characters are ready. storing stinking cloud. Both spells have spell DC
14. The spell is released at the gate opening,
Story Objective A though the wind might spread the gas.
Obtaining the medicine or recipe from Linric
Beltbuckle is Story Objective A.
Not for resale. Permission granted to print or photocopy this document for personal use only .
CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 6
Creature Information Scene B. The Garden
Pokeroot, a wood woad, is using tree stride and
plant camouflage to stay hidden about 30 feet As the first character moves inside it is as if they
behind the characters. A shrieker is hidden 20 are all pulled in by an invisible force.
feet off the path about 1,5 hours walk into the
forest. As you pass the gate you feel an uncomfortable
What do they want? Pokeroot wants the pull, and you see the distance to the gate stretch
Beltbuckles to be safe. out behind you. Likewise, the house, which seemed
What do they know? Pokeroot knows there so close, is suddenly much further away. In
are weeds running around that wants to harm addition, it looks so nice and well-kept now. The air
the Beltbuckles. warms, and you are now in a vegetable garden.
Shrieker. A shrieker in a thicket. It is The wind is no longer howling, the rain has ceased,
impossible to see but will sound its alarm when and the sun is shining.
the characters are moving past. A DC 10 Wisdom 10 feet in front of you an elderly male halfling
(Insight) check reveals that it’s not humanoid. stands up and peers at you, expectantly.
Developments
The characters might not notice Pokeroot or Area Information
interact with it, or you might not have time to The area has the following features.
introduce the shrieker or rusty gear. Dimensions & Terrain. The garden does not
have a set size. If the characters move any more
Entering the gate moves the story to Scene B. than 10 feet in any direction, the garden will
magically stretch out further. It is flat and well-
tended. The house now looks well-tended and
bright.
Light. The sun shines bright light.
Sounds & Smells. Birds are tweeting. It smells
of fresh grass, thyme, lavender, dirt and mold.
Herbs and vegetables. The garden is filled
with different herbs and vegetables at different
stages of growth.
Creature Information
The halfling is Linric Beltbuckle (a male halfling
druid). Another halfling, Allissa Beltbuckle (a
female halfling conjurer) is inside the house.
What do they want? The Beltbuckles want to
be left alone and wants the vegepygmies gone, so
they can continue their usual routine. They also
want to keep their recipes secret, so they can
continue to sell them to get the provisions they
cannot make themselves. Linric enjoys playing
Dragonchess, even when losing.
What do they know? They know that there
are weeds in the garden, and they have chosen to
seal it off, nothing can leave before they lift the
spell. They have not been able to get rid of the
weeds, as they keep running away from them.
Not for resale. Permission granted to print or photocopy this document for personal use only .
CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 7
Linric is aware that Marcus is ill but consider it a Playing the Pillars
part of life. He does not know what the illness is Combat. If the adventurers attack Linric, Allissa will
or how to cure it, only how to keep it under emerge from the house and together with Pokeroot
control. they will attempt to knock out the characters, tie them
Anyone hurt? Linric has some useful spells up and leave them outside the garden.
prepared and can assist the characters. Exploration. The characters may explore the garden,
finding vegetables, particularly carrots, at different
Dragonchess stages of growth. The house keeps moving away from
The Dragonchess board has three tiers. Over five rounds them, as well as the gate.
a character makes any ability check within the DM’s Social. The characters can interact with Linric. Allissa
discretion versus Linric’s Intelligence check. Examples will keep to herself within the house.
include, but is not limited to, to use Intelligence
(History) to remember how Dragonchess usually is
played in these parts, Charisma (Insight) to deduct what
Linric might do next round or Wisdom (Perception) to
get a good overview of the board.
The highest total roll in the contest wins the round.
The first to win three rounds wins the game. Characters
may apply their proficiency bonus to any ability check if
they are proficient with Dragonchess.
Developments
The medicine that Marcus needs is a potion of
fire breath. If Linric takes a liking to them, they
can either buy it for 50 gp or for free if they win
a game of Dragonchess. In either case he gives
them two potions and says, “we probably won’t
meet again”.
If the characters attempt to intimidate him, he
will send them off toward the vegepygmies
immediately. He might instead provide a potion
later (see Wrap-up).
Moving on. Lincric points toward a path out of
the garden (but still inside the fence) and urges
the characters to weed that part of the garden.
Continue to Part 2.
Treasure
Linric has two potion of fire breath.
Not for resale. Permission granted to print or photocopy this document for personal use only .
CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 8
Part 2: Let’s get out of here
Estimated Duration: 1 hour
Not for resale. Permission granted to print or photocopy this document for personal use only .
CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 9
Scene C. The Clearing Developments
If the characters are in deep trouble and have
Area Information been friendly with Linric and Pokeroot, they
The area has the following features (see might decide to help them.
Appendix 3).
Dimensions & Terrain. The path goes through Playing the Pillars
the forest and will circle back to the garden. Here are some suggestions for this encounter:
There are rocks and trees spread out. There are Combat. The vegepygmies will attempt to surprise the
bushes which are difficult terrain. characters by hiding behind the trees. The characters
Lighting. The sun shines brightly, it is shade might want to use their potion of fire breath to avoid the
under the trees. regeneration.
Exploration. The moldy smell is from the vegepygmies
Sounds & Smells. It is eerily quiet and smells
and russet mold. The characters might be able to
of mold.
neutralize the russet mold by using the decanter of
Rusty Gear. What looks like rusty weapons
endless water.
and armor are laying in the shade under the Social. If the characters speak vegepygmy, they can
trees. Roll a d6, on a 1- 3 it is covered russet persuade the vegepygmy to leave the entire area with a
mold (see Appendix 1). DC 20 Charisma (Persuasion) check, which will make
Allissa release the magic holding them in the garden.
Creature Information
Hidden between the trees are one vegepygmy Wrap up: Saving Marcus
chief, four vegepygmies and a thorny. They
have placed a shrieker by the path as an alarm. With the vegepygmies gone and the medicine
secured the characters suddenly feel another tug
Adjusting the Scene and is sent back outside the gate. If they did not
Here are some suggestions for adjusting this scene: get the medicine before, the one acting most
friendly toward Linric finds a potion of fire
• Very Weak: Remove the shrieker, vegepygmy chief breath in their bags.
and the thorny. Allow salty water to prevent
regeneration.
Once again you feel an uncomfortable pull. You
• Weak: Remove the shrieker, the thorny and two
vegepygmies.
hear a voice saying “Thank you for your assistance.
• Strong: Add two vegepygmies. Now hurry back to Marcus.” Again, you are
• Very Strong: Add a thorny and two vegepygmies. standing in the rain, in the wind, in the forest
outside the white picket fence.
What do they want? The vegepygmy chief
wants the medicine. They do not mind making They are not able to return to the garden.
new vegepygmies in the process. The thorny It’s easy to find the way back to Harthrin’s
wants fresh meat. house. If they have avoided any rests, Marcus is
What do they know? They know that they are pale and unconscious. If they secured his health
magically stuck in the garden and are trying to magically before leaving, he has survived a short
get out. They know they are no match for Linric rest as well. Providing him with a potion of fire
and Allissa and will run away from them. They breath will make him better.
know that Russet Mold makes new vegepygmies. Should they try the herbs, they can attempt a
Shrieker. A shrieker in a thicket. It will sound DC 15 Wisdom (Medicine) check to give him the
its alarm when the characters are moving past. A right dosage or suffer the consequences (see
DC 10 Wisdom (Insight) check reveals that it is Part 2B).
not humanoid. Either way if they succeed or fail, Harthrin is
grateful for their assistance and rewards the
characters.
Not for resale. Permission granted to print or photocopy this document for personal use only .
CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 10
Rewards
At the end of the session, the characters receive rewards based upon their accomplishments.
Magic Item(s)
• If found during the adventure, the characters
can keep the following magic items; these
items are described in Appendix 4 and 5:
• Decanter of endless water
• Potion of fire breath
Not for resale. Permission granted to print or photocopy this document for personal use only .
CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 11
Dramatis Personae
The following NPCs feature prominently in this adventure.
• What They Want: All he ever wanted was for • What They Want: Privacy. That her husband
Marcus to be well, have food on the table and stops gambling. More power and knowledge.
peace in the area. • The Books: Allissa has a magnificent library
• Stability and reason: A no-drama person who and experiments together with her husband.
is not afraid of his emotions. She uses magic to keep her secrets safe.
MARCUS WESTWOOD.
A sickly boy at the age of 9.
POKEROOT (POKE-ROOT).
A wood woad by its own choice, now protecting
the Beltbuckles.
Not for resale. Permission granted to print or photocopy this document for personal use only .
CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 12
Creature Statistics
Conjurer Druid
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
Amor Class 12 Amor Class 11 (16 with Barkskin)
Hit points 40 (9d8) Hit points 27 (5d8 + 5)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)
Saving Throws INT + 6, WIS +4 Skills Medicine +4, Nature +3, Perception +4
Skills Arcana +6, History +6 Senses passive Perception 14
Senses passive Perception 11 Languages Druidic plus any two languages
Languages Any four languages Challenge 2 (450 XP)
Challenge 6 (2,300 XP)
Spellcasting. The druid is a 4th-level spellcaster. Its
Spellcasting. The conjurer is a 9th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to hit
spellcasting ability is Intelligence (spell save DC 14, +6 to
with spell attacks). It has the following druid spells
hit with spell attacks). It has the following wizard spells
prepared:
prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
Cantrips (at will): acid splash, mage hand, poison spray,
1st level (4 slots): entangle, longstrider, speak with
prestidigitation
animals, thunderwave
1st level (4 slots): mage armor, magic missile, unseen
2nd level (3 slots): animal messenger, barkskin
servant
2nd level (3 slots): cloud of daggers, misty step, web Actions
3st level (3 slots): fireball, stinking cloud
4nd level (3 slots): Evard’s black tentacles, stoneskin Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit
5st level (2 slots): cloudkill, conjure elemental with shillelagh), reach 5 ft., one target. Hit: 3 (1d6)
bludgeoning damage, 4 (1d8) bludgeoning damage if
Benign Transportation (Recharges after the Conjurer wielded with two hands, or 6 (1d8 + 2) bludgeoning
Casts a Conjuration Spell of 1st Level or Higher). As a damage with shillelagh.
bonus action, the conjurer teleports up to 30 feet to an
unoccupied space that it can see. If it instead chooses a Linric Beltbuckle
space within range that is occupied by a willing Small or This creature has the following modifications:
Medium creature, they both teleport, swapping places.
• Small halfling, neutral, speed 25 ft.
Actions • Languages Common, Halfling, Druidic and Sylvan
Dagger. Melee or Ranged Weapon Attack: +5 to hit, • He has the following spells prepared:
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) Cantrips: druidcraft, produce flame, shillelagh
piercing damage. 1st level: entangle, cure wounds, detect poison and
disease, thunderwave
Allissa Beltbuckle 2nd level: lesser restoration, protection from poison
This creature has the following modifications:
• Small halfling, neutral, speed 25 ft.
• Languages Common, Elvish, Halfling and Sylvan
• She has the following changes in spells prepared:
Cantrips: minor illusion instead of acid splash
3st level: glyph of warding instead of black tentacles
5th level: cone of cold instead of conjure elemental
Not for resale. Permission granted to print or photocopy this document for personal use only .
CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 13
Shrieker Thorny
Medium plant, unaligned Medium plant, neutral
Amor Class 5 Amor Class 14 (natural armor)
Hit points 13 (3d8) Hit points 27 (5d8 + 5)
Speed 0 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 1 (-5) 10 (+0) 1 (-5) 3 (-4) 1 (-5) 13 (+1) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 6 (-2)
False Appearance. While the shrieker remains Plant Camouflage. The thorny has advantage on Stealth
motionless, it is indistinguishable from an ordinary checks it makes in any terrain with ample obscuring
fungus. plant life.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 8 (2d6 + 1) piercing damage.
Not for resale. Permission granted to print or photocopy this document for personal use only .
CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 14
Vegepygmy Vegepygmy Chief
Small plant, neutral Small plant, neutral
Amor Class 13 (natural armor) Amor Class 14 (natural armor)
Hit points 9 (2d6 + 2) Hit points 33 (6d6 + 12)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 13 (+1) 6 (-2) 11 (+0) 7 (-2) 14 (+2) 14 (+2) 14 (+2) 7 (-2) 12 (+1) 9 (-1)
Plant Camouflage. The vegepygmy has advantage on Plant Camouflage. The vegepygmy has advantage on
Stealth checks it makes in any terrain with ample Stealth checks it makes in any terrain with ample
obscuring plant life. obscuring plant life.
Regeneration. The vegepygmy regains 3 hit points at Regeneration. The vegepygmy regains 5 hit points at
the start of its turn. If it takes cold, fire or necrotic the start of its turn. If it takes cold, fire or necrotic
damage, this trait doesn’t function at the start of the damage, this trait doesn’t function at the start of the
vegepygmy’s next turn. The vegepygmy dies only if it vegepygmy’s next turn. The vegepygmy dies only if it
starts its turn with 0 hit points and doesn’t regenerate. starts its turn with 0 hit points and doesn’t regenerate.
Actions Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one Multiattack. The vegepygmy makes two attacks with its
target. Hit: 5 (1d6 + 2) slashing damage. claws or two melee attacks with its spear.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft, Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
one target. Hit: 4 (1d4+2) bludgeoning damage. 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.
Not for resale. Permission granted to print or photocopy this document for personal use only .
CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 15
Veteran Wood Woad
Medium humanoid (any race), any alignment Medium plant, lawful neutral
Amor Class 17 (splint) Amor Class 18 (Natural Armor, Shield)
Hit points 58 (9d8 + 18) Hit points 75 (10d8 + 30)
Speed 30 ft. Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 18 (+4) 12 (+1) 16 (+3) 10 (+0) 13 (+1) 8 (-1)
Skills Athletics +5, Perception +2 Skills Athletics +7, Perception +2, Stealth +4
Senses passive Perception 12 Damage Vulnerabilities Fire
Languages Any one language (usually Common) Damage Resistances Bludgeoning, Piercing
Challenge 3 (700 XP) Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., passive Perception 14
Actions Languages Sylvan
Multiattack. The veteran makes two longsword attacks. Challenge 5 (1.800 XP)
If it has a shortsword drawn, it can also make a
shortsword attack. Magic Club. In the wood woad’s hand, its club is magical
and deals extra 7 (3d4) damage (included in its attacks).
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 Plant Camouflage. The wood woad has advantage on
+ 3) slashing damage if used with two hands. Stealth checks it makes in any terrain with ample
obscuring plant life.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage. Regeneration. The wood woad regains 10 hit points at
the start of its turn if it is in contact with the ground. If
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, the wood woad takes fire damage, this trait doesn’t
range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing function at the start of the wood woad’s next turn. The
damage. wood woad dies only if it starts its turn with 0 hit points
and doesn’t regenerate.
Tree Stride. Once on each of its turns, the wood woad
can use 10 feet of its movement to step magically into
one living tree within 5 feet of it and emerge from a
second living tree within 60 feet of it that it can see,
appearing in an unoccupied space within 5 feet of the
second tree. Both trees must be Large or bigger.
Actions
Multiattack. The wood woad makes two attacks with its
club.
Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 14 (4d4 + 4) bludgeoning damage.
Not for resale. Permission granted to print or photocopy this document for personal use only .
CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 16
Appendix 1: Russet Mold.
The fungus known as russet mold is reddish-
brown in color and found only in places that are
dark, warm, and wet. Russet mold that spreads
out across a metal object can be mistaken for
natural rust, and a successful DC 15 Intelligence
(Nature) or Wisdom (Survival) check is required
to identify it accurately by sight in such a case.
Not for resale. Permission granted to print or photocopy this document for personal use only .
CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 17
Appendix 2: Note
The note says:
“For emergencies:
Here are the instructions:
1) Hold the decanter in front of you
2) State either “fresh” or “salt”.
3) The trigger words are “stream”, “fountain” or “geyser”.
, You’re welcome!”
Not for resale. Permission granted to print or photocopy this document for personal use only .
CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 18
Appendix 3: Map 2C.
Not for resale. Permission granted to print or photocopy this document for personal use only .
CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 19
Appendix 4: Character Rewards
If found during the adventure, the characters can keep the following magic items; it’s suggested that you
print off enough copies of this page to be able to give one to each of your players (crossing out rewards
they didn’t receive during the session):
Not for resale. Permission granted to print or photocopy this document for personal use only .
CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 20
Appendix :5 Character Rewards
If found during the adventure, the characters can keep the following magic items; it’s suggested that you
print off enough copies of this page to be able to give one to each of your players (crossing out rewards
they didn’t receive during the session):
Not for resale. Permission granted to print or photocopy this document for personal use only .
CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 21
Appendix 6: DM Guidance
What they can learn from looking at the armor
You are free to make this adventure your own. pieces and weapons is that both sides must have
However, if you want more answers, you can been a poorly equipped ragtag army of random
read below. Be advised that this page might humanoids, such has humans, dwarfs, gnomes
contain spoilers for future adventures. and halflings.
Not for resale. Permission granted to print or photocopy this document for personal use only .
CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 22
Appendix 7: Dungeon Master Tips
To DM an adventure, you must have 3 to 7 that nothing looks out of order. If you see magic
players—each with their own character within items of very high rarities or strange arrays of
the adventure’s level range (see Adventure ability scores, you can ask players to provide
Primer). Characters playing in a hardcover documentation for the irregularities. If they
adventure may continue to play to but if they cannot, feel free to restrict item use or ask them
play a different hardcover adventure, they can’t to use a standard ability score array.
return to the first if outside its level range. Point players to the D&D Adventurers League
Players Guide for reference. If players wish to
New to D&D Adventurers League? spend downtime days and it’s the beginning of
http://dnd.wizards.com/playevents/organized-play 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.
Preparing the Adventure Players should select their characters’ spells and
other daily options prior to the start of the
Before you start play, consider the following: adventure, unless the adventure specifies
otherwise. Feel free to reread the adventure
• Read through the adventure, taking notes of description to help give players hints about what
anything you’d like to highlight or remind they might face.
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 Adjusting This Adventure
yourself with the adventure’s appendices and To determine whether you should consider
handouts. adjusting the adventure, add up the total levels
• Gather any resources you’d like to use to aid of all the characters and divide the result by the
you in running this adventure--such as number of characters (rounding .5 or greater
notecards, a DM screen, miniatures, and up; .4 or less down). This is the group’s average
battlemaps. party level (APL). To approximate the party
• Ask the players to provide you with relevant strength for the adventure, consult the table
character information, such as name, race, below.
class, and level; passive Perception score, and
anything the adventures specifies as notable Determining Party Strength
(such as backgrounds, traits, flaws, etc.) Party Composition Party Strength
3-4 characters, APL less than Very weak
Players can play an adventure they previously 3-4 characters, APL equivalent Weak
played as a Player or Dungeon Master but may 3-4 characters, APL greater than Average
only play it once with a given character. Ensure 5 characters, APL less than Weak
each player has their character’s adventure 5 characters, APL equivalent Average
logsheet (if not, get one from the organizer) with 5 characters, APL greater than Strong
their starting values for level, magic items, gold 6-7 characters, APL less than Average
and downtime days. These are updated at the 6-7 characters, APL equivalent Strong
conclusion of the session. The adventure 6-7 characters, APL greater than Very strong
information and your information are added at
the end of the adventure session—whether the
completed the adventure or not.
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
Not for resale. Permission granted to print or photocopy this document for personal use only .
CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 23