CCC-ARCON01-03 - Pharmacist Wanted v1.0

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CCC-ARCON01-03

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

Creative Consultants: Magnus Moe, Rune Sørheim


D&D Adventurers League Guildmaster: Chris Lindsay

Cartgraphy: Martine Lassen


Art: candyman173, Josefine Eline Jacobsen, Anna
Holmgren, Tomas Anker Præstholm, Ingfrid Nilsen
Karlsen and dmsguild resources

D&D Adventurers League Wizards Team: Adam Lee,


Ari Levitch, Chris Lindsay, Mike Mearls

D&D Adventurers League Administrators: Alan


Patrick, Amy Lynn Dzura, Travis Woodall, Claire
Hoffman, Greg Marks, Ma’at Crook, LaTia Jacquise

Playtesters: Olea Lundanes, Astri Sofie Iversen,


Benjamin Egseth, Konstantin Breen,
Simira, Calanduil, Roland, Helgor og Fenris

Special Thanks: Christian, Supwolli, Mallaz and Casper

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.

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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)

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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.

Creature Information Getting to know the NPCs


Allow the characters to get to know Harthin and Marcus,
Harthin Westwood (LG male human veteran) is
who are both likeable and easy-going. The father shows
welcoming the characters into his home. His son,
great love and concern for his son.
Marcus Westwood, is very ill and trying to sleep
in the bed. Marcus is covered with blankets and Harthin will share the little food he got and appreciate
hidden. the character’s help with Marcus. You want the players
What do they want? Harthin is worried about to feel sympathy with the small family, but even if they
his son’s life and wants the medicine. He also do not, Harthin is willing to pay the adventurers to help.
needs some sleep and asks the characters to stay

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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.

Scene A. The Forest


Area Information
The area has the following features.
Dimensions & Terrain. The forest is dense
and quite flat. The trees make it hard to see, but
shelters from the storm. The path is 5-foot-wide.
The trip takes about 2 hours on foot. The last 15
minutes the path narrows further, and there are
thick thorn bushes on both sides of the path.
Large creatures will have problems passing.
Light. Due to the storm, it is dim light, which is
further dimmed by the trees.
Sounds & Smells. Birds and animals are
hidden and quiet in the storm. It smells of pine,
leaves, grass and mold.
Uncomfortable. The forest feels like it’s
turning the adventurers away.
Spores. A character with a passive Perception
of 15 or higher will notice spores on the ground
next to the path. A DC 12 Wisdom (Survival)
check will alarm the characters that they are Playing the Pillars
poisonous, though inactive in the storm. Combat. Should the characters attack Pokeroot, it will
defend itself and call for help from Linric and Allissa,
Rusty Gear. What looks like rusty weapons
who will attempt to defuse the situation. If combat
and armor are laying on the ground, in the shade
ensues, they will knock the characters out and tie them
under the trees. Roll a d6, on a 1 or 2 the item is up outside the forest.
covered in russet mold (see Appendix 1). Exploration. The forest is filled clues about the
vegepygmies. Use Wisdom (Survival), Intelligence
Adjusting the Scene (Nature), Wisdom (Perception) and Intelligence
Here are some suggestions for adjusting this scene: (Investigation) checks as you see fit to find spores,
Very Weak or Weak: Reduce the damage from russet scorch marks or connect the thorns to aggressive plant
mold to 3 (1d6). Allow the wind and rain to neutralize life.
the russet mold. Pokeroot might aid poisoned Social. The characters can attempt to talk to the
characters by bringing them into the garden. Pokeroot and convince it that they are friendly with a
DC 12 Charisma (Persuasion) check. Characters who
The Gate. As the characters are coming to the
knows Sylvan have advantage on this roll. A fail will
end of the path, they see a small, white house
make Pokeroot assume they are neutral, unless they
surrounded by a garden within a white picket attack.
fence. Both look abandoned and ill kept. The gate

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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.

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CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 8
Part 2: Let’s get out of here
Estimated Duration: 1 hour

The characters head into a wooded part of the Puzzle


garden. Start with Scene A and play through The characters can push each picture, starting
Scene A and C, using B only if there is time or with the baby, child, teenager, grown-up, then
they failed to obtain the medicine in Part 1. middle-aged and elderly. By doing so, a secret
Continue to Wrap Up either when the characters compartment opens.
have finished all three scenes or run out of time.
Treasure
Story Objective B The secret compartment contains a decanter of
Getting out of the garden is Story Objective B. endless water and a letter (see Appendix 2).
Area Information
All the scenes have the following features.
Scene B. The Herbs
Dimensions & Terrain. There is a path leading
west from the garden and into the forest, but still
Area Information
within the fence. The area has the following features.
Lighting. The sun is shining brightly, but the Dimensions & Terrain. The path opens to a
trees provides some shade. circular clearing with a small garden at the
Sounds & Smells. The birds are singing center. Two paths lead to Scene A or Scene C.
between the trees and there is a fresh smell of Lighting. The sun shines brightly.
dirt and grass. Vague hissing and grunting. Herbs. The garden is filled with different
medicine herbs. A DC 12 Intelligence (Nature) or
Wisdom (Survival) check reveal that some of
Scene A. The Fountain them are poisonous. A DC 15 Wisdom (Medicine)
check reveal that a small dose could benefit
Area Information Marcus, and probably is the most important
The area has the following features. ingredient in the potion. A character eating the
Dimensions & Terrain. The path opens to a herbs will take 10 (3d6) poison damage and
circular clearing between the trees. In the middle must succeed on a DC 13 Constitution saving
there’s a fountain. A path leads to scene B. throw or be poisoned.
Lighting. The sun shines bright and reflects in
the water. Adjusting the Scene
Fountain. Water is flowing from the top of the Here are some suggestions for adjusting this scene:
fountain, which is shaped like a turtle, blowing
water out of its mouth. Around the edge there’s • Very Weak: Reduce the damage to 3 (1d6)
framed pictures of female humans. Above the • Weak: Reduce the damage to 7 (2d6)
pictures there is a line of text saying A Circle of • Strong: Failing a Nature or Survival check by more
Life Treats Everyone Alike. than 7 will trigger the poison damage and effect by
A DC 10 Intelligence (Investigation) check assuming they touched the leaves and tasted their
reveal that they are of different ages, but not fingers
sorted chronologically. The character with the Developments
highest Passive Perception notices a crack at the
If the characters failed to obtain the medicine,
edge of the pictures, as if they are buttons.
they can attempt to use the herbs to heal Marcus.
The fountain is magical, and will continue to
pour, even if the content of the secret room is
removed.

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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.

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CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 10
Rewards
At the end of the session, the characters receive rewards based upon their accomplishments.

Character Rewards Dungeon Master Rewards


The characters earn the following rewards: For running this adventure, one of your
character gains a level. That character receives
Advancement gold based on their tier prior to advancement:
Upon successfully completing this adventure,
Tier GP Earned
each character gains a level. At their discretion,
1 80 gp
they may choose to decline advancement.
2 240 gp
Remind your players that the amount of gold 3 1,600 gp
that their characters can earn per level is 4 6,000 gp
limited; declining advancement means that they
may reach a point where they earn no gold. You may also complete DM Quests for running
this adventure. See the Adventurers League
Gold Dungeon Master’s Guide for more information.
Award each character gold for each hour of the
session. Adventures typically features cues for
this, but you can add it where you see fit. The
maximum gold that you can award a character
per hour is determined by their tier, as follows:
Tier Hourly GP Award GP Limit per Level
1 20 gp 80 gp
2 30 gp 240 gp
3 200 gp 1,600 gp
4 750 gp 6,000 gp

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

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CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 11
Dramatis Personae
The following NPCs feature prominently in this adventure.

HARTHIN WESTWOOD (HART-THIN). ALLISSA BELTBUCKLE (AL-LEESSA).


A hard-working single dad. Former adventurer A powerful female halfling conjurer who prefers
who has settled down when his wife passed. her privacy.

• 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.

• What They Want: Marcus simply wants to be


healthy. He dreams of playing with the other
children but is infected with a magical cold.
• Survival and worry: Looking at his father
Marcus if influenced by his concerns and has a
mildly gloomy demeaner.

LINRIC BELTBUCKLE (LEEN-REEC).


Male halfling of unknown age and origin.

• What They Want: Optimally he would be self-


contained, but as he needs supplies, he also
needs gold. Apart from that, he wants to be left
alone to his experiments and potions. He also
enjoys gambling a little too much, and rather
stays away from people to avoid it.
• Neutrality: Linric is pragmatic about life and
death and would rather not interfere.

POKEROOT (POKE-ROOT).
A wood woad by its own choice, now protecting
the Beltbuckles.

• What They Want: It wants the Beltbuckles to be safe


from harm. Sunlight and air.
• Born of Sacrifice: Originally Pokeroot was an elf, in
love with Allissa. When she chose Linric, Pokeroot
decided to sacrifice themselves and became an
eternal guardian.

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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

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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)

Condition Immunities Blinded, Deafened, Frightened Skills Perception +4, Stealth +3


Senses Darkvision 30 ft. (blind beyond this radius), Damage Resistances Lightning, Piercing
passive Perception 6 Senses Darkvision 60 ft., passive Perception 14
Languages - Languages --
Challenge 0 (10 XP) Challenge 1 (200 XP)

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.

Reactions Regeneration. The thorny regains 5 hit points at the


start of its turn. If it takes cold, fire or necrotic damage,
Shriek. When bright light or a creature is within 30 feet this trait doesn’t function at the start of the thorny’s
of the shrieker, it emits a shriek audible within 300 feet next turn. The thorny dies only if it starts its turn with 0
of it. The shrieker continues to shriek until the hit points and doesn’t regenerate.
disturbance moves out of range and for 1d4 of the
shrieker's turns afterward. 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.

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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)

Skills Perception +2, Stealth +4 Skills Perception +3, Stealth +4


Damage Resistances Lightning, Piercing Damage Resistances Lightning, Piercing
Senses Darkvision 60 ft., passive Perception 12 Senses Darkvision 60 ft., passive Perception 13
Languages Vegepygmy Languages Vegepygmy
Challenge 1/4 (50 XP) Challenge 2 (450 XP)

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.

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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.

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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.

Any creature that comes within 5 feet of russet


mold must make a DC 13 Constitution saving
throw as the mold emits a puff of spores. On a
failed save, the creature becomes poisoned.
While poisoned in this way, the creature takes 7
(2d6) poison damage at the start of each of its
turns, sprouting mold as it takes damage. The
creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on
a success. Any magic that neutralizes poison or
cures disease kills the infestation. A creature
reduced to 0 hit points by the mold’s poison
damage dies. If the dead creature is a beast, a
giant, or a humanoid, one or more newborn
vegepygmies emerge from its body 24 hours
later: one newborn from a Small corpse, two
from a Medium corpse, four from a Large corpse,
eight from a Huge corpse, or sixteen from a
Gargantuan corpse.

Russet mold can be hard to kill, since weapons


and most types of damage do it no harm. Effects
that deal acid, necrotic, or radiant damage kill 1
square foot of russet mold per 1 damage dealt. A
pound of salt, a gallon of alcohol, or a magical
effect that cures disease kills russet mold in a
square area that is 10 feet on a side. Sunlight
kills any russet mold in the light’s area.

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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!”

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CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 18
Appendix 3: Map 2C.

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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):

Decanter of Endless Water


Wondrous Item, uncommon
This stoppered flask sloshes when shaken, as if it
contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and


speak one of three command words, whereupon
an amount of fresh water or salt water (your
choice) pours out of the flask. The water stops
pouring out at the start of your next turn. Choose
from the following options:

• "Stream" produces 1 gallon of water.


• "Fountain" produces 5 gallons of water.
• "Geyser" produces 30 gallons of water that
gushes forth in a geyser 30 feet long and 1 foot
wide. As a bonus action while holding the
decanter, you can aim the geyser at a creature
you can see within 30 feet of you. The target
must succeed on a DC 13 Strength saving
throw or take 1d4 bludgeoning damage and
fall prone. Instead of a creature, you can target
an object that isn't being worn or carried and
that weighs no more than 200 pounds. The
object is either knocked over or pushed up to
15 feet away from you.
This item is found in Magic Item Table C in the
Dungeon Master’s Guide.

Around the edge are framed pictures of female


humans and the words A Circle of Life Treats
Everyone Alike.

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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):

Potion of Fire Breath


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 in Magic Item Table C in the


Dungeon Master’s Guide.

This version smells vaguely of thyme, though


have a bitter aftertaste.

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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.

Marcus’ Illness More of this battle might be learned in a later


adventure.
Marcus has been ill for four years. He does not
remember how he got ill, and it is not a curse,
disease, hex, nor poison. Which is why none of
the usual means of restoration works. It is really
Those Pesky Weeds
an illness deeper rooted within him, a cold heart. The vegepygmies heard about the alchemists in
the forest and falsely believe that they have a
The adventurers might be disappointed in that potion which will return them to the humanoids
they cannot solve his problem. If so, you did a they once were born from. The humanoids were
good job! However, his illness is too severe to be infected with russet mold and there is no known
solved within a two-hour adventure, and the way of bringing people back from that.
solution to his illness will be revealed in a later
module. Neither Linric, Allissa or Pokeroot speak
vegepygmy, and the vegepygmies realized the
three of them are too strong to take head on.
The Mysterious Forest Right now, they were considering leaving, but
are kept in the garden due to Allissa’s magic.
The russet mold in the forest have made people
vanish in the past. The current locals have
forgotten about this but keep out of those areas.
Allissa have also enchanted those parts of the
Allissas Peculiar Magic
forest with a spell which make people reluctant Throughout the module Allissa uses strange
to enter. She did this to protect them from the magic. Due to her skills, she has invented her
russet mold, but it also serves as a way for the own magics, which she will not reveal to anyone
Beltbuckles to be able to keep to themselves. else. Her garden magic is a bubble in nature,
where she shifts reality and weather. It is also
her magic prolonging the Beltbuckle’s life span.
A Battle Long Ago She has thought Linric a few tricks, which he
During the module, the adventurers might notice
uses for showing off, such as conjuring a board
remains after a battle which took place a five
for Dragonchess or making items appear on the
hundred years ago. It is an event that largely has
adventurer’s persons.
been forgotten by everyone since it was an
embarrassing endeavor the survivors would
The sinking cloud on the gate is there simply to
largely forget. They have destroyed all written
turn people away, not harm them. The
records of it, so the adventurers will not know
Beltbuckles are not evil, after all, just private.
about it unless they were present.

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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

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CCC-ARCON01-03 Pharmacist: Wanted (Version 1.0) 23

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