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  CCC-MMT01-05 
   
   
   
   
   
  Secrets of the Cure 
  An Elua’s Lighthouse Adventure 
   
   
   
   
   
   
   
   
   
   
   
  Some of the children at the Moonsea Children’s Hospital have come down with a rare illness. 
  Director Salinop has not been able to determine what is causing the affliction. She has pleaded 
  with local adventurers to help determine the cause and find a cure. 
  A Two -Hour Adventure for Tier 1 Characters. Optimized for APL 3. 
   
   
  
   
  Credits 
   
  Lead Designer: Curtis Glenn 
   
  Editing: David Hopkins, Chris “Waffles” Wathen 
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Art Director & Graphic Design: Haley Savell 
   
  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 Bryant 
   
  Playtesters: Sean Carpentier, Chris DeBose, Chris 
  “Waffles” Wathen, Xavier Holland 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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 
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  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
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  CCC-MMT:01-05 – Secrets of the Cure (version 1.0) 
   
   
  4 
  Adventure Primer 
  This adventure is designed for three to seven 1- 
  4-level characters and is optimized for five 
  characters with an average party level (APL) 
  of 3. Characters outside this level range cannot 
  participate in this adventure. 
   This adventure occurs in Lighthouse, just 
  south of the Moonsea. 
  Background 
  Life is pretty slow is the small town of 
  LIGHTHOUSE. Most of the residence are 
  farmers, fisher, or refugees from HILLSFAR. No 
  matter their background, the people of 
  Lighthouse have built a community that is 
  focused on growth and cooperation. 
   The nearby MOONSEA CHILDREN’S 
  HOSPITAL relies heavily on the generous nature 
  and partnership with the people of Lighthouse. 
  Director ERIKA SALINOP works closely with the 
  community to make sure the children are well 
  cared for, often finding the children homes 
  nearby. Recently, one small child named SIMON 
  arrived. He is shy and doesn’t interact with the 
  other children, but Salinop has taken a fondness 
  to the boy. 
  Overview 
  The adventure’s story is spread over three parts 
  and takes approximately 2 hours to play. The 
  adventure begins with a Call to Action scene.  
   Call to Action: Childish Rumors. While 
  relaxing at the Beacon Tavern & Inn, the 
  adventurers overhear rumors that some of the 
  children at the Moonsea Children’s Hospital 
  have been stricken with a strange illness. The 
  residence suggest that the adventures might 
  be able to help. 
   Part 1: I’m an Adventurer, Not a Doctor! 
  When the adventurers arrive at the hospital, 
  they discover that about one-third of the 
  children show symptoms of the illness. Salinop 
  asks the adventurers to help her discover the 
  cause. This is Story Objective A. 
   Part 2: Into the Woods. With the cause of the 
  illness discovered, Director Salinop asks the 
  adventurers to travel into the Rimwood to 
  search for the ingredients needed to create the 
  cure. This is Story Objective B. 
   Part 3: Let the Healing Begin. The 
  adventurers return to the hospital with the 
  necessary ingredients. Director Salinop will 
  take it from there. 
  Adventure Hooks 
  If players need additional incentive, try using 
  one of these hooks. 
   Virtue. Good deeds and a pure soul are more 
  valuable than any treasure. Helping children that 
  don’t have a home of their own is a worthy cause 
  and will surely be rewarded by whatever higher 
  power you believe in. 
   Pragmatism. If there is an illness running 
  rampant at the hospital, it is may be a matter of 
  time before it reaches Lighthouse and other 
  populations. Best to find the cause now before 
  others become affected. 
   Glory. Director Salinop knows many people of 
  influence. If you agree to help, she might be 
  willing to call in a favor that will benefit you and 
  your companions. 
   Fortune. The hospital itself does not own 
  anything worth monetary value. However, the 
  people of Lighthouse look favorably upon 
  anyone who is generous enough to volunteer 
  time and effort in providing for the children. (If 
  this is the key motivation of the adventurers, 
  Garwin Shatterstone offers to pay the 
  adventurers. This gold is taken out of the 
  maximum gold allotment of the adventure.) 
   
   
  
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  CCC-MMT:01-05 – Secrets of the Cure (version 1.0) 
   
   
  5 
  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.  
   
   
  
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  CCC-MMT:01-05 – Secrets of the Cure (version 1.0) 
   
   
  6 
  Call to Action: Childish Rumors 
  Estimated Duration: 15 minutes 
   
  Setting Information 
  Lighthouse is a small community of mostly 
  farmers and fishers. However, the growth 
  around Elua’s Lighthouse and the Moonsea 
  Children’s Hospital has begun to draw healers 
  and refugees from both Hillsfar and Mulmaster. 
  The main meeting place for the community is the 
  Beacon Tavern & Inn, which is attached to the 
  historical Elua’s Lighthouse. 
  Beacon Tavern & Inn 
  The adventurers have stopped at the Beacon 
  Tavern & Inn for a meal or just to catch up on the 
  latest gossip. 
  Area Information 
  The Beacon Tavern & Inn seems to be busy 
  today. Garwin Shatterstone (dwarf) sits at his 
  usual table in the corner. He seems to be having 
  a serious conversation with a group of locals. 
   Dimensions & Terrain. The Beacon is a large 
  room with many round tables. Most are full of 
  locals or visitors to Lighthouse. There is one 
  empty table in the middle of the room. How 
  fortuitous. 
   Lighting. The many windows allow natural 
  light to beam into the room. Everything is 
  brightly lit. 
   Other Features. Morvine (human), the owner 
  of the Beacon, has prepared a menu of roasted 
  boar and root vegetables. It smells delicious. 
  Creature Information 
  There are several people within the Beacon that 
  the adventurers can interact with. Below are 
  some recommended encounters. 
   Morvine Dunrick (male human). If the 
  adventurers sit at the middle table, Morvine 
  comes to the table and asks if they would like 
  anything to eat or drink. If asked, he has heard 
  rumors that a few of the children at the hospital 
  have come down with a strange illness. He is 
  finishing up a pot of chicken noodle soup to send 
  to them. 
   Garwin Shatterstone (male dwarf). If the 
  adventurers don’t come over to visit with 
  Garwin, he comes to them during their meal. The 
  individuals he is talking to are clerics from the 
  Moonsea Children’s Hospital. They have 
  informed him that many of the children have 
  come down with some strange illness. Garwin is 
  looking for volunteers to help discover the cause 
  of the illness. He encourages the adventurers to 
  go to the Moonsea Children’s Hospital and speak 
  to Director Salinop. (Note: If the adventurers 
  don’t show interest, he will comment, “Heroes 
  have become so hard to find these days,” and will 
  offer to pay volunteers willing to help. This 
  amount will be deducted from the maximum 
  gold awarded for this adventure.) 
   Kendra (female elf). Kendra quietly sits at a 
  small table by herself. She cups a small mug of 
  hot tea in her hands while absently staring out 
  the window. If approached she will politely ask 
  anyone to sit at the table with her. If asked she 
  will mention that she is fairly new to town and is 
  a cleric of Labelas Enoreth. She was thinking 
  about a vision she had during her morning 
  prayers. She saw a dark hole with something 
  glowing deep inside. 
   Other Patrons. At the remaining tables, most 
  are idly chatting about the weather, but a few 
  have heard that some of the children at the 
  hospital are ill. 
  Today’s Menu 
  Morvine prides himself on offering this small community 
  with a hearty meal. Today’s menu consists of: 
   Roasted Boar with Root Vegetables (3 sp) 
   Chicken Noodle Soup (1 sp) 
   Beacon Light Ale (4 cp) 
   Elua’s Mead (4 cp) 
   Moonsea Merlo (2 sp / pitcher) 
  
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  CCC-MMT:01-05 – Secrets of the Cure (version 1.0) 
   
   
  7 
  Part 1: I’m an Adventurer, Not a Doctor! 
  Estimated Duration: 30 minutes 
   
  The Moonsea Children’s Hospital is about 1 mile 
  from Lighthouse. The road is well kept and used 
  by many of the farmers. The trip is uneventful. 
  1. Director Salinop 
  When the adventurers arrive at the Moonsea 
  Children’s Hospital, the first thing they notice is 
  that the courtyard is quiet and devoid of activity. 
  Adventurers who have visited the hospital 
  previously would know there are usually 
  children playing and clerics tending gardens. 
   Director Erica Salinop (female half-elf) can be 
  found in her office reading through a stack of 
  manuals trying to figure out what is making the 
  children sick. 
  Area Information 
  The area has the following features. 
   Dimensions & Terrain. The majority of this 20 
  by 20 room is filled with a desk and bookshelves. 
   Lighting. The room has one window that 
  allows natural light during the day. At night, the 
  room is illuminated with magical light emanating 
  from a stone sphere on the desk. 
   Sounds & Smells. The room is quiet except for 
  the sounds of turning pages and a slight 
  muttering as Director Salinop contemplates the 
  contents of the book she is reading. There is faint 
  smell of burning incense. 
   Bookshelves. A glance at the bookshelves 
  reveals that the books are organized by topic. 
  Most books are about religion, history, and 
  children’s stories. A DC 12 Wisdom (Perception) 
  check will reveals one book with no title on the 
  spine. This is Director Salinop’s personal journal, 
  in which she records the daily goings-on of the 
  hospital (Appendix A). 
   OBJECTIVE A. Director Salinop implores the 
  adventurers to help her identify what is causing 
  the children to become ill. 
  Creature Information 
  Director Salinop is immersed in research and 
  very concerned about the children. She is 
  startled when the adventurers arrive but asks 
  them to join her in the office. She asks one of the 
  clerics to bring a pot of thistle tea for the party. 
   What Do They Want? Director Salinop has 
  worked all day trying to figure out why some of 
  the children have become ill. So far, her research 
  has turned up nothing. She would like the 
  adventurers to help her find the cause. She 
  recommends they talk to the clerics and a few of 
  the children. 
   What Do They Know? Director Salinop knows 
  that about one-third of the children have become 
  ill. They have not been able to determine any 
  pattern or cause. 
   Brother Mordaleus provides care to the 
  children that have fallen ill. The sick children are 
  in the dormitory wing of the hospital. He has 
  reported that the children are showing signs of 
  nausea and severe weakness. 
   The children who have not shown any signs of 
  illness are being tended to in the dining hall. 
  Reading Salinop’s Notes 
  Director Salinop’s notes in her diary indicate the tenday 
  schedule for all children in the hospital. It is currently 
  the second day of the tenday. The table indicates which 
  days each child is responsible for chores, is tutored by 
  the clerics, and is bathed. 
   If the adventurers ask Salinop or Mordaleous which 
  children are ill (or if the adventurers go and talk to each 
  sick child) they will identify the sick children as Job, 
  Cybil, Marrok, Q’lasoon, Garrilan, Enoch, Fruk, Iris, 
  Kravis, Logden, Tosten, Sarusken, and Chester. 
  
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  CCC-MMT:01-05 – Secrets of the Cure (version 1.0) 
   
   
  8 
  2. Brother Mordaleus 
  Brother Mordaleus (male human) is tending to 
  the children in the dormitory wing of the 
  hospital. He directs several other clerics who are 
  busy fetching water, changing bedding, and 
  feeding the children a thin broth. 
  Area Information 
  The area has the following features. 
   Dimensions & Terrain. The dormitory is 20 by 
  60 and contains shelves of bedding and supplies 
  and two row of bunk beds. Each row consists of 
  10 bunkbeds (i.e., the room can sleep 40 
  children). Thirteen of the bunks are occupied by 
  sick children. 
   Lighting. One wall of the dormitory is lined 
  with several large windows allowing for bright 
  natural light. At night, the room is dimly lit by 
  magic light. 
   Sounds & Smells. The room is filled with the 
  sound of small children moaning, coughing, and 
  retching. The air smells of chemicals, medicine, 
  and sickness. 
   Shelves. The shelves contain stacks of clean 
  white sheets, bed pans, and bottles or various 
  liquids. A DC 12 Intelligence (Investigation) 
  check will uncover a child’s drawing hidden 
  between a stack of sheets (Appendix B). 
   OBJECTIVE A. Mordaleus implores the 
  adventurers to help occupy the children if 
  possible. Boredom is sometimes the biggest 
  threat. 
  Creature Information 
  Brother Mordaleus. Brother Mordaleus is 
  concerned about the children. He has never seen 
  anyone become so ill so fast. 
   What Do They Want? Brother Mordaleus is 
  tired and could use help talking to the children 
  to see if there is anything he is missing that 
  might help determine what is causing the illness. 
   What Do They Know? Brother Mordaleus 
  knows about one-third of the children have 
  become ill. They have not been able to determine 
  any pattern or cause. 
   Director Salinop is a meticulous woman. 
  Everything that happens in the hospital is 
  recorded in her journal. 
   “Has anyone seen Simon? I hope he hasn’t run 
  off again. Poor child has been having nightmares 
  again. Check in the dining hall, most of the 
  children are there.” 
   
  Sick Children. There are 13 sick children in the 
  room. They seem to be of all ages, races, and 
  genders. 
   What Do They Want? Many of the children are 
  sleeping. Those who aren’t just want to feel 
  better. 
   What Do They Know? The children report that 
  they feel sick to their stomach and are too weak 
  to get out of bed. 
   A DC10 (Intelligence) Medicine check or a 
  (Wisdom) Investigation check will reveal the 
  children also have a slight skin irritation. 
   
  
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  CCC-MMT:01-05 – Secrets of the Cure (version 1.0) 
   
   
  9 
  3. Simon and the Bad Dreams 
  Simon is in the dining room with the remaining 
  children who have not become ill. Adventurers 
  who have visited the hospital before may have 
  already met Simon (CCC-MMT 01-01: Secrets of 
  Imaginary Friends). If so, Simon see them and 
  rushes over to say hello. Otherwise the 
  adventures will have to ask around until they 
  find him. 
  Area Information 
  The area has the following features. 
   Dimensions & Terrain. The Dining hall is 20 
  by 60 and contains several rows of long tables 
  and benches. There are about 27 children eating, 
  playing, studying, and napping in the room. In 
  the far north corner, a set of temporary curtains 
  have been set up and are drawn. Behind the 
  curtains are four large wooden bathing tubs. 
   Lighting. One wall of the dining hall is lined 
  with several large windows allowing for bright 
  natural light. At night, the room is dimly lit by 
  magic light. 
   Sounds & Smells. The din of the room consists 
  of laughing children and yelling adults. It is 
  organized chaos. 
   Bathtubs. The bathtubs are empty but have 
  obviously been used recently and still contain 
  small puddles of water. 
  Creature Information 
  Children’s Hospital Clerics. The clerics are 
  stressed and need help managing the children. 
   What Do They Want? The clerics are trying to 
  feed, teach, exercise and bathe the children. 
  There is way too much work to go around. Any 
  help would be greatly appreciated. 
   What Do They Know? The clerics know about 
  one-third of the children have become ill. They 
  have not been able to determine any pattern or 
  cause. 
   They have been instructed to keep the children 
  not showing symptoms in the dining hall in case 
  the illness is contagious. The children eat, study, 
  play and bathe within the confines of the dining 
  hall. 
   None of these children have shown any signs 
  of illness. 
   Simon is in the corner drawing. Poor child has 
  had a rough few weeks and has started having 
  nightmares. 
   
  Simon. Simon spends most of his time alone. He 
  has recently started drawing. He likes talking to 
  adventurers though. 
   What Do They Want? Simon wants to hear 
  about your adventures and to show you the 
  pictures he has drawn. 
   What Do They Know? Simon knows some of 
  the children have become sick. He hopes that he 
  doesn’t become sick. 
   He started having bad dreams. He has drawn a 
  picture of his dream. It is a black hole with 
  monsters dancing around the hole. Do you think 
  it means anything? (Appendix B) 
   
  Identifying the Cause 
  If the adventurers have spent time talking to the 
  residents of the Moonsea Children’s Hospital, they 
  should have uncovered the following information (if 
  they haven’t, encourage them to continue looking for 
  clues or give them hints): 
   Approximately one-third of the children are ill. 
   The symptoms are nausea and weakness. 
   Children not showing symptoms spend all their time 
  in the dining hall. 
   Director Salinop keeps meticulous records in her 
  diary. 
   Simon has been having dreams of monsters dancing 
  around a black hole. 
  Reviewing the notes in Director Salinop’s diary should 
  indicate that the children who have fallen ill have all 
  been bathed over the last few days. Further 
  investigation should uncover that water drawn from the 
  well is magically purified for drinking, but not for 
  bathing.  
   Simon dreams and Kendra’s visions both describe a 
  “dark hole” that represents the hospital’s water well. 
  
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  CCC-MMT:01-05 – Secrets of the Cure (version 1.0) 
   
   
  10 
  4. The Deep Dark Well 
  After determining that it is the water from the 
  well causing the children to become ill, Director 
  Salinop or one of the clerics can show the 
  adventurers where the well is located. 
  The Well (Top Side) 
  The area has the following features. 
   Dimensions & Terrain. The well is located 
  about 50 yards from the main entrance to the 
  Moonsea Children’s Hospital. The path to the 
  well is well traveled and maintained.  
   The opening to the well is 5 feet wide and 
  descends 20 feet straight down. There is a short 
  wall around the well and a bucket and pully 
  system for drawing water.  
   A DC 10 Intelligence (Investigation) or 
  Wisdom (Survival) check will reveal small 
  humanoid footprints around the well. A DC 12 
  Wisdom (Nature) check will confirm they are 
  goblin tracks. Attempts to track the goblins 
  becomes too difficult as the adventurers follow 
  them into the high grass. 
   Lighting. During the day it is brightly lit. At 
  night, it is dimly lit. 
   Sounds & Smells. The only sounds are those of 
  the birds and insects that live in the fields. You 
  occasionally catch the sweet scent of flowers in 
  the distance. 
  The Well (Bottom Side) 
  The area has the following features. 
   Dimensions & Terrain. If the adventurers 
  decide to investigate the bottom of the well, they 
  will need to climb down. The walls of the well 
  are wet and slippery making it difficult, if not 
  using a rope or other support. Adventurers 
  attempting to climb down will need to make a 
  DC 10 Strength (Athletics) or Dexterity 
  (Acrobatics) check. Adventurers using a rope or 
  other tool have advantage on the check. On a 
  failure, the adventurer falls to the bottom of the 
  well with a splash and is prone. 
   They will have to repeat the check to climb 
  back up. 
   At the base of the well is a naturally created 
  cavern that is roughly 15-by-20 feet. The ceiling 
  is only 10 feet high and there is 5 feet of water. 
   Lighting. Even during the day, it is complete 
  darkness at the bottom of the well. However, a 
  character with darkvision may see glints of blue 
  light at the bottom. 
   Sounds & Smells. The room echoes with any 
  noise that is made. If silent there is the gentle 
  lapping of water. 
  Creature Information 
  A group of three darkmantle have made the 
  well their lair. 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
   Very Weak: Remove two darkmantle. 
   Weak: Remove one darkmantle. 
   Strong: Add one darkmantle. 
   Very Strong: Add two darkmantle. 
   What Do They Want? The darkmantle adhere 
  to the walls and ceiling of the well and wait for 
  their prey to reach the bottom of the well. Once 
  the adventurers are at the base of the well the 
  darkmantle fly off the walls, use their Darkness 
  Aura and attack. 
  Treasure 
  Once the adventurers have reached the bottom 
  of the well, a DC 10 Intelligence (Investigation) 
  check will reveal several small stones have a 
  slight blue glow. If the check succeeds by five or 
  more, they also uncover copper and silver pieces 
  as well as a Potion of Healing. 
   
   
  
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  CCC-MMT:01-05 – Secrets of the Cure (version 1.0) 
   
   
  11 
  Part 2: Into the Woods 
  Estimated Duration: 60 minutes 
   
  1. Holistic Remedies 
  When the adventurers return to the surface, they 
  find Director Salinop and several hospital clerics 
  waiting. She asks if they found any clues. 
   Upon presenting the stones to Salinop she 
  immediate knows what is making the children 
  sick. 
   OBJECTIVE B. Director Salinop requests the 
  adventurers travel into the Rimwood and collect 
  honey made from two special flowers. 
  Creature Information 
  Director Salinop can create a holistic remedy 
  that will cure the children. Now that they know 
  the well was contaminated, they will purify all 
  the water used from the well. 
   What Do They Want? Director Salinop insists 
  the adventurers travel to the Rimwoods and 
  collect two kinds of honey. These can be used to 
  make the remedy. 
   What Do They Know? To the east of 
  Lighthouse is a rock formation called the 
  Honeycomb Hills. Many decades ago, local 
  miners used to work the hills for stones much 
  like the ones found in the bottom of the well. 
  After a while, the miners began to become ill. 
  They demonstrated symptoms similar to those 
  of the children. It was determined the stones 
  contained a strange energy that made the miners 
  sick.  
   The Rimwood is home to unique flora and 
  fauna. Two such specimens are the Moonsea 
  Moonflower and the Cormanthor Honeysuckle. 
  The honey made from these two flowers were 
  used to create a cure for the miners. Director 
  Salinop believes the same cure can be used on 
  the children. She fears the sick children will 
  become much more ill if they don’t create the 
  remedy soon. 
   Director Salinop gives the adventurers a 
  special bottle to collect the honey. 
  2. To the Rimwood 
  The trip to the Rimwood is uneventful. However, 
  once you arrive you realize it may be more 
  difficult to find the specific flowers Salinop 
  described. To make it even more difficult, even if 
  you find the flowers, there is no guarantee there 
  will be a beehive nearby. 
  Area Information 
  The area has the following features. 
   Dimensions & Terrain. The Rimwood is not as 
  dense as Cormanthor, so travel is easy. 
   Lighting. The canopy blocks much of the light 
  that reaches the ground. In most areas, the 
  dappled sunlight creates dim light. 
   Sounds & Smells. The Rimwood is filled with 
  the sounds of birds and small woodland 
  creatures. The breeze carries an array of floral 
  smells, but which are the correct ones? 
   Have the adventurers make a DC 15 Wisdom 
  (Survival) check to see if they have knowledge of 
  the flower’s habitat or to identify is scent in the 
  air. On a successful check, they detect the scent 
  of the Moonsea Moonflower deeper in the forest. 
  If they fail they become lost and will have 
  disadvantage on all survival checks while in the 
  Rimwood. 
   
  Resting Up Before Venturing Out 
  The adventurers may be tempted to take a long rest 
  after dealing with the darkmantles. Director Salinop will 
  press them to leave as soon as possible for fear that the 
  children might become sicker. She is willing to allow the 
  adventurers to take a short rest is necessary. 
   
  
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  CCC-MMT:01-05 – Secrets of the Cure (version 1.0) 
   
   
  12 
  3. Moonsea Moonflower 
  The scent of the Moonsea Moonflower becomes 
  much stronger as you move deeper into the 
  Rimwood. After a few minutes you spot a large 
  patch of moonflowers at the base of a tree. 
  Area Information 
  The area has the following features. 
   Dimensions & Terrain. The patch of 
  moonflowers is located in a small grove that is 
  40 feet in diameter. There are small saplings 
  spread throughout the grove. 
   Lighting. The canopy blocks much of the light 
  that reaches the ground. In most areas the 
  dappled sunlight creates dim light. 
   Sounds & Smells. The smell of moonflowers is 
  very strong in the grove.  
   Adventurers should make a sight or hearing 
  based DC 15 Wisdom (Perception) check to spot 
  a beehive located in the branches of the tree 50 
  feet above. 
  Retrieving the Honey 
  Allow the adventurers to be creative in how they will 
  obtain the honey. If they want to climb to the hive, then 
  allow them to make the necessary checks to climb. 
  However, more creative parties may try to knock the 
  hive out of the tree or smoke the bees out.  
   Reward creativity by awarding inspiration. 
  Developments 
  The bees definitely know how to make honey 
  from the Moonsea Moonflowers. Adventurers 
  can collect enough honey to half-fill the provided 
  bottle. 
   Once the honey is collected, the adventurers 
  begin the search for the Cormanthor 
  Honeysuckle. As a DM, you decide whether to 
  run option 4a (BEEES!) or 4b (B-B-B-Bears!!!). 
  
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  13 
  4a. Cormanthor Honeysuckle 
  (BEEES!!!) 
  Many species of honeysuckle are located in the 
  Rimwood. This makes the task of finding this 
  specific honeysuckle very difficult. Adventurers 
  must make a DC 12 Wisdom (Survival) check to 
  find the correct honeysuckle flower. If they fail 
  the survival check, each adventurer takes one 
  level of exhaustion as they end up wandering 
  around the forest for hours before they find the 
  right patch of Cormanthor Honeysuckle. 
  Area Information 
  The area has the following features. 
   Dimensions & Terrain. The patch of 
  honeysuckle is located in a small grove that is 40 
  feet in diameter. There are small saplings spread 
  throughout the grove. 
   Lighting. The canopy blocks much of the light 
  that reaches the ground. In most areas the 
  dappled sunlight creates dim light. 
   Sounds & Smells. The smell of honeysuckle is 
  strong in the grove. Many people discover that 
  they are allergic to the Cormanthor Honeysuckle. 
  Adventurers must make a DC 10 Constitution 
  saving throw or become poisoned and begin to 
  sneeze uncontrollably. While poisoned in this 
  way, the adventurer has disadvantage on all 
  stealth checks and attack rolls. The effect lasts 
  one minute or until the condition is cured with a 
  spell such as lesser restoration. 
   Adventurers should make a sight or hearing 
  based DC 10 Wisdom (Perception) check to spot 
  a beehive located at the base of the tree. 
  Creature Information 
  A group of two swarms of bees (Swarm of 
  Insects – Wasps) and three giant bees (Giant 
  Wasps) call the hive home. 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
   Very Weak: Remove two Swarm of Bees. 
   Weak: Remove one Swarm of Bees. 
   Strong: Add one Swarm of Bees and one Giant Bee. 
   Very Strong: Add two Swarm of Bees and two Giant 
  Bees. 
   What Do They Want? The bees are content to 
  just remain near their hive and make honey, but 
  if the adventurers touch the hive in any way the 
  bees will defend their home. 
   What Do They Know? The bees definitely 
  know how to make honey from the Cormanthor 
  Honeysuckle. Adventurers can collect enough 
  honey to fill the bottle. 
  Treasure 
  If the adventurers search the area and succeed 
  on a DC 12 Intelligence (Investigation) check, 
  they find the skeletal remains of a small 
  humanoid. Anyone proficient in medicine can tell 
  that it is a halfling skeleton. The skeleton’s 
  tattered clothes are useless, but there is a pouch 
  that contains an assortment of gems and a Snare 
  Spell Scroll. 
   
   
   
  
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  14 
   
  4b. Cormanthor Honeysuckle 
  (B-B-B-Bears!!!!) 
  Many species of honeysuckle are located in the 
  Rimwood. This makes the task of finding this 
  specific honeysuckle harder than expected. 
  Adventurers must make a DC 12 Wisdom 
  (Survival) check to find the correct honeysuckle 
  flower. If they fail the survival check, each 
  adventurer takes one level of exhaustion as they 
  end up wandering around the forest for hours 
  before they find the right patch of Cormanthor 
  Honeysuckle. 
  Area Information 
  The area has the following features. 
   Dimensions & Terrain. The Cormanthor 
  Honeysuckle vine entwines itself up a large tree 
  that is surrounded by many more saplings. 
   Lighting. The canopy blocks much of the light 
  that reaches the ground. In most areas the 
  dappled sunlight creates dim light. 
   Sounds & Smells. The smell of honeysuckle is 
  strong in the grove. A loud and angry buzzing 
  can be heard as well as the low growl of some 
  massive creature. 
  Beeeeeeeesssss! 
  If you party of adventurers is up for the challenge, 
  consider adding the bees as an environmental effect in a 
  20 foot radius around the tree. They are focused on 
  protecting the hive from the bears, but anyone who 
  enters the area must make a DC 10 Dexterity save at the 
  beginning of each turn or suffer a bee sting for 1d4 of 
  piercing damage. The bears are immune. 
  Creature Information 
  Two adult brown bears and three brown bear 
  cubs (Black Bears) are assaulting the beehive. 
  Their mouths are so sticky with honey that they 
  cannot use their bite attack. 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
   Very Weak: Remove one adult brown bear and two 
  brown bear cubs. 
   Weak: Remove one adult brown bear and one brown 
  bear cub. 
   Strong: Add two brown bear cubs. 
   Very Strong: Replace the two brown bears with two 
  cave bears. 
   What Do They Want? The bears want the 
  honey and will protect it with their lives. 
   What Do They Know? The bears don’t k now 
  anything of importance, other than the fact that 
  this is the tastiest honey they have ever found. 
  Almost intoxicating. The bears will not attack 
  unless disturbed.  
  Running Encounter 
  The bears will not attack unless disturbed. They will also 
  not chase after adventurers but will instead return to 
  the honey once they do not view the intruders as a 
  threat. Reward the adventurers who use created 
  strategies to retrieve the honey. 
  Treasure 
  If the adventurers search the area and succeed 
  on a DC 12 Intelligence (Investigation) check, 
  they find the skeletal remains of a small 
  humanoid. Anyone proficient in medicine can tell 
  that it is a halfling skeleton. The skeleton’s 
  tattered clothes are useless, but there is a pouch 
  that contains an assortment of gems and a Snare 
  Spell Scroll. 
   
   
   
  
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  15 
  Part 3: Let the Healing Begin 
  Estimated Duration: 15 minutes 
   
  When the adventurers return to the Moonsea 
  Children’s Hospital the clerics are putting the 
  children to bed. Director Salinop is memorizing 
  the process for converting the honey into a 
  remedy for the illness. 
  Area Information 
  The area has the following features. 
   Dimensions & Terrain. The children have 
  been put to bed. Those who are sick are in the 
  dormitory. Those who are not are sleeping on 
  makeshift beds set up in the Dining Hall. 
   Lighting. Most areas of the hospital are dimly 
  light when the sun sets. 
   Sounds & Smells. Moans of the sick children in 
  the dormitory can be heard. The rest of the 
  hospital is relatively quiet. 
  Creature Information 
  The clerics send for Director Salinop as soon as 
  they see the adventurers returning from the 
  Rimwood. She hastily inquires if they found the 
  special honey. 
   What Do They Want? Director Salinop wants 
  to complete the remedy as quickly as possible. 
  The Clerics on the other hand are in dire need of 
  assistance with the children. 
   What Do They Know? Director Salinop 
  informs the adventurers that it will only take her 
  an hour to finish the remedy. She encourages 
  them to assist the clerics as needed. 
  Assisting the Clerics 
  If the players seem to enjoy social interactions (and you 
  have time), there are several tasks the adventures can 
  assist with. Allow the players to determine what they 
  would like to do and describe how they would do it. 
  Allow them to make appropriate skill checks. You add 
  the reactions of the children and clerics as you see fit. 
  Have fun with it. 
   
  Example Tasks – Skill Checks: 
   Read Bedtime Story – Charisma (Performance) 
   Comfort Sick Child – Wisdom (Medicine) 
   Perform Magic Tricks – Dexterity (Slight of Hand) 
   Make a Soothing Tea – Wisdom (Survival) 
   Build a Makeshift Bed – Strength (Athletics) 
   
  Treasure 
  When done, Director Salinop brings the remedy 
  to the children in the dormitory. She invites the 
  adventurers to come help her administer the 
  cure. When done, she thanks the adventurers for 
  their help and informs them that the honey had 
  an interesting effect on the collection bottle. It 
  appears to now fill itself with sweet tasting 
  water. 
   She hands them the Decanter of Endless Water 
  and tells them they should keep it as thanks for 
  helping the children. 
   
   
   
   
  
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  16 
  Rewards 
  At the end of the session, the characters receive rewards based upon their accomplishments. 
   
  Character Rewards 
  The characters earn the following rewards: 
  Advancement 
  Upon successfully completing this adventure, 
  each character gains a level. At their discretion, 
  they may choose to decline advancement. 
  Remind your players that the amount of gold 
  that their characters can earn per level is 
  limited; declining advancement means that they 
  may reach a point where they earn no gold. 
  Gold 
  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 C: 
   Decanter of Endless Water 
   Potion of Healing 
   Snare Spell Scroll 
  Dungeon Master Rewards 
  For running this adventure, one of your 
  character gains a level. That character receives 
  gold based on their tier prior to advancement: 
  Tier 
  GP Earned 
  1 
  80 gp 
  2 
  240 gp 
  3 
  1,600 gp 
  4 
  6,000 gp 
   
   You may also complete DM Quests for running 
  this adventure. See the Adventurers League 
  Dungeon Master’s Guide for more information.
   
   
  
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  17 
  Dramatis Personae 
  The following NPCs feature prominently in this adventure.  
   
  Director Erika Salinop (Air-i-ka SAL-i-nahp). 
  Director Salinop is a captivating half-elven 
  woman who is always dressed to the nines. She 
  cares for nothing in the work so much as the 
  safety of the children left to her care. 
  Personality: Loving but stern 
  Ideal: If I don’t watch the children, who will? 
  Bond: The children must be cared for. 
  Flaw: I often take on more than I can handle. 
   
  Garwin Shatterstone (GAR-win SHAT-er-
  stone). A male dwarf who owns Elua's General 
  Store. He is a local historian and prides himself 
  on his knowledge of Elua's infamous ride from 
  Hillsfar. If asked, he will share his collection of 
  memorabilia with visitors. His hope is to build a 
  museum or memorial in Lighthouse to 
  commemorate the historic event. 
  Personality: A bit of a know-it-all 
  Ideal: I must preserve the history of Elua, even if 
  that means making it up. 
  Bond: Elua, Elua, Elua. 
  Flaw: I’ll charge 1gp more if I can put Elua’s 
  name on it. 
   
  Kendra (Kin-DRUH). Kendra is a female elf. She 
  recently arrived in Lighthouse to establish a 
  shrine to Labelas Enoreth. She has recently been 
  troubled by dark visions. 
  Personality: Friends but contemplative 
  Ideal: History is like a long winding road. 
  Bond: History is lost if nobody is willing to record 
  it. 
  Flaw: I have a distrust of those who aren’t willing 
  to share. 
   
  Morvine Dunrick (mor-FINE DUN-rik). Morvine 
  is a male human owner of The Beacon Tavern & 
  Inn which is attached to Elua’s Lighthouse. 
  Personality: Friendly but suspicious 
  Ideal: Willing to listen if coin is involved. 
  Bond: The Black Network is my priority. 
  Flaw: I only help others when it benefits me more. 
   
  Mordaleus (mor-DAY-lee-us). Mordaleus is a 
  human cleric of Mystra. He originally came to the 
  Moonsea Children’s Hospital to protect Simon, 
  but there were misunderstandings. 
  Personality: Pious and committed 
  Ideal: The Weave brings order to chaos. 
  Bond: Evil forces are at work and the child is the 
  target. 
  Flaw: My means are sometimes a bid overzealous. 
   
  Simon (SI-mon). Simon is a six-year-old human 
  boy of unknown decent. He arrived at the 
  Moonsea Children’s Hospital alone after 
  becoming separated from his parents’ caravan. 
  He is quiet and doesn’t make friends easily. 
  Personality: Quiet and shy. 
  Ideal: Kind people deserve kind responses. 
  Bond: Bunnies are cute; especially gray ones. 
  Flaw: Has a habit of wandering off and becoming 
  lost. 
   
   
   
  
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  18 
  Creature Statistics 
   
  Brown Bear 
  Large beast, unaligned 
  Armor Class 11 (Natural Armor) 
  Hit Points 34 (4d10 + 12) 
  Speed 40 ft., climb 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 10 (+0) 16 (+3) 
  2 (-4) 
  13 (+1) 
  7 (-2) 
  Skills Perception +3 
  Senses Passive Perception 13 
  Languages – 
  Challenge 1 (200 XP) 
  Keen Smell. The bear has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Actions 
  Multiattack. The bear makes two attacks: one with its 
  bite and one with its claws. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. 
   
  Brown Bear Cub (Black Bear) 
  Large beast, unaligned 
  Armor Class 11 (Natural Armor) 
  Hit Points 19 (3d8 + 6)) 
  Speed 40 ft., climb 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 10 (+0) 14 (+2) 
  2 (-4) 
  12 (+1) 
  7 (-2) 
  Skills Perception +3 
  Senses Passive Perception 13 
  Languages – 
  Challenge 1/2 (100 XP) 
  Keen Smell. The bear has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Actions 
  Multiattack. The bear makes two attacks: one with its 
  bite and one with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage. 
   
  Cave Bear 
  Large beast, unaligned 
  Armor Class 12 (Natural Armor) 
  Hit Points 42(5d10 + 15) 
  Speed 40 ft., swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  10 (+0) 16 (+3) 
  2 (-4) 
  13 (+1) 
  7 (-2) 
  Skills Perception +3 
  Senses Darkvision 60 ft., Passive Perception 13 
  Languages – 
  Challenge 2 (450 XP) 
  Keen Smell. The bear has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Actions 
  Multiattack. The bear makes two attacks: one with its 
  bite and one with its claws. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage. 
   
   
   
  
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  19 
  Darkmantle 
  Small monstrosity, unaligned 
  Armor Class 11 
  Hit Points 22 (5d6 + 5) 
  Speed 10 ft., fly 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 12 (+1) 13 (+1) 
  2 (-4) 
  10 (+0) 
  5 (-3) 
  Skills Stealth +3  
  Senses blindsight 60 ft., passive perception 10 
  Languages -- 
  Challenge ½ (100 XP) 
  Echolocation. The darkmantle can’t use its blindsight 
  while deafened.  
  False Appearance. While the darkmantle remains 
  motionless, it is indistinguishable from a cave formation 
  such as a stalactite or stalagmite. 
  Actions 
  Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the 
  darkmantle attaches to the target. If the target is 
  Medium or smaller and the darkmantle has advantage 
  on the attack roll, it attaches by engulfing the target’s 
  head, and the target is also blinded and unable to 
  breathe while the darkmantle is attached in this way. 
  While attached to the target, the darkmantle can attack 
  no other creature except the target but has advantage 
  on its attack rolls. The darkmantle’s speed also becomes 
  0, it can’t benefit from any bonus to its speed, and it 
  moves with the target. 
  A creature can detach the darkmantle by making a 
  successful DC 13 Strength check as an action. On its 
  turn, the darkmantle can detach itself from the target by 
  using 5 feet of movement 
  Darkness Aura (1/day). A 15-foot radius of magical 
  darkness extends out from the darkmantle, moves with 
  it, and spreads around corners. The darkness lasts as 
  long as the darkmantle maintains concentration, up to 
  10 minutes (as if concentrating on a spell). Darkvision 
  can’t penetrate this darkness, and no natural light can 
  illuminate it. If any of the darkness overlaps with an area 
  of light created by a spell of 2nd level or lower, the spell 
  creating the light is dispelled. 
   
  Giant Bee (Giant Wasp) 
  Medium beast, unaligned 
  Armor Class 12 
  Hit Points 13 (3d8) 
  Speed 10 ft., fly 50 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 14 (+2) 10 (+0) 
  1 (-5) 
  10 (+0) 
  3 (-4) 
  Senses Passive Perception 10 
  Languages -- 
  Challenge ½ (100 XP) 
  Actions 
  Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) piercing damage, and the 
  target must make a DC 11 Constitution saving throw, 
  taking 10 (3d6) poison damage on a failed save, or half 
  as much damage on a successful one. If the poison 
  damage reduces the target to 0 hit points, the target is 
  stable but poisoned for 1 hour, even after regaining hit 
  points, and is paralyzed while poisoned in this way. 
  Swarm of Bees (Swarm of Insects – 
  Wasps) 
  Medium swarm of Tiny Beasts, unaligned 
  Armor Class 12 (Natural Armor) 
  Hit Points 22 (5d8) 
  Speed 5ft., fly 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (-4) 
  13 (+1) 10 (+0) 
  1 (-5) 
  7 (-2) 
  1 (-5) 
  Damage Resistances Bludgeoning, Piercing, Slashing 
  Condition Immunities Charmed, Frightened, Grappled, 
  Paralyzed, Petrified, Prone, Restrained, Stunned 
  Senses Blindsight 10 ft., Passive Perception 8. 
  Languages -- 
  Challenge ½ (100 XP) 
  Swarm. The swarm can occupy another creature's space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny insect. The swarm can't 
  regain hit points or gain temporary hit points. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one 
  target in the swarm's space. Hit: 10 (4d4) piercing 
  damage, or 5 (2d4) piercing damage if the swarm has 
  half of its hit points or fewer. 
  
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  20 
  Appendix A: Salinop’s Diary Handout 
   
   
   
  **Ch (Chores), T (Tutor), B (Bathe) 
  
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  21 
  Appendix B: Simon’s Drawing Handout 
   
   
   
   
   
  
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  22 
  Appendix C: 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 
  Wonderous Item, uncommon 
  This stoppered flask sloshes when shaken, as if it 
  contains water. The decanter weighs 2 pounds. 
   You can us an action to remove the stopper 
  and speak one of the three command words, 
  whereupon an amount of fresh water or 
  saltwater (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 feed 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 can be found in the Dungeon Master’s 
  Guide. 
   The water from this decanter tastes slightly 
  sweet, as if a spoonful of honey has been mixed 
  with the water. 
  Potion of Healing 
  Potion, common 
  You regain 2d4 + 2 hit points when you drink 
  this potion. The potion’s red liquid glimmers 
  when agitated. 
  Snare Spell Scroll 
  Scroll, common 
  As you cast this spell, you use the rope to create 
  a circle with a 5-foot radius on the ground or the 
  floor. When you finish casting, the rope 
  disappears and the circle becomes a magic trap. 
   
  This trap is nearly invisible, requiring a 
  successful Intelligence (Investigation) check 
  against your spell save DC to be discerned. 
   
  The trap triggers when a Small, Medium, or 
  Large creature moves onto the ground or the 
  floor in the spell’s radius. That creature must 
  succeed on a Dexterity saving throw or be 
  magically hoisted into the air, leaving it hanging 
  upside down 3 feet above the ground or the 
  floor. The creature is restrained there until the 
  spell ends. 
   
  A restrained creature can make a Dexterity 
  saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
  Alternatively, the creature or someone else who 
  can reach it can use an action to make an 
  Intelligence (Arcana) check against your spell 
  save DC. On a success, the restrained effect ends. 
   
  After the trap is triggered, the spell ends when 
  no creature is restrained by it. 
   
   
   
  
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  23 
  Appendix D: Dungeon Master Tips 
  To DM an adventure, you must have 3 to 7 
  players—each with their own character within 
  the adventure’s level range (see Adventure 
  Primer). 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 if outside its level range. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
   
  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 Perception score, and 
  anything the adventures specifies as notable 
  (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) with 
  their starting values for level, magic items, gold 
  and downtime days. These are updated at the 
  conclusion of the session. The adventure 
  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 
  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 
  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/Monkey Mind Tabletop (MMT)/CCC-MMT-01-05 - Secrets of the Cure.pdf