TEXT:  
  CCC-GSP-OOZE01-01 
   
   
   
   
   
  Oozing Hunger 
  A Greasy Snitches Adventure 
   
   
   
   
   
  The people of Phlan are in dire need of help!  The town’s water supplies have mysteriously 
  turned a sickly green! Buildings and trees have been secreting slime! Creatures in the area have 
  been going mad! Can the adventurers solve this slimy mystery?  
   
  A Two-Hour Adventure for Tier 2 Characters. Optimized for APL 8.  
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GSP-OOZE01-01 Oozing Hunger 
   
   
  2 
  CREDITS 
   
  Lead Designer: Nicholas Noel Cavada-Guillermo 
   
  Editing: Nicholas Noel Cavada-Guillermo, Paul Gabat 
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Art Director & Graphic Design: Rich Lescouflair 
   
  D&D Adventurers League Wizards Team: Adam Lee, Chris 
  Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: Bill Benham, 
  Alan Patrick, Travis Woodall, Lysa Chen, Claire Hoffman, 
  Greg Marks 
   
  Playtesters: Maui Ermitanio, Bee Sarmiento, Joshua Lapid, 
  Michael Gabriel Quimno, Graeme Kristoff Alejo, Julianne 
  Denise Febiar, Gyan Lancelot Kalingo 
   
  Maps: Sylvester Mejias 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the 
  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GSP-OOZE01-01 (v.1) 
   
   
  3 
  ADVENTURE PRIMER 
  Being a lord of part of the Abyss is like being the 
  biggest maggot on a dung heap. 
  —Mordenkainen, Mordenkainen’s Tome of Foes 
   
  BACKGROUND 
   Something strange has been going on in the town 
  of Phlan. Over the past few months, the town’s water 
  supplies have been turning into a strange green. 
  Lately, however , the water has become more 
  viscous than before and slowly corrodes almost any 
  material that comes into contact with it.  A variety of 
  oozes have also been spotted spawning from the 
  stone wells of Phlan and attacking the townsfolk. 
  The people of Phlan have requested for help from 
  their town hero Zaramir, powerful Drow sage, he 
  has not been heard from since this all started. The 
  Emerald Enclave has sent Meirra Errie to lead the 
  investigation on the Drow’s whereabouts.  
   What nobody knows is that Zaramir built a portal 
  in the basement of his mansion, near Stojanow 
  River, and frequently uses it to travel different 
  planes for his research. His last destination was 
  Shedaklah. An Alkilith managed to sneak past the 
  portal when the Drow mage arrived and embedded 
  itself on the portal’s archway, leaving the portal 
  active and allowing the corruption and madness of 
  Juiblex to seep into the Material Plane. The Drow 
  mage tried to solve this issue quietly, to avoid people 
  finding out about his dangerous expeditions, but 
  succumbed to the madness of Jubilex.  
   The adventurers learn of Zaramir’s last 
  whereabouts from Meirra Errie and are dispatched 
  to find the Drow mage. The adventurers also learn of 
  what transpired in Zaramir’s mansion from his notes 
  and from the Drow mage himself.  
   
  EPISODES 
  The adventure’s story is spread over three episodes 
  and takes approximately two hours to play. The 
  adventure begins with the Call to Action scene.  
   If you’re playing the entire adventure all at once, 
  you only need to introduce the Call to Action episode 
  once. However, if you plan to play them over several 
  sessions, you’ll want to revisit the Call to Action each 
  time you play.  
  • Episode 1: Something Brews. The adventurers 
  are instructed by Meirra Errie to travel to Zaramir’s 
  mansion near Stojanow River and find the missing 
  mage. This is the Call to Action. 
  • Episode 2: The Missing Mage.  The adventurers 
  follow Meirra’s directions and go to Zaramir’s 
  Mansion by Stojanow River with relative ease. There 
  they investigate his mansion, find pieces of notes 
  scattered around, his journal, and the Drow mage 
  himself, who is reduced to a maddened state. This is 
  Story Objective A. 
  • Episode 3: Oozing Arrival. The adventurers learn 
  of the incoming threat that is the Faceless Lord, 
  Jubilex. The adventurers must close the portal and 
  prevent Jubilex from entering the Material Plane. 
  This is Story Objective B. 
  BONUS OBJECTIVES 
  This adventure also includes two, 1-hour bonus 
  objectives that the characters can pursue if they 
  have additional time to do so—earning additional 
  advancement and treasure checkpoints in the 
  process. These bonus objectives are found in this 
  adventure’s appendices, as follows: 
   
  • Bonus Objective A: Even the Wine?! The 
  Laughing Goblin’s innkeeper, Sot, sent one of his 
  barmaids to check the wine cellar and find what’s 
  spoiling the wine, but hasn’t come back up yet. Sot 
  asks the adventurers to go check on the barmaid to 
  make sure if she’s alright.  
  • Bonus Objective B:  A Bloated Mess. On the way 
  to Zaramir’s mansion, the adventurers run into a 
  maddened Penerth, Zaramir’s pet Young Black 
  Dragon, engorging herself on sludge and slime. In 
  her brief moments of clarity, she pleads the 
  adventurers to help her stop.  
   
  EPISODE SEQUENCE 
  The adventure should approximately take two to 
  four hours to play.  
  HOW WILL YOU PLAY? 
  The duration of your session depends on how much 
  of the adventure is used. The adventure should last 
  at least two hours, but can be played longer if the 
  adventurers pursue the bonus objectives.  
   Story Objectives Only. To accomplish both Story 
  Objectives A and B, the characters must play from 
  episode 1 to 3 in order.  
   Bonus Objectives.  Adventurers have the option 
  to pursue the bonus objectives in this adventure, 
  lengthening the time of play. Bonus Objective A can 
  be accomplished after the Laughing Goblin Inn scene 
  after Episode 1. Bonus Objective B may occur 
  during the adventurers travel to Zaramir’s mansion 
  or at the very beginning of Episode 2.  
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GSP-OOZE01-01 (v.1) 
   
   
  4 
  EPISODE FLOWCHART 
  This section provides a basic understanding of not only the flow of the episode, but also the outline of the different 
  paths that your players may take in reaching their stated objective.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Something brews 
  (Call to Arms) 
  The Missing Mage 
  (Story Objective A) 
  Oozing Arrival  
  (Story Objective B) 
  Even the Wine?! 
  (Bonus Objective A) 
  A Bloated Mess 
  (Bonus Objective B) 
  1 
  2 
  3 
  A 
  B 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GSP-OOZE01-01 (v.1) 
   
   
  5 
   
  EPISODE 1: SOMETHING BREWS (CALL TO ACTION) 
  Estimated Duration: 15 minutes 
   
  SMELLING THE CORRUPTION 
  In this section, the adventurers meet with Merrai 
  Errie in the Laughing Goblin Inn. Merrai informs the 
  adventurers of the current state Phlan is in. She 
  requests that the adventurers seek out Zaramir. 
  Perhaps he knows something. 
   The adventure begins with the adventurers 
  arriving in Phlan in the morning. Even before the 
  adventurers arrived they could already smell a foul 
  stench coming from Phlan’s direction. This foul smell 
  becomes stronger the closer the adventurers 
  approach the town. But once the adventurers arrive 
  in Phlan the stench becomes almost unbearable—
  the wind carrying the scent of what smells like the 
  unholy mix of decaying flesh and goblin refuse. The 
  townsfolk can be spotted wearing all sorts of 
  clothing and masks to cover their faces, shielding 
  themselves from the putrid smell.  
   The adventurers then arrive at the Laughing 
  Goblin Inn where they meet with Merrai Errie. There 
  she briefs them on the current situation Phlan is in.  
  AREA INFORMATION 
  The area has the following features: 
   Dimensions & Terrain. The Laughing Goblin isn’t 
  the best inn Phlan has to offer, but it is one of the 
  busiest places in town. It can hold up to 40 patrons 
  on its busiest day.  The inn is also known for their 
  house special: pork and cabbage soup. There is a 
  closed stone well right in front of the Laughing 
  Goblin Inn that emits the same putrid stench the 
  adventurers encountered when entering the town.  
   Lighting. The place is brightly lit during both day 
  and night due to torches with the continual flame 
  casted on them. The flames burn a dark purple 
  during the day and a bright orange during the night.  
  CREATURES/NPCs 
  Merrai Errie, an agent of the Emerald Enclave, is 
  here in the Laughing Goblin Inn waiting for the 
  adventurers alongside Sott, the inn’s proprietor. 
  Since the Laughing Goblin Inn is one of the busiest 
  inns in Phlan, Sott is always in the loop of whatever 
  news or gossip goes around town. Aside from the 
  two, there are a handful of commoners being served 
  by the new head barmaid Betsy.  
  OBJECTIVES/GOALS 
  Sott and Merrai Errie are both sitting in one of the 
  booths waiting for the adventurers to arrive while 
  Betsy is busy tending to the patrons’ complaints 
  (even the wine seems to have gone bad).  
   What do they know? Sott and Merrai, like all of 
  Phlan’s townsfolk, are unaware of Zaramir’s 
  whereabouts and the cause of the ongoing 
  corruption. Sott, however, suspects that the Drow 
  mage may have something to do with what’s going 
  on in Phlan since it all started when Zaramir 
  disappeared.  
  CALL TO ACTION 
  Nobody knows where Zaramir is or what happened 
  but Sott does know where his mansion is. Merrai 
  believes that if Sott’s suspicion is true, then finding 
  Zaramir is of top priority.  
   
  Water and Wine 
  The water supplies in Phlan have been corrupted by a 
  mysterious force. The water in town has now turned green 
  and viscous. Characters who order water in the inn notice 
  that it emits a foul stench. If they smell it they must succeed 
  a DC 10 Constitution Saving Throw or become poisoned for 1 
  hour on a failed save. If characters still choose to drink the 
  strange liquid they take 4d6 acid damage and must succeed a 
  DC 10 Constitution Saving Throw or become poisoned for 1 
  hour. 
      Adventurers who order the wine notice that even the wine 
  has spoiled. This may lead to Bonus Objective A: Even the 
  Wine?!. If the adventurers don’t order the wine and you wish 
  to implement the Bonus Objective into the adventure, have 
  one of the patrons order the wine instead and complain 
  about it being spoiled. This will prompt Betsy to go check the 
  wine cellar, leading to Bonus Objective A.  
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GSP-OOZE01-01 (v.1) 
   
   
  6 
  EPISODE 2: THE MISSING MAGE (STORY OBJECTIVE A)  
  Estimated Duration: 60 minutes 
  A MANSION IN RUINS 
  In this section, the adventurers arrive at Zaramir’s 
  mansion after 2 days of travel with relative ease. 
  They will find the mage’s mansion in ruins and 
  covered in a thin film of slime.  Here the adventurers 
  will explore the Drow mage’s mansion, finding clues 
  to what had transpired in the form of scattered 
  notes, his journal, and samples he collected from his 
  travels. Adventurers will also encounter hostile ooze 
  monsters and several dangerous artifacts.  
  PREREQUISITES  
  The adventurers begin this episode after meeting 
  with Sott and Merrai Errie in Episode 1. 
  STORY OBJECTIVE A 
  Finding Zaramir and learning what happened to him 
  is Story Objective A. 
   The Mansion has several areas the adventurers 
  can investigate. This episode is divided into two 
  scenes: Scene A: The First Floor, and Scene B: The 
  Second Floor.  
   Zaramir has notes lying around the mansion, and 
  his journal can be found in his study. Zaramir 
  himself can be found in his bedroom, up in the 
  second floor, huddled up in a corner, afflicted with 
  the madness of Jubilex.  
   
  MANSION LOCATION SCENES 
  Scene A: The First Floor 
  A1 
  The Foyer 
  A2 
  The Living Room 
  A3 
  The Dining Hall 
  A4 
  The Study 
  A5 
  The Corroded Armory  
   
  Scene B: The Second Floor 
  B1 
  The Hallway 
  B2 
  The Guest rooms  
  B3 
  The Master Bedroom  
   
  BONUS OBJECTIVE A  
  This bonus objective (Appendix 3) occurs before 
  the adventurers depart from the Laughing Goblin 
  Inn in Episode 1. 
  BONUS OBJECTIVE B 
  This bonus objective (Appendix 4) can occur 
  between Episode 1 and 2 as the adventurers travel 
  to Zaramir’s mansion.  
   
  AREA INFORMATION 
  The area has the following information:  
   Dimensions and Terrain. Zaramir’s mansion isn’t 
  the grandest of places, especially when compared to 
  most nobles’ estates. All the more now, since it looks 
  as if it hasn’t been maintained for a few months. But 
  aside from the lack of maintenance the mansion’s 
  structure also secretes the same slime seen on the 
  trees and stone wells of Phlan. The grass in front of 
  the mansion is unkept and weeds grow wildly in 
  random places.  
   The interior is what most would suspect, rickety 
  and unstable floor boards and walls covered in 
  slime, Most of the furniture have gone rotten from 
  the long exposure to moisture from the unworldly 
  slime the house excretes and what isn’t covered in 
  slime is covered in dust.  
   The foyer is full of rubble from the collapsed roof. 
  Bones of different creatures lay scattered across the 
  floor (mostly remains of pests such as rats and 
  snakes).  In the center, however, is a large puddle of 
  black slime that ripples with each step that is made 
  inside this hall. Up ahead is a wooden staircase that 
  leads to the second floor and resting on it are what 
  remains of a Halfling, who appears to have been 
  partially digested and covered in slime.  
   To the left of the foyer is the dining room. And to 
  the right is the living room and a small hallway that 
  leads to the mage’s study and the armory.  
   Lighting. Otherwise stated, the whole mansion is 
  dimly lit, although in green light, as sunlight can still 
  peer through the slime covered windows.   
   Slime. Almost the entire mansion is covered in a 
  thin film of green slime. They secrete from the walls. 
  If any adventurer comes into contact with the slime 
  they take 1d6 of Acid Damage.  
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GSP-OOZE01-01 (v.1) 
   
   
  7 
   All the doors inside the mansion, except for the 
  main entrance and the master bedroom’s door, have 
  been reduced to puddles of slime, as if they have 
  melted off, and its frames drip with a blackish-green 
  ooze. If the adventurers attempt to enter a room 
  through the dripping doorframes, they must make a 
  DC 10 Dexterity Saving Throw or take 3d6 acid 
  damage as the acidic ooze-like substance drips on 
  them. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GSP-OOZE01-01 (v.1) 
   
   
  8 
  SCENE A1. THE FOYER 
  When the adventurers arrive at the mansion, they’ll 
  find that the main door is already partially open and 
  covered in slime—its frame dripping with acidic 
  ooze. Here they will find the remains of Zaramir’s 
  Halfling apprentice and a large puddle of black ooze 
  pooling in the center of the foyer. 
   
  AREA INFORMATION 
  The area has the following features:  
   Dimensions and Terrain.  The foyer, once grand 
  and full of decor, is now a pile of oozing mess. The 
  crystal chandelier lies broken in the middle of the 
  room on top of a puddle of black ooze. The furniture 
  in the room have gone rotten due to the moisture 
  from the slime being secreted by the mansion. 
  Skeletal remains of small critters (rats, snakes, and 
  even small birds) lay scattered all over the floor 
  partially covered in slime (a successful DC 15 
  medicine check reveals that the critters were 
  partially digested by the slime).  
   To the right of the Foyer is a hallway that leads the 
  dining hall, and to the left is the living room, 
  untouched by slime, and a hallway that leads to 
  Zaramir’s study and armory. North of the foyer is a 
  grand staircase with the remains of a partially 
  digested Halfling resting on it.  
   Lighting. The foyer has several large windows 10 
  ft. above. Normally the room would be naturally 
  bright from the sunlight peering through but with 
  the thin film of slime covering the windows the foyer 
  is only dimly lit.  
  CREATURES/NPC 
  The large puddle of black slime in the middle of the 
  foyer is actually made up of 3 black puddings 
  waiting for prey to pass by.  
   Objectives/Goals. The black puddings are 
  mindless creatures, just waiting to strike when 
  unknowing prey pass by.  Adventurers who succeed 
  on a DC 12 Perception check notice pseudopods 
  peeking out of the black puddle. The black puddings 
  immediately attack adventurers who wander too 
  close to it or when attacked.  
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
  • Weak or Very Weak: Remove one black pudding. 
  • Strong or Very Strong:  All the black puddings have 
  maximum HP. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PLAYING THE PILLARS
  COMBAT 
  Adventurers will encounter three 
  hostile black puddings waiting to 
  ambush them in the middle of the 
  foyer. A successful DC 12 Perception 
  check reveals small pseudopods 
  peeking out of the black puddle. 
  EXPLORATION 
  Adventurers will find the remains of 
  Zaramir’s Halfling apprentice. A 
  successful DC 12 Medicine Check 
  reveals that he was slowly digested 
  by something.  
   
  SOCIAL 
  Adventurers may attempt to 
  communicate with the black 
  puddings but will most likely end up 
  with a mouth full of black acidic 
  ooze.
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  9 
   
   
  SCENE A2. THE LIVING ROOM 
  Adventurers will find the living room clean and 
  untouched by the slimy corruption that has befallen 
  Phlan. There are no clues on what had transpired in 
  the mansion but adventurers will find several books 
  Zaramir had collected throughout his travels and a 
  dangerous artifact.  
   
  AREA INFORMATION 
  The area features:  
   Dimensions and Terrain.  The living room, unlike 
  the rest of the mansion, the living room remains 
  clean and untouched by the slimy corruption. The 
  floor is covered in red velvet. There are two large 
  cushioned seats placed in front of a burning gold 
  brazier. Behind the brazier is a stone pedestal with a 
  statuette of a handsome horned being on it. There 
  are also two book shelves in the room, one on each 
  side.  
   Lighting. The living room is brightly lit, the source 
  being the burning brazier. The fire on the brazier is 
  magical and can only be dispelled via dispel magic.  
   Mysterious Shrine. Collectively, the golden 
  brazier, stone pedestal, and the statuette serve as a 
  shrine. A successful DC 15 Religion or Arcana check 
  reveal that the statuette is made in the likeness of 
  Asmodeus. There is an inscription on the stone 
  pedestal written in Infernal. Those who can 
  understand the language read: 
   
  ‘Leave all virtue behind and pay tribute to the Lord of 
  the Ninth. Join the Great Dance and the Lord of Nessus 
  shall bless you with chance’ 
   
  Any offerings made to Asmodeus should be tossed 
  into the golden brazier.  
   Adventurers under any good alignment who toss 
  any of their offerings into the brazier incur the wrath 
  of Asmodeus. The brazier erupts into flames as a 
  level 5 Fireball spell is casted centered on the 
  brazier (DC 15 Dexterity Saving Throw).       
   Adventurers with any neutral or evil alignment 
  who toss their offerings into the brazier gain a point 
  of inspiration as they are blessed by The Lord of 
  Nessus himself.  
   
  Bookshelves. Most of the books in the shelves were 
  collected for casual reading. Some of the titles are 
  very familiar to the adventurers such as Volo’s Guide 
  to Monsters and The Adventurers Guide to the Sword 
  Coast. A successful DC 12 Investigation check reveals 
  that one book (Volos Guide to Planar Travels) was 
  returned incorrectly. Adventurers who skim through 
  the book notice several pages involving the Abyss 
  have been folded. This should somewhat serve as a 
  clue as to Zaramir’s recent destination.  
   
   
   
   
   
   
   
  PLAYING THE PILLARS
  COMBAT 
  Adventurers will not find 
  anything hostile inside the living 
  room 
   
   
   
  EXPLORATION 
  If explored thoroughly, adventurers 
  can learn that the shrine dedicated 
  to Asmodeus is actually magical and 
  is perhaps the reason as to why the 
  living room remains untouched by 
  the slimy corruption. 
   
  SOCIAL 
  There are no living creatures 
  inside the living room that the 
  adventurers may talk to.
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  10 
   
   
  SCENE A3. THE DINING HALL  
  The dining hall lies west of the foyer. The 
  adventurers can smell the stench of rotting food 
  coming from its direction. When they arrive, they 
  will find a large slime covered room with the dining 
  table all set for a feast, except the food on the table is 
  rotten and covered in slime.  
   
  AREA INFORMATION 
  The area features: 
   Dimensions and Terrain. The dining hall, like the 
  rest of the mansion, is covered in a thin film of slime. 
  Large portraits hang on the walls surrounding the 
  dining hall. The images depicted on the portraits can 
  no longer be identified as the slime has damaged 
  them beyond recognition. Three of the portraits 
  have messages traced on them. Each of the messages 
  read the following respectively: 
   
  • ‘Drink and experience the wonders of the Faceless 
  One’ 
  • ‘ Consume and succumb’ 
  • ‘Bottoms up’  
   
   These messages refer to the rotten food prepared 
  on the table and the silver chalices filled with ooze.  
   Lighting. The room is dimly lit as the two large 
  windows on east side of the dining hall are covered 
  in a thin film of slime.  
   
   The Dining Table. The dining table looks to have 
  been set for guests. By who, nobody knows. The 
  food, although rotten, have been prepared in a 
  somewhat presentable fashion. There are silver 
  chalices filled with ooze for each of the guests. 
  Adventurers who drink the ooze from the chalice 
  start to secrete a thin film of slime. The adventurers 
  who drank the ooze from the silver chalices benefit 
  from the effects of a potion of acid resistance but 
  must make a DC 18 Wisdom Saving Throw or 
  descend into a madness determined by the Madness 
  of Juiblex table. The secretions stop when the effects 
  of the potion of acid resistance ends.  
  Madness of Juiblex: 
  • d100 Flaw (lasts until cured) 
  • 01–20 “I must consume everything I can!” 
  • 21–40 “I refuse to part with any of my possessions.” 
  • 41–60 “I’ll do everything I can to get others to eat and 
  drink beyond their normal limits.” 
  • 61–80 “I must possess as many material goods as I can.” 
  • 81–00 “My personality is irrelevant. I am defined by what I 
  consume.” 
   
   
   
   
   
   
   
  PLAYING THE PILLARS 
   
  COMBAT 
  Adventurers won’t find anything 
  hostile inside the dining hall.  
   
   
   
   
   
  EXPLORATION 
  The food on the dining table is 
  obviously rotten. Any adventurer 
  that consumes any of the rotten 
  food must make a DC 15 
  Constitution Saving Throw or 
  take 4d6 Poison Damage or half 
  on a success. 
   
  SOCIAL 
  At this point adventurers may 
  talk amongst themselves and 
  reflect on their recent life 
  choices.
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  11 
   
   
  SCENE A4. THE STUDY 
  West to the foyer lies Zaramir’s study and the 
  mansions armory. The Drow’s study is surprisingly 
  smaller and simpler than most sages’ studies. The 
  room is modest, with a simple wooden desk at the 
  end. Adventurers will find Zaramir’s journal lying on 
  top of his desk.  
   
  AREA INFORMATION 
  The area features: 
   Dimensions and Terrain.  The study is a simple 
  10x10 room with a stone floor and walls, unlike the 
  rest of the mansion. There is an old empty book shelf 
  east of the room and a simple wooden desk at the 
  end of the room with a journal and loose pages 
  scattered on it (See Appendix___). However, when the 
  adventurers arrive in front of the study, everything 
  in the room seems to be floating mid-air. A 
  successful DC 15 Perception Check reveals that the 
  whole room is occupied by a jelly like substance 
  (Gelatinous Cube) 
   Lighting. The room is dimly lit. There are no 
  windows inside or any sources of light. 
   Secret Passageway. Inside the small room is a 
  secret passageway that leads to the basement of the 
  mansion (This is where ‘Episode 3: Oozing Arrival 
  occurs). On the west wall are arcane sigils drawn 
  with chalk. An outline of a right hand can be seen 
  drawn with chalk above the sigils. A successful DC 
  15 Arcana Check reveals that the wall will only slide 
  open if the arcane sigil’s creator’s hand is placed on 
  the outline. Adventurers must find Zaramir and get 
  him to activate the sigils (or retrieve his right hand if 
  the Drow mage is dead). 
   
  CREATURES/NPCs 
  The small room is actually occupied by a gelatinous 
  cube. It does not attack anyone standing outside the 
  room, unless provoked, and waits for its prey to 
  walk into it. A successful DC 15 Perception check 
  reveals the presence of the gelatinous cube. When 
  killed, the oozy remains seep back into the crevices 
  of the stone walls and floor.  
   
   
   
   
   
   
   
   
   
   
   
  PLAYING THE PILLARS 
  COMBAT 
  The gelatinous cube waits for 
  anyone to enter the room. It 
  only strikes when spotted from 
  the outside of the room and 
  provoked. In combat it attempts 
  to engulf its prey. It tries to 
  position itself in a way that it can 
  trap adventurers in the hallway.  
  EXPLORATION 
  The arcane sigils can be spotted 
  easily since it’s crudely drawn on the 
  wall with chalk.The secret 
  passageway can only be accessed 
  with the help of Zaramir or by 
  retrieving his right hand. 
  Adventurers will also find loose 
  notes from his journal scattered all 
  over the room (See Appendix 5.1-5) 
  SOCIAL 
  The gelatinous cube is a mindless 
  creature and will definitely not 
  try and communicate with the 
  adventurers.
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  12 
   
   
  SCENE A5. THE CORRODED ARMORY 
  The armory is a small room that was once filled with 
  different weapons and armor. However, the 
  adventurers will find that almost everything in the 
  armory has been corroded by the slime being 
  secreted by the walls. Adventurers will find that the 
  only thing left untouched by the slime is a mithral 
  splint armor. 
   
  Area Information 
  The area features: 
   Dimensions and Terrain. The room is slightly 
  bigger than the armory. Many corroded weapons 
  and pieces of armor lie scattered on the stone floor. 
  The only thing that is left untouched by slime is a 
  mithral splint armor set on display inside a glass case 
  at the end of the room. 
   The green slime secreted by the mansion seems to 
  thrive in this room more than others, however. It 
  covers an inch of the floor and is more acidic than 
  usual. Adventurers who step on the slimy floor must 
  make a DC 12 Dexterity Saving Throw or fall prone. 
  If adventurers fall prone on the slimy floor, any non 
  magical metal armor they wear is partly dissolved 
  and takes a permanent and cumulative -1 penalty to 
  the AC it offers. The armor is destroyed if the penalty 
  reduces its AC to 10. 
   Lighting.  The armory is dimly lit. There are no 
  windows or any sources of light in this room.  
   
  TREASURE AND REWARDS 
  At the end of the room is glass case. Adventurers will 
  find the following inside the glass case: 
   
  • Mithral Splint Armor 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PLAYING THE PILLARS
  COMBAT 
  The adventurers may fight 
  amongst themselves to see who 
  enters the room first. 
   
   
   
   
   
   
  EXPLORATION 
  When the players enter the 
  armory, ask them for their 
  marching order. The first 
  person who enters the room 
  and steps 
  on the slimy floor must 
  immediately make the 
  Dexterity Saving Throw or fall 
  prone. 
  SOCIAL 
  There are no creatures in this 
  area that can be socialized 
  with. 
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  13 
   
   
  SCENE B1. THE NARROW HALLWAY 
  The grand stairway on the foyer leads to this long 
  and narrow hallway. Adventurers will find several 
  ruined portraits along this hallway and another of 
  Zaramir’s dangerous artifacts, am amulet with 
  Demogorgon’s symbol.  
   
  AREA INFORMATION 
  The area has the following features: 
      Dimensions and Terrain. The hallway is narrow 
  and long. It splits into two directions: the east leads 
  to two guest rooms and a storage room, and the west 
  leads to the master bedroom. There are a large 
  number of ruined paintings mounted on the walls of 
  the hallway, two suits of armors blocking the master 
  bedroom, and a wooden pedestal with a glass case 
  on top on the east side of the hallway.  
      Lighting.  The area is dimly lit. There is a large 
  circular window covered in a thin film of slime in the 
  middle of the hallway where a bit of sunlight can 
  bleed through.  
      The Glass Case. The glass case on display on the 
  east of the hallway contains a silver amulet with a 
  strange sigil on it. Adventurers who succeed a DC 15 
  Arcana or Religion Check recognize that the symbol 
  belongs to Demogorgon. Whether they succeed or 
  fail, adventurers who investigated the amulet must 
  make a DC 18 Wisdom Saving Throw or descend into 
  a madness determined by the Madness of 
  Demogorgon table. 
  Madness of Demogorgon 
  • d100 Flaw (lasts until cured) 
  • 01–20 “Someone is plotting to kill me. I need to strike first 
  to stop them!” 
  • 21–40 “There is only one solution to my problems: kill 
  them all!” 
  • 41–60 “There is more than one mind inside my head.” 
  • 61–80 “If you don’t agree with me, I’ll beat you into 
  submission to get my way.” 
  • 81–00 “I can’t allow anyone to touch anything that 
  belongs to me. They might try to take it away from me! 
   
  CREATURES/NPCs 
   The two suits of armor are actually two helmed 
  horrors assigned by Zaramir to prevent anyone (or 
  anything) enter the master bedroom. When 
  approached, the two suits of armor come to life and 
  attack.  
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
  • Weak or Very Weak: Reduce the two helmed horror’s HP 
  to half.  
  • Strong or Very Strong: Two of the ruined portraits come to 
  life. Add two guardian portraits. 
        
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PLAYING THE PILLARS 
  COMBAT 
  The two helmed horrors will not 
  stop attacking until the intruders 
  have been killed. 
   
   
  EXPLORATION 
  Adventurers who investigate the 
  amulet find out that the only 
  magical property it has is the 
  Madness of Demogorgon 
  imbued in it.  
  SOCIAL 
  Adventurers who try to reason 
  with the suits of armor will 
  quickly realize that it is futile.  
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  14 
   
   
  SCENE B2. THE GUEST ROOM
  The mansion has two guest rooms. When the 
  adventurers arrive, they will find that the ceiling of 
  the guest rooms have collapsed, creating   piles of 
  slimy debris.  
   
  AREA INFORMATION 
  The area features: 
   Dimensions and Terrain.  The ceiling of the guest 
  rooms have collapsed due to the slime rotting the 
  wood.  All that’s left of the guest rooms are piles of 
  slimy debris. Adventurers may make a DC 15 
  Athletics check to clear most of the debris or take an 
  hour in doing so. Once the adventurers clear the 
  rooms, they may use the rooms to take a short rest.  
    
   Lighting. The rooms are dimly lit. There are small 
  windows covered in slime in both rooms where 
  sunlight can bleed through. 
   
  the wood.  All that’s left of the guest rooms are piles 
  of slimy debris. Adventurers may make a DC 15 
  Athletics check to clear most of the debris or take an 
  hour in doing so. Once the adventurers clear the 
  rooms, they may use them to take a short rest.  
   Lighting. The rooms are dimly lit. There are small 
  windows covered in slime in both rooms where 
  sunlight can bleed through. 
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  15 
   
   
  SCENE B3. THE MASTER BEDROOM 
  Unlike the rest of the doors in the mansion, the 
  master bedroom’s door remains intact. Zaramir had 
  enchanted the wood with magic and placed several 
  protective spells on it to protect the door from 
  physical damage. Adventurers will soon realize that 
  forcefully opening this door with brute force is not 
  the best way to enter the room. 
   Adventurers will find Zaramir huddled in a corner 
  in his room, engorging himself on slime and several 
  potions, still afflicted with the Madness of Juiblex.  
  AREA INFORMATION 
  The area features:  
   Enchanted Door.  Aside from having the two 
  helmed horrors outside protect him, Zaramir 
  enchanted this door with several protective spells to 
  keep ooze monsters out. One of the spells was a 
  Glyph of Warding spell (explosive rune dealing cold 
  damage).  A DC 15 Intelligence (Investigation) Check 
  reveals the glyph at the center of the door. The Glyph 
  of Warding can be dispelled.  
   Dimensions and Terrain. The bedroom is as large 
  as the living room. It contains a large king-sized bed 
  and a large wooden desk. There is a wooden trunk at 
  the foot of the bed and a large closet to the right.  
  The floor is littered with empty flasks and bottles. 
  The room also remains untouched by the slimy 
  corruption as Zaramir was able to seal this room of 
  from the rest of the mansion via enchanted door.  
   Lighting. The room is dimly lit. All the drapes to 
  the windows have been closed but a small lamp 
  containing a violet flame sits on top of the large 
  wooden desk, emitting a violet glow.  
  CREATURE/NPCs 
  Huddled in a corner is a mad Zaramir (Abjurer), 
  two bottles of green liquid in hand. His skin is 
  covered in the same slime the mansion is covered in, 
  his face appearing as if it were melting with the right 
  slide drooping off. When adventurers enter the 
  room, Zaramir cowers and tries to defend himself if 
  adventurers try to get close to him. Adventurers who 
  succeed on a DC 15 Charisma (Persuasion, 
  Intimidation, or Deception) Check are able to calm 
  him down and temporarily snap some sense into 
  him.  
      Objective/Goals. Zaramir locked himself in his 
  room trying to figure out a way to seal the portal. He 
  reluctantly admits to the adventurers that he was far 
  too ashamed to send for help as this was all his doing 
  and asks that the adventurers not share what they 
  learned with anyone in Phlan in exchange for his 
  remaining stock of potions.   
      What does he know? Zaramir’s latest destination 
  of his routine planar expeditions was Shedaklah, 
  realm of the Demon Lord Juiblex. The Drow mage 
  travelled to that layer of Abyss to collect samples 
  from the Slime Pits, but accidentally left the portal 
  open long enough for something to slip through. 
  Now whatever that thing is, it has attached itself to 
  the portal and is keeping it open. Zaramir is unsure 
  what this thing is but is aware that the longer the 
  portal stays open, the worse the slimy corruption 
  affecting the region will get. He also fears that if the 
  portal stays open too long, Juiblex might be able to 
  enter their plane.  
   When questioned about the Halfling’s remains on 
  the staircase, he reveals that the Halfling was his 
  new apprentice/helper Flynn. The Drow mage 
  explains that when both of them returned from the 
  Abyss, Flynn started to show signs of madness and 
  eventually succumbed completely and tried to kill 
  him. Fortunately the black puddings in the foyer 
  devoured him before the Halfling could do anything.  
  A DC 10 Wisdom (Insight) Check reveals this to be 
  true.  
   When questioned about the dangerous artifacts he 
  collects, he simply says that he loves collecting 
  exotic artifacts as a hobby. He believes that as long 
  as he keeps it in his mansion then it shouldn’t hurt 
  anyone.  
   If adventurers agree to help Zaramir close the 
  portal in the basement, he urges the adventurers to 
  drink the cups of ooze in the dining hall before they 
  descend. He explains that he drank one during his 
  descent into madness and somewhat protected him 
  from ooze monsters. If adventurers already drank 
  for the chalices in the dining hall before finding 
  Zaramir, they will find that the chalices have been 
  magically refilled. 
   
  TREASURE AND REWARDS 
  If adventurers agree to help Zaramir, he opens the 
  locked chest at the foot of his bed and gives the 
  adventurers the following: 
   
  • Two Potions of Healing  
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  16 
   
   
  WRAPPING UP THE EPISODE 
  Adventurers must find Zaramir and learn of what 
  really happened in the mansion to complete the 
  episode. Episode 3 begins with Zaramir opening the 
  secret passageway to the basement. Zaramir stays 
  behind to make sure none of the ooze monsters 
  escape the mansion if ever the adventurers fail. 
  Before the adventurers descend he warns them of 
  the strange creature that had latched on to the 
  portal.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  17 
   
   
   
  EPISODE 3. OOZING ARRIVAL (STORY OBJECTIVE B) 
  Estimated Duration: 45 minutes 
  THE BASEMENT 
  In this episode, adventurers descend into the 
  basement of Zaramir’s mansion, where they must 
  confront the creature that caused all this and close 
  the portal before Juiblex is allowed into the Material 
  Plane.  
   
  PREREQUISITES 
  Adventurers must find Zaramir and get him to open 
  the secret passageway. 
   
  STORY OBJECTIVE B 
  Adventurers must close the portal and destroy 
  whatever is keeping it open by any means necessary. 
   
  AREA INFORMATION 
  The area has the following features:  
   Dimensions and Terrain. The basement is a 
  massive space compared to the mansion itself, being 
  80 feet long and 80 feet wide with a ceiling of 30 
  feet. The stone floor is flooded ankle deep in green 
  slime and counts as difficult terrain for non-ooze 
  monsters or constructs. It seems to be flooding in 
  from the open portal at the center of the room. If a 
  non-ooze monster or construct starts its turn on the 
  slimy floor, they must make a DC 10 Dexterity Saving 
  Throw or fall prone.  
   The Stone Portal. In the center of the room is a 
  large glowing stone archway, inside it a swirling 
  portal leading to a sea of black and green ooze. A 
  dozen glowing red eyes can be seen shifting and 
  swirling with the sludge and pseudopods can be 
  seen poking out of the portal, as if trying to break 
  through. Adventurers who see this realize that 
  Juiblex is already on the other side of the portal 
  trying to break through.  
   A successful DC 15 Intelligence (Arcana) Check 
  reveals that 5 successful DC 15 Intelligence (Arcana) 
  Checks are needed to close the portal.  
    Lighting. The area is dimly lit. The open portal 
  emits a sickly green glow lighting the whole 
  basement.  
   Smell.  The portal leading to Shedaklah emits a 
  foul stench. Any creature that isn’t an ooze creature 
  that starts its turn inside the basement must make a 
  DC 15 Constitution Saving Throw or become 
  poisoned until the start of the creature’s next turn.  
   
  CREATURE/NPCs 
   Hiding between the cracks and crevices of the 
  stone archway is the Alkilith that is keeping it the 
  portal open. It waits to strike when any hostile 
  creature comes within range of it.   
   As the adventurers enter the basement, two large 
  slime constructs (clay golems) form from pool of 
  slime flooding the floor. They try to block any hostile 
  creatures from getting too close to the portal.  
   Juiblex is on the other side of the portal waiting 
  for the portal to be completely open. He is unable to 
  attack the adventurers as the portal has not yet been 
  completely open. 
   Objectives/Goals. The Alkilith serves only one 
  purpose: To create a large enough opening for 
  Juiblex to pass through. The two slime constructs 
  serve as the Alkilith’s protectors, preventing anyone 
  from getting too close to the portal.  
  The Portal and How to Close It 
   
  The portal has an Initiative of 20. During its turn, it spews a 
  stream of acid at one random target in the dungeon, 
  excluding the Alkilith, dealing 10d10 Acid damage on a failed 
  DC 18 Dexterity Saving Throw, or half on a success. If it 
  targets the clay golem, they choose to fail as it would heal 
  them. 
   
  There are three ways the adventurers may close the portal. 
  Getting rid of the Alkilith is one way. Another way is to 
  succeed 5 DC 15 Intelligence (Arcana) Checks. Whether they 
  pass or fail, adventurers who attempt to close the portal via 
  Arcana Check are met by a gush of Acidic Slime, courtesy of 
  the Demon Lord Juiblex. They must make a DC 18 Dexterity 
  Saving Throw or take 10d10 Acid Damage or half on a 
  success.  
   
  Adventurers may also attempt to destroy the stone archway 
  itself. The stone archway has 200 hit points, is immune to all 
  conditions, resistant to bludgeoning, piercing, and slashing 
  damage from non-magical weapons, and vulnerable to 
  Thunder Damage. 
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  18 
   
   
  The Alkilith or slime constructs can’t be banished back to its 
  plane as it is currently rooted to the portal that leads to its 
  home plane.  
      
   
  Adjusting the Scene 
  Here are some suggestions to adjusting the scene according 
  to your group: 
  • Weak or Very Weak: The clay golem is only resistant to 
  bludgeoning, piercing, and slashing damage from non-
  magical weapons. 
  • Strong: The clay golem have 196 hit points each. 
  • Very Strong: The clay golems have 196 hit points each and 
  the Alkilith has 210 hit points.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  19 
   
   
  WRAP UP. A DISASTER PREVENTED 
  After stopping the arrival of Juiblex, the adventurers 
  regroup with Zaramir and report back of their 
  success. Zaramir is thankful for the adventurer’s 
  intervention and hopes the adventurers do not tell 
  the citizens of Phlan that he was the cause of their 
  slimy predicament.  
   The adventurers then return to Phlan where they 
  report back to Merrai Errie on their success and are 
  free to either divulge everything they learned or lie 
  about the cause, protecting Zaramir’s reputation. 
  Merrai then relays what the adventurers informed 
  her back to the Emerald Enclave and chooses to stay 
  and help the town of Phlan recover.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  20 
   
   
  ADVENTURE REWARDS 
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments. 
  These rewards include advancement and treasure, 
  and may include special rewards, such as story 
  awards or new downtime activities. As follows: 
   
  ADVANCEMENT AND TREASURE 
  CHECKPOINTS 
  The characters receive 1 advancement checkpoint 
  and 1 treasure checkpoint for each story objective 
  that they complete, as follows: 
  Story Objective A: The Missing Mage 
  Story Objective B: Oozing Arrival 
   
  The characters receive 1 advancement checkpoint 
  and 1 treasure checkpoint for each bonus objective 
  that they complete, as follows: 
   
  Bonus Objective A: Even the Wine?! 
  Bonus Objective B: A Bloated Mess 
   
  PLAYER REWARDS 
  The characters who complete the adventure unlock: 
   Mithral Splint Armor. The set of splint armor was 
  crafted with only the finest materials by dwarves for 
  elves. However, despite the craftsmanship being 
  near-flawless, the dwarves who forged the armor 
  purposely made one design flaw as a prank: When 
  struck, the armor emits the voice of the dwarves 
  who forged the armor, berating its wearer.  
   
  DUNGEON MASTER REWARDS 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the adventure’s player rewards. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  information about DM Quests.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  21 
   
   
  APPENDIX 1: LOCATION AND NPCs 
   
  The following NPCs and locations feature 
  prominently in this adventure. Each NPC and 
  location should have an entry with a phonetic 
  pronunciation and information relevant to the 
  adventure  
   
  • Merrai Errie (MER-RAY AIRY). Merrai is a 
  beautiful Wood-Elf Archdruid who works for the 
  Emerald Enclave. She loves to wear flowers on her 
  hair and woodland creatures enjoy her company. 
  Despite her physical appearance, however, she does 
  not show much emotion aside from distaste, and 
  emits a gloomy aura. 
  Personality: I prefer the company of animals than 
  other people.  
  Ideal:  We should all work towards the betterment of 
  the world we share 
  Bond: I constantly work to maintain balance in our 
  world. 
  Flaw: I tend to be condescending to most people 
   
  • Shedaklah (SHE-dak-LAH). The 222nd layer of 
  theAbyss and domain of both Demon Lords Juiblex 
  and Zuggtmoy. The surface of this layer of the Abyss 
  is covered in all sorts of plant and fungal creatures, 
  while the deep caverns are inhabited by the slims of 
  Juiblex. Here in this layer, Juiblex and Zuggtmoy fight 
  over dominion. 
   
  • Sott (SOT). Sott is the middle-aged human 
  proprietor of the Laughing Goblin Inn. Although not 
  the best of cooks, he is well known by the townsfolk 
  for his pork and cabbage soup.   
  Personality: I happily welcome customers of all kind.  
  Ideal: You learn a couple of things from a man after 
  he’s had enough to drink 
  Bond: The Laughing Goblin Inn may not be the 
  fanciest place, but it’s my home.  
  Flaw: I am suspicious of people of different races and 
  am distrustful of them. 
   
   
   
   
   
   
   
   
   
   
   
  • Zaramir (ZAH-ruh-MIR).  Ever full of confidence 
  (or arrogance as most of his past apprentices 
  believe), the tall, young and, handsome Drow mage 
  travelled to Phlan, offering his services, and 
  somewhat became popular among the desperate 
  townsfolk. The Drow mage enjoys travelling 
  different planes and collecting exotic artifacts. His 
  arrogance and recklessness, however, make him 
  forget that such activities have certain 
  consequences. 
  Personality: I jump at the first opportunity to learn 
  something new 
  Ideal: Sharing knowledge is the best way to get to 
  know someone 
  Bond: I refuse to stop learning, no matter how taboo 
  the topic 
  Flaw: I often forget that most of my actions have 
  possible consequences 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  22 
   
   
  APPENDIX 2: CREATURE STATISTICS
  Alkilith 
  Medium Fiend (Demon), Chaotic Evil  
  Armor Class 17 (natural armor) 
  Hit Points 157 (15d8 + 90) 
  Speed 40 ft. 
   
          
         STR          DEX         CON 
       INT 
      WIS 
       CHA 
        12 (+1)       19 (+4)     22 (+6)      6 (-2)       11 (+0)      7 (-2) 
   
  Saving Throws Dex +8, Con +10 
  Skills Stealth +8 
  Damage Resistances acid, cold, fire, lightning; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands Abyssal but can’t speak 
  Challenge 11 (7,200 XP) 
   
  Amorphous. The alkilith can move through a space as 
  narrow as 1 inch wide without squeezing. 
  False Appearance. While the alkilith is motionless, it is 
  indistinguishable from an ordinary slime or fungus. 
  Foment Madness. Any creature that isn’t a demon that 
  starts its turn within 30 feet of the alkilith must 
  succeed on a DC 18 Wisdom saving throw, or it hears a 
  faint buzzing in its head for a moment and has 
  disadvantage on its next attack roll, saving throw, or 
  ability check. 
  If the saving throw against Foment Madness fails by 5 
  or more, the creature is instead subjected to the 
  confusion spell for 1 minute (no concentration required 
  by the alkilith). While under the effect of that 
  confusion, the creature is immune to Foment Madness. 
  Magic Resistance. The alkilith has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Multiattack. The alkilith makes three tentacle attacks. 
  Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., 
  one target. Hit: 18 (4d6 + 4) acid damage. 
   
  Annis Hag 
  Large fey, chaotic evil 
  Armor Class 17 (natural armor) 
  Hit Points 75 (10d10+20) 
  Speed 40 ft. 
   
   
  STR   
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  21 (+5) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  15 (+2) 
   
  Saving Throws Con +5 
  Skills Deception +5, Perception +5 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Senses darkvision 60 ft. 
  Languages Common, Giant, Sylvan 
  Challenge 6 (2,300 XP) 
   
  Innate Spellcasting. The hag’s innate spellcasting 
  ability is Charisma (spell save DC 13). She can innately 
  cast the following spells: 
  3/day each: disguise self (including the form of a 
  Medium humanoid), fog cloud 
  Actions 
  Multiattack. The annis makes three attacks: one with 
  her bite and two with her claws. 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 15 (3d6+5) piercing damage. 
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 15 (3d6+5) slashing damage. 
  Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 36 (9d6+5) bludgeoning damage, 
  and the target is grappled (escape DC 15) if it is a Large 
  or smaller creature. Until the grapple ends, the target 
  takes 36 (9d6+5) bludgeoning damage at the start of 
  each of the hag’s turns. The hag can’t make attacks 
  while grappling a creature in this way. 
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  23 
   
   
  Black Pudding 
  Large ooze, unaligned 
  Armor Class 7 
  Hit Points 85 (10d10+30) 
  Speed 20 ft., climb 20 ft. 
   
   STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  5 (-3) 
  16 (+3) 
  1 (-5) 
  6 (-2) 
  1 (-5) 
                                                                                                                                                                               
  Damage Immunities acid, cold, lightning, slashing 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone 
  Senses blindsight 60 ft. (blind beyond this radius) 
  Challenge 4 (1,100 XP) 
  Amorphous. The pudding can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Corrosive Form. A creature that touches the pudding 
  or hits it with a melee attack while within 5 feet of it 
  takes 4 (1d8) acid damage. Any nonmagical weapon 
  made of metal or wood that hits the pudding corrodes. 
  After dealing damage, the weapon takes a permanent 
  and cumulative -1 penalty to damage rolls. If its penalty 
  drops to -5, the weapon is destroyed. Nonmagical 
  ammunition made of metal or wood that hits the 
  pudding is destroyed after dealing damage. The 
  pudding can eat through 2-inch-thick, nonmagical 
  wood or metal in 1 round. 
  Spider Climb. The pudding can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Actions 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage 
  plus 18 (4d8) acid damage. In addition, nonmagical 
  armor worn by the target is partly dissolved and takes 
  a permanent and cumulative -1 penalty to the AC it 
  offers. The armor is destroyed if the penalty reduces its 
  AC to 10. 
   
  Reactions 
  Split. When a pudding that is Medium or larger is 
  subjected to lightning or slashing damage, it splits into 
  two new puddings if it has at least 10 hit points. Each 
  new pudding has hit points equal to half the original 
  pudding’s, rounded down. New puddings are one size 
  smaller than the original pudding. 
  Catoblepas  
  Large monstrosity, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 84 (8d10+40) 
  Speed 30 ft. 
   
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  12 (+1) 21 (+5) 
  3 (-4) 
  14 (+2) 
  8 (-1) 
   
  Senses darkvision 60 ft. 
  Challenge 5 (1,800 XP) 
  Keen Smell. The catoblepas has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Stench. Any creature other than a catoblepas that 
  starts its turn within 10 feet of the catoblepas must 
  succeed on a DC 16 Constitution saving throw or be 
  poisoned until the start of the creature’s next turn. On 
  a successful saving throw, the creature is immune to 
  the stench of any catoblepas for 1 hour. 
  Actions  
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 21 (5d6+4) bludgeoning damage, and the 
  target must succeed on a DC 16 Constitution saving 
  throw or be stunned until the start of the catoblepas’s 
  next turn. 
  Death Ray (Recharge 5-6). The catoblepas targets a 
  creature that it can see within 30 feet of it. The target 
  must make a DC 16 Constitution saving throw, taking 
  36 (8d8) necrotic damage on a failed save, or half as 
  much damage on a successful one. If the saving throw 
  fails by 5 or more, the target instead takes 64 necrotic 
  damage. The target dies if reduced to 0 hit points by 
  this ray. 
   
  Clay Golem 
  Large construct, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 133 (14d10+56) 
  Speed 20 ft. 
   
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
         9 (-1)       18 (+4)      3 (-4)         8 (-1)         1 (-5) 
   
  Damage Immunities acid, poison, psychic, 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons that aren’t adamantine 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  24 
   
   
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 60 ft. 
  Languages understands the languages of its creator but 
  can’t speak 
  Challenge 9 (5,000 XP) 
   
  Acid Absorption. Whenever the golem is subjected to 
  acid damage, it takes no damage and instead regains a 
  number of hit points equal to the acid damage dealt. 
   
  Berserk. Whenever the golem starts its turn with 60 hit 
  points or fewer, roll a d6. On a 6, the golem goes 
  berserk. On each of its turns while berserk, the golem 
  attacks the nearest creature it can see. If no creature is 
  near enough to move to and attack, the golem attacks 
  an object, with preference for an object smaller than 
  itself. Once the golem goes berserk, it continues to do 
  so until it is destroyed or regains all its hit points. 
   
  Immutable Form. The golem is immune to any spell or 
  effect that would alter its form. 
   
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects. 
   
  Magic Weapons. The golem’s weapon attacks are 
  magical. 
  Actions 
  Multiattack. The golem makes two slam attacks. 
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 16 (2d10 + 5) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 15 
  Constitution saving throw or have its hit point 
  maximum reduced by an amount equal to the damage 
  taken. The target dies if this attack reduces its hit point 
  maximum to 0. The reduction lasts until removed by 
  the greater restoration spell or other magic. 
  Haste (Recharge 5-6). Until the end of its next turn, the 
  golem magically gains a +2 bonus to its AC, has 
  advantage on Dexterity saving throws, and can use its 
  slam attack as a bonus action. 
   
  Elder Oblex 
  Huge ooze, lawful evil 
  Armor Class 16 
  Hit Points 115 (10d12 + 50) 
  Speed 20 ft. 
   
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2)       16 (+3)     21 (+5)    22 (+6)    13 (+1)     18 (+4) 
   
  Saving Throws Int +10, Cha +8 
  Skills Arcana +10, Deception +8, History +10, Nature 
  +10, Perception +5, Religion +10 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, prone 
  Senses blindsight 60 ft. (blind beyond this distance), 
  passive Perception 15 
  Languages Common plus six more 
  Challenge 10 (5,900 XP) 
   
  Amorphous. The oblex can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  Aversion to Fire. If the oblex takes fire damage, it has 
  disadvantage on attack rolls and ability checks until the 
  end of its next turn. 
   
  Innate Spellcasting. The oblex’s innate spellcasting 
  ability is Intelligence (spell save DC 18). It can innately 
  cast the following spells, requiring no material 
  components: 
   
  At will: charm person (as 5th-level spell), detect 
  thoughts, hold person 
   
  3/day each: confusion, dimension door, dominate 
  person, fear, hallucinatory terrain, hold monster, 
  hypnotic pattern, telekinesis 
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  25 
   
   
  Sulfurous Impersonation. As a bonus action, the oblex 
  can extrude a piece of itself that assumes the 
  appearance of one Medium or smaller creature whose 
  memories it has stolen. This simulacrum appears, feels, 
  and sounds exactly like the creature it impersonates, 
  though it smells faintly of sulfur. The oblex can 
  impersonate 2d6 + 1 different creatures, each one 
  tethered to its body by a strand of slime that can 
  extend up to 120 feet away. For all practical purposes, 
  the simulacrum is the oblex, meaning the oblex 
  occupies its space and the simulacrum’s space 
  simultaneously. The slimy tether is immune to damage, 
  but it is severed if there is no opening at least 1 inch 
  wide between the oblex’s main body and the 
  simulacrum. The simulacrum disappears if the tether is 
  severed. 
  Actions 
  Multiattack. The elder oblex makes two pseudopod 
  attacks and uses Eat Memories. 
  Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 
  ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage 
  plus 7 (2d6) psychic damage. 
  Eat Memories. The oblex targets one creature it can 
  see within 5 feet of it. The target must succeed on a DC 
  18 Wisdom saving throw or take 44 (8d10) psychic 
  damage and become memory drained until it finishes a 
  short or long rest or until it benefits from the greater 
  restoration or heal spell. Constructs, oozes, plants, and 
  undead succeed on the save automatically. 
   While memory drained, the target must roll a d4 and 
  subtract the number rolled from any ability check or 
  attack roll it makes. Each time the target is memory 
  drained beyond the first, the die size increases by one: 
  the d4 becomes a d6, the d6 becomes a d8, and so on 
  until the die becomes a d20, at which point the target 
  becomes unconscious for 1 hour. The effect then ends. 
   When an oblex causes a target to become memory 
  drained, the oblex learns all the languages the target 
  knows and gains all its proficiencies, except any saving 
  throw proficiencies.     
   
   
  Gelatinous Cube 
  Large ooze, unaligned 
  Armor Class 6 
  Hit Points 84 (8d10+40) 
  Speed 15 ft.   
   
   
   STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  3 (-4) 
  20 (+5) 
  1 (-5) 
  6 (-2) 
  1 (-5) 
   
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone 
  Senses blindsight 60 ft. (blind beyond this radius) 
  Challenge 2 (450 XP) 
   
  Ooze Cube. The cube takes up its entire space. Other 
  creatures can enter the space, but a creature that does 
  so is subjected to the cube’s Engulf and has 
  disadvantage on the saving throw. 
   Creatures inside the cube can be seen but have total 
  cover. 
   A creature within 5 feet of the cube can take an 
  action to pull a creature or object out of the cube. 
  Doing so requires a successful DC 12 Strength check, 
  and the creature making the attempt takes 10 (3d6) 
  acid damage. 
   The cube can hold only one Large creature or up to 
  four Medium or smaller creatures inside it at a time. 
   
  Transparent. Even when the cube is in plain sight, it 
  takes a successful DC 15 Wisdom (Perception) check to 
  spot a cube that has neither moved nor attacked. A 
  creature that tries to enter the cube’s space while 
  unaware of the cube is surprised by the cube. 
  Actions  
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one creature. Hit: 10 (3d6) acid damage. 
  Engulf. The cube moves up to its speed. While doing 
  so, it can enter Large or smaller creatures’ spaces. 
  Whenever the cube enters a creature’s space, the 
  creature must make a DC 12 Dexterity saving throw. 
   On a successful save, the creature can choose to be 
  pushed 5 feet back or to the side of the cube. A 
  creature that chooses not to be pushed suffers the 
  consequences of a failed saving throw. 
   On a failed save, the cube enters the creature’s 
  space, and the creature takes 10 (3d6) acid damage 
  and is engulfed. The engulfed creature can’t breathe, is 
  restrained, and takes 21 (6d6) acid damage at the start 
  of each of the cube’s turns. When the cube moves, the 
  engulfed creature moves with it. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  26 
   
   
   An engulfed creature can try to escape by taking an 
  action to make a DC 12 Strength check. On a success, 
  the creature escapes and enters a space of its choice 
  within 5 feet of the cube. 
   
  Guardian Portrait  
  Medium construct, unaligned 
  Armor Class 5 (natural armor) 
  Hit Points 22 (5d8) 
  Speed 0 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  1 (-5) 
  1 (-5) 
  10 (0) 
  14 (+2) 
  10 (0) 
  10 (0) 
   
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained 
  Senses darkvision 60 ft. 
  Languages Common, plus up to two other languages 
  Challenge 1 (200 XP) 
  Constructed Nature. An animated object doesn’t 
  require air, food, drink, or sleep. 
  The magic that animates an object is dispelled when 
  the construct drops to 0 hit points. An animated object 
  reduced to 0 hit points becomes inanimate and is too 
  damaged to be of much use or value to anyone. 
  Antimagic Susceptibility. The portrait is incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the portrait must succeed on a 
  Constitution saving throw against the caster’s spell 
  save DC or fall unconscious for 1 minute. 
  Innate Spellcasting. The portrait’s innate spellcasting 
  ability is Intelligence (spell save DC 12). The portrait 
  can innately cast the following spells, requiring no 
  material components: 
  3/day each: counterspell, crown of madness, hypnotic 
  pattern, telekinesis 
  False Appearance. While the figure in the portrait 
  remains motionless, it is indistinguishable from a 
  normal painting. 
   
   
  Helmed Horror  
  Medium construct, unaligned 
  Armor Class 20 (plate, shield) 
  Hit Points 60 (8d8+24) 
  Speed 30 ft., fly 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  13 (+1) 
  16 (+3) 
  10 (0) 
  10 (0) 
  10 (0) 
   
  Skills Perception +4 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t 
  adamantine 
  Damage Immunities force, necrotic, poison 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned, stunned 
  Senses blindsight 60 ft. (blind beyond this radius) 
  Languages understands the languages of its creator but 
  can’t speak 
  Challenge 4 (1,100 XP) 
  Magic Resistance. The helmed horror has advantage 
  on saving throws against spells and other magical 
  effects. 
  Spell Immunity. The helmed horror is immune to three 
  spells chosen by its creator. Typical immunities include 
  fireball, heat metal, and lightning bolt. 
  Actions 
  Multiattack. The helmed horror makes two longsword 
  attacks. 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage if used with two hands. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  27 
   
   
  Young Black Dragon  
  Large dragon, chaotic evil 
  Armor Class 18 (natural armor) 
  Hit Points 127 (15d10+45) 
  Speed 40 ft., fly 80 ft., swim 40 ft. 
   
   STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  14 (+2) 17 (+3) 
  12 (+1) 
  11 (0) 
  15 (+2) 
   
  Saving Throws Dex +5, Con +6, Wis +3, Cha +5 
  Skills Perception +6, Stealth +5 
  Damage Immunities acid 
  Senses blindsight 30 ft., darkvision 120 ft. 
  Languages Common, Draconic 
  Challenge 7 (2,900 XP) 
   
  Amphibious. The dragon can breathe air and water. 
  Actions 
  Multiattack. The dragon makes three attacks: one with 
  its bite and two with its claws. 
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) 
  acid damage. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. 
   
  Acid Breath (Recharge 5-6). The dragon exhales acid in 
  a 30-foot line that is 5 feet wide. Each creature in that 
  line must make a DC 14 Dexterity saving throw, taking 
  49 (11d8) acid damage on a failed save, or half as much 
  damage on a successful one. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  28 
   
   
  APPENDIX 3: EVEN THE WINE?! (BONUS OBJECTIVE A) 
  Estimated Duration: 60 minutes 
   
  SCENE A:  EVERYTHING’S FINE  
  During the meeting between Sott, Merrai, and the 
  adventurers during Episode 1, one of the patrons of 
  the Laughing Goblin Inn (or one of the adventurers, 
  if they order any of the wine), notices that even the 
  wine has gone bad. The patron’s complaint will 
  prompt Sott to send one of his barmaids down to 
  check the wine cellar. The barmaid comes back up 
  after an hour, acting differently, and asks one of the 
  adventurers for assistance in the cellar. 
   
  PREREQUISITES 
  This scene can occur anytime during episode 1. 
  Adventurers who order the wine can trigger this 
  scene to begin. If none of the adventurers order the 
  wine then have one of the patrons complain about 
  the spoiled wine, leading to this scene. This scene 
  can’t be run after episode 2 begins.  
   
  BONUS OBJECTIVE A 
  Finding what’s causing the wine to spoil is Bonus 
  Objective A. 
   
  CREATURES/NPCs 
  While Sott and Merrai brief the adventurers on 
  what’s going on, one of the patrons complains about 
  the wine going bad, prompting Sott to send one of 
  his barmaids to go down the cellar and check on 
  their supply. Betsy the barmaid (commoner) may 
  have went down to the wine cellar but what returns 
  is actually the simulacrum of Betsy that’s linked to 
  an ooze monster made of wine (Elder Oblex). The 
  slimy corruption of Juiblex had apparently granted 
  sentience to a casket of wine in the cellar. The 
  sentient wine monster started to feed on rats and 
  other pests in the cellar, causing the wine to spoil. It 
  eventually managed to eat something much bigger: 
  Betsy the barmaid.  
   Objectives/Goals. Sott wants to find out what’s 
  going on with their supply of wine. 
  Don’t Split the Party! 
  The simulacrum of Betsy will definitely try and split the party. 
  It will lie, saying that there’s a rat infestation in the cellar. It 
  will insist that only one person comes with it as the cellar 
  would be too tight for several people at the same time. An 
  adventurer may make a Wisdom (Insight) check against the 
  Elder Oblex’s Charisma (Deception) check to deduce whether 
  the simulacrum is acting suspicious. A successful DC 13 
  Wisdom (Perception) Check reveals that Simulacrum Betsy’s 
  shoes are soaking wet in a red liquid that leaves a trail 
  running along the gaps of the floor boards, and that 
  Simulacrum Betsy smells of spoiled wine.  
   
  If the elder oblex realizes that the adventurers are suspicious, 
  it will give up trying to convince the party to send one person 
  and attempt to hide inside one of the wine caskets, waiting 
  to ambush them when they come down to check the cellar.  
  The elder oblex will not attack the adventurers in front of 
  everyone as it would attract too much attention.  
   
  SCENE B. DOWN THE CELLAR 
  The adventurer/s follow the simulacrum of Betsy 
  down the wine cellar. 
   
  AREA INFORMATION 
  This area has the following features: 
   Dimensions and Terrain. The entrance to the 
  wine cellar is through a trap door behind the bar. 
  There is a ladder that goes down 30 feet into the 
  cellar.  
   The Wine Cellar is 30x35 feet, containing 4 large 
  caskets of wine. The room is dark with no lighting 
  whatsoever—the room damp and the floor wet. If 
  any of the adventurers have darkvision or have any 
  source of light, they notice the stone floor is 
  completely dry… or so it seems. The floor is actually 
  soaking wet with wine leaking from the caskets. The 
  sentient wine monster (elder oblex)—who is hiding 
  under the mess of spilled wine—casted 
  Hallucinatory Terrain to make the floor appear dry, 
  concealing itself and the mess.  An adventurer who 
  succeeds on a DC 18 Intelligence (Investigation) 
  Check is able to disbelieve the illusion and see 
  through it. 
   Lighting. The room has no source of light as it is 
  30 feet below the bar. If anyone who enters the wine  
  cellar leaves the trap door open, the room is then 
  dimly lit.  
   Wine Caskets. There are 4 wine caskets arranged 
  inside the cellar, three still sealed and one 
  completely empty. The empty casket is where the 
  sentient wine monster originated from. After it 
  consumed Betsy, it managed to break through the 
  casket, creating a huge mess on the floor. A 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  29 
   
   
  successful DC 13 Intelligence (Investigation) Check 
  reveals that the casket burst open from the inside. A 
  successful DC 15 Intelligence (Investigation) Check 
  reveals teeth and hair in the remains of the floating 
  casket (These are what remains of Betsy).  
   Smell. The room has a pungent smell of something 
  putrid (something like spoiled milk mixed with 
  sewer water). It is nearly impossible to tell where 
  the stench is coming from but it is actually coming 
  from the sentient wine monster hiding on the floor. 
  While in the casket, the newly born creature fed on 
  rats, cockroaches, and other critters that lurked too 
  close to its casket.  This caused the taste (and smell) 
  of the wine to change.  
  It Waits 
  While undetected, the sentient wine monster hides under 
  the illusory terrain it created. It tries to convince the 
  adventurers to return to the bar while one stays behind to 
  help investigate the mess through Betsy’s Simulacrum. If the 
  adventurers follow its instructions, the sentient wine 
  monster reveals itself and attempts to consume the 
  unfortunate person. If the adventurers persist on 
  investigating the wine cellar, the sentient wine monster waits 
  for the right opportunity to strike. When it does, it attacks 
  through Betsy’s Simulacrum, as her face and torso tear open, 
  revealing countless red ooze-like tentacles flinging wildly at 
  whoever is near it.  
  Adjusting the Scene 
  Here are some suggestions for adjusting the scene: 
  • Very Weak to Weak: The sentient wine monster (elder 
  oblex)  is unable to cast its innate spells aside from 
  Hallucinatory Terrain 
  • Average: The sentient wine monster (elder oblex) can use 
  its At-will spells and Hallucinatory Terrain only. 
  • Strong to Very Strong: The sentient wine monster (elder 
  oblex) can use all of its innate spells.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  30 
   
   
  APPENDIX 4: A BLOATED MESS (BONUS OBJECTIVE B)  
  Estimated Duration: 60 minutes 
  SCENE A: FEED ME!  
  On the way to Zaramir’s mansion, the adventurers 
  run into Penerth, a morbidly obese and bloated 
  young black dragon suffering from the effects of the 
  Madness of Jubilex. The young black dragon offers 
  the adventurers information on Zaramir in exchange 
  for one of the cows being raised by an old woman 
  nearby.  
   
  PREREQUISITES 
  This scene occurs in-between episode 1 and 
  episode 2, while the adventurers travel to Zaramir’s 
  mansion.  
   
  BONUS OBJECTIVE B 
  Obtaining one of the old woman’s cows mentioned 
  by Penerth to exchange for information is Bonus 
  Objective B. 
   
  CREATURES/NPCs 
  Penerth, a morbidly obese and bloated young black 
  dragon, is hauled up inside a small cavern just next 
  to the road, resting on a pile of animal carcasses. 
  Penerth sniffs out the adventurers passing by and 
  calls them over, attempting to intimidate them, 
  threatening to devour them all if they don’t bring a 
  sacrifice to the cavern. This empty threat becomes 
  obvious to the adventurers when nothing happens if 
  they simply walk past the cave. If they do so, the 
  young black dragon’s tone quickly changes, trying to 
  bargain for anything to eat instead. When the 
  adventurers see the young dragon’s current state 
  and share their purpose of travel, Penerth offers 
  information on Zaramir in exchange for one of the 
  cows of an old woman who lives up on a hill 3-hours 
  west from the cavern.  
      What does she know? Penerth was once Zaramir’s 
  pet. She was raised by the drow mage from when 
  she was just a wyrmling. Zaramir, however, 
  abandoned the dragon when she grew too big. 
  Clearly bitter over being abandoned, Penerth shares 
  no love for her former master. Penerth knows that 
  Zaramir is extremely reckless when it comes to his 
  experiments and thinks very highly of himself. 
  Penerth also knows of his planar travels as he used 
  to take the young dragon with him back when she 
  was just a wyrmling. The young black dragon 
  explains that the portal he uses to travel different 
  planes is in the basement of his mansion, but only 
  Zaramir can access it.  
  Objectives/Goals. Penerth suffers from the 
  Madness of Jubilex. She is compelled to gorge on 
  anything (or anyone) she can find. Due to her 
  immense girth, however, she is unable to move.  
  Now all she wants is a good meal. She cleared out the 
  area of all living animals and the only thing that can 
  temporarily satisfy her hunger is one of the cows 
  being raised by an old woman on a hill not too far off 
  to the west of the cavern.  
   
  Scene B: These Old Bones 
  The adventurers travel 3-hours west of  Penerth’s 
  cavern and up a hill where the old woman lives.  
  There they meet Old Olga Bonechewer, a hag who 
  lives in solitutude.  
   
  AREA INFORMATION 
  The area has the following features: 
  Dimensions and Terrain.  The hill is completely 
  void of life. All the trees in the area are withered and 
  dead. The faint laughter of children can be heard 
  occasionally. There are no traces of slime or ooze in 
  this area. Up on the hill is a small shack decorated 
  with wind chimes and trinkets made of animal 
  bones. On the front porch is an old rocking chair 
  where Old Olga sits and watches her cattle.  
  Cow Pen. In front of the Old Olga’s shack is her 
  cow pen.  The cow pen is large enough to hold 5 
  large cows. 
  Lighting. The area is dimly lit. Despite being 
  located on a hill, sun doesn’t seem to penetrate the 
  clouds in this area. The effect almost seems magical.  
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  31 
   
   
  CREATURES/NPCs 
  When adventurers arrive at the top of the hill, they 
  find an old woman sitting on the porch of her small 
  shack, watching over what seems to be a cow-like 
  creature (catoblepas).  The old woman, also known 
  as Old Olga, is actually an Annis Hag in disguise. If 
  she sees the adventurers she welcomes them with 
  open arms, even offering them what’s left of her 
  cheese. If adventurers share the true reason of their 
  visit and kindly ask for her “cow” she reluctantly 
  agrees on the condition that the adventurers stay the 
  night with her. She explains that she has grown 
  extremely lonely and only wants the company of 
  ‘youngins’  to make her ‘feel young again’.   
  Adventurers will find stealing the “cow” to be 
  near impossible since Old Olga is watching over the 
  pen. If adventurers, however, find a way to separate 
  Old Olga or distract her, the “cow” resists being 
  taken by the adventurers and attacks them.  
   
   Debauchery!  
  If adventurers agree to stay the night, Old Olga lets the 
  adventurers set up camp behind the shack and offers them 
  her ‘special brew’ to start the night. Adventurers who drink 
  Olga’s Special Brew slowly start to hallucinate—hearing the 
  faint sound of music and seeing colorful orbs of light dancing 
  around them. Adventurers who drank Olga’s Special Brew 
  also find that their senses are slowly being altered, as if they 
  were intoxicated. As this is all happening, ask each player 
  how he/she entertains Old Olga and make them roll for a DC 
  15 Charisma (Performance) Check. The DM may grant 
  advantage to the players if he so wishes, depending on what 
  the players’ creativity. If majority of the party succeeds on 
  the checks, Old Olga is entertained and gladly gives the 
  adventurers her last cow the next day. 
   
  At the end of the night, adventurers who drank Olga’s Special 
  Brew must make a DC 15 Constitution Saving Throw or take 
  8d6 Psychic Damage and gain one level of exhaustion as they 
  slowly succumb to the brew’s side effects. Anyone who fails 
  this saving throw also do not benefit from a long rest.  
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  32 
   
   
  APPENDIX 5.1: SCATTERED NOTES (PLAYER HANDOUT) 
   
   
   
   
   
   
   
  I may have bitten off more than I 
  could chew. The portal remains open but 
  I don’t know why. Nothing I know off 
  had breached the portal… or at least I 
  hope. Whatever this is, I need to figure 
  out how to close it before anything big 
  comes through.   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  33 
   
   
  APPENDIX 5.2: SCATTERED NOTES (PLAYER HANDOUT) 
   
   
   
   
   
  It’s been three days since my trip to the Ooze 
  pits. It’s been three days and I still haven’t 
  been able to close the damn portal. Every 
  single attempt thwarted by that damn 
  buzzing. Every time I get too close the 
  buzzing 
  noise 
  in 
  my 
  head 
  makes 
  it 
  impossible to focus. Something is definitely 
  wrong and I’m afraid it is all my fault.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  34 
   
   
  APPENDIX 5.3: SCATTERED NOTES (PLAYER HANDOUT) 
   
   
   
   
   
   
   
  Eyes! A hundred—no, thousands! I see its horrible 
  eyes staring back at me! It's almost here!  I 
  managed to seal off the basement off but I’m sure 
  that won’t be enough to stop such a demon of its 
  caliber. Tymora, what have I done?  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  35 
   
   
  APPENDIX 6: MAGIC ITEM 
   
  Characters completing this adventure’s objective 
  unlock this magic item.  
  Armor of Insults (Mithral Splint Armor)  
  Armor (Heavy) Uncommon  
  A Description of this item can be found in the Dungeon 
  Master’s Guide with the following changes; This set of 
  splint armor was crafted with only the finest 
  materials by dwarves for elves. However, despite the 
  craftsmanship being near-flawless, the dwarves who 
  forged the armor purposely made one design flaw as 
  a prank: When struck, the armor emits the voice of 
  the dwarves who forged the armor, berating its 
  wearer. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  36 
   
   
  APPENDIX 7: STORY AWARD  
   
  Characters completing this adventure may receive 
  this story award if the condition apply.  
  Juiblex’s Gift 
  The encounter with Jubilex has left you ‘changed’. If 
  you took any damage from an ooze or slime in the 
  basement you gain this story award. A sentient ooze-
  like creature latches on to you. The creature is 
  harmless and hides inside your body during combat 
  but seeps out of your pores and slithers all over your 
  body. The sentient ooze can speak to others verbally, 
  forming a mouth to do so, and to you telepathically, 
  and tries to impose its own unnatural hunger for 
  living flesh on you, giving you an additional flaw:  
   
  Hunger. I constantly crave for living flesh  
   
    
  The sentient ooze creature can be destroyed via a 
  Remove Curse spell.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  37 
   
   
  APPENDIX 8.1: MAPS   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  38 
   
   
  APPENDIX 8.2: MAPS 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  39 
   
   
  APPENDIX 8.3: MAPS 
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  40 
   
   
  APPENDIX 8.4: MAPS 
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  41 
   
   
  APPENDIX 8.5: MAPS 
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  42 
   
   
  APPENDIX 9: DUNGEON MASTER’S TIPS 
  This adventure is designed for three to seven 1st-
  4th 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. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
  New to Being the Dungeon Master? 
  http://dndadventurersleague.org/storylineseasons/ 
  waterdeep-adventures/ 
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  PREPARING THE ADVENTURE 
  Before you start play, consider the following: 
  Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself of while 
  running the adventure, such as a way you’d like to 
  portray an NPC or a tactic you’d like to use in a 
  combat. Familiar yourself with the adventure’s 
  appendices and handouts. 
  Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM 
  screen, miniatures, and battlemaps. 
  Ask the players to provide you with relevant character 
  information, such as name, race, class, and level; 
  passive Wisdom (Perception), and anything 
  specified as notable by the adventure (such as 
  backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master, but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These values are updated at the conclusion of the 
  session.  
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options prior 
  to the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  ADJUSTING THIS ADVENTURE 
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  to create an appropriate challenge. While you’re not 
  bound to these adjustments; they’re here for your 
  convenience and consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Determining Party Strength 
  Party Composition Party  
   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than   
  Weak 
  5 characters, APL equivalent   
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater 
  than  
  Very strong 
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Oozing Hunger 
   
   
  43 
   
   
  GREASY SNITCHES: ABOUT US 
  WHO ARE WE IN THE REAL WORLD? 
      We are a group of nerds based in the Philippines 
  who love playing Dungeons & Dragons, specifically 
  D&D Adventurers League. We recently sold our souls 
  and swore eternal servitude to a mysterious 
  benefactor, and long story short, we are now tasked 
  to bring all adventurers together. We do so by 
  creating events where we promote fun and friendship 
  through adventures of all kinds. (TL;DR: we run 
  tabletop RPG events!) 
  HOW TO REACH US 
      Find out what we’re up to by following us on social 
  media, or contact us for any collaborations you might 
  want to do. You can check the links below. 
  Website: http://www.greasysnitches.com/ 
  Facebook: http://www.facebook.com/greasysnitchespresents 
  Instagram: @GreasySnitchesPresents 
  Twitter: @GreasySnitches 
  Email: Inquiries@GreasySnitches.com 
  Email: GreasySnitches@gmail.com 
  FOLLOW OUR AUTHORS IN TWITTER 
  Feel free to follow our authors in Twitter: 
   
  Paul Gabat - @DMPaulG 
  Lanz Frago - @glittersnicket 
  Niccolo Estrella – @Niccoloestrella 
  Nicholas Noel Cavada-Guillermo - @NDbarbarian 
  Mikel Alexander Barrenechea - @MundaneArcane 
  Kristoff Alejo - @PapaKAlejo 
  GREASY SNITCHES ADVENTURES 
      Did you enjoy this adventure? Then you might like 
  other Greasy Snitches adventures we have available! 
  Feel free to check them out at DMsGuild.com 
   
  CCC-GSP01-01 A Dragon’s Breath by Paul Gabat 
  CCC-GSP01-02 Brotherhood by by Paul Gabat 
  CCC-GSP-PHIL01-02 The Murmuring Hollow of 
  the Flooded Forest by Lanz Frago  
  CCC-GSP-PHIL01-03 The Whispering Shadows of 
  the Eldest Ruins by Niccolo Estrella 
  CCC-GSP-FEAR01-01 Beneath the Bleeding Tree 
  by Kristoff Alejo 
  CCC-GSP-NTHR01-01 A Night of Sorrows by Mikel 
  Alexander Barrenechea 
  CCC-GSP-OOZE01-01 Oozing Hunger by Nicholas 
  Noel Cavada-Guillermo 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Greasy Snitches (GSP)/CCC-GSP-OOZE01-01 - Oozing Hunger.pdf