TEXT: CCC – SQC – 03 – 02 
   
   
  Shiitake 
  the Talking Mushroom 
   
   
  As news of gruesome murders begin to die down within the walls of Hillsfar, reports of deaths in the 
  farmland reach the Senate.  Coincidences or is there a bigger evil behind all this? 
  A 2-Hour Adventures for Tier 2 Characters.  
  Optimized for APL 8.  
   
  
  CREDITS 
   
  Lead Designer: Jia Jian Tin 
   
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Art Director & Graphic Design:  
  Wizards of the Coast: DM Guild Resource 
   Some maps copyright Michael C. LaBossiere, used with 
  permission 
   
  D&D Adventurers League Wizards Team: Adam Lee, Chris 
  Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: Alan Patrick, Travis 
  Woodall, Lysa Penrose, Claire Hoffman, Greg Marks, Amy Lynn 
  Dzura.  
   
  Playtesters: Donnie Golden, Brian Smith, Diana Zuniga, Michael 
  Douglass, Alegandro Gonzalez, Deidre Douglass 
   
  Special Thanks to Savanah Moore for the most random 
  conversation that inspired this module! 
   
  Version: 1.0 (Publication Approved) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
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  ©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. 
   
   
  
   
   
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  CCC – SQC – 03 – 02 Shiitake (ALPHA) 
   
   
  3 
   
  Adventure Primer 
  Velvet Parasol 
  Unfurled by autumn rain 
  Shiitake mushroom 
  —Ed Harrison, Shiitake Haiku 
  Background 
  The madness of the demonlords died down after 
  heroes of the realm banished them back to the abyss.  
  However, their minions and cultists still linger 
  around the area.   
   Recently, the cultist from each demonlord has 
  been a little more daring.  They have been spotting 
  committing crime in daylight and more recently 
  were involved in a series of murder within the walls 
  of Hillsfar (CCC-SQC-03-01: Consumption).  
   While adventurers have managed to temporarily 
  handle the crisis in the city.  News of trouble outside 
  the city walls reaches the ears of Sir Rexx Aaron III.  
  Some old allies have agreed to attempt to handle to 
  situation but it has proven quite the pickle.  Thus, 
  adventurers have been requested to aid with the 
  issue. 
  Episode 
  This adventure has a total of four objectives, each 
  taking approximately one hour to play.  The 
  adventure begins with the Introduction scene.  
   Episode 1: Introduction.  This is the Call to Action.  
  Character meet with Sir Rexx Aaron III to discuss the 
  current issue plaguing the farmers outside the walls 
  of Hillsfar.  
   Episode 2: A Talking Mushroom. Characters 
  travel to the farmlands and investigate.  Characters 
  will discover the spreading of some form of madness 
  and assist the Blackleaf Clan in defending the triage 
  camp.  
   Episode 3: A Cure for A Friend. After discovering 
  the location of the lab of the Collector, the characters 
  travel to the Underdark to destroy this camp. .  
   Bonus Objective A: Goatee!. A farmer lost some 
  of his goats!  A young girl promised to get his goats 
  back but he prefers to trust adventurers.  
   Bonus Objective B: Quintessence. Characters 
  run into a strange group of Mindflayers who 
  requested some help with slimes.   
  Episode Sequence 
  Depending on your time constraints, play style and 
  environment, this adventure will take approximately 
  two to four hours to play. 
  How Will You Play? 
  The duration of your session depends on how much 
  of this adventure you utilize. At the very least, your 
  session will last approximately 2 hours. However, if 
  you wish, you can provide a longer experience for 
  your players by pursuing the bonus objectives.  
   Main Objective Only. To complete the adventure’s 
  main objective, the characters participate in 
  Episodes 1 through 3 in order, however, you may 
  include the opportunity to pursue bonus objectives. 
   Bonus Objectives.  You can extend this adventure 
  by one or two hours by including opportunities for 
  the characters to pursue the bonus objectives. 
   These can occur between any of the episodes but 
  fit most naturally between the Secondary Objective 
  and the Main Objective. They are most naturally 
  added when the characters are moving between 
  locations.   
  Adventure Hook 
   Consumption.  Some adventurers may have 
  completed CCC-SQC-03-01 Comsumption and were 
  staying in Hillsfar when Sir Rexx Aaron III request 
  for aid.  
   Shiitake!  Adventuring may be important but 
  news of tasty shiitake mushrooms can be hard to 
  resist for some.  Of course, it wouldn’t hurt to get 
  paid while enjoying some tasty mushrooms!  
   Faction request.  Characters with a faction are 
  requested to aid Sir Rexx Aaron III.  He was a hero 
  during the Rage of Demon incident and though 
  retired still have influence over some faction 
  matters.   
   Local Folk Hero.  Character’s previous exploit in 
  the region made them top candidates to be 
  approached during this time of need.   
  
   
   
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  CCC – SQC – 03 – 02 Shiitake (ALPHA) 
   
   
  4 
   
  Episode Flowchart 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1 
  2 
  B 
  A 
  3 
  
   
   
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  CCC – SQC – 03 – 02 Shiitake (ALPHA) 
   
   
  5 
   
  Episode 1: Introduction (Call 
  to Action) 
  Meeting Senator Aaron 
  This chapter acts as the Call to Action and a simple 
  introduction for the characters.  
   Played Previous Adventure.  The characters are 
  requested to continue the investigation regarding 
  the Collector.  Senator Aaron and Captain Tanheel 
  beliefs the incidents are likely related.  
   Didn’t Played Previous Adventure.  Depend on 
  which hook works best for the characters, they are 
  either here to assist the faction/Senator Aaron or get 
  revenge on the individuals responsible for ruining 
  their Shiitake! 
  Area Information: Ledger Office 
  The area has the following features: 
   Dimension & Terrain.  The Ledger Office is 
  currently packed with stacks of papers.  Geary the 
  Ledgerman can be seen attending to a series of 
  forms.  The office is 100 ft. by 60 ft.  There is a 
  meeting table set up with Senator Aaron and Captain 
  Tanheel seated at the table.  
   Lighting & Weather.  The room is magical lit with 
  bright light and kept warmth at a comfortable 
  temperature.  
  Creatures/NPCs 
  Geary the Ledgerman.  The Ledgerman family 
  served First Lord Vuhm Yestral long before he was 
  appointed the First Lord of Hillsfar.  Strangely 
  enough, all they did was handle the designing and 
  processing of forms, a service widely undervalued in 
  society, or at least that the opinion the Ledgerman 
  family will often share.  Geary is the only member of 
  the family left (as far as anyone knows) and he 
  currently acts as not only the town ledgerman, but 
  also as the town crier.  He wears a bright purple 
  colored suit and brings a balloon the Bert’s Potion 
  Shop Logo everywhere he goes.  
   Objectives/Goals.  Geary is to ensure characters 
  fill out the correct forms, correctly.  
   What do They Know?  Geary is not sure why the 
  Senator or Captain Tanheel needs the characters.  
  The forms require characters to discuss their 
  adventuring experience, basic demographic 
  information, and previous crimes.  **Use this as an 
  opportunity to have characters introduced 
  themselves.  
   
  Senator Aaron (Sir Rexx Aaron III).  Sir Rexx 
  AaronIII is an elected member of the Senate.  He is a 
  retired adventurer and was a prominent member of 
  the Order of the Gauntlet.  Senator Aaron uses his 
  wealth from adventuring to help the farmers of 
  Hillsfar.  He is concern because the Red Plumes are 
  busy cleaning up the mess caused by the Collector 
  and has no time to address to issues outside the 
  walls of Hillsfar.  
   
   Objectives/Goals.  He is here to convince the 
  characters the importance of protecting the villagers 
  and farmers outside the wall.   
   What do They Know?  Tortle and Qiao (from CCC-
  SQC-02-01 None the Wiser) are already assisting 
  some druidic clan in minimizing the damage.  
  Senator Aaron has paid for clerics and guards to 
  assist with the triage effort there.  
   According to scouts, the villagers have been acting 
  weird.  Most of them have been throwing feast for no 
  particular reason and have consumed too much 
  food.  Several deaths have been reported of villagers 
  dying from consuming dirt or simply consuming too 
  much food.  Senator Aaron’s experience with the 
  demonlord convinces him that this is Jubilex’s 
  madness at play again.  A farmer by the name of 
  Adam Lance was the latest to have reported on these 
  strange happenings just two days ago.  Characters 
  should visit him first for any information. 
   Senator Aaron provides the characters with one 
  Potion of Climbing and one Potion of Heroism.  
   
  Captain Tanheel.  Captain Tanheel is a 
  Winterstalker of the Emerald of Encalve (Rank 4) 
  and Captain of the ship Tymora’s Luck.  He is also the 
  local contact for the Emerald of Enclave.  Captain 
  Tanheel leads the investigation into the strange 
  fertilizers recovered from Ulrich’s farm (CCC-SQC-01 
  
   
   
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  CCC – SQC – 03 – 02 Shiitake (ALPHA) 
   
   
  6 
   
  the Woodland Sage) and has been trying to keep up 
  with all the cultists’ activities.  
   Objectives/Goals.  To connect characters with the 
  Blackleaf Clan druids and inform characters about 
  what he knows.  
   
   What do They Know?  The Blackleaf Clan has set 
  up a triage camp between the villages.  However, the 
  number of sick villagers have been increasing and 
  they can no longer keep up.  The most recent 
  correspondent informs the Captain about a talking 
  myconid.  The Blackleaf Clan has recently relocated 
  their camp due to attacks from the cultist, the 
  villagers should be able to direct you to their new 
  location.  
   Based on investigations from previous 
  adventurers (CCC-SQC-03-01: Consumption) and his 
  own, Captain Tanheel is certain there is an outpost 
  the cultist use from the Underdark.  While the 
  Collector has been killed, it seems there is some 
  coordinated effort still happening in and around 
  Hillsfar.  If the characters can locate this outpost, 
  collect necessary evidence of further activities and 
  destroy the outpost!  While Captain Tanheel has 
  nothing to offer the characters, the Blackleaf clan has 
  offered some of their magical secrets in return for 
  aid.  
   
   Captain Tanheel offers to rent Riding Horses for 
  any faction members and a discount to non-faction 
  members (3 gold pieces per day).  Alternatively, 
  more frugal characters may ask for a squire with a 
  half of a coconut in each hand to help mimic the 
  sound of mighty galloping steeds.  
  Details about the NPCs can be found in the NPCs of Hillsfar 
  document available for free (Pay what you want) on the DM’s 
  Guild.  You can obtain the document at this link and add extra 
  interaction to your game as required.  
   
  https://www.dmsguild.com/product/253214/NPCs-of-
  Hillsfar-Fresno-CCC 
    
   
  
   
   
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  CCC – SQC – 03 – 02 Shiitake (ALPHA) 
   
   
  7 
   
  Episode 2: A Talking 
  Mushroom 
   
  There are a total of three Scenes in this episode.  
  Here is a summary of each scene and its sequence. 
   
   Scene A.  Characters travel to one farm house and 
  finds a family feasting.  Resolving the conflict here, 
  characters gains information about the potential 
  culprit and is directed to Scene B. 
   Scene B.  Characters travel to a neighboring farm 
  house and resolves the conflict here.  The characters 
  then learn about the location of the triage camp and 
  receives Bonus Objective A.  
   Scene C.  Characters find the triage camp and 
  meets from familiar faces (if they have played 
  previous Fresno CCC).  They are brought up to date 
  on the situation and resolves a conflict here which 
  leads them to Episode 3.  
  Prerequisites  
  Characters must complete Chapter 1 before 
  pursuing this Episode. 
  Main Objective A 
  Identifying the source of the problem in the 
  farmlands. 
  Scene A: Lance Farmhouse 
  Characters arrives at the first farm house of Adam 
  Lance and his family.  Adam was the latest to report 
  on the strange happenings around the farmland.  
  Area Information 
  The area has the following features: 
   Farmland and Building.  It is a small plot of land 
  filled with corn.  There are two buildings here, a 
  farmhouse and a barn.  Farming equipment is 
  scattered all around the farm as if everyone just 
  dropped their tools and stopped working.  
   The barn door are wide open with a feasting table 
  set up.  A group of eight humans surround it.  The 
  doors to the farmhouse is barred from the outside.  
   Feasting Table.  Inside the barn a make shift 
  feasting table is set up.  Eight humans are seated 
  around the table.  Five of them look like farm 
  workers while the other three are a small family 
  (father, mother, and son).   
  Creatures/NPCs 
  Characters have the opportunity to interact with the 
  following NPCs: 
   Adam Lance and Eva Lance.  Adam and Eva are 
  the owners of this small farmland.  They are happily 
  married and parents of Ida and Jayson, twelve and 
  eight respectively.  They hire farmhands from the 
  village close by.  Both of them have recently been 
  inflicted with Jubilex’s madness and can not stop 
  feasting.  They also encourage others to feast and 
  will behavior aggressively if rejected.  However, this 
  is just the beginning of the feast, the farmhands 
  confused but are appreciative of the gesture 
  nonetheless.  
   Objectives/Goals.  Adam and Eva wants to ensure 
  everyone feast, until they die.  They will invite the 
  character to feast with them.   
   What do They Know?  It is necessary to feast as to 
  give thanks to the great blessed one!  Their daughter 
  is being a nuisance, claiming they have been inflicted 
  by the demonlord’s madness!  They barred her in the 
  house so she can not prevent others from enjoying 
  themselves!  
   
   Jayson.  Jayson is an eight-year-old human male 
  and son to Adam and Eva.  He is not sure why his 
  parents are throwing a party, but he is enjoying it.  
   Objectives/Goals.  Jayson enjoying food but is 
  worried that mom and dad locked his ‘sissy’ in the 
  house.  He will occasionally bring up this matter and 
  his parent will get angry and yell at him to not 
  talking about that “disbeliever.”  After a few minutes 
  of eating, Jayson will say he is full and Adam and Eva 
  begin to attempt to grapple him and force feed him 
  food.  
   What do They Know?  Jayson doesn’t know much.  
  He knows their friend Shiitake has been acting weird 
  lately but ‘sissy’ is the one that worries about things.  
  He just listens to her stories.  
   
   Ida.  Ida is a twelve-year-old human female and 
  daughter to Adam and Eva.  She is currently barred 
  in the farmhouse.  She is a well-educated girl, 
  attending lessons at the local temple after finishing 
  work at the farm.  When interacting with 
  adventurers, she carries herself with confidence and 
  proudly shares that she will be an adventurer once 
  she is old enough to leave home.  
   Objectives/Goals.  Ida is trying to break out of the 
  house and will try to seek help.  If the characters fail 
  to pick up any clues from the feast and the parents 
  
   
   
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  CCC – SQC – 03 – 02 Shiitake (ALPHA) 
   
   
  8 
   
  aggression, Ida breaks out of the house and 
  confronts her parents again.   
   What do They Know?  Ida is aware of the 
  demonlords influence and remember reading about 
  the feasting madness.  She tried to stop her parents 
  but failed.  Recently, she good friend Shiitake came 
  to the farmhouse with mushrooms filled with dirt.  
  Shiitake often travels around the villages selling 
  tasty mushroom treats.  However, this time they 
  were filled with dirt and Shiitake had a mouth.  
  Shiitake is a myconid from the Underdark.  
   Ida is aware of the triage camp set up somewhere 
  in the region.  She was trying to get her parents 
  there when they shut her in the farmhouse.  
  However, she does not know where the triage camp 
  is but she knows Mr. and Mrs. Pennywise knows the 
  location of the triage camp.  She can guide the 
  characters to Pennywise farmhouse is the characters 
  help to subdue her parents and bring her parents to 
  the triage camp.   
   
   Farmhands.  The farmhands are hired from 
  around the area.  While Adam and Eva’s actions are 
  intolerable, the farmhands do not have the courage 
  to step in.  Most of them are shocked and stunned by 
  the actions and the sudden change in mood around 
  the feasting table.  
   
   
  Playing the Pillars 
  COMBAT 
  EXPLORATION 
  SOCIAL 
  Direct combat should not be an 
  option here.  Characters are 
  expected to subdue using magic or 
  grappling etc.  If characters kill the 
  father or the mother, award them 
  the Murderer story award.  
  Characters can find all kinds of farm 
  tools around the barn that could be 
  helpful to them in this conflict. .  
  While reasoning with the madness 
  is impossible, rallying the farmhands 
  and Ida to help out is easy.  A simple 
  DC 11 Charisma (Persuasion) check 
  is enough to get them to do 
  anything that doesn’t put 
  themselves in too much danger or 
  harm the farm owners.  
   
  
   
   
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  CCC – SQC – 03 – 02 Shiitake (ALPHA) 
   
   
  9 
   
  Scene B: Pennywise 
  Farmhouse 
  As the characters arrive here, some oozes are 
  attacking the farmhouse.   
  Area Information 
  The area has the following features: 
   Farmland and Building.  It is a relatively small 
  and open farmland.  Pennywise owns some cattle, 
  sheep, and goats.  The fence is broken by some ooze 
  sending the animals fleeing all around the farmland.    
  The building is slightly barricaded as some ooze 
  approaches the farmhouse.  A wererat and a tiefling 
  child defends the farmhouse.  The characters 
  approach the farmhouse from the back and hears 
  fighting occurring at the front of the house.  
  Creatures/NPCs 
  Characters have the opportunity to interact with the 
  following NPCs: 
   Pennywise Family.  The Pennywise family is a 
  small halfling family who owns this piece of the 
  farmland.  Mr. Pennywise is afflicted with a mild 
  Juiblex madness “I refuse to part with any of my 
  possessions.”  Returning the goats to him ends this 
  effect.  Alternatively, characters can cast Great 
  Restoration on him.  Though he still appreciates if 
  the characters return the goats.  
   Objectives/Goals.  Mr. and Mrs. Pennywise are 
  trying to gather as much of their animals back.  They 
  can’t afford to lose too many of them.  However, now 
  they are throwing pots and pans at the oozes in an 
  attempt to help Avariella and Micky fend off the 
  slimy monstrosities.  
   What do They Know?  There has been an increase 
  in ooze attack which is strange.  It is common to 
  have bandits or wild beast attack the farmland but 
  not oozes.  Micky holds up well against bandits and 
  wild beast as they can’t hurt him because of his curse 
  but he had been injured fighting the ooze!  Three of 
  Mr. Pennywise’s favorite goats ran away a few days 
  ago and he is extremely worried about them.  He 
  bought them from a round-belly Shou man who was 
  passing through this area.  The man had lots of flying 
  cats, goats, and even some dinosaurs!  A young girl 
  wandered by and offered to retrieve the ‘goatees’ 
  but has not yet returned.  If the characters offer to 
  find his goats for him, he will agree to leave his 
  farmhouse for the triage camp and reward the 
  characters with one of his unique animals.  (This is 
  Bonus Objective A) 
   
  Avariella.  Avariella is a young Tiefling child.  She 
  uses the statblock of an Apprentice Wizard.  She is 
  an orphan living around the farmland with her 
  brother.  Recently, the Pennywise family has taken 
  them in. 
   Objectives/Goals.  She and her brother are trying 
  to protect their home from the invading ooze.   
   What do They Know?  Avariella knows about the 
  triage camp.  She mentions a Shou lady there that 
  was very nice to her and has checked in on the 
  Pennywise family just a day ago.  Mr. Pennywise has 
  been very worried about his missing goats and 
  refused to leave until they are found.  
   
  Micky.  Micky is a human boy inflicted with the curse 
  of lycanthropy allowing him to turn into a Wererat.  
  He is an orphan like Avariella and considers her his 
  sister.  They wander the farmlands begging for food 
  and shelter.  When they are lucky, they get paid to do 
  simple task.  Recently, the Pennywise family has 
  taken them in.  
   Objectives/Goals.  Despite his curse, Micky is 
  Lawful Good.  He and his sister are trying to protect 
  their home from the invading ooze.   
   What do They Know?  Micky does not know how 
  he got his curse.  He also struggles to control his 
  transformation ability often requiring him to be 
  stabbed a few times before he changes into Hybrid 
  form.  He has found lycanthropy to be particularly 
  useful to fight off bandits though he is still trying to 
  improve his fighting skills.  He is unsure what is 
  causing the ooze attack recently but he knows he is 
  struggling to defend the farmhouse.  He would like to 
  convince Mr. Pennywise to move to the triage camp 
  as it is well defended but he wasn’t sure how well it 
  would be received.  
   
  Oozes!  There is one Black Pudding and two Ochre 
  Jellies attacking the farmhouse.  They attack 
  whatever is most threatening to them.  The oozes 
  are currently engaged with Micky.  If the characters 
  do not catch their attention by attacking them in the 
  first round of combat, the ooze consumes Micky.  
  Avariella helps by casting Firebolt (1d10, +4 to hit) 
  on her turn and Ida helps by casting Scared Flames 
  (1d8; DC11).  If Micky dies, both children freak out 
  and stop participating in combat.  
   
   
  
   
   
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  CCC – SQC – 03 – 02 Shiitake (ALPHA) 
   
   
  10 
   
  Slowly oozing around 
  Oozes have slow speed and are really meant to be engaged in 
  tight narrow areas like the Underdark etc.  Thus, some 
  players may try to run away to create a distance between 
  themselves and the oozes.  If this happens, the oozes ignore 
  the characters and attack Micky and Avariella instead.  At the 
  beginning of combat, Micky has 4 HP (AC 14 natural armor, 
  max HP 30), Avariella is was full health (AC 14 mage armor, 
  max HP 11).  If either of the child dies because the character 
  allowed the child to ‘tank’ the oozes, the clerics at the triage 
  camp refuse to interact with the characters for the rest of the 
  adventure.  
   
  Combat Balancing 
  Very weak: Remove the Ochre Jellies, Avariella does 2d10 
  damage instead. 
  Weak: Remove the Ochre Jellies  
  Strong: add one ochre jelly.  Ida does not help in combat as 
  she is too worried to engage the ooze. 
  Very Strong: Add two ochre jelly 
   
   
  Playing the Pillars 
  COMBAT 
  EXPLORATION 
  SOCIAL 
  The characters fight the ooze 
  There isn’t much to explore in this 
  encounter.  However, if the 
  characters distract the ooze away 
  from the farmhouse or does 
  anything to make it safer for 
  Avariella to engage the ooze, give 
  her advantage on her attack rolls.  
  There really isn’t much to discuss 
  with some mindless ooze 
   
  
   
   
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  CCC – SQC – 03 – 02 Shiitake (ALPHA) 
   
   
  11 
   
  Scene C: The Triage Camp 
  The characters arrive at the triage camp under the 
  direction of Avariella.  
  Area Information 
  The area has the following features: 
   Triage Camp.  The triage camp is located near an 
  abandon temple familiar to those who met Tortle 
  and Qiao before (CCC-SQC-02-01: None the Wiser).  
  The camp consist of multiple large makeshift tents 
  mostly filled with humanoids in different state.  
  Some are mourning as if hurting, some have to be 
  tied down as they scream and struggle, others lay 
  catatonic on their bedroll.  Some clergies from the 
  city of Hillsfar are here helping including clerics 
  from Bane, Lathander, Selûne, and Valkur.   
   Also here is Tortle, an elder tortle, he is currently 
  tending to the sick in one of the triage tent.  There 
  are so some druidic looking humanoids passing 
  herbs and soup around the tents.  Most of them wear 
  clothes made from dark green and black leaves.  
  Some of them wear boots that leaves behind a trail 
  of faintly sparkling dust that disappears almost 
  immediately.  All the boots are made of leaves have a 
  faint light blue glow to it (similar to any Eladrin in 
  winter mood; it is now winter time in Hillsfar).   
   Blackleaf Clan Tent.  Another larger tent is set up 
  a little further away from the triage camp.  The tent 
  is covered in dark green and black leaves.  While 
  there is no signs anywhere, anyone who knows 
  Druidic see “Blackleaf Clan” written over the tent.  
  Characters who had played CCC-SQC-01 The 
  Woodland Sage recognizes the group automatically.  
   Unlike the triage camp, there are well-armed 
  guards standing outside the camp.  One can notice 
  druids flying in an out of the tent bringing food and 
  herbal medicine to the sick in the triage camp.  All 
  the flying druids wears the same light blue colored 
  boots.  
  Creatures/NPCs in Triage Camp 
  Characters have the opportunity to interact with the 
  following NPCs: 
   Tortle.  Tortle is an older tortle that has been 
  helping villagers whenever he can.  Characters who 
  played CCC-SQC-02-01 None the Wiser encounter him 
  before.  He is the adopted father of Qiao and both of 
  them now travels the outskirt of Hillsfar providing 
  aid to villages especially children. 
   Objectives/Goals.  While his medical and 
  herbalism knowledge is lacking, Tortle is a master of 
  mindfulness and has been providing meditation 
  sessions for villages who can participate.  
   What do They Know?  If characters want more 
  information, they should speak with Jorm or Qiao, 
  they are more familiar with the situation around 
  here.  
   
   The sick villagers.  These villagers consist of 
  different humanoids from around Hillsfar.   
   Objectives/Goals.  They are trying to get 
  treatment for injuries from ooze attack or manic 
  love ones.   
   What do They Know?  There has been an increase 
  in ooze attack which is strange.  The villagers usually 
  deal with bandits and wild beast but Sir Rexx Aaron 
  III often hires adventurers to deal with bandit camps 
  in the region.  Ooze though… they’ve heard stories of 
  them consuming adventurers in the Underdark but 
  never dreamed of encountering them outside there 
  abyss.  
   
   Clerics of Bane.  There is a hand-full of clerics 
  from the Bane Temple here to assist with the effort.  
   Objectives/Goals.  All the clerics are member of 
  the Zhentarim.  They are here to attempt to improve 
  the image of Bane with the villagers.  However, their 
  main purpose here is to spy on the Blackleaf Clan 
  and report back to Zhent.  
   What do They Know?  Zhent doesn’t trust the 
  Blackleaf Clan and Captain Tanheel and personally 
  invited Zhent to spy on them if it eases his/her 
  anxiety.  
   The Blackleaf Clan are holding a myconid prisoner.  
  Strange enough it has a mouth, extremely unusual 
  for a myconid.  If the characters would like to 
  approach it, be careful, its insults hurts.  
   The Clerics of Lathander are being a pain in the 
  ass.  They think because the people love them they 
  could just boss the other clerics around?  The Clerics 
  of Bane would encourage the characters to ‘handle’ 
  the Clerics of Lathander in exchange for secret 
  information about the Collector’s lair.  If the 
  characters deal with the Cleric of Lathander by any 
  means, the Clerics of Bane inform them that there is 
  a secret entrance to some jail cells in the main 
  chamber of the lab.  This gives characters advantage 
  on ability checks to identify the secret entrance in 
  Episode 3: Area B.  The clerics also inform the 
  characters they are no longer handling minions of 
  the Collector.  Someone else has taken over and has 
  a different approach to their overall goal.  
  
   
   
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  CCC – SQC – 03 – 02 Shiitake (ALPHA) 
   
   
  12 
   
  Zhent is an NPC in Hillsfar that does not feature heavily in this 
  module.  Zhent is the point of contact for the Zhentarims in 
  Hillsfar.  
   
  Details about the NPCs can be found in the NPCs of Hillsfar 
  document available for free (Pay what you want) on the DM’s 
  Guild.  You can obtain the document at this link and add extra 
  interaction to your game as required.  
  https://www.dmsguild.com/product/253214/NPCs-of-
  Hillsfar-Fresno-CCC  
   Clerics of Lathander.  There is a hand-full of 
  clerics from the Temple Lathander here to assist 
  with the effort.  However, none of them appear to be 
  assisting with anything.  
   Objectives/Goals.  While the clerics came out to 
  the villages with the intention to help, the love from 
  the villagers quickly got to their head.  Now they act 
  like they are in charge of the whole operation and 
  boss others around.   
   What do They Know?  The other clerics are doing 
  an acceptable job tending to the villagers.  The 
  Clerics of Lathander are nature leaders and it only 
  make sense that they are overlook this operation.  
   The druids are strange backward folks using 
  unknown medication and not trust divine powers.   
   
   Clerics of Selûne and Valkur.  The clerics of 
  Selûne and Valkur consist of younger members of 
  the temple and some adventurers.  Characters who 
  succeed on a DC 15 Wisdom (Insight) check sense 
  these clerics seem to be trying to avoid contact with 
  the Clerics of Lathander.  
   Objectives/Goals.  The clerics received news of 
  trouble brewing in these villages and sent help to aid 
  the villagers.  If asked politely the clerics will 
  provide one casting of Mass Curing Wounds (3d8 + 4) 
  to heal the characters. 
   What do They Know?  The Blackleaf Clan druids 
  have been amazing at providing remedies for the 
  madness.  They have some type of herbal medication 
  that appear to suppress the effects of the madness.  
   The Clerics of Lathander has been quite annoying, 
  ordering the other clerics around and disrespecting 
  the druids.  Just the other day the Clerics of Bane had 
  nearly had a fight with them but Jorm stopped them 
  before anything happened.  Someone should do 
  something about it before innocents get hurt.  
   
   Druids of the Blackleaf Clan.  Druids of the 
  Blackleaf Clan consist of human and elven males and 
  females.  Most of them are rather busy helping the 
  sick villagers here but the characters who succeed 
  on a DC 15 Wisdom (Insight) check feels frustration 
  brewing among them that is not due to the madness 
  outbreak.  
   Objectives/Goals.  They deliver herbal medicine 
  and check on the sick here.   
   What do They Know?  The clerics have not been 
  very appreciative of the druids work here.  While the 
  druids are the ones running the operations the 
  Clerics of Lathander appears to think they are the 
  boss and authority here, ordering the other clerics 
  and the druids around.  
   
  Playing the Pillars 
  COMBAT 
  EXPLORATION 
  SOCIAL 
  the Clerics of Lathander are 
  Warpriest.  Do remind the 
  characters that killing the clerics 
  would have consequences and they 
  are fighting in the camp with 
  innocent bystanders.  If the 
  characters kill one of the clerics, the 
  druids and the other clerics does 
  not talk to the characters anymore.  
  The Clerics of Bane will not provide 
  them the information promised if a 
  cleric is killed.  If the characters kill 
  any bystanders, the other clerics will 
  join the fight and kill the characters.  
  Use the Warpriest statblock for all 
  other clerics as well (A total of nine 
  more Warpriest).  
  There isn’t much to explore around 
  here beyond interacting with the 
  NPCs.  If characters would like to 
  assist, have them roll Wisdom 
  (Medicine) or other appropriate 
  rolls at a DC 15.  If they succeed, 
  award them inspiration.   
  The characters can choose to use 
  words instead of muscle to talk the 
  clerics out of their bad behaviors.  
  They must succeed on a DC 18 
  Charisma (Persuasion) or 
  (Intimidation) check.  A DC 11 if the 
  characters have already knocked 
  one cleric out.  Anyone with the 
  Murderer story award from CCC-
  SQC-02-01 None the Wiser has 
  disadvantage on all Charisma based 
  skill checks.   
   
  
   
   
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  CCC – SQC – 03 – 02 Shiitake (ALPHA) 
   
   
  13 
   
  Creatures/NPCs in Blackleaf Tent 
  Characters have the opportunity to interact with the 
  following NPCs: 
   Jorm Eisle.  Jorm Eisle is a druidic priest and 
  leader of the Blackleaf Clan.  The Blackleaf Clan was 
  a peaceful group that has often partnered with the 
  Emerald Enclave faction to help preserve the flora, 
  fauna, and wildlife around Hillsfar.  The Blackleaf 
  Clan were once outlawed in Hillsfar after they 
  attacked the Urlich estate, though later they were 
  cleared of wrong doing when a slavery ring was 
  discovered there.  Jorm currently works closely with 
  Tortle and Qiao to repair the image of the Blackleaf 
  Clan.  Characters who played CCC-SQC-01 The 
  Woodland Sage recognizes Jorm.  
   Objectives/Goals.  When Jorm heard of the 
  madness spreading in the outskirts of Hillsfar, he 
  saw this as an opportunity to serve some of the 
  people his clan has hurt during their assault of the 
  Urlich estate.  
   Jorm offers to teleport them to the teleportation 
  circle.  He informs them to seek any ingredient used 
  to create the madness.  His druids should be able to 
  reserve engineer a cure.  He provides the characters 
  with two vials containing herbal medication that can 
  temporary suppress the effects of madness.  
   What do They Know?  Jubilex’s cultist is 
  responsible for these madness.  The camp has 
  already been attacked by cultist and ooze and there 
  has been an increase in number of attacks on the 
  camp in the past week.   
   The Blackleaf Clan are good friends with Tortle 
  and Qiao.  They have guide the clan back to a more 
  peaceful way.  They are also great friends with 
  Shiitake, a myconid cook that has provide them with 
  amazing food.  However, the madness seems to have 
  affected Shiitake and it appears he is dying.  The 
  madness appears to be related to the mushrooms 
  and oozes if only the characters could find out where 
  the lab is and retrieve some sample the druids can 
  probably make some potion to cure the madness.  
  The druids are willing to share their knowledge to 
  make flying boots with the characters.  
   Shiitake appears to be dying.  He is one of the 
  earliest to suffer from the madness so Jorm fears all 
  the other villagers will soon die as well.  He does not 
  understand how the Senate and the people of 
  Hillsfar can sit idle while people outside the walls 
  die!  (Jorm does not know about the incidents in 
  CCC-SQC-03-01 Consumption where people inside 
  the wall were suffering too.  If informed, he will be a 
  little more understanding.) 
   
   Qiao.  Qiao is a Shou woman with demonic looking 
  eyes.  She is a tainted human meaning she has 
  demonic features.  The previous Red Plume cut her 
  tongue out however adventurers restored her 
  speech in CCC-SQC-02-01 None the Wiser.  If any one 
  of the characters were the one who helped her, they 
  have advantage on any Charisma check with Qiao.  
   Objectives/Goals.  Qiao is here to help defend the 
  camp and protect the innocent here.  
   What do They Know?  Incidents like these started 
  happening nearly six months ago though there were 
  few and far between.  However, about months ago, 
  so many came to seek help that they could no longer 
  keep up.  Karl Davion and Captain Tanheel offered to 
  provide help with Karl providing gold to set up the 
  camps and contacting clerics while Captain Tanheel 
  contacted the Blackleaf Clan who came immediately.   
   Shiitake was a myconid who would sell spices and 
  tasty mushroom around the villages.  Qiao has been 
  busy keeping up with villagers needing help and 
  hasn’t seen Shiitake for a while.  It saddens her to 
  see him so rude when he was a very kind and loving 
  mushroom.  Now he just goes around insulting 
  anyone he sees.  
   Qiao found a map detailing the location of a “base” 
  in the Underdark from some cultist she beat up a 
  couple of days ago.  The cultist she interrogated 
  spoke about some strange Mindflayers disrupting 
  their plans.  The map also details a teleportation 
  circle nearby that cultist use to travel quickly 
  between the two locations.  
   
   Shiitake.  Shiitake is a very talkative mushroom 
  that enjoys cooking.  He sells tasty shiitake 
  mushrooms.  For the villagers around Hillsfar, he 
  was a pleasant sight especially because people who 
  didn’t want to talk to him could just not inhale his 
  spores which allows communication.  Unfortunately 
  for them, Shiitake has grown a mouth… somehow.  
  The madness has driven him a little crazy and he 
  wouldn’t stop insulting anyone he sees.  All his 
  insults are also Vicious Mockery at Tier 3 (3d4; 
  DC17).   
   Objectives/Goals.  Insult everyone he sees.  
  Shiitake will answer questions but will always throw 
  an insult or two first.  
   What do They Know?  The great Jubilex is coming 
  to set us free!  The mushrooms are from the 
  Underdark, they are common mushrooms found 
  around the region that are not very tasty.  However, 
  adding dirt to it making it one of the best dish in this 
  plane!  Shiitake does not know how he got his mouth 
  
   
   
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  CCC – SQC – 03 – 02 Shiitake (ALPHA) 
   
   
  14 
   
  but he is certain it is due to the blessing of the great 
  one! 
  Workplace Bullying 
  The purpose of the scene with the cleric is to add play time 
  and have an additional time sink for the adventure.  If you 
  are running on a limited time schedule or if character spent a 
  lot of time with Shiitake, you can skip that part.  
   
  During playtesting, some parties enjoyed Shiitake and spent a 
  large amount of time there.  Others got the information and 
  just moved on rather quickly.  
   
   
  
   
   
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  CCC – SQC – 03 – 02 Shiitake (ALPHA) 
   
   
  15 
   
  Episode 3: A Cure for a Friend 
   
  There are a total of five Scenes in this episode.  Here 
  is a summary of each scene and its sequence. 
   
   Teleportation Circle.  Characters arrive at the 
  cult’s teleportation circle in the Underdark and are 
  greeted by some mind flayers who offer to help the 
  characters, if they agree to cooperative as well.  
   Area A.  Entrance to the Collector’s lair involved 
  traveling through a small stream where characters 
  are engaged by from oozes. 
   Area B.  The main lab of the Collector though it is 
  clearly abandoned, however, some cultist are still 
  left here.  Maybe they have an idea for a cure?  
   Area C.  Unfortunately the cultists left behind are 
  too crazy to help and continued exploration is 
  necessary.  Characters locate some prisoners who 
  are able to assist with creating the cure. 
   Area D.  Some ingredient required are contained 
  here.  Unfortunately the Collector has also prepared 
  a surprise for the adventurers here.  
  Teleportation Circle 
  Characters arrive here after Jorm teleports them 
  here according to instructions found on the cultist 
  map.  
  Area Information 
  The area has the following features: 
   Teleportation Room.  The area is a small cave just 
  enough to fit the circle.  Creatures have to crawl 
  through a small tunnel to get out of this small cave.  
  It is well hidden from others. 
   Surprisingly there is three Mind Flayers here.  
  One of them is snacking on one of the cultists while 
  the other two are studying the small cave.  As the 
  characters arrive, they seem excited to discuss a 
  potential cooperation.  There are ten dead cultists 
  here, which gives the characters an idea of how 
  powerful the mind flayers are.  
  Creatures/NPCs 
  Characters have the opportunity to interact with the 
  following NPCs: 
   Thoon Mind Flayers.  This is an inquisition of 
  Thoon Mind Flayers.  They are traveling here to 
  attempt to negotiate access to the Hillsfar Mages’ 
  Guild Library in exchange for their knowledge and 
  assistances in the future.  However, they have not 
  figured out a plan to contact the people of Hillsfar 
  until the characters conveniently ran into them.  The 
  Thoon Mind Flayers informs the character they need 
  some help retrieving their package that is infested 
  with oozes as their abilities are less effect with 
  oozes.  In return they offer to help the characters 
  assault the Collector’s lair.  If the characters are 
  interested in this offer, process to Bonus Objective 
  B.  The Mindflayers assist by stunning all the 
  enemies but the Ooze Master automatically makes 
  this saving throw.  
   The Mindflayers don’t actually need the characters 
  help to fight the ooze.  They are merely ‘testing the 
  water’ to see how cooperative humanoids from the 
  surface world would be.  
   
   
  
   
   
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  CCC – SQC – 03 – 02 Shiitake (ALPHA) 
   
   
  16 
   
  Area A 
  Area Information 
  The area has the following features: 
   Shallow Stream.  The area is a shallow stream 
  that is considered difficult terrain.  The water comes 
  from the dark lake and thus is dark and hard to 
  notice the bottom of the stream.  The water is ankle 
  deep for most of the travel.  The characters have to 
  travel on feet for about 30 minutes before arriving to 
  this area.  The water reaches knee deep here.  If the 
  mind flayers are present, they are wary of possible 
  ambush by oozes, this gives characters advantage on 
  Wisdom (perception) checks to spot hidden oozes.  
  Creatures/NPCs 
  These creatures or NPCs are in this area. 
   Black Pudding.  Multiple Black Puddings hide in 
  the darkness of the stream waiting to surprise 
  adventurers.  Characters must pass a DC 15 Wisdom 
  (perception) check or be surprised by the first Black 
  Pudding attacking them.   
  Not the brightest bulb  
  The Mindflayers’ mindblast is at a DC23, thus, none of the 
  creatures here can make the saving throw and will be 
  permanently stunned.  If you are short on time, handwave 
  this combat.  Otherwise, let your players have some fun.  
   
  Combat Balancing 
  Very weak and weak: Remove the third wave. 
  Strong and Very Strong: Add an extra Black Pudding to the 
  third wave.  
   
   
   
  Playing the Pillars 
  COMBAT 
  EXPLORATION 
  SOCIAL 
  Characters fight the Black Pudding.  
  There are three waves of ooze, each 
  wave consisting of one Black 
  Pudding.    
  Exploration isn’t really an option 
  here.    
  Not sure why characters would try 
  to negotiate with oozes but I had 
  players tried this before… 
   
  
   
   
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  CCC – SQC – 03 – 02 Shiitake (ALPHA) 
   
   
  17 
   
  Area B 
  Area Information 
  The area has the following features: 
   Large Room.  See Appendix 4 for dimension.  This 
  room has tables and papers all over the place.  At 
  first glance, it may seem that characters have found 
  a gold mine of information, it quickly becomes clear 
  the cultist have already destroy most of the 
  information in this lab.  If the mind flayers are with 
  the characters they warn the character about the 
  number of cultist in this room (See balancing).  
  There are alchemical ingredients here including 
  three Alchemist Fire.  A group of cultist are 
  destroying paper documents, throwing them into a 
  barrel.   
   The entrances and exits of this room become 
  sealed by magical as rocks move to seal the 
  characters in this room with the cultist and the Ooze 
  Master.  The mindflayers are trapped outside. As 
  combat begins, air is sucked out of the room.  On the 
  first round of combat, the characters must hold their 
  breath.  They can hold their breath for minutes equal 
  to their Constitution modifier.  After the first round, 
  if the character speaks or cast spells requiring verbal 
  component, they lose their breath and will drop to 0 
  hitpoints after a number of turns equal to their 
  Constitution modifier.  This effect is here to 
  complicate the combat especially when the character 
  have the mindflayers to assist them.  
  Creatures/NPCs 
  These creatures or NPCs are in this area. 
   Jubilex Cultist.  Five cultists are here destroying 
  documents (use Gladiator statblock).  Three of them 
  stop and attack the characters the moment they 
  notice the character while the other two continue to 
  destroy the document. 
   Black Pudding.  There is a black pudding locked 
  in the barrel to destroy documents.  The cultist will 
  let the Black Pudding out if they are engaged in 
  combat.  Cultists destroying documents continue to 
  run back and front from the paper stacks to the 
  pudding. 
   Ooze Master.  An ooze master is also here 
  supervising the operations.   
   Objectives/Goals.  If the characters are not 
  immediately aggressive towards the group, the Ooze 
  master tries to discuss its leader’s plan (without 
  giving much detail) to buy time for the cultist to 
  destroy more documents.  The ooze master focuses 
  on maximizing their ability to destroy documents 
  here.  
   What do They Know?  The ooze master knows 
  and is willing to disclose the following information.  
  He thanks the characters for destroy the Collector, it 
  only makes his “master’s” plan.  His master has a 
  great plan and the characters are mere pawns in this 
  complex game of chess.  He insults the characters’ 
  intelligence at every opportunity.  There is nothing 
  the character can do to stop the great plan.  If the 
  character suggest Jubilex will be stopped, the ooze 
  master laughs at them stating, “You fools don’t even 
  know who is moving the pieces.” 
   If the party earns the Mindflayer’s favor, their 
  mindblast stuns the all the cultist.  The ooze master 
  becomes much less confident but will still fight to his 
  death.   
   Without the mindflayers’ help, the characters find 
  documents in the lab describing the creation of a 
  special poison fused with faerzress.   
   If they have the aid of the mindflayer, the Thoons 
  warn that once upon a time, a group of mindflayers 
  experimented with ozzes, giving them the power to 
  assault the mind instead of the body.  This ‘gave the 
  ooze capability to control their victims like puppets.  
  This information is important in CCC-SQC-03-03, so 
  have character record this information down.  
   
  Combat Balancing 
  Very weak: Remove two Gladiator 
  Weak: Remove one Gladiator  
  Strong: Add another Gladiator 
  Very Strong: Add an extra Black Pudding and a Gladiator 
   
   
   
  Playing the Pillars 
  COMBAT 
  EXPLORATION 
  SOCIAL 
  Characters fight the cultist.  
  A DC 20 Intelligent (investigation) 
  check reveals a hidden door to Area 
  C. 
   
  The cultist are not too sane and will 
  not surrender.   
   
  
   
   
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  CCC – SQC – 03 – 02 Shiitake (ALPHA) 
   
   
  18 
   
  Area C 
  Area Information 
  The area has the following features: 
   Rest Area and Cells.  See Appendix 4 for 
  dimension.  The smaller areas here are used as 
  resting areas by the cultist.  However, most of them 
  are outside in Area B.  The two jail cells holds a 
  member of the Blackleaf Clan and a deep gnome.  
   If the main door is used, it sounds a bell that alerts 
  the cultist to the characters presence.  However, if 
  the secret entrance is used the character gain a 
  surprise round on the cultist, unless the characters 
  does something to alert them.  
   If the mind flayers are with the characters, they 
  inform the characters there are two more 
  experienced cultist in this area.  
  Creatures/NPCs 
  These creatures or NPCs are in this area. 
   Jubilex Cultist.  Two cultist are here guarding the 
  prisoners and preparing them for transport (use 
  Gladiator statblock).  They attack the character on 
  sight.  **The mindflayers can stun them and negate 
  this combat as well.  
   Blackleaf Clan member, Amber.  Amber is a 
  human female.  She was ‘captured’ during one of the 
  raids.  She had attempt to sneak into the cultist camp 
  by being captured.  She is currently mad and is 
  trying to consume anything and everything.  The 
  characters have to cure her madness to get any 
  information out of her.  
   What do They Know?  Jubilex’s cultist is stores 
  most of the ingredients in Area D.  She witness them 
  mixing the liquid to spread the madness.  She tried 
  to steal some of the mushroom that was soaked in 
  the liquid hoping to return to camp to find a cure.  
  Instead she immediately became mad which 
  indicates the madness can spread by touch. 
   Deep Gnome.  The deep gnome is just a vessel for 
  an intellect devourer that the Thoon Mind Flayer 
  placed here.  
   
   
   
  Playing the Pillars 
  COMBAT 
  EXPLORATION 
  SOCIAL 
  Characters fight the cultist.  
  Search the area, the characters find 
  one Potion of Greater Healing and a 
  Spellscroll of Aid.  
  The cultist are not too sane and will 
  not surrender.   
   
  
   
   
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  CCC – SQC – 03 – 02 Shiitake (ALPHA) 
   
   
  19 
   
  Area D 
  Area Information 
  The area has the following features: 
   Mushroom Stockpile.  See Appendix 4 for 
  dimension.  That area contains piles and piles of 
  purple glowing mushrooms.  Any character that 
  touches these mushroom directly must make a DC 
  20 Wisdom saving throw or become stunned.  
  Characters have to get creative at retrieving some of 
  the mushrooms here for the Blackleaf Clan.  
   As the characters get close to the mushroom piles, 
  a Glyph of Warding is set off.  All characters inside 
  the room must make a DC 17 Dexterity saving 
  throw of suffer 28 (8d6) fire damage or half as much 
  on a success.  The Black Pudding in the room must 
  make this saving throw as well.  
  Creatures/NPCs 
  These creatures or NPCs are in this area.  
   Black Pudding.  There is a Black Puddings in this 
  area.  It attacks the characters once the glyph goes 
  off.  **You can skip this combat if you are short on 
  time.  
   
   
  Playing the Pillars 
  COMBAT 
  EXPLORATION 
  SOCIAL 
  Characters fight the ooze.  
  Searching the room, characters can 
  find tools to pick up the mushroom 
  safely.   
  Once again… who would negotiate 
  with oozes….   
   
  
   
   
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  CCC – SQC – 03 – 02 Shiitake (ALPHA) 
   
   
  20 
   
  Wrap-Up: Concluding the Adventure 
  Upon returning to the Blackleaf Clan tent, Jorm 
  immediately order their top herbalist to study the 
  mushrooms.  With the help of Amber’s knowledge 
  and the mushroom they discover a cure within days 
  to cure all the villagers.  However, the characters 
  must help with the study of the cure by making a 
  Intelligent (Nature, Medicine, or Herbalism Kit) roll 
  at DC 20 in order for the cure to be created quick 
  enough to safe Shiitake.  If the characters secured 
  the strange substances from the Thoon Mindflayer, 
  this roll can be ignored.  
   As promised, Jorm shares the secret to creating 
  the special Winged Boots with the characters.  After a 
  few days, the characters receive a mail from Shiitake 
  who shares the knowledge of creating a special spice 
  pouch with the characters for helping safe his life.  
   The Senate meets and discuss the implication of 
  giving access to the Thoon Mind Flayer.  In the end, 
  the First Lord decides to allow the Mind Flayers to 
  stay and use the library if they promise to help 
  protect the city if it were to come under attack 
  during their stay.  The Thoons agree to the 
  conditions presented to them.  
   If characters completed Bonus Objective A, Mr. 
  Pennywise presents them with a pet squirrel.  One 
  character receives the Crazy Squirrel (Paladin).  
   Any character who sacrificed at least one of their 
  fate to the Thoons, receives the Time is of your 
  essence story award.   
   
   
  
   
   
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  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: Assist in the defending on the 
  triage camp. 
   Story Objective B: Destroy the Collector’s lab. 
   Bonus Objective A: Help Mr. Pennywise find his 
  goats. 
   Bonus Objective B: Help the Thoon Mindflayers 
  secure the portal to the Far Realms. 
  Player Rewards 
  The characters earn the following player rewards for 
  completing the main objectives:  
   
  Magic Item Unlock 
   
  Winged Boots:  This pair of boots is crafted by 
  magically fusing leaves from the Comanthar forest 
  and ancient magic that still lingers around Myth 
  Drannor.  The wearer of the boots leaves behind a 
  trail of faintly sparkling dust that disappears almost 
  immediately.  The leaves on the boots changes color 
  according to the season of the region.  This item can 
  be found in Appendix 6. 
   
  Heward’s Handy Spice Pouch:  This item can be 
  found in Appendix 7. 
   
  Story Awards (Appendix 8) 
   
  Time is of your essence:  You have assisted the 
  Thoon Mind Flayers to acquire a strange substance 
  they call quintessence.  Aiding the mysterious 
  creatures may yield dividend in the future.  You 
  would hope... 
   
  Crazy Squirrel (Clerics):  Dress in clergy robes with 
  a red symbol of the Raven Queen glowing.  If Speak 
  with Animal is used to communicate with it, it says it 
  is a Cleric of the Raven Queen and is here to smite 
  undeads! 
   This Crazy Squirrel functions as a pet, does not 
  contribute to combat, or provide any benefit beyond 
  its adorableness! 
   
  Consumables (Appendix 9) 
   
  Potion of Climbing:  When you drinking this potion, 
  you gain a climbing speed equal to your walking 
  speed for 1 hour.  During this time, you have 
  advantage on Strength (Athletics) checks you make 
  to climb.  The potion is separated into brown, silver, 
  and gray layers resembling bands of stone.  Shaking 
  the bottle fails to mix the colors.  
   
  Potion of Heroism:  For 1 hour after drinking it, you 
  gain 10 temporary hit points that last for 1 hour.  For 
  the same duration, you are under the effect of the 
  bless spell (no concentration required).  This blue 
  potion bubbles and steams as if boiling.  
  Dungeon Master Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the adventure’s player rewards.  
   However, this adventure may qualify for rewards 
  earned by completing DM Quests.  See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests. 
   
   
  
   
   
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  Appendix 1: Creature Statistics 
  This appendix details monsters that are encountered 
  in this adventure 
  Blackguard 
  Medium humanoid (any race), neutral 
  Armor Class 18 (Plate) 
  Hit Points 153 (18d8 + 72) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  11 (+0) 
  18 (+4) 
  11 (+0) 
  14 (+2) 
  15 (+2) 
   
  Saving Throw Wis +5, Cha +5 
  Skills Athletics +7, Deception +5, Intimidation +5 
  Senses passive Perception 12 
  Languages Common and Undead 
  Challenge 8 (3,900 XP) 
    
  Spellcasting. The blackguard is a 10th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit 
  with spell attacks). The blackguard has the following paladin 
  spells prepared: 
   
  1st level (4 slots): command, protection from evil and good, 
  thunderous emite 
  2nd level (3 slots): branding smite, find steed 
  3rd level (2 slots): blinding smite, dispel magic 
  Actions 
  Multiattack. The blackguard makes three attacks with its 
  glaive or its shortbow. 
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 9 (1d10+4) slashing damage. 
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6+2) piercing damage. 
  Dreadful Aspect (Recharges after a Short or Long 
  Rest). The blackguard exudes magical menace. Each enemy 
  within 30 feet of the blackguard must succeed on a DC 13 
  Wisdom saving throw or be frightened for 1 minute. If a 
  frightened target ends its turn more than 30 feet away from 
  the blackguard, the target can repeat the saving throw, ending 
  the effect on itself on a success. 
   
   
   
   
   
  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), 
  passive Perception 8 
  Languages — 
  Challenge 4 (1,100 XP) 
  Amorphous. The pudding can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Corrosive Form. A creature that touches the pudding or hits it 
  with a melee attack while within 5 feet of it takes 4 (1d8) acid 
  damage. Any nonmagical weapon made of metal or wood 
  that hits the pudding corrodes. After dealing damage, the 
  weapon takes a permanent and cumulative −1 penalty to 
  damage rolls. If its penalty drops to −5, the weapon is 
  destroyed. Nonmagical ammunition made of metal or wood 
  that hits the pudding is destroyed after dealing damage. 
   
  The pudding can eat through 2-inch-thick, nonmagical 
  wood or metal in 1 round. 
  Spider Climb. The pudding can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check. 
  Actions 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) 
  acid damage. In addition, nonmagical armor worn by the 
  target is partly dissolved and takes a permanent and 
  cumulative −1 penalty to the AC it offers. The armor is 
  destroyed if the penalty reduces its AC to 10. 
  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. 
   
   
   
  
   
   
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  Gladiator 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (studded leather, shield) 
  Hit Points 112 (15d8 + 45) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  15 (+2) 
   
  Saving Throws Str +7, Dex +5, Con +6 
  Skills Athletics +10, Intimidation +5 
  Senses passive Perception 11 
  Languages any one language (usually Common) 
  Challenge 5 (1,800 XP) 
  Brave. The gladiator has advantage on saving throws against 
  being frightened. 
  Brute. A melee weapon deals one extra die of its damage 
  when the gladiator hits with it (included in the attack). 
  Actions 
  Multiattack. The gladiator makes three melee attacks or two 
  ranged attacks. 
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. 
  and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing 
  damage, or 13 (2d8 + 4) piercing damage if used with two 
  hands to make a melee attack. 
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is 
  a Medium or smaller creature, it must succeed on a DC 15 
  Strength saving throw or be knocked prone. 
  Reactions 
  Parry. The gladiator adds 3 to its AC against one melee attack 
  that would hit it. To do so, the gladiator must see the 
  attacker and be wielding a melee weapon. 
   
   
   
   
   
   
   
   
   
   
   
   
  Ochre Jelly 
  Large ooze, unaligned 
  Armor Class 8 
  Hit Points 45 (6d10 + 12) 
  Speed 10 ft., climb 10 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  6 (−2) 
  14 (+2) 
  2 (−4) 
  6 (−2) 
  1 (−5) 
    
  Damage Resistances acid 
  Damage Immunities lightning, slashing 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8 
  Languages — 
  Challenge 2 (450 XP) 
  Amorphous. The jelly can move through a space as narrow as 
  1 inch wide without squeezing. 
  Spider Climb. The jelly can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check. 
  Actions 
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid 
  damage. 
  Reactions 
  Split. When a jelly that is Medium or larger is subjected to 
  lightning or slashing damage, it splits into two new jellies if it 
  has at least 10 hit points. Each new jelly has hit points equal 
  to half the original jelly’s, rounded down. New jellies are one 
  size smaller than the original jelly. 
   
   
  
   
   
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  Tyrannasaurus Rex 
  Huge beast, unaligned 
  Armor Class 13 (Natural Armor) 
  Hit Points 136 (13d12 + 52) 
  Speed 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   25 (+7) 
  10 (+0) 
  19 (+4) 
  2 (-4) 
  12 (+1) 
  9 (-1) 
   
  Skills Perception +4 
  Senses passive Perception 18 
  Challenge 8 (3,900 XP) 
  Actions 
  Multiattack. The tyrannosaurus makes two attacks: one with 
  its bite and one with its tail.  It can’t make both attack against 
  the same target 
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 33 (4d12 + 7) piercing damage.  If the target is a 
  Medium or smaller creature, it is grappled (escape DC 17).  
  Until this grapple ends, the target is restrained, and the 
  tyrannosaurus can’t bite another target.  
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 23 (3d8 + 7) bludgeoning damage. 
  War Priest 
  Medium humanoid, any alignment 
    
  Armor Class 18 (Plate) 
  Hit Points 117 (18d8 + 36) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  10 (+0) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  13 (+1) 
    
  Saving Throw Con +6, Wis +7 
  Skills Intimidation +5, Religion +4 
  Senses passive Perception 13 
  Languages Common, Orcish 
  Challenge 9 (5,000 XP) 
    
  Spellcasting. The priest is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 to hit 
  with spell attacks). The priest has the following wizard spells 
  prepared: 
   
  Cantrips (at will): light, mending, scared flame, spare the dying 
  1st level (4 slots): divine favor, guiding bolt, healing word, 
  shield of faith 
  2nd level (3 slots): lesser restoration, magic weapon, prayer of 
  healing, silence, spiritual weapon 
  3rd level (3 slots): beacon of hope, crusader’s mantle, dispel 
  magic, revivify, spirit guardians, water walk 
  4th level (3 slots): banishment, freedom of movement, guardian 
  of faith, stoneskin 
  5th level (2 slots): flame strike, mass cure wounds, hold 
  monster 
  Actions 
  Multiattack. The priest makes two melee attacks. 
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) bludgeoning damage.  
  Reactions 
  Guided Strike (Recharges after a Short or Long Rest). The 
  priest grants a +10 bonus to an attack roll made by itself or 
  another creature within 30 feet of it. The priest can make this 
  choice after the roll is made but before it hits or misses 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Ooze Master 
  Huge undead, lawful evil 
  Armor Class 9 (natural armor) 
  Hit Points 138 (12d12+60) 
  Speed 30 ft., climb 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  1 (-5) 
  20 (+5) 
  17 (+3) 
  10 (+0) 
  16 (+3) 
   
  Saving Throws Int +7, Wis +4 
  Skills Arcana +7, Insight +4 
  Damage Resistances lightning, necrotic; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  Damage Immunities acid, cold, poison 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, poisoned, prone 
  Senses blindsight 120 ft. 
  Languages Common, Primordial, Thayan 
  Challenge 10 (5,900 XP) 
  Undead Nature. The ooze master doesn’t require air, 
  food, drink, or sleep. 
  Corrosive Form. A creature that touches the Ooze 
  Master or hits it with a melee attack while within 5 
  feet of it takes 9 (2d8) acid damage. Any nonmagical 
  weapon that hits the Ooze Master 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 that hits the Ooze Master is destroyed 
  after dealing damage. 
  The Ooze Master can eat through 2-inch-thick, 
  nonmagical wood or metal in 1 round. 
  Instinctive Attack. When the Ooze Master casts a spell 
  with a casting time of 1 action, it can make one 
  pseudopod attack as a bonus action. 
  Spellcasting. The Ooze Master is a 9th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 
  15, +7 to hit with spell attacks). It has the following 
  wizard spells prepared: 
  Cantrips (at will): acid splash, friends, mage hand, 
  poison spray 
  1st level (4 slots): charm person, detect magic, magic 
  missile, ray of sickness 
  2nd level (3 slots): detect thoughts, Melf’s acid arrow, 
  suggestion 
  3rd level (3 slots): fear, slow, stinking cloud 
  4th level (3 slots): confusion, Evard’s evard’s black 
  tentacles 
  5th level (1 slot): cloudkill. 
  Spider Climb. The Ooze Master can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check. 
  Actions 
  Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 
  ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage 
  plus 10 (3d6) acid damage. 
  Reactions 
  Instinctive Charm. If a creature the Ooze Master can 
  see makes an attack roll against it while within 30 
  feet of it, the Ooze Master can use a reaction to 
  divert the attack if another creature is within the 
  attack’s range. The attacker must make a DC 15 
  Wisdom saving throw. On a failed save, the attacker 
  targets the creature that is closest to it, not including 
  itself or the Ooze Master. If multiple creatures are 
  closest, the attacker chooses which one to target. On 
  a successful save, the attacker is immune to this 
  Instinctive Charm for 24 hours. Creatures that can’t 
  be charmed are immune to this effect. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Appendix 2: Bonus Objective A 
  – Goatee! 
  Prerequisites 
  Characters must assist the Pennywise family and 
  accept the task to find Mr. Pennywise’s missing goats 
  in Episode 2.  This Bonus Objective can be attempted 
  anytime, even after the completion of Episode 3.  
  Bonus Objective A 
  Locate the three missing goats.  
  Scene A 
  Characters follow the tracks of the little girl and 
  goats.  The muddy road made it fresh even though 
  the goats have been gone for days.  The characters 
  arrive at a mountain and the track are seen headed 
  up.   
  Area Information 
  The area has the following features: 
   Dimension and Terrain.  The earlier hike is easy 
  but after about 30 minutes of hiking the characters 
  encounter and unexpected snow storm.  Strong 
  wings make it difficult to see ahead of them.  The 
  storm appears nature.  
  Creatures/NPCs 
  These creatures or NPCs are in this area. 
   Goliath Tribe.  After travelling for about 10 
  minutes in the snow storm the characters run into a 
  friendly tribe of Goliaths native to the area.  They 
  have a small camp established here.  There is a total 
  of eight Goliaths tending to different task within the 
  camp.  The characters also spot three goats kept in 
  cages.  One of the goats in unconscious, one of the 
  goats is jumping uncontrollably, and the final goat is 
  screaming but muffled by the heavy leather placed 
  over the cage.  One of the Goliath is also cooking 
  something that smells amazing.  
   Objectives/Goals.  The Goliath live here.  
  Currently they are to take care of the three goats 
  until the “Greatest of All Time” returns.   
   What do They Know?  If asked about the goats, 
  the Goliath states the “the Greats of All Time” came 
  to retrieve them but she is now on another mission 
  to tame the “mighty dragon” at the top of the 
  mountain.  
   Who is this “Greats of All Time?” Only the 
  mightiest of adventurers of course.  She has slayed 
  many with her bloodied kitchen knife!  
   If the characters asked for some food the Goliaths 
  would share their meal.  The meal is very tasty and 
  the hot soup is amazing in this cold weather.  
  Characters who partake in the meal can spend their 
  hit dice to recover health.  The Goliath request the 
  characters not cast any spells while in the camp.  
  They will not allow the characters near the goats 
  because the “Greatest of all Time” has instructed 
  them to protect the goat.  The Goliath are willing to 
  provide the party with cold weather gear and other 
  equipment is they need to continue their journey.  
  However, if the party is rude or attempts to steal the 
  goat, the Goliaths attack them.  Use the Gladiator 
  statblock for the Goliaths.  
  Scene B 
  After resting at the Goliath’s camp the characters can 
  continue their hike to the top of the mountain.   
  Area Information 
  The area has the following features: 
   Dimension and Terrain.  The snow here thins but 
  it remains cold.  The peak of the mountain has a 
  small opening and then a cave.  A little girl sits 
  outside the cave holding what looks like a leash that 
  extends into the cave.  She is calling out to her 
  “goatee” but characters hear a loud roar instead.  A 
  DC 13 Intelligent (nature) check reveals it is 
  definitely a dinosaur but a DC18 check reveals it is 
  most definitely a Tyrannosaurus Rex.  
  Creatures/NPCs 
  These creatures or NPCs are in this area. 
   Elisande.  Elisande sits outside the cave waiting 
  for her new found goat.  She becomes excited when 
  the characters arrive and exclaim that they should 
  play with her goat before tugging on her leash.  
  When she does this a Tyrannosaurus Rex rushes 
  out of the cave and breaths blue flame on the 
  characters.  
   Tyrannosaurus Rex.  This beast lives here in the 
  cave until Elisande came and put a collar on it.  It has 
  been mutated by living near fearzress for a long 
  time.  This gives it a 60 feet blue fire breath once per 
  day.  Characters must succeed on a DC13 Dexterity 
  saving throw or suffer 42 (12d6) fire damage, half as 
  
   
   
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  must on a success.  The spine of the T-rex glows blue 
  from its tail to its head before it releases the breath 
  giving characters advantage on their saving throw.   
   Characters only need to reduce the T-rex to below 
  50 hit points before Elisande stops them and agrees 
  to leave with her new found ‘goat.’  Anyone that 
  points out the T-rex is not a goat gets stabbed for 1 
  piercing damage and 42 (12d6) necrotic damage.  
  Elisande always hits but never scores a critical hit.  
   Once the T-rex is below 50 health, Elisande stops 
  the fight and says she’s ready to leave.  She tells the 
  party they are allowed to have the “little babies” as 
  Elisande has found her goats
  . 
  
   
   
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  Appendix 3: Bonus Objective B 
  – Quintessence  
  Characters completing this adventure’s objective 
  unlock this common magic 
  Prerequisites 
  Characters agree to assist the Thoon Mind Flayers in 
  in Episode 3.  This Bonus Objective can be attempted 
  anytime, even after the completion of Episode 3.  
  However, this also means the characters does not 
  gain the benefit of having the Thoon Mind Flayers 
  with them in Episode 3.  
  Bonus Objective B 
  Assist the Mind Flayer to recover their belongings.   
  Scene A 
  The Thoons lead the characters to small cave.   
  Area Information 
  The area has the following features: 
   Dimension and Terrain.  The area in a small cave 
  with some Black Puddings in them.  There appears 
  to be a box in a corner of the cave and the Black 
  Pudding seem to be protecting it.  
  Creatures/NPCs 
  These creatures or NPCs are in this area. 
   Black Pudding.  Four Black Pudding guards the 
  box from any intruder.  They await the return of 
  other cultist but the cultist are already dead.  
  Combat Balancing 
  Very weak: Remove two Black Puddings 
  Weak: Remove one Black Pudding  
  Very Strong: Add an extra Black Pudding 
   
   Thoon Mind Flayer.  The Thoons are powerful 
  enough to destroy these black puddings but they are 
  interested to test the willingness of the characters to 
  assist with small matters.   
   Objectives/Goals.  The Thoon are trying to test 
  the characters’ willingness to assist them.  Once the 
  characters have destroyed the black puddings, they 
  reveal their true purpose here.     
   What do They Know?  The vials in the box are 
  quintessence.  A special substance created from the 
  essence of creatures destined to do great things.  The 
  substance allows psionics to manipulate time, a 
  powerful but dangerous ability guarded by the 
  Thoons.  
   They are an inquisition of Thoon Mind Flayers.  An 
  inquisition is only sent out when a grave danger 
  threatens the existence of the collective group.  An 
  unstoppable beast is in the area and the Thoon Mind 
  Flayer would like to gain access to the Mages’ Guild 
  library to study the area around Hillsfar to identify 
  its location.  
   The Thoon states one vial of quintessence can 
  prevent Shiitake from dying as the characters create 
  the cure for the madness.  If the characters are 
  willing to sacrifice some of their fate/destiny for the 
  Thoons to create this substance, the Thoons will 
  reward them in the future.  Characters have to 
  sacrifice their fate, meaning if they were destined to 
  accomplished something, that is now lost.  However, 
  the characters have no control over what part of 
  their destiny is consumed in this process.  Each great 
  person, such as the adventurers, are destined to do 
  many great things so sacrificing some of them is ok.  
  The Thoons will not let any individual characters 
  sacrifice more than fifty percent of their 
  fate/destiny.  
  Designer’s Note 
  Mechanically, sacrificing a character’s fate has no mechanical 
  effect whatsoever.  This is purely a roleplaying hook for 
  characters to roleplay with the mystery of the subjects itself.  
  As the Thoons explain, creating quintessence consumes one 
  of their fate, something they were destined to accomplish.  It 
  does could potentially deprived them of their age but once 
  again, that is up to the characters to roleplay.  
   
   Quintessence can be used to stall time.  If an object 
  is covered in quintessence, it is lost in time.  For 
  example, if a love one is poisoned and dying, 
  covering them in quintessence would stop them 
  from dying and aging.  But covering an entire 
  humanoid would take a lot of quintessence.  It could 
  be used to preserve ancient artifacts.  Beyond that, it 
  
   
   
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  could be used to enchant a psionics ability allowing 
  them to manipulate time.  This aspect of 
  quintessence is a little too complicated and would 
  take years for them to explain, it is better saved for 
  another time.  
    
  Once every characters had a chance to decide if they 
  would like to sacrifice their fate, the Mind Flayers 
  create the quintessence and follow the characters to 
  the Collector’s lab or back to Hillsfar.  Characters who 
  sacrificed their fate gain the Time if of Your Essence 
  story award.  
   
   
  
   
   
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  Appendix 4: Player Map for Episode 3 
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Appendix 5: DM Map for Episode 3 
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Appendix 6: Magic Item 
  Characters completing this adventure’s objective 
  unlock these magic items 
  Winged Boots 
  This pair of boots is crafted by magically fusing 
  leaves from the Comanthar forest and ancient magic 
  that still lingers around Myth Drannor.  The wearer 
  of the boots leaves behind a trail of faintly sparkling 
  dust that disappears almost immediately.  The leaves 
  on the boots changes color according to the season 
  of the region.  
   While you wear these boots, you have flying speed 
  equal to your walking speed.  You can use the boots 
  to fly for up to 4 hours, all at once or in several 
  shorter flights, each one using a minimum of 1 
  minute from the duration.  If you are flying when the 
  duration expires, you descend at a rate of 30 feet per 
  round until you land.   
   The boots regain 2 hours of flying capability for 
  every 12 hours they aren’t in use.  
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Appendix 7: Common Magic 
  Item 
  Characters completing this adventure’s objective 
  unlock this common magic item 
  Heward’s Handy Spice Pouch 
  This belt pouch appears empty and has 1- charges.  
  While holding the pouch, you can use an action to 
  expend 1 of its charges, speak the name of any 
  nonmagical food seasoning (such as salt, pepper, 
  saffron, or cilantro), and remove a pinch of the 
  desired seasoning from the pouch.  A pinch is 
  enough to season a single meal.  The pouch regains 
  1d6 + 4 expended charges daily at dawn.  
   
   
  
   
   
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  Appendix 8: Story Award  
  During the course of the adventure the characters 
  have to opportunity to earn these story awards. 
  Time is of Your Essence 
  You have assisted the Thoon Mind Flayers to acquire 
  a strange substance they call quintessence.  Aiding 
  the mysterious creatures may yield dividend in the 
  future.  You would hope... 
  Crazy Squirrel (Paladin) 
  Clad in shinny plate armor, this adorable squirrel 
  also wields a sword and a shadow shield with a red 
  symbol of the Raven Queen glowing.  If Speak with 
  Animal is used to communicate with it, it says it is a 
  Paladin of the Raven Queen and is here to smite 
  undeads! 
   This Crazy Squirrel functions as a pet, does not 
  contribute to combat, or provide any benefit beyond 
  its adorableness! 
   
   
  
   
   
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  Appendix 9: Consumables  
  During the course of the adventure the characters 
  may even the following consumable items.  
   
  Potion of Climbing:  When you drinking this potion, 
  you gain a climbing speed equal to your walking 
  speed for 1 hour.  During this time, you have 
  advantage on Strength (Athletics) checks you make 
  to climb.  The potion is separated into brown, silver, 
  and gray layers resembling bands of stone.  Shaking 
  the bottle fails to mix the colors.  
   
  Potion of Heroism:  For 1 hour after drinking it, you 
  gain 10 temporary hit points that last for 1 hour.  For 
  the same duration, you are under the effect of the 
  bless spell (no concentration required).  This blue 
  potion bubbles and steams as if boiling.  
   
   
  
   
   
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  Appendix 10: Dungeon Master 
  Tips 
  This adventure is designed for three to seven 5th to 
  10th level characters and is optimized for five 
  characters with an average party level (APL) of 8. 
  Characters outside this level range cannot 
  participate in this adventure.  
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play  
  New to the Annual Storyline? 
  http://dnd.wizards.com/story/waterdeep  
  http://dndadventurersleague.org/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 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Crazy Squirrel (SQC)/CCC-SQC-03-02 - Shiitake.pdf