TEXT:  
  CCC-SQC-003-01 
   
   
   
   
   
  Consumption 
   
  After the death of a local historian, adventurers discover that no one is safe within the walls of 
  Hillsfar. Will you they able to stop the culprits before the city is consumed from within? 
   A Four-Hour Adventure for Tier 2 Characters. Optimized for APL 8.  
   
   
  
  CREDITS 
   
  Lead Designer: Emily Smith 
  Designer: Emily Smith 
   
  Editing: Emily Smith 
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Graphic Design: Kelsey Steere 
   
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: Amy 
  Dzura, Alan Patrick, Travis Woodall, Lysa Penrose,  
  Claire Hoffman, Greg Marks 
   
  Version: 1.0 (Publication Approved) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
   
   
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  DDAL##-## Adventure Title (v.#) 
   
   
  3 
  Adventure Primer 
  “I do not love men: I love what devours them.” 
  ― André Gide, Prometheus Illbound 
  Background 
   Jubilex is known to gift those oozes closest to him 
  with knowledge and intelligence rare amongst his 
  followers. After travelling alongside Jubilex for 
  several hundred years, THE COLLECTOR awoke 
  with an idea to expand Jubilex’s empire: consume 
  not only creatures, but vast troves of knowledge.  
  THE COLLECTOR left Jubilex’s side to begin 
  gathering knowledge for his master, using a HELM 
  OF TELEPORTATION he had picked up during 
  previous centuries of travel to gather information 
  and quickly report it back to Jubilex.  
   THE COLLECTOR took up residence in the 
  forgotten chambers beneath HILLSFAR’S CENTRAL 
  LIBRARY and began deploying tiny oozelets into the 
  library to amass knowledge. The oozelets were able 
  to slowly devour the knowledge contained in each 
  book by consuming the ink itself, and then travelling 
  below the library to deliver the information to THE 
  COLLECTOR.  
   Trouble arose when citizens began checking books 
  out of the library- books that contained oozelets. 
  One of these oozelets killed BRETT BELLINGTON, 
  and GUARD CAPTAIN JASON LEE SCOTT sends the 
  adventurers to investigate. After several harrowing 
  encounters, the adventurers piece together the clues, 
  and travel to HILLSFAR’S CENTRAL LIBRARY to 
  confront THE COLLECTOR. 
  Episodes 
  The adventure is spread over three to five episodes 
  that takes approximately two to four hours to play. 
  These episodes are initially introduced by a Call to 
  Action Episode. 
   If you’re planning to play the entire adventure at 
  once, you only need to introduce the Call to Action 
  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: Apple Strudel & Adventure. Guard 
  Captain Jason Lee Scott meets the adventurers at 
  M&T Pastries. After informing adventurers of 
  Brett Bellington’s demise, Guard Captain Scott 
  asks adventurers to investigate. This is the Call to 
  Action. 
  • Episode 2: Muffins & Murder. The adventurers 
  travel to Brett Bellington’s house. After 
  investigating, adventurers return to M&T Pastries 
  to report their findings to Cpt. Scott. Their 
  discussion is interrupted when oozes attack 
  M&T’s owners. This is the Secondary Objective. 
  • Episode 3: Lamingtons & Libraries. After 
  gathering more information from M&T, characters 
  travel to Hillsfar’s Central Library to investigate 
  further. After speaking with the heading librarian 
  and library intern, characters discover a 
  passageway to the forgotten chambers beneath 
  the library, where they confront The Collector. 
  This is the Main Objective. 
  Bonus Objectives 
  This adventure includes two bonus objectives that 
  the characters can pursue if they have additional 
  time to do so—earning additional advancement 
  checkpoints (but no treasure checkpoints) in the 
  process. These bonus objectives are found in this 
  adventure’s appendices, as follows: 
  • Bonus Objective A: Cannoli & Cats. Adventurers 
  encounter a Gamma Ooze and her cat. This could 
  be an opportunity to gather information, or a taste 
  of the combat to come. This bonus objective is 
  found in Appendix 3: Cannoli & Cats (Bonus 
  Objective A.) 
  • Bonus Objective B: Brownies & Books. En route 
  to the library, adventurers are waylaid when a 
  series of oozes erupt from the picture books of a 
  group of schoolchildren. This bonus objective is 
  found in Appendix 4: Brownies & Books (Bonus 
  Objective B.) 
  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.  
   
  
   
   
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  DDAL##-## Adventure Title (v.#) 
   
   
  4 
  Episode Flowchart 
   
   
    
   
  
   
   
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  DDAL##-## Adventure Title (v.#) 
   
   
  5 
  Episode 1: Apple Strudel & Adventure (Call to Action) 
  Estimated Duration: 15 - 30 minutes 
   
  “Tuesday was one of the days on which she rose before 
  dawn to bake brioche, scones, cinnamon rolls, and […] 
  a coffee cake rich with cardamom, orange zest, and 
  grated gingerroot: a cunningly savory sweet that left 
  her work kitchen smelling like a fine Indian 
  restaurant, a brief invigorating change from the 
  happily married scents of butter, vanilla, and sugar.” 
    
   
  -Julia Glass, The Whole World Over 
  Scene A. Bakery Beginnings 
  Characters arrive at M&T, a new start-up bakery 
  owned by local Hillsfar couple Mia and Tia Thorent, 
  after being summoned by Guard Captain Scott. 
  Captain Scott informs adventurers of the recent 
  death of Brett Bellington. Captain Scott asks them to 
  investigate Brett’s house for clues and then report 
  any findings back to him.  
  Area Information 
  This area features: 
   Dimensions & Terrain. The main area of M&T is a 
  spacious 30 x 30 foot room, with white tile floors 
  and walls of purple wood. At the front of the store, 
  an orange tabby cat (Cinnamon) sleeps lazily on the 
  windowsill. Several tables with crisp tablecloths fill 
  the space; a couple are occupied by patrons. At the 
  back of the store is a large countertop and display 
  case filled with a variety of pastries, with prices 
  displayed on the back wall (Appendix 5: M&T 
  Bakery Menu (Player Handout 1)). Behind the 
  counter are Mia and Tia, eager to serve new 
  customers. A door to leading to the kitchen is visible 
  behind the counter.  
   Lighting. The interior is well lit, with stylish 
  candles on each table and plentiful sunlight 
  streaming in from floor-to-ceiling windows at the 
  front of the shop. 
   Other Features. The room smells of warm, fresh 
  baked bread, cinnamon, clove, and nutmeg waft out 
  from the kitchen. The room is warmer than it is 
  outside. There is a comfortable, calm atmosphere.  
  Creatures/NPCs 
   Objectives/Goals. Mia and Tia are excited and 
  eager to serve customers. While they don’t 
  intentionally add magic into their dishes, and can’t 
  tell characters how it happens, they may suggest 
  characters try some of the more interesting desserts.  
   What Do They Know? Mia and Tia both know 
  quite a bit of local gossip, but do not know anything 
  about the ooze incursion.  
   
  Guard Captain Scott. 
   Objectives/Goals. Guard Captain Scott wants 
  characters to investigate the recent death of Brett 
  Bellington.  
   What Does He Know? Captain Scott can tell 
  characters that Brett Bellington, a local historian, 
  was reported dead earlier this morning by his 
  neighbor, Ms. Ethel Hallowon, an elderly widow. No 
  apparent signs of injury were found on the body and 
  they have no suspects. Beyond this, he doesn’t have 
  much detail, and encourages characters to go take a 
  look for themselves.  
  Treasure & Rewards 
  Several pastries are available for purchase while 
  characters are at M&T. Refer to Player Handout 1 for 
  the full list. Certain pastries are infused with wild 
  magic and have special properties. Unused pastries 
  spoil after this adventure and lose their magical 
  properties. 
  • Granny’s Apple Strudel. Cost: 7 sp. Limit: 2 per 
  adventure. Eating this strudel causes the user to 
  polymorph into a squirrel for 10 minutes. Use the 
  cat statistics from the MM.  
  • Barovian Brownies. Cost: 8 sp. Limit: 2 per 
  adventure. The user experiences sounds of distant 
  wolves howling and the flutter of bat wings for 5 
  minutes. No one else can hear these sounds. 
  • Rainbow Cannoli. Cost: 6 sp. Limit: 7 per 
  adventure. Eating this cannoli causes the 
  character’s hair to become rainbow-colored. This 
  effect lasts for 1d4 days. 
  • Good Berry Muffin. Cost: 9 sp. Limit: 4 per 
  adventure. Eating this muffin takes an action and 
  restores 2 hit points.  
  • Lemon Lamington. Cost: 8 sp. Limit: 1 per 
  adventure. Eating this lamington causes the 
  character’s lips to turn bright yellow for 1d4 days. 
  Call to Action 
  • The objective of this adventure is to investigate 
  recent ooze attacks and locate and defeat The 
  Collector, the ooze mastermind behind it all. 
   
   
   
  
   
   
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  DDAL##-## Adventure Title (v.#) 
   
   
  6 
  Episode 2: Muffins & Murder (Secondary Objective) 
  Estimated Duration: 60 – 90 minutes 
   
  “A monster that refused, sometimes, to behave like a 
  monster. When a monster stopped behaving like a 
  monster, did it stop being a monster? Did it become 
  something else?”  
    
   
   
  -Kristin Cashore, Graceling 
  Setting Description 
  Brett Bellington’s house is a 10-minute walk away 
  from M&T. On a quiet street, this 1-story building is 
  unassuming, with a small, well-tended garden out 
  front. Another house sits to the right, with window 
  boxes of colorful flowers, and lace curtains in the 
  windows. 
  Prerequisites 
  Complete Call to Action, having spoken with Captain 
  Scott. 
  Objectives 
  Investigate Brett Bellington’s death, and return to 
  M&T to update Captain Scott. Defeat the oozes that 
  attack Tia in M&T’s kitchen. 
  Area Information 
  This area features: 
   Dimensions & Terrain. Brett Bellington’s house is 
  a small, 25 foot square house, with a full-sized bed in 
  one corner and a kitchenette. A large, unadorned 
  desk sits beneath one window, with papers strewn 
  across it. A large bookcase dominates the opposite 
  wall, with a well-used chair adjacent to it. Brett’s 
  slumped corpse sits in the chair, eyes shut, a closed 
  book fallen to the floor next to him. 
   Lighting. The interior is unlit, though the 
  unshuttered windows provide dim light. Several 
  unlit lamps are set around the room. 
   
  Brett Bellington checked out a book, In the Eye of the 
  Beholder, from the Hillsfar library. Unknown to him, this book 
  contained an oozelet that had already begun devouring the 
  ink. When Brett sat down to read, the oozelet slipped 
  beneath his fingernails as he turned the pages of the book, 
  and devoured his brain entirely. The ooze then moved on to 
  the large bookcase nearby, devouring all of the ink, before 
  slipping under the floorboards and into Brett’s neighbor’s 
  house, Mrs. Hallowon. The ooze possessed Mrs. Hallowon, 
  transforming into a Gamma Ooze (oblex) from the knowledge 
  it had consumed, and using her body as a simulacrum. 
  Scene A. Bellington’s Demise  
  Investigating Brett’s body: 
  • A DC 10 Wisdom (Medicine) check reveals there 
  are no outward injuries. 
  • A DC 15 Intelligence (Investigation) check 
  reveals that, upon opening his eyelids, Brett’s eyes 
  are filled with swirling black tendrils. In addition, 
  remnants of the same black goo can be found 
  beneath the fingernails of his right hand. A DC 15 
  Nature check reveals these to be ooze particulates. 
  • When combined with a successful Nature check, a 
  DC 15 Wisdom (Medicine) check reveals that 
  Brett died when his brain was consumed 
  internally by the ooze.  
  Investigating the books: 
  • A DC 5 Intelligence (Investigation) check reveals 
  the book on the floor to be empty- all of the text is 
  missing, aside from the name which is emblazoned 
  on the cover (not in ink).  
  • A DC 5 Intelligence (Investigation) check on the 
  book reveals there is a library card attached to the 
  cover, though there is are no markings on it.  
  A discerning character may wish to read the card’s 
  contents by feeling indentations in the paper, creating a 
  wax imprint, etc. These DC 15 checks are made at 
  disadvantage, unless proficient in the Forgery kit or 
  cartographer’s tools, in which case checks are made at 
  advantage. Characters who are blind (and know braille) 
  automatically succeed at this check. Refer to Player 
  Handout 2 for the contents of the card.  
   
  • A DC 5 Intelligence (Investigation) check on the 
  bookshelf reveals that these books are also empty.  
  Investigating the room: 
  • A DC 15 Wisdom (Survival or Perception) check 
  notices small patches of black ooze in cracks in the 
  floor, leading between Brett’s body, the bookcase, 
  and the right wall of the building, where it appears 
  to sink into the floorboards/foundation of the 
  building. 
   
   
  
   
   
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  DDAL##-## Adventure Title (v.#) 
   
   
   
   
   
   
   
   
   
  7 
  Scene B. Bakery Fiasco  
  After investigating Brett’s house, characters return 
  to M&T to update Captain Scott on their findings. 
  Captain Scott listens intently to their report and 
  agrees with any accurate suspicions they may have. 
  As the conversation is coming to a close, characters 
  hear the sound of a pan clattering to the floor, as Tia 
  screams in terror. Mia immediately rushes into the 
  kitchen.  
   
  The kitchen is a mess, a tray of fondant roses 
  scattered across the floor, as a large black ooze 
  emerges from one of the bread proofing vats and 
  looms over Tia, who frozen in fear. As the characters 
  rush in, they see Mia menacing the ooze with a large 
  frying pan, shouting insults at it. A bright-blue 
  squirrel (Mia’s pet Celia) throws a wooden spoon at 
  the ooze, which lodges firmly in the its side, but does 
  not dissolve. Mia and Tia are both treated as 
  Commoners. Tia is in a state of shock and frozen in 
  place and may require encouragement to get out of 
  the thick of battle. Mia is prepared to fight the ooze, 
  but likely will not fare well in battle.  
  One black pudding is engaged with Mia when 
  characters enter. On their initiative, two more black 
  puddings emerge from nearby vats.  
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Remove 2 black puddings, add 1 ochre jelly.  
  • Weak: Remove 1 black pudding. 
  • Strong: Add 1 black pudding. 
  • Very Strong: Add 2 black puddings. 
   
   
   
   
   
   
   
   
   
   
   
  Scene C. Cleaning Up  
  In the aftermath of the battle, Tia is incredibly 
  shaken, requiring a DC 15 Charisma (Persuasion) 
  check to calm down. Tia can recount that she was 
  working on a set of new rose decorations, when she 
  heard a strange sloshing sound from one of the vats. 
  When she opened it, the black pudding attacked.  
  Investigating the kitchen: 
  • A DC 10 Intelligence (Investigation) check on 
  Mia’s workstation reveals a large cookbook (From 
  Faezres Fritters to Brown Mold Butter: A Satyr’s 
  Guide to Exotic Cooking) is currently open, but the 
  page it is open to is blank. Further investigation of 
  the book reveals the pages at the front are blank, 
  but the back are still intact. A library card can be 
  found at the back of the book. 
  • A DC 15 Wisdom (Perception) or Intelligence 
  (Investigation) check on the cookbook reveals a 
  small black globule (the oozelet) moving across 
  the page, with ink disappearing wherever it 
  moves. Studying the oozelet closely reveals that it 
  is devouring the ink in the book and growing 
  slightly larger with each word devoured.  
  • If questioned, Mia can confirm she checked the 
  book out from the Hillsfar public library yesterday 
  afternoon. She didn’t notice anything odd about 
  the book. 
  • A DC 5 Intelligence (Investigation) check reveals 
  several of the bread proofing vats are tainted with 
  black ooze. Characters will need to find a way to 
  dispose of this to prevent further black pudding 
  development.  Reward creative solutions! 
   
  If they fail to investigate the kitchen, another black 
  pudding will finish growing and emerge from a 
  bread proofing vat after 1d4 minutes and attack. 
   
  •  A DC 15 Wisdom (Medicine) check or a DC 15 
  Wisdom (Perception) check on Tia shows she 
  has a small piece of black pudding in her hair. If 
  left unchecked, this ooze will crawl into her ear 
  and begin devouring her after 1d10 minutes.  
   
  If the black pudding is not found in time, Tia begins 
  to clutch her head and scream, falling to the floor 
  and writhing in pain. A DC 10 Wisdom (Medicine) 
  check reveals the cause (a black pudding has 
  entered her skull and begun devouring her brain). 
  Characters must act quickly to save her, or she will 
  die after 1d4+2 rounds. Roll into initiative and allow 
  each character to take actions.  
   
  
   
   
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  DDAL##-## Adventure Title (v.#) 
   
   
   
   
   
   
   
   
   
  8 
   Because the ooze is trapped inside Tia’s head, it 
  will take a light touch to remove the ooze without 
  harming her. Reward creativity with lower DC 
  checks or automatic success. Use the black pudding 
  statistics to determine damage or condition 
  resistances/immunities for the ooze. After removing 
  the black pudding, character may fight it or, if 
  running short on time or more appropriate to their 
  actions, you can say that it was destroyed during the 
  process of removal.  
   If characters fail to save her, her screaming 
  abruptly stops. After a few seconds, she looks 
  around and blinks confusedly, asking what 
  happened. Tia has been transformed into a Gamma 
  Ooze (oblex), which tries to escape that party’s 
  detection. She says that she needs to lie down, and 
  attempts to go upstairs, while Mia supports her. 
  Characters can tell something is off with a DC 15 
  Wisdom (Insight) check. If characters previously 
  fought Mrs. Hallowon and discovered she was a 
  Gamma Ooze, they have advantage on this check. 
  Once transformed into a Gamma Ooze, only a high-
  level spell such as Regenerate and Raise Dead or 
  Wish can restore Tia, as her brain has been entirely 
  consumed by the ooze. 
   If characters are able to save Tia, or prevent the 
  incident from occurring in the first place, and help 
  clean up the bakery after the attacks, Mia offers 
  them her favorite wooden spoon (a wand of secrets) 
  as a thank you. Additionally, if one of the characters 
  help or protect the squirrel during the battle, they 
  earn the story reward Celia the Squirrel. 
  Treasure & Rewards 
   Wand of Secrets. Shaped liked a wooden spatula, 
  this wand emits the scent of freshly baked bread and 
  cinnamon when used. If used to stir or prepare food, 
  the wand enhances the natural flavors of the food 
  making it more delicious.  This item can be found in 
  Appendix 7: Magic Item. 
   Celia the Squirrel. This intelligent squirrel is 
  native to the Feywild, evidenced by its bright blue 
  fur and penchant for wild magical effects. If killed or 
  reduced to 0 hit points, the squirrel can be recalled 
  via find familiar, and uses the statistics of a cat from 
  the Monster Manual.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  DDAL##-## Adventure Title (v.#) 
   
   
   
   
   
   
   
   
   
  9 
  Episode 3: Lamingtons & Libraries (Main Objective) 
  Estimated Duration: 45 – 60 minutes
  “What is a secret? It is much more than knowledge 
  shared with only a few, or perhaps only one another. It 
  is power. It is a bond. It is a sign of deep trust, or the 
  darkest threat possible. […] All men desirous of power 
  should become collectors of secrets. There is no secret 
  too small to be valuable.”  
    
   
   
  -Robin Hobb, Fool's Quest 
  Setting Description 
  Prerequisites 
  Defeat the oozes at M&T and gather enough clue to 
  suggest the root of the ooze problems may be in 
  Hillsfar’s public library. 
  Objectives 
  Investigate the library, interact with Jeff, the library 
  intern, discover the way down to the Collector’s lair, 
  and defeat the Collector. 
  Area Information 
  This area features: 
   Dimensions & Terrain. The library is a large 
  stone structure, 200 x 150 ft. It is packed with stacks 
  of books. Reading nooks line the walls of this library, 
  with several reading rooms in the back corners.  
   Lighting. The interior is well lit by light filtering in 
  through windows. 
  The Library 
  The library has been thoroughly infiltrated by oozes. Over the 
  last 10 days, oozelets have been collecting knowledge from 
  the stacks and ferrying them underground to the Collector. 
  Normally staffed by 5-7 librarians daily, the library is 
  currently empty, except for Jeff, the lazy library intern. The 
  other librarians have slowly been possessed or killed by the 
  oozelets through their work at the library. The Collector is 
  living in a cellar under the library, which can be accessed by a 
  secret door in one of the study rooms.  
   
   
   
   
   
   
   
   
   
   
   
   
  Scene A. Silence in the Library  
  As characters enter the library, they find it 
  abnormally empty. Characters with PP 14 or higher 
  notice that it is abnormally silent, as if the library 
  was entirely abandoned. After a minute of quiet 
  contemplation, Jeff, a bumbling library intern, pops 
  up from behind the entrance counter, and greets the 
  characters. 
   
  Investigating the library: 
  • Characters investigating the library find that it is 
  abnormally empty. The majority of the books here 
  are empty, but there is a 20% chance a book 
  opened by a character will contain an oozelet. If 
  so, the oozelet falls out of the book, and starts 
  slowly oozing towards the secret door at the back 
  of the library (1 ft per round).  
  • Investigating the library catalogues shows that 
  they are partially destroyed, but still legible 
  (Player Handout 3). Characters recognize Brett 
  and Mia’s names in the catalogue, as well as 
  several other individuals (potential victims).  
  Investigating the study room: 
  • In the far left corner of the library, this study room 
  contains a small desk and chair, with a blank book 
  resting atop it. An unlit pipe rests on top of the 
  book (Pipe of Smoke Monsters).  
  • A DC 15 Wisdom (Perception) check reveals a 
  corner of the carpet which is stained with black 
  ooze. Upon closer inspection, the carpet can be 
  peeled up to reveal a wooden trap door beneath. 
  The trap door is sturdy, but the hinges have rusted 
  shut, requiring a DC 13 Strength (Athletics) or 
  Dexterity (Thieves Tools) check to open.  
  Creatures/NPCs 
  Jeff is a library intern, with a laid-back attitude and 
  no interest whatsoever in books. 
   Objectives/Goals. Jeff wants to spend his day 
  chillaxing in the library; it’s like a vacation without 
  his boss here! 
   What Does He Know? Jeff knows that several 
  librarians have been playing hooky over the last few 
  days, and no one else has shown up today. He 
  doesn’t think anything odd about it, and doesn’t offer 
  this information up to the characters unless asked. 
  He hasn’t noticed anything odd with the books, since 
  he hasn’t been handling them. He knows the location 
  of the library catalogue and can assist characters in 
  finding which books were recently checked out. 
  
   
   
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  DDAL##-## Adventure Title (v.#) 
   
   
   
   
   
   
   
   
   
  10 
  Treasure & Rewards 
  • Pipe of Smoke Monsters. This pipe has an acrid 
  flavor that oozes over the palate before slowly 
  fading away. This item can be found in Appendix 
  7: Magic Item. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Scene B. The Collector’s Lair 
  The trapdoor leads down a long 60 ft stairway, with 
  walls made of white stone, before levelling off and 
  ending at a large white stone door. Signs of black 
  oozes trails contrast with the white stone walls and 
  floor.  
  Beyond the door, the Collector (Ooze Master) sits at 
  the back of a large, unadorned stone chamber. A 
  crowd of oozelets surrounds him, moving forward 
  one at a time to be absorbed into his amorphous 
  form. The Collector conversationally greets the 
  characters and talks at length about anything they 
  wish to discuss. He will explain his plans if they 
  show interest, but is more interested in hearing from 
  the characters and gathering their knowledge. 
  If attacked, or once the Collector grows bored of the 
  conversation, the Ooze Master fights to the death. 
  A white maw uses its False Appearance to blend 
  into the stone hallway the characters enter through. 
  When combat begins, it drops on top of the party 
  using its Amorphous Form, focusing spellcasters and 
  others at the back of the party. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Remove 1 white maw.  
  • Weak: Remove 1 white maw, add 2 black puddings. 
  • Strong: Add 3 black puddings. 
  • Very Strong: Add 1 white maw. 
  Creatures/NPCs 
  The Collector is a powerful ooze, gifted higher 
  intelligence by Jubilex himself.  He uses a genuinely 
  interested and conversational tone to milk 
  characters for information, before striking. 
   Objectives/Goals. The Collector cares most about 
  gaining more knowledge, which can be ferried to 
  Jubilex. He will happily talk with the characters, 
  trying to milk them for information about anything 
  and everything, and will only engage in combat 
  when he thinks he has learned all he can from the 
  characters. He is not eager to fight, but will not let 
  the characters leave alive.  
   What Does He Know? The Collector is the 
  mastermind behind this plan, and knows how the 
  oozelets and knowledge consumption work, having 
  invented the concept himself. He has knowledge 
  about anything in the city of Hillsfar, provided the 
  oozelets could have acquired that information and 
  brought it back to him. He knows that Jubilex is 
  located in the Abyss, but not exactly where he is, and 
  will not divulge information that would endanger 
  Jubilex under any circumstances. 
  
   
   
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  11 
  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 Checkpoints 
  The characters receive one advancement checkpoint 
  for each objective completed: 
  • Secondary Objective: Defeat the Bakery Ooze. 
  • Main Objective: Kill the Collector. 
   The characters earn an additional advancement 
  checkpoint for each bonus objective they complete. 
  Treasure Checkpoints 
  The characters receive a treasure checkpoint for 
  completing both main objectives or both bonus 
  objectives. 
  Magic Item Unlock 
  Characters completing adventure’s main objective 
  unlock this magic item. 
   Pipe of Smoke Monsters. This pipe has an acrid 
  flavor that oozes over the palate before slowly 
  fading away. This item can be found in Appendix 7: 
  Magic Item. 
   Wand of Secrets. Shaped liked a wooden spatula, 
  this wand emits the scent of freshly baked bread and 
  cinnamon when used. If used to stir or prepare food, 
  the wand enhances the natural flavors of the food, 
  making it more delicious.  This item can be found in 
  Appendix 7: Magic Item. 
  Story Awards 
  During this adventure, the characters may earn the 
  following story award: 
   The Pursuit of Knowledge. You chose to absorb 
  knowledge rather than losing it to the Oozes. As a 
  result, you infrequently have the feeling of 
  something slithering underneath your skin and your 
  blood appears midnight black. 
   Celia the Squirrel. This squirrel is native to the 
  Feywild, evidenced by its bright blue fur and 
  penchant for wild magical effects. This loyal pet may 
  accompany you on adventures, but cannot 
  participate in combat or provide any mechanical 
  benefit.  
  DM 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 other rewards listed above. 
   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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  12 
  Appendix 1: Locations & 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. This shouldn’t exceed a single page. 
  • Tia Thorent (mee-UH THOR-int). Mia and Tia  
  Thorent  are human females in their early 
  twenties. They are partners and live together in a 
  loft over their newly opened bakery. Tia is a 
  master chef and Mia is a master decorator, and 
  combined they make some of the most delicious, 
  and unusual, treats in the region, infusing each 
  dish with a little bit of love, and possibly wild 
  magic, though unaware of their magical gifts.   
   Personality: Happy, free-spirited, and optimistic, 
  Mia  
   Ideal: Creativity. Using any inspiration to make 
  artistic and unique dessert decorations, icing, filling, 
  and toppers. She is inspired by everything. 
   Bond: Mia Thorent. Has a soft spot for small 
  animals. 
   Flaw: Overly optimistic and giving, she often 
  expects the best in others and fails to see their flaws. 
   
  • Mia Thorent (tee-UH THOR-int). Mia and Tia  
  Thorent  are human females in their early 
  twenties. They are partners and live together in a 
  loft over their newly opened bakery. Tia is a 
  master chef and Mia is a master decorator, and 
  combined they make some of the most delicious, 
  and unusual, treats in the region, infusing each 
  dish with a little bit of love, and possibly wild 
  magic, though unaware of their magical gifts.   
  Personality: Hardworking, reliable, emotionally 
  strong, grounded. 
  Ideal: Perfection. i.e. Baking the perfect bread, 
  buying Mia the perfect gift, having the perfect 
  bakery.  
  Bond: Tia Thorent. Has a soft spot for feeding the 
  hungry. 
  Flaw: Can be stubborn and slow to consider other 
  people’s opinions, if she believes she is right. Blunt. 
   
  • Cinnamon the Cat (SIN-na-mon). Mia and Tia’s 
  cat Cinnamon is a large orange tabby, who enjoy 
  napping on the sunlit windowsill, getting pets, and 
  nibbling on leftover pastries. He is very friendly, 
  and will rub on characters’ legs and beg for treats 
  (pieces of pastry).   
  Personality: Open and friendly, will manipulate 
  characters to get the treats and pets he wants. 
  Ideal: Getting more treats and naps. 
  Bond: Loves Mia and Tia.  
  Flaw: Can be impatient when he doesn’t get 
  pastries or attention. 
   
  • Jeff Calrev (JEFF CAHL-revv). Jeff is a young 
  human male who is interning at the library. With 
  long, shaggy hair and a laid-back attitude, he is 
  frequently seen with a half-tucked shirt, napping 
  behind library stacks. Having accepted the 
  internship (because it was the only one he was 
  offered), Jeff has been enjoying the relaxed nature 
  of the library, though he has failed to ever pick up 
  a book and is disinterested in reading or learning 
  as a general rule. 
  Personality: Carefree, relaxed, chill, and 
  unbothered 
  Ideal: Relaxation, being able to live unburdened 
  Bond: Freedom. Will stand up for others who are 
  shackled, literally or metaphorically. 
  Flaw: Lazy, Unintelligent, Uninvested 
   
  • M&T Bakery 
  Dimensions & Terrain. The main area of M&T is a 
  spacious 30 x 30 foot room, with white tile floors 
  and walls of purple wood. At the front of the store, 
  an orange tabby cat (Cinnamon) sleeps lazily on 
  the windowsill. Several tables with crisp 
  tablecloths fill the space; a couple are occupied by 
  patrons. At the back of the store is a large 
  countertop and display case filled with a variety of 
  pastries, with prices displayed on the back wall 
  (Player Handout 1). Behind the counter are Mia 
  and Tia, eager to serve new customers. A door to 
  leading to the kitchen is visible behind the 
  counter.  
  Half of the kitchen is well-organized, with a large 
  oven, several vats for proofing dough, racks for 
  cooling baked goods, and carefully arranged crates 
  of baking supplies. The half of the kitchen looks 
  like a glitter rainbow exploded on it. Pots of dyes 
  are strewn around, with buckets of icing and 
  fondant clustered around the base of a work 
  bench. Drawings and paintings are affixed to the 
  wall, creating a sort of collage. A small stairwell 
  leads from the kitchen to Mia and Tia’s second-
  story apartment. 
  Lighting. The front room’s interior is well lit, with 
  stylish candles on each table and plentiful sunlight 
  streaming in from floor-to-ceiling windows at the 
  
   
   
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  13 
  front of the shop, and skylights in the kitchen, 
  which are partially open to let heat vent.  
  Other Features. The room smells of warm, fresh 
  baked bread, cinnamon, clove, and nutmeg waft 
  out from the kitchen. The room is warmer than it 
  is outside. There is a comfortable, calm 
  atmosphere.  
   
   
   
  
   
   
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  14 
  Appendix 2: Creature Statistics 
   
  Gamma Ooze (Adult Oblex) 
  Medium ooze, lawful evil 
  Armor Class 14 
  Hit Points 75 (10d8 + 30) 
  Speed 20 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (-1) 
  19 (+4) 
  16 (+3) 
  19 (+4) 
  12 (+1) 
  15 (+2) 
   
  Saving Throws Int +7, Cha +5 
  Skills Deception +5, Perception +4, Arcana +7 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, prone 
  Senses blindsight 60 ft. (blind beyond this distance), 
  passive Perception 14 
  Languages Common), Abyssal, Elven 
  Challenge 5 (1,800 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 (DC 15). It can innately cast the 
  following spells, requiring no components: 
  3/day each: charm person (as 5th level spell), color 
  spray, detect thoughts, hold person (as 3rd level 
  spell) 
  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. The simulacrum 
  appears, feels, and sounds exactly like the creature it 
  impersonates, though it smells faintly of sulfur. The 
  oblex can impersonate 1d4 + 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 that 
  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 oblex makes one pseudopod attack 
  and uses Eat Memories. 
  Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 
  ft. one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 
  5 (2d4) psychic damage. 
  Eat Memories. The oblex targets one creature it can 
  see within 5 feet of it. The target must succeed on a DC 
  15 Wisdom saving throw or take 18 (4d8) 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 for any 
  saving throw proficiencies.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  15 
  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 
  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: (1d6 + 3) bludgeoning damage plus 
  (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. 
   
  Bulette 
  Large monstrosity, unaligned 
  Armor Class 17 (Natural Armor) 
  Hit Points 94 (9d10+45) 
  Speed 40 ft., burrow 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  11 (+0) 
  21 (+5) 
  2 (-4) 
  10 (+0) 
  5 (-3) 
   
  Skills Perception +6 
  Senses Darkvision 60 Ft., Tremorsense 60 Ft., passive 
  Perception 16 
  Challenge 5 (1,800 XP) 
  Standing Leap. The bulette's long jump is up to 30 ft. 
  and its high jump is up to 15 ft., with or without a 
  running start. 
  Actions 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: (4d12 + 4) piercing damage. 
  Deadly Leap. If the bulette jumps at least 15 ft. as part 
  of its movement, it can then use this action to land on 
  its feet in a space that contains one or more other 
  creatures. Each of those creatures must succeed on a 
  DC 16 Strength or Dexterity saving throw (target's 
  choice) or be knocked prone and take 14 (3d6 + 4) 
  bludgeoning damage plus 14 (3d6 + 4) slashing 
  damage. On a successful save, the creature takes only 
  half the damage, isn't knocked prone, and is pushed 5 
  ft. out of the bulette's space into an unoccupied space 
  of the creature's choice. If no unoccupied space is 
  within range, the creature instead falls prone in the 
  bulette's space. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  16 
  Chimera 
  Large monstrosity, chaotic evil 
  Armor Class 14 (Natural Armor) 
  Hit Points 114 (12d10+48) 
  Speed 30 ft., fly 60 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  11 (+0) 
  19 (+4) 
  3 (-4) 
  14 (+2) 
  10 (+0) 
   
  Skills Perception +8 
  Senses Darkvision 60 Ft., passive Perception 18 
  Languages Understands Draconic But Can't Speak 
  Challenge 6 (2,300 XP) 
  Actions 
  Multiattack. The chimera makes three attacks: one 
  with its bite, one with its horns, and one with its claws. 
  When its fire breath is available, it can use the breath 
  in place of its bite or horns. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: (2d6 + 4) piercing damage. 
  Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: (1d12 + 4) bludgeoning damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: (2d6 + 4) slashing damage. 
  Fire Breath (Recharge 5-6). The dragon head exhales 
  fire in a 15-foot cone. Each creature in that area must 
  make a DC 15 Dexterity saving throw, taking 31 (7d8) 
  fire damage on a failed save, or half as much damage 
  on a successful one. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Commoner 
  Medium humanoid (human), lawful evil 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Skills Passive Perception 10 
  Languages Common 
  Challenge 0 (10 XP) 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: (1d4) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Gamma Ooze Prime (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), Abyssal, Elven, Sylvan, Infernal, 
  Dwarvish, Thieves’ Cant 
  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 (DC 18). It can innately cast the 
  following spells, requiring no 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 
  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. The 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 that 
  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 oblex makes one pseudopod attack 
  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 4 (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 for any 
  saving throw proficiencies.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  18 
  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 (-3) 
  6 (-2) 
  1 (-5) 
   
  Damage Resistance Acid 
  Damage Immunities Lightning, Slashing 
  Condition Immunities Blinded, Charmed, Deafened, 
  Exhaustion, Frightened, Prone 
  Senses Blindsight 60 Ft. (Blind Beyond This Radius), 
  passive Perception 8 
  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: (2d6 + 2) bludgeoning damage plus 
  (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. 
   
   
   
   
   
   
   
   
   
   
   
   
  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. 
  
   
   
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  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. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Remorhaz 
  Huge monstrosity, unaligned 
  Armor Class 17 (Natural Armor) 
  Hit Points 195 (17d12+85) 
  Speed 30 ft., burrow 20 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   24 (+7) 
  13 (+1) 
  21 (+5) 
  4 (-3) 
  10 (+0) 
  5 (-3) 
   
  Damage Immunities Cold, Fire 
  Senses Darkvision 60 Ft., Tremorsense 60 Ft., passive 
  Perception 10 
  Challenge 11 (7,200 XP) 
  Heated Body. A creature that touches the remorhaz or 
  hits it with a melee attack while within 5 feet of it 
  takes 10 (3d6) fire damage. 
  Actions 
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., 
  one target. Hit: (6d10 + 7) piercing damage plus 
  (3d6)fire damage. If the target is a creature, it is 
  grappled (escape DC 17). Until this grapple ends, the 
  target is restrained, and the remorhaz can't bite 
  another target. 
  Swallow. The remorhaz makes one bite attack against 
  a Medium or smaller creature it is grappling. If the 
  attack hits, that creature takes the bite's damage and is 
  swallowed, and the grapple ends. While swallowed, the 
  creature is blinded and restrained, it has total cover 
  against attacks and other effects outside the remorhaz, 
  and it takes 21 (6d6) acid damage at the start of each 
  of the remorhaz's turns. If the remorhaz takes 30 
  damage or more on a single turn from a creature inside 
  it, the remorhaz must succeed on a DC 15 Constitution 
  saving throw at the end of that turn or regurgitate all 
  swallowed creatures, which fall prone in a space within 
  10 feet of the remorhaz. If the remorhaz dies, a 
  swallowed creature is no longer restrained by it and 
  can escape from the corpse using 15 feet of 
  movement, exiting prone. 
   
   
   
   
   
   
   
   
  
   
   
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  Tyrannosaurus 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 14 
  Challenge 8 (3,900 XP) 
  Actions 
  Multiattack. The enormous wolf makes two attacks: 
  one with its bite and one with its claws. It can't make 
  both attacks against the same target. 
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: (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 
  Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: (3d8 + 7) slashing damage.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
  White Maw 
  Gargantuan ooze, chaotic neutral 
  Armor Class 5 
  Hit Points 217 (14d20+70) 
  Speed 10 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  1 (-5) 
  20 (+5) 
  12 (+1) 
  10 (+0) 
  3 (-4) 
   
  Damage Resistances acid, cold, fire 
  Damage Immunities poison 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, poisoned, prone 
  Senses blindsight 60 ft. (blind beyond this radius) 
  Languages telepathy 50 ft. 
  Challenge 10 (5,900 XP) 
  Ooze Nature. White Maw doesn’t require sleep. 
  Amorphous Form. White Maw can occupy another 
  creature’s space and vice versa. 
  Corrode Metal. Any nonmagical weapon made of 
  metal that hits White Maw 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 that hits White Maw is 
  destroyed after dealing damage. 
  White Maw can eat through 2-inch-thick, nonmagical 
  metal in 1 round. 
  False Appearance. While White Maw remains 
  motionless, it is indistinguishable from white stone. 
  Killer Response. Any creature that starts its turn in 
  White Maw’s space is targeted by a pseudopod 
  attack if White Maw isn’t incapacitated. 
  Actions 
  Pseudopod. Melee Weapon Attack: +8 to hit, reach 10 
  ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage 
  plus 9 (2d8) acid damage. If the target is wearing 
  nonmagical metal armor, its armor is partly corroded 
  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. 
   
  
   
   
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  21 
  Appendix 3: Cannoli & Cats (Bonus Objective A.) 
  Estimated Duration: 60 minutes
   
  “We all have a Monster within; the difference is in 
  degree, not in kind.” 
    
  - Douglas Preston, The Monster of Florence 
  Setting Description 
  Ethel Hallowon’s house is a 10-minute walk away 
  from M&T. On a quiet street, this house has window 
  boxes of colorful flowers, and lace curtains in the 
  windows. A 1-story building sits to its left, with a 
  small, well-tended garden out front.  
  Prerequisites 
  Complete Call to Action, having spoken with Captain 
  Scott. 
  Objectives 
  Gather information from Ms. Hallowon and/or 
  defeat the Gamma Ooze in combat. 
  Area Information 
  This area features: 
   Dimensions & Terrain. Ethel Hallowon’s house is 
  a small, 20-foot square house. A relatively large 
  kitchen takes up one corner of the house, with a 
  rocking chair, small table, and comfortable couch 
  forming a sitting area in the center of the space. A 
  small bed is sits behind a closed curtain in the 
  opposite corner.  
   Lighting. The interior is unlit, though the 
  windows provide dim light. A single unlit lamp sits 
  next to the bed. 
  Roleplaying “Ethel Hallowon” 
  Ethel Hallowon was a kind, grandmotherly character who 
  always had a kind word and a snickerdoodle to cheer you 
  up. Unfortunately, Ethel was killed by the same ooze that 
  killed Brett, which then devoured her brain, transforming 
  into a Gamma Ooze. This Gamma ooze now inhabits 
  Ethel’s body, acting as her new brain. The Gamma Ooze 
  has all of Ethel’s memories and acts like her, unless 
  attacked. Discerning characters may notice something is 
  off about Ethel’s mannerisms.  
  Scene A. A Neighborly Welcome  
  Investigating Ethel’s home: 
  • The kitchen has a large plate of freshly baked 
  snickerdoodle cookies sitting on top of a 
  handmade decorative doily, consisting of patterns 
  of intertwined leaves. 
  • A DC 10 Intelligence (Investigation) check 
  reveals a few carefully arranged book on a small 
  table in the living room, all of which are second-
  hand murder mysteries, starring a cat detective 
  name Mr. Smeowgles. None of these books have a 
  library card. 
  • A DC 15 Intelligence (Investigation) check finds 
  signs of black ooze freshly embedded into Ethel’s 
  rocking chair cushion.  
  • Searching Ethel’s body, characters find a small 
  bronze locket, the latch worn from use, with the 
  picture of a young man inside. “For my sunshine” 
  is clumsily etched into the inside of the locket. 
  (This is an old picture of Ethel’s husband, who 
  died several years ago when his produce cart was 
  struck by a horse and crushed him).  
  The Gamma Ooze 
  When an oozelet devours a sufficient amount of 
  knowledge (in the form of written text or living brains), it 
  transforms into a Gamma Ooze. A Gamma Ooze has the 
  ability to devour and replace a human’s brain, similar to an 
  intellect devourer. It retains all of the information it has 
  devoured over its lifetime.  
  Creatures/NPCs 
  Ethel Hallowon was a kind, grandmotherly 
  character, who was unfortunately turned into a 
  Gamma Ooze (Adult Oblex) earlier this morning.  
   Objectives/Goals. “Ethel” is willing to give 
  characters whatever information they require and 
  wants to be left in peace… unless a good opportunity 
  comes along where she can get away with 
  consuming an unwitting adventurer.   
   What Does She Know? Ethel found Brett’s body 
  before she was consumed by the ooze and retains all 
  of her memories. However, the Gamma Ooze will not 
  suggest ooze involvement unless specifically asked 
  by characters, as it doesn’t want to risk being 
  discovered. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Strong or Very Strong: Replace the Gamma Ooze (Adult 
  Oblex) with a Gamma Ooze Prime (Elder Oblex). 
   
   
  
   
   
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  Appendix 4: Brownies & Books (Bonus Objective B.) 
  Estimated Duration: 60 minutes 
   
  “Everything you can imagine is real.”  
    
   
   
   
  -Pablo Picasso 
  Setting Description 
  The streets of Hillsfar are packed during the early 
  afternoon. People are bustling through the busy 
  market streets, running errands and paying little 
  attention to their surroundings. As characters move 
  along the street, a small park can be seen off to the 
  left of the road, with green grass, a small copse of 
  budding trees, and a group of young schoolchildren 
  (ages 4-7) sitting in a circle around Jeanine Swisher, 
  a young schoolteacher, who holds up a picture book 
  and reads aloud. 
  Prerequisites 
  Complete Primary Objective and be travelling to the 
  library.  
  Objectives 
  Defeat the oozes and prevent any schoolchildren 
  from being harmed. 
  Area Information 
  This area features: 
   Dimensions & Terrain. A small green park sits off 
  to the side of a bustling street. The park   
   Lighting. The sun provides bright light to this 
  area. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Scene A. A Day at the Park  
  As characters approach the scene, the pictures in the 
  book begin to swirl and coalesce into shapes, as 
  several picture-themed oozes burst forth from the 
  book and attack the children. This happens before 
  characters reach the group, unless a character 
  identifies the book as a threat from afar and acts 
  quickly. When the creatures begin pouring out, 
  Jeanine panics and drops the book, where it lies 
  open on the ground. 
  This book is Cool Creatures and Where They Commune. 
  This is a library book that oozes have infiltrated; they 
  have not only devoured the information, they have 
  become the creatures whose images they consumed. 
  At the beginning of each round, a page is flipped by 
  the wind, and the creature(s) on that page pour out 
  of the book. On round 1, 3 bulletes emerge from the 
  book. On round 2, a chimera emerges. On round 3, a 
  tyrannosaurus rex emerges. On round 4, a 
  remorhaz emerges. Roll initiative for each monster 
  to determine when it acts. 
  Characters should make the connection that these 
  creatures are emerging from the book. With a DC 10 
  Wisdom (Insight) check as a free action, a character 
  can realize this is somehow connected to the oozes. 
  A single character can attempt a DC 20 Strength 
  (Athletics) check, DC 20 Intelligence (Arcana) 
  check, or a DC 15 Painter’s supplies check to 
  attempt to prevent the creatures from emerging 
  from the book. This requires two successes and can 
  only be completed by a single character per round 
  (i.e. it will take a minimum of 2 rounds).  
  During this combat, there are several children in 
  danger, as well as Jeanine, who may be hit by AOE 
  attacks or otherwise damaged by rampaging 
  monsters, in addition to the bustling street adjacent 
  to the park. Make this clear to characters and include 
  tokens for these individuals on the board if 
  necessary.  
  Jeanine, a commoner, is unarmed and tries to move 
  the children to safety. If a child is attacked by a 
  monster, Jeanine will sacrifice herself to save them, 
  throwing her body over them for AOE attacks or 
  jumping in the way of melee attacks. Allow Jeanine 
  to make death saving throws, if the characters are 
  interested in saving her. Reward characters with 
  inspiration for exceptional roleplay
  . 
  
   
   
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  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak/Weak: Instead of having enemies emerge each 
  round, have them emerge every 2 rounds. Encourage 
  characters to take actions to deactivate the book, and 
  lower DCs to do so by 5 if necessary. 
  • Strong/Very Strong: Add 1 extra monster per round. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Scene B. Just Another Monday  
  Option A: Jeanine Survives 
  Jeanine thanks the characters profusely for helping 
  her and the children. She doesn’t have much to offer 
  them in way of an award, as she barely makes 
  enough money to survive, but says that she will talk 
  to the guard to see if characters can be awarded for 
  their efforts. 
  Children can be calmed with Persuasion 
   
  Option B: Jeanine Dies 
  The children are in tears and inconsolable and have 
  nowhere to go. Characters may choose to take them 
  back to their school, the Temple of Oghma, which 
  they can easily find directions to by asking the locals. 
  When they arrive, the teachers begin sending 
  messages out to their parents, so they can come pick 
  the children up early. The characters are thanked for 
  their service.  
   
  Calming the Children 
  Allow characters to roleplay and perform checks with a DC 13 
  using Persuasion, Performance, or any other skill that seems 
  relevant. Grant advantage on the check and/or inspiration for 
  excellent roleplaying. This is an opportunity in the adventure 
  for characters to take a break, roleplay, and interact with the 
  community. If this is part of a larger story arc, characters may 
  interact with adult NPCs on the bustling street to hear 
  rumors or foreshadowing for other adventures, or to meet 
  upcoming key NPCs. Feel free to use this section to how it will 
  best benefit the party and the story you are attempting to 
  tell. 
   
   
   
   
   
  
   
   
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  24 
  Appendix 5: M&T Bakery Menu (Player Handout 1) 
   
   
   
  
   
   
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  25 
  Appendix 6: In the Eye of the Beholder Library Card (Player 
  Handout 2) 
   
   
  AUTHOR 
  Ariel Kernoff 
  TITLE 
  In the Eye of the Beholder 
  DATE 
  LOANED 
  BORROWER'S NAME 
  DATE 
  RETURNED 
  3.21 Isabelle Duncan 
  3.25 
  4.17 Carl Glittergold 
  4.27 
  5.21 Jimjar Kernwell 
  5.28 
  5.25 Elizabeth Doomswallow 
  6.03 
  7.02 Richard Smith 
  7.15 
  8.22 Brett Bellington 
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
  Bint's Printing 
  Lmt. 
   
  Made in Brocklin 
   
   
   
   
  
   
   
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  Appendix 7: Magic Item 
   
  Characters completing this adventure’s objective 
  unlock this magic item.  
  Pipe of Smoke Monsters 
  Tier 1, 2 treasure checkpoints 
  While smoking this pipe, you can use an action to 
  exhale a puff of smoke that takes the form of a single 
  creature, such as a dragon, a flumph, or a 
  froghemoth. The form must be small enough to fit in 
  a 1-foot cube and loses its shape after a few seconds, 
  becoming an ordinary puff of smoke. 
   This pipe has an acrid flavor that oozes over the 
  palate before slowly fading away.  
   
  Wand of Secrets 
  Tier 1, 8 treasure checkpoints 
  The wand has 3 Charges. While holding it. you can 
  use an action to expend 1 of its Charges, and if a 
  secret door or trap is within 30 feet of you, the wand 
  pulses and points at the one nearest to you. The 
  wand regains 1d3 expended Charges daily at dawn. 
  This item is found in the Dungeon Master’s Guide. 
   Shaped liked a wooden spatula, this wand emits 
  the scent of freshly baked bread and cinnamon when 
  used. If used to stir or prepare food, the wand 
  enhances the natural flavors of the food, making it 
  more delicious.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  27 
  Appendix 8: Story Awards 
   
  During this adventure, the characters may earn the 
  following story award: 
   The Pursuit of Knowledge. You chose to absorb 
  knowledge rather than losing it to the Oozes. As a 
  result, you infrequently have the feeling of 
  something slithering underneath your skin and your 
  blood appears midnight black. 
   Celia the Squirrel. This squirrel is native to the 
  Feywild, evidenced by its bright blue fur and 
  penchant for wild magical effects. This loyal pet may 
  accompany you on adventures, but cannot 
  participate in combat or provide any mechanic 
  benefit.  
   
   
   
   
   
   
  
   
   
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  Appendix 9: Dungeon Master 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? 
  About the D&D Adventurers League [link] 
   
  New to the Annual Storyline? 
  [insert title/link to appropriate story webpage] 
   
  New to Being the Dungeon Master? 
  [insert title/link to web article] 
  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-03-01 - Consumption.pdf