Apothecary in Adventures
Apothecary is a card that I have grown to like over many games of Dominion. The learning curve for this card was steep for me but I was always encouraged when I saw some of the extremely elegant uses for it. There are two very good articles on the forum about Apothecary and they outline different uses of the card. I wish to contribute somewhat to the knowledge that is currently available on Apothecary. This contribution seeks to speculate what cards and events from the latest expansion, Adventures, will interact well with Apothecary. These thoughts are only based on my experience of numerous games with Apothecary and some games with the new expansion.
Apothecary/Raze
Raze fits the role of removing the starting estates (or shelters) uniquely. Raze is non-terminal and, when trashing estates, there is some cycling. What sets Raze apart (from Lookout, say) is that it can remove itself from the deck by trashing itself once the starting estates (or shelters) have been removed. This is one less card to reduce Apothecary's drawing power. Also, Apothecary can help pair Raze with an estate (or shelter). Ratcatcher can also be used to trash estates to clear the path for the Apothecary. However, pairing Raze, in particular, with Potion in an opening can lead to rapid deck development.
Apothecary/Artificer
Artificer is the card from Adventures that intrigued me the most. With Apothecary, it is possible to have an enlarged handsize from all the drawn coppers. Artificer can then make use of this increased hand-size to gain and top-deck expensive cards easily (say, Grand Market). This becomes more potent if there are enough Apothecaries in one's deck to re-draw the discarded coppers and play the gained card immediately or if there are multiple Artificers to gain cards. Additionally, Artificer is a cantrip so it works well with Apothecary.
Apothecary/Distant Lands
Distant Lands is good for the Apothecary-intensive deck. It disappears from the deck allowing the Apothecary to draw through more of the deck after it has been set aside. I have played a game with Apothecary and Distant Lands on the board and my deck had more longevity than other kinds of decks because Distant Lands were set aside once played. This is reminiscent of the Apothecary/Native Village interaction.
Apothecary/Guide
Apothecary decks run into the problem of stalling hard because they eventually reveal a 'wall of green' thus seeding their next hand with numerous green cards (similar to Rabble's attack). Being able to overcome this problem is what can make an Apothecary deck viable for a game. Guide allows you to discard this 'wall of green' for one that has more options. Events that can circumvent this 'wall of green' in your next hand are Scouting Party and Mission.
These are my thoughts on Apothecary's interaction with Adventures cards/events and you are welcome to share yours and leave feedback.