Dungeons & Dragons Online

A Quest for a Better Beer (A Short Quest/Boss-Fight with a Premade NPC, Two Alcohol Elementals, and a minor alcohol-related magic item)

Adventure – Any medium to large city, 3-5 Players, Level 3+


The up-and-coming merchant and brewer, Fifi Fangle, has a serious alcohol problem. Her most recent foray into making a forever fizzy beer, that retains its fizziness no matter how far or long it travels, hasn’t ended well, instead creating a powerful elemental made from her newest brew that is terrorizing her workshop. Worse yet, a group of traveling merchants from a neighboring nation is on their way to sample her product, and it is her hope to set up a lucrative business deal with them.

Fifi will be eager to hire a group of adventurers to deal with her problem so she can finish her new product, whether she found them through a tavern stocking her wares, through a bounty board, or sheer luck. She will gladly offer them a part of the projected profits from her new venture as payment, and, if pressed, she will also toss in a few vouchers for room and board at the local bars that stock her beer.

Fifi will tell the party of the elemental, and how she was forced to flee after it attacked her immediately upon its accidental creation. She is eager to have her brewing room cleared of the monster, but she does have one condition. No damage can be done to her brewing vats or equipment in the fight, or else she will be ruined. Should any of her brewing vats be destroyed in the fight, Fifi will be unwillingly to compensate those she has hired but could be persuaded or threatened otherwise.

Fifi Fangle

Quick-of-wit and amiable, Fifi Fangle has been making waves lately in the tavern scene for her delicious beverages. Fifi loves her work (as well as a good drink) and is more than happy to talk the ears off any willing participants about her recent achievements in the burgeoning field of Mix-o-mancy, all the more so if its over one of her own creations at the pub.

She is honest and hard-working, and thoughts of swindling anyone she works with or hiding the danger of the situation will be far from her mind. Rather, those who treat her with respect will find her a steadfast ally and a source of delicious alcohol. She’s no stranger to a scrap, however, and she will stand her ground against those who try to goad or intimidate her. She is often susceptible to flattery, though, especially when it’s about her work.

Fifi Fangle, a half-elf in her forties, is best described as a Fae creature that once had a decent drink and decided that was what they would do forever now, everyone else be darned. With faintly glowing green eyes that hint at a Fae heritage and hair the color of autumn leaves, Fifi is vibrant and full of life only in the way those who know the joy of a good meal and a hearty ale can be.

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The Fight

Fifi will take the players to her workshop nearby, which is a repurposed warehouse with several brewing vats installed inside. She will wait outside while the players fight the elementals, and once the workshop has been cleared out, she will eagerly thank them and send them off so she can finish her work (with the agreement that they will come back in a day or two to her workshop to receive their payment). Before they enter, Fifi will offer a final warning that the players don’t use any fire, as there are plenty of flammable materials in the workshop (including the Ethamental itself).

Once inside, the players will be in a large room with four fermentation vats set up along the walls, with a messy worktable pushed up against the back wall. In the center of the room is a magic circle that the Ethamental has been working on (DC 13 Intelligence (Arcana) check to determine it is an incomplete summoning circle designed to conjure more Ethamentals).

The fight will kick off as soon as the players enter, as the Ethamental is currently in the center of the room working on the arcane circle. The party will have to contend with the Ethamental, and the minions he summons each turn, called the Fermentals. It is the Ethamental’s goal to defeat the interlopers and finish the summoning circle to bring forth more Ethamentals.

As a lair action (Initiative 20), the Ethamental summons 1d4 Fermentals from the brewing vats set up around the warehouse. Roll 1d4 to determine which vat the Fermentals spawn from this round. Should the vat chosen be destroyed already, no Fermentals are summoned. The Fermentals act at the end of the turn, and spend their entire turn moving to the Ethamental and combining with it (see Fermental stat-block). Should they be unable to reach the Ethamental with a single move, they will use their full turn moving to the Ethamental.

Destroying the vats will prevent the Fermentals from spawning but doing so will the deal made with Fifi. The vats are quite durable, being made of metal, but are rather easy to hit given their large size. Each vat has AC 10 and 15 Hit Points. The vats are immune to poison and psychic damage, but automatically fail any Dexterity saving throws.

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100 GP the following day after she meets with her buyers

Two Portable Kegs of Forever Fizzy Beer (20 LBs each)

5 vouchers for a free night’s stay, a drink, and a meal at a local tavern

Brewer’s Supplies that can be used to summon one Fermental that will obey your commands. This ability can’t be used again until you finish a long rest.

A List of Fifi’s Best-Selling Drinks

Fangle’s Firewater – Whiskey, hold the flavor, double the burn.

Bubbly Beer – So bubbly, you’ll start to Levitate.

Fifi’s Fizz & Tonic – A popular mixed drink that says, ‘I may be a noble, but I too like to mingle with the ‘common folk.’’

Old-Fangled – A modern twist to a popular custom of masking the taste of cheap liquor with lots of fruit and sugar.

The Almost Forever Fizzy Beer – Stays nice and fizzy for a while, but not quite forever.

Red-Headed Nun – You see, there was this nun that walked into the tavern…

A Dry Martin – Stirred, then shaken, then stirred again for good measure. Wait, you want ice?

Stat Blocks

Looking much like a water elemental, the Ethamental is amber-colored and smells strongly of hops.


Medium elemental, Drunken Evil

Armor Class 14 (natural armor)

Hit Points 37 (5d8 + 15)

Speed 30 ft., swim 90 ft.

STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 6 (-2) CHA 10 (+0)

Damage Vulnerabilities fire

Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60 ft., passive Perception 8

Languages Alcoholic, Aquan

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.

Alcohol Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.


Multiattack. The Ethamental makes two bar slam attacks.

Liquid Courage (Recharge 5-6). Each creature within a 5-foot radius around the Ethamental must make a DC 13 Constitution saving throw. On a failure, a target takes 3d6 poison damage and is Poisoned for 1 minute.

Bar Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) poison damage.

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Fermentals are small collections of alcohol bubbles that float slowly through the air.


Tiny elemental, Drunken Neutral

Armor Class 14 (natural armor)

Hit Points 1

Speed 0 ft., fly 20 ft. (hover)

STR 8 (-1) DEX 18 (+4) CON 12 (+1) INT 4 (-3) WIS 4 (-3) CHA 12 (+1)

Evasion. If the Fermental is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Fermental instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.


Fermentation. The Fermental sacrifices its life to imbue a creature within a 5-foot radius with power. The target regains 1d4+1 Hit Points, and rolls 1d4 to determine the additional effect.

1 – +1 AC until the end of their next turn

2 – They regain an extra 1d4 Hit Points

3 – Advantage on one Attack (lasts until the end of their next turn)

4 – Advantage on one saving throw (lasts until the end of their next turn)

Additional resources – Google Drive w/ formatted stat blocks and a simple battle map made using Dungeon Draft.

I would love to hear any suggestions or thoughts on how to improve it!

Source: reddit.com

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