Used this for my first time DMing, and it was super easy to work with. My friends and I had a great time.
I also made a few adjustments since it was everyone's first adventure:
- I wanted to break into action more quickly, so I started with the party already on the road to the brewery and had a drunken bugbear ambush them from behind a rundown shack on the way (more info below).
- One of our players had to drop out, so the party was a little underpowered, so I came up with some beers they could purchase from the taproom before starting the job. Each beer provided a different buff, and players had to roll a d20 with a DC equal to the number of beers they drank. Failing the roll resulted in them being drunk for the fight against the rats (see below).
Here's my encounter notes from D&D Beyond:
A drunk bugbear attempts to blindside the party along the way to The Wizard's Tower Brewing Co. 2 Drunk Stirges are attached to the bugbear before the encounter begins, while another is flying around struggling to attach itself to the Bugbear.
Explain that the players have decided to take a job posted on a notice board in a nearby town. They are traveling along a dirt path to The Wizard's Tower Brewing Co.
Ask them what they do as they head toward the brewery.
As they pass a rundown shack, they must make a perception check. If their traveling activity reduces awareness, they have disadvantage. They must beat the Bugbear's stealth check to avoid being surprised by him. (Remember, surprised characters simply lose a turn of combat.)
TREASURE & REWARDS
- Give drunken characters disadvantage on all attack rolls and saving throws.
- Give all attackers advantage on attack rolls against drunken characters.
- Stirges detaching from targets after draining 10 HP.
Morningstar, Javelin, Hide
If players explore the shack, they find beer.
Beers (and their effects) available in the taproom
Li'l Sumpin' Sumpin'
- d8 Brew
- 1 Li'l Sumpin' Sumpin'
- 2 Fist Hamlet
- 3 God Damn Raven Porter
- 4 Ranger vs. Unicorn
- 5 Foggy Wizard
- 6 Old Man Grumpy
- 7 Dragon's Milk
- 8 Shiner Bach
- - PBR
Whenever you make an attack roll or a saving throw, you can roll a d4 and add the number rolled to the attack roll or saving throw.
God Damn Raven Porter
You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
Ranger vs. Unicorn
You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.
This spell immediately ends if you cast it again before its duration ends.
Old Man Grumpy
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
You can roll a d6 and add the number rolled to one ability check, attack roll, or saving throw. You can wait until after you roll the d20 before deciding to use the die, but you must decide before I say whether the roll succeeds or fails. Once the die is rolled, it is lost.
Roll a d8. Number indicates one of the above.
Drunk creatures have disadvantage on all attack rolls and saving throws. Creatures targeting drunk creatures have advantage on attack rolls