My PCs are going to be introduced to my first quest because one of them is already on it. One of the PCs has got a contract to kill a monster and bring it back to an alchemist who needs the monster for some alchemy stuff. My other two PCs are invited to join on the quest for a share of the money and that's how my boys meet each other. The question is what monster could 3 LVL 3 characters fight and win, the monster has to be useful to an alchemist or just for making some potion. I'm leaning towards choosing a green hag or possibly an owlbear, are they too difficult?
Any of the elementals (air elemental, earth elemental, fire elemental, water elemental) could work. They'd a tough but not unbeatable challenge for a 3rd level party, and they could have some rare ingredients an alchemist might want.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
If you want it to be challanging but not mortal, I suggest you to use only one monster to that encounter. Use something between CR 3 and 4 (even if a CR 4 is a hard encounter, the CR calculation isn't that well built and they must all survive) but be careful to do not use too much counter conditions (like a monster with nonmagical attacks resistence if no one in the party have magical damage).
About the lore, maybe you should start thinking what the alchemist that patron them wants to do. Almost every creature should be able to provide alchemical components, or live around a place that provides it.
Think like that: if it would be a alchemical to a protect from evil or good potion, make them go to a cript to take ashes from some buried cleric, but when they reach the place a ghost attacks (if they didn't have magical damage, make it a group of skeletons). Or if it's a charm potion, lead them to a succubus to a Harpy lair to take it's tongue or feathers. Or if it's to a potion relatade to cold damage, thay should go for a Yeti.
Well, I think a good tip is to relate the monster or component (directly or in oppositon) to it's alchemical porpouse.
It's going to be paired with some skeletons, I used a water elemental with some modified stats, as not to be too challenging. Thank You anyways, the tips on connecting lore to the mission itself is very good to keep in mind, thanks!
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My PCs are going to be introduced to my first quest because one of them is already on it. One of the PCs has got a contract to kill a monster and bring it back to an alchemist who needs the monster for some alchemy stuff. My other two PCs are invited to join on the quest for a share of the money and that's how my boys meet each other. The question is what monster could 3 LVL 3 characters fight and win, the monster has to be useful to an alchemist or just for making some potion. I'm leaning towards choosing a green hag or possibly an owlbear, are they too difficult?
Any of the elementals (air elemental, earth elemental, fire elemental, water elemental) could work. They'd a tough but not unbeatable challenge for a 3rd level party, and they could have some rare ingredients an alchemist might want.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
thank you!
If you want it to be challanging but not mortal, I suggest you to use only one monster to that encounter. Use something between CR 3 and 4 (even if a CR 4 is a hard encounter, the CR calculation isn't that well built and they must all survive) but be careful to do not use too much counter conditions (like a monster with nonmagical attacks resistence if no one in the party have magical damage).
About the lore, maybe you should start thinking what the alchemist that patron them wants to do. Almost every creature should be able to provide alchemical components, or live around a place that provides it.
Think like that: if it would be a alchemical to a protect from evil or good potion, make them go to a cript to take ashes from some buried cleric, but when they reach the place a ghost attacks (if they didn't have magical damage, make it a group of skeletons). Or if it's a charm potion, lead them to a succubus to a Harpy lair to take it's tongue or feathers. Or if it's to a potion relatade to cold damage, thay should go for a Yeti.
Well, I think a good tip is to relate the monster or component (directly or in oppositon) to it's alchemical porpouse.
It's going to be paired with some skeletons, I used a water elemental with some modified stats, as not to be too challenging. Thank You anyways, the tips on connecting lore to the mission itself is very good to keep in mind, thanks!