11720 lines
528 KiB
Plaintext
11720 lines
528 KiB
Plaintext
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THE COMPLETE GUIDE TO ALCOHOL
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FOR FANTASY ROLE-PLAYING GAMES
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BY DESMOND
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WITH A LOT OF HELP FROM SOME FRIENDS
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If all be true that I do think, There are five
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reasons we should drink; Good wine - a friend -
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or being dry - Or lest we should be by and by -
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Or any other reason why.
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--- Henry Aldrich
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My manner of living is plain and I do not mean
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to be put out of it. A glass of wine and
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a bit of mutton are always ready.
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--- George Washington
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What harm in drinking can there be,
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Since punch and life so well agree.
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--- Blacklock
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Drunkenness is the vice of a good constitution, or
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of a bad memory! Of a constitution so treacherously good,
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that it never bends until it breaks; or of a memory that
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recollects the pleasures of getting drunk, but forgets the
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pains of getting sober.
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--- Colton
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A loaf of bread, a jug of wine, and thou.
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--- Omar Khayyam
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He who drinks one glass of wine a day
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Will live to die some other way.
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--- Anon
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Their wine is the poison of dragons, and the
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cruel venom of asps.
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--- Deuteronomy 32:33
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We made neere twentie gallons of wine.
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--- Capt. John Smith
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-----------------------------------------------------------------------
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COPYRIGHT (C) 1994
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All trademarks of products, company names, logos, phrases, service
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names, and/or slogans are trademarks of the respective companies,
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artists, and/or individuals, where applicable.
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Material presented in this document is for use with any fantasy
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role-playing game. However, references to the Player's Guide or Dungeon
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Master's Guide refers to core books of Advanced Dungeons and Dragons
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role-playing game. Advanced Dungeons and Dragons is a registered
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trademark if TSR inc. References to TSR products are not meant to
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infringe on copyright laws but are to gain support for AD&D products.
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The following guide is the property of its author, who hereby
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states that he retains the copyright except for where noted. You may
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distribute it at will, provided that nothing in the guide, this notice,
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or any of the credits are altered in any way; and that you do not make
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a profit from it.
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This document is not for sale and is made available for private
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game use only.
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*** DISCLAIMER ***
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All contents of this guide are presented for game purposes only.
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In no way is this guide intended to persuade people of any age to drink
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alcoholic beverages or to persuade people to reproduce fantasy
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creations in real life. The author of the guide does not condone the
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use of alcohol, especially for those under the legal age. Hopefully,
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information presented in this guide will educated on the dangers of
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alcohol. In fact, it would be preferred that people use this guide to
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allow thier fictitious characters to indulge in the use of alcohol in
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place of them. A character can be thrown in the trash, a person is a
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lot harder to dispose of. In no way will the author of this guide or
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the contributors of this guide be held responsible for other persons'
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actions.
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Advice oriented information is not to be taken as legal
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consultation or legal service, but as suggestions and examples of real-
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world or hypothetical models. Always consult a lawyer for legal and
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lawful guidance. The opinions and views contained in this guide reflect
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those of the individual authors. The opinions, content, and
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organization of this magazine are in no way connected with the faculty
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and staff of any educational institute where this guide was found.
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TABLE OF CONTENTS
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Initial Reactions To The Guide
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Preface
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Introduction To Alcohol
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Proficiency In Brewing
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Proficiency In Wine-Making
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Proficiency In Distilling
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Everything You Ever Wanted To Know About Distilleries
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When The Still Explodes
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Effects Of Alcohol
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Recovery From Intoxication
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Stimulants for Recovering From Intoxication
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A More Sinister Side Of Drinking: Alcohol Addiction
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Alcoholic Diseases
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Crazy Drunk: A Look At Dipsomania
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Fetal Alcohol Syndrome
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Non-Weapon Proficiencies
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Not A Typical Assortment Of Weapons
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Getting To Know Your Booze
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Spells With A Twist Of Lime
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Lohocla's Tome of Ultimate Chaos
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Popular & Strange Alcohols Amongst The Worlds
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Alcohol Drink Additives
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Extracts From the Net Poison Digest
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No Guide Is Complete Without Magic-Items
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(MAGIC-ITEM) La Bouteille Magique de Chandon (Chandon's Amazing Bottle)
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(MAGIC-ITEM) Dionysus's Chaotic Arrows
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(MONSTER) What A Cute Rodent
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(MONSTER) Hey Bartender, There's A Fish In My Drink
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(MONSTER) Have A Picnic With These Ants
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(MONSTER) The Best, The Beast
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(MONSTER) Woof, Woof, Hiccup
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(MONSTER) A Little Worm Can't Hurt
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(MONSTER) A Monk's Best Friend and a Life Saver: The Saint Bernard
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(MONSTER) I Think I Saw a Pink Elephant!!!
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(MONSTER) A Horse is a Horse of Course: The Clydesdales
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(MONSTER) What Just Flew in My Drink? An Alcohol Hummingbird
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(MONSTER) Yo-Ho-Ho and a Bottle of Rum, A New Sea-Side Skeleton
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(MONSTER) That Lich is a Luch
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(MONSTER) A Dragon With More Than A Drinking Problem
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The Guardian Of Alcohol Is A Leprechaun?
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The Alcohol Deities
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Holy/Unholy Alcohol
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Alcohol Organizations Of All Sorts
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Revenuer: Fighter Kit
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Non-Player Characters & Their Work
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Taverns And Bars From Campaigns
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Taverns And Bars From Novels
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Story Time
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Glossary
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Drinking Songs
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Some Famous And Not So Famous Quotes On Wine
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Other Related Reading Materials
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Special Thanks
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UPDATED: 07/28/94
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-----------------------------------------------------------------------
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INITIAL REACTIONS TO THE GUIDE
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"NO THANKS."
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--- TSR's DRAGON magazine
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"It looks GREAT. You are to be commended on a really terrific job. You
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have outdone yourself. Enough cliches. I really liked it. Thanks."
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--- Mr. Blackheart
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"Great stuff. See ya round."
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--- Mr. Scott
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"...I think it is not big... it's GREAT."
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---Mr. Fernando
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"I have several requests from our gaming (or gamey depending on how you
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look at it) group for your work. It's a hit...! Congrats...!
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--- Mr. Scott
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-----------------------------------------------------------------------
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PREFACE
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In December '91, I began to make a small informative guide about
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alcohol based on discussions of the ADND-L list (an electronic mail
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forum for AD&D). It was a small project that served the purposes of the
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time. In '92 I worked on other guides with the help of others and they
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turned into nice guides. I hoped to create a great guide with more
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useful material than any guide of the past by re-working my initial
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alcohol stuff, and so The Complete Guide To Alcohol was reborn. I
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requested some help on the list for people to look it over. Well, this
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caused quite a stir and I realized that the guide was very incomplete
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as suggestions for more sections started pouring in. Over a few months,
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ideas, comments, criticisms, and additions kept coming. I even
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established a small mailing list to correspond to these people.
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Eventually, this final product was reached.
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One objective in making the guide was to make the guide
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informative. Information is as valuable if not more valuable than just
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rules. You might just learn a thing or two as well. However, there are
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plenty of rules in the guide for those who like them. To satisfy all
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gamers, attempts were made to have an extensive guide filled with
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stuff.
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This guide will add a new and often times funny dimension to any
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campaign. The key is funny. One objective was to try and keep it light
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and fun. There are real-world problems with alcohol, but AD&D is a
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fantasy world where the purpose is fun and recreation.
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This guide is extensive enough that there should be something for
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everybody. And if not, then you can just throw it away (it's not like
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you had to pay for it).
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For the most part, the material enclosed will have been
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play-tested and in a workable form. In others, you may have to make
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further adjustments to fit the ideas into your campaign. All rules are
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optional and whatever is needed by the GM should be used. It is
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suggested that you at least try to use everything and see how it goes.
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If it works well then use it, if not get rid of it. I would be
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interested in knowing the results and any changes you've made.
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This material is the fruit of my labor with special assistance
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from a few people of ADND-L. Although most material is my own, it is
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not all my own. Some material was submitted from others, and I merely
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edited it. Also, many people inspired much of the guide (especially
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Vinnie in the beginning). Plus, they made a considerable amount of
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suggestions, comments, and criticisms (especially Ronald and The
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Phantom near the end). Acknowledgment to these people is given in the
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Special Thanks section of this guide. I would acknowledge them at the
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beginning of the guide, but the acknowledgments are specific and would
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be confusing if not read after reading the guide.
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For those that do have a copy, I ask that you drop me a line with
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your comments whether good or bad. I like to know what people liked and
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what they hated.
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Because I plan to make continuous updates, I would appreciate that
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people do not make the guide available via FTP sites because they tend
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to accumulate old out-of-date versions.
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I would appreciate that my name as well as those in the Special
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Thanks section are not removed, changed, or altered since we are the
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ones who deserve credit our names should remain with the guide. Of
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course I can't really stop anybody from doing what they want. I just
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ask that you respect those who made this guide possible because I'm
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sure that they will continue to make great material for AD&D.
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As a final comment, I would like you to know that I am continuing
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to add new material to this guide and would appreciate any
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contributions that you could bring. You have a copy and can see which
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sections could use more development. If there is something missing that
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you would like to see then make it or let me know what you want. Only
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through your assistance can this guide continue to grow.
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Desmond
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P.S.
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Much criticism has been aimed at the guides that I create. Some
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feel that characters are forced to roll instead of role-play. Some feel
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that its contradictory to increase role-playing by adding more tables.
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I don't think that some rules hamper role-playing. A lot of
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players don't like bad things to happen to their characters and will
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prevent these things to happen. Having the rules on getting drunk and
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having hangovers allows the GM to ensure that the character suffers,
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but suffers fairly. Of course the player must still role-play the drunk
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character, but now he will know what abilities are effected. On the
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same note, I find that tables like the hangover table gives the
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characters something to work with instead of just saying he has a
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hangover. Rolling on the table and finding out you are vomiting can be
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fun. The character still must role-play (e.g. he feels the urge to puke
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and runs outside only to find that he upchucks on the captain of the
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city watch). It just helps to give the players some direction. Being
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free to let a character do anything in the name of role-playing isn't
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right for AD&D. AD&D has many rules and to criticize rules that others
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make isn't fair. Why not criticize the combat system, spell casting,
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and such (of course some of you do)? You could say that the limitations
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put on spells hampers role-playing. Why not let characters flourish
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with dramatic spell-use that isn't encumbered with rules? My point is
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that some rules are to much, but using certain ones that you like at
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the right time will enhance role-playing by giving players something to
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work with. Its your game so do what you want.
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There are many types of players around, some like rules others
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don't. I just put everything in my guides based on what people ask for.
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I don't limit the guide to just what I want. I just don't use what I
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like. I use what people want and suggest.
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Another complaint is that there is to much work for the GM to use
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the rules interactivly. The problem is that the GM will have to look at
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lots of tables and ask players to roll dice and it breaks the game
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rhythm, but if he just passes a note or tells a player "the next
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morning you feel very sick and wake-up with a terrible headache" it is
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quick and the players have the opportunity of giving good role playing.
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I feel that there is already a lot of dice rolling in AD&D. To make a
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statement about saying "dice rolling in a tavern will hamper role-
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playing" is like saying "to much dice rolling in combat hampers role-
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playing". I don't think rolling a few dice while in a tavern will
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impede role-playing. It is not like the dice rolling is an addition to
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other dice rolling. Most players don't have many opportunities to roll
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dice while characters visit a tavern. So this minimal amount of dice
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rolling for alcohol reasons should not restrict role-playing. Besides
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good GMs can allow the players to assists in examining tables and
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rolling dice so it goes by quickly.
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I would like to quote a friend who seems to say it all about
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people's complaints:
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"I think all those that complain that the guides are too strict or
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difficult to roll are a wee too steeped in the judicial side of
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the game, i.e. following the rules to the letter. I suppose
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someone ought to mention that what you're doing is creating guides
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for those who want to have a bit more realism in certain
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situations, not creating rules that MUST be played. In general,
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I've found a lot of useful ideas contained in your guides which
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can be used or abused to make my games more enjoyable. Thanks for
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collecting all of this stuff."
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-----------------------------------------------------------------------
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INTRODUCTION TO ALCOHOL
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Beer after wine is not recommended.
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Wine after beer is praised.
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--- Anon
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People of the ancient world began to make alcoholic beverages not
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because they wanted to become intoxicated, but for more practical
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reasons. One reason was that there were very few ways in which food
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could be preserved (with magic being one way, but common people are
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limited in this regard). The people of those times found that fruit
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juice soon spoiled, but that fermented juice, or wine, would keep. The
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alcohol produced by the fermentation stopped the growth of the bacteria
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which spoiled the juice. They also noticed that persons who drank
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fermented liquors did not become sick as often as those that drank
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water or unfermented beverages. This was not because alcoholic drinks
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themselves were healthful, but many springs and wells were impure and
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the drinking of the water caused sickness and death.
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Another factor that made alcohol popular is that the majority of
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the population was poor and they spent the little money they had on
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alcoholic drinks to escape from their sad reality.
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Brewing and wine making are very important to civilization. Beer
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and ale are the principal beverages of the poor. Wines in great variety
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are served at the tables of the rich. Many religious establishments use
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wine during their services. Liquor is one of the products with which
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the lords pay their debts under the feudal system. Merchant guilds
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control the beer and wine trades and regulate business practices.
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Of course, there are some societies who adhere to the principal of
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total abstinence from alcohol, or "teetotalism". The term "teetotal"
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was suppose to be used first in one local society which had two classes
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of members: those abstaining only from spirits, whose names were marked
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O.P. (old pledge which allows wines and beers which seems necessary to
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substitute the dangerous, polluted water) on the roll, and those who
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included wine (i.e. no alcohol of any type) in their pledge. The latter
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were identified with the letter T for Total.
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Beer
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The common word "beer" seems to be derived throughout the known
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realms from the word "bibere", meaning "to drink". Amongst the various
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races, the base of the word is the mostly the same but the spelling is
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somewhat different. Beer is known as "bier" to the dwarves, "biere" to
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the elves, "bierra" to the gnomes, "bir" to the halflings, and "biru"
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to those in the Orient.
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Beer is a beverage obtained by the yeast-caused fermentation of a
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malted cereal, usually barley malt, to which hops and water have been
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added. Among the earliest records of its use is a Ancient Baklunish
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tablet, inscribed with a cuneiform recipe for the "wine of the grain".
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The origin of beer brewing, however, has not been determined; nor is it
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known whether bread or beer was invented first.
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The ancients are thought to have the first to render barley more
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suitable for brewing by malting, a process in which the barley grains
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are germinated, developing the enzymes that transform starch into
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fermentable sugars.
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Types of Beer
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Lager is a pale, medium-hop-flavored beer that averages 3.3 to 3.4
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percent alcohol by weight and is high in carbonation.
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Lager is kept for several months at a temperature of about 33
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degrees Fahrenheit in order to mellow. One of the problems faced by
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most brewers of lager is the necessity of storing the beer in a cool,
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undisturbed place for several months after brewing. The usual solution
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was the use of underground caves, where such were available or could be
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made. An extract from the diary of an adventurer:
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"We've recently discovered a mammoth cave complex that apparently
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was connected to a long lost Brewery. Our party consists of 8 people.
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We all carried torches, which were necessary to properly illuminate the
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dark recesses, and to enable one to find his way out into daylight,
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should he chance to stray away from the others. After passing through
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several long cellars, with flagged with stone and roofs arched brick,
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and lined on either side with rows of huge puncheons, we plunged still
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deeper into the bowels of the earth, only to find still longer and more
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numerous arched passages, all lined with the same enormous puncheons,
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and the puncheons all filled with foaming lager beer, not the typical
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treasure of our ilk but treasure just the same.
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The mapper figures the dimensions are 15 feet in width and 12 to
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15 feet in height, built of brick and totaling 600 feet of tunnel. With
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a capacity of close to 100,000 barrels.
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It really is exciting to discover these caves. I recall one
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brewery that was named 'Cave Brewery', its cave covered an area of one
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mile and were three stories deep."
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The temperature of caves like this one was not always cold enough
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and in many cases ice had to be used, particularly during the summer
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months, to assure the proper level for the beer being stored. This was
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easy enough where ice could be cut from a frozen river or lake and kept
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for summer needs. Ice could be a very profitable business by clever
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entrepreneurs. Of course, ice isn't necessary for smart brewers. One
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master brewer began brewing beer and had his cellar "so near an aceqia,
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irrigation trench, that the flow of the water kept the brew cold.
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Another ingenious fellow enslaved a few dozen ice toads to do his
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bidding in his storage areas. Of course, there are many more monsters
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that if used properly could be of great service. And one shouldn't have
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to mention the use of magic.
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A seasonal dark-brown beer, bock, owes its color to a roasting of
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the malt, and is heavier and richer in taste than lager.
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Stout, a very dark beer, is brewed with a combination of roasted
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and regular malt and has a strong hop taste.
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Another dark beer, porter, is a mixture of ale and beer which
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makes a sweet, malty brew, with a 6 to 7 percent alcohol content.
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Malt liquor is a beer made from a high percentage of fermentable
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sugars that are largely derived from malt. The resulting beverage has a
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higher alcohol content (5 to 9 percent by weight) than regular beer.
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The flavor is mildly fruity and spicy, without a hint of hops.
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Ale
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Ale is brewed from the same basic ingredients as lager beer; the
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difference in flavor is caused in part by a different strain of yeast.
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Ale yeast ferments at higher temperatures than lager and imparts a
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distinctive tang and a somewhat higher alcohol content. Also, it is
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generally brewed with more hops than beer, giving it the tart taste.
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Ale has a pale color which comes from the use of a light-colored malt,
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generally barley. Of course, ale is the drink of the dwarf, as they
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were the first race in recorded history to brew it.
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Mead
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Mead is an intoxicating alcoholic beverage made by fermenting
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honey and water, sometimes with fruit and spices added as flavorings.
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With beer and ale, mead is one of the oldest of fermented drinks. Mead
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is favorite drink of the elf. Elves are thought to be the founders of
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mead and given its sweet nature, they are given the credit.
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Wine
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Wine is an alcoholic beverage made from fermented grape juices.
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Growing grapes for wine is one of the world's most important farming
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activities, and is a major feature of the economy of many
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wine-producing countries. Most wines are named after the geological
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places that they are produced. For example, a very popular sparkling
|
|
wine throughout the world is Champagne, the small wine community that
|
|
invented the champagne method for creating fortified wines.
|
|
Wine had a more practical reason in the beginning than the
|
|
mere pleasure of drinking. Ancient peoples had little pure water to
|
|
drink, and they learned that alcohol formed by fermentation protected
|
|
fruit juice from spoiling. The people who drank this fermented juice,
|
|
or wine, did not get sick so often as those who drank the impure water.
|
|
This reason for wine drinking continues down to the present day in many
|
|
parts of the world. Many people take wine as part of their regular diet
|
|
and use it instead of water for drinking.
|
|
Bards have sung the praises of wine throughout the ages. They
|
|
write of the friendliness of wine. Many clerics write of the
|
|
intoxicating powers of wine. One such reference is "Look not upon the
|
|
wine when it is red, when it giveth his color in a cup... at the last
|
|
it biteth like a serpent, and stingeth like an adder". Another
|
|
reference is "Wine is a mocker, strong drink is raging".
|
|
Some gods of wine are also looked on as the god of good living, a
|
|
lawgiver, and a promoter of civilization. Wine also has come down
|
|
through the ages as part of religious celebrations.
|
|
|
|
Light
|
|
|
|
Light wines may be either red, white, or rose and also dry,
|
|
medium, or sweet. For red wine, the grapes are crushed immediately
|
|
after picking and the stems generally removed. The yeasts present on
|
|
the skin come in contact with the grape sugars, and fermentation begins
|
|
naturally. Cultured yeasts, however, are sometimes added. During
|
|
fermentation the sugars are converted by the yeasts to ethyl alcohol
|
|
and carbon dioxide. The alcohol extracts color from the skins; the
|
|
longer the vatting period, the deeper the color. Traditional maturation
|
|
of red wine takes up to two years in 50-gallon oak casks, during which
|
|
time the wine is racked - drawn off its lees, or sediment -three or
|
|
four times into fresh casks to avoid bacterial spoilage. Further aging
|
|
is usually advisable after bottling.
|
|
The juice of most grape varieties is colorless. Grapes for white
|
|
wine are also pressed immediately after picking, and the must starts to
|
|
ferment. Fermentation can proceed until it is completed, which will
|
|
make a dry white wine; or it can be stopped to make a sweeter wine.
|
|
Minimum contact with the air retains the freshness of the grapes.
|
|
To make rose wines, the fermenting grape juice is left in contact
|
|
with the skins just long enough for the alcohol to extract the required
|
|
degree of color. Vinification then proceeds as for white wine.
|
|
|
|
Sparkling
|
|
|
|
The best and most expensive sparkling wines are made by the
|
|
champagne method, in which cultured yeasts and sugar are added to the
|
|
base wine, inducing a second fermentation in the bottle. The resulting
|
|
carbon dioxide is retained in the wine. Other methods, however, such as
|
|
carbonation, are also practiced.
|
|
|
|
Fortified
|
|
|
|
The alcohol content of fortified wines is raised by adding grape
|
|
spirits. With port, brandy added during fermentation kills off the
|
|
yeasts, stopping fermentation, and leaves the desired degree of natural
|
|
grape sugar in the wine. Sherry is made by adding spirit to the fully
|
|
fermented wine. Its color, strength, and sweetness are then adjusted to
|
|
the required style before bottling.
|
|
|
|
Aromatized
|
|
|
|
Aromatized wines are famous for their distinctive odor, called
|
|
bouquet. It results from the addition of aromatic herbs and spices to
|
|
the wine. Such wines have an alcoholic content of 15 to 20 percent.
|
|
|
|
Serving Wine
|
|
|
|
Many persons prefer to serve only one wine with a meal, usually a
|
|
dry wine. When a number of wines are served with a formal dinner, they
|
|
are served in the following manner. Sherry is served with the appetizer
|
|
or soup. Any dry white wine goes well with fish or seafood. Meat
|
|
courses are best accompanied by any dry red wine. A dry white wine
|
|
should be served with creamed dishes. A sparkling or sweet wine is good
|
|
for dessert.
|
|
|
|
Bottle Storage
|
|
|
|
Wine bottles should be laid on their side to prevent the corks
|
|
from drying out and the air getting at the wine. There should be no
|
|
great fluctuation in temperature: 55-60 degrees Fahrenheit for reds,
|
|
50-55 degrees Fahrenheit for whites being ideal. Humidity should be 70
|
|
to 80 percent, and the storage place should be free from drafts, light,
|
|
and vibration.
|
|
|
|
|
|
Liquor
|
|
|
|
Distilled
|
|
|
|
Brandy is obtained by distilling wine or a fermented fruit mash,
|
|
after it has been aged in oak casks. The alcohol content of brandy is
|
|
45 to 55 percent.
|
|
Whiskey is distilled from a fermented mash of corn, rye, barley,
|
|
or wheat. It is then aged in wooden barrels. Whiskey has an alcohol
|
|
content ranging from 40 to 54 percent. Whiskey is designated as
|
|
straight or blended. Straight whiskey is the pure distillate, which is
|
|
reduced or cut, to the desired alcohol strength with distilled water.
|
|
Blended whiskey is straight whiskey blended with pure alcohol.
|
|
Rum is distilled fermented mash of sugar cane or molasses.
|
|
|
|
Compounded
|
|
|
|
Compounded liquors are pure distilled spirits which have been
|
|
flavored with various seeds, roots, leaves, flowers, or fruits.
|
|
Gin is made by distilling a mash of rye, corn, or other grain in a
|
|
special kind of still called a pot still. Juniper berries give the gin
|
|
flavor. The alcohol content of gin is about 40 percent.
|
|
Cordial is made by combining some spirit such as brandy with sugar
|
|
and certain flavorings, Examples of the fruit cordials are apricot,
|
|
blackberry, cherry, raspberry, and strawberry liqueurs. plant cordials
|
|
include creme de menthe (flavored with mint), creme de casso (whose
|
|
flavor is obtained from cascao and vanilla beans), and creme de rose
|
|
(flavored with vanilla and essential oil of rose petals).
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
PROFICIENCY IN BREWING
|
|
|
|
|
|
God loves fermentation just as dearly as he loves vegetation.
|
|
|
|
--- Ralph Waldo Emerson
|
|
|
|
|
|
Introduction
|
|
|
|
The character with the Brewing proficiency is trained in the art
|
|
of brewing beers and other strong drinks. The character can prepare
|
|
brewing formulas, select quality ingredients, set up and manage a
|
|
brewery, control fermentation, and age the finished product.
|
|
|
|
The Process Of Brewing
|
|
|
|
Brewing is the making of fermented alcoholic beverages, such as
|
|
beer and ale, from cereal grains. The term brewing is usually applied
|
|
to all the steps in the process of making beer and ale, but actually
|
|
the operation has two steps, malting and brewing.
|
|
Malting is the preparation of the grain for the brewing. The
|
|
grain, usually wheat or barley, is soaked in water for 48 to 76 hours.
|
|
The water is drained and replaced with fresh water at least once a day.
|
|
When the grain is soft, it is piled in heaps. Here the grain starts to
|
|
sprout small root shoots. This is called germination. When the
|
|
sprouting starts, the grain is spread out to a depth of about ten
|
|
inches. When the sprouts are about two-thirds the length of the grain,
|
|
the germination is halted by placing the grain in an oven called a dry
|
|
kiln. The grain, or malt as brewers call it at this stage, is then
|
|
baked dark and crisp in temperatures ranging 155 degrees to 220 degrees
|
|
Fahrenheit. The lower temperatures are used in making light beer, and
|
|
the higher temperatures for dark beer.
|
|
Brewing begins after the dry malt is crushed between rollers and
|
|
mixed with water to form a mash. The mash is made thinner with hot
|
|
water and brought to a temperature of 145 degrees Fahrenheit. The mash
|
|
is stirred constantly at this temperate. During this stage of brewing
|
|
the beer or ale undergoes chemical changes which make the exact
|
|
temperature very important. The heat is increased slowly to about 160
|
|
degrees Fahrenheit. This liquid, called wort, is then drained from the
|
|
grain, or grist.
|
|
Hops made from the dried flowers of the hop vine are then added to
|
|
the wort and the mixture is boiled for one to six hours. One to twelve
|
|
pounds of hops are mixed with every hundred gallons of wort. The hops
|
|
keep the beverage from spoiling and also add flavor to it.
|
|
The boiled wort is cooled and placed in fermenting vats. About
|
|
five pounds of yeast are added to each one hundred gallons of wort.
|
|
Most beer is made with bottom fermentation, using a yeast that becomes
|
|
active at temperatures from 43 degrees to 46 degrees Fahrenheit and
|
|
stays at the bottom of the fermentation vat. Top fermentation is used
|
|
for ale, porter, and stout. A yeast is used which becomes active at
|
|
temperatures from 60 degrees to 68 degrees Fahrenheit.
|
|
After fermenting several days, the wort is run into a settling
|
|
vat. The yeast rises to the surface and is skimmed off. The beer is
|
|
then drawn off and stored in casks and barrels to age before being
|
|
bottled.
|
|
|
|
Proficiency
|
|
|
|
A normal proficiency check is not made because normal proficiency
|
|
checks only judge success or failure and not quality. Instead the
|
|
percentile dice are rolled to decide the quality of the brew (using
|
|
Table 1). An initial modifier of 6 will guarantee that a brewer will
|
|
never make a terrible drink. A one time modifier equal to Wisdom is
|
|
added. Also for each slot given to this proficiency, a modifier equal
|
|
to Intelligence is added.
|
|
|
|
|
|
TABLE 1: Quality Of Brew
|
|
|
|
Die Roll Quality
|
|
01-05 Terrible
|
|
06-15 Very Poor
|
|
16-35 Poor
|
|
36-65 Normal
|
|
66-85 Good
|
|
86-95 Very Good
|
|
96-00 Excellent
|
|
|
|
|
|
Thus, our hero Rath (Intelligence: 15, Wisdom: 8) has three
|
|
non-weapon proficiency slots allocated to brewing because he hopes to
|
|
be a master brewer some day and retire from the life of adventuring. He
|
|
decides to whip up a batch of malt liquor beer. After completing the
|
|
brewing process, it is time to sample the quality of Rath Malt Liquor
|
|
Beer. He rolls a mere 13 on the percentile dice, which would normally
|
|
produce a poor (13+6=19) quality brew. However, due to Rath's
|
|
experience, Intelligence (3*15=45), and Wisdom (8); he gains a modifier
|
|
of 53. Therefore, the quality of Rath's beer is good (72).
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
PROFICIENCY IN WINE-MAKING
|
|
|
|
|
|
Bier is Menschenwerk, Wein is von Gott!
|
|
Beer is made by men, wine by God!
|
|
|
|
--- Martin Luther
|
|
|
|
|
|
Introduction
|
|
|
|
The character with the Wine-Making proficiency is trained in the
|
|
art of fermenting fruits and making the various wines from them. The
|
|
character can prepare wine formulas, select quality ingredients, set up
|
|
and manage a winery, control fermentation, and age the finished
|
|
product.
|
|
|
|
The Process Of Wine-Making
|
|
|
|
Wine is the fermented juice of the grape or some other fruit.
|
|
Some fruit juice ferments easily because it already contains sugar.
|
|
The more widely used fruits are the grape, apple, cherry, and
|
|
blackberry. The quality and quantity of fruits depend on geographical
|
|
geological, and climatic conditions in the vineyards, and on the grape
|
|
variety and methods of cultivation. Some of these factors may be
|
|
governed by local laws. The crop is harvested in the autumn when the
|
|
grapes contain the optimum balance of sugar and acidity. Wine falls
|
|
into two general groups, dry and sweet, depending on the taste and the
|
|
percentage of sugar remaining or after fermentation.
|
|
Wine grapes are crushed, but not enough to crush the seeds. The
|
|
must, or juice from the crushing, is run into vats which hold from 25
|
|
to 100 barrels. The juice is then allowed to ferment the length of time
|
|
needed for the type of wine wanted. The first must that flows from the
|
|
crushed fruit makes the choicest wines, and is drawn of first. When the
|
|
fermentation has gone on to the stage desired, the wine is drawn off
|
|
into casks called tuns. It remains in these casks until it is suitable
|
|
for drinking. It is in this stage that the chemical changes take place
|
|
which fix the bouquet, or flavor or aroma, of the wine. Dry wines are
|
|
made by allowing most of the sugar to turn into alcohol. The sweetness
|
|
of sweet wines comes from the sugar allowed to remain in the wine.
|
|
|
|
Proficiency
|
|
|
|
A normal proficiency check is not made because normal proficiency
|
|
checks only judge success or failure and not quality. Instead the
|
|
percentile dice are rolled to decide the quality of the wine (using
|
|
Table 1). An initial modifier of 6 will guarantee that a wine maker
|
|
will never make a terrible wine. A one time modifier equal to Wisdom is
|
|
added. For each slot given to this proficiency, a modifier equal to
|
|
Intelligence is added.
|
|
|
|
|
|
TABLE 1: Quality Of Wine
|
|
|
|
Die Roll Quality
|
|
01-05 Terrible
|
|
06-15 Very Poor
|
|
16-35 Poor
|
|
36-65 Normal
|
|
66-85 Good
|
|
86-95 Very Good
|
|
96-00 Excellent
|
|
|
|
|
|
Thus, our hero Roxanna (Intelligence: 15, Wisdom: 8) has three
|
|
non-weapon proficiency slots allocated to wine making because she hopes
|
|
to be a master wine maker some day and retire from the life of
|
|
adventuring. She decides to whip up a batch of light, sweet, red, apple
|
|
wine (one of her favorites). After completing the wine making process,
|
|
it is time to sample the quality of Roxanna Apple Dimple' Wine. She
|
|
rolls a mere 13 on the percentile dice, which would normally produce a
|
|
poor (13+6=19) quality wine. However, due to Roxanna's experience,
|
|
Intelligence (3*15=45), and Wisdom (8); she gains a modifier of 53.
|
|
Therefore, the quality of her wine is good (72).
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
PROFICIENCY IN DISTILLING
|
|
|
|
|
|
Introduction
|
|
|
|
The character with the Distilling proficiency is trained in the
|
|
art of distilling hard liquor. The character can prepare distilling
|
|
formulas, select quality ingredients, set up and manage a distillery,
|
|
control fermentation, and age the finished product.
|
|
|
|
The Process Of Distilling
|
|
|
|
Distillation is the process in which a complex mixture or
|
|
substance is broken up into relatively pure or individual components by
|
|
being heated until the components vaporize one by one and are made to
|
|
condense individually. The next section of this guide deals extensively
|
|
with the process.
|
|
|
|
Proficiency
|
|
|
|
Two proficiency checks are made. The first is a normal 1d20 check.
|
|
Success or failure is irrelevant. The still will explode on a natural
|
|
roll of 20. The second check is not a normal proficiency check because
|
|
normal proficiency checks only judge success or failure and not
|
|
quality. Instead the percentile dice are rolled to decide the quality
|
|
of the brew (using Table 1). An initial modifier of 6 will guarantee
|
|
that a brewer will never make a terrible drink. A one time modifier
|
|
equal to Wisdom is added. Also for each slot given to this proficiency,
|
|
a modifier equal to Intelligence is added.
|
|
|
|
|
|
TABLE 1: Quality Of Liquor
|
|
|
|
Die Roll Quality
|
|
01-05 Terrible
|
|
06-15 Very Poor
|
|
16-35 Poor
|
|
36-65 Normal
|
|
66-85 Good
|
|
86-95 Very Good
|
|
96-00 Excellent
|
|
|
|
|
|
Thus, our hero Rath (Intelligence: 15, Wisdom: 8) has three
|
|
non-weapon proficiency slots allocated to distilling because he hopes
|
|
to be a master illegal distiller some day and retire from the life of
|
|
adventuring. He decides to whip up a batch of whiskey. After completing
|
|
the distilling process, it is time to sample the quality of Rath
|
|
Daniels Whiskey. He rolls a mere 13 on the percentile dice, which would
|
|
normally produce a poor (13+6=19) quality brew. However, due to Rath's
|
|
experience, Intelligence (3*15=45), and Wisdom (8); he gains a modifier
|
|
of 53. Therefore, the quality of Rath's whiskey is good (72).
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
EVERYTHING YOU EVER WANTED TO KNOW ABOUT DISTILLERIES
|
|
|
|
|
|
*** IMPORTANT NOTE ***
|
|
|
|
It is a federal felony to actually use this information to build
|
|
your own still and produce alcohol. The information presented here is
|
|
simply for informative, educational and game-use only. In no way is
|
|
this document meant to persuade people to actually produce illegal
|
|
alcohol. It is ill advised to do so, but if you must there are legal
|
|
ways to do so. It is possible, in special cases, to get a permit to
|
|
build an experimental still, work on solar power, or power an alcohol
|
|
gassed automobile. If you decide you want more information, look in the
|
|
library under fuel alcohol, distillery, or wine making. Have fun but
|
|
please use discretion.
|
|
|
|
|
|
The following is a large excerpt from a discussion about
|
|
distilleries with Jesse Duke, Master Bootlegger. Jesse is considered
|
|
one of the finest moonshiners in the land. Although he operated
|
|
illegally, many law enforcers overlooked his operations for just a sip
|
|
of his elixir while others hunted him down because he was considered
|
|
the prize catch. Now retired, Jesse lives of the riches of his
|
|
successful career. His love now is telling tales for all who will
|
|
listen of his many adventures. Many sages have regarded him as an
|
|
expert on distillation. Unfortunately, nobody can get Jesse to put his
|
|
knowledge on paper. At least we can listen to him...
|
|
|
|
|
|
"So you want to know about a still do you? Well, I suppose I'm the
|
|
expert around these parts. Your not with the law are you? Of course,
|
|
I'm in retirement now and don't distill, except for medicinal reasons.
|
|
A still is a very old, very simple concept. It has been postulated
|
|
that perhaps the reason that people actually started farming was in
|
|
order to produce an excess of grain from which to produce alcohol. At
|
|
any rate beer is made simply from fermenting most any grain starch.
|
|
Whiskey, hard liquor, or other distilled drinks are made by removing
|
|
water from the base material. If you distill beer you have whiskey,
|
|
wine wields brandy, potato mash wields vodka. The technology to do this
|
|
is available among almost any people's that are capable of speech it
|
|
seems. All that is required is a source of heat, a cooking vessel, and
|
|
some sort of cooling element. The principle of the distillery, or still
|
|
for short, is that water boils (i.e. becomes vapor) at 100 degrees
|
|
Celsius (212 Fahrenheit). Alcohol (ethyl alcohol that is) on the other
|
|
hand boils at about 73 degrees Celsius (170 Fahrenheit). If a liquid
|
|
contains both water and alcohol and is heated to a temperature
|
|
somewhere between these boiling points then it is possible to drive off
|
|
the alcohol and leave the water behind. Now all that is left to do is
|
|
capture these intoxicating vapors to increase the percentage of joy in
|
|
the drink.
|
|
How is this done? The absolute simplest way is to place a freshly
|
|
fermented, malted drink (beer in the raw) into a container and heat it.
|
|
Seal the container except for a single tube/pipe/etc. leading away and
|
|
into a tub of water. At the other end, allow the tube to empty into a
|
|
cup or jug that has been set in a bed of ice. This is not the safest,
|
|
or easiest still to run, it is the simplest. Constant care must be
|
|
taken of the temperature, as there are no safe guards against
|
|
overheating the beer (thus boiling off a good bit of water too) or an
|
|
explosion. This can be caused by the careless who don't clean the
|
|
equipment properly. A build up in the tubing can cause the pot to build
|
|
up steam, and the you can say "Good night!"
|
|
The basic workings of the still are as follows. The pot is the
|
|
containment vessel for the crude fermented beverage. A heat source is
|
|
applied to the bottom of this to drive vapor out of the top vent pipe.
|
|
This then leads more or less directly to the worm. The worm is a coil
|
|
of tubing which acts to cool the vapor back into a liquid, which will
|
|
hopefully be noticeably more intoxicating than the original material. A
|
|
pressure gauge and/or valve can be added to the pot as a safety
|
|
measure. A thermometer/rheostat can also be added to the pot to more
|
|
closely control the temperature for optimum performance. However as
|
|
hundreds of years of backwoods moonshining can attest, there is no need
|
|
for such extravagances to produce good quality liquor. The worm can be
|
|
made from almost anything. At one point car radiators were popular,
|
|
however due to their less than clean nature, this is HIGHLY
|
|
unrecommendable. The lead used in soldiering at the manufacturer can
|
|
also easily react with alcohol to produce lead nitrates and other
|
|
nasties that can permanently relieve you of the necessity of sight.
|
|
More common, and safer is a quarter inch diameter copper tube, wound
|
|
into a coil, and submersed in a barrel or bathtub of cold, slowly
|
|
running water. A heat source should be diffuse if possible, a common
|
|
trick was to place the pot on a piece of slate, then use a wood fire to
|
|
heat the slate. This produced an even, slow heat that tended to prevent
|
|
scorching of the grain sediment and eventually leaving a burnt taste to
|
|
the end product.
|
|
Improvements are constantly being made to this basic design. One
|
|
of the most revolutionary, and important additions is that of the
|
|
thumper keg. When this is added to a still, it halves the distilling
|
|
time and doubles the final proof of the beverage. The thumper keg is
|
|
nothing more than a second pot which is not directly heated. Hot vapors
|
|
from the real pot are piped over into the bottom of the thumper keg.
|
|
The vapors then percolate through the thumper keg's hold of new crude
|
|
alcohol. As it cools the vapor, water is drawn from the vapor. As the
|
|
thumper keg's liquid warms, more alcohol is vaporized. Thus, when the
|
|
vapors finally leave the top of the thumper keg, they have essentially
|
|
been processed twice. Before the advent of the thumper keg, the crude
|
|
mash would first be run for "singlings". These singlings would be run
|
|
through the still a second time to produce the final whiskey. Now it
|
|
was possible to produce a high quality, high alcohol content liquor on
|
|
the very first run.
|
|
An additional attachment was invented long before the thumper keg,
|
|
but is attached after it in the normal sequence of the still. This is
|
|
the dry box. Simply said, it is a air-sealed box that takes the vapors
|
|
from the thumper keg (or the pot, if a thumper keg is not used) and
|
|
sends the vapors out the other side. In the mean time, the vapors have
|
|
cooled slightly and water has condensed on the inside of the box.
|
|
(Please note that this box is empty, thus "dry", except for the vapors
|
|
passing through it.) The box is so angled that any water condensing
|
|
inside runs through a pipe back to the thumper keg or pot. There should
|
|
be three pipes attached to this dry box. One leads out of the box
|
|
towards the worm, one leads out of the box into the thumper keg, and
|
|
one from the thumper keg to the dry box. The reason there are two pipes
|
|
between the dry box and thumper keg is to prevent a back log of liquid
|
|
and a build up of pressure in the dry box. The pipe meant for the
|
|
return of water to the thumper keg should be visibly lower to gravity
|
|
than the pipe meant primarily for transportation of steam/alcohol
|
|
vapor. Water from the dry box can be alternatively bled out onto the
|
|
ground, or into a nearby stream, but it may still contain some alcohol,
|
|
and for this reason it is often simply cycled back into the still.
|
|
The worm is probably the most important piece of the still, as far
|
|
as final quality goes. All the careful care in the world can be put
|
|
into making sure that the pot doesn't get too hot, the still can be
|
|
clean as a whistle every time you run it, and if the worm is nothing
|
|
more than gunky, disgusting, rusty piece of metal, your liquor will
|
|
suck. Besides, that's not how they did it in the good old days, right?
|
|
They used wooden kegs for the pot and thumper keg, and chances are that
|
|
they used a can in place of a coil. A can is a sort of sleeve that has
|
|
an input opening in one side for the vapor, and an output port for the
|
|
leaving liquor. Basically it looked like a very thick walled can
|
|
without the top or bottom. This allowed the cooling water to flow over
|
|
a lot of surface area. It isn't easy to make something like this. It
|
|
would involve a good bit of soldering with plumbers solder (i.e. no
|
|
lead) and two large, closely matched cans. Perhaps a better way is to
|
|
use copper tubing, coiled and submerged in a contained of water. (The
|
|
can has to be submerged in cold water too by the way.) This coil of
|
|
copper tubing is what is most commonly referred to as the worm.
|
|
That is the basics of the hardware. There are other nifty little
|
|
adaptations that can be added but each requires a bit more technology
|
|
than the last, so we'll keep it simple. Next is needed the knowledge of
|
|
how to actually take field corn and produce drinkable white lightening
|
|
from it. The true artists will insist that it be done with grain, and
|
|
grain alone, while the pragmatist will say that adding sugar really
|
|
doesn't affect taste that much and greatly increases the yield. You
|
|
can decide for yourself whether sugar should be used or not. First you
|
|
need starter stock. Take 10% of whatever amount of corn your going to
|
|
work with and place it in a warm damp spot for about a week. Perhaps
|
|
you will keep it in jars behind the stoves (don't allow the seeds to
|
|
become submerged, they can drown believe it or not) in a burlap sack
|
|
buried in a manure pile (please, please wash them VERY well) or
|
|
whatever. After they have sprouted with 3-4 inch growths (and
|
|
preferably before the leaves break free of their casings) grind them
|
|
up. For small batches a sharp knife and cutting may work. Larger
|
|
batches may require a meat grinder or something. This will act as an
|
|
enzyme to start breaking starch down into sugar. Next thing that needs
|
|
done (and should be down simultaneously with making the starter) is to
|
|
grind up the other 90% of your corn. You might try buying ready round
|
|
corn meal, maybe use that meat grinder again, perhaps soak the corn in
|
|
water then try to grind them up. Whatever works for you. Then mix the
|
|
ground corn with water to make a mix that won't quite hold a spoon
|
|
straight up. About a gallon of mashed corn to three gallons of water,
|
|
or less if you have already soaked the corn in water prior to grinding.
|
|
Now heat this grain/water till it is almost boiling, keep it
|
|
simmering for 10 to 30 minutes. Then let it slowly cool, when you can
|
|
comfortably put a finger in it, mix in the starter. Stir this around
|
|
for another 20 to 30 minutes. Keep it warm during this time. If you
|
|
desire (and it is a good idea to do this) yeast can be added at this
|
|
point. Best thing to do is get brewer's yeast at a store that sells
|
|
supplies for making wine, and then culturing the yeast in sugar water
|
|
as per instructions with the package (if any). Otherwise you can use
|
|
regular baker's yeast, or not use any, and trust wild yeast to do the
|
|
work (keep your fingers crossed here). Watch the mix carefully, as
|
|
without sensitive equipment it is hard to tell when the yeast have
|
|
stopped working. The yeast will form a foam or crust as they work. As
|
|
they finish, the foam will break up and disappear. The proper time to
|
|
run it through the still is when the foam is pretty well gone, but not
|
|
totally, there should be a film of it left with some holes poking
|
|
through. Wait to long and you will have wood alcohol rather than grain,
|
|
it is not possible, no matter who tells you different to return wood
|
|
alcohol back to grain alcohol. I cannot possibly emphasize enough the
|
|
number of injuries and fatalities occurring from attempts to "purify"
|
|
wood alcohol. Run it too early and you won't get a good yield of
|
|
anything but corn starch and water. It is better to run it too early,
|
|
trust me.
|
|
The next major thing to know is how to know when to stop
|
|
collecting the distillate. One easy way is to collect a small amount of
|
|
the end product, splash it on the pot, and light it with a match or
|
|
lighter. It should burst into blue flame. If it doesn't, there is too
|
|
much water in it. Either turn down the heat on the pot if you are just
|
|
starting, or stop collecting if its been going a while. By this time
|
|
you have as much of the alcohol as you'll be able to get. Another,
|
|
better way, is too watch the distillate as it pours out of the worm.
|
|
It will sputter at first, slowly develop into a ready stream
|
|
(hopefully), then at a certain point it will sputter a bit again, and
|
|
then the twist to the stream will change very slightly as the content
|
|
changes from mostly grain alcohol to mostly water. These are very hard
|
|
changes to catch, and it takes practice to learn. It is however the
|
|
most accurate means by which to gauge the distillate without high tech
|
|
equipment.
|
|
That is about all there is to it. There are many, many other
|
|
details that have been discovered in the many years of distilling, but
|
|
these are the basics needed to build a simple still. Now, don't go off
|
|
half-cocked kid. Distilling is illegal in this country without an
|
|
official permit from the High Court. And of course, permits are only
|
|
issued to the rich merchants that can put some gold pieces in
|
|
important people's pockets. But of course, you young adventuring types
|
|
try everything at least once, more until you get a sword in your face."
|
|
|
|
-- Jesse Duke
|
|
Master Bootlegger
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
WHEN THE STILL EXPLODES
|
|
|
|
|
|
When a non-proficient character distills, a GM should decide if a
|
|
still explodes or not mainly based on campaign use (i.e. plot use,
|
|
serves a purpose to an adventure, etc.). If the GM wants to leave it up
|
|
to chance, a still will explode on a roll of 15-20 on a 1d20. A
|
|
proficient character will have an exploding still on a roll of 20 on a
|
|
1d20.
|
|
An exploding still does a lot of damage to creatures and things
|
|
that are near it. Most of the damage comes from the force of the blast
|
|
and from the intense heat of the steam. A smaller amount comes from the
|
|
shrapnel created by the still itself flying apart.
|
|
Once a still explodes, a creature in the area of effect (see Table
|
|
A, Distance) suffers damage if not sufficiently protected. Only half
|
|
the damage is received if a saving throw vs. breath weapon is
|
|
successful.
|
|
|
|
|
|
TABLE A: Heat Damage
|
|
|
|
Distance Damage
|
|
00' - 01'11" 4d10+10
|
|
02' - 05'11" 3d10+10
|
|
06' - 11'11" 2d10+10
|
|
12' - 16' 1d10+10
|
|
|
|
|
|
The heat damage is not the only danger. Anyone in the vicinity
|
|
could easily take shrapnel damage from the pieces of the still flying
|
|
about. Typically, stills are of wood or metal. A wooden still tends to
|
|
produce more shrapnel. A metal still tends to split rather than truly
|
|
shatter.
|
|
Once a still explodes, a creature in the area of effect (see Table
|
|
B, Distance) suffers shrapnel damage if not sufficiently protected.
|
|
Only half the damage is received if a save vs. breath weapon is
|
|
successful.
|
|
|
|
|
|
TABLE B: Shrapnel Damage
|
|
|
|
Distance Wood Damage Metal Damage
|
|
00' - 01'11" 4d4+5 4d4+1
|
|
02' - 05'11" 3d4+5 3d4+1
|
|
06' - 11'11" 2d4+5 2d4+1
|
|
12' - 16' 1d4+5 1d4+1
|
|
|
|
|
|
The GM should note that the information provided here is for a
|
|
still with a pot of 40-80 gallon capacity. This would make about 1-2
|
|
gallons or 5-10 bottles of liquor in a run with a maximum of about 8-10
|
|
runs in a day. Of course, fermenting time must be taken into
|
|
consideration. Generally, fermenting time is a week or more depending
|
|
on fermenting material, starting yeast, starter mash, temperature, and
|
|
other factors.
|
|
For different sizes of stills, the GM should adjust the damage and
|
|
make the area of effect larger.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
|
|
EFFECTS OF ALCOHOL
|
|
|
|
"Drink hardy me 'lads for tomorrow we die!"
|
|
|
|
--- Anonymous
|
|
|
|
In wine's intoxication lays the truth!
|
|
|
|
--- Anon
|
|
|
|
|
|
After consuming a serving of alcohol, a character must make a
|
|
constitution check with the following penalties:
|
|
|
|
Beer -1
|
|
Ale -2
|
|
Wine -3
|
|
Mead -4
|
|
Liquor -5
|
|
|
|
The penalties accumulate with each check per state of intoxication.
|
|
For example, after Rath drinks his third ale he must make his
|
|
constitution check with a -6 penalty. If Rath moves into a state of
|
|
slight intoxication (see below) due to a failed constitution check, his
|
|
ale penalty is reset back to -2. Of course, the penalty will continue
|
|
to get worse as he drinks in this state and reset to -2 when he goes
|
|
into a moderate state of intoxication.
|
|
|
|
NOTE: Serving sizes vary depending on type. For example, a typical
|
|
serving size of liquor is around 2 fluid ounces. Beer, ale, and mead
|
|
have a serving size around 16 to 20 fluid ounces. While a serving size
|
|
for wine is around 10 to 14 ounces. The serving size is decided by the
|
|
DM.
|
|
|
|
If a character fails his/her constitution check, his/her state of
|
|
intoxication moves up. There are three states: slight, moderate, great.
|
|
The state an intoxicated person is in will have the following effects:
|
|
|
|
Intoxication Table:
|
|
|
|
Effect State of Intoxication
|
|
on Slight Moderate Great
|
|
Morale +1 +2 +3
|
|
Intelligence -1 -3 -6
|
|
Wisdom -1 -4 -7
|
|
Dexterity 0 -2 -5
|
|
Charisma 0 -1 -4
|
|
Attack Dice 0 -1 -5
|
|
Hit Points 0 +1 +3
|
|
% of Spell Failure 25 50 100
|
|
|
|
|
|
NOTES ON INTOXICATION TABLE
|
|
|
|
Morale pertains only to non-player characters.
|
|
|
|
Intelligence, Wisdom, Dexterity, and Charisma indicate the number of
|
|
points the various characteristics are lowered temporarily due to
|
|
intoxication. Remember to check the PHB to see the effects of attribute
|
|
lose.
|
|
|
|
Attack dice refers to adjustments to THAC0 and saving throws. An
|
|
opponents saving throws vs. magical attacks made by an intoxicated
|
|
character is raised by the same number.
|
|
|
|
Hit points are increased due to the effects of the alcohol on the
|
|
intoxicate person. He/she can physically withstand more punishment.
|
|
OPTIONAL RULE: Make the hit point adjustments +10% and +30%, rather
|
|
than +1 and +3.
|
|
|
|
% of Spell Failure refers to the chance that a spell that is cast will
|
|
fail. A mage or cleric has difficulty with somatic and verbal
|
|
components due to his/her inebriation. When in a great state of
|
|
intoxication, the mage/cleric has complete memory loss of the spell and
|
|
must relearn the spell upon recuperation.
|
|
|
|
|
|
Being in a state of great intoxication is dangerous. When a
|
|
character is in this state, he/she no longer continues to make a
|
|
constitution check. Instead he/she must make a saving throw vs. poison.
|
|
A cumulative penalty of -1 goes into effect as the character continues
|
|
to drink. If a character fails his/her saving throw, he/she passes out.
|
|
With each saving throw a character has a cumulative 5% of permanently
|
|
lowering his/her constitution by 1 point.
|
|
|
|
Example
|
|
|
|
For example, Rath has just missed his constitution check from
|
|
his last glass of ale and is now in a state of great intoxication.
|
|
He orders another glass and drinks it. He makes his save vs. poison and
|
|
has a 5% chance of lowering his constitution, which doesn't happen.
|
|
He orders another glass and gulps it down. He makes his save vs.
|
|
poison and now has a 10% chance of lowering his constitution, which
|
|
doesn't happen. He orders yet another glass and gulps it down. This
|
|
time he misses his save and passes out. Now he has 15% chance of
|
|
lowering his constitution, which unfortunately happens. Rath is now
|
|
passed out and has a permanent deduction of 1 from his constitution.
|
|
Another victim of drunkenness.
|
|
|
|
|
|
Optional Wisdom Rule
|
|
|
|
As a person continues to drink, he/she tends to consume more and
|
|
more alcohol without really noticing it. Thus, the consumer must begin
|
|
making a Wisdom check after each drink once he/she reaches a state of
|
|
slight intoxication. A successful check allows the consumer to quit
|
|
drinking if he/she desires. A failed check indicates that a person will
|
|
attempt to have another drink if possible (i.e. has money, alcohol is
|
|
available, etc.).
|
|
A friendly, non-hostile person around the drinker who wants to
|
|
prevent him/her from continuing to drink can attempt to by making a
|
|
successful Charisma check. Success indicates that the person talked the
|
|
drinker into stopping. However, a failed check makes the drinker angry
|
|
and no further attempts can be made by the less that charismatic
|
|
person.
|
|
|
|
|
|
Optional Weight Rule
|
|
|
|
A person that weighs more tends to handle alcohol better than one
|
|
who weighs less. Since most creatures' weights aren't known, the best
|
|
indication of weight would be size. Thus, the penalties/bonuses are
|
|
relative to size. The following penalties/bonuses can be assigned to
|
|
the constitution check that is made after consuming a serving of
|
|
alcohol:
|
|
|
|
Tiny -4
|
|
Small -2
|
|
Man 0
|
|
Large +2
|
|
Huge +4
|
|
Gargantuan +6
|
|
|
|
|
|
Optional Drunk Disposition Rule
|
|
|
|
Once a person enters a state of great intoxication, his/her
|
|
disposition has a tendency to change. The DM has a few options in how
|
|
to handle this. Option one, the player chooses from the table which
|
|
disposition he/she wishes the character to have. Option two, the player
|
|
rolls once on the table for the character and makes this the
|
|
disposition the character will always have when drunk. Option three,
|
|
the player rolls on the table each time the character is drunk.
|
|
The effects to disposition are optional. Some DMs may not wish to
|
|
use the effects because it may cause game imbalance.
|
|
|
|
|
|
TABLE: Disposition
|
|
|
|
Roll Disposition Effect
|
|
1 animated, excited, alert +1d4 to save vs. passing out
|
|
2 sleepy, "Zzzzzz" -1d4 to save vs. passing out
|
|
3 show-off, foolhardy, challenging +1d4 morale
|
|
4 melancholy, annoying -1d4 morale
|
|
5 chatty, know-it-all +1d4 intelligence
|
|
6 quiet, content, stupefied -1d4 intelligence
|
|
7 happy, everything seems good +1d4 wisdom
|
|
8 mean, cranky, annoyed -1d4 wisdom
|
|
9 humorous, amusing, comical +1d4 charisma
|
|
10 egotistical, cocky, bragging -1d4 charisma
|
|
11 clumsy, clutz, "Oops" -1d4 dexterity
|
|
12 horny, aroused see boo-hag effect
|
|
|
|
|
|
Optional Boo-Hag Effect
|
|
|
|
The effect of being drunk (i.e. in a state of great intoxication)
|
|
makes the character more susceptible to seduction. This effect is
|
|
better known as the "boo-hag" effect. In other words, the appearance
|
|
and charisma of a person of the opposite sex no longer matters. This is
|
|
represented by a-1d4+1 to any seduction rolls made by the character
|
|
when a person is trying to seduce him/her. Note that the character is
|
|
also 50% more likely to attempt seduction of other people.
|
|
|
|
|
|
Optional/Alternative Intelligence Loss Rule
|
|
|
|
A DM may opt to make a character lose a point of intelligence
|
|
rather than constitution when a save vs. poison is failed. A more
|
|
vindictive DM may opt to make the character lose the constitution point
|
|
and then make him/her roll another constitution check. Failure
|
|
indicates that the character loses a point of intelligence. The main
|
|
reason for this is because prolonged use of alcohol kills brain cells.
|
|
|
|
|
|
Alternative Percentage Loss
|
|
|
|
Some feel that the percent chance of losing a point of
|
|
intelligence or constitution is to drastic. A night of hard drinking
|
|
shouldn't do a person in. Rather, extended periods of serious boozing
|
|
should do such severe damage to the character. Therefore, when a
|
|
character is in a state of great intoxication, he/she no longer
|
|
continues to make a constitution check. Instead he/she must make a
|
|
saving throw vs. poison. A cumulative penalty of -1 goes into effect as
|
|
the character continues to drink. If a character fails his/her saving
|
|
throw, he/she passes out. With each saving throw a character has a
|
|
cumulative .1% of permanently lowering his/her constitution by 1 point.
|
|
This cumulative percent is cumulative throughout the character's life.
|
|
|
|
|
|
Alternative Alcohol Penalties
|
|
|
|
Some campaigns may consider the penalties for the various
|
|
alcoholic drinks to be incorrect. An alternative is provided for those
|
|
who wish it. Thus, after consuming a serving of alcohol, a character
|
|
must make a constitution check with the following penalties:
|
|
|
|
Beer -1
|
|
Ale -2
|
|
Liquor -2
|
|
Wine -3
|
|
Mead -3
|
|
|
|
|
|
Alcohol And Races
|
|
|
|
People have suggested that certain races like dwarves and elves
|
|
should have bonuses or penalties when drinking alcohol because they
|
|
would naturally have more or less of a tolerance. Well, technically
|
|
this could be and is true. Table 8 on page 20 of the Player's Handbook
|
|
lists racial ability adjustments during character creation. Dwarves
|
|
receive a +1 to constitution and elves receive a -1 to constitution.
|
|
Furthermore, demihumans like dwarves have bonuses to poison saves and
|
|
poison saves play an important role in these rules. Therefore, since
|
|
alcohol checks are based on constitution and adjustments to
|
|
constitution are made during character creation and certain races get
|
|
bonuses to poison saves, there is no need for any additional
|
|
adjustments. However, DMs may still give bonuses and penalties to races
|
|
if he/she wishes.
|
|
|
|
|
|
Paladins
|
|
|
|
Nice DMs may allow a paladin to have +1 bonus to constitution when
|
|
consuming alcohol because they have a great immunity to such "evil"
|
|
like alcohol. On the other hand, the DM may induce a -1 penalty to
|
|
constitution because such poisonous toxins like alcohol are dangerous
|
|
to the purity of a paladin.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
RECOVERY FROM INTOXICATION
|
|
|
|
|
|
Wine, a turn-coat; first a friend, and then an enemy.
|
|
|
|
--- Thomas Fuller
|
|
|
|
Wine prepares the heart for love, Unless you take too much.
|
|
|
|
--- Ovid
|
|
|
|
|
|
Time is the only cure for intoxication, although certain
|
|
stimulants might shorten the recovery time. Note that a person may only
|
|
be affected by stimulants once.
|
|
|
|
Recovery From Intoxication:
|
|
|
|
Intoxication Recovery Stimulant Multiplier
|
|
Level Time Mild Medium Strong
|
|
Slight 1-4 hours x .80 x .65 x .50
|
|
Moderate 4-8 hours x .85 x .70 x .55
|
|
Great 8-14 hours x .90 x .75 x .55
|
|
Comatose 14-20 hours x .95 x .80 x .60
|
|
|
|
As a person recovers, his/her statistics that are affected begin
|
|
to go back to normal. For example, a comatose person's recovery time is
|
|
19 hours and his/her stats are based on this. Five hours later, he/she
|
|
moves into a state of great intoxication and his/her stats are relative
|
|
to this state, and so on.
|
|
|
|
|
|
Having A Hangover
|
|
|
|
Although the victim's statistics will slowly return to normal, he
|
|
will suffer unpleasant after-effects that are known in the drunks'
|
|
world as a hangover. After a person finally gets down to a state of
|
|
slight intoxication, he/she rolls on Table 1 (1d100) and receives a
|
|
hangover effect.
|
|
|
|
|
|
TABLE 1: Hangover Effects Table
|
|
|
|
Die
|
|
Roll Effect
|
|
01 blinding headache, vomiting, -3 to DEX and CON for 1d4 hrs
|
|
02 blinding headache, vomiting, -3 to WIS and INT for 1d4 hrs
|
|
03 blinding headache, vomiting, -2 to DEX and CON for 1d6 hrs
|
|
04 blinding headache, vomiting, -2 to WIS and INT for 1d6 hrs
|
|
05 blinding headache, vomiting, -1 to DEX and CON for 1d8 hrs
|
|
06 blinding headache, vomiting, -1 to WIS and INT for 1d8 hrs
|
|
07 blinding headache, the squats, -3 to DEX and CON for 1d4 hrs
|
|
08 blinding headache, the squats, -3 to WIS and INT for 1d4 hrs
|
|
09 blinding headache, the squats, -2 to DEX and CON for 1d6 hrs
|
|
10 blinding headache, the squats, -2 to WIS and INT for 1d6 hrs
|
|
11 blinding headache, the squats, -1 to DEX and CON for 1d8 hrs
|
|
12 blinding headache, the squats, -1 to WIS and INT for 1d8 hrs
|
|
13 blinding headache, nausea, -3 to DEX and CON for 1d4 hrs
|
|
14 blinding headache, nausea, -3 to WIS and INT for 1d4 hrs
|
|
15 blinding headache, nausea, -2 to DEX and CON for 1d6 hrs
|
|
16 blinding headache, nausea, -2 to WIS and INT for 1d6 hrs
|
|
17 blinding headache, nausea, -1 to DEX and CON for 1d8 hrs
|
|
18 blinding headache, nausea, -1 to WIS and INT for 1d8 hrs
|
|
19 blinding headache, the squats, trembling
|
|
20 blinding headache, vomiting, trembling
|
|
21 blinding headache, nausea, trembling
|
|
22 blinding headache, the squats
|
|
23 blinding headache, vomiting
|
|
24 blinding headache, nausea
|
|
25 blinding headache, trembling
|
|
26 blinding headache
|
|
27 headache, vomiting, -3 to DEX and CON for 1d4 hrs
|
|
28 headache, vomiting, -3 to WIS and INT for 1d4 hrs
|
|
29 headache, vomiting, -2 to DEX and CON for 1d6 hrs
|
|
30 headache, vomiting, -2 to WIS and INT for 1d6 hrs
|
|
31 headache, vomiting, -1 to DEX and CON for 1d8 hrs
|
|
32 headache, vomiting, -1 to WIS and INT for 1d8 hrs
|
|
33 headache, the squats, -3 to DEX and CON for 1d4 hrs
|
|
34 headache, the squats, -3 to WIS and INT for 1d4 hrs
|
|
35 headache, the squats, -2 to DEX and CON for 1d6 hrs
|
|
36 headache, the squats, -2 to WIS and INT for 1d6 hrs
|
|
37 headache, the squats, -1 to DEX and CON for 1d8 hrs
|
|
38 headache, the squats, -1 to WIS and INT for 1d8 hrs
|
|
39 headache, nausea, -3 to DEX and CON for 1d4 hrs
|
|
40 headache, nausea, -3 to WIS and INT for 1d4 hrs
|
|
41 headache, nausea, -2 to DEX and CON for 1d6 hrs
|
|
42 headache, nausea, -2 to WIS and INT for 1d6 hrs
|
|
43 headache, nausea, -1 to DEX and CON for 1d8 hrs
|
|
44 headache, nausea, -1 to WIS and INT for 1d8 hrs
|
|
45 headache, the squats, trembling
|
|
46 headache, vomiting, trembling
|
|
47 headache, nausea, trembling
|
|
48 headache, the squats
|
|
49 headache, vomiting
|
|
50 headache, trembling
|
|
51 headache, nausea
|
|
52 headache
|
|
53 vomiting, trembling
|
|
54 nausea, trembling
|
|
55 the squats, trembling
|
|
56 vomiting
|
|
57 nausea
|
|
58 the squats
|
|
59 trembling
|
|
60 vomiting, the squats, trembling
|
|
61 vomiting, the squats
|
|
62 nausea, the squats, trembling
|
|
63 nausea, the squats
|
|
64 -4 to DEX and CON for 1d10 hrs
|
|
65 -4 to WIS and INT for 1d10 hrs
|
|
66 trembling, loss of appetite for 2d6 hrs
|
|
67 loss of appetite for 5d4 hrs
|
|
68 disgusting taste in mouth for 24 hrs
|
|
69 cheerful energy
|
|
70 DM SHOULD COME UP WITH A DASTARDLY EFFECT
|
|
71 NO BAD EFFECTS (This time!)
|
|
72-00 REROLL
|
|
|
|
|
|
NOTES ON HANGOVER TABLE
|
|
|
|
Blinding Headache: For 1d4+1 hours. -4 to hit, -3 to armor class, +25%
|
|
chance of spell failure for mages and clerics, -25% to all thieves
|
|
skills.
|
|
|
|
Headache: For 1d4+1 hours. -2 to hit, -1 to armor class, +10% chance of
|
|
spell failure for mages and clerics, -10% to all thieves skills.
|
|
|
|
Vomiting: Roll percentile dice (01-50: 1d12 hours, 51-00: 1d6 hours).
|
|
Constitution check every turn. Failure means PC vomits which takes
|
|
1d4+1 rounds. Strenuous activity (includes combat and spellcasting)
|
|
will also require a constitution check to avoid being ill.
|
|
|
|
Nausea: Roll percentile dice (01-50: 1d12 hours, 51-00: 1d6 hours). The
|
|
PC feels like vomiting. The PC has difficulty concentrating and
|
|
therefore has a +05% chance of spell failure for every hour of nausea.
|
|
Furthermore, he/she suffers a -1 to dexterity and strength for the
|
|
duration of nausea.
|
|
|
|
"The Squats": Roll percentile dice (01-50: 1d20 hours, 51-00: 1d10
|
|
hours). Constitution check at -2 every turn. Failure means PC will
|
|
defecate within 1d4 rounds. The PC must find a suitable place and
|
|
remove armor, clothing, etc. within that time or soil themselves
|
|
(YECH!).
|
|
|
|
Trembling: For 1d4-1 hours. -1 to hit, -2 to dexterity.
|
|
|
|
Loss Of Appetite: Character will not eat. Also, character has dry mouth
|
|
thus being very thirsty.
|
|
|
|
|
|
Example
|
|
|
|
For example, our hero Rath has found himself in a state of great
|
|
intoxication partying until four in the morning in his favorite
|
|
establishment, The Golden Griffon Inn. Unfortunately, he is suppose to
|
|
go adventuring at sunrise (6:00 AM), so he takes a strong stimulant in
|
|
hopes to recovery. Recovery time was 14 hours for Rath, but now it is
|
|
7.70 hours (14 x .55), and his stats go from the great intoxication
|
|
state to the moderate intoxication state. Well, Rath can't even move
|
|
out of bed until 1:00 PM. But since he got little sleep and feels quite
|
|
sick, Rath sleeps until 5:00 PM. When he awakens, he finds that he has
|
|
a headache (which will last 3 hours). Also, he starts vomiting (which
|
|
will last until at least 10:00 PM). He will suffer -2 to dexterity and
|
|
constitution for the next 4 hours. And to top it off, Rath finds out
|
|
that his adventuring party has left town without him and he is left
|
|
with nothing to do but go party again tonight.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
STIMULANTS FOR RECOVERING FROM INTOXICATION
|
|
|
|
|
|
Mild
|
|
|
|
Cure Light Wounds - 1st level clerical spell
|
|
Slow Poison - 2nd level clerical spell
|
|
Potion of Healing
|
|
Scroll of Protection from Poison
|
|
Healing Proficiency
|
|
Herbalism Proficiency
|
|
|
|
|
|
Medium
|
|
|
|
Cure Disease - 3rd level clerical spell
|
|
Cure Serious Wounds - 4th level clerical spell
|
|
Potion of Sweet Water
|
|
Periapt of Proof Against Poison
|
|
|
|
|
|
Strong
|
|
|
|
Neutralize Poison - 4th level clerical spell
|
|
Cure Critical Wounds - 5th level clerical spell
|
|
Potion of Extra-Healing
|
|
Potion of Vitality
|
|
|
|
Special
|
|
|
|
Heal - 6th level clerical spell
|
|
Restoration - 7th level clerical spell
|
|
Regenerate - 7th level clerical spell
|
|
Elixir of Health
|
|
|
|
|
|
Notes
|
|
|
|
1. Special stimulants cure the intoxicated character, no recovery time
|
|
is required.
|
|
|
|
2. Multiple spells or potions (use the rule of mixing potions) applied
|
|
on intoxicated characters lower the stimulant multiplier by 5% per
|
|
dose (spell).
|
|
|
|
3. If more than one type of stimulant is used, the strongest one is
|
|
considered.
|
|
|
|
4. Healing and herbalism proficiencies can be used once a day, but if
|
|
both are used in the same character then treat as medium stimulant.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
A MORE SINISTER SIDE OF DRINKING: ALCOHOL ADDICTION
|
|
|
|
|
|
Wine has drowned more men than the sea.
|
|
|
|
--- Anon
|
|
|
|
Nothing is better to fight alcoholism than a moderate use of wine.
|
|
|
|
--- Jean Louis Faure
|
|
|
|
|
|
The nervous system in the body has an inhibitory effect when the
|
|
body is in a state of extreme emotion. It's part of the human body's
|
|
ability to stay in a normal state: "homeostasis". This is what makes
|
|
cliff-divers like cliff diving: the nervous system inhibits the
|
|
abnormal state of fear, essentially by simulating the reaction opposite
|
|
to fear: ecstasy. A classical example of this is a slightly depressed
|
|
person who takes stimulant drugs. His nervous system increases his
|
|
depression to counteract the abnormal stimulation, so that he needs to
|
|
take stimulants even to feel how people normally feel. Now, when he's
|
|
off drugs, he will be very depressed.
|
|
This explains some withdrawal symptoms. Under the effect of any
|
|
strong drug (e.g. alcohol), the nervous system naturally tries to
|
|
counter that effect. When the drug wears off, the "downer" that is
|
|
experienced occurs because the nervous system is still producing that
|
|
opposite emotion. If a human uses drugs too much, then his/her nervous
|
|
system gets into the habit of countering that drug's effect, so he/she
|
|
starts to need to take the drug all the time to avoid the awful
|
|
downers. Eventually, drug addicts need more and more of their drug of
|
|
choice in order to have the effect they had the first time they tried
|
|
it.
|
|
A person may enjoy having a drink of alcohol, but he/she may
|
|
unfortunately become a victim of it. To represent the progression and
|
|
regression of alcohol addiction; two levels, amount level and drinking
|
|
level are used.
|
|
Each time a person drinks and goes into a state of intoxication
|
|
(slight, moderate, great), he/she must make a save vs. poison (with
|
|
modifiers; see below) or go up one amount level (Table 1).
|
|
Each time a person reaches a state of great intoxication he/she
|
|
must make a save vs. poison (with modifiers; see below) or go up one
|
|
drinking level (Table 2).
|
|
To make drinking even more dangerous, the DM can make a character
|
|
that has an 8 for an amount level and/or a 5 for drinking level roll on
|
|
the Hangover Table. The effects rolled will last until the levels are
|
|
lowered.
|
|
|
|
|
|
Table 1: Amount Level
|
|
|
|
Level Effect
|
|
0 never drinks
|
|
1 needs to drink one time every week
|
|
2 needs to drink two times every week
|
|
3 needs to drink three times every week
|
|
4 needs to drink four times every week
|
|
5 needs to drink five times every week
|
|
6 needs to drink six times every week
|
|
7 needs to drink seven times every week
|
|
8 needs to drink eight times every week
|
|
|
|
|
|
Table 2: Drinking Level
|
|
|
|
Level Effect
|
|
0 never drinks
|
|
1 will always take at least one drink
|
|
2 will drink until at least slightly intoxicated
|
|
3 will drink until at least moderately intoxicated
|
|
4 will drink until greatly intoxicated
|
|
5 will drink until passed out
|
|
|
|
|
|
Humans, elves, gnomes, and half-elves gain their normal bonus to
|
|
poison save due to Constitution (PHB, page 15). Dwarves and halflings
|
|
use the same bonuses that they get against magical attacks due to their
|
|
race (PHB, pages 20-23).
|
|
Additional modifiers to the poison save for all races are based on
|
|
Wisdom (Table 3). Also, the DM may wish to add modifiers based on
|
|
circumstances and situations, some examples are given in Table 4.
|
|
|
|
|
|
Table 3: Wisdom Modifier
|
|
|
|
A. Score Modifier
|
|
01-03 +4
|
|
04-06 +2
|
|
07-12 0
|
|
13-15 -2
|
|
16-18 -4
|
|
|
|
|
|
Table 4: DM Modifiers
|
|
|
|
Mod. Circumstance
|
|
+8 friend, family member, or comrade died
|
|
+5 lost beloved item (e.g. family heirloom, magical item)
|
|
+3 gambling debts, considerable misfortune
|
|
+1 unlucky times
|
|
|
|
|
|
A person can reduce his/her or her addiction in a number of ways.
|
|
A Neutralize Poison spell will rid the need to drink, thus the amount
|
|
level becomes 0. For every week a person is restrained from drinking
|
|
(i.e. clinic, forceful friends, etc.), both the amount level and
|
|
drinking level are reduced by 1. Some DMs may allow the character to
|
|
make a Wisdom check once a week. Success indicates that the character
|
|
has enough willpower to lower his/her amount level and drink level by
|
|
1.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
ALCOHOLIC DISEASES
|
|
|
|
|
|
This system does not attempt a specific treatment of a subject
|
|
which is beyond its scope and purpose. What is done, however, is to
|
|
give general categories of disease and maladies and their game effects.
|
|
In some cases, the disease can't convert into game effects, so role-
|
|
playing must substitute.
|
|
|
|
There are many ways a DM may go about giving a character a
|
|
disease:
|
|
|
|
- When a character's Amount Level is 8 and Drinking Level is 5, he
|
|
must make a save vs. poison or contract a disease.
|
|
- When a character's Amount Level is 8 or Drinking Level is 5, he
|
|
must make a save vs. poison or contract a disease.
|
|
- When a character becomes comatose due to alcohol use, he must
|
|
save vs. poison or contract a disease.
|
|
|
|
|
|
TABLE A: Diseases (1d12)
|
|
|
|
Roll Disease
|
|
1 Acne Rosacea
|
|
2 Alcohol Amblyopia
|
|
3 Alcoholic Hepatitis
|
|
4 Alcoholic Myopathy
|
|
5 Alcoholic Polyneuropathy
|
|
6 Central Pontine Myelinolysis
|
|
7 Cirrhosis
|
|
8 Delirium Tremens
|
|
9 Marchiafava-Bignami Disease
|
|
10 Rhinophyma
|
|
11 Korsakoff's Psychosis
|
|
12 Wernicke's Encephalopathy
|
|
|
|
|
|
Acne Rosacea - A facial skin condition usually characterized by a
|
|
flushed appearance and often accompanied by puffiness and a "spider-
|
|
web" effect of broken capillaries.
|
|
|
|
Alcohol Amblyopia - A rare disorder of the eye, alcohol ambloyopia is
|
|
typically due to long-term alcohol use. The disease begins slowly with
|
|
a slight vision impairment (-1 penalty to THAC0) that becomes
|
|
progressively worse (additional -1 per week until -4 is reached). The
|
|
typical complaint is a painless blurring of vision over a period of
|
|
several weeks (2d4) with reduced sharpness for both near and distant
|
|
objects. Generally, changes are symmetrical in both eyes and, if not
|
|
treated adequately, may be followed by optic nerve degeneration.
|
|
Treatment consists of vitamins and minerals or cure disease magics.
|
|
|
|
Alcoholic Hepatitis - A disease of the liver characterized by
|
|
inflammation and necrosis, alcoholic hepatitis is accompanied by
|
|
jaundice (which causes the character's skin to turn a reddish-yellow
|
|
color), fever, and abnormal accumulation of fluid in the abdominal
|
|
cavity.
|
|
Alcoholic hyaline, a clear glassy substance, is often found in
|
|
livers of patients with alcoholic hepatitis.
|
|
|
|
Alcoholic Myopathy - Alcoholic Myopathy is an alcoholic muscle disease.
|
|
A character with this disease suffers from severe muscle cramps that
|
|
vary in frequency or by muscle pain and swelling. This results in a
|
|
lose of 1d4 to Strength and movement is two-thirds normal.
|
|
|
|
Alcoholic Polyneuropathy - A disease of the nervous system. It develops
|
|
slowly over months and years affecting first and most severely the
|
|
lower legs, where numbness and pain may develop. Other problems are
|
|
muscle wasting (-1d4 to Strength), tenderness of the calves of the
|
|
legs, and signs of impaired motor function (-1d4 to Dexterity).
|
|
|
|
Central Pontine Myelinolysis - A rare disease of unknown origin that
|
|
occurs in a group of brain nerve fibers known as the pons. The
|
|
principal symptoms are a progressive weakness in the muscles extending
|
|
from the lowest part of the brain to the spinal cord (a successful
|
|
called shot to the back causes triple damage), an inability to swallow,
|
|
and the absence of the gag reflex. After 2d4 weeks, the character
|
|
becomes drowsy (unable to adventure). After another 1d4 weeks, the
|
|
character becomes comatose.
|
|
|
|
Cirrhosis - From an ancient word kirrhos orange-colored - the color of
|
|
a cirrhosis liver. Cirrhosis is a chronic inflammatory disease of the
|
|
liver in which functioning liver cells are replaced by scar tissue. The
|
|
main cause of cirrhosis is long-term alcohol use.
|
|
The onset of cirrhosis is associated with such nonspecific
|
|
complaints as weakness and fatigue. As the disease progresses, some of
|
|
the associated effects may include:
|
|
- Jaundice which causes the character's skin to turn a reddish-
|
|
yellow color.
|
|
- Swelling of the character's legs.
|
|
- Uncontrolled bleeding due to a decrease in clotting factors in
|
|
the blood. If the character receives an open wound that cause
|
|
bleeding, he/she will loses -1 hit points per round for 3d4
|
|
rounds.
|
|
- Increased sensitivity to drugs which results in a -1 modifier to
|
|
any Constitution checks made for drug or alcohol use.
|
|
|
|
Delirium Tremens - The D.T.'s. One of the most dramatic and serious
|
|
conditions associated with alcoholism, delirium tremens' symptoms
|
|
include:
|
|
- Vivid and frequently terrifying auditory, visual, and tactical
|
|
hallucinations (25% per day of having one).
|
|
- Profound confusion (-1d4 to intelligence).
|
|
- Disorientation.
|
|
- Severe agitation.
|
|
- Restlessness and insomnia which can be bad for mages.
|
|
- Fever.
|
|
- Abnormally rapid heartbeat.
|
|
|
|
Marchiafava-Bignami Disease - The disease causes agitation, confusion
|
|
(-1d4 to intelligence), hallucinations (25% per day of having one),
|
|
memory disturbances, and disorientation.
|
|
|
|
Rhinophyma - A skin condition of the nose characterized by swelling,
|
|
redness and, often, broken capillaries. Rhinophyma is considered by
|
|
religious organizations as their deity's punishment to drunks.
|
|
|
|
Korsakoff's Psychosis - Korsakoff's psychosis is primarily a mental
|
|
disorder characterized by confusion, memory failure and a tendency to
|
|
recite imaginary occurrences. Other symptoms include disorientation in
|
|
time, emotional apathy and loss of insight, which prevents the
|
|
character from becoming aware of the disability. Characters are often
|
|
moderately cheerful and non-comprehending.
|
|
|
|
Wernicke's Encephalopathy - This disease is characterized by an acute
|
|
confusion state (-1d4 to Intelligence), loss of balance (-1d4 to
|
|
Dexterity, disorders of the eye nerves (extreme blinking), and high
|
|
risk of heart failure (10% chance of death to do heart failure).
|
|
There is a cumulative +3% per day of Wernicke's encephalopathy
|
|
developing into Korsakoff's psychosis.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
CRAZY DRUNK: A LOOK AT DIPSOMANIA
|
|
|
|
|
|
When the wine is in the wit is out.
|
|
|
|
--- Thomas Becon
|
|
|
|
Presented here are two ways a DM can introduce Dipsomania into a
|
|
campaign. The first is an insanity which can be introduced via mind-
|
|
affecting magic or psionic powers. The second is a disease which can be
|
|
introduced via a spell or normal disease transmitting ways.
|
|
|
|
Dipsomania Insanity
|
|
|
|
This mild insanity form manifests itself periodically. About once
|
|
per week, or whenever near large quantities of alcoholic beverages, the
|
|
afflicted will begin drinking excessive quantities of ale, beer, wine,
|
|
or like spirituous liquors. Such drinking will continue until the
|
|
character passes out. It is 50% likely that the dipsomania will
|
|
continue when he/she awakens if anywhere near alcohol, 10% likely
|
|
otherwise (in which case the individual will seek to find drink and
|
|
become violent if denied).
|
|
|
|
|
|
Dipsomaniac Virus
|
|
|
|
Technically, this is not a monster, but rather a disease composed
|
|
of tiny organisms that require alcohol to maintain their bodily
|
|
functions. They will most likely be encountered by Player Characters in
|
|
infested sources of alcohol (seedy bars suddenly lose character). If
|
|
this alcohol is drunk, then the character is infected with the virus.
|
|
As with many diseases, these microorganisms enter the body and
|
|
feed and reproduce there. However, unlike most diseases, these require
|
|
a high level of alcohol in the blood to survive. It is unlikely that
|
|
most characters will be quite as obliging in this regard as the disease
|
|
requires. So, the virus improvises; it begins to take over cells and
|
|
converts them into producers of alcohol, fermenting blood sugar in
|
|
order to keep the blood-alcohol level high.
|
|
This has two negative effects upon the character: raising his
|
|
appetite by depleting his blood sugar level, and keeping him
|
|
perpetually intoxicated, whether he drinks or no. A simple cure disease
|
|
spell will end the condition; however, it is likely that no one will
|
|
suspect that a mere disease is the problem in the first place!
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
FETAL ALCOHOL SYNDROME
|
|
|
|
|
|
Wine is the most healthful and hygienic of all beverages.
|
|
|
|
--- Louis Pasteur
|
|
|
|
The blood of the vineyard shall mingle with mine.
|
|
|
|
--- Oliver W. Holmes
|
|
|
|
His eyes shall be red with wine, and his teeth white with milk.
|
|
|
|
--- Genesis 49:12
|
|
|
|
In water one sees one's own face,
|
|
but in wine beholds the heart of another.
|
|
|
|
--- Anon
|
|
|
|
|
|
Alcohol has a very bad effect on the developing brain of the
|
|
fetus. In some areas, the brain may never totally mature. In addition
|
|
to reduced learning capabilities, a person has little or no sense of
|
|
"right or wrong". He/she has little sense of time, so that a potential
|
|
long jail term means little to him/her, and he/she doesn't see the
|
|
benefits of saving money today to spend next year, or to study today
|
|
for a test next week. These symptoms can range anywhere from almost
|
|
unnoticeable to very pronounced, and facial disfigurement (small,
|
|
misshapen eyes and a flatter nasal area) can even occur.
|
|
Some Fetal Alcohol Syndrome victims are somewhat socially inept.
|
|
Not in a "nerdy" manner, but they seem to be unable to have healthy
|
|
friendships. They are attracted to dangerous elements, such as the
|
|
other troublemakers (unable to separate right from wrong, etc). They
|
|
can't seem to resist peer pressure, and if pressured, will drink,
|
|
steal, etc.. Their work ethic is bad, unable to see the future as
|
|
imminent. The awful thing is, it's not their fault!
|
|
Therefore, if a woman drinks at ANY time during pregnancy (even if
|
|
she doesn't know she's pregnant) and if she consumes even a small
|
|
amount of alcohol, there is a risk of Fetal Alcohol Syndrome. The more
|
|
often she drinks, the greater the risk and the greater the possible
|
|
effects. The player should roll 1d100 when the baby is born, with a
|
|
cumulative possibility of having Fetal Alcohol Syndrome of +5% for
|
|
every time the mother had two or more alcoholic drinks (in one sitting)
|
|
during the pregnancy. If the result is Fetal Alcohol Syndrome, then the
|
|
DM has two options in deciding on the results:
|
|
|
|
1: The player rolls 1d100 with a cumulative +5% for every time the
|
|
mother had two or more alcoholic drinks (in one sitting) during
|
|
the pregnancy. Then consult Table 1.
|
|
|
|
2: The player rolls 1d12 with a cumulative +1 for every time the
|
|
mother had two or more alcoholic drinks (in one sitting) during
|
|
the pregnancy. Then consult Table 2. Note that the character has
|
|
all of the symptoms up to and including his/her die roll. That is,
|
|
if the player rolls a 6 then the character has results 1, 2, 3, 4,
|
|
5, and 6.
|
|
|
|
|
|
Table 1: Fetal Alcohol Syndrome Results
|
|
|
|
Die
|
|
Roll Effect
|
|
01-03 Intelligence is 4d4.
|
|
04-06 Intelligence is 3d4.
|
|
07-09 Intelligence is 2d4.
|
|
10-12 Intelligence is 1d4.
|
|
13-15 Wisdom is 4d4.
|
|
16-18 Wisdom is 3d4.
|
|
19-21 Wisdom is 2d4.
|
|
22-24 Wisdom is 1d4.
|
|
25-27 Strength is 4d4.
|
|
28-30 Strength is 3d4.
|
|
31-33 Strength is 2d4.
|
|
34-36 Strength is 1d4.
|
|
37-39 Some facial disfigurement. Charisma is 4d4.
|
|
40-42 Some facial disfigurement. Charisma is 3d4.
|
|
43-45 Extreme facial disfigurement. Charisma is 2d4.
|
|
46-48 Extreme facial disfigurement. Charisma is 1d4.
|
|
49-51 Weak. Constitution is 4d4.
|
|
52-54 Weak. Constitution is 3d4.
|
|
55-57 Very Weak. Constitution is 2d4.
|
|
58-60 Very Weak. Constitution is 1d4.
|
|
61-63 Learns at 1/4 speed.
|
|
64-66 Learns at 1/2 speed.
|
|
67-69 Learns at 3/4 speed.
|
|
70-72 Cannot have a lawful alignment.
|
|
73-75 Must have a chaotic alignment.
|
|
76-78 Must have a neutral alignment.
|
|
79-81 Unable to save money, destitute. Always gets rid of money.
|
|
82-84 Unable to save money, poor. Wastes money on frivolous things.
|
|
85-87 Never able to cast spells.
|
|
88-90 2d20+8 % magic resistance. Roll ignoring any result above 87.
|
|
91-93 Two problems. Roll twice ignoring any result above 87.
|
|
94-96 Three problems. Roll thrice ignoring any result above 87.
|
|
97-99 Four problems. Roll four times ignoring any result above 87.
|
|
00-00 Five problems. Roll five times ignoring any result above 87.
|
|
|
|
|
|
Table 2: Fetal Alcohol Syndrome Results
|
|
|
|
1 Intelligence penalized -1d4.
|
|
2 Wisdom penalized -1d4.
|
|
3 Strength penalized -1d4.
|
|
4 Some facial disfigurement. Charisma penalized -1d4.
|
|
5 Weaker. Constitution penalized 1d4.
|
|
6 Learns at 1/4 speed.
|
|
7 Cannot have a lawful alignment.
|
|
8 Must have a chaotic alignment.
|
|
9 Must have a neutral alignment.
|
|
10 Unable to save money, poor. Wastes money on frivolous things.
|
|
11 Never able to cast spells.
|
|
12 2d20+8 % magic resistance.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
NON-WEAPON PROFICIENCIES
|
|
|
|
|
|
Back of this wine is the Vintner,
|
|
And back through the years, his skill;
|
|
And back of it all are the vines in the sun,
|
|
And the rain and the Master's will.
|
|
|
|
--- Anon
|
|
|
|
You cannot know wine by the barrel.
|
|
|
|
--- Herbert Predentum
|
|
|
|
The varieties of the wine and the names
|
|
of its grapes are beyond number.
|
|
|
|
--- Virgil
|
|
|
|
|
|
All non-weapon proficiencies presented here are general. Thus all
|
|
classes make take a proficiency without any penalties. Of course, DMs
|
|
may want to limit them to a particular class.
|
|
|
|
|
|
# of Slots Relevant Check
|
|
Proficiency Required Ability Modifier
|
|
Bartending 2(3) Special Special
|
|
Disguise Drunkenness/Hangover 1 Intelligence -4
|
|
Drinking (Boozing) 1 Special Special
|
|
Drinking Skills/Tricks 1 Dexterity Special
|
|
Toasting 1 Intelligence -2
|
|
Wine Pouring 1 Wisdom 0
|
|
Wine Tasting 1 Wisdom 0
|
|
|
|
|
|
Bartending - A character with this proficiency has a great knowledge of
|
|
mixed drinks and can make a perfect mixed drink on a successful Wisdom
|
|
check. Note that the mixed drink must be known (i.e. ingredients,
|
|
preparation, etc.). The DM may require an Intelligence to see if the
|
|
character is familiar with the drink.
|
|
Wine is the drink of the rich, but a small tavern having a large
|
|
supply of wine in stock isn't practical or economical. Thus, a
|
|
bartender has the skill to mix wines together to make an entirely
|
|
different wine. The bartender has the ability to mix wines to make them
|
|
look and/or taste a certain way. The maximum number of wines the
|
|
bartender can mix together is two with one more wine added for every
|
|
wisdom point over 12 (ex. a bartender with a 14 wisdom can mix a
|
|
maximum of 4 wines together). Whether it be a dreadful odor, an
|
|
unwholesome sticky taste, or a fantastic texture, the bartender can
|
|
attain this on a successful Wisdom check. If the bartender fails the
|
|
check while trying to do this, he/she gets the exact opposite result
|
|
(i.e. good tasting wine becomes bad tasting wine).
|
|
Bartenders have the uncanny ability to raise morale. This ability
|
|
is another benefit bestowed from this proficiency. On a successful
|
|
Charisma check, the character can raise the morale of those he/she
|
|
serves by +2. DMs should make sure characters don't abuse this ability.
|
|
A character shouldn't be able to hand a beer to a soldier in a middle
|
|
of a battle in hopes to raise his morale. It is intended to be used in
|
|
a tavern setting. Also, DMs should require that the player role-plays
|
|
the situation. Just stating that the character wishes to raise morale
|
|
isn't enough.
|
|
A lot of people go to taverns when depressed, and the bartender
|
|
has a tendency to raise their spirits. A bartender can bring a person
|
|
out of a non-magical depression on a successful Charisma check with a
|
|
positive modifier equal to the character's level. A bartender can bring
|
|
a person out of a magical depression on a successful Charisma check
|
|
with a modifier of -1 for very level under 8th.
|
|
A lot of taverns, bars, and inns have a tendency to doctor drinks
|
|
to make them more potent or make them less potent than they should be.
|
|
Usually it is making drinks less potent which is the tendency, better
|
|
known as watering them down. Sometimes a bartender may wish to make
|
|
drinks more potent to cause certain patrons to get really inebriated.
|
|
Why would a bartender want to make a drink more potent? Well many
|
|
people, like thieves or adventurers, would like certain people in a
|
|
drunken state so their job (whatever it may be) can be easier and a few
|
|
coins to a bartender is a small price to pay to make sure a person is
|
|
drunk. The key to doctoring drinks is making the customer not notice a
|
|
change. A successful Wisdom roll indicates that nobody will notice a
|
|
change in the drink. Failure indicates that a customer may notice a
|
|
change. The customer must make a successful Intelligence check to
|
|
notice a change.
|
|
A more seedier skill of this proficiency allows him to mix other
|
|
liquids together to make them taste like a wine. The bartender must
|
|
have knowledge of the wine's taste that he/she wishes to duplicate,
|
|
almost to perfection, and gets a -3 to his/her roll if he/she has the
|
|
wine with him/her. On a successful Wisdom check, the character creates
|
|
a fake of the original wine. This ability can be counteracted with a
|
|
successful Wine Tasting proficiency check.
|
|
Another skill of this proficiency is the ability to make alcohol
|
|
drink additives (discussed elsewhere in the guide). A character needs
|
|
to make a Intelligence check with a -3 modifier. Failure indicates that
|
|
the additive is worthless and the process must start over (i.e. get new
|
|
ingredients, etc.).
|
|
Another skill of this proficiency is the ability to slide drinking
|
|
containers down a bar or another flat surface like a table. A character
|
|
needs to make a Dexterity check. If successful, the character slides a
|
|
drinking container down the bar and can even make it spin around a 90
|
|
degree angle (only once). If the check fails, the glass slips, spills
|
|
its contents, and will probably break.
|
|
If the player devotes a third slot to this proficiency, the
|
|
character gains the skills of the Wine Pouring and the Wine Tasting
|
|
non-weapon proficiencies.
|
|
|
|
|
|
Disguise Drunkenness/Hangover
|
|
|
|
A person with this proficiency has the uncanny knack for
|
|
concealing his/her unattractive alcoholic problems of drunkenness and
|
|
hangovers.
|
|
The character must make a proficiency check after moving into a
|
|
new state of intoxication. A successful proficiency check indicates
|
|
that the character seems to be at the previous state of intoxication.
|
|
The character still suffers the penalties for the new state of
|
|
intoxication, but it will appear at face value that he/she is at the
|
|
previous state.
|
|
For example, Rath (who is proficient in this), just went into a
|
|
state of slight intoxication. His stats are adjusted accordingly. He
|
|
makes his proficiency check. So it seems at face value that Rath is not
|
|
intoxicated, although he is slightly intoxication. Of course, if he
|
|
would need to use an ability like intelligence (intelligence attribute
|
|
check), then his -1 intelligence penalty will manifest itself.
|
|
If a character has a hangover and makes a successful proficiency
|
|
check, he/she can suppress 1 or 2 (DM's option) of the hangover
|
|
effects.
|
|
For example, Rath has a hangover. He rolls a 13 on the hangover
|
|
effects table. The effects are blinding headache, the squats, and
|
|
trembling. He suppresses "the squats" effect, but still suffers from a
|
|
blinding headache and trembling. If he only suffered from one effect
|
|
like vomiting, then he wouldn't have any hangover problems.
|
|
NOTE: All checks are made at the current intelligence (i.e. with
|
|
modifiers from being intoxicated).
|
|
Another benefit of this proficiency is the ability to hide the
|
|
fact that the character has an alcohol addiction problem. An
|
|
intelligence check is made when a character is not drunk or hungover.
|
|
If successful, the character disguises his/her alcohol addiction from
|
|
people. The character is so nonchalant that people don't realize that
|
|
he/she has a problem.
|
|
|
|
|
|
Drinking (Boozing)
|
|
|
|
A person with this proficiency has a great love of alcohol. He/she
|
|
has the skill to consume more alcohol then most people without
|
|
suffering the ill effects as bad.
|
|
Also, the character can tell the quality of any alcoholic drink by
|
|
taste. This knowledge goes deeper than just general quality knowledge.
|
|
He/she can know interesting facts about alcohol drinks if a successful
|
|
intelligence check is made. For example, he/she may know the year it
|
|
was made, what race created it, its value, specific ingredients, etc..
|
|
When consuming a serving of alcohol, the character now gets a
|
|
bonus for his/her constitution checks. Thus, the penalties for
|
|
constitution checks are as followed:
|
|
|
|
Beer +5 A 20 on the constitution check
|
|
Ale +4 always fails.
|
|
Wine +3
|
|
Mead +2
|
|
Liquor +1
|
|
|
|
When the character is in a state of great intoxication, he/she
|
|
doesn't receive a penalty when he/she saves vs. poison. With each
|
|
saving throw a character has a cumulative 2% instead of 5% of
|
|
permanently lowering his/her constitution by 1 point.
|
|
Unfortunately, this proficiency has an evil side to it. The
|
|
character's alcohol addiction can never be at 0 for amount and drinking
|
|
levels. Furthermore, the character suffers a -1 penalty to poison saves
|
|
for alcohol addiction checks.
|
|
|
|
|
|
Drinking Skills/Tricks
|
|
|
|
This proficiency bestows many benefits to the character although
|
|
they tend to have any enlightened value.
|
|
"The Chug", "The Gulp", "The Neck" are all names for the ability
|
|
to consume a single serving of alcoholic beverage in a seconds. A
|
|
proficiency check (cumulative -1 penalty per serving) is required when
|
|
competing against another person. If both make the check, the person
|
|
with the highest score loses. If both fail the check, neither wins
|
|
because they either choke, spit up the booze, etc.. Of course, if one
|
|
fails the check and the other makes the check, then the winner is the
|
|
successful one.
|
|
"Fire Breather" is the ability to spit alcohol, through a flame,
|
|
and hit a target. The spitter must have a flame source of at least
|
|
candle power and the target must be within 9 feet. The spitter must
|
|
make a successful proficiency check with a penalty based on range
|
|
between him and the target. Success indicates a hit and the target
|
|
suffers burn damage based on range. Failure indicates a miss unless a
|
|
20 is rolled. A 20 indicates that the flame back tracks into the
|
|
characters mouth and cause 1d6 points of burn damage.
|
|
|
|
Range Damage (*) Check Mod.
|
|
0' to 3' 2d6 -2
|
|
3' to 6' 1d6 -3
|
|
6' to 9' 1d4 -4
|
|
|
|
(*) save vs. Breath Weapon for half damage. Dexterity bonus apply.
|
|
|
|
"The Big Belch" is the incredible and slightly disgusting ability
|
|
to produce long-lasting burps while drinking alcohol. A character can
|
|
burp continuously for 1d10+10 rounds after having only one serving of
|
|
any alcoholic beverage. If the character makes a successful proficiency
|
|
check, he/she gains an additional 1d10+10 rounds to the burp.
|
|
"The Mouth Catcher" is the ability to throw a small object into
|
|
the air and catch it in his/her mouth. Typical small objects are a
|
|
nuts, popcorn, pretzels, etc.. The character can throw the object up to
|
|
5 feet into the air and catch it without requiring a check. A
|
|
proficiency check is required if the character tries for over 5 feet.
|
|
The check requires a modifier of -1 for every additional foot the
|
|
character wants. A failed check indicates that the small object misses
|
|
the character's mouth. Roll on the following table to see where the
|
|
object lands:
|
|
|
|
Roll Effect
|
|
1 Lands in character's nose.
|
|
2 Pokes character in left eye. Can't see through eye for 1d6 turns.
|
|
3 Pokes character in right eye. Can't see through eye for 1d6 turns.
|
|
4 Bounces off head and hits nearest person.
|
|
5 Bounces off head and lands in character's drink.
|
|
6 Bounces off head and lands in nearest drink other than
|
|
character's drink.
|
|
|
|
DMs should modify effects that would not apply to a given situation.
|
|
"Bottle Cap Flick" is the ability to take a bottle cap and flick
|
|
it at a target. A proficiency check is required if the character aims
|
|
for a target over 5 feet away. The check requires a modifier of -1 for
|
|
every additional foot the target is away. A successful check indicates
|
|
that the bottle cap hits the intended target. A failed check indicates
|
|
that the bottle cap misses the target a number of feet equal to the
|
|
number of points the check was missed. Thus, if the check was missed by
|
|
4 points, then the bottle cap lands four feet from it's target. The
|
|
direction the bottle cap is randomly determined by the DM.
|
|
|
|
|
|
Toasting
|
|
|
|
The term "toast" comes from the fact that, in days of old, beer
|
|
was often consumed in front of the fireplace, where bread was being
|
|
toasted at the same time. To add nutrition and flavor (?) bits of the
|
|
toast would be thrown in the about-to-be-drunk beer and then a "toast"
|
|
would be made. In any case the custom of toasting one's drinking
|
|
companions goes back many centuries and only the skilled make toasts
|
|
that are remembered for centuries.
|
|
Proficiency in toasting includes the skills of reciting above
|
|
average to excellent toasts and judging the quality of toasts. It also
|
|
indicates that the character has a repertoire of toasts memorized for
|
|
toasting at any time.
|
|
A character may wish to create a new toast to be used later or
|
|
immediately. A successful proficiency check indicates that the toast is
|
|
of excellent quality. Failure indicates an above average toast, which
|
|
is still better than a toast of a commoner.
|
|
After a successful proficiency check and toast, a character with
|
|
the Etiquette proficiency gains a -2 to all etiquette proficiency
|
|
checks in that situation. The excellent toast demonstrates that the
|
|
character is a person of high class, whether he is or not, and thus the
|
|
toastees are more relaxed and less cautious of the character's true
|
|
economical and social class.
|
|
Here are two examples of toasts:
|
|
|
|
Drink to fair woman, who, I think,
|
|
Is most entitles to it;
|
|
For if anything drives men to drink,
|
|
She certainly can do it.
|
|
|
|
Here's to a long life and a merry one,
|
|
A quick death and easy one
|
|
A pretty girl and a true one
|
|
A cold beer - and another one.
|
|
|
|
Players and/or DMs are encourages to read Toasts and Anecdotes by
|
|
Paul William Kearney (Clode pub. 1923, written in 1896) and Toasts, the
|
|
Complete Book of the Best Toasts, Sentiments, Blessings, Curses, and
|
|
Graces (Delacorte Press, c1981) for a great source of toasts to be used
|
|
in the campaign to take full advantage of this proficiency.
|
|
Some clever people have made careers out of creating toasts for
|
|
less than imaginative kings and other nobles. Sitting around making up
|
|
toasts is quite a cushy job.
|
|
|
|
|
|
Wine Pouring
|
|
|
|
With this proficiency the bearer can entertain any other person
|
|
with his flare in pouring wines. He can make even the dullest, worst
|
|
tasting wines look good to the common person. On a roll of 5 or below,
|
|
the pourer does his act with so much flare a few coins could be tossed
|
|
his way. If he fails, he spills the wine. On a roll of 16+ (unless 16+
|
|
is a succeed) he pours the wine over himself. On a roll of 20 he pours
|
|
the wine over himself and destroys any paper or object that can be
|
|
destroyed by liquid.
|
|
|
|
|
|
Wine Tasting
|
|
|
|
Less powerful than the Drinking (Boozing) proficiency but also
|
|
less evil, this proficiency is for a more elite, upper class person.
|
|
This is the ability to appreciate and judge the quality of wines.
|
|
On a successful roll, the character can identify the kind of wine
|
|
he is drinking and the quality: terrible, very poor, poor, normal,
|
|
good, very good, excellent. On a roll of 4 or less, the character can
|
|
name the year of the vintage, and recognize the vineyard.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
NOT A TYPICAL ASSORTMENT OF WEAPONS
|
|
|
|
|
|
A paradox exists to those who enjoy intoxicating beverages that
|
|
must attend places that serve intoxicating beverages: how can a person
|
|
enter combat when the person's combat weapons were checked at the door.
|
|
The solution would be to use a combat weapon that isn't considered a
|
|
weapon but rather a common item. Thus, this section provides
|
|
information for items that might not be considered weapons by most
|
|
people.
|
|
Characters of any class who would become proficient in any of
|
|
these weapons would be indeed unique. A Fighter who swings a tankard
|
|
rather than a long sword would be a sight to see. One item mentioned
|
|
later is the Maltov Cocktail, a grenade filled alcohol that is lit and
|
|
then tossed at its target. A grenade weapon specialization and a few
|
|
cocktails would come in very handy against drunken adventurers and the
|
|
undead (hard to tell them apart).
|
|
While on the subject of weapons, DM's should note that the
|
|
preferred weapon by tavern owners and employees who must keep the peace
|
|
is the crossbow which is usually kept behind the bar (cocked in the
|
|
more rowdier establishments).
|
|
|
|
|
|
Weight Speed Damage
|
|
Item (lb.) Size Type Factor S-M L
|
|
Bottle, small 1 S B 4 1d4+1 1d3
|
|
Bottle, large 2 S B 4 1d6 1d3
|
|
Bottle, broken 1-2 S P 2 1d4 1d3
|
|
Sling bullet, olive 1/4 S B - - -
|
|
Swizzle stick 1/4 S P 2 1d3 1d2
|
|
Tankard 1 S B 4 1d6 1d3
|
|
|
|
Casket, small 4 gal L B 10 1d6 1d4
|
|
Keg 5 gal L B 10 1d6+1 1d4+1
|
|
Casket medium 6 gal L B 10 1d8 1d6
|
|
Casket, large 8 gal L B 10 1d10 1d8
|
|
Barrel, small 16 gal L B 12 2d8+2 1d6+2
|
|
Barrel, medium 24 gal L B 12 3d6+2 3d4+2
|
|
Barrel, large 32 gal L B 12 5d6+4 5d4+4
|
|
|
|
Table 30 (V)L B 15 4d6 3d6
|
|
|
|
|
|
Bottle, small: The bottle can hold .5 gallon of liquid but the purpose
|
|
is not to be a container.
|
|
|
|
Bottle, large: The bottle can hold 1 gallon of liquid but the purpose
|
|
is not to be a container.
|
|
|
|
Bottle, broken: Whether large or small, this bottle works the same as a
|
|
piercing weapon. A person with a normal bottle can make a broken quite
|
|
easy by breaking it (of course the bottle must fail a saving throw).
|
|
|
|
Sling bullet, olive: The olive does no damage when used, but a
|
|
successful called shot (-4 attack modifier) to a target's eye will
|
|
temporarily blind him/her. Thereafter, the victim gets +4 to hit.
|
|
|
|
Swizzle stick: A swizzle stick is six inches in length and thin. It is
|
|
mainly used to stir drinks but in the hands of a clever person, can be
|
|
used as am effective weapon.
|
|
|
|
Tankard: A tankard is a large drinking cup usually with a handle and a
|
|
hinged cover. Many people who wield a tankard as a weapon like to have
|
|
a finely crafted tankard with magnificent artwork on it. Of course, a
|
|
good, old, solid tankard would work just as easily.
|
|
|
|
Containers: The various containers (Casket, small; Keg; Casket medium;
|
|
Casket, large; Barrel, small; Barrel, medium; Barrel, large) that
|
|
contain alcohol can make very effective missile type boulder weapons.
|
|
The stats given for the containers assume that the container is at
|
|
least half-full of liquid at the time of tossing. Strength bonuses
|
|
apply. DMs must make sure that the character is capable of lifting the
|
|
container and if so, be able to toss it to the required distance.
|
|
|
|
Table: This table is any large, wooden round thing that has 4 wooden
|
|
"legs" and a smooth surface. It is wielded by picking it up over your
|
|
head and throwing it in any certain direction. Hence the weight, it is
|
|
very hard to pick up. If it is thrown at a person with 19 strength and
|
|
over, that person smashed the table to bits before it hit (unless
|
|
surprised or didn't know the table was coming). Any sharp object is
|
|
stuck in the surface and any blunt object bounces off. After taking
|
|
about 2d6 points of damage in the same general spot it will smash into
|
|
bits in the next throw.
|
|
|
|
|
|
The Use of Alcohol as a Weapon
|
|
|
|
The use of high-proof spirits can be a really effect weapon;
|
|
especially in a room illuminated by torches and candles. SPLASH! FOOM!
|
|
AAUUUGH! HA, HA, HA!.
|
|
Put simply, flaming alcohol burns for two rounds, causing 2d6
|
|
points of damage in the first round and 1d6 points in the second round.
|
|
Any container filled with alcohol can be used as a grenade-like
|
|
weapon. When created for the purpose of using it as a weapon, it is
|
|
referred to as a Maltov Cocktail.
|
|
Lit alcohol used in a grenade-like missile can be considered the
|
|
same as lit oil. Of course, the alcohol must have a high alcohol
|
|
content to be flammable. For more information on grenade-like weapons
|
|
can be found on page 100 of the Player's Handbook and page 62 of the
|
|
Dungeon Master's Guide. If the player wishes to create a Maltov
|
|
Cocktail, the grenade-like stats for such a weapon are:
|
|
|
|
Type of Missile: Alcohol (Lit)
|
|
Type Amount: 16 oz.
|
|
Area of Effect: 3' diameter
|
|
Damage from Direct Hit: 2d6/1d6 hp
|
|
Splash Damage: 1d6/2 hp
|
|
|
|
Alcohol causes damage only when it is lit. Thus, the character
|
|
must light the grenade (which must have some type of "fuse", i.e. cloth
|
|
sticking out, etc.). The lighting of the flask will result in a +4 to
|
|
the initiative (this is in addition to the +2 speed factor and any
|
|
range modifiers). This also assumes that the character has an available
|
|
source of fire close at hand.
|
|
Most characters will light a cloth that is wrapped around the
|
|
grenade so that the alcohol will not light prematurely, but allow the
|
|
alcohol to burst into flame when the container is broken. Of course,
|
|
those that desire an open connection to the alcohol may do so. In this
|
|
case, vindictive DMs may have a percent chance equal to the character's
|
|
initiative multiplied by 5 that the fire will get into the alcohol
|
|
causing the character to drop it which would cause damage to him, for
|
|
example. Another option of a character is that a character could make
|
|
two separate attacks: the first to throw the alcohol on thew target,
|
|
the second to throw fire on the target to light the alcohol. This is a
|
|
much safer way, but harder way. In any case, most proficient characters
|
|
opt to wrap a cloth around the grenade and light it before throwing it
|
|
because this is the safest way.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
GETTING TO KNOW YOUR BOOZE
|
|
|
|
|
|
The cheapness of wine seems to be a cause,
|
|
not of drunkenness, but of sobriety.
|
|
|
|
--- Adam Smith
|
|
|
|
I rather like the bad wine, one gets so bored with the good.
|
|
|
|
--- Mr. Mountchesney
|
|
|
|
The best wine comes out of an old vessel.
|
|
|
|
--- Robert Burton
|
|
|
|
So shall thy barns be filled with plenty,
|
|
and thy presses shall burst out with new wine.
|
|
|
|
--- Proverbs 3:10
|
|
|
|
|
|
There comes a time in an adventurer's life when he purchases,
|
|
finds, is offered, loots, or steals some form of alcoholic beverage.
|
|
Unfortunately, the description is boring and makes the substance as
|
|
common as water. In actuality, alcohol comes in many forms from many
|
|
places and is made by many people. To illustrate this diversity, the DM
|
|
can follow the below steps to give his alcohol a kick. The DM does not
|
|
have to obey the rolls. He may change what information he once, how he
|
|
wants. The steps and charts are only guidelines to assist a DM in
|
|
flavoring a campaign with a belt of some juice.
|
|
|
|
STEPS
|
|
|
|
1. Roll on table 1 to decide the type of alcohol.
|
|
|
|
2. Roll on the appropriate Made-By Table to decide who made the
|
|
beverage. If HUMANOID is rolled then roll on table 2F to decide what
|
|
creature did make it. If SPECIAL is rolled the DM must choose;
|
|
preferably an intriguing, exciting, and unique race.
|
|
|
|
3. If the alcohol is beer, then roll on table 3 to decide what type
|
|
of beer it is.
|
|
If the alcohol is wine, then roll on table 4 to decide what type
|
|
of wine. For light wine, roll on table 4A, 4B, and 4C to decide what
|
|
the color, taste, and flavor of the wine is. No sub-tables are provided
|
|
for fortified, sparkling, and aromatized wines. Most specifics on these
|
|
types of wines are named after real-world geographical locations and
|
|
would take away from the fantasy world. For example, Sparkling wines
|
|
could be broken down to Champagne, Astispumante, Burgundy, Moselle,
|
|
Saumur, and Catawba (to name a few). But these are named for geographic
|
|
locations on Earth. If DMs wish to have drinks like these in their
|
|
campaign, they should name it after a place and then give a description
|
|
of the drink to the players using the real world counterpart.
|
|
If the alcohol is liquor, then roll on table 5 to decide what type
|
|
of liquor it is. If the liquor is brandy, roll on table 5C to decide
|
|
what type of brandy it is. If the liquor is whiskey, flip a coin to
|
|
decide if the whiskey is straight or blended. If the liquor is
|
|
coridial, the DM should decide what flavored this spirit because the
|
|
options are limitless.
|
|
|
|
4. Roll on table 6 to decide the quality of the beverage. Price is
|
|
fixed to quality. Suggested prices aren't given because they will vary
|
|
in different societies and civilizations. Thus, the DM should decide
|
|
the price for a normal drink. A multiplier is given due to quality to
|
|
adjusted the price of equal worth. By doing so, it would be easy to
|
|
figure the price for almost any size of container. For example, if a
|
|
gallon of normal wine sells for 20 silver pieces; then a gallon of
|
|
excellent wine would sell for 2000 silver pieces (20 SP * 100). Thus,
|
|
any size container can be determined for a particular alcoholic drink.
|
|
One could also figure out what a small bottle (.5 gal.), or flask, of
|
|
alcohol would cost from any size. If a large casket of wine cost 1000
|
|
silver pieces; then a small bottle of the same wine would cost 62.50
|
|
silver pieces, a large bottle would be 125 silver pieces, etc..
|
|
|
|
5. If a human made the alcohol, roll on table 7 to decide where the
|
|
it came from. If a race other than human made the alcohol, roll on
|
|
table 8 to decide where it came from. NOTE: These tables must be
|
|
created by the DM to suit his/her particular campaign world. The race
|
|
tables in the World of Greyhawk books work very nicely for that world.
|
|
|
|
7. Table 9 is optional in deciding the container size. It is
|
|
recommended that you decide what the size is because size is depend on
|
|
the environment. For example, if an adventurer walks into a bar,
|
|
chances are there are no tuns of wine for sale but a large bottle is
|
|
readily available.
|
|
|
|
|
|
TABLE 1: Type Of Alcohol
|
|
|
|
01-20 Beer
|
|
21-40 Ale
|
|
41-60 Mead
|
|
61-80 Wine
|
|
81-00 Liquor
|
|
|
|
|
|
MADE-BY TABLES
|
|
|
|
|
|
TABLE 2A: Beer Made By
|
|
|
|
01-40 Human
|
|
41-65 Dwarf
|
|
66-75 Humanoid
|
|
76-85 Halfling
|
|
86-95 Gnome
|
|
96-99 Elf
|
|
00 Special
|
|
|
|
|
|
TABLE 2B: Ale Made By
|
|
|
|
01-40 Dwarf
|
|
41-65 Gnome
|
|
66-75 Halfling
|
|
76-85 Human
|
|
86-95 Elf
|
|
96-99 Humanoid
|
|
00 Special
|
|
|
|
|
|
TABLE 2C: Mead Made By
|
|
|
|
01-40 Elf
|
|
41-65 Human
|
|
66-75 Halfling
|
|
76-85 Gnome
|
|
86-95 Dwarf
|
|
96-99 Humanoid
|
|
00 Special
|
|
|
|
|
|
TABLE 2D: Wine Made By
|
|
|
|
01-40 Elf
|
|
41-65 Human
|
|
66-75 Halfling
|
|
76-85 Gnome
|
|
86-95 Dwarf
|
|
96-99 Humanoid
|
|
00 Special
|
|
|
|
|
|
TABLE 2E: Liquor Made By
|
|
|
|
01-40 Humanoid
|
|
41-65 Human
|
|
66-75 Dwarf
|
|
76-85 Gnome
|
|
86-95 Halfling
|
|
96-99 Elf
|
|
00 Special
|
|
|
|
|
|
SUB-TABLE 2F: Humanoid
|
|
|
|
01-10 Bugbear
|
|
11-20 Gnoll
|
|
21-30 Goblin
|
|
31-40 Giant
|
|
41-50 Half-orc
|
|
51-60 Hobgoblin
|
|
61-70 Lizard Man
|
|
71-80 Ogre
|
|
81-90 Orc
|
|
91-00 Troll
|
|
|
|
|
|
SPECIFIC TABLES
|
|
|
|
|
|
TABLE 3: Type of Beer
|
|
|
|
ROLL TYPE DESCRIPTION
|
|
01-20 Lager pale, medium-hop-flavored beer
|
|
21-40 Bock heavy, rich, dark-brown beer
|
|
41-60 Stout very dark beer
|
|
61-80 Porter mixture of ale and beer
|
|
81-00 Malt Liquor fruity, spicy, highly-alcoholic beer
|
|
|
|
|
|
TABLE 4: Type of Wine
|
|
|
|
01-39 Light
|
|
40-59 Fortified
|
|
60-79 Sparkling
|
|
80-00 Aromatized
|
|
|
|
|
|
TABLE 4A: Color of Wine
|
|
|
|
01-33 Red
|
|
34-67 White
|
|
68-00 Rose
|
|
|
|
|
|
TABLE 4B: Taste of Wine
|
|
|
|
01-40 Sweet
|
|
41-75 Medium
|
|
76-00 Dry
|
|
|
|
|
|
TABLE 4C: Flavor of Wine
|
|
|
|
01-03 Apple
|
|
04-06 Apricot
|
|
07-09 Ashberry
|
|
10-12 Banana
|
|
13-15 Blackberry
|
|
16-18 Blueberry
|
|
19-21 Cantaloupe
|
|
22-24 Cherry
|
|
25-27 Cranberry
|
|
28-30 Dandelion
|
|
31-33 Date
|
|
34-36 Elderberry
|
|
37-39 Elfberry
|
|
40-42 Fig
|
|
43-45 Grape, blue
|
|
46-48 Grape, green
|
|
49-51 Grape, red
|
|
52-54 Grape, purple
|
|
55-57 Grape, white
|
|
58-60 Potato
|
|
61-63 Peach
|
|
64-66 Pear
|
|
67-69 Plum
|
|
70-72 Prune
|
|
73-75 Raspberry
|
|
76-78 Strawberry
|
|
79-81 Watermelon
|
|
82-84 Wildberry
|
|
85-00 choose (preferably a grape type)
|
|
|
|
|
|
TABLE 5: Type of Liquor
|
|
|
|
01-20 Brandy
|
|
21-40 Whiskey
|
|
41-60 Rum
|
|
61-80 Gin
|
|
81-00 Cordial (Liqueur)
|
|
|
|
|
|
TABLE 5A: Type of Brandy
|
|
|
|
01-19 Cognac
|
|
20-29 Armagnac
|
|
30-39 Apple Jack
|
|
40-49 Kirsch (Cherry)
|
|
50-59 Mirabelle (Plum)
|
|
60-69 Slivovitz
|
|
70-74 Absinthe
|
|
75-79 Benedictine
|
|
80-00 ROLL ON TABLE 4C for the flavor of the brandy
|
|
|
|
|
|
TABLE 6: Quality
|
|
|
|
ROLL TYPE PRICE MULTIPLIER
|
|
01-05 Terrible .01
|
|
06-15 Very Poor .1
|
|
16-35 Poor .5
|
|
36-65 Normal 1
|
|
66-85 Good 10
|
|
86-95 Very Good 50
|
|
96-00 Excellent 100
|
|
|
|
|
|
TABLE 9: Size of Container
|
|
|
|
Bottle, small .5 gallon
|
|
Bottle, large 1 gallon
|
|
Jug, small 2 gallons
|
|
Jug, large 3 gallons
|
|
Casket, small 4 gallons
|
|
Keg 5 gallons
|
|
Casket medium 6 gallons
|
|
Casket, large 8 gallons
|
|
Barrel, small 16 gallons
|
|
Barrel, medium 24 gallons
|
|
Barrel, large 32 gallons
|
|
Tun 250 gallons
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
SPELLS WITH A TWIST OF LIME
|
|
|
|
|
|
Brave men and good wine last a short time!
|
|
|
|
--- Anon
|
|
|
|
------------------------------------
|
|
|
|
Mages
|
|
|
|
Cantrip
|
|
Ferment Grape
|
|
Know Vintage
|
|
Know Quality
|
|
|
|
Level 1
|
|
Alter Taste
|
|
Analyze Drink
|
|
Cure Hangover
|
|
Intoxicate
|
|
Morrison's Next Whiskey Bar
|
|
Simple Distillation
|
|
|
|
Level 2
|
|
Bucca's Noxious Exhalation
|
|
Continual Drunkenness
|
|
Create Alcohol
|
|
Sidney's Excellent Alcohol
|
|
Sidney's Flash Fermentation
|
|
|
|
Level 3
|
|
Gorann's Rapid Intoxication
|
|
Leomund's Tiny Tavern
|
|
Mask Inebriation
|
|
Niiraloth's Random Sobriety
|
|
|
|
Level 4
|
|
Become Phantasmal Lover
|
|
Ni-Gar's Panty Peeler
|
|
|
|
Level 5
|
|
Cloud of Intoxication
|
|
Malar's Alcohol Detonation
|
|
Transmute Matter To Alcohol
|
|
|
|
Level 9
|
|
Cloud of Great Intoxication
|
|
FAE
|
|
|
|
|
|
Clerics
|
|
|
|
|
|
Level 1
|
|
Speak with the Intoxicated
|
|
|
|
Level 2
|
|
Create Alcohol (see mage spell)
|
|
Cure Drunkenness
|
|
Lower Alcohol Addiction
|
|
Resist Intoxication
|
|
Speed Fermentation
|
|
|
|
|
|
Level 4
|
|
Protection from Intoxication
|
|
|
|
Level 6
|
|
Transmute Water to Wine
|
|
Zone of Tolerance
|
|
|
|
------------------------------------
|
|
|
|
|
|
Mages
|
|
|
|
|
|
Ferment Grape (Evocation)
|
|
|
|
Level: Cantrip
|
|
Type: Useful
|
|
Range: Touch
|
|
Components: S
|
|
Duration: Permanent
|
|
Casting Time: 1/2 segment
|
|
Area of Effect: 1 grape
|
|
Saving Throw: None
|
|
|
|
By use of this spell an apprentice can convert the contents of a
|
|
grape into fermented wine. It will not change the skin of the grape so
|
|
it will keep its shape. Used by apprentices tired of the same old food
|
|
from a teacher who do not approve of alcohol. Could also be good in an
|
|
emergency for use against alcohol sensitive monsters.
|
|
|
|
|
|
Know Vintage (Divination)
|
|
|
|
Level: Cantrip
|
|
Type: Useful
|
|
Range: Touch
|
|
Components: S, M
|
|
Duration: Permanent
|
|
Casting Time: 1/2 segment
|
|
Area of Effect: Equivalent of one bottle or less
|
|
Saving Throw: None
|
|
|
|
By use of this spell an apprentice or wizard is able to tell what
|
|
vintage (year) of one bottle of wine/champagne. It is also possible to
|
|
tell, with a 10% chance of failure, the vineyard or winery where the
|
|
wine came from. This spell is very useful for those who are not sure
|
|
about a particular bottle of wine. A small drop of wine from the bottle
|
|
is necessary to cast the spell.
|
|
|
|
|
|
Know Quality (Divination)
|
|
|
|
Level: Cantrip
|
|
Type: Useful
|
|
Range: Touch
|
|
Components: S, M
|
|
Duration: Permanent
|
|
Casting Time: 1/2 segment
|
|
Area of Effect: Equivalent of one bottle or less
|
|
Saving Throw: None
|
|
|
|
By casting this spell an apprentice or wizard is able to tell what
|
|
quality of wine/champagne he/she is drinking. This spell will let the
|
|
caster know by quickly flashing a color, on the surface of the drink,
|
|
corresponding to the level of quality. It will also warn of possible
|
|
poison or spoilage. The color black means pour or bad quality. The
|
|
color blue means god or average quality. A light blue means very good
|
|
and white means excellent. If the flash is black and red, look for
|
|
possible poisons. This spell was developed by apprentices who were
|
|
tired of getting pour quality wines with dinner. They also didn't
|
|
want to keep being ripped off in pubs.
|
|
|
|
|
|
Alter Taste (Alteration) Reversible
|
|
|
|
Level: 1
|
|
Range: Touch
|
|
Components: S
|
|
Duration: 1 turn / level
|
|
Casting Time: 1
|
|
Area of Effect: 1 pint / level
|
|
Saving Throw: None
|
|
|
|
This spell allows the mage to give an alcoholic flavor (taste) to
|
|
any liquid. It does not turn the liquid to alcohol. It merely gives it
|
|
the taste of beer, ale, wine, mead, or liquor. Also, it only changes
|
|
the flavor and not its appearance.
|
|
Now a mage can buy a glass of water (cheap), cast this spell, and
|
|
enjoy an alcohol flavored drink without suffering the negative effects
|
|
of swigging the real thing. A mage could also improve the flavor of a
|
|
drink. For example, cheap beer can now taste like elegant wine, but the
|
|
alcohol level is that of beer. A bad-tasting potion can now taste quite
|
|
nice as well.
|
|
The flavor (cider, ale, wine, etc.) is chosen by the caster.
|
|
However, there is always a 100 - 10 per level percent chance of the
|
|
spell screwing up. In this case the DM chooses the taste.
|
|
Note that since the component is only somatic the spell can be
|
|
cast easily unnoticed.
|
|
The reverse of this spell allows the caster to remove the
|
|
alcoholic flavor of a drink, but without removing the alcohol itself.
|
|
It can also be used to restore it's normal taste to a previously
|
|
altered drink.
|
|
|
|
|
|
Analyze Drink (Divination)
|
|
|
|
Level: 1
|
|
Range: Touch
|
|
Components: S
|
|
Duration: Instantaneous
|
|
Casting Time: 3
|
|
Area of Effect: 1 drink
|
|
Saving Throw: None
|
|
|
|
This spell requires the caster to sip a drink of any sort. The
|
|
spell will then analyze all the components of the drink and make them
|
|
known to the caster.
|
|
The various liquids which make up the drink are revealed
|
|
specifically, as well as the proportions in which they are extant.
|
|
Specific brews, vintages, or brands (if applicable) are known exactly,
|
|
and any dilution of the drink with water is also revealed.
|
|
Since the casting requires actually tasting the drink, it is not
|
|
really useful in safely identifying poisons (although the caster will
|
|
instantly know what kind of poison that just hit him!).
|
|
|
|
|
|
Cure Hangover (Abjuration) Reversible
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|
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Level: 1
|
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Range: Touch
|
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Components: V, S
|
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Duration: Special
|
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Casting Time: 1
|
|
Area of Effect: 1 creature
|
|
Saving Throw: None
|
|
|
|
This spell enables the wizard to relieve a person of intoxication.
|
|
Once cast a person does not need to recover from intoxication or suffer
|
|
the effects of recovery. Note: It may be difficult for wizards to cast
|
|
this cantrip upon himself if intoxicated given the chance for spell
|
|
failure.
|
|
The reverse of this spell is Cause Hangover. The mage must make a
|
|
successful attack roll to touch a person in combat. If successful, the
|
|
victim gets a hangover. Roll on Table 1, Hangover Effects Table, to get
|
|
the effects of the hangover.
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Intoxicate (Enchantment) Reversible
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|
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Level: 1
|
|
Range: 100 feet
|
|
Components: V, S, M
|
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Duration: special
|
|
Casting Time: 1
|
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Area of Effect: 1 creature
|
|
Saving Throw: Neg.
|
|
|
|
This spell allows the mage to increase a person's intoxication
|
|
state by one. Thus, a sober person would become slightly intoxicated, a
|
|
moderately intoxicated person would become greatly intoxicated, and so
|
|
on.
|
|
The reverse of this spell will decrease a person's intoxication
|
|
state by one.
|
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The material component is a pint of pure alcohol.
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Morrison's Next Whiskey Bar (or Tavern Locator) (Divination)
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|
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Level: 1
|
|
Range: 1 mile per level
|
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Components: V, S
|
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Duration: Instantaneous
|
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Casting Time: 5
|
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Area of Effect: Special
|
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Saving Throw: None
|
|
|
|
This spell is used by a mage who is looking for a good place to
|
|
have a blast and get blasted. The spell seeks out all establishments
|
|
within range and instantly gives the caster a mental impression of the
|
|
best place, with regards to its location, name, general appearance, and
|
|
taste of the mage. The spell determines which is the "best" location by
|
|
considering the following factors, in descending order of importance:
|
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strength and quality of drinks served, wildness factor, size of bar,
|
|
and inexpensiveness. If there is no such location (at all) within spell
|
|
range, the caster must save vs. death magic or fall into a 1d4 round
|
|
coma, and emerges from it weeping but unharmed.
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Simple Distillation (Alteration)
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Level: 1
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Range: Touch
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Components: V
|
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Duration: Permanent
|
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Casting Time: 1
|
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Area of Effect: 5 gallons per level
|
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Saving Throw: None
|
|
|
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No material components. No somatic gestures. Just a complicated
|
|
guttural verbal component. Many mages have tried to reduce this spell
|
|
a cantrip. However, it doesn't seem to be possible to reduce the verbal
|
|
component enough to do this. Perhaps adding a small somatic gesture?
|
|
Each casting halves the volume and effectively doubles the percent
|
|
alcohol in the liquid it is cast upon. The catch is that the water goes
|
|
first. Thus, if beer containing 10% alcohol is placed in the pot, then
|
|
it will loose half its volume, but will now contain 20% alcohol. When
|
|
all the water is gone, some other liquid (juice, etc.) has to go next,
|
|
DM's choice.
|
|
Effects are similar to Darkblood's Travel Size Distillery. In
|
|
fact, this is the spell Darkblood used in creating his distillery.
|
|
This spell has no effect on any living being... except perhaps
|
|
water elementals. This is up to the DM. For example, the water
|
|
elemental must save vs. spell or lose half remaining hit points when
|
|
struck by this spell. Save indicates half damage or loss of fourth of
|
|
the remaining hit points. This is visibly a very powerful spell vs.
|
|
water elementals, but how many times does one see water elementals? If
|
|
this is a problem than simply rule it doesn't effect water elemental
|
|
either, or lower the damage it causes.
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Bucca's Noxious Exhalation (Alteration)
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|
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Level: 2
|
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Range: 25'
|
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Components: V, S, M
|
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Duration: 1 turn / level
|
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Casting Time: 4
|
|
Area of Effect: Cloud 10' radius
|
|
Saving Throw: Special
|
|
|
|
As a mage who enjoyed fermenting his own brews, Bucca was totally
|
|
unaware of the odor of his own creations. Sam, as he was known to his
|
|
friends, grew tired of complaints from his friends about the rank smell
|
|
of his breath after taste testing his own brews. He designed this spell
|
|
(popularly known as Bucca's Beery Breath) to make use of his foul
|
|
exhalations, in the hope that his friends would stop complaining.
|
|
In the casting of this spell, the mage must consume at least 100
|
|
milliliters of an alcoholic beverage, the potency of which determines
|
|
the efficiency of the spell (see below).
|
|
In addition to drinking the alcohol, the caster leans forward and
|
|
belches loudly and from his mouth issues a stream of putrid breath,
|
|
which expands to fill a cloud of 10' radius. all within the cloud must
|
|
make a saving throw vs. breath weapons or suffer 2d4 points of damage
|
|
(1d4 if saved) and the special effects listed below (or none if the
|
|
save is made). The cloud swiftly dissipates, and is gone within four
|
|
segments of its creation. All effects of the spell including
|
|
drunkenness pass within 1 hour.
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|
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Potency Saving
|
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Level Type Throw Special Effects
|
|
1 diluted beers, etc. +5 stinging eyes, coughing
|
|
2 ales, white wines +1 retching
|
|
3 red wines, cocktails 0 disorientation, 1-3 rounds
|
|
4 spirits -1 slight drunkenness
|
|
5 liquors -2 Sickness, mild drunkenness
|
|
6 magical brews -4 Sever drunkenness -> comatose
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|
|
|
Stinging eyes, coughing has little effect beyond -3 to missile
|
|
fire. Retching means that any characters affected are delayed in
|
|
attacking for 1-6 segments. Disorientation indicates the onset of
|
|
drunkenness, if the character is left alone at the end of the period of
|
|
drunkenness he will resume previous activities, if attacked, the
|
|
character may respond in kind, with -1 to attack rolls. Slight
|
|
drunkenness means that the character is confused, no dextrous
|
|
activities allowed, and -2 to attack rolls. Sickness and mild
|
|
drunkenness indicates that the character will not want to eat or drink
|
|
for 1d12 hours, -2 to attack rolls, and -1 damage. Severe drunkenness
|
|
denotes that the character is totally befuddled, -5 attack rolls, -3
|
|
damage, and he can barely walk in a straight line.
|
|
Note that the effects of drunkenness are different then those in
|
|
the Alcohol Guide rules. Because the effects are caused by magic, the
|
|
effects are based on the Bucca's interpretation of alcohol and what he
|
|
wants the spell to accomplish.
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|
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Continual Drunkenness (Alteration, Enchantment)
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Level: 1
|
|
Range: 1"
|
|
Components: V, S, M
|
|
Duration: Indefinite
|
|
Casting Time: 1
|
|
Area of Effect: 1 creature
|
|
Saving Throw: Special
|
|
|
|
This spell can be directed at any creature who looks the caster in
|
|
the eyes; only one being can be affected per casting of the spell. The
|
|
caster's eyes look watery and swirly at the completion of the casting,
|
|
at which time the gaze can be used. The creature gets a saving throw
|
|
vs. poison at -3 to escape the effects, and in that case the spell is
|
|
not dissipated, rather, it remains active until one creature is
|
|
affected. A creature failing its saving throw is made mystically drunk,
|
|
and will remain so indefinitely; an analysis of the being's aura or any
|
|
magic designed to detect charms will reveal the spell's existence.
|
|
The clerical spell cure drunkenness will negate it for as many
|
|
turns as the casting cleric has levels, but after this time, the effect
|
|
will return. The creature's level of inebriation is determined by the
|
|
caster's level:
|
|
|
|
Level of Caster Degree of Drunkenness
|
|
3rd - 5th Slight
|
|
6th - 9th Moderate
|
|
10th and up Great
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|
|
A mirror or gaze reflection spell may be able to make the spell
|
|
backfire on the caster; in this case, the degree of mystical
|
|
drunkenness will be one less than normal. For example, if the 10th
|
|
level wizard Farsharn has the spell reflected upon himself by Rath's
|
|
nimble application of a mirror, then Farsharn will not be "Great"ly
|
|
drunk, but only "Moderate"ly so. If this would reduce it below Slight,
|
|
then do not reduce it; it will always have at least Slight effects. To
|
|
rid oneself of these effects, a successful dispel magic or remove curse
|
|
will be effective.
|
|
The material component of this spell is a serving of liquor that
|
|
is consumed by the mage during casting.
|
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|
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Create Alcohol (Alteration) Reversible
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|
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Level: 2
|
|
Range: Touch
|
|
Components: V, S
|
|
Duration: 1 turn / level
|
|
Casting Time: 2
|
|
Area of Effect: 1 pint / level
|
|
Saving Throw: None
|
|
|
|
This spell alters the taste AND creates alcohol content into any
|
|
liquid. Like the Alter Self, the caster chooses the taste of the
|
|
alcohol to be created. With this spell, the mage also chooses the
|
|
alcohol content of the liquid (equal to beer, ale, wine, mead, or
|
|
liquor). There is always a 100 - 10 per level percent chance of the
|
|
spell screwing up. In this case the DM chooses the taste.
|
|
Since alcohol really creates the appearance of drinks, at least
|
|
partially, then the appearance of the transformed liquid will appear
|
|
somewhat the same. Changing beer to wine looks more like wine, but it
|
|
may still be a little bit frothy.
|
|
The reverse of this spell removes or lower the quantity of alcohol
|
|
and its taste in the drink.
|
|
|
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|
|
Sidney's Excellent Alcohol (Conjuration)
|
|
|
|
Level: 2
|
|
Range: 10 feet
|
|
Components: V, S, M
|
|
Duration: 1 turn / level
|
|
Casting Time: 2
|
|
Area of Effect: .5 pint / level
|
|
Saving Throw: None
|
|
|
|
This spell allows the caster to magically summon alcohol of any
|
|
sort, within the caster's tasting experience (i.e. the caster must have
|
|
sampled the alcohol beverage previously in his life). The tankard or
|
|
whatever container is used becomes full of the desired beverage.
|
|
One material component of the spell is the container (obviously)
|
|
of no less than 100 silver pieces in price which is not consumed. The
|
|
other material component is pinch of hops or a few grapes.
|
|
Sidney's was a particularly alcoholic mage who unfortunately could
|
|
no longer cast the spell because of the verbal components that were
|
|
impossible to speak in his constant drunken state.
|
|
|
|
|
|
Sidney's Flash Fermentation (Alteration)
|
|
|
|
Level: 2
|
|
Range: 15 feet
|
|
Components: V, S, M
|
|
Duration: Permanent
|
|
Casting Time: 5
|
|
Area of Effect: .5 pint / level
|
|
Saving Throw: None
|
|
|
|
This spell is a simple spell which speeds up the normal
|
|
fermentation times for alcohol manufacture. The mage can speed up
|
|
fermentation a maximum of 3 years per level of the caster, thus to
|
|
instantly have a truly fine aged wine the mage must be of fairly high
|
|
level. If the mage knows how long fermentation normally takes (through
|
|
research or just being an alcoholic), he can cast this spell with
|
|
automatic success, the alcohol is ready to be consumed. If the mage
|
|
doesn't know how long it should ferment, then it is guesswork. The DM
|
|
then decides whether the brew is underdone or overdone (e.g. juice or
|
|
vinegar).
|
|
Material component is a sprinkle of hops.
|
|
This spell was originally researched by an alcoholic mage who was
|
|
sick of having to wait the years needed to produce a fine wine. A more
|
|
powerful version of the spell is currently being researched in order to
|
|
make wines of the magnitude of thousands of years fermentation, but
|
|
Sidney is having trouble with some of the material components (a wine
|
|
mug and pitcher from the Halls of Valhalla).
|
|
|
|
|
|
Gorann's Rapid Intoxication (Alteration)
|
|
|
|
Level: 3
|
|
Range: Touch
|
|
Components: V, S
|
|
Duration: Special
|
|
Casting Time: 1
|
|
Area of Effect: 1 creature
|
|
Saving Throw: Negates
|
|
|
|
This spell causes one creature touched during the spell's casting
|
|
to instantly fail Constitution checks for intoxication during the next
|
|
12 hours. A creature in this state will become rapidly drunk no matter
|
|
what strength of alcohol they are drinking. The victim is generally not
|
|
aware of the spell's existence on their person, and may be puzzled by
|
|
their lack of tolerance.
|
|
The somatic component is a friendly pat on the back, and the
|
|
verbal component is a cheery "Drink up!"
|
|
|
|
|
|
Leomund's Tiny Tavern (Alteration)
|
|
|
|
Level: 3
|
|
Range: 0
|
|
Components: V, S, M
|
|
Duration: 5 hours + 1 hour/level
|
|
Casting time: 3
|
|
Area of Effect: 20-foot-diameter sphere
|
|
Saving Throw: None
|
|
|
|
A spell similar to Leomund's Tiny Hut, this spell was probably not
|
|
made by Leomund. Speculation gives credit to one of Leomund's
|
|
apprentices. In any case, this is a weaker spell with extra niceties.
|
|
Another strange relative to this spell is its sister spell Leomund's
|
|
Tiny Brothel (definitely not from Leomund, thus adding evidence to the
|
|
originals of these copies).
|
|
When this spell is cast, the wizard creates an unmoving, opaque,
|
|
sound-proof, sphere of force of any desired color around his person.
|
|
Up to 6 other man-sized creatures can fit into the field with its
|
|
creator, and these can freely pass into and out of the tavern without
|
|
harming it, but if the spellcaster removes himself from it, the spell
|
|
dissipate.
|
|
The temperature inside the tavern is a cool 60 degrees Fahrenheit,
|
|
if the exterior temperature is between 0 and 100 degrees. An exterior
|
|
temperature below 0 and above 100 lowers or raises, respectively, the
|
|
interior temperature on a 1 degree-for-1 degree basis. The tiny tavern
|
|
also provides protection against the elements, such as rain, dust,
|
|
sandstorms, and the like. The tavern can withstand any wind of less
|
|
than hurricane force without being harmed, but wind force greater than
|
|
that destroys it.
|
|
The interior of the tavern is a hemisphere; the spellcaster can
|
|
illuminate it dimly upon command, or extinguish the light as desired.
|
|
A sturdy wooden table and seven chairs sits in the center of the
|
|
tavern. On the table sits three bowls. One contains pretzels, one
|
|
contains potato chips, and one contains peanuts. The bowls magically
|
|
fill themselves of the snacks. Along side the table is a chest filled
|
|
with a never ending supply of ice and bottles of alcohol. The type of
|
|
alcohol is dependent of the mage's wishes. Each bottle may contain a
|
|
different type of alcohol but no alcohol may be better than normal in
|
|
quality. An illusion of a lovely, big-breasted, blonde wench will
|
|
mingle around the tavern and serve the occupants needs.
|
|
Note that although the force field is opaque from the outside, it
|
|
is transparent from within. Missiles, weapons, and most spell effects
|
|
can pass through the tavern without affecting it, although the
|
|
occupants cannot be seen from outside the tavern. The tavern can be
|
|
dispelled.
|
|
The material component for this spell is a small crystal bead that
|
|
shatters when the spell duration expires or the tavern is dispelled,
|
|
a glass bottle, and an oak stick (at least one foot long).
|
|
|
|
|
|
Mask Inebriation (Illusion) Reversible
|
|
|
|
Level: 3
|
|
Range: Touch
|
|
Components: V, S
|
|
Duration: 3d6 turns
|
|
Casting Time: 1 round
|
|
Area of Effect: 1 creature
|
|
Saving Throw: Special
|
|
|
|
This spell creates a shell of illusion focused upon one drunken
|
|
(but conscious) creature. Its purpose is to cause all observers to look
|
|
upon the affected creature as entirely sober. It insidiously affects
|
|
their perceptions so that they will interpret the person's actions and
|
|
statements as those of a rational, sober individual. Any slurring of
|
|
the speech, inconsistencies in statements, wobbling, or weaving will be
|
|
overlooked or ascribed to some other factor. True seeing or other means
|
|
of bypassing illusions are effective in countering this spell.
|
|
The reverse, Unbelievable Sobriety, will convince observers that a
|
|
sober creature is hopelessly drunk, and works on their perceptions in
|
|
similar (but opposite) ways. In all other respects it is as the former
|
|
application.
|
|
|
|
|
|
Niiraloth's Random Sobriety (Alteration, Wild Magic)
|
|
|
|
Level: 3
|
|
Range: 0
|
|
Components: V, S, M
|
|
Duration: 1d4 x 100 rounds
|
|
Casting Time: 3
|
|
Area of Effect: The caster
|
|
Saving Throw: None
|
|
|
|
This spell is unusual even for a wild magic dweomer, and is cast
|
|
by taking a huge swig of liquor after saying the magic words. It causes
|
|
a strange type of drunkenness to overwhelm the caster. The mage's state
|
|
of intoxication is randomly determined every round, as per the table
|
|
below:
|
|
d100 Roll Intoxication Level
|
|
01-25 Sober (normal)
|
|
26-50 Slight (2 x effects)
|
|
51-75 Moderate (3 x effects)
|
|
76-95 Great (4 x effects)
|
|
96-00 Incoherent (casting impossible)
|
|
|
|
Note that the % chance of spell failure inherent to these states
|
|
of drunkenness is changed by the spell's magic to mean "% chance of
|
|
Wild Surge" instead. Spells which surge because of the random sobriety
|
|
will have enhanced effects as noted above. A mage who is Sober will act
|
|
and cast normally that round. A mage in Slight intoxication will have a
|
|
25% chance of surging any spell, but suffers all other side effects of
|
|
drunkenness. Moderate intoxication means a 50% chance of surging, with
|
|
other side effects retained. Great intoxication will cause all spells
|
|
cast to surge (rather than making casting impossible), but has severe
|
|
side effects otherwise. Incoherent means that the mage is in danger of
|
|
passing out--if this is rolled twice in a row, then the mage will fall
|
|
unconscious for 1d4 rounds.
|
|
A side benefit of this spell is that the mage has a % chance equal
|
|
to the chance of surging to be able to escape (usually by stumbling,
|
|
otherwise by colorful chaos-interference) any negative side effects of
|
|
their wild surges during that round. Also, Nahal's Reckless Dweomer has
|
|
triple chance to cast the desired spell normally during this spell's
|
|
effect.
|
|
|
|
|
|
Become Phantasmal Lover (Illusion/Phantasm)
|
|
|
|
Level: 4
|
|
Range: 5 yards /level
|
|
Components: V, S, M
|
|
Duration: Until the next morning
|
|
Casting Time: As long as it takes (see below)
|
|
Area of Effect: 1 creature
|
|
Saving Throw: Special
|
|
|
|
When this spell is cast, the wizard causes his features to shift
|
|
in the mind of his victim to conform to those of an individual that the
|
|
victim considers to the ultimate lover. Once the spell is successfully
|
|
cast (and the save varies according to the amount of preparation in
|
|
casting the spell), the recipient will be putty in the hands of the
|
|
caster, not out of enchantment but only out of the recipient's own
|
|
sense of wish-fulfillment.
|
|
This spell takes as much time to cast as it takes to get the
|
|
recipient drunk. The more thoroughly tanked the recipient gets, the
|
|
worse will be the save:
|
|
|
|
had a serving of alcohol -1
|
|
Slightly intoxicated -2
|
|
Moderately intoxicated -4
|
|
Greatly intoxicated -8
|
|
|
|
The material component of this spell is large quantities of
|
|
alcohol, which must be passed through the gullet of the recipient.
|
|
|
|
|
|
Ni-Gar's Panty Peeler (Enchantment)
|
|
|
|
Level: 4
|
|
Range: Touch
|
|
Components: S, M
|
|
Duration: Special
|
|
Casting Time: 1
|
|
Area of Effect: 1 humanoid via an alcoholic drink
|
|
Saving Throw: None
|
|
|
|
This enchantment is unusual because it is not cast directly at it
|
|
victim, but is cast upon a medium of transferral. The spell can only be
|
|
cast upon a prepared alcoholic drink (the mixing or pouring of which is
|
|
the somatic component), not on an entire flask, bottle or keg of
|
|
alcohol. The spell recipient is defined as one who offers the enspelled
|
|
drink to another person. The recipient does not necessarily need to
|
|
know of the drink's enchanted status, but to benefit from the
|
|
enchantment, must offer it verbally to another creature, who is the
|
|
target of the spell. If the target accepts the drink and imbibes even a
|
|
sip, the spell is activated and the target is instantly affected. The
|
|
victim receives no saving throw if they accept the drink, and forcing a
|
|
being to drink will negate the magic.
|
|
A person affected by the spell is then subject to a specialized
|
|
charm, which persuades them to willingly and enthusiastically submit to
|
|
the recipient's romantic and/or sexual overtures. The charm lasts for
|
|
exactly 24 hours, after which time the victim is free to react normally
|
|
to the recipient, and will believe that any actions made while the
|
|
charm was in effect were made freely. The victim must be of a sexual
|
|
orientation which is compatible with the spell recipient.
|
|
|
|
|
|
Cloud of Intoxication (Evocation/Alteration)
|
|
|
|
Level: 5
|
|
Range: 10 yards
|
|
Components: V, M, S
|
|
Duration: 1 round / level
|
|
Casting Time: 5 Segments
|
|
Area of Effect: 16 foot-cube
|
|
Saving Throw: None
|
|
|
|
This spell is similar to the spell Cloudkill of the same level.
|
|
This spell will create a large rose and white flowing and churning
|
|
cloud. The cloud will move away from the caster at 10 ft. per round,
|
|
rolling along the ground in the original direction dictated by the
|
|
caster. A wind might change the direction of the cloud. A strong wind
|
|
will disperse the cloud in two or three rounds. A very strong wind will
|
|
disperse the cloud immediately. Heavy vegetation will slow the cloud to
|
|
one half speed and cause it to disperse after two rounds.
|
|
All creatures enveloped by the cloud must be compared to their hit
|
|
dice or class level to see the effect the cloud has on the creature or
|
|
character. A creature with 3+1 hit dice will immediately become Greatly
|
|
intoxicated. All creatures from 4+1 to 6+1 hit dice will become
|
|
Moderately intoxicated and all creatures of 7+1 and greater hit dice
|
|
will become Slightly intoxicated. Any creature over 11+1 hit dice or
|
|
higher must save vs. poison, with no penalty to avoid becoming Slightly
|
|
intoxicated. Each round spent in the cloud increases the chance of high
|
|
and medium hit dice creatures to become more intoxicated and Greatly
|
|
intoxicated creatures to become comatose. For each round spent in the
|
|
cloud a creature must save vs. poison or reach the next higher level of
|
|
intoxication. For each round spent in the cloud beyond four any
|
|
creature or character must save at a cumulative -1 per round. There are
|
|
no racial or weight modifiers for to this spell. Please see the section
|
|
on intoxication to see the effects of intoxication and it is
|
|
recommended that DM's use the Optional Drunk Disposition Rule for cases
|
|
of Great Intoxication.
|
|
The effects of this spell are such that it will extend the time
|
|
needed to recover from a state of intoxication. For someone who became
|
|
Comatose add 5 hours to the recovery time. For Great intoxication add 4
|
|
hours. For Moderate intoxication add 3 hours and for Slight
|
|
intoxication add 2 hours to the recovery time. Using stimulants to
|
|
speed recovery is reduced by one half effectiveness unless magical
|
|
Stimulants are used. The spell also extends the time needed to recover
|
|
from a hangover by 1d4 hours. Obviously this spell becomes more potent
|
|
the higher the level of the caster. Since more people or monster could
|
|
be trapped and possibly made comatose by the spell.
|
|
The material components for this spell are some dried grape skins
|
|
from an exceptional vintage or a sprinkling of the best hops.
|
|
|
|
|
|
Malar's Alcohol Detonation (Alteration, Evocation)
|
|
|
|
Level: 5
|
|
Range: 6"
|
|
Components: V, S
|
|
Duration: Instantaneous
|
|
Casting Time: 5
|
|
Area of Effect: Special
|
|
Saving Throw: Special
|
|
|
|
This rather mean-spirited spell causes alcoholic beverages within
|
|
the area of effect to detonate violently. Such fluids which are already
|
|
within a being's system are immune to this effect, but a drink being
|
|
held to one's mouth at the time of detonation will still explode. The
|
|
mage designates a spherical area of effect somewhere within range as
|
|
his target (with a maximum radius of 3", and a minimum radius of 1/2
|
|
foot). All such beverages within this area will then immediately blow
|
|
up. Damage caused and blast radius by drink and quantity are detailed
|
|
below:
|
|
Quantity Present
|
|
Drink Type 1 cup 1 bottle 1 keg Barrel or larger
|
|
Beer 1d3, 1/2" 1d4, 1" 1d4, 2" 2d4, 4"
|
|
Ale 1d4, 1" 1d4, 2" 1d6, 3" 3d4, 4"
|
|
Wine 1d4, 1" 2d4, 2" 2d4, 3" 2d6, 4"
|
|
Mead 1d6, 2" 2d6, 3" 4d4, 4" 3d8, 5"
|
|
Liquor 1d10, 2" 3d6, 4" 2d12, 5" 5d8, 6"
|
|
|
|
Amounts of damage are added, and blast radius is determined by
|
|
using the greater radius. For example, if the spell were directed at a
|
|
table on which sat three glasses of wine and a bottle of whiskey, then
|
|
the blast radius would be 4" and the damage caused would be 3d4 + 3d6.
|
|
A liquor cabinet or wine cellar has the potential for much destruction
|
|
with this spell.
|
|
Beings within the blast radius may make a saving throw vs. spell
|
|
to take only half damage, UNLESS they were drinking from an exploding
|
|
liquid at the time, in which case they must save or take double damage
|
|
(double from that explosion only).
|
|
The explosion may cause incidental fires, and tends to leave rays
|
|
of black carbonization behind on materials within the radius.
|
|
|
|
|
|
Transmute Matter To Alcohol (Alteration) Reversible
|
|
|
|
Level: 5
|
|
Range: 10 yards
|
|
Components: V, S, M
|
|
Duration: Permanent
|
|
Casting Time: 2
|
|
Area of Effect: 1 object
|
|
Saving Throw: None
|
|
|
|
This spell turns any non-organic object into alcohol. The
|
|
object must be at least 10 yards away and in sight. It will turn into
|
|
the most common form of alcohol that is in the player's campaign world.
|
|
Thus if beer is the most prevalent form of alcohol, the object turns to
|
|
beer.
|
|
Objects can be turned back with the reverse of this spell, but
|
|
all of the liquid must be contained together.
|
|
After chanting and using motions involving thinking and pointing
|
|
at the object to be turned, the caster throws the material components
|
|
(a drop of 100% alcohol in a crystal casing and a small wooden carving
|
|
of the object [very simple]) at the object, which always magically hits
|
|
the object. Any object that is turned can be drunk, and once inside
|
|
turned back.
|
|
The reverse, when used on normal alcohol, can summon very strange
|
|
objects. The DM can decide on what object, or roll on the Magical Item
|
|
chart to see what it is. (if this is used then it only LOOKS like the
|
|
magical item rolled).
|
|
|
|
|
|
Cloud of Great Intoxication (Evocation/Alteration)
|
|
|
|
Level: 9
|
|
Range: 100 yards
|
|
Components: V, M, S
|
|
Duration: 2 Turns / level
|
|
Casting Time: 1 round
|
|
Area of Effect: 60 foot-cube
|
|
Saving Throw: None
|
|
|
|
This spell is similar to the fifth level spell Cloudkill. This
|
|
spell will create a large blue and pink billowing and churning cloud.
|
|
The cloud will move away from the caster at 10 ft. per round. The cloud
|
|
will move along the ground at the casters direction. A light wind will
|
|
not affect the movement of the cloud as long as the magic-users is
|
|
concentrating on the spell. A med. strength wind will slow or change
|
|
the direction of the cloud no more than one foot per round in any
|
|
direction as long as the magic-user concentrates on the spell. A strong
|
|
wind will disperse the cloud after 5 rounds, unless the caster makes a
|
|
successful check vs. Int. to keep the cloud together and under control.
|
|
A very strong wind will disperse the cloud after 2 rounds, but if a
|
|
save is made the cloud remains but the caster can not control the spell
|
|
for that round. The caster will be spending all his/her concentration
|
|
on keeping the spell active. Heavy vegetation will slow the cloud to
|
|
one half speed and but will not cause it to disperse.
|
|
All creatures enveloped by the cloud will be affected. All such
|
|
creatures will be put into an alcoholic coma unless they make a save
|
|
vs. poison. A successful save means that the creature will become
|
|
Greatly intoxicated. Any creature over 10+1 hit dice or higher will
|
|
save vs. poison at +2. Each round spent in the cloud increases the
|
|
chance of becoming intoxicated by the cloud.
|
|
For each round spent in the cloud a creature must save vs. poison
|
|
or become comatose. For each round spent in the cloud beyond two any
|
|
creature or character must save at a cumulative -1 per round and after
|
|
four rounds magic resistance will be reduced by 5% per round spent
|
|
enveloped by the cloud. The power of this spell is such that even
|
|
creatures or persons immune to the effects of alcohol, magical or
|
|
otherwise, will be affected by this spell after five rounds. There are
|
|
no racial or weight modifiers to this spell. Please see the section on
|
|
intoxication to see the effects of intoxication and it is recommended
|
|
that DM's use the Optional Drunk Disposition Rule for cases of Great
|
|
Intoxication. The effects of this spell are such that it will extend
|
|
the time needed to recover from a state of intoxication. For someone
|
|
who became Comatose add 10 hours to the recovery time. Once the state
|
|
of Great intoxication has been reached it will take an additional 6
|
|
hours to recover. Once someone has moved to Moderate intoxication it
|
|
will take an additional 5 hours to reach a state of Slight
|
|
intoxication. It will take an extra 2 hours to return to normal. Using
|
|
stimulants to speed recovery is possible but if the constitution check
|
|
is failed add another thirty minutes to the recover time of to this
|
|
stage of intoxication. Magical stimulants can be used with no ill
|
|
effect. The spell also extends the time needed to recover from a
|
|
hangover by 2d6 hours and makes the effect of the hangover twice as
|
|
severe.
|
|
Obviously this is a potent spell which in the right hands could
|
|
waylay a small army. The DM must be wary of how this potent magic is
|
|
used.
|
|
The material components for this spell are some dried grape skins
|
|
or a sprinkling of the best hops, both must come from a once in a
|
|
century harvest. The second and most important component of this spell
|
|
is the blue breath of a content Alcohol Dragon, without which this
|
|
spell will not work.
|
|
|
|
|
|
FAE (Evocation)
|
|
|
|
Level: 9
|
|
Range: 1000 feet / level
|
|
Components: V, S, M
|
|
Duration: Instantaneous
|
|
Casting Time: 2 turns
|
|
Area of Effect: 200 feet/level radius
|
|
Saving Throw:
|
|
|
|
FAE is a strategic, not tactical spell. Notice that most offensive
|
|
(and defensive for that matter) spells are tactical in nature. Attacks
|
|
that affect a few people are classified tactical, while large-scale
|
|
attacks (i.e. affecting a whole town or city) are strategic spells.
|
|
To understand this spell, one must first take a look at the
|
|
history of bombs in a technically advanced society on a world called
|
|
Earth within a far off galaxy in another time. During 20th century
|
|
Earth, the design idea in most bombs was to include both the oxidant,
|
|
and the fuel (or technically a strong oxidizer, and a strong reducer)
|
|
in one shell. However, research was directed towards a bomb that might
|
|
use air as the oxidant (as did some weaker black-powder explosives,
|
|
though the better ones underwent a predominantly anaerobic reaction
|
|
during the explosion). Then the design idea was to create a bomb that
|
|
would carry that same explosive force, with half the weight. What the
|
|
wise military scientists created came cosmetically close to the force
|
|
of the first atomic bombs, with little or no pollution of any sort
|
|
(albeit its hard to refer to massive incendiaries as "environmentally
|
|
safe") and not much heavier than conventional weapons. These FAE (Fuel-
|
|
Air Explosive) bombs dispersed a gas fuel and then ignited it causing a
|
|
large explosion of fire that actually sucked the oxygen right out of
|
|
the air.
|
|
This spell simulates the devastating technological bomb of Earth.
|
|
Once cast, the spell creates a large (25 feet long, 5 feet in diameter
|
|
at base), indestructible, magical missile from the mage's concoction
|
|
(described later) that heads to its target, better known as ground
|
|
zero. The missile cannot be stopped or manipulated naturally or
|
|
magically, it always gets to its destination (of course DMs may make
|
|
exceptions to this rule). Once ground zero is reached, the missile
|
|
lightly disperses a very strong, somewhat gaseous, magical alcohol that
|
|
is then ignited causing immense damage and complete lose of oxygen in
|
|
the area of effect.
|
|
The spell's range to ground zero is 1000 feet for every level of
|
|
the caster. This allows an 18th level mage to center the spell as much
|
|
as three miles away. This would indicate that the mage is well within
|
|
enemy borders in most cases when the spell is cast, although he is
|
|
still a distance from his target.
|
|
The area of effect is a sphere with a 200 feet per level of the
|
|
caster radius. The caster cannot control the area of effect. Thus if
|
|
the mage is 18th level, he will always cast a FAE that is 7200 feet in
|
|
diameter. Given that 5280 feet comprise a mile, this is quite a
|
|
distance. The mage better be descent at judging distance, or he might
|
|
suddenly find himself inside the area of effect of his own spell.
|
|
Damage to the victims come by two means. The first is the
|
|
combustion/compression of the explosion which does 10d10 points of
|
|
damage. Victims get no saving throw because the area of effect is to
|
|
large and the explosion is the very air around the victim, thus escape
|
|
is impossible.
|
|
The second means of damage stems from the suffocation resulting
|
|
from the explosion that uses up all the available oxygen in the area of
|
|
effect. Every round beginning the round the spell is cast, 2d8 damage
|
|
is taken from lack of oxygen. A victim that has a chance to take a
|
|
large breath of air and does not perform strenuous exercise while
|
|
holding his breath and is not fully encumbered can hold his breath for
|
|
a number of rounds equal to 1/3 his Constitution, rounded up
|
|
(nonstrenuous exercise includes such activities as normal movement,
|
|
searching for secret doors, etc.). If a victim is performing strenuous
|
|
exercise, the number of rounds is cut in half (strenuous exercise
|
|
includes combat, attempting to subdue or move an uncooperative
|
|
creature, trying to lift heavy weight, moving at high speed, etc.). If
|
|
a person does not have a chance to take a deep breath before the spell
|
|
takes effect, the amount of time is halved (rounded up). This halving
|
|
is cumulative with that strenuous exercise. Note that anybody can
|
|
always hold his breath for at least one round.
|
|
When his breath runs out, a person does not immediately suffer the
|
|
2d8 points of damage caused because of the lack of oxygen. Each round
|
|
after his breath runs out, the person makes a Constitution check. The
|
|
first check has no modifiers, but there is a -2 cumulative modifier
|
|
each round thereafter. A failed check indicates that the victim tries
|
|
to inhale oxygen, which is not there, and suffers the 2d8 points of
|
|
damage. He will continue to suffer 2d8 points of damage each round
|
|
until oxygen diffuse back into the area of effect or he leaves the area
|
|
of effect or dies.
|
|
After detonation of the spell which rids the area of effect of
|
|
oxygen, the oxygen will diffuse in at 50 feet a round.
|
|
|
|
The material components of this spell are usually rare, typically
|
|
expensive, and quite bulky. During casting, the following ingredients
|
|
are mixed together:
|
|
|
|
- Ten gallons of pure 200 proof alcohol is required. If there is any
|
|
trace of impurity before casting, the spell will backfire causing
|
|
the mage to be the center of the area of effect. Many armies have
|
|
foiled many mages by sending an assassin to place a foul liquid,
|
|
such as Skunk Water, in the alcohol thus causing the mage and his
|
|
comrades to be victims of their own spell.
|
|
- One gallon of the highly poisonous blood of a Milwaukee is
|
|
required. Many adventurers have died trying to kill a Milwaukee
|
|
just to get its blood.
|
|
- One gallon of holy water created by priests of Malus Temulentia.
|
|
- A pint of blood from a 9th level priest of Ebrietas.
|
|
- All alcohol from a gland of an alcohol dragon is required. This
|
|
material component is difficult to get because the gland must be
|
|
filled to get alcohol from it. Thus if the alcohol dragon used its
|
|
breath weapon, the gland would be empty. Only clever adventures
|
|
can kill an alcohol dragon to get the gland without having the
|
|
dragon used its breath weapon. Note that capturing the alcohol
|
|
from the breath weapon won't work because the alcohol enters an
|
|
impure state. The pure state of the alcohol can only be found in a
|
|
gland.
|
|
|
|
After the ingredients are blended together, the following items must be
|
|
added to the concoction:
|
|
|
|
- One living boozeworm.
|
|
|
|
- A dash of salt and a squirt of lime.
|
|
|
|
- The ivory tusks of a Pink Elephant.
|
|
|
|
- The hide of the sinister Clydesdale breed, Pravus Clydesdale.
|
|
|
|
- The corpse of one giant alcohol black ant.
|
|
|
|
- One diamond that has a value no less than 10,000 silver pieces.
|
|
|
|
The material components are perhaps the biggest problem with the
|
|
spell for without them the spell can't be cast. DMs should make the
|
|
material components hard to come by and adventures should be made just
|
|
for that. In fact collecting the material components, whether by the
|
|
mage or other adventurers, would be a great way of introducing the
|
|
alcohol guide to a campaign.
|
|
Only very rich people, like kings and other nobles, could afford
|
|
to purchase some of the more exotic material components. Thus a useful
|
|
partnership takes place: the ruler needs the wizard for the intense
|
|
spell, the wizard needs the ruler's resources to collect the
|
|
components.
|
|
This spell is a closely guarded secret by those that are fortunate
|
|
to possess it. Using FAE offensively is great, but being on the
|
|
receiving end of the spell is not to fun.
|
|
|
|
Is this spell to powerful?
|
|
|
|
An 18 is the minimum level the mage must be to cast this 9th
|
|
spell. Hopefully, few 18th level mages are roaming around. If a DM
|
|
allows a PC mage to reach 18th level, one of two points can be assumed.
|
|
Either the DM has been very careful to create game balance in which
|
|
case the DM will make this spell very dangerous to cast (via collecting
|
|
and keeping material components, getting safely to the target area
|
|
which is no doubt deep in secured enemy territory, etc.). Or the DM is
|
|
an out of control Monty Haulic in which case it doesn't matter if the
|
|
spell is to powerful; the argument would be "Is 9th level to high?".
|
|
|
|
|
|
|
|
Clerics
|
|
|
|
|
|
Speak with the Intoxicated (Alteration)
|
|
|
|
Level: 1
|
|
Sphere: Divination
|
|
Range: 1
|
|
Components: V, S
|
|
Duration: Special
|
|
Casting Time: 1
|
|
Area of Effect: 1 person
|
|
Saving Throw: None
|
|
|
|
This spell empowers the priest to comprehend and communicate with
|
|
any person that is intoxicated. The priest is able to ask questions and
|
|
receive intelligent answers that are accompanied with friendless,
|
|
cooperations, and understanding. The true usefulness of the spell is
|
|
when the intoxicated person is comatose.
|
|
A spell or power of this sort could make the priest a very
|
|
valuable party commodity for his/her ability to interrogate those who
|
|
require so much alcohol to loosen their tongues that it also shuts down
|
|
most of their brains.
|
|
|
|
|
|
Cure Drunkenness (Abjuration) Reversible
|
|
|
|
Level: 2
|
|
Sphere: Healing
|
|
Range: Touch
|
|
Components: V, S, M
|
|
Duration: Special
|
|
Casting Time: 2
|
|
Area of Effect: One creature
|
|
Saving Throw: None
|
|
|
|
This spell will instantly remove all effects of alcohol
|
|
intoxication from one target's system. This instantly alleviates
|
|
hangover, lack of sobriety, and all associated effects of being drunk
|
|
or its immediate after-effects. It will not cure or abate maladies
|
|
caused by long-term alcohol abuse, such as cirrhosis of the liver,
|
|
alcoholism, heart disease, etc..
|
|
The reverse, cause drunkenness, will make its target instantly and
|
|
severely drunk. The drunkenness caused will last as long as normal
|
|
drunkenness would last, and may bring on a hangover. The severity of
|
|
the drunkenness is Slight if cast by a 2rd-5th level priest, Moderate
|
|
if cast by a 6th-9th level priest, and Great if cast by a 10th level or
|
|
higher priest.
|
|
|
|
|
|
Lower Alcohol Addiction (Abjuration)
|
|
|
|
Level: 2
|
|
Sphere: Healing
|
|
Range: Touch
|
|
Components: V, S
|
|
Duration: Permanent
|
|
Casting Time: 2
|
|
Area of Effect: 1 creature
|
|
Saving Throw: None
|
|
|
|
This spell allows the cleric to lower a person's alcohol
|
|
addiction by 2 per class level in the drinking and amount levels. For
|
|
example, a 5th level cleric casts this spell on a addicted person
|
|
(level 8 drinking, level 4 amount). The cleric gets 10 to work with
|
|
(5*2) and decides to lower the drinking level by 8 and the amount level
|
|
by 2. Thus the addicted person now has a drinking level of 0 and an
|
|
amount level by 2. A pretty good start for a speedy recovery.
|
|
|
|
|
|
Resist Intoxication (Abjuration)
|
|
|
|
Level: 2
|
|
Sphere: Protection
|
|
Range: 0
|
|
Components: V, S, M
|
|
Duration: 6d6 hours
|
|
Casting Time: 2
|
|
Area of Effect: Personal
|
|
Saving Throw: None
|
|
|
|
This spell is used to protect a cleric against becoming
|
|
intoxicated when drinking, which is typically unbecoming of the clergy.
|
|
The alcohol ingested during the duration is mystically less effective.
|
|
The cleric has a +1 per two levels bonus to their Constitution check to
|
|
resist becoming (more) intoxicated. Note that it is still possible to
|
|
become drunk while protected, but it is much more difficult.
|
|
The material components that are consumed at casting time are a
|
|
raw chicken egg, a red pepper, a chile pepper, and a pint of spring
|
|
water.
|
|
|
|
|
|
Speed Fermentation (Alteration)
|
|
|
|
Level: 2
|
|
Sphere: Nature (Druidic)
|
|
Range: 3 feet + 1 foot per level
|
|
Components: V, S, M
|
|
Duration: Instantaneous
|
|
Casting Time: 1
|
|
Area of Effect: 2 feet X 2 feet of volume + 2 feet per level
|
|
Saving Throw: None
|
|
|
|
By the use of this spell, a Druid may speed the fermentation
|
|
process of any naturally fermentable vegetable matter (i.e. grapes,
|
|
potatoes, wheat, etc.). Within one hour all the contents in the
|
|
container will be completely fermented as if the full year or whatever
|
|
the necessary time period was had passed. The Druid must be careful to
|
|
make sure that all other preparations have been made to hold the newly
|
|
fermented liquid. There must be vats, bottles and anything else that is
|
|
necessary for the preservation of the Alcohol.
|
|
The Druid must already know the time necessary to ferment the
|
|
grapes or whatever and the alcohol making processes before casting this
|
|
spell (i.e. the character must have a proper non-weapon proficiency).
|
|
The material component is the Druids knowledge and a small
|
|
percentage of the fermented material.
|
|
|
|
|
|
Protection from Intoxication (Abjuration)
|
|
|
|
Level: 4
|
|
Sphere: Protection
|
|
Range: 0
|
|
Components: V, S, M
|
|
Duration: 12 hours
|
|
Casting Time: 1 round
|
|
Area of Effect: Personal
|
|
Saving Throw: None
|
|
|
|
This spell will make the caster immune to the negative effects of
|
|
alcohol. While protected, alcoholic drinks will not intoxicate the
|
|
priest in the slightest way, and no side effects of alcohol will be
|
|
incurred from drinking. Note that this is really unfair to use in a
|
|
drinking contest! Poisons or other substances in the drink will still
|
|
affect the priest normally, however. Taste is not affected.
|
|
The material components consumed at casting time are a 6 chicken
|
|
eggs. The other material components is a pink flamingo feather.
|
|
|
|
|
|
Transmute Water to Wine (Alteration) Reversible
|
|
|
|
Level: 6
|
|
Sphere: Elemental (Water)
|
|
Range: Touch
|
|
Components: V, S, M
|
|
Duration: Permanent
|
|
Casting Time: 2
|
|
Area of Effect: 1 cubic yard/level
|
|
Saving Throw: Special
|
|
|
|
This spell allows a cleric to show his dedication to his/her
|
|
deity. When successfully cast, this spell turns any palatable water
|
|
into wine (of the cleric's choice) of the highest quality. Salt water
|
|
or containment water gets a saving throw. Detect magic spells may (50%
|
|
chance) show it to have a very dim glow.
|
|
Only a truly dedicated cleric will be allowed to cast this spell,
|
|
and frivolous castings of it may incur the wrath of superior beings.
|
|
Proper conditions to be met are:
|
|
|
|
- The cleric's deity will be honored by this act.
|
|
- The act should be used to help recruit influential persons to
|
|
the deity's cause.
|
|
- If more worshipers/believers may be drawn to the deity through
|
|
this act, so much the better!
|
|
- Certain ceremonies may use this to celebrate the divinity of the
|
|
deity.
|
|
|
|
|
|
Zone of Tolerance (Abjuration) Reversible
|
|
|
|
Level: 6
|
|
Sphere: Protection
|
|
Range: 0
|
|
Components: V, S, M
|
|
Duration: 24 hours
|
|
Casting Time: 1 round
|
|
Area of Effect: 12" radius area
|
|
Saving Throw: Special
|
|
|
|
This spell is used by a cleric to create an area in which alcohol
|
|
has a diminished effect on creatures. Any being who enters the area
|
|
must make a saving throw vs. spell to overcome the compulsion to NOT
|
|
drink. Creatures who enter the area already intoxicated will have their
|
|
level of intoxication reduced by 1 level (note that this sobers up
|
|
those who are Slightly intoxicated). Constitution checks made in the
|
|
area are unmodified, no matter what is being imbibed, thus making it
|
|
more difficult to become drunk.
|
|
The reverse, Zone of Intoxication, creates an area in which
|
|
alcohol is more effective than normal. Any being entering the area must
|
|
save vs. spells or be compelled to drink. Creatures entering the area
|
|
will become 1 level more intoxicated than they were (not more than
|
|
Greatly intoxicated, and sober creatures are unaffected by this).
|
|
Constitution checks are made at a -3 penalty, cumulative with other
|
|
penalties, making it easier to become drunk.
|
|
This spell is popular by clerics who assist temperance
|
|
organizations. The reverse is popular amongst business owners who enjoy
|
|
the large consumption of alcohol. Of course, they must find clerics
|
|
willing to help the business. Most clerics will cast the spell for a
|
|
small contribution to the church.
|
|
The material component of the spell is a sea sponge with a serving
|
|
of alcohol sucked into it.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
LOHOCLA'S TOME OF ULTIMATE CHAOS
|
|
|
|
|
|
APPEARANCE: This is a magical volume 12" long and 6" wide. Both covers
|
|
and the spine of the book are fashioned from a oiled cedar wood which
|
|
possesses a deep golden-brown shine. On the inside is a spine made of
|
|
leather, glued to the wooden spine, to which are sewn the pages of
|
|
high-quality vellum. The corners of the cover are reinforced by silver
|
|
corner caps. Silver hinges attach the covers to the spin, and both
|
|
covers are joined by a silver clasp with a lock.
|
|
The symbol of Lohocla, an ornamental "L" of gold is on the cover.
|
|
The "L" is engulfed in beautiful vines, wheat, barley, and other
|
|
natural, agricultural resources of alcohol.
|
|
|
|
HISTORY AND DESCRIPTION: Lohocla has created many of these tomes and
|
|
has distributed them across the planes. The main recipients of such a
|
|
grand prize are those mages with a great, if not excessive, fondness
|
|
for alcohol. Although there are many tomes, they are all identical
|
|
except for a small serial number on the back cover in the lower right
|
|
hand corner.
|
|
|
|
|
|
PAGES:
|
|
|
|
Symbol Page (1 page)
|
|
|
|
The decorative symbol of Lohocla which appears on the cover
|
|
fills this page. Once a person views the symbol, he/she must make a
|
|
save vs. poison or enter a state of comatose intoxication. Of course,
|
|
this page is intended to be a non-lethal defense mechanism.
|
|
|
|
Alcohol Information (50 pages)
|
|
|
|
These pages are an informative collection of knowledge on alcohol.
|
|
The player should consult the Introduction To Alcohol, Proficiency In
|
|
Brewing, Proficiency In Wine-Making, Proficiency In Distilling, and
|
|
Everything You Ever Wanted To Know About Distilleries sections of The
|
|
Complete Guide to AD&D Alcohol for examples of the content.
|
|
A character with Intelligence of at least 12 that studies the
|
|
information may take a non-weapon proficiency in brewing, wine-making,
|
|
or distilling if a NWP slot is available.
|
|
|
|
Information Transfer Pages (6 pages)
|
|
|
|
The first page of this section tells of Lohocla's plans to collect
|
|
all the information in the known planes on alcohol. This is followed by
|
|
specific instructions. The instructions direct the mage to write any
|
|
pertinent alcohol information on the next five pages using normal ink.
|
|
After the information is written, then a magical transfer takes place
|
|
in an hour. All information on those 5 pages appear on magical scrolls
|
|
in Lohocla's possession. At his convenience, Lohocla examines the
|
|
information and probably archives it. Depending on the content, Lohocla
|
|
may decide to follow up the information. He would be curious to sample
|
|
a new alcohol drink, visit a new and exciting tavern, or research a new
|
|
alcohol spell mentioned in the information. The information is wiped
|
|
clean from the tome.
|
|
|
|
|
|
Spells
|
|
|
|
Level 1
|
|
Lohocla's Create Beer & Pretzels
|
|
Lohocla's Deadly Bottle Rockets
|
|
Lohocla's Enchanted Bartender & Staff
|
|
|
|
Level 2
|
|
Lohocla's Drunken Memory Teleport
|
|
Lohocla's Monster Summoning 1/2 Pint
|
|
|
|
Level 3
|
|
Lohocla's Aqua Vitae
|
|
Lohocla's Fire Flow
|
|
Lohocla's Tipsy Turvey Teleport
|
|
|
|
Level 4
|
|
Lohocla's Cloud of Alcohol
|
|
Lohocla's "Shaken Not Stirred"
|
|
|
|
Level 5
|
|
Lohocla's Mother-of-All-Burps
|
|
|
|
|
|
|
|
|
|
Lohocla's Create Beer & Pretzels (Alteration)
|
|
|
|
Level: 1
|
|
Range: 10 yards
|
|
Components: V, S, M
|
|
Duration: Special
|
|
Casting Time: 1 turn
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
Lohocla didn't want clerics to be the only spell casters able to
|
|
create food. Unfortunately, the results might not be as nourishing as a
|
|
cleric's food and water. However, Lohocla's beer and pretzels have
|
|
their benefits.
|
|
When this spell is cast, the mage causes beer and pretzels to
|
|
appear. For every level of the mage, a quart of beer is created and a
|
|
half-pound of pretzels. The pretzels come in a wide variety of sizes
|
|
and types. The beer is of excellent quality and quite filling.
|
|
The beer becomes flat and the pretzels become stale in 24 hours,
|
|
although they can be restored for another 24 hours by a purify spell of
|
|
some sort.
|
|
The material components of the spell is a pinch of salt and a
|
|
pinch of hops.
|
|
|
|
|
|
|
|
|
|
Lohocla's Deadly Bottle Rockets (Evocation)
|
|
|
|
Level: 1
|
|
Range: 50 yards + 10 yards/level
|
|
Components: V, M
|
|
Duration: Instantaneous
|
|
Casting Time: 1
|
|
Area of Effect: 1 or more creatures in 25-foot cube
|
|
Saving Throw: None
|
|
|
|
This spell was created by Lohocla or at least commissioned by him.
|
|
Lohocla wanted to give a gift(?) back to those mages who have supported
|
|
him in the past. This spell is bizarre in that a person must be
|
|
intoxicated to use. Lohocla has a unique concept of magic and the best
|
|
way to wield it. Yet, this may be a benefit because this eccentric
|
|
spell allows the mage to cast at low-level, a powerful and damaging
|
|
(possibly dangerous) rockets at its opponents even though his current
|
|
ability is poor because the intoxication.
|
|
The material components of this spell are a bottle of alcohol (any
|
|
type) and a 1-foot long smooth stick that can fit into the bottle with
|
|
one end sticking out.
|
|
An unusual spell indeed, this spell cannot be cast unless the
|
|
caster is under the influence of alcohol (i.e. in a state of slight,
|
|
moderate, or great intoxication). Of course, the mage generally doesn't
|
|
go adventuring while drunk, so this becomes a big hindrance if not
|
|
useless. On the other hand, it can be a real benefit when the mage goes
|
|
to a place knowing full well that he will become intoxicated. Mainly,
|
|
because the % of spell failure does not exist in the case of this spell
|
|
(note that the chance of spell failure is still there for all other
|
|
spells). This becomes very valuable because the mage can get
|
|
intoxicated, with all the problems it entails, and always have a
|
|
memorized spell that will work (especially when greatly intoxicated
|
|
when the % chance of spell failure is 100%).
|
|
When the mages casts the spell, he must take a swig of alcohol
|
|
from the bottle, place the stick in the bottle, and then aim the bottle
|
|
at its target which all takes place while saying the magical words.
|
|
Once the spell is cast, 2 per-level sparkling rockets of magical
|
|
energy fly out of the bottle with a ear piercing whistle to unerringly
|
|
strike their target(s) with a dazzling display of colors (see below).
|
|
This includes enemy creatures in a melee. The target creature must be
|
|
seen must be seen otherwise detected to be hit, however, so near-total
|
|
concealment, such as that offered by arrow slits, can render the spell
|
|
ineffective. Likewise, the caster must be able to identify the target.
|
|
He cannot direct a rocket to "strike the captain of the guard," unless
|
|
he can single out the captain from the rest of the soldiers. Specific
|
|
parts of a creature cannot be singled out. Inanimate objects (locks,
|
|
etc.) cannot be damaged by the spell, and the rockets disperse with no
|
|
effect.
|
|
Very fascinating, the damage a rocket does is dependent on the
|
|
state of intoxication the mage is in. If in a state of slight
|
|
intoxication, each rocket will do 1d4+1 points of damage. If in a state
|
|
of moderate intoxication, each rocket will do 1d8+1 points of damage.
|
|
If in a state of great intoxication, each rocket will do 1d12+1 points
|
|
of damage. This is possibly the only instance where being more
|
|
intoxicated is a benefit in combat.
|
|
When a rocket hits a target, a spray (5' X 10' X 10' wedge) of
|
|
vivid multiple colors spring forth from the impact spot. Usually, the
|
|
color splash is harmless but dazzling. There is a 1% chance per level
|
|
of the caster that the color slash will be harmful. If harmful, then
|
|
from one to six creatures (1d6) within the area are affected in order
|
|
of increasing distance from the target. All creatures above the level
|
|
of the mage and all those of 6th level or 6 hit dice or more are
|
|
entitled to a saving throw vs. spell. Blind or unseeing creatures are
|
|
not affected by the spell. Creatures not allowed or failing saving
|
|
throws, and whose hit dice or levels are less than or equal to the
|
|
mage's level, are struck unconscious for 2d4 rounds; those with hit
|
|
dice or levels 1 or 2 greater than the mage's level are blinded for 1d4
|
|
rounds; those with hit dice or levels 3 or more greater than that of
|
|
the mage are stunned (reeling and unable to think or act coherently)
|
|
for one round.
|
|
|
|
|
|
|
|
|
|
Lohocla's Enchanted Bartender & Staff (Conjuration/Summoning)
|
|
|
|
Level: 1
|
|
Range: 0
|
|
Components: V, S, M
|
|
Duration: 1 hour / level
|
|
Casting Time: 1
|
|
Area of Effect: 40-foot radius
|
|
Saving Throw: None
|
|
|
|
Lohocla created this spell for a tavern owner, who happened to be
|
|
a retired adventurer mage, that was having business trouble. Lohocla
|
|
gave him 100 gold pieces, bestowed the bartending NWP on him, taught
|
|
him an abundance of alcohol drinks, gave him the spell, and cast a
|
|
permanency spell on an enchanted bartender to serve the mage as a main
|
|
bartender. The spell is not one normally studied by adventuring mages
|
|
but is often used by retired adventurers and other sedentary types.
|
|
This specialized version of the unseen servant was developed with
|
|
one particular task in mind - bartending and barkeeping. The enchanted
|
|
bartender and staff are magical forces under the control of the mage.
|
|
The main power of the spell creates an enchanted bartender. It can
|
|
perform simple barkeeping actions like making, serving, and doctoring
|
|
drinks; wiping the bar; cleaning dirty drinking vessels; filling snack
|
|
bowls; etc..
|
|
The enchanted bartender can only make mixed drinks that the mage
|
|
himself has prepared at some point in his life. Hopefully, the mage has
|
|
the bartending non-weapon proficiency so that his enchanted bartender
|
|
can make perfect drinks.
|
|
Every three levels, the mage can create an enchanted barmaid to
|
|
assist the enchanted bartender. Thus at level 3 the mage can create one
|
|
barmaid, at level 6 the mage can create two barmaids, at level 9 the
|
|
mage can create three barmaids, etc.. An enchanted barmaid cannot mix
|
|
drinks like the enchanted bartender. An enchanted barmaid can perform
|
|
simple barmaid actions like serving drinks and snacks, wiping off
|
|
tables, sweeping up messes, etc..
|
|
Every six levels, the mage can create an enchanted bouncer. Thus
|
|
at level 6 the mage can create one bouncer, at level 12 the mage can
|
|
create two bouncers, at level 18 the mage can create three bouncers,
|
|
etc.. An enchanted bouncer serves only one purpose: to expel disorderly
|
|
persons (with the exception of the mage of course) in a bar/tavern
|
|
setting. An enchanted bouncer has a Strength of 18/1d100, a Dexterity
|
|
of 18, and a number of hit points equal to the mages. If an enchanted
|
|
bouncer is given resistance, he proficiently attacks with non-lethal
|
|
combat such as punching and wrestling. DMs must be sure that the player
|
|
does not abuse an enchanted bouncer's power. It is only created to
|
|
expel disorderly people in a bar/tavern setting, not to enter the
|
|
mage's combative battles while adventuring.
|
|
The enchanted bartender and staff with the exception of the
|
|
bouncers are no stronger then an unseen servant and no more dextrous
|
|
than its creator. The enchanted bartender and staff can be left to do
|
|
their duties on their own. If something disrupts the smooth flow of
|
|
their routine (such as the arrival of Tiamat), the staff will go to the
|
|
enchanted bartender who will seek the advice of its creator.
|
|
All creations may be dispelled by the caster at will. Also, an
|
|
enchanted bartender or any staff other than the bouncers can be
|
|
dispelled by taking 6 points of damage from the area of effect attacks
|
|
such as breath weapons, explosions, etc.. A dispel magic spell will get
|
|
rid of everybody.
|
|
The material components of this spell are a block of birch wood
|
|
and some string.
|
|
|
|
|
|
|
|
|
|
Lohocla's Drunken Memory Teleport (Alteration)
|
|
|
|
Level: 2
|
|
Range: 5 feet / level
|
|
Components: V
|
|
Duration: Permanent
|
|
Casting Time: 2 segments
|
|
Area of Effect: Special
|
|
Saving Throw: Reverses
|
|
|
|
Another gift of Lohocla's to strange mages this is the low-level
|
|
sister spell to Lohocla's Tipsy Turvey Teleport. Although it may seem
|
|
quite powerful, it is not. The consequences of casting this spell are
|
|
quite dangerous, which will be mentioned later. Many first-level spells
|
|
would be a much better pick, but some half-crazed mages add this spell
|
|
to their collection for a little random spontaneity.
|
|
When this spell is used, the mage is able to teleport a maximum
|
|
weight of 250 pounds, plus additional 150 pounds for each level of
|
|
experience above the 10th (a 13th-level mage can teleport up to 700
|
|
pounds), to a randomly selected place. The place has an alcohol theme
|
|
(i.e. inns, taverns, bars, wineries, breweries, distilleries,
|
|
vineyards, etc.) and is a location previously visited by the mage after
|
|
receiving the spell. Thus, a mage who just copied the spell into his
|
|
spell book would have a non-functioning spell until he visited an
|
|
alcohol-related location. The player should make a table of all the
|
|
locations and once the spell is cast, roll on the table to see where
|
|
the teleportees go to. The DM may opt to make the locations on the
|
|
table be weighted thus making the more frequently visited places become
|
|
the target of the spell more often. The spell functions by scanning the
|
|
character's subconscious for those places in memory where alcohol or
|
|
alcohol themes were present.
|
|
Every living being or magical item gets a saving throw, if desired
|
|
(a person who wants himself and his belongings teleported doesn't
|
|
require a saving throw). If the saving throw is successful, the mage
|
|
and any comrades/friends (the spell scans the mage's mind to see who
|
|
should accompany the spell) are teleported instead as long as
|
|
everybody's weight is under the maximum weight able to be teleported.
|
|
It is the DM's decision who gets teleported with the mage if everybody
|
|
can't be teleported because of the weight restriction.
|
|
Because the spell can be reversed and that the spell uses the
|
|
mage's memories, it can be very dangerous for the mage if he uses it
|
|
against enemies. Mainly, the spell sends the enemies to the
|
|
establishments that the mage visited and if the mage ever returns to
|
|
these places, the people there will probably be quite upset. The best
|
|
use of the spell is to cast it on himself and the his comrades so they
|
|
will be teleported to the places. Of course, if there are hostile
|
|
places that they can be teleported to, then they could be in an even
|
|
worse situation. Also, not to many adventuring parties will want to
|
|
chance leaving in the middle of an adventure because of this spell.
|
|
Unlike its sister spell, Lohocla's Tipsy Turvey Teleport, this
|
|
spell permanently teleports the teleportees to the location.
|
|
Why such a low level spell? Without reiterating the dangers of the
|
|
spell's reverse ability, randomness, and the level of relative spells
|
|
(i.e. Teleport, Teleport without Error); the best argument is based on
|
|
spell and mage level. It is a fact that a high level spell can only be
|
|
utilized by a high level mage. It is assumed that a high level mage
|
|
will have high level opponents. High level opponents will have a good
|
|
chance of making their saving throws, thus rendering the spell
|
|
reversible. Thus, as a mage goes up in level, this spell becomes
|
|
progressively useless. If the spell has a high level that only high
|
|
level mages can take, it would not see much use. However, if the spell
|
|
has a low level that can be utilized by low level mages, it would have
|
|
use (at a high risk) for a time.
|
|
Before a player or DM doesn't give this spell a chance, just
|
|
remember that nothing can be more nostalgic then high-level characters
|
|
being teleported to a tavern they once visited when they were first
|
|
level. Plus, DMs can dig out the old information that they thought they
|
|
would never use again.
|
|
|
|
|
|
|
|
|
|
Lohocla's Monster Summoning 1/2 Pint (Conjuration/Summoning)
|
|
|
|
Level: 2
|
|
Range: 20 yards
|
|
Components: V, S, M
|
|
Duration: 1 rounds + 1 round/level
|
|
Casting Time: 2
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This chaotic spell is respectfully named for the Guardian of
|
|
Alcohol Lohocla. Actually the spell was created by a mage, with a
|
|
fondness for booze, who wanted to pay tribute to the "King" with a
|
|
powerful low-level spell. When Lohocla found out about this tribute,
|
|
the mage was lavishly rewarded with many bottles, barrels, and jugs of
|
|
excellent wine, beer, ale, and mead. They became quick bar buddies with
|
|
a hefty tab. Anyhow, the spell isn't as grand and powerful as it may
|
|
seem. Although the spell can give great rewards, it can equally cause
|
|
as much trouble. Thus, it is a low level spell that few mages would add
|
|
to their collection. Only the foolish of mages take such an
|
|
unpredictable spell. Luckily most adventurers are foolish.
|
|
Within one round of casting this spell, the mage magically
|
|
conjures a monster or monsters that have a relationship to alcohol (no
|
|
matter how minute). Roll on the Table A to see what monster(s) are
|
|
summoned. When a mage reaches 9th level, he may at his option modify
|
|
the die roll by 1 thus giving him a choice of three monsters. Thus a
|
|
9th level mage rolls a 2. He can now decide to summon a St. Bernard dog
|
|
(2), Throat Leach (1=2-1), or Clydesdale horse (3=2+1).
|
|
Every four levels, the mage can get an extra roll on the table if
|
|
he wants. Thus at level 5 the mage gets two rolls, at level 9 the mage
|
|
gets three rolls, at level 13 the mage gets four rolls, etc..
|
|
|
|
|
|
TABLE A: Monster(s) Summoned (1d100 / 3 rounding up)
|
|
|
|
Die No. Frequency
|
|
Roll Monster Appearing Found In & Hit Die
|
|
1 Throat Leach 1d6 FF 88 comm 1hp
|
|
2 Dog, Saint Bernard 1 Alcohol Guide comm 2+2
|
|
3 Horse, Clydesdale 1 Alcohol Guide comm 3+3
|
|
4 Leprechaun 1d20 MC2 unco 2-5hp
|
|
5 Satyr 2d4 MC1 unco 5
|
|
6 Boozeworm 1d2 Alcohol Guide rare 2hp
|
|
7 Sprite 10d10 MC1 rare 1hp
|
|
8 Oozes, Crystal 1d2 MC1 rare 4
|
|
9 Centaur, Sylvan 1d8 MC1 rare 4
|
|
10 Milwaukee 1 Alcohol Guide rare 5
|
|
11 Succubus 1 MC Outer Planes rare 6
|
|
12 Mold, Brown 1 patch MC2 very -
|
|
13 Alcohol Hummingbird 1 Alcohol Guide very 2hp
|
|
14 Alchemy Plant 1 MC9 Spelljamer2 very 1
|
|
15 Skeleton, Yo-Ho-Ho 3d10 Alcohol Guide very 1+2
|
|
16 Ants, Red Alcohol 1d100 Alcohol Guide very 2-3
|
|
17 Ants, Black Alcohol 1d100 Alcohol Guide very 2-3
|
|
18 Gremlin, Fremlin 1d4 MC Greyhawk very 3+6
|
|
19 Horse, Volatilis Clyde. 5d10 Alcohol Guide very 4
|
|
20 Horse, Pravus Clydesdale 1d20 Alcohol Guide very 5
|
|
21 Dragon, Kodragon 1 MC DragonLance very 5
|
|
22 Korred 1d4 MC1 very 6+1
|
|
23 Elephant, Pink 1d12 Alcohol Guide very 11
|
|
24 Luch 1 Alcohol Guide very 11+
|
|
25 Alcohol Dragon 1 Alcohol Guide very 13+
|
|
26 REROLL on Table A with -1 cumulative to the die roll
|
|
27 REROLL on Table A with -2 cumulative to the die roll
|
|
28 REROLL on Table A with -3 cumulative to the die roll
|
|
29 ROLL twice on Table A ignoring rolls greater than 24
|
|
30 ROLL thrice on Table A ignoring rolls greater than 24
|
|
31 Special: ROLL on Table B
|
|
|
|
|
|
TABLE B: Special (1d100)
|
|
|
|
Die No. Frequency
|
|
Roll Monster Appearing Found In & Hit Die
|
|
01-15 Malus Succubus (avatars) 1d2 AG (Malus) very 6
|
|
16-30 The Wines (avatars) 1 AG (Vinumus) very
|
|
31-45 Boozies (avatars) 1d12 AG (Ebrietas) very 15
|
|
46-60 Swissyries (avatars) 6 AG (Excitarus) very 15
|
|
61-70 Excitarus' dogs (minions) 4 AG (Excitarus) uniq 10ea
|
|
71-75 Berry & Grape (minions) 2 AG (Vinumus) uniq 15ea
|
|
76-80 Seltzer (human) 1 AG (Ebrietas) uniq 7
|
|
81-90 The Guardian Of Alcohol 1 AG uniq
|
|
91-95 Bartles & James (gods) 1 AG (Vinumus) uniq
|
|
96 Ebrietas (god) 1 AG (Ebrietas) uniq
|
|
97 Malus Temulentia (god) 1 AG (Malus) uniq
|
|
98 Vinumus (god) 1 AG (Vinumus) uniq
|
|
99 Excitarus (god) 1 AG (Excitarus) uniq
|
|
00 Special: ROLL on Table C
|
|
|
|
|
|
TABLE C: Special II (1d30)
|
|
|
|
Die
|
|
Roll Result
|
|
01-05 REROLL on Table B with -10 cumulative to the die roll
|
|
06-10 REROLL on Table B with -20 cumulative to the die roll
|
|
11-15 REROLL on Table B with -30 cumulative to the die roll
|
|
16-20 REROLL on Table B with -40 cumulative to the die roll
|
|
21-22 ROLL 2x on Table B
|
|
23-24 ROLL 3x on Table B
|
|
25-26 ROLL 4x on Table B
|
|
27 ROLL 5x on Table B and duck because the shit will hit the fan
|
|
28 The mage may choose his force from Table A
|
|
29 The mage may choose his force from Table B; no gods
|
|
30 The DM should reward such great dice rolling with a wish or some
|
|
great item of alcohol nature. Then he should have the dice
|
|
checked to see if they are really that good.
|
|
|
|
|
|
Any rolls equal to or less than 0 are equal to 1.
|
|
The monsters, or monster if only one was summoned, appear in an
|
|
area within the spell range, as desired by the mage. If the monster is
|
|
from Table A, roll on Table D to see how the monster or monsters will
|
|
react.
|
|
|
|
|
|
TABLE D: Monster(s) Reactions (1d12)
|
|
|
|
01-06 They attack the spell caster's opponents to the best of their
|
|
ability until either he commands that the attacks cease, the
|
|
spell duration expires, or the monsters are slain. If no opponent
|
|
exists to fight, summoned monsters can, if a wizard can
|
|
communicate with them and if they are physically able, perform
|
|
other services for the summoning mage.
|
|
07-10 They attack the spell caster and his comrades to the best of
|
|
their ability until the spell duration expires, or the monsters
|
|
are slain.
|
|
11-12 They act independently of the spell caster and will act according
|
|
to intelligence, alignment, morale, and the DMs wishes.
|
|
|
|
|
|
The creatures vanish when slain. Creatures from 1 and 2 do not
|
|
check morale.
|
|
The material components of this spell are a tiny bag, a small
|
|
candle (not necessarily lit), and a 1/2 pint of pure grain alcohol.
|
|
|
|
|
|
|
|
|
|
Lohocla's Aqua Vitae (Necromancy)
|
|
|
|
Level: 3
|
|
Range: Touch
|
|
Components: V, S, M
|
|
Duration: Permanent
|
|
Casting Time: 9
|
|
Area of Effect: Creature touched
|
|
Saving Throw: None
|
|
|
|
The great magic of healing is not limited to those medic clerics
|
|
that roam with adventuring parties. Lohocla bestows the art of healing
|
|
to mages through this spell.
|
|
Known to some as the "Water of Life", this spell's healing powers
|
|
begin once the mage anoints the injured person with alcohol. The
|
|
alcohol may be of any type (i.e. beer, wine, liquor, etc.) but must be
|
|
a minimum of 100 years old (i.e. created at least a century ago). When
|
|
anointing the injured person, the mage must have physical contact with
|
|
the victim (i.e. touch him).
|
|
After the spell is cast, it causes 1d8 + 1 for every level of the
|
|
mage points of wound or other injury damage to the creature's body to
|
|
be healed. This healing cannot affect creatures without corporeal
|
|
bodies, nor can it cure wounds of creatures not living or of
|
|
extraplanar origin.
|
|
Curing is permanent only insofar as the creature does not sustain
|
|
further damage; caused wounds will heal - or can be cured - just as any
|
|
normal injury.
|
|
This spell along with the permanency spell and a few other magicks
|
|
can be used to make a healing potion. Unlike the cleric's healing
|
|
potions, this mage's potion has the taste and effects of wine. An
|
|
exciting concept indeed.
|
|
|
|
|
|
|
|
|
|
Lohocla's Fire Flow (Alteration)
|
|
|
|
Level: 3
|
|
Range: Special
|
|
Components: V, S, M
|
|
Duration: 1 round / level
|
|
Casting Time: 3
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
After the mage casts this spell, a stream of flaming alcohol
|
|
shoots out in a straight line from his clenched fist. The mage can move
|
|
the stream 90 degrees per round. Thus given 4 rounds, the mage can
|
|
cover 360 degrees, i.e. engulf his surroundings.
|
|
The amount of flaming alcohol is dependent of the mage's level. A
|
|
5th level mage casts a "stream", a 5' long stream, at a rate of 5
|
|
gallon per round. A 7th level mage casts a "fountain", a 10' long
|
|
stream, at a rate 10 gallons per round. A 9th level mage casts a
|
|
"geyser", a 20' long stream, at a rate 25 gallons per round. A mage has
|
|
the option of producing a less potent flow. For example, a 9th level
|
|
mage is able to cast a geyser but may opt to cast a fountain or stream.
|
|
When any creature comes in contact with the burning alcohol, it
|
|
suffers 1d4 points of damage, plus 1 point of damage for each level of
|
|
experience of the mage.
|
|
The liquid will remain for the duration of the spell doing 2
|
|
points of damage each round. Flammable materials touched by the liquid
|
|
burn. Things burning can be extinguished in the next round after the
|
|
spell ends if no other action is taken. "Stop, Drop, and Roll."
|
|
The mage's movement is quartered for the duration of the spell.
|
|
Also, he may not perform any other actions except aiming the flow. The
|
|
mage may not stop the flow of the flaming alcohol, only the ending of
|
|
the spell will do this.
|
|
The material components of the spell are a bar of lye soap, a pint
|
|
of pure alcohol, and a flame from any source.
|
|
|
|
|
|
|
|
|
|
Lohocla's Tipsy Turvey Teleport (Alteration)
|
|
|
|
Level: 3
|
|
Range: 10 feet / level
|
|
Components: V
|
|
Duration: Special
|
|
Casting Time: 2 segments
|
|
Area of Effect: Special
|
|
Saving Throw: Reverses
|
|
|
|
Lohocla wanted to help mages escape from dire situations or get
|
|
rid of their enemies very quickly. Unfortunately the spell tries to do
|
|
both which lends itself to chaos and tends to accomplish the wrong
|
|
solution. The disorder of this spell presents itself in many ways, as
|
|
most of Lohocla's spells do. This spell isn't the most powerful spell
|
|
(although it may seem so), mainly because it has a big chance of
|
|
backfiring. It might get the mage and his comrades out of trouble, but
|
|
it could give them some new problems.
|
|
When this spell is used, the mage is able to teleport a maximum
|
|
weight of 250 pounds, plus additional 150 pounds for each level of
|
|
experience above the 10th (a 13th-level mage can teleport up to 700
|
|
pounds), to a randomly selected place.
|
|
Every living being or magical item gets a saving throw, if desired
|
|
(a person who wants himself and his belongings teleported doesn't
|
|
require a saving throw). If the saving throw is successful, the mage
|
|
and any comrades are teleported instead as long as everybody's weight
|
|
is under the maximum weight able to be teleported. It is the DM's
|
|
decision who gets teleported with the mage if everybody can't be
|
|
teleported because of the weight restriction.
|
|
Roll on Table A to see where the victims are teleported. The
|
|
descriptions presented here are in terms as if the characters were
|
|
teleported. Why? Nobody cares what happens to other people who are
|
|
teleported to these locations. Players want to know what happens to
|
|
their characters and DMs will be required to run a scenario in the new
|
|
location. Thus, the information is provided to assist DMs in a running
|
|
a clever and humorous scenario. The places presented here are ideas and
|
|
suggestions from fiction and non-fiction of the past, present, and
|
|
future. DMs should feel to modify the locations as he sees fit to
|
|
better suit his knowledge (some suggestions are give in the
|
|
description). The better a DM knows a place, the better the characters'
|
|
encounter will be. Also remember: "Just go with the flow".
|
|
The duration of the spell is: 1d30 hours + 2d30 minutes + 2d30
|
|
seconds + 1 hour per level (Note: those that aren't one of the elite
|
|
group who have a 30-sider may substitute a 20-sider, but they are
|
|
missing one of the great treasurers of the RPG world). DMs may opt to
|
|
decide the duration based on his plans for the characters in the
|
|
strange locations. DMs are encouraged to make these encounters exciting
|
|
and unique. If the DM thrusts the characters into an exciting plot in a
|
|
bizarre environment, then the DM should not be constrained by the
|
|
spell's duration. The spell is intended to add thrills to PCs'
|
|
adventuring career and a little fun for the DM's hard work.
|
|
Why such a low level spell? Without reiterating the dangers of the
|
|
spell's reverse ability, randomness, and the level of relative spells
|
|
(i.e. Teleport, Teleport without Error); the best argument is based on
|
|
spell and mage level. It is a fact that a high level spell can only be
|
|
utilized by a high level mage. It is assumed that a high level mage
|
|
will have high level opponents. High level opponents will have a good
|
|
chance of making their saving throws, thus rendering the spell
|
|
reversible. Thus, as a mage goes up in level, this spell becomes
|
|
progressively useless. If the spell has a high level that only high
|
|
level mages can take, it would not see much use. However, if the spell
|
|
has a low level that can be utilized by low level mages, it would have
|
|
use (at a high risk) for a time.
|
|
|
|
|
|
TABLE A: Locations (Roll 1d100 / 4 rounded up)
|
|
|
|
01. Dodge City Saloon in Dodge City, KA (1874, real world)
|
|
|
|
The characters find themselves, just outside the swinging doors of
|
|
an old west saloon in Dodge City, or an old west city the DM likes.
|
|
Great scenarios exist in the root-and-tooten wild west. Hopefully,
|
|
the characters arrival will stir up a lot of trouble with the outlaws,
|
|
sheriffs, and other interesting folks.
|
|
The DM is referred to The Complete Guide To AD&D Technology and
|
|
the Boot Hill RPG to assist in handling old west situations.
|
|
|
|
02. Miriam's Place in Nepal (1936, Raiders of the Lost Ark)
|
|
|
|
Miriam's Place is a dive nestled deep in the cold mountains of
|
|
Nepal. Miriam, inherited it from her father Abner, an archaeologist.
|
|
The adventurers can appear in the establishment before Indiana Jones or
|
|
the Nazis show up OR any time the DM wishes. Hopefully, the characters
|
|
will tag along with Indiana Jones as he searches for the Ark of the
|
|
Covenant (treat as a powerful artifact).
|
|
If DMs want to allow characters to adventure with Indiana, then he
|
|
should watch the movie and take some serious notes. It will be worth
|
|
it, even though the players have probably seen the movie.
|
|
DMs may want Indiana to go back to the characters' world as an
|
|
exciting NPC or new player character.
|
|
|
|
03. Rosie's Bar or The Officer's Club at MASH 4077 in Korea (1950-
|
|
1953, MASH television show)
|
|
|
|
The characters find themselves in one of the local bars of the
|
|
MASH 4077. The DM can put them in any time with the old or new cast.
|
|
Many exciting scenarios exist with this mad-capped crew. Frank Burns
|
|
can capture the characters as the enemy. Hot lips can be attracted to
|
|
one of the charismatic characters.
|
|
The DM should consider picking his favorite episode and drop the
|
|
characters in the middle of it. "5:00 Charlie".
|
|
|
|
04. Schott's Brewing Company in Milwaukee, WS (1950s, Laverne and
|
|
Shirley)
|
|
|
|
The characters find themselves in the middle of the Milwaukee
|
|
Brewing company surrounded by bottles traveling on conveyor belts and
|
|
lots of other machinery. Two young workers, Laverne and Shirley, are
|
|
nearby working. Of course, Laverne and Shirley will have to get
|
|
involved with the characters, possibly even asking one of them out for
|
|
a date (a good way to see the 20th century city).
|
|
DMs should watch the television show to see some of the mad-capped
|
|
adventures they can get into if they stick with Laverne, Shirley,
|
|
Lenny, and Squiggy.
|
|
|
|
05. The Regal Beagle in Los Angeles, CA (1980s, Threes Company)
|
|
|
|
The characters find themselves in a corner booth of a small pub.
|
|
Sitting nearby by are Jack, Janet, and Chrissy (or Terry). Across the
|
|
room is Larry picking up a women. The Ropers (or Mr. Firley) are also
|
|
in the pub.
|
|
Many exciting plots can develop if the characters interact with
|
|
the people. Of course, it should be based on a huge misunderstanding,
|
|
DMs should watch the television show to see how goofy everybody
|
|
acts. Hopefully, DMs won't go crazy watching the show.
|
|
|
|
06. The Pacific Princess cruise ship some where on the Pacific Ocean
|
|
(1980s, The Love Boat)
|
|
|
|
Possibly one of the worst encounters, the characters find
|
|
themselves at the bar by the pool or in the Pirate's Cove on the
|
|
Pacific Princess cruise ship better known as the Love Boat. Of course,
|
|
the first person they meet will be big-grinned Issac Washington the
|
|
chief bartender. Other ship's crew are Julie Mccoy, Gopher, the good
|
|
doctor, and the captain.
|
|
Hopefully, the characters won't be considered stowaways and can
|
|
interact with everybody. All kinds of people can be passengers on the
|
|
ship so the DM may go nuts with interaction. Please don't let Charo on.
|
|
|
|
07. Alcohol Anonymous Meeting, anywhere (present, real world)
|
|
|
|
The characters find themselves outside a door which has "AA" on
|
|
it. If they enter, the characters see a bunch of people who are
|
|
discussing their alcohol problem. They openly welcome the characters
|
|
who must have a problem given their strange appearance and behavior.
|
|
|
|
08. The Boar's Nest in Hazzard County, GA (present, The Dukes of
|
|
Hazzard)
|
|
|
|
The characters find themselves outside of a grey wood building
|
|
with a Boar's Nest sign. There are some interesting motor vehicles in
|
|
the dirt parking lot: a orange "racing" car with a 01 on the side and a
|
|
confederate flag on top, a long white convertible with a bull horn on
|
|
the hood, a nice-looking jeep with a golden eagle on the hood and
|
|
"Dixie" written on the side, a old white pick-up truck, a tow-truck,
|
|
and two beat-up police cars.
|
|
If they enter the building, the characters find a country bar.
|
|
Among the patrons are Uncle Jesse, Bo and Luke (or sadly Coy and
|
|
Vince), Crazy Cooter, Enos, Cledos, and the sexy long-legged Daisy
|
|
waiting tables in her oh-so-tight shorts. In a back room can be found
|
|
Boss Hogg and Roscoe.
|
|
Oh boy, the many scenarios in Hazzard is unreal. The characters
|
|
could get hired by Boss Hogg for a mischief task. They could help the
|
|
Dukes stop Boss Hogg and Roscoe do something terrible. They could get
|
|
the Duke Boys out of trouble. And of course, everybody will want to
|
|
become Daisy Duke's love interest. Personally, somebody should beat up
|
|
Enos, that sissy hillbilly. Whatever scenario the DM creates, it should
|
|
be based around the moonshine business.
|
|
The DM should definitely have a hide speed car chase with all the
|
|
jumps. The DM should also watch the show over and over again to really
|
|
get the feel of Hazzard County.
|
|
|
|
09. Bush Gardens Amusement Park in Williamsburg, VA (present, real
|
|
world)
|
|
|
|
The characters find themselves riding on the Loch Ness Monster
|
|
Roller Coaster, or another exciting ride. Hopefully, the characters can
|
|
survive the ride and tour the amusement park and the brewery.
|
|
The characters, dressing as adventurers usually do, will find
|
|
themselves be approached by the tourists thinking that they (the
|
|
characters) are part of the attraction ("Look honey, get a picture of
|
|
little Albert with the medieval mage"). The only way the characters can
|
|
get American currency is to sell their gold, silver, copper, and
|
|
platinum pieces to the tourists (DMs should be stingy in this regard,
|
|
as the tourists would be). Hopefully, the character will buy some
|
|
souvenirs after obtaining some cash.
|
|
As the advertisement states: "Come. See. Conquer!"
|
|
|
|
10. Cheers Bar in Boston, MA (present, Cheers)
|
|
|
|
"Where everybody knows your name, and your friends they're glad
|
|
you came...". That's right, the characters are in the famous Cheers bar
|
|
with all the staff and patrons: Sam Malone, Norm, Cliff, Frazier,
|
|
Carla, Rebecca or Diane, Woody or Coach. A DM should pick a favorite
|
|
episode of the television show and thrust their characters in the
|
|
middle of it.
|
|
Many possible scenarios can take place in the bar. Their clothes
|
|
alone allows Carla to insult the characters' wardrobe, Diane to belive
|
|
the characters are a theater group and request a performance, Frazier
|
|
to try and help them mentally, Norm and Cliff to accept them as long as
|
|
they get a beer from them.
|
|
|
|
11. The Corner Cafe in Lavale, MD (present, real world)
|
|
|
|
The Corner Cafe is in the Country Club Mall. This is a typical
|
|
mall bar and DMs should feel free to change this to a bar in a familiar
|
|
mall.
|
|
The main point of this encounter is to get the characters into a
|
|
mall. If they can get a hold of some money and try to fit in, then they
|
|
can have tons of fun shopping. Of course, interaction with the mall
|
|
rent-a-cops would be fun as well.
|
|
|
|
12. HammerJacks in Baltimore, Maryland (present, real world)
|
|
|
|
The characters pop in amongst a large wild crowd in the ultimate
|
|
heavy metal bar. The characters will mostly go unnoticed because
|
|
everybody here is weird.
|
|
Cans of warm beer for only $3.75 and drinks in plastic cups (glass
|
|
is dangerous) for even larger prices can be bought. Overflowing
|
|
toilets, sinks, and garbage cans are in the bathroom. But most
|
|
importantly, the DM should have his favorite heavy metal (or close to
|
|
heavy metal) group on stage with more groups to come. If the DM can't
|
|
come up with one, have Guns N' Roses preforming when the characters
|
|
arrive. Then Metallica and then Skid Row can perform. What a night, as
|
|
long as the characters don't get drunk and pass out.
|
|
This can lead to many exciting encounters, especially if the
|
|
characters can get a hold of the 20th century technology, i.e. the
|
|
electric guitar.
|
|
|
|
13. Improv Comedy Club, Los Angeles, CA (present, real world)
|
|
|
|
The characters find themselves in the back of a dark bar. There is
|
|
a stage in the front on which is a person performing comedy. A waitress
|
|
asks the characters if they would like to be seated now and then takes
|
|
there drink orders.
|
|
This encounter is a great place for the DM to do a comedy routine
|
|
if that is his forte. Hopefully, the DM will at least put well known
|
|
comics on stage like Dennis Miller.
|
|
|
|
14. Mo's Tavern in Springfield, U.S.A. (present, The Simpsons)
|
|
|
|
The characters find themselves in the cartoon world of The
|
|
Simpsons. What can be more exciting then being a cartoon. They get to
|
|
me Mo, Homer, Barney, and the rest of the drunks.
|
|
The DM is referred to the Toon RPG to make this experience a
|
|
memorable one.
|
|
|
|
15. The Nudy Bar in Paw Paw, WV (present, real world)
|
|
|
|
The DM can make this a strip bar nearest (and maybe even familiar)
|
|
to the DM. If the DM is not familiar with such things, then it will be
|
|
a bar in a hick town in West Virginia.
|
|
The characters find themselves in the back of the Paw Paw, WV nudy
|
|
bar. The bar is packed with loud, obnoxious hillbillies whaling and
|
|
slobbering over naked, tattooed, scarred, somewhat-attractive women.
|
|
Very few people will notice the oddness of the characters do to the
|
|
floor show.
|
|
|
|
16. The Safehouse in Milwaukee, WS (present, real world/James Bond
|
|
movies)
|
|
|
|
Characters find themselves outside a fairly nondescript cream
|
|
brick building. The Safehouse is just south of the Windham hotel on
|
|
Water Street. There is a deli on the north side of the building, and a
|
|
restaurant on the west side overlooking the Milwaukee river. This is a
|
|
secretive bar visited by men of government and specifically spies.
|
|
Walking up to the east side of the building, there is a stairway
|
|
leading up to a very simple door. The characters would assume that it
|
|
is just a warehouse door, except for the sign which says "International
|
|
Exports" (the name of the cover-company James Bond worked for).
|
|
There is the main bar, and the "American Bar" in the safehouse,
|
|
along with a restaurant. Message tubes pass orders from the bars to the
|
|
restaurant. The food is excellent, so popular the owners decided to
|
|
open the deli on the north side of the building (which is an
|
|
alternative entrance) which serves the same food during the day. There
|
|
is a hologram "kissing booth" where a animated hologram woman blows a
|
|
kiss for a quarter, an immense sliding wall puzzle in the restaurant,
|
|
and a few other surprises. There is many exciting arcade games like
|
|
Strategic Nuclear War, Star Wars, Spy Hunter, etc.. Waitresses tend to
|
|
be in elaborate states of dress and undress. The specialty drink of the
|
|
house is Spy's Demise.
|
|
DMs are encourage to load up the Safehouse with spies and
|
|
government men from television, movies, or the real world.
|
|
|
|
17. Three Rivers Stadium in Pittsburgh, PA (present, real world)
|
|
|
|
The DM can make this any baseball stadium he desires. Three Rivers
|
|
Stadium is used here because of Pittsburgh having the Iron City
|
|
Brewery.
|
|
The characters find themselves in the stadium. They can be in the
|
|
stands, in the dugout, on the field. A great scenario is to have the
|
|
characters appear in a vendor uniforms with coolers filled with Iron
|
|
City beer.
|
|
|
|
18. Paul Masons Winery San Jose, CA (present, real world)
|
|
|
|
Players get stuck in a tour group at the winery. During the tour
|
|
they see modern wine making in action and then get sent to the wine
|
|
tasting room for a little nip.
|
|
|
|
19. Cantina on the planet Tatooine (future, Star Wars)
|
|
|
|
The characters have entered a bar in a galaxy, far, far away. They
|
|
are in the bar made famous in the Star Wars movie. DM's can have the
|
|
players enter the bar at the same time Ben Kanobi and Luke Skywalker
|
|
are trying to get Han Solo to fly them off the planet OR the DM can
|
|
have them appear at any time during the Star Wars Trilogy (or anytime
|
|
during a Star Wars RPG campaign).
|
|
Characters won't be out of place in a location filled with a
|
|
multitude of strange races. They could mistake everything for some
|
|
Spelljamming place (if familiar with spelljamming) until they see all
|
|
the non-magical technology (laser guns, space ships, etc.).
|
|
Great interaction can exist with interaction between the
|
|
characters and the Star Wars personalities. Clever DMs can redo the
|
|
Star Wars movies with the characters tagging along with Han and Luke.
|
|
|
|
20. Ten Forward on the Enterprise (future, Star Trek: The Next
|
|
Generation)
|
|
|
|
The characters find themselves in Ten Forward on the starship
|
|
Enterprise. Unfortunately, the "Intruder Alert" alarm has been set off
|
|
by the characters. At this time, the characters will surrounded by
|
|
ship's security. Possibly, Guiana may realize that the characters are
|
|
from another time and place (possibly another dimension) and will
|
|
interrupt to save their hides.
|
|
For high-level characters, the DM may want to have the Borg
|
|
attacking the ship at the time of their arrival.
|
|
The DM is referred to The Complete Guide To AD&D Technology and The
|
|
Complete Guide To AD&D Star Trek to assist in helping with this place.
|
|
|
|
21. The Promenade on Deep Space 9 (future, Star Trek: Deep Space 9)
|
|
|
|
The characters find themselves on the promenade of the Deep Space
|
|
9 space station. Quark, the local proprietor of Quark's Place in the
|
|
Promenade, greets the characters and tries to sell them many goods and
|
|
services.
|
|
Visit the holo-sweet? Interact with the Starfleet officers? Maybe
|
|
the borg are attacking the station?
|
|
The DM is referred to The Complete Guide To AD&D Technology and
|
|
The Complete Guide To AD&D Star Trek to assist in helping with this
|
|
place.
|
|
|
|
22-25 Reroll
|
|
|
|
|
|
|
|
|
|
Lohocla's Cloud of Alcohol (Evocation/Alteration)
|
|
|
|
Level: 4
|
|
Range: 10 yards
|
|
Components: V, S, M
|
|
Duration: 1 round / level
|
|
Casting Time: 4
|
|
Area of Effect: 5 cubic feet / level
|
|
Saving Throw: None
|
|
|
|
Another powerful offensive spell by Lohocla, this spell creates a
|
|
vaporous cloud of pure alcohol. Hopefully, many mages will enjoy
|
|
reeking havoc with the sweet aroma of this spell.
|
|
This spell produces a cloud of alcohol that has a very faint blue
|
|
tint to it. The cloud gives off a strong scent of alcohol.
|
|
The cloud will move away from the caster at 10 ft. per round,
|
|
rolling along the ground in the original direction dictated by the
|
|
caster. A moderate breeze causes it to alter course (roll for
|
|
direction), but it does not move back toward the caster. A strong wind
|
|
breaks it up in four rounds, and a greater wind force prevents the use
|
|
of the spell. Very thick vegetation will disperse the cloud in two
|
|
rounds. As the vapors are heavier than air, they sink to the lowest
|
|
level of the land, even pour down den or sinkhole openings. It cannot
|
|
penetrate liquids, nor can it be cast underwater.
|
|
For each round a creature is engulfed in the cloud, he must make a
|
|
Constitution check. The check has a modifier relevant to the mage's
|
|
level:
|
|
|
|
Mage's Level Constitution Modifier
|
|
07-08 -04
|
|
09-10 -05
|
|
11-12 -06
|
|
13-14 -07
|
|
15-16 -08
|
|
17-18 -09
|
|
19-20 -10
|
|
|
|
A successful check indicates that the creature holds his breath for
|
|
that round and does not succumb to the cloud's effects. A failed check
|
|
indicates that the creature inhales a sufficient quantity of the
|
|
gaseous vapors into the lungs. The effects of absorbing gaseous alcohol
|
|
through the respiratory system rather than liquid alcohol through the
|
|
digestive system is quite dangerous. A person affected by the cloud
|
|
enters a state of great intoxication with all the effects that this
|
|
entails. The affected person will remain intoxicated for 1d30 rounds
|
|
after the duration of the spell. Once the intoxication ends, the victim
|
|
will be returned to a normal state (i.e. does not have to slowly
|
|
recover from the intoxication). The only possible reminder of the
|
|
intoxication would be a hangover effect (as per the rules) if a save
|
|
vs. poison is failed.
|
|
If the cloud of alcohol comes in contact with a flame, it
|
|
explodes. Anything in the cloud will suffer 2d10+10 points of burn
|
|
damage. The explosion will reach out a number of feet equal to five
|
|
times half the mage's level. Anything that is in the explosion area of
|
|
effect will suffer 1d10+5 points of burn damage. For example, a 10th
|
|
level mage casts the spell and creates a 50-cubic-foot cloud that comes
|
|
in contact with a candle flame. Anything in the cloud will take 2d10+10
|
|
points of burn damage. The explosion will reach anything that is 25
|
|
feet away from the cloud which will suffer 1d10+5 points of burn
|
|
damage. Unfortunately, the mage was within 10 feet of the cloud and
|
|
suffers 8 points of damage. With regards to the fiery explosion, please
|
|
note that flammable materials will continue to burn after the explosion
|
|
takes place.
|
|
At 10th level, a mage has the option of igniting the cloud. If the
|
|
mage opts to do this, casting time is 6 rounds. Upon completion of
|
|
casting the spell, the cloud will travel its course until the last
|
|
round of the spell's duration. At this point, the cloud is ignited and
|
|
explodes as described above.
|
|
At the very low temperature of -170 degrees Fahrenheit, the cloud
|
|
of alcohol will freeze solid. There will be few times that the mage
|
|
would find himself in such a situation. However, the mage may find
|
|
himself in a situation where the temperature drops to below 0 degrees
|
|
Fahrenheit. In this case, the cloud of alcohol will begin to turn into
|
|
liquid form. The spell is rendered virtually useless as far as it's
|
|
combative intent goes. However, the cold liquid form of alcohol may
|
|
serve a more important purpose. A lot of pure, smooth alcohol can be
|
|
produced for consumption. This spell which seems to be nothing more
|
|
than an offensive weapon could perhaps enable alcohol production in
|
|
places where grain can't be grown or where fermentation is difficult
|
|
due to weather/temperature. Thus, DM's may want to introduce this spell
|
|
in an arctic climate as a creative way of producing alcohol. Then, a
|
|
player may or may not learn of the spell's full offensive potential.
|
|
Note that the cloud of alcohol disperse once the duration of the
|
|
spell ends. However, any liquid or solid forms of the alcohol will
|
|
permanently remain after the spell ends.
|
|
The main material component is a finely-crafted glass snifter (a
|
|
pear-shaped goblet with a narrow top) which remains after the spell is
|
|
cast. Other material components, which are consumed when the spell is
|
|
cast, are a pint of pure alcohol and a small ice cube. A mage using the
|
|
ignition option must have a pinch of dung from a Milwaukee.
|
|
|
|
|
|
|
|
|
|
Lohocla's "Shaken Not Stirred" (Alteration)
|
|
|
|
Level: 4
|
|
Range: 0
|
|
Components: V, S, M
|
|
Duration: 3 rounds + 1 round / level
|
|
Casting Time: 6
|
|
Area of Effect: 1 creature and 25' foot diameter
|
|
Saving Throw: Special
|
|
|
|
This spell causes two unrelated effects. The first is a local
|
|
tremor of low strength that rumbles the ground around the target. The
|
|
shock lasts the duration of the spell. The small quake is dramatic and
|
|
startling but does not cause any harm or ill effects. It is intended to
|
|
mislead victims into thinking the spell affects multiple persons or a
|
|
large area like the earthquake spell.
|
|
The danger of the spell is the second effect that is directed
|
|
towards only one person/creature. The target of the spell shakes
|
|
violently for the duration of the spell. (Note that this affect is a
|
|
separate action from the quake.) The shaking renders the victim
|
|
immobile (i.e. no movement, no combat, etc.). If a person/creature
|
|
touches the trembling victim at any time, then that person begins to
|
|
shake as well for the remainder of the spell. A trembling person
|
|
suffers 1d4 points of damage per round. During the last round, a
|
|
trembling person must make a saving throw. Failing the save causes the
|
|
person to enter comatose state of intoxication for 1d6 hours. Recovery
|
|
from this state is as stated in the rules.
|
|
The main material component of this spell is a pint of a martini,
|
|
a drink composed of gin (an alcoholic liquor distilled from grain and
|
|
flavored with juniper berries), vodka (an alcoholic liquid distilled
|
|
from fermented wheat or rye mash, corn, or potatoes), and dry vermouth
|
|
(a white wine flavored with aromatic herbs). Other material components
|
|
are one olive with a slice of pimento (a mild-flavored red pepper) in
|
|
it, and the tail feather from a male chicken (a cocktail). All material
|
|
components are consumed once the spell is cast.
|
|
|
|
|
|
|
|
|
|
Lohocla's Mother-of-All-Burps (Alteration)
|
|
|
|
Level: 5
|
|
Range: 0
|
|
Components: V, S
|
|
Duration: Instantaneous
|
|
Casting Time: 5
|
|
Area of Effect: 10' X 50' X 50' wedge
|
|
Saving Throw: Special
|
|
|
|
Another odd spell supposedly from Lohocla. Like the spell
|
|
Lohocla's Deadly Bottle Rockets, this spell requires the caster to be
|
|
intoxicated. Why the caster must be intoxicated is better understood
|
|
with this spell given its effect, but it is still a strange
|
|
requirement. In any case, Lohocla put much power in this spell in hopes
|
|
that drunken mages can still kick some butt in bar-room brawls or
|
|
anywhere else.
|
|
An unusual (and disgusting) spell, this spell cannot be cast
|
|
unless the caster is under the influence of alcohol (i.e. in a state of
|
|
slight, moderate, or great intoxication). Of course, the mage generally
|
|
doesn't go adventuring while drunk, so this becomes a big hindrance if
|
|
not useless unless the mage is an alcoholic. On the other hand, it can
|
|
be a real benefit when the mage goes to a place knowing full well that
|
|
he will become intoxicated. Mainly, because the % of spell failure does
|
|
not exist in the case of this spell (note that the chance of spell
|
|
failure is still there for all other spells). This becomes very
|
|
valuable because the mage can get intoxicated, with all the problems it
|
|
entails, and always have a memorized spell that will work (especially
|
|
when greatly intoxicated when the % chance of spell failure is 100%).
|
|
The burp is in the form of a strong fan-shaped puff of nauseous
|
|
vapors (described later) originates from the mage's mouth and moves in
|
|
the direction he is facing. The force of this gust of wind (about 30
|
|
m.p.h.) is sufficient to extinguish candles, torches, and similar
|
|
unprotected flames. It causes protected flames -such as those of
|
|
lanterns- to dance widely and has a 5% chance per level of experience
|
|
of the caster to extinguish even such lights. It also fans large fires
|
|
outward 1d6 feet in the direction of the wind's movement. It forces
|
|
back small flying creatures 1d6 X 10 yards and causes man-sized beings
|
|
to be held motionless if attempting to move against its force. It slows
|
|
larger-than-man-sized flying creatures by 50% for one round. It blows
|
|
over light objects, disperses most vapors, and forces away gaseous or
|
|
unsecured levitating creatures.
|
|
The burp doesn't have a nice fresh air scent. Instead, it contains
|
|
nauseous vapors. Any creature caught within the wedge must roll a
|
|
successful saving throw vs. poison or be reeling and unable to attack
|
|
because of the nausea for 1d10 rounds. Those who make a successful
|
|
saving throw are not effected.
|
|
Anybody caught in the wedge of wind may become deaf because of the
|
|
burp. A person becomes totally deaf and unable to hear any sounds. The
|
|
victim is allowed a saving throw vs. spell. An affected creature has a
|
|
-1 penalty to its surprise rolls unless its other senses are unusually
|
|
keen. Deafened spellcasters have a 20% chance to miscast any spell with
|
|
a verbal component.
|
|
Nonmagical objects of crystal, glass, ceramic, or porcelain, such
|
|
as vials, bottles, flasks, jugs, windows, mirrors, etc. caught in the
|
|
burp's force are smashed into a dozens of pieces. Objects weighing more
|
|
than one pound per level of the caster are not affected, but all other
|
|
objects of the appropriate composition must save vs. crushing blow or
|
|
be shattered. Crystalline creatures usually suffer 1d6 points of damage
|
|
per caster level to a max. of 6d6, with a saving throw vs. spell for
|
|
half damage.
|
|
Don't forgot to say "Excuse me" after the spell is over.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
POPULAR & STRANGE ALCOHOLS AMONGST THE WORLDS
|
|
|
|
"You expect me to drink this swill?"
|
|
|
|
--- Anonymous
|
|
|
|
|
|
These popular and strange alcohol drinks are usually rare or very
|
|
expensive, and therefore aren't found in every establishment. Since,
|
|
the larger settlement the better the chance that they can get their
|
|
hands on these exotic drinks, the chance of these drinks being
|
|
available to customers is increased. If the DM wishes to have a special
|
|
drink added to the menu of an establishment, he/she should roll to
|
|
randomly decide if a drink can be in the establishment (Table 1,
|
|
relative to the size of the settlement), roll to randomly decide what
|
|
the drink is (Table 2), or make the decisions instead.
|
|
|
|
|
|
TABLE 1: Chance of Special & Strange Drinks
|
|
|
|
Settlement Population Chance
|
|
Thorp 20-80 5%
|
|
Hamlet 100-400 10%
|
|
Village, Wych 600-900 20%
|
|
Town 1500-6500 50%
|
|
City 10000-60000 75%
|
|
|
|
|
|
TABLE 2: The Drinks (1d100 / 2 rounded up)
|
|
|
|
1 Absinthe
|
|
2 Aliant
|
|
3 BD 20 20 (Blink Dog 20/20)
|
|
4 Bloody Mary
|
|
5 Brown Mold Beer
|
|
6 Bush Light
|
|
7 Cragg's Flaming Twister
|
|
8 Dornakh
|
|
9 Dragon's Blood
|
|
10 Dragon's Breath
|
|
11 Dwarven Jalepeno Wine
|
|
12 Dwarven Thrower
|
|
13 Dwutharian Brandy
|
|
14 The Flaming Amigo
|
|
15 Glempe'
|
|
16 Green Slime Wine
|
|
17 Jolly Dwarf (J.D.)
|
|
18 Klatchian Coffee
|
|
19 Lycanthrope Moonshine
|
|
20 Mages' Brew
|
|
21 Minotaur Malt Liquor
|
|
22 Obliviax Wine
|
|
23 O.D.B.
|
|
24 Pulgue
|
|
25 Red Righettini Fungus Beer
|
|
26 Rocgut
|
|
27 Sake
|
|
28 The Silver Wolf
|
|
29 Sparking Wine
|
|
30 Spelljamming PanGalactic GargleBlaster
|
|
31 The Utter Moron
|
|
32 Whimsy Wine
|
|
33 Yellow Mold Beer
|
|
34 Zombie Killer
|
|
35-50 ROLL AGAIN (room is left on the table for future additions)
|
|
|
|
|
|
Name: Absinthe
|
|
Type: Liquor
|
|
Made By: Humans
|
|
Quality: Excellent
|
|
|
|
Description: An alcoholic liqueur flavored with wormwood, an aromatic
|
|
plant that provides nice flavor and color to absinthe. "Madness and
|
|
death are not things to which I aspire." is a common saying to those
|
|
that refuse absinthe. Absinthe is highly toxic to the nervous system
|
|
causing madness and death. Most regions make absinthe illegal because
|
|
of its great danger.
|
|
|
|
Game Effects: A character who becomes greatly intoxicated from absinthe
|
|
must make a save vs. poison. Failure cause insanity. Roll 1d10 on the
|
|
following for the insanity:
|
|
|
|
1-7 Roll on Types of Insanity Table on page 83 of the DMG, 1st
|
|
edition.
|
|
8-9 Roll on Insanities Table 1 in the Sexual Insanity section
|
|
of The Complete Guide to AD&D Sex.
|
|
10 The insanity is chosen by the DM.
|
|
|
|
Furthermore, the character's Amount Level becomes 8 and Drinking Level
|
|
becomes 5.
|
|
If not healed by neutralize poison, heal, and cure disease then
|
|
the character will find himself dead in 3d6 days.
|
|
|
|
|
|
Name: Aliant
|
|
Type: Wine
|
|
Made By: Gnomes
|
|
Quality: Excellent
|
|
|
|
Description: A dry wine made by the gnomes of the Cairn Hills of Oerth.
|
|
This wine is produced from berries of the Alia plant, a plant exclusive
|
|
to the Cairn Hills. Each Alia plant will produce at most a forth of a
|
|
gallon of berries. One hundred grams of berries will produce one gallon
|
|
of Aliant.
|
|
After a laborious process, which is kept in strict secrecy by the
|
|
Cairn gnomes, the blue wine is aged. The longer the wine ages, the
|
|
paler it gets, and the more dangerous it becomes.
|
|
|
|
Game Effects: Any gnome can drink the stuff with impunity - it is a
|
|
excellent, rare wine which they covet above all others. Gnomes will not
|
|
suffer the intoxicating effects of alcohol. To any non-gnome, Aliant is
|
|
a potent neuro-toxin. Any non-gnome drinking a cup of the wine will
|
|
automatically go into a great level of intoxication and will suffer the
|
|
penalties as described in the rules.
|
|
|
|
|
|
Name: BD 20/20 (Blink Dog 20/20)
|
|
Type: Wine
|
|
Made By: Humans
|
|
Quality: Normal
|
|
|
|
Description: Nicknamed "Blink Dog 20/20" by locals, BD 20/20 is touted
|
|
by its 'connoisseurs' as "grape squeezins with a kick". This less than
|
|
remarkable wine is the poorman's drink (at only 5 cp per cup) of
|
|
Kynesboro, the small district in Karameikos where it is produced.
|
|
Though the secret of its making has been well kept by clans Beryl and
|
|
Darnsen (thus BD), it is said to be a medium-dry white wine "enhanced"
|
|
with a particular combination of herbs and "other ingredients" found in
|
|
the locale of Kynesboro town.
|
|
The manufacture of BD 20/20 takes only about 2 weeks, with average
|
|
press-to-shelf time of one month. If kept in well-sealed barrels and
|
|
stored under proper conditions, the flavor will become stronger, and
|
|
the eventual effects more immediate.
|
|
|
|
Game Effects: Only when Great Intoxication is reached do the effects
|
|
(and the significance of BD 20/20's nickname) become apparent. When
|
|
great intoxication is reached, the character drinking must save vs. his
|
|
or her Dexterity. Success results in no adverse effects THAT ROUND. A
|
|
roll against Dexterity is required each round that the character
|
|
continues to drink. Failure to save results in the following effect:
|
|
for 2d6 rounds, objects in the character's gaze will seem to (but
|
|
really don't) blink for a distance of 4d6 inches in a random (or DM's
|
|
chosen direction). This effect will probably be first noticed when the
|
|
character reaches for his/her cup. A direction table is given below,
|
|
but DM's choice often lends more humor to the situation.
|
|
|
|
Random Blink Table (d10)
|
|
|
|
1 or 6 Forward (away from character)
|
|
2 or 7 Back (toward character)
|
|
3 or 8 Left
|
|
4 or 9 Right
|
|
5 or 10 Straight Up (most fun!)
|
|
|
|
This effect applies not only to small objects, but to doorways, and
|
|
even (heh heh..) combat opponents. This confers a -4 to hit and -2 to
|
|
all saves while the effect lasts. The adverse effects of BD 20/20 last
|
|
2d6+1 rounds, after which the character passes out. The effects do not
|
|
occur if the character immediately stops drinking and retires for a
|
|
minimum of 5 hours. Of course, the character will remember nothing of
|
|
his actions/escapades while under the effects of BD 20/20... ("I did
|
|
WHAT?!?!?!?!?")
|
|
|
|
|
|
Name: Bloody Mary
|
|
Type: Liquor
|
|
Made By: Any
|
|
Quality: Excellent
|
|
|
|
Description: A very exotic and somewhat evil drink, a Bloody Mary
|
|
contains strange, rare, and usually illegal ingredients: pure tomato
|
|
juice, rare Tabasco sauce (a spicy additive with the main ingredient
|
|
being red peppers), the blood of a virgin female, vodka.
|
|
Rumor has it that the Bloody Mary is the favored alcohol drink of
|
|
vampires. Whether true or not, few pale-skinned people will drink a
|
|
Bloody Mary after dusk. No use raising any eyebrows and ensuing a lynch
|
|
mob.
|
|
|
|
Game Effects: While not magical separately, the ingredients when
|
|
combined to make a Bloody Mary creates an odd magical effect. For every
|
|
serving of a Bloody Mary consumed, the drinker has a cumulative 5%
|
|
chance of attracting a vampire. A check for attracting a vampire is
|
|
made every hour until a vampire shows up or the drinker becomes sober.
|
|
Thus, after five servings of a Bloody Mary, there is a 25% chance of
|
|
attracting a vampire each hour. Of course, there is little to worry
|
|
about if there is daylight out unless the drinker doesn't sober up
|
|
before dusk.
|
|
|
|
|
|
Name: Brown Mold Beer
|
|
Type: Beer (ale forms exist)
|
|
Made By: Humans, Dwarves
|
|
Quality: Normal
|
|
|
|
Description: Beer made from Brown Mold is usually safe to drink. There
|
|
is nothing that can be considered extremely dangerous about the mold
|
|
once a Cure Disease spell has been cast on it. The beer has a strong
|
|
malted taste. What is special about this beer is that it is always
|
|
cold 40 degrees Fahrenheit). This beer will stay cold forever, even in
|
|
the hottest climates. For this reason some tavern owners will keep some
|
|
of the beer and use it as a primitive form of refrigeration. For some
|
|
reason when this mold is fermented it retains its cold nature.
|
|
To make Brown Mold Beer, the brewery must obtain some live mold.
|
|
This means finding a way to transport the mold without it absorbing all
|
|
the heat from whoever is transporting the mold. A container made from
|
|
the hide of Draco Rigidus Frigidus (White Dragon) would be the best.
|
|
With enchanted hides from a Winter Wolf being adequate. Before
|
|
fermentation the mold must be killed. The most efficient way to kill
|
|
the mold is to cast a Cure Disease spell on it. Then the mold should
|
|
ferment normally. The Cure Disease spell should stop the cold
|
|
absorption that allows the mold to grow. Sometimes if the spell does
|
|
not work correctly (25%) the liquid will freeze after it is poured from
|
|
the bottle.
|
|
|
|
Game Effects: Normal.
|
|
|
|
|
|
Name: Bush Light
|
|
Type: Beer
|
|
Made By: Elves
|
|
Quality: Excellent
|
|
|
|
Description: This light beer is the most popular beer amongst elven
|
|
folk. In fact, this is considered the only other acceptable alcoholic
|
|
drink next to wine. The main reason for its popularity is that Bush
|
|
Light tastes great but is less filling.
|
|
|
|
Game Effects: Elves get a bonus of +3 to any intoxication checks when
|
|
drinking Bush Light. Half-elves get a +1 bonus. An elf or half-elf that
|
|
drinks only Bush light will not suffer the effects of a hangover.
|
|
|
|
|
|
Name: Cragg's Flaming Twister (#7)
|
|
Type: Liquor
|
|
Made By: Half-Ogre
|
|
Quality: Excellent
|
|
|
|
Description: A strange brew indeed created by Cragg, a crazy half-ogre
|
|
bartender. Cragg is ugly and stupid but incredibly strong. He had a
|
|
successful adventuring career but has retired to become a part-time
|
|
bartender. Some refer to this drink as #7, a name given to it because
|
|
no one has drunk more than seven Cragg's Flaming Twisters in one
|
|
sitting. This record is of course held by Cragg. (He was drunk out of
|
|
his mind for days.)
|
|
|
|
The ingredient's are as followed:
|
|
|
|
1 ounce whimsy water
|
|
3 drops troll's blood
|
|
0.5 ounces bourbon
|
|
0.5 ounces grain alcohol
|
|
1 ounce potion of speed
|
|
1 ounce potato liquor (vodka)
|
|
|
|
Game Effects: A system shock roll (separate from any other check made
|
|
for drinking) is made each time a drink is taken. A failed check means
|
|
the imbiber falls flat on his face, smashed out of his mind for 2d6
|
|
hours, and takes 1 point of damage per hour until a remove poison spell
|
|
is cast on him or he wakes up. A successful roll means he heals at
|
|
twice his normal rate for 1-3 days. Only one drink (dose) has this
|
|
beneficial effect at a time. Thus, a player can not misuse this item by
|
|
letting the character continue to drink it and benefit by the healing
|
|
powers.
|
|
|
|
|
|
Name: Dornakh
|
|
Type: Liquor
|
|
Made By: Goblins
|
|
Quality: Poor
|
|
|
|
Description: This liquor is a favorite of goblinkind and their half-
|
|
breed kin who distill this most strange and potent liquor. Civilized
|
|
races view this drink as a distorted form of whiskey. It is dull red in
|
|
color with a harsh metallic aftertaste and a potent kick (alcohol
|
|
content about 70%).
|
|
Basically it is whiskey flavored with blood, traditionally that of
|
|
mountain eagles. It is reputed that some distillers add other more
|
|
sinister flavors.
|
|
|
|
Game Effects: The recovery time from intoxication is doubled due to the
|
|
potency of this foul liquor.
|
|
|
|
|
|
Name: Dragon's Blood
|
|
Type: Liquor
|
|
Made By: Dwarves
|
|
Quality: Normal
|
|
|
|
Description: The drink is said to have an interesting taste, similar to
|
|
liquid fire. Ale quenches the burning sensation somewhat, water makes
|
|
it worse. The kicker to all of this is that it is highly intoxicating.
|
|
One legend describes a dwarf who was the only one who could handle the
|
|
stuff because of having a supernatural tolerance for alcohol (indeed
|
|
that is all that she drank). However, four glasses of Dragon's Blood
|
|
had her blind staggering drunk.
|
|
Dragon's Blood costs 100 gp per glass and 1000 gp per bottle. The
|
|
glasses it is served in are small shot glasses, and the bottle is not
|
|
very big. Usually the glasses and bottle are made of very dark glass.
|
|
|
|
Game Effects: After consuming one glass of Dragon's Blood, the consumer
|
|
automatically goes into a state of great intoxication. The cumulative
|
|
penalty for the saving throw vs. poison is -3 instead of -1. The
|
|
cumulative chance of permanently lowering constitution is 10% instead
|
|
of 5%.
|
|
|
|
|
|
Name: Dragon's Breath
|
|
Type: Liquor (Mixed)
|
|
Made By: Humans
|
|
Quality: Very Good
|
|
|
|
Description: A popular mixed drink at Red Dragon's Tavern was
|
|
originally created by the tavern's owner Bicardi. Bicardi is best known
|
|
in other regions as the distiller of Bicardi's Rum 151. The 151 is
|
|
derived from the number of attempts it took Bicardi to perfect his rum.
|
|
The main ingredient in Dragon's Breath is Bicardi's Rum 151. Other
|
|
ingredients are Tabasco (a spicy sauce) and hot apple cider (hard cider
|
|
preferred).
|
|
|
|
Game Effects: Normal.
|
|
|
|
|
|
Name: Dwarven Jalepeno Wine
|
|
Type: Wine
|
|
Made By: Dwarfs
|
|
Quality: Very Poor
|
|
|
|
Description: For Dwarven Jalepeno Wine, alcohol content is pretty high,
|
|
somewhat like Port wine (about 18% alcohol), and it is similar to
|
|
drinking Tabasco sauce. The hard part of drinking the wine is getting
|
|
it down.
|
|
One adventurer writes about his group and their encounter with
|
|
this potent wine: "On our first time meeting the dwarves we were asked
|
|
if we wanted something to drink. The elf said yes, wine if possible.
|
|
The dwarves grinned and gave us each a glass of D.J. wine. The elf
|
|
gulped in down with ease (rolled a "1" on his check). The dwarves were
|
|
very impressed, so impressed that they eventually adopted him as an
|
|
honorary clan member. That's right, an elf in a dwarven clan. Who would
|
|
of thought. Anyhow, we were all given complimentary bottles upon
|
|
leaving. What a great time."
|
|
|
|
Game Effects: The character must make a Constitution check to get the
|
|
first glass/drink down. If successful, he/she never has to do so again.
|
|
If it fails, he/she can not drink the stuff at that time. He/she can
|
|
try again on another occasion but must make the check with a cumulative
|
|
-2 penalty.
|
|
|
|
|
|
Name: Dwarven Thrower
|
|
Type: Liquor
|
|
Made By: Dwarves
|
|
Quality: Excellent
|
|
|
|
Description: The Dwarven Thrower (or just Thrower for Dwarves) is a
|
|
mixture of several types of Dwarven liquors. It is so popular that it
|
|
is sold premixed in all establishments of those run by Dwarves. Some
|
|
clans even have a rite of passage that includes the Thrower.
|
|
Whenever a Dwarf comes of age many clans have a party. In some
|
|
clans it is customary to have the celebration by drinking many
|
|
Throwers. Then the imbiber is quickly helped up and rushed outside.
|
|
Many clans believe that the quantity of the stomach's contents as well
|
|
as the force and distance to which they are flung are indicative to
|
|
what station they will achieve and how long they will live. (YUCK !!!)
|
|
|
|
Game Effects: Any one drinking the Dwarven Thrower does not feel any
|
|
effects as long as they are sitting down. However, once they stand, the
|
|
imbiber must make all checks as per effects table. The imbiber then
|
|
precedes to the appropriate state within 1-4 rounds. Upon reaching a
|
|
great state of intoxication, Dwarves do not need to make a saving throw
|
|
vs. poison. Instead, they have 1-6 rounds before they violently vomit.
|
|
Other races make normal checks per tables.
|
|
|
|
|
|
Name: Dwutharian Brandy
|
|
Type: Liquor
|
|
Made By: Dwarves
|
|
Quality: Excellent
|
|
|
|
Description: A superior brandy made exclusively by the Dwutharian clan
|
|
of dwarves. The process for making Dwutharian Brandy is long,
|
|
complicated, tedious, and secret. One item is known: the brandy is
|
|
stored for 500 years before it is considered ready.
|
|
|
|
Game Effects: Normal effects, but smooooooooooooooooooooth.
|
|
|
|
|
|
Name: The Flaming Amigo
|
|
Type: Liquor
|
|
Made By: Humans
|
|
Quality: Very Poor (an acquired taste)
|
|
|
|
Description: A dangerous drink indeed. The ingredients tell it all:
|
|
|
|
2 oz. dark rum* 2 oz. light rum*
|
|
2 oz. 150 proof rum* 2 oz. vodka*
|
|
2 oz. whiskey* 2 oz. tequila*
|
|
2 oz. sweet vermouth* 2 oz. dry vermouth*
|
|
2 oz. gin* 5 oz. red dragon blood
|
|
1 oz. bat guano (crushed) 1 oz. red peppers (crushed)
|
|
|
|
* or an equivalent
|
|
|
|
|
|
Everything is mixed together into a wooden mug and served with a
|
|
tinderbox. All of the more experienced patrons of the bar start moving
|
|
away when the novice drinker orders this drink. The bartender moves
|
|
away after mixing the drink and tells the "victim", from the far end of
|
|
the bar, to light the drink...
|
|
|
|
Game Effects: There is a 5% chance that the drink will explode the
|
|
moment it is lit causing 1d3 points of damage to the character lighting
|
|
the drink and anyone within 5 feet. If it doesn't the character must
|
|
drink it the moment it lights. The character must make a constitution
|
|
check with a -2 above any other adjustments or he passes out on the
|
|
floor instantly.
|
|
A character will take one hit point of damage every time he drinks
|
|
this drink unless he makes a saving throw versus poison.
|
|
If a character doesn't pass-out, this is a great drink to show off
|
|
how tough he is.
|
|
|
|
|
|
Name: Glempe'
|
|
Type: Wine
|
|
Made By: Humans (Nomads)
|
|
Quality: Good (Acquired Taste)
|
|
|
|
Description: Glempe' was created by a Chinese/Mongolian/Arabian-type
|
|
nomads. The nomads are equivalent to Mongols, except that they are
|
|
basically ethnic Chinese who were forced to live in a harsh desert.
|
|
The nomads are basically shepherds who depend on their herds of horses
|
|
for transport. The liquor evolved from a lack of grain, fruit, and
|
|
other traditional bases for alcohol. Glempe' is fermented goat's milk.
|
|
Glempe' is loved by all of the nomads, and a pot of Glempe' is
|
|
usually carried with those who travel into the outside world (which is
|
|
the Land of Karadu, as created by Tom Linkenback).
|
|
Similar to Glempe' is Carsmacos, fermented mare's milk (from Barry
|
|
Hughart's Story of the Stone book).
|
|
|
|
Game Effects: Nomads are able to consume great quantities with no
|
|
apparent ill effects (except for inebriation), but many gaijin (the
|
|
average Karaduian) fall violently ill after one taste. Elves seem to
|
|
react very negatively to the drink, perhaps because of their weaker
|
|
Constitutions.
|
|
|
|
|
|
Name: Green Slime Wine
|
|
Type: Wine
|
|
Made By: Drow (originally)
|
|
Quality: Excellent
|
|
|
|
Description: This very rare wine is made by using the remains of a
|
|
small Green Slime. This can be either a white or a red wine. The wine
|
|
will have a green tinge if its is a red wine. It will have a strong
|
|
green color if the base wine was white. If correctly done the wine will
|
|
have a leafy and not a moldy or mossy taste. One of the attractions of
|
|
this wine is that it could still be dangerous. There are stories of
|
|
persons turning into a Green Slime after drinking this wine. It was
|
|
later found that the wine had not been properly treated.
|
|
It is rumored that the Drow were the first to prepare this wine.
|
|
Drinking the Green slime wine was a test of bravery and faith to the
|
|
Drow. The secrets were brought to the surface world by a group of
|
|
adventurers. During their adventures they raided a Drow encampment that
|
|
had a copy of the instructions for making the wine. Ever since then
|
|
this wine has become very popular among the thrill seekers of the upper
|
|
world. The skill and danger involved in the creation of this wine makes
|
|
it one of the most expensive wines to buy.
|
|
To make Green Slime wine you must locate and transport a portion
|
|
of live Green Slime. Enchanted glass vials seems to be the most
|
|
dependable container available to adventurers. Once a sufficient amount
|
|
of Slime has been collected it must be added live to the wine
|
|
base at the three week mark. Immediately after adding the Green Slime a
|
|
cure disease spell must be cast on the wine to kill the slime. For some
|
|
reason when adding the Green Slime to the wine it becomes somewhat
|
|
magic resistant. There is a ten percent (10%) chance of the spell
|
|
failing. So a winery that tries to cut corners by hiring a low level
|
|
spell caster may be taking a big risk. There is not always a way to
|
|
know if the spell worked or not since putting the Slime in the wine can
|
|
sometimes make the Slime go dormant. Now if nothing has gone wrong with
|
|
the batch it should ferment normally until done. At the end of the
|
|
fermentation period it is always a good idea to cast cure poison spell
|
|
on the wine just incase some noxious poisons formed during the
|
|
fermentation process. There is still a ten percent (10%) chance that
|
|
the spell will fail. This is why the Green Slime Wine is one of the
|
|
most dangerous wines to drink in most worlds. If you are not convinced
|
|
read below.
|
|
If the Green Slime Wine is contaminated for some reason it will
|
|
have a number of different effects depending on what caused the
|
|
contamination. If the slime was not killed when it was added to the
|
|
wine it will continue to grow consuming the wine and the cask and then
|
|
it will be lose in the winery. This will not usually be a problem for
|
|
characters unless they are hired to dispatch this new grown Slime. If
|
|
the Slime was killed but produces poison in the wine then the character
|
|
drinking the wine must save vs. poison or die. If the slime was simply
|
|
made dormant by the wine once in a stomach it will come alive and
|
|
consume its host body creating a new Green Slime. In this case there is
|
|
very little hope of survival for the character. If the slime was killed
|
|
and did not create poison there is still a slim chance, about five
|
|
percent (5%), that spores from the Slime will germinate in the
|
|
drinkers stomach. This creates the most dramatic effect of a bad batch
|
|
of wine. The first round after taking a drink of spore contaminated
|
|
wine the character will start by having an upset stomach, mostly cramps
|
|
and dry heaves. On the second round the Slime will have germinated and
|
|
start to consume the stomach acids. This will case the character will
|
|
suffer severe cramps and may cause convulsions. The third round will
|
|
have the slime taking hold of the stomach lining. This will cause hit
|
|
point damage of about 10% of the characters total hit points. The
|
|
character must make a systems shock roll or die. On the fourth round
|
|
the character must save vs. death or die, a save will inflict damage up
|
|
to 50% of the characters remaining hit points. The fifth round the
|
|
character will have horrible stomach cramps and will lose control of
|
|
bodily functions. At this point the Slime is moving into the important
|
|
bodily organs. The character must save vs. death or die, if the
|
|
character saves he/she loses 50% of remaining hit points. On the sixth
|
|
round Green Slime will start to come through the skin and has spread to
|
|
most of the important organs. The character must save vs. death or die,
|
|
if the character makes the saving throw she/he must make a systems
|
|
shock roll or die. The character should now be down to 1 hit points.
|
|
For the seventh round, and each round after until the character dies or
|
|
is cured, he/she must save vs. death and make a systems shock roll to
|
|
survive. Also every other round the character's constitution will be
|
|
lowered by one point. This also increases the chance of death. These
|
|
constitution points can be recovered if the Slime is killed and the
|
|
proper curative spells are cast on the character. The character will
|
|
now be at zero hit points (0 h.p.). If you are using the negative h.p.
|
|
rules continue to inflict hit point damage until death. Once death has
|
|
occurred, the character has become a Green Slime and only a wish spell
|
|
or divine intervention can save the Character.
|
|
Ingesting a Green Slime or its spores is a horrible way to die and
|
|
the only way to prevent death is by casting certain spells before time
|
|
runs out. By the second round cure poison will still save the
|
|
character. By the fourth round cure disease with cure poison will save
|
|
the character. By the sixth round only remove curse with cure disease
|
|
will save the character. After the seventh round only a wish spell
|
|
could save a character. By then to much of the characters original
|
|
tissue has been corrupted by Green Slime. Without the wish spell
|
|
nothing will save the character. A regeneration spell will not work
|
|
because so much of the characters original tissue has been
|
|
contaminated. This also includes rings of regeneration, but the ring
|
|
will keep the character at zero hit points for one turn only. After
|
|
that the ring of regeneration will have no other value it will be as if
|
|
acid had been used on the body.
|
|
|
|
Game Effects: Normal except special effects listed above.
|
|
|
|
|
|
Name: Jolly Dwarf (J.D.)
|
|
Type: Liquor
|
|
Made By: Dwarves
|
|
Quality: Excellent
|
|
|
|
Description: The most popular and best straight whiskey in Oerth. Jolly
|
|
Dwarf is made by the dwarf clan Daniels.
|
|
|
|
Game Effects: Normal.
|
|
|
|
|
|
Name: Klatchian Coffee
|
|
Type: Coffee
|
|
Made By: Humans
|
|
Quality: Excellent
|
|
|
|
Description: The residents of the desert kingdom of Klatch on the
|
|
Discworld brew this wonderful coffee. Klatchian coffee allows the
|
|
Klatch people to drink powerful liquors (the highly-distilled-spirit of
|
|
the kingdom is called Ourakh, but has effects much like any other
|
|
concentrated alcoholic beverage with lots of vile contaminants).
|
|
The coffee causes the drinker to become knurd: it sends him/her
|
|
off to the opposite effect of his/her inebriation. The coffee is
|
|
consumed in small, small sips from small, small cups in its native
|
|
land. The degree of cold rationality it instills is quite horrific to
|
|
the ordinary individual.
|
|
|
|
Game Effects: Totally cancels drunkenness, some forms of insanity (at
|
|
GM option), and many aspects of the Chaotic alignment.
|
|
|
|
|
|
Name: Lycanthrope Moonshine
|
|
Type: Liquor
|
|
Made By: Lycanthropes
|
|
Quality: Good
|
|
|
|
Description: This distilled whiskey is a popular amongst lycanthropes,
|
|
although each type of lycanthrope (i.e. werewolf, werebear, etc.) has
|
|
their own particular brand. Interestingly, Lycanthrope Moonshine has a
|
|
pure white color to it. Just as fascinating is the fact that
|
|
Lycanthrope Moonshine will actually glow on nights of a full moon.
|
|
This peculiar liquor is quite tasteful and thus popular among normal
|
|
people even with the possible strange side effects (see below).
|
|
Although the process for making Lycanthrope Moonshine is unknown,
|
|
some rumors have arisen. Supposedly, one ingredient is the blood of a
|
|
lycanthrope. Also, it can only be made on nights of a full moon, and
|
|
the essence of the moon is actually captured into the brew.
|
|
|
|
Game Effects: After consuming a serving of this liquor, the character
|
|
has a 5% chance of becoming infected with the lycanthrope disease. This
|
|
chance is cumulative. Thus, after Rath consumes five servings of
|
|
Lycanthrope Moonshine (Werewolf), he has a 25% of contacting the
|
|
lycanthrope disease of a werewolf. As one can see, the type of
|
|
lycanthrope that the character can become is dependant on the
|
|
particular brand of Lycanthrope Moonshine. The chance of becoming a
|
|
lycanthrope starts over after the character becomes sober. Thus, Rath
|
|
quits drinking for the night, sobers up the next day, and goes to drink
|
|
some more Lycanthrope Moonshine, and after his first serving this night
|
|
he only has a 5% chance of becoming a werewolf.
|
|
|
|
|
|
Name: Mages' Brew
|
|
Type: Liquor
|
|
Made By: Humans and some elves
|
|
Quality: Very Good to Excellent
|
|
|
|
Description: Mages' Brew is a potent drink, capable of putting even the
|
|
strongest of drinkers under the table with just a few drinks.
|
|
Spellcasters have a great deal of immunity to the effects of this
|
|
drink. Naturally, Mages' Brew is a favorite of many spellcasters.
|
|
There are several varieties of Mages' Brew, all having different
|
|
tastes and colors. Some types of Mages' Brew have been created to look
|
|
and taste like other alcoholic beverages. Many kinds of wines and
|
|
liquors have Mages' Brew "duplicates", so that spellcasters can look
|
|
like they are drinking as much as everyone else, but remain in control.
|
|
|
|
Game Effects: When a wizard (or any spellcaster, at the DM's option)
|
|
drinks some Mages' Brew, he/she must make a saving throw versus poison.
|
|
If the save is successful, the spellcaster is unaffected by the drink;
|
|
no Constitution check for intoxication is required for that glassful.
|
|
If the saving throw is failed, the Constitution check is made with only
|
|
a -1 penalty (non-spellcasters still have a -5 penalty).
|
|
One unusual side effect of the brew is that if any spellcaster
|
|
rolls two or more 1's on the poison check, and eventually becomes
|
|
greatly intoxicated at that sitting, one spell that is currently
|
|
memorized will be altered. Most alterations are merely cosmetic (color
|
|
changes in the spell's effect, or different verbal components), but on
|
|
rare occasions (1% chance) the spell in memory will become something
|
|
significantly different. All alterations are up to the DM. Wizards and
|
|
bards are able to write this spell down, for later re-memorization and
|
|
casting. The spellcaster is always able to re-learn the original spell.
|
|
If one of their spells is changed, specialists will always have a spell
|
|
in their specialty school altered. The new spell is always the same
|
|
level of the one it replaces. Because of the strange nature of this
|
|
drink, it is not possible for a mage to get drunk for the sole purpose
|
|
of trying to create a new spell.
|
|
Mages' Brew was developed by alchemists, ages ago. However, the
|
|
creation of Mages' Brew requires neither magical nor alchemical skills,
|
|
so it can be made by anyone. Mages almost never make Mages' Brew for
|
|
themselves (since it requires no magic to prepare). The secret to
|
|
creating Mages' Brew is usually well-guarded by those who know it,
|
|
simply because its creation is one thing a "common brewer" can do, but
|
|
a mighty mage cannot.
|
|
|
|
|
|
Name: Minotaur Malt Liquor
|
|
Type: Beer
|
|
Made By: Humans
|
|
Quality: Good
|
|
|
|
Description: This malt liquor beer is very popular amongst rough and
|
|
tumbled adventurers. Of course, the reason is that it has a high
|
|
alcohol content for beer and adventurers like to booze it up. The name
|
|
symbolizes the hardiness of the brew. One popular advertisement is "Get
|
|
Minotaur Malt Liquor, theres no bull about it".
|
|
Not to much is known about the brewing process, but something
|
|
special must happen given the rumors of possible side effects.
|
|
|
|
Game Effects: If a character enters a state of great intoxication due
|
|
to Minotaur Malt Liquor and fails to make his/her save vs. poison,
|
|
he/she slowly becomes a Minotaur instead of permanently losing a
|
|
Constitution point. The transformation occurs over a period of one
|
|
month. After which, the character becomes a full-fledged minotaur and
|
|
acts thusly. The DM must decided how the transformation should take
|
|
place. Some possibilities are slowly giving the character abilities,
|
|
attributes, and features of a minotaur so it isn't obvious at first.
|
|
|
|
|
|
Name: Obliviax Wine (Memory Moss Wine)
|
|
Type: Wine
|
|
Made By: Humans, Elves
|
|
Quality: Normal
|
|
|
|
Description: This wine is very special. If the wine was properly
|
|
fermented, the drinker will acquire the memories of whatever was most
|
|
recently close enough to have its memories absorbed by the Memory Moss.
|
|
The drinker will understand any spells absorbed. The character will be
|
|
able to describe the spell, but will not be able to cast the spell
|
|
unless the person was already a spell caster of the appropriate class.
|
|
None of the memories will be retained permanently. The memories will
|
|
fade within 1d4 days. The moss is not poisonous and must simply be
|
|
killed to be added to the fermenting grape base.
|
|
The DM must decide what kind of memories have been taken by the
|
|
Memory Moss. Were they the memories of the person who killed it? The
|
|
memories could be that of a passing animal or monster. There is a very
|
|
slight chance that the memories could be of a very evil monster or
|
|
demon. The memories could also be those of an adventurer who was
|
|
returning to recover a large treasure horde or they could be the
|
|
memories of someone trying to recover a lost love. This could be very
|
|
interesting and a good way to introduce a new adventure to the
|
|
characters and a chance for the DM to use his/her imagination.
|
|
|
|
Game Effects: Normal except for special effects listed above.
|
|
|
|
|
|
Name: O.D.B. (Old Dragon's Breath OR Old Demons Blood)
|
|
Type: Liquor
|
|
Made By: Humans
|
|
Quality: Excellent
|
|
|
|
Description:
|
|
|
|
O.D.B. come in two varieties, Old Dragon's Breath and Old Demons Blood,
|
|
which are very similar if not indistinguishable. O.D.B. is similar in
|
|
taste to real-world Vodka. With one very notable exception. O.D.B. is
|
|
magically enhanced to be 300 and 400 proof. Yes, this does mean that
|
|
there is 150% to 200% more alcohol than volume. It is safe to drink,
|
|
though few bodies can take more than two shots in a night. An
|
|
interesting quality of such an alcohol strong liquor is that it is not
|
|
very flammable.
|
|
|
|
Game Effects: A character automatically fails all Constitution checks
|
|
as they pertain to alcohol because of the potency of O.D.B..
|
|
|
|
|
|
Name: Pulgue
|
|
Type: Liquor
|
|
Made By: Humans
|
|
Quality: Poor
|
|
|
|
Description: Pulgue is a fermented drink of the desert. It is made from
|
|
the juice of a cactus plant called agave. It isn't the best drink in
|
|
the world, but a person's options are limited the desert. Not to many
|
|
taverns are found scattered amongst the sand dunes.
|
|
|
|
Game Effects: Normal.
|
|
|
|
|
|
Name: Red Righettini Fungus Beer
|
|
Type: Bock Beer
|
|
Made By: Deep Dwarves
|
|
Quality: Average
|
|
|
|
Description: A forgotten tribe of dwarves living in a cavern complex
|
|
under Mt. Iridium spent years figuring out how to make beer without
|
|
sunlight. No sunlight, no barley. Dwarves without beer is unthinkable -
|
|
so one dwarf, Clackrock the Bold, developed a sort of brew out of
|
|
fungus (called Righettini). Red Righettini Fungus Beer tastes like an
|
|
odd beer, but has a fair flavor. It is a heavy, rich, strange red hue,
|
|
bock-type beer. It is typically served in heavy granite mugs usually
|
|
with a small, magical ruby that keeps the brew cool. The dwarves refer
|
|
to Red Righettini Fungus Beer as just "beer" because they know no other
|
|
type. This could change if a hearty band of adventurers open up an
|
|
alcohol trade with the deep dwarves.
|
|
The best effect of Red Righettini Fungus Beer is that one dreams
|
|
in highly vivid colors. The worst effect is severe hangovers and the
|
|
possibility of becoming allergic.
|
|
|
|
Game Effects: Red Righettini Fungus Beer causes severe hangovers.
|
|
Therefore, the player must roll a 1d20 rather than 1d100 when getting
|
|
the hangover effects.
|
|
There is a cumulative .1% possibility of a permanent allergic
|
|
reaction after each drink. Thus, a character who has had 10 drinks in a
|
|
lifetime will have a 1% possibility of becoming allergic. A character
|
|
who has had 1000 drinks of this beer will have 100% possibility and
|
|
therefore is automatically allergic to it.
|
|
|
|
|
|
Name: Rocgut
|
|
Type: Liquor
|
|
Made By: Humans
|
|
Quality: Very Poor
|
|
|
|
Description: An inn in the city of Verbosh is named the Red Roc Inn,
|
|
and inside all the furnishings are constructed from the body of a roc
|
|
that the bartender slew. His roc slaying sword is on display above the
|
|
counter, and the counter itself is supported by the roc's feet. The
|
|
main drink at this establishment is suitably named Rocgut.
|
|
Rocgut is a very, very, very, potent brew. More potent and foul
|
|
than even the dwarven battlerager's brew, which is made from fermented
|
|
goats milk and horrid herbs. Even dwarves are effected easily by this
|
|
brew.
|
|
Rocgut is made from the bodily fluids of the slain roc. The brew
|
|
consists of blood, brain fluid, saliva, urine and a host of other
|
|
fluids to be found within the body. Added to this is camel's milk and
|
|
selected herbs, the brew is left to ferment, then it is ready to
|
|
served.
|
|
The inn only has one large keg of the stuff, for another roc has
|
|
not been found to make more, and so it is an extremely expensive drink
|
|
Keep in mind only one cup is needed. The drink is best skulled (gulped,
|
|
chugged) as sipping at the mixture only causes nausea, vomiting, and
|
|
mild hallucinations.
|
|
|
|
Game Effects: When a cup of Rocgut is skulled, the following happens.
|
|
To the observer, it appears that the drinker's face goes bright green,
|
|
then incredibly pale, then swells red with blood, then returns to
|
|
normal. His eyes are opened wide, and his body goes rigid. He then
|
|
shakes uncontrollably, screams horribly, then passes out for the rest
|
|
of the evening. Without a successful system shock a point of
|
|
Constitution is lost.
|
|
The drinker is suddenly presented with a couple of effects. The
|
|
first is that he sees everything around him, and everybody, as it truly
|
|
is. All masks, assumptions, illusions, etc. are stripped away. All the
|
|
illusions of life are removed (a truly enlightening and very, very,
|
|
terrifying experience).
|
|
The second is that the drinker realizes his place in the order of
|
|
things... he sees how infinitesimally small he is in the great scheme
|
|
of things, which is an overload for the brain, as people are
|
|
essentially selfish creatures.
|
|
Finally, the drinker undergoes intense sensory hallucinations, in
|
|
which he sees his greatest fear in front of him, whatever it is. One
|
|
character who drank it had the hallucination of his mother-in-law with
|
|
bags for two weeks stay. Then he passes out.
|
|
Needless to say, it is usually a drink only enjoyed once in a
|
|
lifetime.
|
|
|
|
|
|
Name: Sake
|
|
Type: Beer
|
|
Made By: Humans
|
|
Quality: Normal
|
|
|
|
Description: Sake is an odd beer brewed from rice and served hot. It is
|
|
made by the humans of Kara-Tu and is the most popular drink in that
|
|
land. The novelty of the beer and the source from which it comes makes
|
|
it an expensive drink in other lands. Sake has an alcoholic content
|
|
from 14 to 16 percent.
|
|
|
|
Game Effects: Normal.
|
|
|
|
|
|
Name: The Silver Wolf
|
|
Type: Water
|
|
Made By: Humans
|
|
Quality: Excellent
|
|
|
|
Description: This exotic distilled water is made from the blood of
|
|
wolves and enchanted holy or unholy water. It is usually contained in a
|
|
small silver cup, carved with a symbol of a wolf howling at the moon.
|
|
The water itself looks like normal clear water, with a slight pinkish
|
|
tint.
|
|
|
|
Game Effects: When drunk, the drinker is filled with images of various
|
|
wolfish scenes, including various combat. After the hallucinations are
|
|
finished, in 1d6 rounds, the drinker now has the instincts of wolves,
|
|
including quickness and hunting (+1d6 to Strength, +2d4 to Dexterity,
|
|
+1d4 Constitution, increased sense of sight and smell). This can lead
|
|
to armies drinking this liquid and fighting other armies, being very
|
|
victorious. The instincts wear off after about 2d6 rounds, where the
|
|
drinker is then intoxicated for the next 5 days. The Silver Wolf costs
|
|
usually around 100 gold pieces to 1000 gold pieces, depending on the
|
|
wealth of the town.
|
|
|
|
|
|
Name: Sparking Wine (or Shocking Wine)
|
|
Type: Wine
|
|
Made By: Humans
|
|
Quality: Excellent
|
|
|
|
Description: This excellent white wine has one special property that
|
|
makes it unique. Not only does it seem to anyone who looks at it that
|
|
it has an electric look to it, this drink has a small electric charge.
|
|
When a person takes a drink there is a 50% chance of them receiving a
|
|
small electric shock that does no damage. But it is enough of a shock
|
|
to disrupt concentration and cause the person to reach for their lips.
|
|
There are actually two types of this wine. One is made from enchanted
|
|
grapes and the other has a portion of Living Web sprinkled in the
|
|
fermenting wine. The wine made from the magical grapes can never
|
|
generate enough spark to harm anyone. But the wine made from the Living
|
|
Web can have a lethal affect. Because even though the Web is dead it
|
|
retains its ability to store electricity. Unless extreme caution is
|
|
used in storing the wine it can absorb more than a small electrical
|
|
charge. There is a 20% chance that the wine has absorbed enough
|
|
electricity to harm the drinker. For those 20% then roll 1d6 to see how
|
|
much damage occurs. On a roll of 1-3: 1 h.p. damage occurs. On a 4-5:
|
|
1d6 h.p. of damage occurs. On a roll of 6: 2d4 points of damage are
|
|
possible. This wine has the possibility of being quite a shocker.
|
|
|
|
Game Effects: Normal except special effects listed above.
|
|
|
|
|
|
Name: Spelljamming PanGalactic GargleBlaster
|
|
Type: Liquor
|
|
Made By: <your favorite alien race>
|
|
Quality: Exceptional
|
|
|
|
Description: This exotic drink can only be found at Sun-nova Beach, an
|
|
extremely exclusive speakeasy on Cygnus-5. Also available at the time
|
|
of purchase is literature informing the customer of financing options,
|
|
and a list of organizations that can help the customer rehabilitate
|
|
afterwards.
|
|
The recipe for the GargleBlaster has been passed down for years at
|
|
the 'Beach from one bartender to the next. The legend goes something
|
|
like:
|
|
|
|
First pour in the juice of a bottle of the Ol' Manx Spirit, then
|
|
add a measure of water from the Seas of Santraal V (Oh, that
|
|
Santraal seawater! Oh, those Santraal fish!). Allow 3 cubes of
|
|
Mantovin Mega-Gin to melt into the mixture (make sure it's
|
|
properly iced, or the benzine will be lost!). Allow 2 1/2 litres
|
|
of swamp gas to filter thru, and, over the back of a spoon, float
|
|
a measure of Algorian Mega-Mint, reminiscent of the Algor
|
|
Regions... sweet, subtle and mystic. Finally, add the tooth of a
|
|
Rakasta, watching it dissolve, spreading the red flames of the
|
|
Second Sun deep into the heart of the concoction. Add an olive.
|
|
Drink... but...veeerrrryyy carefully.....
|
|
|
|
Game Effects: The effects of a Spelljamming PanGalactic GargleBlaster
|
|
have been likened to having your brains bashed out by a slice of lemon
|
|
wrapped around a platinum brick. Upon completion of the drink, the
|
|
character will have attained a state of Great Intoxication. A save vs.
|
|
Constitution will allow him/her to be escorted (dragged) to a sleeping
|
|
spot. ANY other action will result in violent illness (1 or 2 on 1d4)
|
|
or unconsciousness (3 or 4). If any additional alcohol is consumed
|
|
before the character rests, he/she must save vs. Poison or become
|
|
comatose. See guidelines for recovery. Stimulants will have no effect
|
|
on the recovery time from a GargleBlaster, but a limited wish will cut
|
|
the time to half. Upon recovery, the character manifests the
|
|
"Three-Spelljamming-PanGalactic-GargleBlaster Smile", which is almost
|
|
exemplary of being unsteady...
|
|
|
|
|
|
Name: The Utter Moron
|
|
Type: Liquor
|
|
Made By: Any
|
|
Quality: Excellent
|
|
|
|
Description: The drink itself is made from the breath of dragons,
|
|
bottled and stored for five years, then combined with a mixture of
|
|
whiskey and beer (few people know how much of each) which is stored in
|
|
an oblong glass container for another five years, where the breath
|
|
combines with the liquor causing a reaction. When the breath has
|
|
finally soaked in, after five years, the liquid is poured into a small
|
|
pipe, which filters out all the thick portions. Then the liquid is
|
|
heated until it turns into a solid, where it is sliced into 10 equal
|
|
portions and separated for 10 years, where each is conditioned at a
|
|
different temperature, 1st at -50 degrees Celsius, 2nd at -40, 3rd at
|
|
-30 and so on. Then it is re-combined and frozen to where ice forms on
|
|
its brim, and THEN it's ready.
|
|
|
|
Game Effects: After consuming one drop of the Utter Moron, a person is
|
|
then greatly intoxicated and cannot do many menial tasks, including
|
|
walking. The person immediately falls to the floor and most likely will
|
|
start drooling.
|
|
After consuming two drops of this drink, the person cannot flex
|
|
any muscle, and all of them relax. This can lead to many awkward
|
|
positions.
|
|
After consuming three drops, the person immediately falls asleep.
|
|
After four drops, the person loses all ability to move from the legs
|
|
down permanently. After five drops, the person can only move their
|
|
neck. After six drops, the person can only move lips, as to make simple
|
|
words, forever. After seven drops, the person cannot move at all,
|
|
forever. After eight drops, the person dies.
|
|
|
|
|
|
Name: Whimsy Wine
|
|
Type: Wine
|
|
Made By: N/A
|
|
Quality: Excellent
|
|
|
|
Description: Whimsy Wine was created in the distant past when wild
|
|
magic flowed easily from nodes of power. Gradually, the magic was tamed
|
|
until the present where only a few pockets of wild magic can be found.
|
|
Wherever wild magic and plant life come together at a power node, weird
|
|
effects happen. Among other things, intelligent vegetation creatures
|
|
are born, portals to far off jungles arise, and fruits ferment into a
|
|
strange wine (Whimsy Wine).
|
|
It is rare stuff indeed, but there always seems to be one or two
|
|
places here and there where people accidently (usually in outdoor
|
|
adventuring) come across it and fall in love with this wonderful
|
|
concoction.
|
|
The effects can be most amusing.
|
|
|
|
Game Effects: One serving automatically places the drinker into a state
|
|
of great intoxication.
|
|
Players may drink as much of the wine as they want, but only one
|
|
whimsy will effect the players (except where noted). The wine must be
|
|
imbibed for the effects to take place. Some effects are immediate, some
|
|
take a key to set off (an action, a condition, etc.). Duration of
|
|
effects have been noted. Roll 1d30 (an odd die indeed) on the following
|
|
table to get the proper effect:
|
|
|
|
1 Strength reduced by half for 1d4 days.
|
|
2 Heal 1d6 hit points (not to exceed total hit points).
|
|
3 Fall in love with the next monster of opposite sex encountered;
|
|
lasts 1d4 days.
|
|
4 Hiccups for two days.
|
|
5 Polymorphs into a dragon (DM's choice).
|
|
6 Acute sense of smell for 1d6 day.
|
|
7 Lisp for 1d12 day.
|
|
8 Strength increased by three points for 1d8 days.
|
|
9 Has intense craving for fish; lasts 1d20 days.
|
|
10 Attracted to first party member character sees; lasts 1d4 days.
|
|
11 Dislikes first party member character sees; lasts 1d4 days.
|
|
12 Charisma reduced by five points for 1d12 days.
|
|
13 Acute stench for 1d6 days.
|
|
14 Automatically turns undead as 8th level cleric for 1d8 days.
|
|
15 Drains ten hit points from next person he/she touches.
|
|
16 Must possess the next magic item the party finds.
|
|
17 Does the hokey-pokey and turns himself/herself around.
|
|
18 Immediately sings a ballad at the top of his/her lungs.
|
|
19 Next monster encounter will not attack the character.
|
|
20 When the word "trap" is said, the character will spin around until
|
|
dizzy.
|
|
21 Disappears for 1d6 days into an exotic land of ecstasy.
|
|
22 Character will be thirsty until he/she drinks two times again with
|
|
both effects taking place.
|
|
23 Immediately can cast a 1st level magic spell without components at
|
|
random; even if not a mage.
|
|
24 Falls asleep for 1d12 days.
|
|
25 Overcome with passion for the next tree the character sees.
|
|
26 Immune to all diseases for one week.
|
|
27 Immediately jumps 100 feet straight up and lands without damage.
|
|
28 Next weapon/spell use will automatically be successful; plus double
|
|
damage and all victims fail their saves.
|
|
29 Irresistible to all members of the opposite sex for 1d20 days.
|
|
30 Nothing happens.
|
|
|
|
|
|
Name: Yellow Mold Beer
|
|
Type: Beer (Malt)
|
|
Made By: Humans, Dwarves
|
|
Quality: Normal
|
|
|
|
Description: There is nothing truly dangerous about beers made from
|
|
Yellow Mold. There is a slight chance that if some spores survive the
|
|
fermentation process that the drinker will suffer from hallucinations
|
|
for 1d4 hours (DM's choice). There is a fifteen percent (15%) chance
|
|
that enough spores will survive the process to cause hallucinations, in
|
|
one bottle or keg. The mold must be killed without destroying it. This
|
|
means that fire based spells or flames can not be used to kill the
|
|
mold. Once the mold colony is dead it can be safely transported to the
|
|
place of fermentation. The mold is fermented normally and produces a
|
|
light tasting and pale beer.
|
|
|
|
Game Effects: Normal except for special effects listed above.
|
|
|
|
|
|
Name: Zombie Killer
|
|
Type: Liquor
|
|
Made By: Humans
|
|
Quality: Good
|
|
|
|
Description: House drink of the Bloody Fist (an adventurers' hang out)
|
|
served in thick ceramic mugs for 1 GP each - No pitchers will be served
|
|
for the health of the customers. Bartenders will not serve more than
|
|
six mugs to a single person in one night.
|
|
Zombie Killer is made by fermenting a rare fungus that only grows
|
|
on the bodies of defunct zombies. This is a little known fact that is
|
|
kept well hidden. The Bloody Fist has an exclusive arrangement with a
|
|
temple/monastery that has some rather bizarre beliefs and rituals.
|
|
Making Zombie Killer is a profitable side line venture for them that
|
|
goes right along with their other activities. This information goes
|
|
under the heading: You are better off not knowing. If players ever get
|
|
too curious.
|
|
|
|
Game Effects: After a person drinks his/her first mug, he/she will gain
|
|
one hit point permanently. Subsequent mugs do not have this effect.
|
|
Below are cumulative effects that occur while drinking mugs of
|
|
this brew. The DM has the option of adding these effects to those that
|
|
would normally occur due to the guide rules or he may only use the
|
|
effects that are presented here. Even though the consumer is loosing
|
|
intelligence and wisdom, he/she will feel they are improving
|
|
attributes.
|
|
|
|
1st mug +1 to INT, -2 to WIS, -1 to hit
|
|
2nd mug -2 to INT, -1 to WIS, -2 to DEX, -1 to hit
|
|
3rd mug -1 to INT, -1 to WIS, -3 to DEX, -1 to hit
|
|
4th mug Save vs. CON or pass out, mild hallucinations start*
|
|
5th mug Save vs. CON at -4 penalty or pass out, more hallucinat.*
|
|
6th mug more hallucinations*, pass out upon completion of mug
|
|
|
|
These effects wear of in 1d4 hours for every mug consumed. There is a
|
|
10% chance each drinking time that the character will become mildly
|
|
addicted and will need to have 1 glass/week minimum. If he/she can not
|
|
get a Zombie Killer, he/she will have very strong cravings (non-
|
|
debilitate). If he/she goes six weeks without, the addiction is broken.
|
|
But if he/she gets some after being denied for awhile, he/she will
|
|
drink them into oblivion.
|
|
* All hallucinations associated with a Zombie Killer are of a
|
|
mild, pleasant, and non-threatening variety. People drunk on Zombie
|
|
Killer are actually very happy fun people who think they are
|
|
discovering all the answers to the questions of the world, they just
|
|
can't remember them the next day.
|
|
|
|
|
|
|
|
Other drinks that are currently being worked on:
|
|
|
|
Demon Spit
|
|
Firewine
|
|
Orc Piss
|
|
Panther Piss
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
ALCOHOL DRINK ADDITIVES
|
|
|
|
|
|
Alcohol drink additives are primarily the province of alchemists.
|
|
They are not potions because alcohol drink additives are not magical
|
|
per se. Key ingredients in the additives are usually magical, but it
|
|
doesn't take the manipulation of magic to create the additives.
|
|
As with potions, the character must identify and gather the
|
|
materials needed to create the additive before he can begin his work.
|
|
The formula can be as straightforward or bizarre as the DM desires.
|
|
Each additive does contain some important, key ingredient, but other
|
|
ingredients are normal, mundane chemicals of typical of alchemy shops.
|
|
The basic cost of these ingredients ranges from 20 to 100 silver
|
|
pieces, DM's decision. A small alchemy laboratory will be needed as
|
|
well. The basic cost for such a laboratory is at least 100 gold pieces
|
|
in large cities where such equipment is typically available. A mere 1%
|
|
of the laboratory's value must be paid per month to maintain equipment,
|
|
replace broken items, restock minor ingredients that lose potency with
|
|
age, etc..
|
|
To make a successful alcohol drink additive, a character must have
|
|
the alchemy or bartending non-weapon proficiencies. A character with
|
|
the alchemy NWP does not need to make a proficiency check because of
|
|
his mastery of alchemy. A character with the bartending NWP needs to
|
|
make a proficiency check with a -3 modifier. Failure indicates that the
|
|
additive is worthless and the process must start over (i.e. get new
|
|
ingredients, etc.).
|
|
Table A lists the alcohol drink additives. A DM can use the table
|
|
if he wants to randomly come up with an additive for a treasure horde,
|
|
alchemy lab, alchemy shop, etc..
|
|
|
|
|
|
TABLE A: Alcohol Drink Additives
|
|
|
|
1 Cooler
|
|
2 Memory Stealer
|
|
3 Pink Sweet Enricher
|
|
4 Rainbow Dust
|
|
5 Something to Remember
|
|
|
|
|
|
Name: Cooler
|
|
Texture: Powder
|
|
Special Ingredient: Brow Mold
|
|
|
|
Description: When a small amount of dried powered Brown Mold is added
|
|
to any drink it lowers the drinks temperature to around 50 degrees
|
|
Fahrenheit. This additive is handy if there is no way to keep the
|
|
drinks cold. No one should notice a change in the taste of a drink
|
|
since this works on the temperature. A successful check is required of
|
|
the bartenders doctor drink skill if the bartender is trying to cover
|
|
up the fact that the drink is just now being chilled. The mold powder
|
|
must be added before the drink is consumed. It is possible to simply
|
|
add the mold if everyone knows what is going on, no proficiency check
|
|
would be needed.
|
|
|
|
|
|
Name: Memory Stealer
|
|
Texture: Web
|
|
Special Ingredient: Memory Web, Living
|
|
|
|
Description: It is possible, by magic, to drain a memory web so that
|
|
when added to a drink it will steal the most powerful memory from the
|
|
drinker. This could be a magical spell. Important instructions or
|
|
memories of a loved one. It would be up to the DM to decide, and the
|
|
possibilities are limitless.
|
|
|
|
|
|
Name: Pink Sweet Enricher
|
|
Texture: Powder
|
|
Special Ingredient: Pink elephant ivory
|
|
|
|
Description: This alcohol additive causes any alcohol created from a
|
|
fruit to develop a fruitier taste and become excellent in quality no
|
|
matter what the quality was before.
|
|
|
|
|
|
Name: Rainbow Dust
|
|
Texture: Powder
|
|
Special Ingredient: Rainbow
|
|
|
|
Description: This pinch of bright red powder causes any alcohol to
|
|
suddenly sparkle and be filled with various colors, filling the room
|
|
with beams of reds, blues, violets, oranges, yellows, greens, and
|
|
various other spectacular colors. Occasionally a person might
|
|
distinguish some sort of object in the beams, but it is merely a
|
|
hallucination. The beams give light as a continual light spell, which
|
|
lasts until the potion is consumed.
|
|
When a person drinks a rainbow'd drink he is filled with images of
|
|
colors, putting him at rest. It is made from the essence of rainbows,
|
|
captured only by leprechauns, and usually costs 500 gold pieces (or it
|
|
can be taken from any leprechaun when it is caught). If the essence is
|
|
mixed with dust, when it is poured into a drink it will not make any
|
|
effect, but when someone drinks the drink, then that person is flooded
|
|
with colors and goes insane, and some weak creatures will explode in a
|
|
flash of colors.
|
|
|
|
|
|
Name: Something to Remember
|
|
Texture: Web
|
|
Special Ingredient: Memory Web, Living
|
|
|
|
Description: When added to a drink this magical web gives the drinker
|
|
one short memory. There is almost no limit to what could be remembered,
|
|
limited only by the DM's imagination. The memory will never be of a
|
|
spell or anything complicated. There is a chance that the memory will
|
|
simply be a memory of one of the web's last victims. Which, because the
|
|
web is a scavenger, could be the memory of a rat, insect or other lower
|
|
life forms.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
EXTRACTS FROM THE NET POISON DIGEST
|
|
|
|
|
|
The following are extracts from the Poison Digest found in
|
|
computer net-land. Do you self a favor and find the digest; its worth
|
|
it. The compiler of the guide and the contributors are not known, but
|
|
thanks is given to these creative people.
|
|
|
|
|
|
Black mead - This is a clear liquid that smells like honey. It does
|
|
10-80 (10d8) damage, starts in 1 round, and runs it's course in 15
|
|
rounds. It causes disorientation (-2 to hit, damage, 30% chance of
|
|
spell failure) after 20 points of damage are taken; disorientation
|
|
increases in steps of 10 points (additional -1 to hit, damage, +5% to
|
|
spell failure). This effect wears off in 1-3 turns after poison has run
|
|
it's course. Save for half damage at -4.
|
|
|
|
Budwhipper mushrooms - This mushroom powder causes advanced
|
|
drunkenness, the victim will pass out and will be out in a number of
|
|
rounds equal to 23 minus constitution. Any alcohol consumed over the
|
|
next week will cause a relapse into the previous state.
|
|
|
|
Deathwine - Odorless, colorless, burgundy liquid. Often mistaken for
|
|
wine. May be used both ways, as insinuative (Blade venom) or as
|
|
ingestive (Food poison). It is tremendously lethal. A save is allowed
|
|
(at -5), and if it fails, death occurs in 1 round. If the save is
|
|
successful, the victim still takes 25 damage, 12 points of damage in
|
|
the first round and 13 points in the second round. If an antidote is to
|
|
be used, it must be administered within six segments or it will not be
|
|
effective. Deathwine and it's antidote are EXTREMELY RARE. This poison
|
|
will effect ANY humanoid even trolls and the like.
|
|
|
|
Devil-Ale - An odorless liquid, very light orange color. It does a flat
|
|
60 points of damage, starts in 1-3 rounds after ingestion, and runs
|
|
it's course in 2-5 (1d4+1) turns. There is no saving throw. An antidote
|
|
is the only hope.
|
|
|
|
Lhurdas - (Also known as "Yellow Death" and "Beltyn's Last Drink".)
|
|
This is a wine based poison. It has a sharp dry white-grape taste and
|
|
will readily mix with any such wine. It reacts with the digestive acids
|
|
of the stomach (effective in any of the player races) to eat away the
|
|
internal organs and tissues. Ingestion produces rapid (within two
|
|
rounds) nausea, convulsions, and terrific internal cramps with burning
|
|
pain. It does 1-6 (1d6) damage in the first round, 2-12 (2d6) damage in
|
|
the second round, and 1-4 (1d4) damage in the third and final round.
|
|
Thereafter it will do no more damage, regardless of dose, and further
|
|
exposure to Lhurdas will cause discomfort and failure to heal, but no
|
|
more damage. This resistance lasts for 3-25 (3d8) days. This is an
|
|
ingestive poison only. Save for half damage.
|
|
|
|
----------------------------------------------------------------------
|
|
|
|
|
|
NO GUIDE IS COMPLETE WITHOUT MAGIC-ITEMS
|
|
|
|
|
|
Give me a bowl of wine. In this I bury all unkindness.
|
|
|
|
--- William Shakespeare
|
|
from Julius Caesar
|
|
|
|
I love everything that's old; Friends, time, books, and wine!
|
|
|
|
--- Oliver Goldsmith
|
|
|
|
|
|
Magic Item XP Value
|
|
Alcohol Meter Pearl 500
|
|
Bottle Of Containment 1,750
|
|
Bottle Of Evaporation 1000
|
|
Bottle Of Fireflies 1,500
|
|
Bottle of Wine Summoning 5,000
|
|
Bull Bottle of Beer 500/2,000
|
|
Crown of Vines 3,000
|
|
Darkblood's Travel Size Distillery 2,000
|
|
Elixir of Pan 1,500
|
|
Elixir of Sobriety 7,500
|
|
Long Sword of Alcoholism ---
|
|
Miller Genuine Draft Bottle 500
|
|
Mug Of Plenty 3,000
|
|
Nehara's Never-Empty Flask 1,000
|
|
Ring of Alcohol Improvement 2,000
|
|
Ring of Intoxication 100
|
|
Ring Of Intoxication Prevention 2,000
|
|
Rings Of Wedding 250
|
|
Ring of Wine Changing 200
|
|
Ring Of Wine Spoiling ---
|
|
Root of the Beers 500
|
|
Runkelstein's Black Beads 500
|
|
Spit/Plaque Of Roasting 500
|
|
Spittoon Of Tidiness 500
|
|
Staff of Alcohol
|
|
Pine Staff 500
|
|
Birch Staff 600
|
|
Cherry Staff 700
|
|
Oak Staff 800
|
|
Iron Staff 1,000
|
|
Sword of Continual Alcohol 3,000
|
|
Tankard of Plenty 2,500
|
|
Tome of Viticulture 5,000
|
|
Tray Of Non-Spilling 500
|
|
Wineskin of Eternity 3,000
|
|
"You Can't Out-Drink the Brewery" Flask 3,000
|
|
|
|
|
|
Alcohol Meter Pearl - This pearl will change colors relative to the
|
|
alcohol level of a liquid. See the chart below for the color the pearl
|
|
change to and the type of alcohol it is nearest to. The liquid may or
|
|
may not be the type of alcohol listed on the chart below, but it does
|
|
have the same alcohol content and effect as that alcohol.
|
|
|
|
Color Equal to
|
|
Ivory None
|
|
Gold Beer
|
|
Copper Ale
|
|
Silver Wine
|
|
Olive Mead
|
|
Crimson Liquor
|
|
Ebony Poison
|
|
|
|
|
|
Bottle Of Containment - This small bottle can hold up to 20 units of
|
|
any kind of fluid. A magic potion counts as one unit, as does one
|
|
gallon of any non-magical fluid. The bottle keeps all its contents
|
|
separate, and each may be recalled by name. However, any fluid stored
|
|
must be poured from the bottle to be used. The bottle appears empty if
|
|
examined. If the bottle is broken, all its liquid contents disappear.
|
|
|
|
|
|
Bottle Of Evaporation - This bottle appears identical to a bottle of
|
|
containment and usually functions in the same manner. However, its
|
|
entire contents may disappear without warning. There is a 5% chance of
|
|
disappearance any time the user attempts to remove a liquid from the
|
|
bottle.
|
|
|
|
|
|
Bottle Of Fireflies - This bottle appears and functions as a bottle of
|
|
containment. However, when one wineskin of wine is poured into it, the
|
|
bottle glows with many tiny lights and the wine is immediately
|
|
consumed. The lights can be commanded to glow with any brightness
|
|
desired and can light an area as small as 1 foot across or up to 120
|
|
feet in diameter. However, the bottle cannot be completely darkened
|
|
except magically. The firefly light lasts 1 hour per wineskin of wine
|
|
used and functions as often as desired.
|
|
|
|
|
|
Bottle of Wine Summoning - If found on an adventure this bottle will
|
|
most likely be empty, but it is very ornate. If checked it will give
|
|
off faint magical traces. There will be writing on the bottle (DM
|
|
should decide which language) that will include instructions on how to
|
|
use the bottle, including the command word. When the command word is
|
|
given this bottle will magically create any type of alcohol that the
|
|
wisher wants. The wine will magically appear within the bottle. The
|
|
wine or alcohol will always be of the very best quality, vintage, and
|
|
taste. The bottle will only work once a day, so use it wisely. Once
|
|
the bottle is empty there will be no more for that day. Also the
|
|
alcohol or wine summoned must be real in the characters universe,
|
|
nothing imaginary or from the real world.
|
|
It is rumored that this magic item was originally commissioned by
|
|
the great wine maker Chandon. Who wanted to be able to sample any wine
|
|
that was described to him by travelers. That way if someone said that
|
|
such and such a vintages from such and such a year from some far off
|
|
land was very good. Chandon could quickly check it out.
|
|
|
|
|
|
Bull Bottle of Beer - This interesting and sometime dangerous magical
|
|
item can often be found in bars and taverns, it has been found in
|
|
treasure hoards. This bottle appears to be a simple bottle of beer.
|
|
But when someone opens the bottle, a magical bull will come crashing
|
|
into the tavern from any large windows or a simple door. It might come
|
|
from a door to a back room or through the mirror above the bar. The
|
|
bull will be slightly larger than normal size. It will head directly
|
|
for the holder of the beer bottle. Everyone within a 10 ft. radius will
|
|
be affected by a petrifaction spell and be unable to move.
|
|
There are two types of this magical bottle, the first type is more
|
|
common than the second. The first type is simply an illusion. The bull
|
|
will seem to avoid people on its way to the bottle. Once there it
|
|
charge the person holding the bottle, but at the last instant will seem
|
|
to jump into the open bottle. The second type of bottle is more
|
|
dangerous, this bull is real! It will not avoid anyone in the room and
|
|
will head straight for the bottle holder. Anyone who does not or can
|
|
not get out of the bulls way runs the risk of taking stampeding damage
|
|
from all four hooves (1d4 per hit) and goring damage (1d8). The bull
|
|
will make two attempts to charge, gore and trample the person holding
|
|
the bottle. It will then give up and wander away through a door and
|
|
disappear.
|
|
While the origins of these magical items remains a mystery. Some
|
|
people believe it was originally created as a practical joke, as the
|
|
non-lethal version may attest. But as will many pranks, this one can
|
|
get out of hand and become dangerous.
|
|
|
|
|
|
Crown of Vines - This is a clerical item, manufactured by clerics of
|
|
gods of inebriation. It appears to be a circlet woven of living
|
|
grapevines. The wearer of a Crown of Vines enjoys several benefits:
|
|
|
|
1) Complete immunity to hangovers, addiction, and other forms of
|
|
damage caused by excessive alcohol consumption.
|
|
2) A +2 bonus to charisma with regard to others who are slightly
|
|
intoxicated, a +4 bonus when moderately drunk, and a +8 bonus
|
|
when greatly intoxicated (maximum 18). Anyone who considers the
|
|
effects of such leadership the next day will dismiss it as a
|
|
result of drinking; it's possible to lead troops out of a city
|
|
wearing this item, but they're going to mutiny when they sober
|
|
up.
|
|
3) Instant knowledge of the form and quality of any alcohol
|
|
perceivable with any sense.
|
|
|
|
Once a crown is worn, it will slowly grow more appealing to its
|
|
wearer, and he or she will find it very easy to see the positive
|
|
aspects of the nights of revelry. Further, they will enjoy dreams that
|
|
convey information relating to the worship of the god the crown was
|
|
woven with the patronage of. No explicit force will be applied against
|
|
the person's personality to effect a conversion, but the knowledge will
|
|
serve as a very persuasive argument.
|
|
A cleric of the god to whom the crown is dedicated may receive
|
|
divine messages through these dreams, vaguely like a phylactery of
|
|
faithfulness, with the additional possibility of information relating
|
|
to a quest (note the non-italics on quest) being bestowed in the dream.
|
|
|
|
|
|
Darkblood's Travel Size Distillery - This container the perfect gift
|
|
for those who love home-brew, but are often away from home for long
|
|
periods of time. The container can be a pot, kettle, or flask of any
|
|
size up to 5 gallons.
|
|
Every 8 hours, any liquid in the pot will loose 1/2 its volume.
|
|
The catch is that the water goes first. Thus, if beer containing 10%
|
|
alcohol is placed in the pot, then after 8 hours it will loose 1/2 its
|
|
volume, but will now contain 20% alcohol. Within 16 hours it will
|
|
consist of 40% alcohol, and it will be 80% by the end of the first full
|
|
24 hours in the pot.
|
|
However, if the original volume was 5 gallons, there is now only 5
|
|
pints of liquid left. Eventually any liquid left in the Distillery
|
|
will be completely evaporated.
|
|
When all the water is gone, some other liquid (juice, etc.) has to
|
|
go next, DM's choice.
|
|
|
|
|
|
Elixir of Pan - This reddish brown fluid will cause a human or a demi-
|
|
human to go into a state of great intoxication for 2d6 hours. At the
|
|
end of this time the effects wear off and the victim recovers without a
|
|
hangover.
|
|
At first this seems like a harmless enough potion. However, the
|
|
absence of the hangover tends to compel anyone who has a ready supply
|
|
to indulge. Some less than scrupulous alchemists can make a killing
|
|
with just this one potion.
|
|
|
|
|
|
Elixir of Sobriety - There are actually 2 different potions floating
|
|
around by this name. The first requires components such as chicken egg
|
|
yolks, cow's milk, and tomato juice. The second requires such things as
|
|
basilisk egg yolks, dragon's blood, and acid from the breath of a black
|
|
dragon. One or the other of these may work, or both may work in the
|
|
DM's world. The first one will instantly cure drunkenness or a hangover
|
|
for that instance only, it does not provide for future protection. The
|
|
second one is the difficult one to create and will prevent drunkenness
|
|
and hangovers for 1d6 months.
|
|
|
|
|
|
Long Sword of Alcoholism - This long sword is cursed casing -4 to hit.
|
|
Also, the sword causes the victim to be an alcoholic. The character's
|
|
Amount Level goes to 8 and his Drinking Level goes to 5; neither can be
|
|
lowered as long as the sword is in possession. Unless it is subject to
|
|
remove curse, the sword will return to the owner in 1d4 rounds even if
|
|
stolen.
|
|
The sword is currently in the hands of Dugar RedHandle. His stats
|
|
when sober are Str: 18/00, Int: 8, Wis: 8, Dex: 17, Con: 12 (was 15,
|
|
but heavy drinking has lowered it), Com: 18, Chr: 15. He is a 10th
|
|
level fighter when sober; less than a fighter when drunk. Besides this
|
|
sword that he believes is a fine indispensable weapon, he carries a
|
|
shield and wears chain mail armor.
|
|
A Remove Curse is the only way to get rid of the sword. The
|
|
Alcoholism will remain but can then be treated.
|
|
|
|
|
|
Miller Genuine Draft Bottle - This is a normal sized bottle that
|
|
appears to have beer in it. A black label around the bottle states in
|
|
golden letters "Miller Genuine Draft". The bottle is sealed with a
|
|
metal cap that must be twisted off. Once a person does this a strange
|
|
thing happens. A 20 cubic foot area around the bottle suddenly gets a
|
|
chilly temperature of 50 degrees Fahrenheit. A light snow begins to
|
|
fall in the area of effect. Ten 5 cubic foot blocks of ice pop up
|
|
randomly in the area of effect. Stylish, sexy music begins to play.
|
|
Furthermore, a case of non-magical, excellent-quality, draft beer
|
|
slides out of thin area along side the bottle opener (i.e. the person
|
|
that opened the bottle). The cold effects last as long as the 24
|
|
bottles remain filled with beer.
|
|
|
|
|
|
Mug Of Plenty - This device is a large clay beer mug. When a command
|
|
word is spoken, it immediately fills with light or dark ale or thick
|
|
mead, as the user wishes. When drained, the command word will cause it
|
|
to fill again. While not particularly useful on adventures (although
|
|
you would never know), this is perhaps the most popular magical item
|
|
among the isles.
|
|
|
|
|
|
Nehara's Never-Empty Flask - Nehara was a dwarf who was granted a
|
|
couple of wishes. His first wish was used to raise a dead comrade.
|
|
His second wish was "for a never-emptying flask of the strongest, best-
|
|
tasting alcohol in the entire multi-universe". He wished this because
|
|
he really detested water, and even bathed only in moonshine. Nehara
|
|
received this flask that produces an alcohol which is magically endowed
|
|
to have the projected properties of 400 proof alcohol (yes 200 proof is
|
|
100% alcohol, which is why the words "magic" and "projected" are used).
|
|
Any creature drinking the magical alcohol from the flask must save
|
|
vs. poison unless his/her immunity check is made. Failure indicates
|
|
that the imbiber suffers 1d10+10 points of damage and becomes
|
|
unconscious for 1d12+12 hours. A save indicates that the imbiber enters
|
|
a state of great intoxication. Also, the imbiber develops an immunity
|
|
to the alcohol. For each save the character gains a cumulative +1% to
|
|
his immunity check. All creatures start out with an immunity equal to
|
|
his/her Constitution score. Nehara's first shot from the flask knocked
|
|
him out. Afterwards, he started to develop a tolerance that was,
|
|
simply, not normal. (Because it was his wish that brought this item
|
|
into existence, he began with an immunity of 90%, which he failed on
|
|
his first drink.)
|
|
Note: The alcohol loses all properties if not drunk from the
|
|
flask. Thus, characters can not pour the alcohol out and store it each
|
|
day in hopes of having a large supply of powerful elixir.
|
|
The flask refills itself everyday at midnight with the magical
|
|
alcohol. It is the size of a normal wineskin, and made of fine leather,
|
|
albeit almost invulnerable leather.
|
|
Nehara's antics with this flask are legendary. Once, Nehara was on
|
|
guard duty one night and a lone kobold wandered into camp. Nehara
|
|
grabbed the poor bastard and forced him to take a rather large gulp of
|
|
the infernal beverage. The kobold failed his save versus poison and
|
|
dropped dead (from losing 9 HP), much to the drunken dwarf's dismay.
|
|
Nehara is probably best known for drinking many half-ogres under
|
|
the table. The usual bet was, "I can drink more of this than you can
|
|
drink," at which point the dwarf could take two or three shots, but
|
|
most others would drop after the first one.
|
|
|
|
|
|
Ring of Alcohol Improvement - This ring seems simply to be a +1 ring of
|
|
protection and will show to be magical if checked.
|
|
The special function of the ring does not become noticeable until
|
|
the ring comes into contact with a container full of alcohol. At which
|
|
time the alcohol in the container (mug, glass, bottle, etc.) will be
|
|
turned into the very best quality possible.
|
|
There is a very good chance that the character will never notice
|
|
that he/she never has another bad tasting drink even in the worst pubs.
|
|
Save vs. Intelligence or Wisdom at -7.
|
|
Invented by a wizard who hated to pay high prices for good drinks,
|
|
but could not stand the thought of drinking anything bad.
|
|
|
|
|
|
Ring of Intoxication - The wearer of this ring will instantly enter a
|
|
state of slight intoxication, and gradually move from that to
|
|
moderately intoxicated, to greatly intoxicated, to comatose (figure one
|
|
step per hour). The wearer will feel good and will not want to remove
|
|
the ring (PCs wishing to remove it must make a Wisdom check). Recovery
|
|
starts when the ring is removed or the wearer is comatose. Once the
|
|
wearer is recovered (and if still wearing the ring), the process starts
|
|
again.
|
|
|
|
|
|
Ring Of Intoxication Prevention - This silver ring has a small white
|
|
opal set in it. While this ring is worn, the wearer does not suffer the
|
|
effects of alcohol.
|
|
|
|
|
|
Rings Of Wedding - Referred to in ancient texts as the "Band of Gold",
|
|
the ring of wedding is worn on the third finger of the left hand of the
|
|
character. Forged only in matching pairs, the ring of wedding creates a
|
|
mild bond of telepathy between the pair wearing them. Thus, a character
|
|
who wields a ring of wedding and partaking in an alcoholic beverage
|
|
will have a 90% chance of being known by the wearer of the matching
|
|
ring. It is advisable for the ring-wearing male who practices such a
|
|
ceremony with a female to make friends with a cleric who has a "Cure
|
|
Heavy Wounds" spell.
|
|
|
|
|
|
Ring of Wine Changing - This magical ring will always appear magical
|
|
if detected for and will act as a +1 ring of protection at all times.
|
|
Its special powers will not become obvious unless the hand with the
|
|
ring comes into contact with a container filled with alcohol (mug,
|
|
glass, bottle, etc.). At which point the alcohol in the container will
|
|
be magically changed into another type of drink i.e. red wine would be
|
|
changed into white wine, white wine would be changed into Champagne,
|
|
beer would be turned into vodka, etc.. Of course this could lead to
|
|
some problems if a character or NPC is really picky about the type of
|
|
drink ordered.
|
|
The first reported use of this type of magic item was when a mage
|
|
was mad at the owner a local tavern. The mage constructed the ring and
|
|
gave it to a Dwarven fighter who loved his one special beer. It caused
|
|
no end of trouble for the tavern. The Dwarf never went back after the
|
|
fight, but did discover the flaw in the ring and quickly sold it at a
|
|
good profit.
|
|
|
|
|
|
Ring Of Wine Spoiling - This ring simply seems to be a +1 ring of
|
|
protection and will show to be magical. Its special power does not
|
|
become noticeable until the ring comes into contact with a container
|
|
holding alcohol (mug, glass, bottle, etc.) at which point the alcohol
|
|
in the container will be spoiled (i.e. wine turned to vinegar, beer
|
|
will taste like grain, etc.). There is only a small chance that the
|
|
character will realize what is happening (-4 on intelligence check).
|
|
This could cause interesting problems at a bar or tavern. Those Dwarfs
|
|
really love their bear and ale.
|
|
|
|
|
|
Root of the Beers - This is a gnarled wooden root that spans one foot
|
|
if straightened out. When the root comes in contact with a pint of pure
|
|
spring water, it turns the water into an excellent tasting drink of
|
|
non-alcoholic birch beer or root beer, depending on the desires of the
|
|
owner. This root is often accompanied with a Staff of Alcohol where it
|
|
wraps around and intertwines with the gnarled staff.
|
|
|
|
|
|
Runkelstein's Black Beads - These beads, created by the reformed
|
|
alcoholic mage Runkelstein, are the size of a small pea. They typically
|
|
come in quantities of 1d10+10. When a bead is dropped into a container
|
|
of alcohol, it removes the effects typically associated with liquor
|
|
consumption. Yet, the liquid retains its full body and taste (great
|
|
taste, less filling). The consumer will not get drunk or have a
|
|
hangover. Very useful in drinking matches and when treachery is
|
|
suspected. One bead will detoxify the following:
|
|
|
|
Alcohol Amount
|
|
Beer 6.0 gallons
|
|
Ale 4.0 gallons
|
|
Wine 2.0 gallons
|
|
Mead 1.0 gallons
|
|
Liquor 0.5 gallons
|
|
|
|
Spit/Plaque Of Roasting - Very popular in inns and taverns, these
|
|
separate items both do the same thing: they roast meat without the need
|
|
for a fire or other heat source. The meat must be skewered on the spit
|
|
or laid out on the plaque, and a command word spoken. The user may
|
|
specify the degree of roasting.
|
|
|
|
|
|
Spittoon Of Tidiness - A favorite item amongst taverns and inns, this
|
|
metal urn levitates one inch above the floor. Whenever anyone spits on
|
|
the floor, the spittoon will move quickly and catch the expectorate.
|
|
The spittoon is fast enough to travel the widest portion of the tavern
|
|
floor in less than one second. Customers have played games with this
|
|
spittoon by spitting at the same time. The spittoon will catch the
|
|
nearest expectorate, then hit the shins of the other spitter, hard
|
|
enough to bruise. Not many customers try it again after that. The
|
|
spittoon will also catch any food thrown or dropped before it hits the
|
|
floor.
|
|
|
|
|
|
Staff of Alcohol - This ordinary looking gnarled wooden staff, often
|
|
looking like a twisted walking stick, will after giving the command
|
|
word and touching the top of a glass or mug magically creates an
|
|
alcohol drink. The staff has a limited number of charges. It can only
|
|
produce a limited type of drinks, each requiring a different number of
|
|
charges. For the different types of alcohol created see charts below:
|
|
|
|
Pine Staff: Beers; good quality 1 charge, very good 2 charges,
|
|
excellent beer 3 charges.
|
|
|
|
Birch Staff: Ale, charges as per beer.
|
|
|
|
Cherry Staff: Wines; 1 charge good white wine, 2 charges excellent
|
|
white wine, 3 charges good red wine, 4 charges excellent red wine.
|
|
|
|
Oak Staff: Whisky 1 charge, vodka 2 charges, schnapps 3 charges.
|
|
|
|
Iron Staff: the iron staff does not have a command word you simply
|
|
twist the top end until to get the desired type of drink. The iron
|
|
staff is not twisted, it is arrow straight. All drinks created are
|
|
excellent quality. Beer 1 charge, Ale 2 charges, White wine 3
|
|
charges, Red wine 4 charges, champagne 5 charges.
|
|
|
|
|
|
Sword of Continual Alcohol - This is a large sword which has a crystal
|
|
blade. The handle is made of gold, with two needles coming out of one
|
|
side. The blade is divided into two portions, one being around the
|
|
hitting edge and the other every where else. The blade is also always
|
|
filled with a black liquid, which is known to be alcohol. When a person
|
|
picks up the sword the needles in the hilt inject into his hand,
|
|
injecting alcohol into his bloodstream. This will cause the bearer to
|
|
have fits of enrage, 18/00 strength, and some bad habits, 3 charisma.
|
|
When the bearer scores a hit, there is a chance that the alcohol around
|
|
the hitting edge will be injected (in the same manner) into the
|
|
opponent's blood. The alcohol around the hitting edge is 100% pure
|
|
alcohol, and will kill anyone instantly. When the sword runs out of
|
|
alcohol, the bearer may fill it, in whatever way he can, as he is
|
|
addicted to it.
|
|
|
|
|
|
Tankard of Plenty - This tankard is a dwarf's (and other alcoholic's)
|
|
dream. Any non-magical, alcoholic liquid placed in this tankard will be
|
|
kept fresh for the duration that it is in it.
|
|
The tankard is made of iron, silver, and ivory (from an unknown
|
|
beast). It's lid is made of silver, and can be opened by it's flip-top
|
|
thumb press. Hanging from the underside of the lid, is a silver chain
|
|
that has on the end of it a small stone of a volcanic nature. The stone
|
|
hangs just off the bottom of the tankard when it is closed. Any non-
|
|
magical, alcoholic liquid that is in the tankard will completely cover
|
|
the small stone when the lid is closed. The next time the tankard is
|
|
open, it will be filled to the brim with the liquid. Thus you need buy
|
|
just one drink at a tavern for a whole night's entertainment.
|
|
The lid is not airtight, and so the tankard cannot be used to
|
|
store liquid during travelling. If it is used in this way, then all the
|
|
thirsty adventurer will find is an empty tankard and a soggy backpack.
|
|
|
|
|
|
Tome of Viticulture - If read in one sitting, this tome will magically
|
|
give the reader great knowledge in grape growing and wine making. The
|
|
character will have the equivalent Intelligence of 19 for determining
|
|
the best type of grape to grow in an area and the best piece of land to
|
|
chose. The character will instinctively know when the grapes are at the
|
|
right ripeness for the type of wine the character wants to make. The
|
|
character will know at just the right moment to press, bottle, and
|
|
ferment the wine. The character will also know exactly when the wine
|
|
has fermented long enough. The character will know how to correctly
|
|
store and turn the wine while it is fermenting. The character will be
|
|
able to tell how long the wine will remain a good vintage. The
|
|
character will have a bonus of +4 when trying to determine if a wine
|
|
was from a good vintage or not. The character has a bonus of +4 for
|
|
creating a good or great vintage for a particular year.
|
|
The magic tome must be reread each year to continue to receive the
|
|
full bonus from the tome.
|
|
If a DM want the tome can be made more specific so that it can
|
|
only benefit for the making of one type of wine. As example or to DM's
|
|
taste:
|
|
|
|
Red Wines: Red Bordeaux, Cabernet Sauvignon, Merlot, Petit Verdot.
|
|
|
|
Champagne & Sparkling wines: Blanc de Noir, Blanc de Blancs,
|
|
Sparkling Burgundy, Cold Duck.
|
|
|
|
White Wines: Montrachet, Meursault, Cote de Beaune, Chablis or
|
|
Petit Chablis, Macon Vire.
|
|
|
|
Appetizer & Dessert Wines: Sherry, Madeira, Vermouth, Port,
|
|
Marsala, Tokay.
|
|
|
|
|
|
Tray Of Non-Spilling - This tray keeps its own balance regardless of
|
|
the dexterity of the bearer. Only intentional upsetting will spill
|
|
items on the tray. If the DM rolls to see if the character slips and
|
|
falls or slips but catch his/her balance, the tray will not spill in
|
|
either situation. It is assumed to have landed safely away from the
|
|
character if there is a level space nearby. Otherwise, the items on the
|
|
tray are indeed spilled.
|
|
|
|
|
|
Wineskin of Eternity - This appears to be a perfectly ordinary
|
|
wineskin. While grasped by a sentient creature, it can pour forth a
|
|
thin stream of excellent wine, as if it were nearly full of such
|
|
liquid; however, it cannot be opened to refill it. Strangely, it never
|
|
seems to empty.
|
|
Note that the flow rate on a wineskin is not high, so while you
|
|
can get drunk passing it around, you're not likely to be able to pour
|
|
out large quantities for sale or filling moats and so on. The Decanter
|
|
of Endless Booze is a much rarer item, and you don't want to see what
|
|
happens when you set it to Everclear, invoke the Geyser function, and
|
|
hold out a torch. It also won't work to just upturn it to pour out its
|
|
contents: someone has to be consciously getting wine out of it.
|
|
|
|
|
|
"You Can't Out-Drink the Brewery" Flask -"You Can't Out-Drink the
|
|
Brewery" is a figure of speech used by a senile school teacher. This
|
|
flask looks at first as though it contains the empty remains of an
|
|
alchemical potion. It feels light as if there were nothing in it, and
|
|
in fact a closer inspection will reveal that there is nothing inside of
|
|
it. However, there is a persistent sloshing noise emanating from the
|
|
flask anytime it is shaken in the slightest manner. If it is tipped
|
|
over into some drinking vessel, it will provide a consistent, unending
|
|
source of poor quality wine. It isn't the greatest, but it is free
|
|
alcohol.
|
|
DM's can modify the quality of the wine, or even what sort of
|
|
liquid is dispensed. Experience points and price should be based on the
|
|
value of magic and alcohol in the DM's world, and exactly what sort of
|
|
product is formed by the flask. PC mages wishing to create one of these
|
|
themselves will want to research create water, water to wine, and
|
|
cornucopia spells, along with permanency and enchant item. Yes, in most
|
|
worlds some of these spells are known only to clerics, in which case a
|
|
cleric/mage is the only answer.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
La Bouteille Magique de Chandon
|
|
(Chandon's Amazing Bottle)
|
|
|
|
|
|
When first seen, this bottle will appear to be just like any other
|
|
wine bottle, but it will be very ornately decorated. It will radiate
|
|
magic if it is detected for. The wine will always be of the very best
|
|
vintage. The design on the bottle will be of a typical vineyard and
|
|
winery. If a character looks closely he/she might see movement, as if
|
|
workers were tending the fields.
|
|
On closer inspection of the bottle, a character might notice
|
|
several things which are common to vineyards and wineries. Grapes grow
|
|
best in a dry northern climate, with hills and nearby bodies of water.
|
|
The grape crops would be placed on the slope of a hill facing south. A
|
|
south facing grape crop is best for wine grape growing. It will always
|
|
seem to be late summer or early fall which is the best time to harvest
|
|
grapes. The grapes will then be at their richest wine making flavor.
|
|
The Grapes are usually planted in rows six to eight feet apart to allow
|
|
for spreading leaves and roots. The vines are held on wires or ropes
|
|
spread between posts at the end of each row of plants. Wooden carts and
|
|
wagons are used to haul the grapes to the winery. Ploughs are used to
|
|
keep the area between the vine rows clear of weeds. The winery and
|
|
housing will be on the valley floor near a river or large lake. The
|
|
winery can be very large, but much of this space is taken up by the
|
|
aging casks. The finished wine will be stored in underground sellers or
|
|
in a place with a constant, cool, temperature.
|
|
Once wine has been poured from the bottle, the workers will set
|
|
out as if to make more wine. After a short amount of time the bottle
|
|
will be refilled. The faster the bottle is drained, the faster the
|
|
workers appear to work. The workers will soon get tired and work will
|
|
slow down (see table A). If a character is simply draining the bottle
|
|
to see the wine being made or if the bottle is given a good shake, the
|
|
little people will shake their fists and make rude gestures at the
|
|
characters. It would seem as if they could see what was happening
|
|
outside of the bottle. If the bottle is severely shaken damage will
|
|
occur on the farm and the people will fall over.
|
|
Any character who looks into the bottle must save vs. magic or be
|
|
transfixed by the bottle, as per the fascinate spell (1st edition
|
|
Illusionist spell). The character will simply stare into the bottle
|
|
until something or someone distracts the character. There will be no
|
|
negative reaction or emotions toward the bottle. The character might
|
|
simply say something like, "Wow" or "Amazing".
|
|
An aspect of the bottle is that it must be exposed to sunlight at
|
|
one time or another. If the bottle is not exposed to sunlight for one
|
|
week changes will occur within the bottle. Starting during the second
|
|
week, the weather will seem to change within the bottle. By the end of
|
|
the week, clouds will become noticeable, rain will fall, and generally
|
|
the weather within the bottle will deteriorate. After another two to
|
|
three weeks without sunlight, a hard frost will occur that will
|
|
apparently stop the growing and harvesting of new grapes. During the
|
|
next week, the vineyards will be cleared and old branches and stumps
|
|
will be burned. Wine will still be produced but at a much slower rate
|
|
from stored grapes. After another two weeks without sunlight, the
|
|
bottles's landscape will be covered with snow. Wine refilling the
|
|
bottle will happen very slowly. Wine production will never truly stop,
|
|
but if no more wine is poured from the bottle, snow will drift up
|
|
covering the fields and houses. No more activity will be seen outside
|
|
of the houses except for smoke out of the chimneys (see table B).
|
|
If the bottle is ever found in a dungeon or in a place that the DM
|
|
believes that there has been no exposure to sunlight for a long time,
|
|
the bottle will show a snow covered valley, with the wine will be of a
|
|
very good vintage and well aged. The bottle will slowly refill. But not
|
|
until the bottle is touched by sunlight will the snow melt and spring
|
|
and finally summer return to the farm. Wine production will not be very
|
|
swift until after new grape plants have grown.
|
|
In the legends of wine makers there was a great master and his
|
|
name was Chandon. He was one of the best wine makers ever. When he felt
|
|
that he could do no more to expand the realm of wine making, he was
|
|
depressed. But soon he was presented with a gift from a great but now
|
|
forgotten wizard. This gift was the first of the magic bottles.
|
|
Chandon was very impressed and ordered that his best wine should be
|
|
made in these magic bottles. He commissioned many bottles to be given
|
|
out as gifts to important Kings, Queens, and, it is rumored, even Gods.
|
|
These magic bottles are very rare and valuable, they are sparsely
|
|
spread across many worlds.
|
|
The popularity and demand for these magic bottles has produced
|
|
many imitations and copies, some of which are good and some are very
|
|
bad. These copies are the reason for the following variations on a
|
|
theme: (see table C)
|
|
|
|
|
|
Table A: (As a guide otherwise use example in text.)
|
|
|
|
Exposure of bottle to sunlight:
|
|
Regular (Daily) Production is one full bottle (750 ml or 24 oz)
|
|
per round.
|
|
Less regularly (Weekly) Production slows to one full bottle per
|
|
five (5) rounds.
|
|
Periodically (Monthly) Production slows to one full bottle per
|
|
turn.
|
|
Rarely (Bi-monthly) Production slows to one full bottle per 3
|
|
turns.
|
|
Very rarely (Yearly) Production slows to one full bottle per hour
|
|
or less.
|
|
Almost never (In the dark) Production is only one full bottle per
|
|
day or less.
|
|
|
|
|
|
Table B: (As a guide otherwise use example in text.)
|
|
|
|
Effects of the passage of time without sunlight:
|
|
Week number:
|
|
1. Clouds, some rain possible but not strong.
|
|
2. More clouds, rain begins.
|
|
3. Constant clouds, rain.
|
|
4-5. Constant clouds, rain, first light frosts.
|
|
Wine Production slows.
|
|
5-6. Heavy Clouds, rain, Hard frost.
|
|
Wine Production now very slow, vineyard cleared.
|
|
6-8. Low Heavy Clouds, rain, hard frost, Snow.
|
|
Vineyard completely baron, no new grapes.
|
|
Wine coming from reserves. Very, very slow production.
|
|
9-12. Very Low, heavy clouds, Heavy Snow.
|
|
Drifts of snow begin to cover area until sunlight
|
|
returns.
|
|
|
|
|
|
Table C: Wine Bottle Variants (1d100)
|
|
|
|
Die
|
|
Roll Type
|
|
01-10 Red Wines
|
|
11-20 White Wines
|
|
21-30 Sparkling Wines
|
|
31-35 Beer
|
|
36-40 Ale
|
|
41-45 Malt
|
|
46-50 Appetizer Wines
|
|
51-55 Dessert Wines (Sweet)
|
|
56-60 Distilled Liquors (Brandy)
|
|
61-65 Rum
|
|
66-70 Whiskey
|
|
71-75 Gin
|
|
76-80 Unusual (Special)
|
|
81-85 Unusual (Hard)
|
|
86-96 Special (See the table for POPULAR & STRANGE ALCOHOLS
|
|
AMONGST THE WORLDS elsewhere in this guide.)
|
|
97-00 Magical (Very Special)
|
|
|
|
DM's remember when using these tables to modify if necessary the
|
|
description of the bottle read to the players.
|
|
|
|
|
|
Sub-Table C1: Red Wines (1d20)
|
|
|
|
Die
|
|
Roll Type
|
|
1 Claret
|
|
2 Burgundy - Chablis
|
|
3 Beaujolais
|
|
4 Barber
|
|
5 Barerone
|
|
6 Aleatico
|
|
7 Cabernet
|
|
8 Carignane
|
|
9 Charbono
|
|
10 Chianti
|
|
11 Concord
|
|
12 Duriff
|
|
13 Gamay
|
|
14 Grignolino
|
|
15 Ives
|
|
16 Mourastel
|
|
17 Norton
|
|
18 Petite Sirah
|
|
19 Pinot Noir
|
|
20 Roll again or DM pick one
|
|
|
|
|
|
Sub-Table C2: White Wines (1d20)
|
|
|
|
Die
|
|
Roll Type
|
|
1 Rhine
|
|
2 Sauterne
|
|
3 Catawha
|
|
4 Chablis
|
|
5 Chardonnay
|
|
6 Elvira
|
|
7 Folle Blache
|
|
8 Golden Chasselas
|
|
9 Gutedel
|
|
10 Hock
|
|
11 Rose (Pink)
|
|
12 Light Muscat
|
|
13 Malvasia Bianca
|
|
14 Moscato Canelli
|
|
15 Muscat Frontignan
|
|
16 Moselle
|
|
17 Ponot Blanc
|
|
18 Sauvignon Blanc
|
|
19 Traminer
|
|
20 Roll again or DM pick one
|
|
|
|
|
|
Sub-Table C3: Sparkling Wines (1d12)
|
|
|
|
Die
|
|
Roll Type
|
|
1 Champagne (Common types see sub-table)
|
|
2 Sparkling Burgundy
|
|
3 Sparkling Sautene
|
|
4 Sparkling Moselle
|
|
5 Pink Champagne
|
|
6 Sparkling Muscat
|
|
7 Moscato Spumante
|
|
8 Sparkling Muscato
|
|
9 Canelli
|
|
10 Sparkling Burgundy (Red)
|
|
11 Imitation Champagne (White)
|
|
12 Roll again or DM pick one
|
|
|
|
|
|
Sub-Table C3B: Champaqne (1d8)
|
|
|
|
Die
|
|
Roll Type
|
|
1 Brut
|
|
2 Extra Dry
|
|
3 Demi-Sec
|
|
4 Doux
|
|
5 Blanc de Blancs
|
|
6 Blanc de Noirs
|
|
7 Cremant
|
|
8 Brut Extra Dry
|
|
|
|
|
|
Sub-Table C4: Beer (1d30)
|
|
|
|
Die
|
|
Roll Type
|
|
1 Barley Wine
|
|
2 Chamonile
|
|
3 Dandelion
|
|
4 Ginger
|
|
5 Herb (DM pick name if necessary)
|
|
6 Guiness Extra Stout
|
|
7 Guiness Extra
|
|
8 Guiness
|
|
9 Irish Stout
|
|
10 Milk Stout (or Sweet Stout)
|
|
11 Oatmeal Stout
|
|
12 Light Lager
|
|
13 Dark Lager
|
|
14 Nettle Beer
|
|
15 Spruce
|
|
16 Sap
|
|
17 Treacle
|
|
18 Heavy Lager
|
|
19 Boneshaker Stout
|
|
20 Carmel
|
|
21 Bitter Beer
|
|
22 Maize Flake Beer
|
|
23 White Raspberry
|
|
24 Porter
|
|
25 Wort
|
|
26-30 Roll again or DM pick one (room for expantion)
|
|
|
|
|
|
Sub-Table C5: Ale (1d12)
|
|
|
|
Die
|
|
Roll Type
|
|
1 Bitter (pale)
|
|
2 Bran
|
|
3 Brown
|
|
4 Burdock
|
|
5 Dandelion and Burdock
|
|
6 Demerara
|
|
7 Flaked Barley
|
|
8 Light Ale
|
|
9 Pale Ale
|
|
10 Dark Ale
|
|
11 Amber
|
|
12 Roll again or DM pick one
|
|
|
|
|
|
Sub-Table C6: Malt (1d6)
|
|
|
|
Die
|
|
Roll Type
|
|
1 Amber
|
|
2 Porter
|
|
3 Light
|
|
4 Dark
|
|
5 Crystal
|
|
6 Roll again or DM pick one
|
|
|
|
|
|
Sub-Table C7: Appetizer Wines (1d4)
|
|
|
|
Die
|
|
Roll Type
|
|
1 Sherry: Roll 1d4 for quality/type
|
|
1 Fino (Light and Dry)
|
|
2 Amontillado (Med Dry)
|
|
3 Oloroso (Dark, Med Sweet)
|
|
4 Cream (Sweetened)
|
|
2 Vermouth
|
|
3 Madeira: Roll 1d4 for quality/type
|
|
1 Sercial (Dry)
|
|
2 Verdelho (Med Dry)
|
|
3 Bual (Med Sweet)
|
|
4 Malmsey (Sweet, Rich)
|
|
4 Marsala
|
|
|
|
|
|
Sub-Table C8: Dessert Wines (Sweet) (1d12)
|
|
|
|
Die
|
|
Roll Type
|
|
1 Port: roll 1d4 for age/quality
|
|
1 Vintage/very old (Extra-good)
|
|
2 Old (Very Good)
|
|
3 Young (Good)
|
|
4 Roll again or DM pick one
|
|
2 Muscatell
|
|
3 Tokay
|
|
4 White Port
|
|
5 Angelica
|
|
6 Aleatico
|
|
7 Malaga
|
|
8 Malvasia
|
|
9 Muscat Frontigan
|
|
10 Red Muscatel
|
|
11 Sweet Sherry
|
|
12 Roll again or DM pick one
|
|
|
|
|
|
Sub-Table C9: Distilled Liquors (Brandy) (1d12) (Roll For Quality)
|
|
|
|
Die
|
|
Roll Type
|
|
1 Grape
|
|
2 Apple
|
|
3 Peach
|
|
4 Pear
|
|
5 Raisin
|
|
6 Prune
|
|
7 Apricot
|
|
8 Cherry
|
|
9 Blackberry
|
|
10 Applejack
|
|
11 Plum
|
|
12 Roll again or DM pick one
|
|
|
|
|
|
Sub-Table C9A: Quality (1d4)
|
|
|
|
Die
|
|
Roll Type
|
|
1 Congnac (Best)
|
|
2 Broderies (Very Good)
|
|
3 Armagnac (Good)
|
|
4 Imitation (Less Good)
|
|
|
|
|
|
Sub-Table C10: Rum (1d6)
|
|
|
|
Die
|
|
Roll Type
|
|
1 Local Trade (Low Quality)
|
|
2 Home Trade (Good)
|
|
3 Export Trade (Strong)
|
|
4 Stock (Very Strong - Must be diluted in Wine)
|
|
5 Morrow Rum (Good)
|
|
6 Roll again or DM can pick one
|
|
|
|
|
|
Sub-Table C11: Whiskey (1d6)
|
|
|
|
Die
|
|
Roll Type
|
|
1 Rye
|
|
2 Bourbon
|
|
3 Pot Still (Sweet)
|
|
4 Patent Still (Sweet)
|
|
5 Pot Still (Sour)
|
|
6 Patent Still (Sour)
|
|
DM can always pick one
|
|
|
|
|
|
Sub-Table C12: Gin (1d8)
|
|
|
|
Die
|
|
Roll Type
|
|
1 Juniper Berry
|
|
2 Sloe Berry
|
|
3 Bitter Almond
|
|
4 Cassia Bark
|
|
5 Fennel
|
|
6 Orris Root
|
|
7 Liquorice
|
|
8 Turpentine
|
|
DM can always pick one
|
|
|
|
|
|
Sub-Table C13: Unusual (Special Wines) (1d100)
|
|
These are popular and may even pre-date true Grape wine making.
|
|
|
|
Die Die
|
|
Roll Type Roll Type
|
|
1 Aubergine (Egg-plant)(Med) 51 Lovage (Sweet)
|
|
2 Almond 52 Malt (Med)
|
|
3 Artichoke (Dry) 53 Marigold (Dry)
|
|
4 Balm (Medium) 54 Marrow (Sweet)
|
|
5 Banana (Semi-Sweet) 55 Mead (Med)
|
|
6 Barley 56 Meadowsweet (Med)
|
|
7 Beet, Sugar (Med) 57 Medlar (Med)
|
|
8 Beetroot (Med) 58 Mulberry
|
|
9 Bilberry (Dry) 59 Nectarine (Med)
|
|
10 Birch Sap (Dry) 60 Oak leaf (Sweet)
|
|
11 Blackberry (Semi-Sweet) 61 Orange (Dry)
|
|
12 Blackberry Shoot (Dry) 62 Pansy (Sweet)
|
|
13 Blueberry 63 Parsley (Dry)
|
|
14 Broad Been (Dry) 64 Parsnip (Sweet)
|
|
15 Broom (Sweet) 65 Passion Fruit (Med)
|
|
16 Bullace (Plum)(Med) 66 Paw-paw (Dry)
|
|
17 Cabbage 67 Peach (Med)
|
|
18 Carnation (Med) 68 Pea Pod (Med)
|
|
19 Carrot (Dry) 69 Pear (Med)
|
|
20 Celery (Med) 70 Pineapple (Med)
|
|
21 Chamomile 71 Plum (Dry)
|
|
22 Charlock 72 Pomegranate (Med)
|
|
23 Cherry (Sweet) 73 Port-Style Wine
|
|
24 Clover (Med) 74 Prune (Sweet)
|
|
25 Coffee (Sweet) 75 Primrose (Med)
|
|
26 Colts Foot (Med) 76 Raspberry (Dry)
|
|
27 Cornmeal (Med) 77 Sake (Rice wine)
|
|
28 Cowslip (Med) 78 Strawberry (Dry)
|
|
29 Crab Apple (Med) 79 Tangerine (Med)
|
|
30 Cranberry (Med) 80 Tea (Med)
|
|
31 Currant (Sweet) 81 Blackberry
|
|
32 Cyser (Med) 82 Pumpkin (Sweet)
|
|
33 Damson (Med) 83 Quince (Med)
|
|
34 Dandelion (Med) 84 Beaujolan
|
|
35 Date (Dry) 85 Apple (Dry)
|
|
36 Dewberry 86 Raisin (Med)
|
|
37 Elderberry (Med) 87 Apricot (Sweet)
|
|
38 Fig (Semi-Sweet) 88 Rhubarb (Med)
|
|
39 Folly (Dry) 89 Rose Hip (Med)
|
|
40 Ginger (Sweet) 90 Rose Petal (Med)
|
|
41 Golden Rod (Med) 91 English Sack
|
|
42 Gooseberry (Dry) 92 Sarsaparilla (Sweet)
|
|
43 Grapefruit (Med) 93 Sloeberry (Med)
|
|
44 Greengage (Med) 94 Spruce
|
|
45 Guava (Med) 95 Squash (Sweet)
|
|
46 Hock 96 Sultana (Med)
|
|
47 Honey 97 Tomato (Dry)
|
|
48 Hops 98 Turnip (Sweet)
|
|
49 Loganberry (Sweet) 99 Wheat (Med)
|
|
50 Loquat (Sweet) 00 Yarrow (Med)
|
|
|
|
DM's remember that if you don't like the results you can
|
|
always pick the one you want.
|
|
|
|
|
|
Sub-Table C14: Unusual (Hard) (1d8)
|
|
|
|
Die
|
|
Roll Type
|
|
1 Arrack
|
|
2 Vodka
|
|
3 Schnapps: Roll (1d4)
|
|
1 Peppermint
|
|
2 Peach
|
|
3 Pear
|
|
4 Apricot
|
|
4 Tequila
|
|
5 Tequila with Worm
|
|
6 Mescal (Mezcal)
|
|
7 Okolehao (Ti-Root / Tropical)
|
|
8 Roll again or DM pick one
|
|
|
|
|
|
Sub-Table C15: SEE THE LIST OF POPULAR & STRANGE ALCOHOLS AMONGST
|
|
THE WORLDS (elsewhere in this guide)
|
|
|
|
|
|
Sub-Table C16: Magical (Very Special) (1d100/2)
|
|
|
|
Die
|
|
Roll Type
|
|
1 Produces poor quality and/or cheap wine (Roll Again to
|
|
determine wine type)
|
|
2 Produces vinegar
|
|
3 Produces spoilt wine (Roll Again to determine wine type)
|
|
4 Makes non-Alcoholic wine (Roll Again to determine
|
|
wine type)
|
|
5 Slow production 1/2 speed (See Table A)
|
|
6 Fast production twice the speed (See Table A)
|
|
7 Produces Grape Juice
|
|
8 Cursed: If a character fails the save vs. magic she/he
|
|
will become magically trapped within the bottle to work
|
|
there the rest of his/her life making wine. (As per the
|
|
1st ed magic user spell imprisonment, roll again to
|
|
determine what wine this bottle creates.)
|
|
9 Cursed: Same as above but no chance of escape ever.
|
|
(Roll again for wine type.)
|
|
10 Special: as number 8 above. But bottle is gateway to new
|
|
world Character can wander around, explore and adventure
|
|
(If DM is ready, then Roll again for wine type.)
|
|
11 Special: as above, but character was summoned to help
|
|
solve a mystery or protect the world inside the bottle
|
|
from evil. (Roll again for wine type.)
|
|
12 Special: as above, but character is given a quest to obtain
|
|
some special item, normal or magical, to assist the winery.
|
|
Could be a search for new farm tools or a search for a new
|
|
grape stock for the world inside the bottle. (DM's option)
|
|
(Roll again for wine type.)
|
|
13 After giving a command word, bottle will create as many
|
|
drinking glasses as directed. (Roll again to determine
|
|
type.)
|
|
14 Bottle produces poison (DM's choice or try Reid's random poison
|
|
generator). Save and take one half of characters hit points as
|
|
damage and lower constitution by 1.
|
|
15 Bottle produces a slow poison that Kills after a random number
|
|
of does are taken. If saves take half of characters
|
|
hit points as damage and lower constitution by 1. Roll 1d4
|
|
1 -- Roll 1d12 doses before death
|
|
2 -- Roll 1d20 " "
|
|
3 -- Roll 2d20 " "
|
|
4 -- Roll 2d10 " "
|
|
16 Wine also acts as healing potion. (Roll again for wine type.)
|
|
17 Wine also acts as a potion of extra healing.
|
|
(Roll again to determine wine type.)
|
|
18 Wine will cure poison, as per the spell. (Roll again to
|
|
determine wine type.)
|
|
19 Wine will cure disease, as per the spell. (Roll again to
|
|
determine wine type.)
|
|
20 Wine fulfills all nutritional requirements of a normal
|
|
meal. (Roll again to determine wine type.)
|
|
21 Create Great Feast: Once a day, on command, the bottle
|
|
will create a great feast for up to 20 persons. If
|
|
necessary, all plates, tables, and chairs will be provided.
|
|
The meal will be excellent, and if necessary the
|
|
surrounding area will change to fit the needs of a great
|
|
dinner. This will include, if appropriate, decorations and
|
|
waiters/cooks. The meal will match the type of wine served
|
|
from the magic bottle. (Roll on either the Red or White
|
|
wine list.)
|
|
Red Wine: Red meat, Game and sometimes chicken.
|
|
(ie Roast beef, pork, lamb, steak, duck, goose,
|
|
turkey, pheasant, venison.)
|
|
White Wine: Chicken, Fish and White Meat.
|
|
(ie Oysters, fish, fowl, turkey, vegetarian
|
|
dinners.)
|
|
22 A Great Feast, but after 2-4 hours later every will be
|
|
hungry again.
|
|
23 A Great Feast, but everyone who ate must save vs. poison or
|
|
fall into a deep sleep for eight (8) hours.
|
|
24 A Great Feast but everyone who ate must save vs. magic or
|
|
be teleported to a random location 1d4 X 100 miles away.
|
|
25 Wine is produced at real time. The bottle will experience
|
|
all the same seasons that are occurring in the outside
|
|
world. If it is winter outside, it will be winter in the
|
|
bottle. If it is raining outside the bottle, it is raining
|
|
inside the bottle. There will only be one full wine
|
|
bottle per year with this bottle and after that you must
|
|
wait for next season for a bottle full. No wine is made
|
|
at any other time. The wine from this bottle will always
|
|
be the very, very best. It is rumored that there were only
|
|
one or two of these made and that they were the original
|
|
bottles that inspired Chandon. If this is not true then
|
|
they are the early proto-types or rejects created as a mage
|
|
learned how to master the process of constructing the magic
|
|
bottles.
|
|
26-50 Nothing special start over or DM pick one. Room was left for
|
|
expansion.
|
|
|
|
|
|
I used as background and souse material the following books:
|
|
Rosalind Cooper's, _The Wine Book_, 1981.
|
|
Jeff Cox's, _From Vines to Wines_, 1992.
|
|
Karl M. Herstein and Morris B. Jacobs, _Chemistry and Technology
|
|
of Wines and Liquors_, 1948.
|
|
William Mares, _Making Beer_, 1992.
|
|
Leo Zanelli, _Beer and Wine Making an Illustrated Dictionary_,
|
|
1979.
|
|
|
|
|
|
The magic bottle is (C) copyright Ronald Jones 1993 all rights
|
|
reserved. Permission is granted for free distribution if credit is
|
|
dully given and no profit made. Permission is granted for editing for
|
|
inclusion in this guide.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
DIONYSUS'S MOLTOV COCKTAILS
|
|
|
|
|
|
Let us drink the juice divine,
|
|
the gift of Bacchus, God of wine!
|
|
|
|
--- Anon
|
|
|
|
|
|
These small, glass flasks are filled with wondrous potions of the
|
|
exploding kind. They have a cloth stopper in the opening. They are the
|
|
work of 'Irnar the chaotic mage (protege Morgan Blackheart of the
|
|
Chaotic Realm). Sometimes while trying to manufacture a potion,
|
|
'Irnar's mind wanders to more intoxicating thoughts (like where he
|
|
should go for a good drink tonight). In fact sometimes he is
|
|
intoxicated while creating and the actual potion isn't quite what he
|
|
wants. He sells such "rejects" to the local apothecary (or nearest pub)
|
|
at discount prices (which are still quite high due to the power of the
|
|
Cocktail). The dealers then sell the flasks to foolish adventurers.
|
|
They advertise the flasks as "Gifts from the Wine God", "Missile
|
|
Weapons for the Serious Drinker", "If You Like Chaos...", and "Good To
|
|
The Last Drop". Then, the dealers inflate the price and make a bundle.
|
|
The flasks are available infrequently and at high cost.
|
|
These flasks are never predictable in their effects. To use them,
|
|
one must light the cloth at the opening of the flask and hurl the flask
|
|
at the intended victim. Roll 1d30. Flasks may be used only once. A
|
|
successful hit from an attack roll must be made to initiate an effect
|
|
unless stated otherwise. They do not do damage unless stated otherwise.
|
|
Drinking the contents of the flask will produce immediate heavy
|
|
intoxication and severe heartburn.
|
|
Mainly drunk, chaotic characters use the flasks. Also, characters
|
|
with a low wisdom tend to use them a lot more that others.
|
|
|
|
Effects:
|
|
|
|
1) The flask is reflected back at the thrower. Roll again to see the
|
|
effects to the thrower ignoring this result.
|
|
|
|
2) The victim suffers 2d6 points of damage.
|
|
|
|
3) The victim's Constitution is increased by 1d6 to a max. of 18
|
|
for 1d4 days.
|
|
|
|
4) The victim's Strength is increased by 1d10 to a max. of 18 for
|
|
1d4 days.
|
|
|
|
5) The victim immediately enters a state of slight intoxication.
|
|
|
|
6) The victim immediately enters a state of moderate intoxication.
|
|
|
|
7) The victim immediately enters a state of great intoxication.
|
|
|
|
8) The victim immediately enters a comatose state of intoxication.
|
|
"Good night."
|
|
|
|
9) The victim suffers the effects of a hangover. Roll on the Hangover
|
|
Effects Table.
|
|
|
|
10) The victim suffers the effects of moonmelons ("Moonmelons,
|
|
Moonshine, Mooncreatures, Oh My!" section).
|
|
|
|
11) The victim becomes "drunk on love". Therefore, he/she is affected
|
|
as if greatly intoxicated for 1d4 days and will chase after attractive
|
|
people of the opposite sex.
|
|
|
|
12) The victim's alcohol addiction amount level becomes 8.
|
|
|
|
13) The victim's alcohol addiction drinking level becomes 8.
|
|
|
|
14) The victim develops Dipsomania insanity ("Crazy Drunk" section).
|
|
|
|
15) The victim transforms into an alcohol dragon within 1d6 turns which
|
|
will last for 1d4 years.
|
|
|
|
16) The victim begins dancing for 1d4+1 rounds, complete with feet
|
|
shuffling and tapping. This dance makes it impossible for the victim to
|
|
do anything other than caper and prance; this cavorting worsens the
|
|
Armor Class of the victim by -4, makes saving throws impossible except
|
|
on a roll of 20, and negates any consideration of a shield.
|
|
|
|
17) The victim goes into a melancholy depression for 1d4 days during
|
|
which he/she feels compelled to drink constantly and wallow in his/her
|
|
sorrows.
|
|
|
|
18) The victim attracts giant leeches for 1d4 days.
|
|
|
|
19) The victim will seek out a cleric of a god of wine, alcohol, or
|
|
pleasure and make a hefty donation. This donation could be monetary or
|
|
in the form of free work.
|
|
|
|
20) The victim and his party will be transported to a place "where
|
|
everybody knows your name, and your friends they're glad you came...".
|
|
That's right, the characters are in the famous Cheers bar as seen on
|
|
television (NBC, Thursday 9:00 PM), but it isn't a show, its a real bar
|
|
found in Boston. They will be there for one day.
|
|
|
|
21) The flask bursts into a spectacular display of dancing lights (as
|
|
the spell). Within 1d6 turns Lohocla The Guardian Of Alcohol will
|
|
appear.
|
|
|
|
22) The flask turns into a large, unbreakable bottle of an alcoholic
|
|
beverage (roll on tables of "Getting to Know Your Booze" section).
|
|
|
|
23) The flask turns into a large, unbreakable bottle of a special
|
|
alcoholic beverage (roll on tables of "Popular & Strange Alcohols
|
|
Amongst the Worlds" section).
|
|
|
|
24) The flask turns into an illusion of 2d10 pink elephants that dance
|
|
around the victim for 10 rounds before marching away.
|
|
|
|
25) Upon contact, the flask explodes (no damage) into 4d20+20 olives.
|
|
|
|
26) The flask turns into a benign Djinn with a great knowledge of a
|
|
alcohol equal to a brewer or wine-maker. The Djinn will constantly
|
|
follow the victim around reciting recipes, suggesting great drinks,
|
|
telling of famous pubs and taverns, trying to get the character to take
|
|
up alcohol making as a career rather than adventuring, and just being a
|
|
nuisance.
|
|
|
|
27) The flask falls short of the victim and begins to spin extremely
|
|
fast for 1 round. Suddenly, a bright flash will blind everybody for
|
|
another round (no saves). During which, three "bud" girls, a large
|
|
cooler containing bottles and cans of beer, a 10' X 10' hot tub, a
|
|
magical stereo system playing rock n' roll music, and a gas grill with
|
|
steaks cooking on it appear. All are permanent. The DM may have to come
|
|
up with stats for the "bud" girls if the victim wants to keep them
|
|
(comeliness and charisma are always extremely high).
|
|
|
|
28) The flask bursts into a fireball doing 6d6 damage.
|
|
|
|
29) The flask turns into a rose upon contact.
|
|
|
|
30) The flask splits into two flasks that remain on course at the
|
|
intended victim. Roll twice on this table ignoring this result.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
WHAT A CUTE RODENT
|
|
|
|
|
|
Golden Spirit Hamster
|
|
|
|
CLIMATE/TERRAIN: Any
|
|
FREQUENCY: Rare
|
|
ORGANIZATION: Solitaire or Pack
|
|
ACTIVITY CYCLE: Any
|
|
DIET: Herbivores
|
|
INTELLIGENCE: Animal (1)
|
|
TREASURE: Nil
|
|
ALIGNMENT: Neutral
|
|
NO. APPEARING: 1-20
|
|
ARMOR CLASS: 7
|
|
MOVEMENT: 15
|
|
HIT DICE: 1/4
|
|
THAC0: 20
|
|
NO. OF ATTACKS: 1
|
|
DAMAGE/ATTACK: 1/2
|
|
SPECIAL ATTACKS: Nil
|
|
SPECIAL DEFENSES: Nil
|
|
MAGIC RESISTANCE: Nil
|
|
SIZE: T (5' long)
|
|
MORALE: Unreliable (2-4)
|
|
XP VALUE: 5
|
|
|
|
The Golden Spirit Hamster is a small rodent with short legs and a
|
|
small bobtail, characteristics of an animal that spends most of its
|
|
active life underground; however it is not strictly subterranean. The
|
|
Golden Spirit Hamster has a brown to gold color is about 5 inches long
|
|
and weighs about 1/4 pounds.
|
|
|
|
Combat: Golden Spirit Hamsters normally flee from anything bigger then
|
|
themselves. Trapped Golden Spirit Hamsters will bite to survive and
|
|
hopefully flee.
|
|
|
|
Habitat/Society: The main concern to a Golden Spirit Hamster is food.
|
|
The Golden Spirit Hamster thrives on a diet of green vegetables and
|
|
various grains. They cram their food into cheek pouches and later store
|
|
it in their dens.
|
|
Interestingly enough, the Golden Spirit Hamster's great love is
|
|
alcohol even in preference to water. In fact, "spirit" in its name
|
|
refers to the hamster's great love for alcohol and not to any religious
|
|
or undead connection.
|
|
The Golden Spirit Hamster has the unique characteristic of having
|
|
a huge capacity for alcohol being able to drink its body weight in
|
|
alcohol per day (although it expends about the same amount as well).
|
|
Furthermore, the Golden Spirit Hamster has an immunity to alcohol
|
|
which has no dire consequences (i.e. intoxication, hang-overs,
|
|
alcoholism) on the hamster as it does to other mammals.
|
|
The hair of the hamster becomes more beautiful as he consumes
|
|
alcohol turning from brown to a deep golden color. The hair becomes
|
|
more golden, more fluffy, and more silky. In fact, a well "feed"
|
|
hamster's pelt can fetch a few platinum pieces.
|
|
Another side-effect to drinking alcohol causes the Golden Spirit
|
|
Hamster to purr. The purr is very soothing, relaxing, calming, and
|
|
hypnotic. A person becomes very peaceful and stress free. A person's
|
|
morale is modified by +5.
|
|
The Golden Spirit Hamster's love of alcohol can make it quite a
|
|
pest especially to those that store large quantities of alcohol. Wood
|
|
is no barrier to the hamster and he will gnaw his way through wood to
|
|
get to alcohol. With their high and quick reproduction (see Ecology),
|
|
the hamster's can infest an area and become quite the pests destroying
|
|
barrels and barrels of alcohol. There are few things worse then finding
|
|
beautiful, golden, purring hamsters at the bottom of a empty tun (250
|
|
gallon capacity) of wine.
|
|
On the other hand, the Golden Spirit Hamster is a popular pet
|
|
because it is clean and relatively odorless, easy to take care of, and
|
|
safe to handle. Many tavern patrons have enjoyed buying a beer or glass
|
|
of wine for the Golden Spirit Hamsters caged at the bar.
|
|
Golden Spirit Hamsters must be kept in non-wood cages, preferably
|
|
with solid bottoms, or they will gnaw their way out. The floor of the
|
|
cage should be covered with sawdust, wood shavings, and/or straw.
|
|
In nature, the Golden Spirit Hamster makes its home in underground
|
|
den where it is safe from attack by predatory birds such as hawks and
|
|
owls.
|
|
During cold times like the winter months, the Golden Spirit
|
|
Hamster can reach a semi-dormant state but does not go into complete
|
|
hibernation.
|
|
|
|
Ecology: A female can have four to five litters of six to eighteen
|
|
young each year after a short gestation period of six weeks. The life-
|
|
span of the animals rarely exceeds three years.
|
|
Natural enemies to the Golden Spirit Hamsters are birds of prey,
|
|
felines, and larger carnivorous rodents.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
HEY BARTENDER, THERE'S A FISH IN MY BEER
|
|
|
|
|
|
Herlinte (HER-lin-tay)
|
|
|
|
CLIMATE/TERRAIN: Water, fresh streams, beer
|
|
ORGANIZATION: Solitary
|
|
ACTIVITY CYCLE: Any
|
|
DIET: Omnivore
|
|
INTELLIGENCE: Animal (1)
|
|
TREASURE: Nil
|
|
ALIGNMENT: Nil
|
|
NUMBER APPEARING: 1
|
|
ARMOR CLASS: 7 (Special)
|
|
MOVEMENT: Sw 18
|
|
HIT DICE: 1
|
|
THAC0: Special
|
|
NO. OF ATTACKS: Special
|
|
DAMAGE/ATTACK: Death
|
|
SPECIAL ATTACKS: Poisonous explosion
|
|
SPECIAL DEFENSES: Nil
|
|
MAGIC RESISTANCE: Nil
|
|
SIZE: T
|
|
MORALE: Unsteady (4)
|
|
XP VALUE: 100
|
|
|
|
The Herlinte are a race of tiny, silver fish, about 3", that
|
|
inhabit the rivers. They are skinny, and cannot be seen without magical
|
|
aide when in water.
|
|
|
|
Combat: If swallowed with alcohol they will survive as long as the
|
|
character remains intoxicated. When he sobers up, the fish or its young
|
|
(if it lays eggs inside the person), will explode killing the person.
|
|
When swallowed with no alcohol, they will immediately explode in
|
|
the stomach, causing death.
|
|
As for their small size, they are impossible to hit without a
|
|
fishing NWP, and with it a successful hit roll must be rolled and a
|
|
prof. check must succeed. When it is hit, however, and killed, it will
|
|
explode in poison, ruining the beer and the cup. The poison is lethal
|
|
in connection with ANY living tissues, (you could put it on a monster
|
|
while it is sleeping and shoot it, killing it and the monster) but can
|
|
be cured with a dose of pure water, which neutralizes the poison.
|
|
|
|
Habitat/Society: When out of water, they look like small guppies. They
|
|
are commonly found on the bottom of rivers, sleeping.
|
|
In the beginning, they were only found in one lake of a cold
|
|
climate (DM's should create a northern lake in his campaign world),
|
|
which was made solely from alcohol and pure water. Most adventurers
|
|
would stop at that lake and take a drink. Then the fish would enter the
|
|
body of the poor fellow when they drank, and when the alcohol wore out
|
|
of the fish died, causing a poisonous explosion, rupturing the
|
|
bloodstream and contaminating it with poison.
|
|
One adventurer discovered the fish and netted them all, using a
|
|
magical fishing device. He flushed them into the nearest river. The
|
|
lake of alcohol, it seemed, depended on the fish for the alcohol to
|
|
survive, so it turned into a normal lake, and the fish couldn't live
|
|
without the alcohol so they hibernate along the river's floors.
|
|
Commonly, bartenders keep a jar of them, in river water, to drop
|
|
in an annoying person's alcohol drink. After that person leaves, he
|
|
will eventually be poisoned. The fish only live when they are in beer,
|
|
and without beer they eventually die and explode, except when in water,
|
|
which causes hibernation.
|
|
|
|
Ecology: Herlinte are solitary creatures who only meet to breed which
|
|
they can only do when some alcohol is present. The alcohol is also
|
|
required when laying eggs (typically 5d6 eggs). A big danger is a
|
|
swallowed fish that lays eggs in the victim. The eggs enter the
|
|
bloodstream of the person where they eventually hatch.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
HAVE A PICNIC WITH THESE ANTS
|
|
|
|
|
|
Red Ant, Giant Alcohol
|
|
Black Ant, Giant Alcohol
|
|
|
|
CLIMATE/TERRAIN: Temperate/Forest, hills, and plains
|
|
FREQUENCY: Very Rare
|
|
ORGANIZATION: Colony
|
|
ACTIVITY CYCLE: Day
|
|
DIET: Omnivore
|
|
INTELLIGENCE: Black: Animal (1)
|
|
Red: Semi-intelligent/Animal (2)
|
|
TREASURE: Q (x3), S and Special
|
|
ALIGNMENT: Nil (Neutral)
|
|
NO. APPEARING: 1-100
|
|
ARMOR CLASS: 3
|
|
MOVEMENT: 18
|
|
HIT DICE: 2 (worker), 3 (warrior)
|
|
THAC0: 16
|
|
NO. OF ATTACKS: 1
|
|
DAMAGE/ATTACK: 1-6 (worker), 2-8 (warrior)
|
|
SPECIAL ATTACKS: See below
|
|
SPECIAL DEFENSES: Nil
|
|
MAGIC RESISTANCE: Nil
|
|
SIZE: T (2' long)
|
|
MORALE: Average (9)
|
|
XP VALUE: 35 (Worker), 175 (Warrior)
|
|
|
|
Giant Alcohol Ants are very similar to other types of giant ants
|
|
(MC2) with some different and unique feature. In red ant colonies, the
|
|
\ood storage ants produce alcohol from the food (grains or fruits) it
|
|
is fed. The red ants constantly feed from these storage ants and do not
|
|
save it for when other types of food are scares. The black giant ant
|
|
actually builds small cisterns for holding fermented plant matter, this
|
|
is how they grow their food. They live on special algae and lichens
|
|
that only grow when exposed to alcohol.
|
|
|
|
Combat: Is mostly the same as for normal giant ants. But the sting of
|
|
an alcohol ant injects alcohol into its victim. To see where the
|
|
alcohol comes from see below. But after the second bite any character
|
|
or monster must save vs. poison or become intoxicated. If a character
|
|
fails a save then all other failed saves have a cumulative effect on
|
|
the character. So on the first failed save a creature or character
|
|
becomes slightly intoxicated, on the second failed save they become
|
|
mildly intoxicated, after the third failed save the person becomes
|
|
greatly intoxicated. Finally if a forth save is failed an alcoholic
|
|
coma is induced. The warriors are able to ingest the alcohol from the
|
|
feeding ants or from the storage cisterns and use it in their stingers.
|
|
|
|
Habitat/Society: Mostly the same as for Giant ants. Except that alcohol
|
|
ants prefer to nest in areas where there is easy access to fermentable
|
|
materials (grains or fruits). A DM will have to determine what kind of
|
|
alcohol is produced, by what is available to the ants. Also, red ants
|
|
will feed from the storage ants on a regular basis and not just when
|
|
there is a shortage of food. Hence the alcoholic nature of a warriors
|
|
sting. It is believed by some that the red alcohol ant is slightly
|
|
smarter than the black. Because of the way the red ant builds special
|
|
rooms to ferment alcohol. The alcohol is then moved to another room
|
|
where it is used to grow the ants crops of molds, fungi and algae. The
|
|
appearance of intelligence comes from the selective way the red ants
|
|
gathers fruits and grains. They are very selective, almost attempting
|
|
to keep from mixing what makes different types of alcohol. Both types
|
|
of ants could be a problem to some farmers but others have been able to
|
|
put this small intrusion to good use by harvesting some of the wine
|
|
from the ants.
|
|
|
|
Ecology: Same as for giant ants. Except the meat of these ants (both
|
|
red and black) is more prized as a delicacy since the meat of the giant
|
|
alcohol ant can be intoxicating. The meat of three ants has the same
|
|
alcohol content as one drink. The capture of a live red storage ant
|
|
would be very valuable if a way was found to keep it alive and
|
|
producing alcohol. It is possible that some of these ants might have
|
|
been domesticated for their alcohol producing abilities. Especially for
|
|
the red ant, since a person could tap the wine cistern without
|
|
disturbing the ants and use or sell the alcohol. If domesticated in
|
|
some fashion, it would be possible to control to some degree the type
|
|
of alcohol produced by providing the food and or forage that the ants
|
|
require. There is a greater chance of there being several giant ant
|
|
lions in the vicinity, since they prize the unique taste of the alcohol
|
|
ant.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
THE BEST, THE BEAST
|
|
|
|
|
|
You are just settling down into your sleeping roll after a hard day of
|
|
adventuring when suddenly you hear a loud stomping. From no where a
|
|
large reptilian creature busts through the trees. You begin to draw
|
|
your sword, but its to late. The beast has just sunken his sharp teeth
|
|
into your torso...
|
|
|
|
|
|
Milwaukee, The Beast
|
|
|
|
CLIMATE/TERRAIN: Any
|
|
FREQUENCY: Rare
|
|
ORGANIZATION: Solitary
|
|
ACTIVITY CYCLE: Day
|
|
DIET: Carnivorous
|
|
INTELLIGENCE: Non-
|
|
TREASURE: Special
|
|
ALIGNMENT: Chaotic Neutral
|
|
NO. APPEARING: 1
|
|
ARMOR CLASS: 2
|
|
MOVEMENT: 5
|
|
HIT DICE: 5
|
|
THAC0: 15
|
|
NO. OF ATTACKS: 4 (claw/claw/bite/tail)
|
|
DAMAGE/ATTACK: 1-4/1-4/1-8/1-6
|
|
SPECIAL ATTACKS: Special
|
|
SPECIAL DEFENSES: Special
|
|
MAGIC RESISTANCE: Nil
|
|
SIZE: L (10' tall)
|
|
MORALE: Special
|
|
XP VALUE: 500
|
|
|
|
The milwaukee, also known as The Beast by primitive cultures, is a
|
|
fearsome creature descended from the giant carnivorous dinosaurs, a
|
|
brother to the dreaded Bonesnapper, and a nephew to the alcohol dragon.
|
|
Known for its savage ferocity, awesome power, and mental stupidity.
|
|
Milwaukees grow to a height of ten feet tall and can weigh as much
|
|
as 1000 pounds. Their non-scaled hide is thick and leathery. They are a
|
|
dark golden brown with fiery red eyes.
|
|
|
|
Combat: A foolish opponent, the milwaukee charges at its nearest
|
|
opponent. If attacked from another direction, the milwaukee spins about
|
|
and purses its new adversary.
|
|
The milwaukee's main attack is a powerful bite with its mighty
|
|
jaws and sharp teeth. A successful bite inflicts 1d8 points of damage.
|
|
Against the same person the milwaukee bites, it can slice with its
|
|
claws for 1d4 points of damage per claw.
|
|
In the same round the milwaukee can attack another opponent with a
|
|
large sweep of its long muscular tail for 1d6 points of damage.
|
|
A milwaukee has an involuntary ability to release an intoxicating
|
|
gas. It begins one round after the milwaukee gets agitated and lasts 10
|
|
rounds. The golden, transparent gas covers a 25' area around the
|
|
milwaukee. It causes no damage, but characters in the area enter a
|
|
state of great intoxication for 1d10 rounds (no saving throw). Fumes
|
|
from the gas will linger for 2d10 rounds, so characters should take
|
|
precautions to avoid it's effects.
|
|
Milwaukees always fight to the death, not intelligent enough or
|
|
emotionally stable enough to retreat.
|
|
|
|
Habit/Society: Milwaukees are nomadic, solitary creatures and will only
|
|
leave their isolation to mate.
|
|
Milwaukees have a lust for alcohol. They can smell fermented foods
|
|
and drinks up to 2500 feet. When they do, Milwaukees enter into a
|
|
frenzy of excitement and will seek out the source and consume it as
|
|
quickly as possible. This could become real dangerous if a milwaukee
|
|
gets near a town, city, or worse: a vineyard.
|
|
|
|
Ecology: Milwaukees are dangerous predators because of their great
|
|
strength and hunger. For this reason, despite their low intelligence,
|
|
they tend to dominant carnivores in their territories.
|
|
As lizard men find the flesh of bonesnappers tasty, they love the
|
|
taste of milwaukees mainly because it is intoxicating. Any race can get
|
|
drunk off of the flesh of a milwaukee. Every pound of milwaukee flesh
|
|
is equal to one serving of liquor.
|
|
The blood of a milwaukee is highly poisonous when consumed. A
|
|
person consuming an ounce of milwaukee blood must save vs. poison.
|
|
Failure cause 2d20+10 points of damage. Success cause (2d20+10)/2
|
|
points of damage. It may seem that this poison would be very valuable.
|
|
Unfortunately, an ounce of blood gives off a powerful odor. The odor
|
|
smells like fermenting hops and barley and will overwhelm anybody
|
|
within 10 feet of it. Thus, few assassins can slip this poison into a
|
|
goblet because no person would drink from it given the putrid smell.
|
|
Not even diluting the poison can remove or lessen the odor.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
WOOF, WOOF, HICCUP
|
|
|
|
|
|
Boozehound
|
|
|
|
CLIMATE/TERRAIN: Any
|
|
FREQUENCY: Very rare
|
|
ORGANIZATION: Solitary or Pack
|
|
ACTIVITY CYCLE: Any
|
|
DIET: Omnivore
|
|
INTELLIGENCE: Semi- (2-4)
|
|
TREASURE: Special
|
|
ALIGNMENT: Neutral Good
|
|
NO. APPEARING: Variable
|
|
ARMOR CLASS: 5
|
|
MOVEMENT: 12
|
|
HIT DICE: 4
|
|
THAC0: 17
|
|
NO. OF ATTACKS: 1
|
|
DAMAGE/ATTACK: 1-4
|
|
SPECIAL ATTACKS: Nil
|
|
SPECIAL DEFENSES: Teleportation
|
|
MAGIC RESISTANCE: Nil
|
|
SIZE: M
|
|
MORALE: Steady (11-12)
|
|
XP VALUE: 250
|
|
|
|
The boozehound is a breed of dog with a very keen sense of smell
|
|
for alcohol. Unlike its cousin the bloodhound which doesn't have a
|
|
fondness for blood, the boozehound has an affection for booze (i.e.
|
|
alcohol).
|
|
The boozehound weighs about ninety pounds. The usual color is
|
|
black with golden-brown markings. The head is large, with long drooping
|
|
ears, and many wrinkles on the face. The skull is high and round.
|
|
This hound's very sensitive nose enables it to detect alcohol. A
|
|
boozehound can smell even small traces of alcohol up to 1000 feet away.
|
|
And of course, it will want to seek out such alcohol for consumption.
|
|
A boozehound has a great fondness for alcohol. Whenever it gets a
|
|
chance to drink alcohol, a boozehound will do so. When determining
|
|
intoxication levels, the boozehound has a Constitution of 1d6+12.
|
|
Unfortunately, as a boozehound becomes intoxicated it begins to
|
|
involuntarily, randomly blink (teleport a short distance). When in a
|
|
state of slight intoxication, a boozehound blinks every 1d8 rounds.
|
|
When in a state of moderate intoxication, a boozehound blinks every 1d6
|
|
rounds. When in a state of great intoxication, a boozehound blinks
|
|
every 1d4 rounds. When in a state of comatose intoxication, a
|
|
boozehound blinks every 1d2 rounds. Roll after each blink. To determine
|
|
where the dog teleports, roll a 4-sided die: 1 = in front, 2 = to the
|
|
left, 3 = to the right, 4 = in back. The distance teleported is 1d4
|
|
feet while slightly intoxicated, 1d6 feet while moderately intoxicated,
|
|
1d8 feet while greatly intoxicated, 1d12 feet while comatose. Blinking
|
|
is an innate power and the animal will never appear inside a space
|
|
occupied by a solid object.
|
|
This involuntary blink can become quite comical as a drunk
|
|
boozehound begins popping around as it lies down to take a nap, or as
|
|
the boozehound goes for a little stroll but keeps blinking and never
|
|
quite reaches its destination.
|
|
A boozehound does not suffer the effects of a hangover. All other
|
|
recovery from intoxication is normal.
|
|
|
|
Combat: Boozehounds are non-vicious creatures. When forced to fight,
|
|
they bite for 1d4 points of damage. If given a constant supply of
|
|
alcohol, a boozehound becomes extremely docile and lazy.
|
|
|
|
Habit/Society: Boozehounds do not need alcohol to live, but without it
|
|
there is no reason for them to live. A boozehound usually roams the
|
|
world with a pack of boozehounds searching for civilization where there
|
|
is always an ample supply of alcohol. Then its common for a boozehound
|
|
to take up residence with an owner (probably one that owns a tavern or
|
|
inn). Domesticating a wild roaming boozehound is easy. It only needs to
|
|
be house broken, and this can be quite simple if the punishment-reward
|
|
system is used (with alcohol of course). There isn't much more
|
|
domesticating left to do because there is very little the boozehound
|
|
does except drink and eat.
|
|
The only place in the wild where boozehounds are content to live
|
|
are the wild-magic power nodes where magical alcohol elixirs such as
|
|
Whimsy Wine (q.v. Popular & Strange Alcohols Amongst the Worlds) are
|
|
naturally created.
|
|
|
|
Ecology: Boozehounds seem to be related to bloodhounds and blink dogs,
|
|
but nobody knows for sure.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
A LITTLE WORM CAN'T HURT
|
|
|
|
|
|
Boozeworm
|
|
|
|
CLIMATE/TERRAIN: Any
|
|
FREQUENCY: Rare
|
|
ORGANIZATION: Solitary
|
|
ACTIVITY CYCLE: Any
|
|
DIET: Special
|
|
INTELLIGENCE: Non- (0)
|
|
TREASURE: Nil
|
|
ALIGNMENT: Neutral
|
|
NO. APPEARING: 1-2
|
|
ARMOR CLASS: 2
|
|
MOVEMENT: 12, Br 3
|
|
HIT DICE: 1/4 (2 hit points)
|
|
THAC0: 20
|
|
NO. OF ATTACKS: Nil
|
|
DAMAGE/ATTACK: Nil
|
|
SPECIAL ATTACKS: Special
|
|
SPECIAL DEFENSES: Special
|
|
MAGIC RESISTANCE: Nil
|
|
SIZE: T (1 inch long)
|
|
MORALE: Special
|
|
XP VALUE: 50
|
|
|
|
This small worm is greatly feared by almost all people because it
|
|
is attracted to alcohol. It can smell alcohol of any type at a distance
|
|
of 100 feet.
|
|
Normally a dark brown, a boozeworm's chameleon-like abilities
|
|
enable it to instinctively blend into any background. Its higher Armor
|
|
Class is due to its speed and agility. If found motionless the
|
|
boozeworm is Armor Class 9.
|
|
A boozeworm can survive while submerged in liquids as easily as it
|
|
can in air.
|
|
|
|
Combat: The boozeworm initially imposes a -7 on its surprise rolls of
|
|
adventurers because of its color-changing ability. If the victim can
|
|
see invisible things, the boozeworm's modifier is reduced to -4. Note
|
|
that these chances apply even to creatures normally hard to surprise
|
|
(like rangers and monks), because of its small size, speed (very great
|
|
in proportion to its size), and inoffensive nature. If the boozeworm
|
|
does initially gain surprise, it may discover (25%) on the victim's
|
|
body. Otherwise, it will remain unnoticed unless the victim hears the
|
|
boozeworm's noisy slurping (base of 50% chance per round). A feeding
|
|
boozeworm is motionless until attacked. After any attack it will flee
|
|
(if possible) by first jumping 10 feet and then crawling away at top
|
|
speed.
|
|
The biggest danger of a boozeworm is when it is residing in a cup,
|
|
mug, goblet, or other drinking vessel. If a person doesn't detect the
|
|
boozeworm, then there is a 75% chance that the boozeworm will be
|
|
consumed by the person. Once the boozeworm is inside the victim, it can
|
|
burrow its way out of the victim causing 1d20 points of internal
|
|
damage. After which, it will jump away from the victim in search of
|
|
more alcohol.
|
|
A boozeworm can burrow through dead wood at a rate of 3 inches per
|
|
round. A boozeworm can consume living material but cannot gain
|
|
nourishment from it. Only alcohol can nourish a boozeworm.
|
|
To survive a boozeworm consumes alcohol. A boozeworm can consume 2
|
|
ounces of alcohol per round. The amount of alcohol a boozeworm can take
|
|
in is unlimited but most won't drink more that a gallon a day.
|
|
Actually, a boozeworm can consume a gallon in just over an hour (64
|
|
minutes), but prefers to drink leisurely. The boozeworm must have a
|
|
minimum of 40 ounces of alcohol a week or it will die.
|
|
|
|
Habit/Society: A boozeworm lair is always a tavern, storeroom,
|
|
distillery, breweries, wineries, or any other place where alcohol is
|
|
found.
|
|
A breeding pair of boozeworms lay 80 eggs; about half of these
|
|
hatch a month later. The larvae have less than hour to find alcohol
|
|
nourishment, or they die. When first hatched, the larvae are pure
|
|
white, but they develop their dark brown color from ingesting the soft
|
|
woods that most alcohol is contained in. The average life-span of a
|
|
boozeworm is two to three years. A boozeworm breeds only once in its
|
|
lifetime, after which it dies.
|
|
When an adventurer is careless enough to encounter a new breed of
|
|
boozeworm larvae, he can inflict incredible damage by carrying them
|
|
unwittingly with him to other places. A handful of larvae in a jug of
|
|
wine that is carried down a city street can find many new homes in the
|
|
many taverns, inns, distilleries, wineries, breweries, and powerful
|
|
person's personal stock.
|
|
|
|
Ecology: A boozeworm is a relative to the bookworm. Both are dangerous:
|
|
the boozeworm when swallowed, the bookworm when near magical tomes.
|
|
Sages don't know how many more variants of strange worms exist, but if
|
|
there are more out there then it can't be good.
|
|
A boozeworm will always be attracted to the largest volume of
|
|
alcohol in an area.
|
|
Because of its unusual diet, the boozeworm is a valuable
|
|
ingredient in various magical, intoxicating elixirs. The most popular
|
|
is Tequila. Tequila is a potent alcohol with a dead boozeworm floating
|
|
in the bottom. Salt, shake, a little lick of lime...
|
|
The boozeworm can be a very useful tool under the right
|
|
circumstances. Many alcohol establishments have been put out of
|
|
business by competitors who have carefully places boozeworms in the
|
|
booze. Such use of boozeworms is both difficult and dangerous:
|
|
difficult because it is hard to keep a boozeworm alive under captivity,
|
|
and dangerous because the boozeworm, once released, may not leave its
|
|
owner. Releasing a boozeworm at the opponent's place and then having it
|
|
follow you home is an unpleasant experience at best.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
A MONK'S BEST FRIEND AND A LIFE SAVER: THE SAINT BERNARD
|
|
|
|
|
|
You must be under ten feet of snow by now. The avalanche came out of
|
|
nowhere and left you buried. Its dark, its cold, theres no hope...
|
|
Suddenly, you hear something digging. In a few minutes you see the cute
|
|
face of a dog. He licks your face and then helps you get out of the
|
|
hole he has dug. A small barrel tied to contains Brandy which warms
|
|
your stomach. As you continue to drink, the dog begins to bark. In a
|
|
few moments, three men in robes come walking over the hill.
|
|
|
|
|
|
Dog, Saint Bernard
|
|
|
|
CLIMATE/TERRAIN: arctic, subarctic, mountain or Any
|
|
FREQUENCY: Common
|
|
ORGANIZATION: Solitary or Pack
|
|
ACTIVITY CYCLE: Any
|
|
DIET: Omnivorous
|
|
INTELLIGENCE: Semi- (2-4)
|
|
TREASURE: Nil
|
|
ALIGNMENT: Neutral Good
|
|
NO. APPEARING: Variable
|
|
ARMOR CLASS: 6
|
|
MOVEMENT: 12
|
|
HIT DICE: 2+2
|
|
THAC0: 19
|
|
NO. OF ATTACKS: 1
|
|
DAMAGE/ATTACK: 2-8 (2d4)
|
|
SPECIAL ATTACKS: Nil
|
|
SPECIAL DEFENSES: Nil
|
|
MAGIC RESISTANCE: Nil
|
|
SIZE: M
|
|
MORALE: Average (9-10)
|
|
XP VALUE: 65
|
|
|
|
The Saint Bernard is a large intelligent dog that has become
|
|
famous for rescuing lost travelers. The dog gets its name from the fact
|
|
that it was developed by a group of monks in the monastery of Saint
|
|
Bernard, in the Alps of Switzerland. Travel in the Alps was mainly foot
|
|
travel. Travelers often lost their way, or became buried in sudden
|
|
snowdrifts or snowstorms. The Saint Bernard was trained to rescue such
|
|
persons. With its wonderful sense of smell, the Saint Bernard could
|
|
find persons who were buried several feet under the snow. After it had
|
|
found the lost traveler, it called out for help by barking loudly.
|
|
After the rescuers came, the Saint Bernard led them back to the
|
|
monastery.
|
|
Any AD&D world could have Saint Bernards serve the same function
|
|
as they did on Earth. A monastery of clerics found in an arctic,
|
|
subarctic, or mountain climate and terrain could be developed to rescue
|
|
travelers. Also, Saint Bernards can be valued watchdogs for anybody.
|
|
Furthermore, they are excellent guide dogs and pets.
|
|
Saint Bernards don't always go by this name amongst the various
|
|
worlds especially in similar situations (i.e. snowy area where
|
|
clerics/monks of a monastery help travelers with the use of the dogs).
|
|
Some alternate names are:
|
|
|
|
Name World Campaign Notes
|
|
St. Cuthbert Oerth Greyhawk the name alone says it all
|
|
Fharlanghn Oerth Greyhawk god of travel
|
|
Ilmater Realms Forgotten Realms crying god of suffering
|
|
Majere Krynn DragonLance favorite god of monks
|
|
Mishakal Krynn DragonLance goddess of healing
|
|
|
|
If used as a rescuer, a Saint Bernard is generally equipped with a
|
|
small barrel tied around its neck. The barrel tends to contain strong
|
|
alcohol, usually brandy, to warm the endangered person. Some clerics
|
|
have created a special potion that cures serious wounds while still
|
|
keeping the strong alcohol taste and effects.
|
|
A Saint Bernard is strong and very tall, measuring two to two and
|
|
a half feet from the shoulder to the ground. It weighs from 140 to 220
|
|
pounds, and is one of the heaviest of all dogs. The dog has a red and
|
|
white body with some black at the head. Its fur may be long but
|
|
typically it is short. The Saint Bernard has a large, square head, a
|
|
short muzzle, and a short strong neck. It has a loud, frightening bark.
|
|
|
|
Combat: When confronted in combat, a Saint Bernard bites for 2d4 points
|
|
of damage.
|
|
|
|
Habit/Society: The Saint Bernard is very loyal and very gentle,
|
|
particularly to children and the helpless. But it can be the fierce
|
|
watchdog and protector at the same time.
|
|
The sad-looking Saint Bernard is a large, burly dog, noted for its
|
|
gentle disposition. The main problem of a Saint Bernard is its
|
|
appetite. A Saint Bernard's daily snack includes as much of six pounds
|
|
of meat.
|
|
|
|
Ecology: Saint Bernards are omnivorous combining hunting with forging.
|
|
They are typical of the dog family.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
I THINK I SAW A PINK ELEPHANT!!!
|
|
|
|
|
|
Elephant, Pink
|
|
|
|
CLIMATE/TERRAIN: Subtropical to Tropical jungles and plains
|
|
FREQUENCY: Very rare
|
|
ORGANIZATION: Herd
|
|
ACTIVITY CYCLE: Dawn, dusk, early morning, and early evening
|
|
DIET: Herbivore
|
|
INTELLIGENCE: Semi-
|
|
TREASURE: Nil
|
|
ALIGNMENT: Neutral
|
|
NO. APPEARING: 1-12
|
|
ARMOR CLASS: 6
|
|
MOVEMENT: 15
|
|
HIT DICE: 11
|
|
THAC0: 10
|
|
NO. OF ATTACKS: 5 (tusk/tusk/trunk/foot/foot)
|
|
DAMAGE/ATTACK: 2-16/2-16/2-12/2-12/2-12
|
|
SPECIAL ATTACKS: Special
|
|
SPECIAL DEFENSES: Nil
|
|
MAGIC RESISTANCE: Nil
|
|
SIZE: L (11' tall)
|
|
MORALE: Unsteady (7)
|
|
XP VALUE: 5000
|
|
|
|
One of the most exotic and rare beasts of the jungle, the pink
|
|
elephant is a prize just to look at let alone capture.
|
|
Pink elephants have thick, baggy pink hides, covered with sparse
|
|
and very coarse tufts of pink hair. The elephant's most renowned
|
|
feature is its trunk, which it uses as a grasping limb.
|
|
|
|
Combat: An elephant can make up to five attacks at one time in a
|
|
battle. It can do stabbing damage of 2d8 points with each of its two
|
|
tusks; constricting damage of 2d6 points with its trunk; and 2d6 points
|
|
of trampling damage with each of its front feet. No single opponent can
|
|
be subject to more than two of these attacks at any one time. However,
|
|
the elephant can battle up to six man-sized opponents at one time.
|
|
A pink elephant has the ability to shoot a bright spray (5' X 25'
|
|
X 25' wedge) of dazzling multiple colors from its trunk. From one eight
|
|
creatures within the area are affected in order of increasing distance
|
|
from the target. All creatures of 7th level or 7 hit dice or more are
|
|
entitled to a saving throw vs. spell. Blind or unseeing creatures are
|
|
not affected by the spell. Creatures not allowed or failing saving
|
|
throws, and whose hit dice or levels are less than or equal to the 11,
|
|
are struck unconscious for 2d4 rounds; those with hit dice or levels 12
|
|
or 13 are blinded for 1d4 rounds; those with hit dice or levels greater
|
|
than 13 are stunned (reeling and unable to think or act coherently) for
|
|
one round.
|
|
The pink elephant has an involuntary defense. When a pink elephant
|
|
gets nervous, he gets gas. The elephant will begin burping and farting
|
|
one round after getting nervous. These actions do not hinder the
|
|
elephant in any way (i.e. combat, movement, etc.). They do create pink
|
|
gas bubbles, roughly six inches in diameter. 5d4 pink bubbles will come
|
|
out of his mouth per round and 10d4 pink bubbles will come out of the
|
|
other end per round. The elephant continues to produce bubbles until no
|
|
longer nervous (DM's decision). If more than 100 bubbles are floating
|
|
about then they reduce the visibility ranges of all types of vision
|
|
(including infravison) to 5 feet. A strong wind such as the wind
|
|
produced from the gust of wind spell, can blow the bubbles away. Some
|
|
bright adventurers might want to bust the bubbles. When a character
|
|
busts a bubble, he must make a saving throw vs. poison. Failure
|
|
indicates that he sucked in the gaseous fumes and he enters a state of
|
|
slight intoxication. Continuing to bust bubbles and fail saving throws
|
|
causes the character to go up to a state of moderate intoxication, then
|
|
state of great intoxication, then state of comatose intoxication.
|
|
|
|
Habit/Society: Pink elephants are peaceful creatures that travel in a
|
|
herd. The herd is made up of both male and female elephants, as well as
|
|
their young. If a herd of ten or more elephants is encountered, there
|
|
will be 1d4 young, from 20% to 70% mature, with the group. In the herd,
|
|
a clear hierarchy exists, with the older males in a clear position of
|
|
dominance. Pink elephant herds never have "rogues" leave the herd.
|
|
|
|
Ecology: Where the pink elephants fit into the grand scheme of nature
|
|
is unknown. They are considered to be royalty with respect to the
|
|
elephant species. They might even be deities of the elephants, although
|
|
this theory is left to much debate by sages (who should find better
|
|
things to do with their time).
|
|
A pink elephant captured young becomes a prized possession of
|
|
royalty. They are not used as beasts of burden but are rather treated
|
|
as magical beasts with a divine karma.
|
|
Pink elephant tusks are worth 500 to 3000 gold pieces each, or
|
|
about 20 gp per pound. Tusks are white with a pink tint. Powered ivory
|
|
of the pink elephant is used in many magical concoctions, mainly those
|
|
of a cosmetic nature. However, powered ivory of the pink elephant has
|
|
been used as an alcohol additive (q.v. Alcohol Additives) called Pink
|
|
Sweet Enricher. This alcohol additive causes any alcohol created from a
|
|
fruit to develop a fruitier taste and become excellent in quality no
|
|
matter what the quality was before.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
A HORSE IS A HORSE OF COURSE: THE CLYDESDALES
|
|
|
|
|
|
Horse, Clydesdale
|
|
|
|
CLIMATE/TERRAIN: Any non-
|
|
FREQUENCY: Common
|
|
ORGANIZATION: Herd
|
|
ACTIVITY CYCLE: Day
|
|
DIET: Herbivore
|
|
INTELLIGENCE: Animal (1)
|
|
TREASURE: Nil
|
|
ALIGNMENT: Neutral
|
|
NO. APPEARING: 1
|
|
ARMOR CLASS: 7
|
|
MOVEMENT: 14
|
|
HIT DICE: 3+3
|
|
THAC0: 17
|
|
NO. OF ATTACKS: 1
|
|
DAMAGE/ATTACK: 1-4
|
|
SPECIAL ATTACKS: Nil
|
|
SPECIAL DEFENSES: Nil
|
|
MAGIC RESISTANCE: Nil
|
|
SIZE: L (16 to 17 hands OR 5 feet to 6 feet)
|
|
MORALE: Unsteady (5-7)
|
|
XP VALUE: 75
|
|
|
|
The best draft horse in most lands is the Clydesdale horse. Known
|
|
for its magnificent beauty and equally magnificent strength, Clydesdale
|
|
horses are loved by those few merchants and travelers who can afford
|
|
this majestic beast. Clydesdale horses can be trained as war horses but
|
|
few warriors, especially paladins, will belittle themselves by riding a
|
|
draft horse; no matter how grand, it is still a draft horse.
|
|
Clydesdale horses are strong, sturdy draft horses (see Horse,
|
|
MC1). They are faster than the typical draft horse and can haul more
|
|
weight than the typical draft horse. A Clydesdale weighs 1500 to 2000
|
|
pounds. Clydesdales' colors are bay, brown, black, chestnut, roan, or
|
|
gray (becomes lighter colored with age and may finally turn white).
|
|
They have white straps on the face, and white legs to knees and hocks.
|
|
|
|
Combat: Clydesdales fight only when cornered. They attack with a bite
|
|
that does 1d4 points of damage.
|
|
A Clydesdale can be trained as a war horse. A Clydesdale war
|
|
horse has 3 attacks (bite/hoof/hoof) for 1d8 points of damage each.
|
|
For more information on war horses see MC1 under the heading HORSE.
|
|
A Clydesdale can charge causing the victim to make a save vs.
|
|
petrifaction or become petrified by the sight of such a large horse
|
|
charging. If the save is successful, the victim must make a moral check
|
|
at -1 or flee.
|
|
|
|
Habit/Society: Mares give birth to a single foal which will mature in
|
|
two years. During this period the foal will stay as close to the mother
|
|
at all times.
|
|
In the wild a herd of Clydesdales will consist mostly of females
|
|
and immature male horses. There will usually be only one dominate male
|
|
horse. Herds are usually lead by a mature female or matriarch. This
|
|
dominance will often continue into domestication, with female horses
|
|
being a team leader.
|
|
Clydesdales can carry great weights for long periods of time.
|
|
A Clydesdale's normal carrying capacity is 270. A Clydesdale's
|
|
encumbered, half-speed load is 400. A Clydesdale's fully encumbered,
|
|
1/3 movement load is 530.
|
|
|
|
Ecology: Clydesdales feed on food typical of all horses. Their favorite
|
|
food is grain with a touch of honey.
|
|
|
|
|
|
Horse, Volatilis Clydesdale
|
|
|
|
CLIMATE/TERRAIN: Temperate and subtropical forests
|
|
FREQUENCY: Very rare
|
|
ORGANIZATION: Herd
|
|
ACTIVITY CYCLE: Day
|
|
DIET: Herbivore
|
|
INTELLIGENCE: Animal (1)
|
|
TREASURE: Nil
|
|
ALIGNMENT: Neutral Good
|
|
NO. APPEARING: 5-50
|
|
ARMOR CLASS: 6
|
|
MOVEMENT: 14, FL 28 (C, D mounted)
|
|
HIT DICE: 4
|
|
THAC0: 17
|
|
NO. OF ATTACKS: 3
|
|
DAMAGE/ATTACK: 1-8/1-8/1-4
|
|
SPECIAL ATTACKS: Dive, rear kick
|
|
SPECIAL DEFENSES: Nil
|
|
MAGIC RESISTANCE: Nil
|
|
SIZE: L (16 to 17 hands OR 5 feet to 6 feet)
|
|
MORALE: Steady (11)
|
|
XP VALUE: 150
|
|
|
|
Volatilis Clydesdale horses are magnificent flying beasts that
|
|
charge through the air with their powerful hooves.
|
|
Volatilis Clydesdale horses appear as slightly larger Clydesdale
|
|
Horses. A Volatilis Clydesdale has no wings but has the power of fight.
|
|
Although not thoroughly understood, a Volatilis Clydesdale can leave
|
|
the ground at will and continue on through the air as long as it keeps
|
|
moving (the horse must continue to move its legs, whether running or
|
|
trotting, or it will plummet to the ground). When a Volatilis
|
|
Clydesdale moves through air, strange white lightening sparks from its
|
|
hooves. A magnificent view in a dark sky. When a herd of Volatilis
|
|
Clydesdales take to the sky, the sound of thunder rips through the
|
|
heavens.
|
|
|
|
Combat: A Volatilis Clydesdale attacks with its hooves and teeth. It
|
|
can attack an opponent who is behind it with its rear hooves,
|
|
inflicting 2-12 points of damage, but it cannot use any of its other
|
|
attacks in that round. A Volatilis Clydesdale can also charge downward
|
|
at an opponent from heights of 50 feet or higher and use its hoof
|
|
attacks, each attack roll is +2 and does double damage.
|
|
|
|
Habit/Society: Volatilis Clydesdales can be trained as a war horses at
|
|
an early age, but only by the most skilled trainers. The only known
|
|
riders of Volatilis Clydesdales are Storm Giants.
|
|
Male and female Volatlis Clydesdales are equal in the herd. The
|
|
leader is the horse that wants it or gets thrown into the position.
|
|
Most Volatilis Clydesdales prefer to remain part of the many where they
|
|
have the most freedom.
|
|
They can carry great weights for long periods of time. A Volatilis
|
|
Clydesdale's normal carrying capacity is 290. A Volatilis Clydesdale's
|
|
encumbered, half-speed load is 420. A Volatilis Clydesdale's fully
|
|
encumbered, 1/3 movement load is 550.
|
|
|
|
Ecology: Volatilis Clydesdales feed on grass, fruits, and other plants.
|
|
Griffons and hippogriffs are the natural enemies of a Volatilis
|
|
Clydesdales.
|
|
|
|
|
|
Horse, Pravus Clydesdale
|
|
|
|
CLIMATE/TERRAIN: Any
|
|
FREQUENCY: Very rare
|
|
ORGANIZATION: Herd
|
|
ACTIVITY CYCLE: Day
|
|
DIET: Carnivore
|
|
INTELLIGENCE: Animal (1)
|
|
TREASURE: Nil
|
|
ALIGNMENT: Neutral Evil
|
|
NO. APPEARING: 1-20
|
|
ARMOR CLASS: 5
|
|
MOVEMENT: 14
|
|
HIT DICE: 5
|
|
THAC0: 15
|
|
NO. OF ATTACKS: 3
|
|
DAMAGE/ATTACK: 1-8/1-8/1-4
|
|
SPECIAL ATTACKS: Steam, Berserk Rage
|
|
SPECIAL DEFENSES: Fear Aura
|
|
MAGIC RESISTANCE: Nil
|
|
SIZE: L (16 to 17 hands OR 5 feet to 6 feet)
|
|
MORALE: Steady (11)
|
|
XP VALUE: 150
|
|
|
|
The evil relative in the Clydesdale breed, Pravus Clydesdale
|
|
horses are sinister. Sages do not know why or how this horse got into
|
|
the natural mix of things, but all agree that the world would be better
|
|
off without them.
|
|
Pravus Clydesdale horses appear as slightly larger Clydesdale
|
|
Horses. Pravus Clydesdales' colors are black and various shades of
|
|
grey. They have white straps on the face, and white legs to knees and
|
|
hocks.
|
|
A Pravus Clydesdale has a natural aura of fear about it. The aura
|
|
has a radius of 10 feet. Creatures entering the aura will turn away and
|
|
flee in panic for 1d6+6 if a successful save vs. spell is not made.
|
|
Any Clydesdale whether a Pravus, a Volatilis, a normal Clydesdale, or a
|
|
horse with at least 50% Clydesdale blood is immune to the fear aura.
|
|
|
|
Combat: A Pravus Clydesdale will fiercely attack anything which it
|
|
deems as a threat to itself or its lair. Clydesdale attacks with its
|
|
hooves and teeth.
|
|
A Pravus Clydesdale can charge causing the victim to make a save
|
|
vs. petrifaction (-3 modifier) or become petrified by the sight of such
|
|
a large horse charging. If the save is successful, the victim must make
|
|
a moral check at -3 or flee.
|
|
A Pravus Clydesdale has a powerful steam attack. Once every turn,
|
|
the horse can blow scourging steam from its nostrils at a target with 5
|
|
feet of its head (or a target engaged in frontal melee with the horse).
|
|
The steam will cause 2d6+3 points of damage.
|
|
After being angered, for over 1 turn, a Pravus Clydesdale can
|
|
enter a berserk rage. When berserk, the Pravus Clydesdale has
|
|
phenomenal endurance to pain and some forms of magic. While berserk,
|
|
the horse gains the following benefits and hindrances:
|
|
|
|
- The horse gets a +1 to attack, +3 to damage, and +5 hp.
|
|
- While berserk, the horse must fight each opponent until that
|
|
opponent is down. Once an opponent falls, the horse must attack
|
|
the nearest enemy and attack him.
|
|
- It is immune (no saving throw is necessary) to the mage spells
|
|
charm monster, friends, hypnotism, sleep, irritation, ray of
|
|
enfeeblement, scar, geas, and the clerical spells command, charm
|
|
monster or mammal, enthrall, cloak of bravery, and symbol.
|
|
- It gets a +4 to save against mage spells blindness, Tasha's
|
|
uncontrollable hideous laughter, hold monster, charm monster, and
|
|
confusion, and the clerical spells hold monster and hold animal.
|
|
- The emotion spell has no effect unless the caster chose the fear
|
|
result. If fear was chosen, the horse gets a normal saving throw;
|
|
if the horse makes it, it continues on as before, but if it fails,
|
|
the horse is prematurely snapped out of its berserk rage, with all
|
|
normal effects of coming out of the rage (but he doesn't suffer
|
|
any other fear effect). The fear spell has exactly the same
|
|
effect. If the horse fails a saving throw vs. charm monster, it
|
|
simply counts the caster as one of his allies; it doesn't come out
|
|
of the berserk rage or obey the caster's command.
|
|
- Being berserk offers no real protection from finger of death,
|
|
except that the spell effects do not take place until the horse
|
|
has come out of his rage. If the horse saves, it doesn't suffer
|
|
the 2d8+1 damage until immediately after it snaps out of the rage.
|
|
If the horse fails the save, it doesn't die until the rage is
|
|
over.
|
|
- the horse is temporarily unaffected by the by the cleric spells
|
|
bless, cure light wounds, aid, cure serious wounds, cure critical
|
|
wounds, heal, and regenerate (and wither). The horse will gain the
|
|
benefits of those spells after it has come out other rage and
|
|
suffered any and all damages which occurred then.
|
|
- The taunt spell is automatically successful, and will cause the
|
|
horse to abandon its current enemy and charge to attack the
|
|
taunter.
|
|
|
|
The berserk rage lasts until the last enemy has following. When
|
|
the horse comes out of the rage, it loses the 5 hp gained when entering
|
|
the berserk rage. The horse suffers the effects of any spells which
|
|
wait until the rage is over before affecting it.
|
|
|
|
Habit/Society: They can carry great weights for long periods of time. A
|
|
Pravus Clydesdale's normal carrying capacity is 290. A Pravus
|
|
Clydesdale's encumbered, half-speed load is 420. A Pravus Clydesdale's
|
|
fully encumbered, 1/3 movement load is 550.
|
|
Almost impossible to tame, Pravus Clydesdales have only been none
|
|
to be trained as steeds to liches, possibly the only creature with
|
|
enough power and evil to take on such a deed.
|
|
|
|
Ecology: Pravus Clydesdales are meat eaters. The are fierce predators
|
|
that are only dominated by those creatures that can eat them (few
|
|
indeed).
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
WHAT JUST FLEW IN MY DRINK? AN ALCOHOL HUMMINGBIRD
|
|
|
|
|
|
Alcohol Hummingbird
|
|
|
|
CLIMATE/TERRAIN: Indoors; Pubs, Inns and Taverns
|
|
FREQUENCY: Very Rare
|
|
ORGANIZATION: Band
|
|
ACTIVITY CYCLE: Any
|
|
DIET: Nil
|
|
INTELLIGENCE: Animal
|
|
TREASURE: Nil
|
|
ALIGNMENT: Neutral
|
|
NO. APPEARING: 1 (1-4)
|
|
ARMOR CLASS: -4
|
|
MOVEMENT: 48", Class A
|
|
HIT DICE: 1d2 hp
|
|
THAC0: N/A
|
|
NO. OF ATTACKS: 0
|
|
DAMAGE/ATTACK: N/A
|
|
SPECIAL ATTACKS: Nil
|
|
SPECIAL DEFENSES: Special
|
|
MAGIC RESISTANCE: Nil
|
|
SIZE: T (4")
|
|
MORALE: Putrid (1)
|
|
XP VALUE: 0
|
|
|
|
The alcohol hummingbird is a small, winged avian which feeds off
|
|
of alcoholic spirits. It appears very similar to the normal
|
|
hummingbird, which looks like any other small bird, except that when in
|
|
flight, their wings beat so fast that they appear as only a blur to any
|
|
observer. They are also able to hover in place, and dart from place to
|
|
place, accelerating to full speed or coming to a complete stop
|
|
instantly.
|
|
Alcohol hummingbirds are very colorful, having bright red, green
|
|
and yellow plumage. But because of their speed this does not make them
|
|
easier to spot.
|
|
|
|
Combat: Unlike their wild counterparts these tiny creatures will not
|
|
flee immediately from any large creature. Unless they detect some
|
|
danger to themselves. They have no attack forms, and cannot do damage.
|
|
Their ability to dart about makes them extremely difficult to hit in
|
|
combat, and their speed allows them to avoid almost any predator. Also
|
|
because of their quick movements, they almost always surprise (+5 on
|
|
surprise rolls) anyone coming upon them. Their speed often allows them
|
|
to escape even before being detected.
|
|
|
|
Habit/Society: These unique creatures were created as pets and
|
|
curiosities for small taverns and inns. They retain the natural
|
|
curiosity of their wild cousins. Often darting in and out of cabinets
|
|
and closets in search of food. To keep alive the Alcohol Hummingbird
|
|
must consume alcohol, this helps to keep them from escaping to the wild
|
|
and makes sure that they return to their home. They often get into
|
|
trouble poking around customers drinks, getting in the way of dart
|
|
games, looking for a drink to sustain themselves. Hummingbirds often
|
|
form patterns that are hard for others to notice as they seem to
|
|
randomly dart from table to table looking for a drink. Only the
|
|
hummingbird knows the pattern and only through careful observation will
|
|
the pattern be detected. If more than one hummingbird is encountered
|
|
they will always be a mated pair and one or two chicks. Alcohol
|
|
hummingbirds mate for life and the death of a partner will often lead
|
|
to the wasting away and death of the surviving partner.
|
|
|
|
Ecology: The Alcohol Hummingbird is not a natural animal, it lives off
|
|
of the alcohol provided by its owners and is almost totally dependant
|
|
on them. The hummingbird must drink four times its weight in alcohol
|
|
every day to keep alive. Because of its small size it must spread its
|
|
drinks over several hours. The hummingbird often gets its drinks out of
|
|
the mugs and glasses of the guests at the inn or tavern. The
|
|
hummingbird never shows signs of becoming drunk like other creatures,
|
|
when it is full it will often return to its nest in the rafters or in a
|
|
specially constructed box. If for some reason the hummingbird drinks
|
|
from a particularly strong drink it will move at double its normal rate
|
|
for two rounds.
|
|
It is possible to find Alcohol Hummingbirds in the wild, but it
|
|
would have to be a special, even magical place, where they could obtain
|
|
alcohol to drink. An example of a such places would be Whimsy Wine
|
|
(q.v. Popular & Strange Alcohols Amongst the Worlds) springs. Alcohol
|
|
Hummingbird are commonly found around such magical places.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
YO-HO-HO AND A BOTTLE OF RUM, A NEW SEA-SIDE SKELETON
|
|
|
|
|
|
The ghost ship slowly approaches your ship, cutting the thick fog like
|
|
a bastard sword. You believe the ship has no crew until eerie skeleton
|
|
shapes walk onto the deck. Suddenly, one of the skeletons tosses a
|
|
bottle at you that strikes your head. As you fall to the deck, the last
|
|
think you hear is the singing of old pirate song "Yo Ho Ho..."
|
|
|
|
|
|
Skeleton, Yo-Ho-Ho
|
|
|
|
CLIMATE/TERRAIN: Any
|
|
FREQUENCY: Very Rare
|
|
ORGANIZATION: Band
|
|
ACTIVITY CYCLE: Any
|
|
DIET: Nil
|
|
INTELLIGENCE: Non- (0)
|
|
TREASURE: Nil
|
|
ALIGNMENT: Neutral
|
|
NO. APPEARING: 3-30 (3d10)
|
|
ARMOR CLASS: 7
|
|
MOVEMENT: 12
|
|
HIT DICE: 1+2
|
|
THAC0: 19
|
|
NO. OF ATTACKS: 1
|
|
DAMAGE/ATTACK: 1-6 (weapon)
|
|
SPECIAL ATTACKS:
|
|
SPECIAL DEFENSES: Special
|
|
MAGIC RESISTANCE: Special
|
|
SIZE: M (6' tall)
|
|
MORALE: Special
|
|
XP VALUE: 75
|
|
|
|
Yo-Ho-Ho skeletons are magical undead monsters, created by a
|
|
strange necromancer. The necromancer was fascinated with pirates and
|
|
wanted to make his own pirate crew. Unfortunately, he was somewhat
|
|
insane and made these comical skeletons. Of course, he is dead now but
|
|
his notes still exist so Yo-Ho-Hoes live on through the works of other
|
|
necromancers. Why they want to create such whimsical skeletons is
|
|
unknown.
|
|
Yo-Ho-Hoes appear to have no ligaments or musculature which would
|
|
allow movement. Instead, the bones are magically joined together
|
|
during casting of an animate dead spell. Skeletons have no eyes or
|
|
internal organs.
|
|
A Yo-Ho-Ho wears a black pirate hat with the preverbal skull and
|
|
crossbones on it. They wield a cutlass in one hand and a bottle of rum
|
|
in the other.
|
|
Yo-Ho-Hoes can only be made from the bones of sea-faring humans or
|
|
demihumans.
|
|
|
|
Combat: While Yo-Ho-Hoes engage in combat, they sing a hearty tune by
|
|
Allison and Waller:
|
|
|
|
YO HO HO
|
|
|
|
Fifteen men on a dead man's chest
|
|
Yo ho ho and a bottle of rum
|
|
Drink and the devil had done for the rest
|
|
Yo ho ho and a bottle of rum.
|
|
|
|
The mate was fixed by the bosun's pike
|
|
The bosun brained with a marlinspike
|
|
And cookey's throat was marked belike
|
|
It had been gripped by fingers ten;
|
|
And there they lay, all good dead men
|
|
Like break o'day in a boozing ken
|
|
Yo ho ho and a bottle of rum.
|
|
|
|
Fifteen men of 'em stiff and stark
|
|
Yo ho ho and a bottle of rum!
|
|
Dead and be damned and the rest gone whist!
|
|
Yo ho ho and a bottle of rum!
|
|
|
|
The skipper lay with his nob in gore
|
|
Where the scullion's axe his cheek had shore
|
|
And the scullion he was stabbed times four
|
|
And there they lay, and the soggy skies
|
|
Dripped down in up-staring eyes
|
|
In murk sunset and foul sunrise
|
|
Yo ho ho and a bottle of rum.
|
|
|
|
Fifteen men of 'em stiff and stark
|
|
Yo ho ho and a bottle of rum!
|
|
Ten of the crew had the murder mark!
|
|
Yo ho ho and a bottle of rum!
|
|
|
|
'Twas a cutlass swipe or an ounce of lead
|
|
Or a yawing hole in a battered head
|
|
And the scuppers' glut with a rotting red
|
|
And there they lay, aye, damn my eyes
|
|
Looking up at paradise
|
|
All souls bound just contrawise
|
|
Yo ho ho and a bottle of rum.
|
|
|
|
Fifteen men of 'em good and true
|
|
Yo ho ho and a bottle of rum!
|
|
Ev'ry man jack could ha' sailed with Old Pew,
|
|
Yo ho ho and a bottle of rum!
|
|
|
|
There was chest on chest of Spanish gold
|
|
With a ton of plate in the middle hold
|
|
And the cabins riot of stuff untold,
|
|
And they lay there that took the plum
|
|
With sightless glare and their lips struck dumb
|
|
While we shared all by the rule of thumb,
|
|
|
|
Yo ho ho and a bottle of rum!
|
|
Fifteen men on a dead man's chest
|
|
Yo ho ho and a bottle of rum
|
|
Drink and the devil had done for the rest
|
|
Yo ho ho and a bottle of rum.
|
|
|
|
We wrapped 'em all in a mains'l tight
|
|
With twice ten turns of a hawser's bight
|
|
And we heaved 'em over and out of sight,
|
|
With a Yo-Heave-Ho! and a fare-you-well
|
|
And a sudden plunge in the sullen swell
|
|
Ten fathoms deep on the road to hell,
|
|
Yo ho ho and a bottle of rum!
|
|
|
|
A flimsy girl on a bunker cot
|
|
With a dirk slit sheer through the bosom spot
|
|
And the lace stiff dry in a purplish rot
|
|
Oh was she wench or was she jade
|
|
Or was she just a shuddering maid?
|
|
She dared the knife and she took the blade
|
|
Yo ho ho and a bottle of rum.
|
|
|
|
|
|
(Note: From a 1901 Broadway musical. Inspired by quatrain in
|
|
Stevenson's Treasure Island. Reportedly, "Dead Man's Chest" was a
|
|
Caribbean island rendezvous of buccaneers and smugglers. Last verse
|
|
supplied by JY, other printed in Songs of the Navy, USNA RG)
|
|
Yo-Ho-Hoes fight proficiently with a cutlass (The Complete
|
|
Fighter's Handbook page 100; Damage: S-M: 1d6, L: 1d8; Speed Factor:
|
|
5). They do not suffer any negative effects while fighting because of
|
|
their magical nature as normal skeletons do.
|
|
A Yo-Ho-Ho's other attack is the ability to throw bottles. A rum
|
|
bottle will magically appear in a Yo-Ho-Ho's hand (the hand without the
|
|
cutlass). The Yo-Ho-Ho can throw the bottle up to 50 feet. The bottle
|
|
will break upon contact doing 1d4 points of damage. The bottle contains
|
|
rum that will ignite if any flames are near (within 2 yards) the bottle
|
|
when it breaks. Another bottle will replace a tossed bottle
|
|
immediately. The bottle and its contents are not magical. The rum in
|
|
the bottle is of excellent quality if it can be taken intact.
|
|
Yo-Ho-Hoes are immune to all sleep, charm, and hold spells.
|
|
Because they are assembled from bones, cold-based attacks also do
|
|
Yo-Ho-Hoes no harm. The fact that they are mostly empty means that
|
|
edged or piercing weapons (like swords, daggers, and spears) inflict
|
|
only half-damage when employed against Yo-Ho-Hoes. Blunt weapons, with
|
|
larger heads designed to break and crush bones, cause normal damage
|
|
against Yo-Ho-Hoes. Fire also does normal damage against Yo-Ho-Hoes.
|
|
Holy water inflicts 2-8 points of damage per vial striking the
|
|
skeleton.
|
|
Skeletons are immune to fear spells and need never check morale,
|
|
usually being magically commanded to fight to the death. When a
|
|
Yo-Ho-Ho dies, it falls to pieces with loud clunks and rattles.
|
|
|
|
Habit/Society: Yo-Ho-Hoes have no social life or interesting habits.
|
|
They can be found anywhere there is a wizard powerful enough and a
|
|
eccentric enough to make them. Oddly, clerics are currently unable to
|
|
make Yo-Ho-Hoes, mainly because no cleric has pursued such avenues.
|
|
Mages create Yo-Ho-Hoes because the recipe already exists.
|
|
Yo-Ho-Hoes have almost no minds whatsoever, and can obey only the
|
|
simplest one- or two-phrase orders from their creators. Yo-Ho-Hoes
|
|
fight in unorganized masses and tend to botch complex orders
|
|
disastrously.
|
|
A Yo-Ho-Ho retains sea-faring memories of its formal life. If a
|
|
person gets a chance to actually talk to a Yo-Ho-Ho, the Yo-Ho-Ho will
|
|
tell tales of the high seas. Very little practical information can be
|
|
obtained, the Yo-Ho-Ho can only tell stories, tales, and legends of the
|
|
high seas as he knows it; not valuable information like ship layouts,
|
|
battle strategies, etc.. DM's should understand that this ability
|
|
should only be used to add flavor to the creature, not to be abused. A
|
|
DM may want to allow a Yo-Ho-Ho tell a tale of sunken treasure and
|
|
create an exciting adventure from there.
|
|
|
|
Ecology: The process for creating Yo-Ho-Hoes is more complicated then
|
|
the process for a simple skeleton. DMs should decide the process and
|
|
materials need. Suggested materials are a sea-faring skeleton, an
|
|
animate dead spell, salt water, aged rum, high-quality bottles, a
|
|
parchment containing the pirate song, and a high-quality cutlass.
|
|
Writer's Note: Inspired by the Pirates of the Caribbean at
|
|
DisneyLand. The skeleton pirates can be found at the beginning of the
|
|
ride.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
THAT LICH IS A LUCH
|
|
|
|
|
|
Luch
|
|
|
|
CLIMATE/TERRAIN: Any
|
|
FREQUENCY: Very rare
|
|
ORGANIZATION: Solitary
|
|
ACTIVITY CYCLE: Night
|
|
DIET: Nil
|
|
INTELLIGENCE: Supra-Genius (19-20)
|
|
TREASURE: A
|
|
ALIGNMENT: Any
|
|
NO. APPEARING: 1
|
|
ARMOR CLASS: 0
|
|
MOVEMENT: 6
|
|
HIT DICE: 11+
|
|
THAC0: 10
|
|
NO. OF ATTACKS: 1
|
|
DAMAGE/ATTACK: 1-10
|
|
SPECIAL ATTACKS: See below
|
|
SPECIAL DEFENSES: +1 or better magical weapon to hit
|
|
MAGIC RESISTANCE: Nil
|
|
SIZE: M (6' tall)
|
|
MORALE: Fanatic (17-18)
|
|
XP VALUE: 7000
|
|
|
|
The luch is a special variant of lich (MC1). A luch is created
|
|
when a wizard of at least 18th level dies from acute alcohol
|
|
intoxication or alcohol poisoning. At this point, the dead wizard must
|
|
pass a system shock check and then a save vs. death at -4. If both
|
|
rolls are successful, the wizard enters a bizarre state of alcoholic
|
|
undeath.
|
|
The luch is always in a state of at least mild intoxication, and
|
|
always seeks out more alcohol to ease it's insatiable thirst. It takes
|
|
three times as much alcohol to move a luch to the next state of
|
|
drunkenness as when the wizard was alive. A luch will only stop seeking
|
|
alcohol in a 24 hour period after drinking at least two quarts liquor,
|
|
10 to 14 quarts of wine, or 16 to 20 quarts of beer, ale, or mead.
|
|
After 24 hours, the luch returns to a state of mild intoxication and
|
|
renews it's quest for alcohol. Unfortunately for tavern owners, the
|
|
luch retains all of it's spellcasting abilities and won't hesitate to
|
|
use them to get at any source of alcohol.
|
|
|
|
Combat: Unlike the lich's aura of fear, the luch radiates an aura of
|
|
drunkenness which increases the level of intoxication of any being that
|
|
has ever consumed any alcoholic beverage by one level (note: lifetime
|
|
teetotalers are immune). It's touch will cause extreme intoxication in
|
|
any being which fails a save vs. spells (duration is 4-16 days). An
|
|
unfortunate side effect of these abilities is that any being effected
|
|
by either ability will suffer the worst possible hangover upon sobering
|
|
up.
|
|
Should the luch elect to touch a living creature, its touch cause
|
|
1-10 points of cold damage.
|
|
Luches can themselves be hit only by weapons of at least +1, by
|
|
magical spells, or by monsters with 6 or more Hit Dice and/or magical
|
|
properties. The magical nature of the luch and its undead state make it
|
|
utterly immune to charm, sleep, enfeeblement, polymorph, cold,
|
|
electricity, insanity, or death spells. Priests of at least 8th level
|
|
can attempt to turn a lich, as can paladins of no less than 10th level.
|
|
|
|
Habitat/Society: Luches are solitary creatures. They want little to do
|
|
with the world of the living except when the drive of alcohol is great,
|
|
which is almost all the time.
|
|
A luch will make its home in some fortified area, often in crypts
|
|
or sewers of where populous area where alcohol is readily found.
|
|
A luch's supra-genius intelligence allows it to create masterful
|
|
plans to get alcohol. For example, one luch actually took control of a
|
|
city's entire alcohol trade running it from deep in the earth where he
|
|
was surrounded with an ample supply of beer, mead, and ale vats. Thus,
|
|
a luch is more than a crazed creature who bangs down tavern doors to
|
|
get booze.
|
|
|
|
Ecology: The luch is not a thing of this world. Although once a living
|
|
creature, it has entered into an unnatural existence.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
A DRAGON WITH MORE THAN A DRINKING PROBLEM
|
|
|
|
|
|
Wine, that mounts us to the skies.
|
|
|
|
--- Francois Rabelais
|
|
|
|
Good wine is a good familiar creature, if it be well used.
|
|
|
|
--- William Shakespeare
|
|
from Othello
|
|
|
|
|
|
Dragon, Alcohol
|
|
|
|
CLIMATE/TERRAIN: Any
|
|
FREQUENCY: Very rare
|
|
ORGANIZATION: Solitary or clan
|
|
ACTIVITY CYCLE: Any
|
|
DIET: Special
|
|
INTELLIGENCE: High (13-14)
|
|
TREASURE: Special
|
|
ALIGNMENT: Chaotic Neutral
|
|
NO. APPEARING: 1 (2-5)
|
|
ARMOR CLASS: 4 (base)
|
|
MOVEMENT: 9, FL 30(C)
|
|
HIT DICE: 13 (base)
|
|
THAC0: 15 (6 HD) or 13 (7-8 HD)
|
|
NO. OF ATTACKS: 3 (claw/claw/bite)
|
|
DAMAGE/ATTACK: 1-6/1-6/3-18
|
|
SPECIAL ATTACKS: Special
|
|
SPECIAL DEFENSES: Variable
|
|
MAGIC RESISTANCE: Variable
|
|
SIZE: G (40' base)
|
|
MORALE: Fanatic (17)
|
|
XP VALUE: Variable
|
|
|
|
|
|
Age Body Lgt.(') Tail Lgt.(') AC Breath Weapon
|
|
1 3-8 2-6 2 2d4+1
|
|
2 8-16 4-12 1 4d4+2
|
|
3 16-27 12-20 -0 6d4+3
|
|
4 27-38 20-30 -1 8d4+4
|
|
5 38-50 30-40 -2 10d4+5
|
|
6 50-59 40-50 -3 12d4+6
|
|
7 59-73 50-60 -4 14d4+7
|
|
8 73-86 60-70 -5 16d4+8
|
|
9 86-100 70-80 -6 18d4+9
|
|
10 100-114 80-90 -7 20d4+10
|
|
11 114-130 90-100 -8 22d4+11
|
|
12 130-147 100-110 -9 24d4+12
|
|
|
|
|
|
Age Crushing Att. Spells MR Treas. Type XP Value
|
|
1 1d20+1 Nil Nil Nil 1,400
|
|
2 2d20+2 Nil Nil Nil 2,000
|
|
3 3d20+3 Nil Nil Nil 4,000
|
|
4 4d20+4 Nil Nil 1/2HS 6,000
|
|
5 5d20+5 Nil 10% HS 9,000
|
|
6 6d20+6 Nil 15% HS 10,000
|
|
7 7d20+7 Nil 20% HS 11,000
|
|
8 8d20+8 Nil 25% HSx2 12,000
|
|
9 9d20+9 Nil 30% HSx2 14,000
|
|
10 10d20+10 Nil 35% HSx2 16,000
|
|
11 11d20+11 Nil 40% HSx3 17,000
|
|
12 12d20+12 Nil 45% HSx3 18,000
|
|
|
|
|
|
Alcohol dragons are some of the most interesting and somewhat
|
|
insane dragons. They are the essence of every drunk found in any tavern
|
|
throughout the worlds. They are pranksters, joke tellers, and riddlers
|
|
(although they seldom make sense). They're also moody creatures being
|
|
quick tempered at one moment to humorously pleasant the next. They
|
|
still love to talk and are quite the conversationalists. Listening is
|
|
another quality of them. They love tall tales, epic poems and songs.
|
|
As well as tales of stupid and misguided fools and humorous tales.
|
|
Furthermore, they love games of all types and appreciate such.
|
|
Alcohol dragons tend to have dopey looks and an appearance of poor
|
|
health. Many hapless adventurers have been fatally fooled by the
|
|
dragon's delicate look. They're still dragons, and should not be taken
|
|
lightly!
|
|
At birth, an alcohol dragon's scales are bright pink with a tint
|
|
of baby blue. As the dragon gets older, the scales become finer and a
|
|
soft color of bluish-white sets in. When the dragon becomes a young
|
|
adult, it develops a chameleon power (in the sense of being able to
|
|
change its color, but not multiple colors). This power allows the
|
|
dragon to change its color to any it wishes. The changing of color
|
|
isn't instance and takes a few weeks, plus the dragon doesn't like to
|
|
implement it to often. Most alcohol dragons like to be bright cheery
|
|
colors like yellow, blue, or pink ("I thought <<hiccup>> I saw a
|
|
<<hiccup>> pink dragon."). However, some may mimic other dragons for a
|
|
practical joke.
|
|
Alcohol Dragons speak their own slurred tongue, a slurred
|
|
variation of the tongue common to all neutral dragons, and 15% of
|
|
hatchling alcohol dragons have an ability to communicate with any
|
|
intelligent creature. The chance to possess this ability increases 5%
|
|
per age category of the dragon.
|
|
|
|
Combat: Alcohol dragons dislike killing creatures above animal
|
|
intelligence. The main reason they avoid fighting is that they suffer
|
|
a -2 penalty to hit because they're drunk on their own breath weapon.
|
|
However, they will fight when necessary. They like to taunt and annoy
|
|
their opponents, hoping they will give up or become angry and act
|
|
foolishly. An alcohol dragon's favorite attack is a crushing attack in
|
|
which it simply body flops onto it's opponents, save vs. paralyzation
|
|
for half damage.
|
|
|
|
Breath weapon/special abilities: An alcohol dragon has three breath
|
|
weapons. The first breath weapon of the alcohol dragon is, of course,
|
|
alcohol. The form of this breath weapon is a 70' long and 5' wide
|
|
stream of alcohol and gas. Creatures caught in the gas stream must save
|
|
vs. breath weapon or take full damage and go into a state of great
|
|
intoxication and suffer the effects of this state. A successful save
|
|
for half damage.
|
|
The second breath weapon is a 10' long and 5' long transparent,
|
|
bluish breath. It causes no damage, but characters in the line of fire
|
|
enter a state of great intoxication for 1d10 rounds. Fumes from this
|
|
breath weapon will linger for 2d10 rounds, so characters should take
|
|
precautions to avoid it's effects. Alcohol dragons use this breath
|
|
weapon as a defensive mechanism rather than offensive.
|
|
The third breath weapon is highly unusual, more dangerous then the
|
|
first, and is in the form of a hiccup. A special stomach serves to mix
|
|
fatty secretions (natural body "gas"). The resulting goop produces the
|
|
hiccup breath weapon, a bubble cloud similar to that produced by a horn
|
|
of bubbles. The cloud is 60' long, 50' wide, and 20' high, and it lasts
|
|
2-12 rounds. Anyone trapped in this cloud is painfully blinded for 4-16
|
|
rounds due to goop in his eyes, making magic virtually impossible to
|
|
cast; this places a -6 penalty on all attack rolls, saving throws, and
|
|
damage (1 hp damage minimum), and negates dexterity bonuses to armor
|
|
class. Movement is random as the affected person stumbles around. A
|
|
successful save vs. breath weapon indicates that the character closed
|
|
his eyes before the goop affected them, in which case only the normal
|
|
penalties for fighting blind apply, without the distraction caused by
|
|
the pain of the goop in the eyes. If the victim's eyes are protected,
|
|
as by goggles, the obscuring effects alone are operative, giving only a
|
|
-2 modifier to hit for as long as the bubbles last. There is no saving
|
|
throw against the obscurement effect, as the cloud also affects
|
|
infravision and ultravision. When the bubble cloud is in place, the
|
|
dragon merely closes its transparent protective third eyelids and using
|
|
a bat-like sonar, attacks.
|
|
At birth, alcohol dragons are immune to poison. As they age, they
|
|
gain the following additional powers: Young: neutralize poison three
|
|
times a day. Juvenile: create food and water three times a day. Adult:
|
|
polymorph self three times a day. Alcohol dragons love to visit taverns
|
|
and inns to party with the mortals.
|
|
|
|
Habit/Society: Alcohol Dragons tend to favor warm climates, preferably
|
|
near vineyards. They prefer wooded in areas with fields close by, but
|
|
they can live in caves just as easily.
|
|
Some societies actually respect alcohol dragons, mainly for their
|
|
potent alcohol secretions. Some clerics obtain the alcohol from the
|
|
glands of an alcohol dragon for rites of passage. If a person drinks
|
|
the alcohol and lives then he is a man, death is the other option. A
|
|
person who drinks it must save vs. death or die. A successful save
|
|
gives the person a permanent +1 to constitution and +1 to wisdom. A
|
|
person may only benefit from this once.
|
|
They have few enemies and enjoy the company of normal races (i.e.
|
|
humans, elves, dwarves, etc.). Alcohol dragons find them stimulating
|
|
and fun-loving races. Alcohol dragons are also found in the company of
|
|
copper dragons and pink dragons (DRAGON magazine). In fact some sages
|
|
claim that the alcohol dragons are offspring of these dragons. This
|
|
theory seems adequate giving their pink color at birth, the bubble
|
|
breath weapon, and the copper dragon sense of humor.
|
|
|
|
Ecology: Like other dragons, alcohol dragons can eat almost anything if
|
|
the need arises. They prefer to eat plants and trees then animal life.
|
|
They would also rather eat metal ore then take the life of a creature
|
|
(unless the creature is trying to cause harm).
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
THE GUARDIAN OF ALCOHOL IS A LEPRECHAUN?
|
|
|
|
|
|
Come, thou monarch of the vine,
|
|
Plumpy Bacchus with pink eyne.
|
|
|
|
--- Shakespeare
|
|
|
|
Wine is life.
|
|
|
|
--- Petronius
|
|
|
|
Eat thy bread with joy and drink thy wine with a merry heart.
|
|
|
|
--- Ecclesiates 9:7
|
|
|
|
A meal without wine is like a day without sun.
|
|
A meal without wine is like life without laughter.
|
|
|
|
--- Anon
|
|
|
|
|
|
"King" Lohocla: The Guardian of Alcohol
|
|
|
|
RACE: Leprechaun (Monster Compendium II)
|
|
|
|
ALIGNMENT: Neutral
|
|
HIT DICE: 1
|
|
HIT POINTS: 8
|
|
MOVEMENT: 15
|
|
|
|
MAGIC RESISTANCE: 90%
|
|
SIZE: T (2' tall)
|
|
|
|
INTELLIGENCE: 18
|
|
CONSTITUTION: 20
|
|
|
|
Lohocla is The Guardian of Alcohol. Sages aren't sure if he is a
|
|
deity. If he is a god, Lohocla is probably worshiped by the leprechauns
|
|
or other wee folk. Some sages speculate that he is the famed King of
|
|
the Leprechauns, but this is manly based on his nickname. One
|
|
interesting fact is that he doesn't have a surname (as far as anybody
|
|
knows) which isn't common amongst leprechauns. To the more standard
|
|
races (human, elf, dwarf, etc.), Lohocla is a powerful leprechaun who
|
|
isn't afraid of much and enjoys a good party. Most enjoy his company
|
|
and have a great respect for this oddity. Others think of him as a
|
|
demon of booze.
|
|
He dresses in the standard leprechaun clothes: green coat, green
|
|
breeches, pointed shoes. He is best recognized by his bright red
|
|
brimmed hat.
|
|
Lohocla has a great knowledge of alcohol any anything minutely
|
|
related to it. He can tell exactly what a drink is, where its from, who
|
|
made it, when it was made, and any other obscure detail about it merely
|
|
by sampling it.
|
|
Lohocla has the standard leprechaun powers. His favorite power
|
|
being the ability to create illusions. Its one of the best ways to have
|
|
some fun with a tanked person. The ability to snatch valuable items
|
|
successfully is 95% instead of the standard 75% (hey, he is powerful).
|
|
He, also, has a Teleport Without Error ability, which comes in very
|
|
handy with mad, combative drunks.
|
|
Of course, Lohocla enjoys eating all types of foods. His fondness
|
|
for wine is equal to all leprechauns. In fact, one of his main reasons
|
|
for travel is to find unique wines to sample. But, Lohocla is never
|
|
one to turn away an interesting alcohol drink of any kind. He loves his
|
|
booze. In fact, Lohocla is the ideal boozer. He has a conscious
|
|
immunity to all effects of alcohol. Being a conscious ability, Lohocla
|
|
may waiver this ability to become inebriated. The main reason he
|
|
waivers this immunity is so that he may challenge (or be challenged) in
|
|
a drinking contest. Usually, he gives any winners a prize. The prize
|
|
may be a wish, but this is to general. Lohocla prefers to give them
|
|
something alcohol related: a barrel of valuable and rare alcohol,
|
|
an increase in constitution, an alcohol non-weapon proficiency, a
|
|
magical goblet or tankard, a vineyard, secret brew recipe, a large bar
|
|
tab, a copy of his glorious spell book, etc.. He may (25% chance) be
|
|
bitter after a loss (the way of neutrals) and might penalize the
|
|
challenger.
|
|
Lohocla does have a hoard of treasure. Most of it is coinage to
|
|
pay for all his expenses. However, he does have a grand collection of
|
|
tankards, mugs, and such.
|
|
Lohocla loves all people who love alcohol. There is no prejudice
|
|
or racism when with a pitcher of "sauce". In fact he is very helpful to
|
|
weaken creatures as all leprechauns do.
|
|
|
|
|
|
SOME MAGIC ITEMS THAT LOHOCLA POSSESSES
|
|
|
|
|
|
Wooden Barrel of Flight - A favorite form of transportation. This
|
|
barrel is of medium size. Movement rate is 25". The barrel is always
|
|
filled with a pleasant liquid. Lohocla enjoys this form of
|
|
transportation because it is flashy, fun, practical, and full of good
|
|
"spirits".
|
|
|
|
Portable Lair Pipe - This pipe creates a non-dimensional space that
|
|
Lohocla uses as his lair. This space has roughly a five cubic mile
|
|
area. Among other things, Lohocla has a castle, vineyard, forest, lake,
|
|
and his treasure in this space.
|
|
Climate is controlled by Lohocla. He usually keeps it very
|
|
comfortable: breezy and sunny. In this space, creatures don't age, and
|
|
natural healing and curing take place at twice the normal rate.
|
|
Activation is done by Lohocla placing the pipe in his mouth and
|
|
him thinking of the space. The pipe, all his possessions, and anything
|
|
else that he is touching and desires to take with him (e.g. other
|
|
people) will be transported there.
|
|
When Lohocla (and guests if any) leave this space, he (they)
|
|
returns to any place he desires. Usually it will be in a place where
|
|
nobody is present, so that he doesn't startle anybody.
|
|
Lohocla keeps knowledge of the pipe's powers and his lair a secret.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
THE ALCOHOL DEITIES
|
|
|
|
|
|
No thing more excellent nor more valuable than
|
|
wine was ever granted mankind by God.
|
|
|
|
--- Plato
|
|
|
|
If God forbade drinking would He have made wine so good?
|
|
|
|
--- Richelieu
|
|
|
|
|
|
Ebrietas is the deity of alcohol in general and the happiness
|
|
that comes from drunkenness. Malus Temulentia is the deity of liquors.
|
|
Vinumus is the deity of wines. Excitarus is the deity of beers, ales,
|
|
and meads.
|
|
Vinumus and Excitarus are natural brothers and sons of the Goddess
|
|
of Agriculture and Ebrietas. Malus Temulentia's mother is also the
|
|
Goddess of Agriculture but his father is unknown but is believed to be
|
|
the God of War or the God of Death. It is also unknown if the goddess
|
|
was raped, seduced, charmed, or consented to copulation.
|
|
|
|
|
|
|
|
-----------------------------------------
|
|
EBRIETAS (THE HAPPY DRINKER)
|
|
-----------------------------------------
|
|
|
|
|
|
Portfolio: Blissful drink, drunkenness, euphoria, festivals,
|
|
celebrations
|
|
|
|
Ebrietas represents the good that comes from drinking alcoholic
|
|
beverages. Alcohol is safer to drink then tainted water that often
|
|
exists in populated areas. Alcohol relaxes people, makes them
|
|
friendlier, allows them to forget their misery and pain and allows them
|
|
to enjoy life. Alcohol is used by all castes of people. Whether poor or
|
|
rich, all cherish alcohol and thus are brought together as a people.
|
|
Ebrietas is the proud father to both Vinumus and Excitarus.
|
|
Unfortunately, there is a god who doesn't respect Ebrietas as his sons
|
|
do. That god is the evil Malus Temulentia.
|
|
Ebrietas takes the form of many races. His favorite form is a
|
|
jolly halfling, but sometimes appears as a burly human, a handsome elf,
|
|
a sturdy dwarf, or a clever gnome.
|
|
|
|
Alignment: The deity is lawful good. His priests may chaotic good,
|
|
neutral good, or lawful good. The flock may be of any alignment.
|
|
|
|
Minimum Ability Scores: Wisdom 9, Constitution 12. Wisdom or
|
|
Constitution of 16 means +05% experience. Wisdom and Constitution of 16
|
|
means +10% experience.
|
|
|
|
Races Allowed: Any (commonly dwarves, elves, gnomes, halflings,
|
|
humans).
|
|
|
|
Nonweapon Proficiencies: Bonus: Bartending, Drinking (Boozing),
|
|
Drinking Skills/Tricks, Toasting. Recommended: Disguise Drunkenness/
|
|
Hangover, Wine tasting.
|
|
|
|
Weapon Proficiencies: Required: Swizzle stick.
|
|
|
|
Weapons and Armor Restrictions: Permitted weapons are swizzle stick,
|
|
tankard, bottle, and staff. No armor.
|
|
|
|
Duties of the Priest: Devotions, Guidance, Tasting and Protecting the
|
|
peaceful consumption of alcohol, Marriage, Judging of disturbing, non-
|
|
peaceful, or unlawful persons when required.
|
|
|
|
Spheres of Influence: Major Access to All, Guardian, Protection. Minor
|
|
Access to Creation, Plant, Healing.
|
|
|
|
Powers & Benefits:
|
|
|
|
- The specialty priest is immune to alcohol poisoning (but not
|
|
drunkenness).
|
|
|
|
- The specialty priest never experiences a hangover if intoxicated from
|
|
beer, ale, mead, or wine. Liquors cause normal hangovers.
|
|
|
|
- The specialty priest receives a +2 bonus to all reaction rolls when
|
|
they are friendly.
|
|
|
|
- The priest gains a +5 to Constitution ability checks as they pertain
|
|
to alcohol.
|
|
|
|
- At 5th level, the specialty priest can create a quart of average
|
|
quality beer, ale, mead, or wine twice per day.
|
|
|
|
- At 7th level, the specialty priest can charm a person while sharing
|
|
alcohol drinks (The Complete Priest's Handbook, page 23). This power
|
|
works three times per day.
|
|
|
|
Limitations & Hindrances:
|
|
|
|
- Unholy alcohol is poison to specialty priests and clerics of
|
|
Ebrietas. Those that consume unholy alcohol must make a save vs.
|
|
poison or suffer an additional 4d4 points of damage.
|
|
|
|
- Ebrietas is the hated enemy of Malus Temulentia. This hatred is in
|
|
the followers of Malus Temulentia. Thus, Ebrietas' priests are in the
|
|
most danger of harm from the followers of Malus Temulentia who wish
|
|
to destroy Ebrietas by destroying his worshippers. Ebrietas' priests
|
|
are always be on guard of such danger.
|
|
|
|
- The specialty priest who becomes hostile while intoxicated has
|
|
dishonored himself and Ebrietas and must repent or will suffer the
|
|
wrath of Ebrietas. Note that exceptions can be made when the priest is
|
|
provoked and all attempts at a peaceful resolution have been made. This
|
|
punishment will be decided upon by the high priest of the nearest
|
|
temple of Ebrietas. Repentance usually comes in the form of a quest, a
|
|
menial task, monetary loss, etc..
|
|
|
|
Followers and Strongholds: At 9th level, the priest receives the
|
|
following followers: 3 fourth level priests, 4 second level priests, 6
|
|
first level priests, 10 clerics, and 11-20 normal followers. At this
|
|
time, the priest can construct a Temple of Ebrietas. The priest pays
|
|
half the cost of construction. The temple is a holy place of worship,
|
|
but also a meeting place for celebrations of any type as long as the
|
|
celebration is a festive one.
|
|
|
|
Requirements for Followers:
|
|
|
|
Alignment choices: Any good
|
|
Races Allowed: Any (commonly human, dwarf, elf, and gnome)
|
|
Restrictions: None
|
|
|
|
Symbols: The symbol of Ebrietas is a cup overflowing for that is the
|
|
greatest reward for anybody.
|
|
|
|
Holidays, Festivals, Special Occasions: Three days before the summer
|
|
solstice, the Seven Days of Ebrietas begin. The holiday is celebrated
|
|
by parties, parades, and competitions of all sorts. Unconditional
|
|
celebration takes place. The only requirement of the holiday is that
|
|
all participants are peaceful. Violators are severely punished for
|
|
defiling the peace. Most communities that recognize the holiday will
|
|
overlook communal laws and allow the high priests of Ebrietas to reside
|
|
over any peace-breakers.
|
|
The priests of both Vinumus and Excitarus respect Ebrietas and
|
|
make offerings to him during their festivals. Also, the priests tend to
|
|
celebrate the Seven Days of Ebrietas where they are very welcome.
|
|
An offering of alcohol is often given to Ebrietas before any
|
|
holiday, festival, or celebrations in hopes that he blesses the
|
|
occasion with peace and goodwill.
|
|
|
|
Minions: Ebrietas has a mortal daughter named Seltzer whose mortal
|
|
mother was a kind, beautiful, "healthy" barmaid Ebrietas met on one of
|
|
his excursions to the land of mortals. Seltzer (7th level specialty
|
|
fighter: AL: LG; AC 8-2; MV 9; hp 50; THAC0 14; #AT 2/1; by weapon
|
|
type; S 12, D 16, C 18, I 12, W 14, Ch 18) is a fighter adventurer but
|
|
she also is the owner and hostess of a quaint brew house and tavern.
|
|
Seltzer specializes in the long sword. She is proficient in the dagger,
|
|
throwing knife, dart, and quarterstaff. Seltzer is very beautiful and
|
|
feminine but also strong and sure. Seltzer knows who her father is but
|
|
finds that such information is of no help in daily life, just another
|
|
interesting story that will be a legend centuries from now. Although
|
|
Seltzer doesn't believe her father belittles himself with his mortal
|
|
daughter, Ebrietas does watch over her and protects her from harm.
|
|
Seltzer's ultimate destiny is unknown, but surely it will be of
|
|
greatness and serve her father well.
|
|
|
|
Avatars: Boozies
|
|
|
|
Intelligence: Exceptional
|
|
Alignment: Lawful Good
|
|
No. appearing: 1-12
|
|
Armor class: 0
|
|
Movement: 15
|
|
Hit dice: 15 (100 hit points)
|
|
THAC0: 5
|
|
No. of attacks: 4
|
|
Damage/attack: by weapon type
|
|
Special attacks: Special
|
|
Special defenses: +1 or better weapon to hit
|
|
Magic resistance: 25%
|
|
Size: L (12' tall)
|
|
Morale: Special
|
|
XP value: 5000
|
|
S: 19 (+3 +7) I: 18 W: 18 D: 18 C: 20 Ch: 18
|
|
|
|
A Boozie is a strong, muscular, burly, tan man. He wears rough
|
|
blue jeans (a strange clothing material not found in most worlds) and
|
|
no shirt. He wields a large tankard that does 2d10 points of damage. If
|
|
necessary a Boozie can wield any weapon with no penalty.
|
|
A Boozie can cause any mortal to become greatly intoxicated at
|
|
will. A Boozie often uses this power in attempts to avoid combat.
|
|
Boozies are really popular with women who find them very
|
|
attractive. On special occasions, Ebrietas may reward women by sending
|
|
Boozies to perform a strip show form them.
|
|
|
|
|
|
-----------------------------------------
|
|
MALUS TEMULENTIA
|
|
-----------------------------------------
|
|
|
|
|
|
Portfolio: Evil spirits, liquor, alcohol addiction, bad emotions that
|
|
drive one to drinking, sickness, and drunkenness which manifests itself
|
|
as rage and loss of control
|
|
|
|
Malus Temulentia is a very evil deity who survives only though the
|
|
suffering of mortals via liquor. Although other alcohol drinks can have
|
|
the same effect, liquor gets the job done much quicker. Thus Malus
|
|
Temulentia's following concentrates on the production and consumption
|
|
of liquor.
|
|
Malus Temulentia is known by many names in many realms. One such
|
|
realm knows him as the great god Raaalph. Offerings to him are heaved
|
|
into a porcelain alter at least one a week in the morning. If the god
|
|
finds the offerings pleasing, he sometimes lessen the suffering of his
|
|
worshipper.
|
|
Malus Temulentia is depicted in art as a large skeleton with fiery
|
|
red eyes wearing a dark flowing robe. He is always atop a white
|
|
porcelain throne. Most have waterfalls of pure alcohol flowing around
|
|
him and/or worshippers bowing in front of him and vomiting.
|
|
There are two priesthoods under Malus Temulentia. The first
|
|
faction are the specialty priests of Malus Temulentia known Stillers.
|
|
The other faction is made up of clerics.
|
|
The mission of both priesthoods is to strengthen the deity by
|
|
getting people interested in liquor. Then hopefully, the evils of
|
|
liquor will manifest itself which in turn strengths the deity. Only
|
|
through the spread of liquor throughout the land can the deity hope to
|
|
gain more followers. Thus, a person can almost always count on getting
|
|
a free liquor drink from a follower.
|
|
The specialty priests are mainly concerned with the production of
|
|
liquor. They are always distilling liquor of different types, mixing
|
|
liquor drinks with exotic ingredients, and constantly searching for the
|
|
perfect liquor. The logic of the Stillers is that the more appeasing
|
|
they can make liquor, the more people will consume it. This Stillers
|
|
are constantly in search of the perfect formulas and procedures. When
|
|
necessary, a Distiller will travel to get a new recipe, a new
|
|
distilling procedure, or new information for example. Perfection is the
|
|
key to success.
|
|
The clerics tend to travel spreading the word of Malus Temulentia
|
|
and the greatness of liquor. As teachers, the clerics will instruct
|
|
anybody who wants to learn the art of distilling. Also, they are
|
|
information gathers trying to find as much information on liquor
|
|
possible. Knowledge of liquor is second only to the liquor itself.
|
|
|
|
Alignment: The deity is chaotic evil. His priests may chaotic neutral,
|
|
chaotic good, or chaotic evil. The flock may be of any alignment.
|
|
|
|
Minimum Ability Scores: Wisdom 9, Constitution 14. Wisdom or
|
|
Constitution of 16 means +05% experience. Wisdom and Constitution of 16
|
|
means +10% experience.
|
|
|
|
Races Allowed: Any (commonly dwarves, humans, and humanoids such as
|
|
orcs, goblins, and hobgoblins).
|
|
|
|
Nonweapon Proficiencies: Bonus: Drinking (Boozing), Disguise
|
|
Drunkenness/Hangover. Recommended: Bartending, Distilling, Drinking
|
|
Skills/Tricks.
|
|
|
|
Weapon Proficiencies: Required: Broken bottle.
|
|
|
|
Weapons and Armor Restrictions: Permitted weapons are club, staff, and
|
|
net. The priest may want to use a bottle as a missile or melee weapon.
|
|
No armor heavier than chain-mail.
|
|
|
|
Duties of the Priest: Devotions, Guidance in distilling, Missions for
|
|
collecting information.
|
|
|
|
Spheres of Influence: Major Access to All, Creation, Divination, Plant,
|
|
Necromantic, Summoning. Minor Access to Animal, Healing, Protection,
|
|
Sun, Weather.
|
|
|
|
Powers & Benefits:
|
|
|
|
- The specialty priest is immune to alcohol poisoning (but not
|
|
drunkenness).
|
|
|
|
- The specialty priest never experiences a hangover if intoxicated from
|
|
liquor. Wine, beer, mead, and ale cause normal hangovers. Of course,
|
|
the priest would rather not drink such a foul alcohol unless it served
|
|
a purpose in some deception.
|
|
|
|
- The specialty priest receives a +1 per level bonus on all
|
|
Constitution checks when drinking liquor.
|
|
|
|
- At 3rd level, the specialty priest can identify and analyze any
|
|
liquor with just one sip.
|
|
|
|
- At 5th level, the specialty priest can raise or lower a person's
|
|
alcohol addiction by 3 in both the drinking and amount levels. This
|
|
power can be used once per week.
|
|
|
|
- At 7th level, the specialty priest can raise his strength by 3 once
|
|
per day. The strength increase will last for 1 hour.
|
|
|
|
Limitations & Hindrances:
|
|
|
|
- The specialty priest receives a -1 per every three levels penalty on
|
|
all Constitution checks when drinking beer, ale, wine, or mead.
|
|
|
|
- The specialty priest receives a -3 reaction from priests of Ebrietas,
|
|
Vinumus, and Excitarus.
|
|
|
|
- Within 24 hours of becoming greatly intoxicated, a cleric or priest
|
|
must induce vomiting upon himself to pay homage to Malus Temulentia.
|
|
|
|
Followers and Strongholds: Upon reaching 9th level, a specialty priest
|
|
can build a temple complex which contains a distillery. The followers
|
|
received consist of 20 followers proficient in distilling, 10 first-
|
|
level clerics, 3 third-level priests, and 1 six-level priest. The
|
|
distillery must produce liquors of all types for sacrifice to the deity
|
|
and for sale to the community. The temple complex should contain a
|
|
library on liquors which would contains such information like
|
|
production of different types of liquor, different recipes for making
|
|
mixed drinks using liquor, mythology on the deity, and propaganda
|
|
against the other alcohol deities. The temple complex may also have a
|
|
tavern where people can come to drink liquor (no other types of alcohol
|
|
are served). Liquor is typically sold at cost because of the mission of
|
|
the priesthood.
|
|
|
|
Symbols: Malus Temulentia's symbol is a white, porcelain bowl. Every
|
|
temple of Malus Temulentia has a white, porcelain bowl atop a white,
|
|
porcelain altar.
|
|
|
|
Holidays, Festivals, Special Occasions: Followers do not observe any
|
|
special occasions. However, they do try to attend festivals, holidays,
|
|
and special occasions of any type as long as alcohol can be served.
|
|
Then the followers attempt to flood the festivities with liquor. Before
|
|
attending any special occasion, clerics and priests must hold a private
|
|
ceremony where they pay homage to Malus Temulentia and ask for success.
|
|
|
|
Minions: As often depicted in art, Malus Temulentia rides a
|
|
magnificent Pravus Clydesdale horses (INT: high; AL NE; AC 5; MV
|
|
14"/14"; HD 15; hp 100; THAC0 5; # AT 3; Dmg 3d8/3d8/3d4
|
|
horn/horn/bite; SA steam, berserk rage; SD fear aura; MR 10%; SZ L,
|
|
12'; XP 15,000). A very powerful and intimidating steed, he has god-
|
|
like attributes and powers, a gift bestowed to him by his master.
|
|
|
|
Avatars: Malus Succubus
|
|
|
|
Intelligence: Exceptional
|
|
Alignment: Chaotic Evil
|
|
No. appearing: 1-2
|
|
Armor class: 0
|
|
Movement: 11/18
|
|
Hit dice: 6 (48 hit points)
|
|
THAC0: 15
|
|
No. of attacks: 2
|
|
Damage/attack: 1-3/1-3
|
|
Special attacks: Energy drain
|
|
Special defenses: +1 or better weapon to hit
|
|
Magic resistance: 70%
|
|
Size: M (6' tall)
|
|
Morale: Special
|
|
XP value: 5000
|
|
S: 19 (+3 +7) I: 22 W: 16 D: 18 C: 20 Ch: 20
|
|
|
|
Malus Succubus are terrible female demons whose purpose is the
|
|
unconditional service to Malus Temulentia. The demon in its natural
|
|
form appears very much like a tall and very beautiful human female with
|
|
long blonde hair and large breasts (at least 36D), although the bat-
|
|
like wings immediately show the observer its true nature.
|
|
Malus Succubi cannot be harmed by any sort of normal weaponry.
|
|
Succubus can cause darkness in a 25' radius. The kiss of the succubus
|
|
drains the victim of one energy level, and all succubi are able to
|
|
perform any one of the following feats at will: become ethereal (as if
|
|
using the oil of that name), charm person, ESP, clairaudience,
|
|
suggestion (as the spell), shape change (to any humanoid form of
|
|
approximately their own height and weight only), or gate in a type IV
|
|
(70% chance), type VI (25%). There is only a 40% chance of such a gate
|
|
opening, however.
|
|
These female demons are usually not found in numbers, for they
|
|
prefer to act alone or in pairs.
|
|
|
|
|
|
|
|
-----------------------------------------
|
|
VINUMUS
|
|
-----------------------------------------
|
|
|
|
|
|
Portfolio: Wine, the finest fruit, refined taste, wine-making
|
|
|
|
As the god of wine, Vinumus has a dual nature: he represents joy,
|
|
pleasure, and camaraderie; but also savage, mindless, bloodthirsty
|
|
violence. He represents the fact that wine can induce both happiness
|
|
and madness.
|
|
Vinumus is known throughout the realms by many other names a few
|
|
of which are Dionysus, Bacchus.
|
|
Vinumus tends to be more nature oriented like his mother the
|
|
Goddess of Agriculture unlike his brother Excitarus. This wild nature
|
|
can be seen in Vinumus' appearance, his symbol, and the popular theory
|
|
that the best wine comes from wild grapes found far away from
|
|
civilization.
|
|
While Vinumus most often appears as a young man in a purple robe,
|
|
he also likes to appear in lion, panther, dolphin, and bear shapes. He
|
|
savagely inflicts madness upon anyone who attacks or discomforts him
|
|
(save vs. spells at -4). He is also protective of his temples and high
|
|
level clerics, and may, if greatly outraged, inflict this madness upon
|
|
defilers of his holy places.
|
|
There are only two priesthoods of Vinumus. The first is made of
|
|
specialty priests, the second of clerics.
|
|
The specialty priests are concerned with all aspects of wine from
|
|
producing to drinking. They spend there life creating wonderful wines
|
|
to honor their deity and all that he represents.
|
|
The clerics spend most of their time searching for wines created
|
|
by others although they will make their own when necessary. They also
|
|
like to preach the word of Vinumus to all that will listen, typically
|
|
intoxicated people in taverns.
|
|
|
|
Alignment: The deity is chaotic neutral. His priests may chaotic
|
|
neutral, chaotic good, or chaotic evil. The flock may be of any
|
|
alignment.
|
|
|
|
Minimum Ability Scores: Wisdom 9, Constitution 12. Wisdom or
|
|
Constitution of 16 means +05% experience. Wisdom and Constitution of 16
|
|
means +10% experience.
|
|
|
|
Races Allowed: Any (commonly elves, humans, gnomes, halflings).
|
|
|
|
Nonweapon Proficiencies: Bonus: Agriculture, Drinking (Boozing),
|
|
Toasting, Wine Making, Wine Tasting. Recommended: Bartending, Drinking
|
|
Skills/Tricks, Disguise Drunkenness/Hangover.
|
|
|
|
Weapon Proficiencies: Required: Wooden staff.
|
|
|
|
Weapons and Armor Restrictions: Permitted weapons are staff, scythe,
|
|
bottle, sickle, and flail. No shields and no metal armor allowed.
|
|
|
|
Duties of the Priest: Devotions, Guidance in proper wine making
|
|
techniques and wine sampling, Tasting and Protecting the Wines Of
|
|
Vinumus, Keeping the Wineries of Vinumus, Marriage, Judging at annual
|
|
wine festival.
|
|
|
|
Spheres of Influence: Major Access to All, Guardian, Protection.
|
|
Minor Access to Creation, Plant, Healing.
|
|
|
|
Powers & Benefits:
|
|
|
|
- The specialty priest is immune to alcohol poisoning (but not
|
|
drunkenness).
|
|
|
|
- The specialty priest never experiences a hangover if intoxicated from
|
|
wine. Beer, mead, and ale cause normal hangovers.
|
|
|
|
- At 3rd level, the specialty priest can identify and analyze any wine
|
|
with just one sip.
|
|
|
|
- At 5th level, the specialty priest can create a pint of excellent
|
|
quality wine, twice per day. However, this power is mainly used for
|
|
emergency purposes as it tends to dishonor the priest and deity
|
|
whenever the priest doesn't create wine the old-fashioned, non-magical
|
|
way.
|
|
|
|
- At 7th level, the specialty priest can lay hands on a cup of
|
|
excellent quality wine and permanently give the wine the power of
|
|
healing (1d8 points of damage restored), neutralize poison, and cure of
|
|
all diseases. This power can only be used once per month.
|
|
|
|
- At 9th level, the specialty priest has the power of Prophecy (The
|
|
Complete Priest's Handbook, page 25). The priest must become greatly
|
|
intoxicated before entering the meditation state to receive the
|
|
visions.
|
|
|
|
Limitations & Hindrances:
|
|
|
|
- The specialty priest receives a -1 per every three levels penalty on
|
|
all Constitution checks when drinking beer, ale, mead, or liquor.
|
|
|
|
- Liquor is poison to the specialty priest and will do 1d10 points of
|
|
poison damage for every serving consumed. Also causes automatic
|
|
comatose intoxication.
|
|
|
|
- A specialty priest who becomes reaches a comatose state due to
|
|
intoxication by wine has dishonored himself and must repent. This
|
|
punishment will be decided upon by the high priest of the nearest
|
|
temple of Vinumus. Repentance usually comes in the form of a quest, a
|
|
menial task, monetary loss, etc..
|
|
|
|
Followers and Strongholds: At 8th level, the priest receives the
|
|
following followers: 3 fourth level priests, 4 second level priests, 6
|
|
first level priests, 10 clerics, and 11-20 normal followers. At this
|
|
time, the priest can construct a Winery of Vinumus which can be
|
|
considered a temple of the god. The priest pays half the cost of
|
|
construction. This winery provides facilities for the mass production
|
|
of wines along with workshops and laboratories for the development of
|
|
new wines, a library devoted to knowledge on wines, and an elegant
|
|
wine-tasting facility.
|
|
|
|
Requirements for Followers:
|
|
|
|
Alignment choices: Any non-lawful
|
|
Races Allowed: Any (commonly elf, human, gnome, halfling)
|
|
Restrictions: None
|
|
|
|
Symbols: A thyrsus. A thyrsus is a staff tipped with a pine cone and
|
|
twined with ivy.
|
|
|
|
Holidays, Festivals, Special Occasions: There are two major festivals
|
|
of Vinumus, one before the wining season and one at the end of the
|
|
season.
|
|
The pre-season festival consists of seminars on wine producing
|
|
techniques, areas to harvest in the coming season, and other useful
|
|
wine-related topics. Sacrifices of wine and fruit are made to Vinumus
|
|
and prayers are made for a good wine season.
|
|
The post-season consists of wine sampling, toasting competitions,
|
|
and other fun activities. Sacrifices are made to Vinumus to thank him
|
|
for the wine produced.
|
|
|
|
Minions: Vinumus rides a chariot pulled by two enchanted goats (INT
|
|
low; AL CN; AC 0; MV 24"/24"; HD 15; hp 100; THAC0 5; # AT 3; Dmg
|
|
3d8/3d8/4d8 horn/horn/bite; SA special; SD special; MR 25%; SZ L, 10'
|
|
at the shoulder; XP 10,000) named Berry and Grape. They attack by
|
|
butting with their large horns. They add +6 to damage when they charge.
|
|
One of their numerous extraordinary powers is that they produce
|
|
excellent quality wine instead of milk, of course somebody still must
|
|
milk the goats. Another power of Berry and Grape is the ability to
|
|
polymorph into sleek, powerful panthers (AC -5; MV 48"/48"; HD 15; hp
|
|
100; THAC0 5; # AT 3; Dmg 3d10/3d10/4d10 claw/claw/bite; SA special; SD
|
|
special; SZ L, 10' at the shoulder).
|
|
Vinumus has two lesser-god minions who serve as emissaries for
|
|
him: Bartles and James. They have their own worshipers that are
|
|
considered cults of Vinumus. The clerics of Bartles and James get their
|
|
power from Vinumus. The specialty priests are identical to specialty
|
|
priests of Vinumus. They do tend to be female and have a fascination
|
|
for light less-intoxicating wine that they refer to as wine-coolers.
|
|
Bartles and James serve as emissaries to Vinumus. When not serving
|
|
this purpose, they continue their work on making wine-coolers more
|
|
acceptable by the realms. Vinumus knows that there is no real threat to
|
|
him or his portfolio. Furthermore, he enjoys the wine-coolers to some
|
|
extend although they will never compare to real wine.
|
|
Bartles and James are an odd pair. James never speaks for there is
|
|
no need to. He is always deep in thought and when necessary he
|
|
communicates via telepathy to Bartles.
|
|
The Holy Grand Priest of Vinumus is Orsen Wells (20th level
|
|
specialty priest: AL: CN; AC 10; MV 9; hp 125; THAC0 8; #AT 1; Dmg by
|
|
spell or weapon type; S 7, D 6, C 18, I 17, W 18, Ch 17). Wells is a
|
|
large, burly with a deep voice. During his reign as Grand Priest he has
|
|
coined the phrase:
|
|
|
|
"We will sell no wine before its time."
|
|
|
|
The phrase symbolizes the hard work and great concern that the priests
|
|
put into making wines that should be the best in the worlds. Wells has
|
|
made many advances in mass production of wines but has made sure that
|
|
nobody forgets or stops creating wines the simple, old-fashioned way.
|
|
Wells creates a nice bouquet of old with the new that is a treasure to
|
|
scent.
|
|
|
|
Avatars: The Wine
|
|
|
|
Intelligence: Exceptional
|
|
Alignment: Chaotic Neutral
|
|
No. appearing: 1
|
|
Armor class: 0
|
|
Movement: 15
|
|
Hit dice: 7 (50 hit points)
|
|
THAC0: 13
|
|
No. of attacks: 1
|
|
Damage/attack: 1d8
|
|
Special attacks: Death wail
|
|
Special defenses: +1 or better weapon to hit
|
|
Magic resistance: 50%
|
|
Size: M (5'-6' tall)
|
|
Morale: Special
|
|
XP value: 5000
|
|
|
|
The Wine is a beautiful, winged, female elf. Those elven women who
|
|
served Vinumus well during their mortal life, are asked to serve him in
|
|
the after-life.
|
|
The Wine has a wail similar to that of the banshee. Any creature
|
|
within 50 feet of The Wine when she wails must roll a saving throw vs.
|
|
death magic. Those who fail die immediately. The wine can only wail
|
|
once per day. The touch of The Wine causes 1d8 points of damage.
|
|
The Wines are fully immune to charm, sleep, and hold spells and to
|
|
cold- and electricity-based attacks.
|
|
|
|
|
|
|
|
-----------------------------------------
|
|
EXCITARUS (THE BREW MASTER)
|
|
-----------------------------------------
|
|
|
|
|
|
Portfolio: brewing, beer/ale/mead, barley, basic good times
|
|
|
|
Although he is typically called the God of Beer, Brewing, and
|
|
Barley, Excitarus actually encompasses other brewed beverages such as
|
|
ale and beer-like meads. He also maintains his influence over other
|
|
grains used in the production of these drinks.
|
|
Excitarus is the brother of the goddess of agriculture.
|
|
Excitarus is known throughout the realms by many other names a few
|
|
of which are Sabazius, Pan, Cronus, and Werb.
|
|
Excitarus typically appears as or is depicted in art as a human, a
|
|
dwarf, a gnome, a centaur, or a leprechaun. As a human, dwarf, and
|
|
gnome Excitarus will always be old, wise, overweight, and wearing a
|
|
white toga. As a centaur, Excitarus is larger than an average centaur,
|
|
handsome, and very charismatic. As a leprechaun, Excitarus wears deep
|
|
shades of green, is larger than an average leprechaun, and more
|
|
serious. He is always with a beautiful pewter tankard and a wooden
|
|
staff.
|
|
There are 3 orders of priesthood under Excitarus, each with its
|
|
own abilities. They are Tasters of the Brew of Excitarus, Brewmeisters
|
|
of Excitarus, and Harvesters of the Grains of Excitarus. All use the
|
|
symbol of a pewter pendant engraved with a barley decorated tankard.
|
|
Each of the 3 orders complements the others, and relationships between
|
|
them are generally cordial.
|
|
There is one cult of Excitarus, The Centaur Cult of Excitarus,
|
|
who are masters at brewing but very secretive in their work.
|
|
|
|
Alignment: The deity is Lawful Good. The flock may be of any alignment.
|
|
|
|
Symbols: The symbol of Excitarus and all priests is a pewter pendant
|
|
engraved with a barley decorated tankard.
|
|
|
|
Holidays, Festivals, Special Occasions: There are three major festivals
|
|
of Excitarus. In the spring, there is the annual drinking festival. In
|
|
the summer, the annual brewing competition festival. In the fall, the
|
|
annual grain harvest festival.
|
|
Sacrifices at these festivals always include beer and barley. At
|
|
the harvest festival, an effigy of Excitarus is torn apart in the
|
|
fields when the first barley is harvested. The god is then mourned for
|
|
the rest of the harvesting time, and then his rebirth in beer is
|
|
celebrated when the harvest is finished. On extremely rare occasions,
|
|
Excitarus has required that a 10 year old boy be sacrificed instead of
|
|
an effigy to appease him. This is only done if his followers do not
|
|
honor him adequately for several years and ignore his warnings of
|
|
blighted crops and sour beer.
|
|
|
|
Minions: Some companions of Excitarus are dogs (INT high; AL LG; AC 5;
|
|
MV 18"/18"; HD 10; hp 80; THAC0 11; # AT 3; Dmg 2d20 bite; SA special;
|
|
SD regeneration, teleport without error; MR 50%; SZ L, 10'; XP 25,000):
|
|
a Saint Bernard named Draft, a bulldog named Miller, a collie named
|
|
Alex The Beer Dog, a mutt named Spuds MacKenzie The Original Party
|
|
Animal. Each dog has a unique personality: Draft is very helpful,
|
|
Miller is very protective, Alex is very competitive, Spuds is very
|
|
relaxed. All have avatar status of Excitarus and have god-like powers
|
|
(regeneration, teleportation, communication, etc.) to protect them from
|
|
harm. Excitarus usually doesn't send them on missions because he
|
|
treasures their companionship and is very protective of them.
|
|
Excitarus is often depicted in art as riding a beer wagon filled
|
|
with barrels pulled by a team of magnificent Volatilis Clydesdale
|
|
horses (INT high; AL NG; AC 0; MV 28"/56"; HD 15; hp 100; THAC0 5; # AT
|
|
3; Dmg 3d8/3d8/3d4; SA dive, rear kick; SD nil; MR 25%; SZ L, 12; XP
|
|
15,000). This depiction is completely accurate. When Excitarus travels
|
|
and wants to make a grand impression (for teleportation would be
|
|
easier), he rides on his lordly, beer wagon pulled by a team of twelve
|
|
Volatilis Clydesdale horses. The horses have god-like attributes and
|
|
powers, a gift bestowed to them by their master.
|
|
|
|
Avatars: Swissyries
|
|
|
|
Intelligence: Exceptional
|
|
Alignment: Lawful Good
|
|
No. appearing: 6
|
|
Armor class: -2
|
|
Movement: 15
|
|
Hit dice: 15 (100 hit points)
|
|
THAC0: 5
|
|
No. of attacks: 4
|
|
Damage/attack: by weapon type
|
|
Special attacks: Special
|
|
Special defenses: +1 or better weapon to hit
|
|
Magic resistance: 25%
|
|
Size: M (5 1/2' tall)
|
|
Morale: Special
|
|
XP value: 5000
|
|
S: 19 (+3 +7) I: 17 W: 17 D: 18 C: 20 Ch: 20
|
|
|
|
An avatar of Excitarus is a beautiful blonde maiden with
|
|
measurements of 36D-24-36. She wears a small blue bikini that hides
|
|
very little. Atop her head is a helmet with two horns protruding from
|
|
it. Around her neck is a necklace with the symbol of Excitarus, a
|
|
pewter pendant engraved with a barley decorated tankard. She carries a
|
|
+5 wooden staff that she wields in battle.
|
|
The Swissyries travel in groups of six and function as a well-
|
|
organized team. When they travel, Swissyries give of a beautiful aura
|
|
of pearly, flickering light. They travel ethereally, and are only
|
|
visible to those intoxicated.
|
|
When not on a mission for Excitarus, Swissyries act as serving
|
|
maids in Excitarus's great drinking hall.
|
|
|
|
|
|
1st Order: Tasters of the Brew of Excitarus
|
|
(also Keepers of the Brew of Excitarus)
|
|
|
|
Alignment: A priest of the 1st order can be Chaotic Good, Chaotic
|
|
Neutral, or Chaotic Evil.
|
|
|
|
Minimum Ability Scores: Wisdom 9, Constitution 14. Wisdom or
|
|
Constitution of 16 means +05% experience. Wisdom and Constitution of 16
|
|
means +10% experience.
|
|
|
|
Races Allowed: Any (commonly humans, dwarves, and gnomes).
|
|
|
|
Nonweapon Proficiencies: Bonus: Drinking (Boozing), Disguise
|
|
Drunkenness/Hangover. Recommended: Bartending, Brewing, Drinking
|
|
Skills/Tricks, Gaming, Reading/Writing, Religion.
|
|
|
|
Weapon Proficiencies: Required: Tankard.
|
|
|
|
Weapons and Armor Restrictions: Permitted weapons are a tankard (or
|
|
other drinking container), club, staff, net (for big bar fights). No
|
|
shields (that wouldn't leave a free hand for drinking). No armor
|
|
heavier than chain-mail. All armor and weapons must be properly blessed
|
|
by a 5th level or higher priest of Excitarus.
|
|
|
|
Duties of the Priest: Devotions, Guidance (listening to others at the
|
|
bar), Tasting and Protecting the Brews of Excitarus, Keeping the
|
|
Taverns of Excitarus, Marriage (can be annulled the next morning when
|
|
both parties are sober again, if desired), Judging at annual brewing
|
|
competition festival. Presiding over the annual drinking festival.
|
|
|
|
Spheres of Influence: Major Access to All, Guardian, Protection.
|
|
Minor Access to Creation, Plant, Healing.
|
|
|
|
Powers & Benefits:
|
|
|
|
- The priest is immune to alcohol poisoning (but not drunkenness). No
|
|
priest shall experience tainted brew.
|
|
|
|
- The priest never experiences a hangover if intoxicated from beer,
|
|
ale, or mead. Liquors and wines cause normal hangovers.
|
|
|
|
- At 3rd level, the priest can cause a hangover on somebody by making a
|
|
successful attack roll to touch a person. If successful, the victim
|
|
gets a hangover. Roll on Table 1, Hangover Effects Table, to get the
|
|
effects of the hangover.
|
|
|
|
- At 5th level, the priest can identify and analyze any alcoholic grain
|
|
beverage with just one sip.
|
|
|
|
- At 7th level, the priest has the power of Soothing Word (The
|
|
Complete Priest's Handbook, page 27).
|
|
|
|
- At 9th level, the priest can comprehend and communicate with any
|
|
person that is intoxicated. The priest is able to ask questions and
|
|
receive intelligent answers that are accompanied with friendless,
|
|
cooperations, and understanding. The true usefulness of this power is
|
|
when the intoxicated person is comatose.
|
|
|
|
Limitations & Hindrances:
|
|
|
|
- The priest receives a -1 per every three levels penalty on all
|
|
Constitution checks when drinking wine or liquor.
|
|
|
|
- Before going to rest (i.e. sleep), the priest must be intoxicated.
|
|
Going to sleep sober is considered blasphemy. It would be impossible
|
|
for Excitarus to communicate to the priest via the dreamworld without
|
|
the priest being intoxicated. Although few priests have ever
|
|
experienced such dreams.
|
|
|
|
- Liquor has a tendency to destroy the priest's sense of taste. A
|
|
priest should never drink liquor or risk offending Excitarus. Excitarus
|
|
may even destroy the priest's sense of taste and/or excommunicate him.
|
|
Wine can be consumed by the priest, but not to often and never when
|
|
beer, ale, or mead can be found.
|
|
|
|
Followers and Strongholds: At 7th level (earlier than most orders, but
|
|
this group tends to die of liver failure at an early age), the priest
|
|
gets the following followers: 3 third level priests, 5 first level
|
|
priests, and 11-20 normal followers (barflies so to speak). The priest
|
|
may then construct a Tavern of Excitarus, for which he/she must pay
|
|
half the construction costs. The stronghold acts as a bar for thirsty
|
|
patrons and as a repository for the various brews made by the
|
|
Brewmeisters of Excitarus.
|
|
|
|
Requirements for Followers:
|
|
|
|
Alignment choices: Any non-lawful
|
|
Races Allowed: Any (commonly human, dwarf, and gnome)
|
|
Restrictions: None (but must love beer)
|
|
|
|
Notes: Eventually, the Tasters of the Brew of Excitarus will split into
|
|
2 separate orders, one just for drinking and one just for tavern
|
|
keeping. When this happens, the life-span of the Tasters will decline
|
|
even further.
|
|
|
|
|
|
2nd Order: Brewmeisters of Excitarus
|
|
|
|
Alignment: A priest of the 2nd order can be Neutral Good, Neutral Evil,
|
|
Neutral, Lawful Neutral, or Chaotic Neutral.
|
|
|
|
Minimum Ability Scores: Wisdom 12, Constitution 12, Intelligence of 11.
|
|
Wisdom or Constitution or Intelligence of 16 means +05% experience.
|
|
A score of 16 in any two abilities means +10% experience. Wisdom and
|
|
Constitution and Intelligence of 16 means +15% experience.
|
|
|
|
Races Allowed: Any (commonly humans, dwarves, and gnomes).
|
|
|
|
Nonweapon Proficiencies: Bonus: Alchemy, Brewing, Herbalism.
|
|
Recommended: Disguise Drunkenness/Hangover, Drinking (Boozing),
|
|
Drinking Skills/Tricks, Gaming, Reading/Writing, Religion.
|
|
|
|
Weapon Proficiencies: Required: Wooden staff.
|
|
|
|
Weapons and Armor Restrictions: Permitted weapons are the club,
|
|
tankard, staff, and sling. Non-metal armor and shields only. All armor
|
|
and weapons must be properly blessed by a 5th level or higher priest of
|
|
Excitarus.
|
|
|
|
Duties of the Priest: Devotions, Education (teaching of the brewing
|
|
arts to those deemed worthy, promotion of brewing), Investigation
|
|
(seeking forgotten brewing techniques and developing new ones), Must
|
|
participate in annual brewing competition festival.
|
|
|
|
Spheres of Influence: Major Access to Creation, Plant. Minor Access to
|
|
Healing, Guardian, Protection.
|
|
|
|
Powers & Benefits:
|
|
|
|
- The priest is immune to alcohol poisoning (but not drunkenness). No
|
|
priest shall experience tainted brew.
|
|
|
|
- The priest never experiences a hangover if intoxicated from beer,
|
|
ale, or mead. Liquors and wines cause normal hangovers.
|
|
|
|
- At 3rd level, the priest can identify and analyze any alcoholic grain
|
|
beverage even when partially brewed with just one sip.
|
|
|
|
- At 3rd level, the priest can mend as per the spell Mending on damaged
|
|
brewing apparatus only once per day by laying on hands.
|
|
|
|
- At 5th level, the priest can create a quart of average quality beer,
|
|
ale, or mead twice per day.
|
|
|
|
- At 7th level the priest may speed the fermentation process of any
|
|
naturally fermentable vegetable matter (i.e. potatoes, wheat, etc.)
|
|
once per day. Within one hour all the contents in the container will be
|
|
completely fermented as if the full year or whatever the necessary time
|
|
period was had passed. The priest must be careful to make sure that all
|
|
other preparations have been made to hold the newly fermented liquid.
|
|
There must be vats, bottles and anything else that is necessary for the
|
|
preservation of the Alcohol.
|
|
The priest must already know the time necessary to ferment the
|
|
grapes or whatever and the alcohol making processes before casting this
|
|
spell (i.e. the character must have a proper non-weapon proficiency).
|
|
|
|
Limitations & Hindrances:
|
|
|
|
- The priest receives a -1 per every three levels penalty on all
|
|
Constitution checks when drinking wine or liquor.
|
|
|
|
- The priest may never make wine or liquors or the wrath of Excitarus
|
|
shall strike.
|
|
|
|
- The priest must always give the first drink of a new brew to another
|
|
person, preferably a friend.
|
|
|
|
Followers and Strongholds: At 8th level, the priest receives the
|
|
following followers: 3 fourth level priests, 4 second level priests, 6
|
|
first level priests, and 11-20 normal followers. At this time, the
|
|
priest can construct a Brewery of Excitarus. The priest pays half the
|
|
cost of construction. This brewery provides facilities for the mass
|
|
production of brewed beverages along with workshops and laboratories
|
|
for the development of new brews.
|
|
|
|
Requirements for Followers:
|
|
|
|
Alignment choices: Any
|
|
Races Allowed: Any (commonly humans, dwarves, and gnomes)
|
|
Restrictions: None (but must love beer)
|
|
|
|
|
|
3rd Order: Harvesters of the Grains of Excitarus
|
|
|
|
Alignment: Neutral.
|
|
|
|
Minimum Ability Scores: Wisdom 12, Constitution 12. Wisdom or
|
|
Constitution of 16 means +05% experience. Wisdom and Constitution of 16
|
|
means +10% experience.
|
|
|
|
Races Allowed: Any (commonly humans and halflings).
|
|
|
|
Nonweapon Proficiencies: Bonus: Agriculture, Herbalism, Weather Sense.
|
|
Recommended: Brewing, Disguise Drunkenness/Hangover, Drinking
|
|
(Boozing), Drinking Skills/Tricks, Reading/Writing, Religion.
|
|
|
|
Weapon Proficiencies: Required: Scythe.
|
|
|
|
Weapons and Armor Restrictions: Permitted weapons are the scythe, club,
|
|
tankard, sickle, and flail. No shields and no metal armor allowed. All
|
|
armor and weapons must be properly blessed by a 5th level or higher
|
|
priest of Excitarus.
|
|
|
|
Duties of the Priest: Devotions, Guidance, Conducting of annual barley
|
|
harvest celebrations, Vigilance against anything that may harm barley
|
|
or other grains used in brewing, Destruction of rats and other vermin
|
|
that prey on agricultural lands.
|
|
|
|
Spheres of Influence: Major Access to All, Plant, Protection. Minor
|
|
Access to Creation, Guardian, Healing, Weather.
|
|
|
|
Powers & Benefits:
|
|
|
|
- The priest is immune to alcohol poisoning (but not drunkenness). No
|
|
priest shall experience tainted brew.
|
|
|
|
- The priest never experiences a hangover if intoxicated from beer,
|
|
ale, or mead. Liquors and wines cause normal hangovers.
|
|
|
|
- The priest can identify any grain used in brewing.
|
|
|
|
- At 3rd level, the priest can identify and analyze any alcoholic grain
|
|
beverage with just one sip.
|
|
|
|
- At 5th level, the priest can identify and analyze any disease in
|
|
grains used in brewing.
|
|
|
|
- At 7th level, the priest can detect the presence and location of any
|
|
rat nest within 50 feet. Of course, he must seek out and destroy it.
|
|
|
|
- At 9th level, the priest can shape-change three times per day into a
|
|
cat.
|
|
|
|
Limitations & Hindrances:
|
|
|
|
- The priest receives a -1 per every three levels penalty on all
|
|
Constitution checks when drinking wine or liquor.
|
|
|
|
- The priest must kill any vermin that prey on agricultural land and
|
|
are unclean thus defiling grain.
|
|
|
|
- Chastity is required by Excitarus for the crop land cannot be fertile
|
|
if the harvesters are fertile.
|
|
|
|
Followers and Strongholds: At 9th level, the following followers are
|
|
gained: 3 fifth level priests, 4 third level priests, 6 first level
|
|
priests, 21-30 normal followers. At this time, the priest can build a
|
|
Grainery of Excitarus. The priest must pay for half of the construction
|
|
costs of this stronghold. The stronghold will act as a safe storehouse
|
|
for grains used in brewing and will also be a source of information
|
|
about methods used to enhance the production of these grains.
|
|
|
|
Requirements for Followers:
|
|
|
|
Alignment choices: Any
|
|
Races Allowed: Any (commonly humans and halflings)
|
|
Restrictions: None (but must like beer)
|
|
|
|
|
|
The Centaur Cult of Excitarus
|
|
|
|
The Centaur Cult of Excitarus is sect with only centaurs as
|
|
members. They are master brewers. They are great drinkers. They are
|
|
centaurs with a lust for beer, ale, and mead.
|
|
They tend to live and worship deep in the woodland near fresh,
|
|
pure springs where they can get the best water for brewing. Although
|
|
centaurs are reclusive to most races they will be friendly with any
|
|
priest of Excitarus hoping to share recipes and techniques with their
|
|
brethren.
|
|
|
|
Alignment: A priest of The Centaur Cult of Excitarus can be Neutral
|
|
Chaotic Good, Neutral Good.
|
|
|
|
Minimum Ability Scores: Wisdom 12, Constitution 14, Intelligence of 12.
|
|
Wisdom or Constitution or Intelligence of 16 means +05% experience.
|
|
A score of 16 in any two abilities means +10% experience. Wisdom and
|
|
Constitution and Intelligence of 16 means +15% experience.
|
|
|
|
Races Allowed: Centaur.
|
|
|
|
Nonweapon Proficiencies: Bonus: Alchemy, Brewing, Drinking (Boozing),
|
|
Herbalism. Recommended: Disguise Drunkenness/Hangover, Drinking
|
|
Skills/Tricks.
|
|
|
|
Weapon Proficiencies: Required: Wooden staff.
|
|
|
|
Weapons and Armor Restrictions: Permitted weapons are the club,
|
|
tankard, staff, and sling. No armor.
|
|
|
|
Duties of the Priest: Devotions, Education (teaching of the brewing
|
|
arts to those deemed worthy), Investigation (seeking forgotten brewing
|
|
techniques and developing new ones), May participate in annual brewing
|
|
competition festival if welcome by non-prejudice people.
|
|
|
|
Spheres of Influence: Major Access to Creation, Plant. Minor Access to
|
|
Healing, Guardian, Protection.
|
|
|
|
Powers & Benefits:
|
|
|
|
- The priest is immune to alcohol poisoning (but not drunkenness). No
|
|
priest shall experience tainted brew.
|
|
|
|
- The priest never experiences a hangover if intoxicated from beer,
|
|
ale, or mead. Liquors and wines cause normal hangovers.
|
|
|
|
- The priest gains a +5 per class level bonus to the Brewing non-weapon
|
|
proficiency.
|
|
|
|
- The priest gains a +3 to Constitution ability checks as they pertain
|
|
to alcohol.
|
|
|
|
- At 3rd level, the priest can identify and analyze any alcoholic grain
|
|
beverage even when partially brewed with just one sip.
|
|
|
|
- At 3rd level, the priest can mend as per the spell Mending on damaged
|
|
brewing apparatus only once per day by laying on hands.
|
|
|
|
- At 5th level, the priest can create a four quarts of excellent
|
|
quality beer, ale, or mead twice per day. However, the priest tends to
|
|
not use this power because only through non-magical means does a brewer
|
|
truly enlighten himself and his art.
|
|
|
|
- At 7th level the priest may speed the fermentation process of any
|
|
naturally fermentable vegetable matter (i.e. potatoes, wheat, etc.)
|
|
once per day. Within one hour all the contents in the container will be
|
|
completely fermented as if the full year or whatever the necessary time
|
|
period was had passed. The priest must be careful to make sure that all
|
|
other preparations have been made to hold the newly fermented liquid.
|
|
There must be vats, bottles and anything else that is necessary for the
|
|
preservation of the Alcohol.
|
|
The priest must already know the time necessary to ferment the
|
|
grapes or whatever and the alcohol making processes before casting this
|
|
spell (i.e. the character must have a proper non-weapon proficiency).
|
|
|
|
- At 9th level, the priest has the power of Prophecy (The Complete
|
|
Priest's Handbook, page 25). The priest must become greatly intoxicated
|
|
before entering the meditation state to receive the visions.
|
|
|
|
Limitations & Hindrances:
|
|
|
|
- The priest receives a -1 per every three levels penalty on all
|
|
Constitution checks when drinking wine or liquor.
|
|
|
|
- The priest may never make wine or liquors or the wrath of Excitarus
|
|
shall strike.
|
|
|
|
- The priest must always give the first drink of a new brew to another
|
|
person, preferably a friend.
|
|
|
|
Followers and Strongholds: At 8th level, the priest receives the
|
|
following centaur followers: 3 fourth level priests, 4 second level
|
|
priests, 6 first level priests, and 11-20 normal followers. At this
|
|
time, the priest can construct a Brewery of Excitarus. The priest pays
|
|
half the cost of construction. This brewery isn't for mass production
|
|
as the other brewing priesthood constructs, rather this brewery is for
|
|
educational and homing of brewing skills.
|
|
|
|
Requirements for Followers:
|
|
|
|
Alignment choices: Any
|
|
Races Allowed: Centaur
|
|
Restrictions: None
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
HOLY/UNHOLY ALCOHOL
|
|
|
|
|
|
Because of the great benefits from possessing holy/unholy alcohol,
|
|
the DM should be careful in maintaining game balance by limiting the
|
|
availability of the alcohol. For those clerics able to create their own
|
|
alcohol, the DM has many opportunities to screw up his work.
|
|
|
|
|
|
USAGE
|
|
|
|
When drinking holy alcohol, Constitution intoxication checks
|
|
penalties are doubled and if greatly intoxicated the penalties to
|
|
saving throws vs. poison are doubled as well.
|
|
Spiritual magic in the holy alcohol causes special effects to the
|
|
imbiber. For example, holy alcohol created by clerics of the god of
|
|
merriment would cause great celebration and a non-violent intent
|
|
amongst its imbibers. Holy alcohol belonging to the god of knowledge
|
|
calms and relaxes the imbibers and gives them a higher intelligence
|
|
while intoxicated. The holy alcohol of the god of light, the sun, and
|
|
the truth gives the imbibers the powers to detect lies and deceptions.
|
|
The special magical effects are left to the DM and player keeping in
|
|
mind game-balance.
|
|
Becoming greatly intoxicated from holy alcohol of their deity
|
|
allows a cleric or priest of 9th level or higher to receive visions
|
|
from their deity. Evil clerics using unholy alcohol to receive visions
|
|
are indeed brave or foolish given the damage the receive from drinking
|
|
it. The visions received are solely up to the DM.
|
|
Other more concrete powers are the following:
|
|
|
|
Holy Alcohol
|
|
|
|
- Ingesting holy alcohol will heal 2d4 points of damage, cure disease
|
|
(3rd level), and causes a state of great intoxication.
|
|
|
|
- Ingesting with holy alcohol will have the beneficial effect of
|
|
slowing the onset of lycanthropy or becoming undead. For each serving
|
|
so used, the process is slowed by 1d4 days.
|
|
|
|
- Affects most forms of undead creatures from the lower planes like
|
|
holy water, but does twice as much damage.
|
|
|
|
Unholy Alcohol
|
|
|
|
- Ingesting unholy alcohol will cause 2d4 points of damage, cause
|
|
disease (3rd level, reverse of cure disease), and causes a state of
|
|
great intoxication.
|
|
|
|
- Ingesting with unholy alcohol will have the effect of speeding-up the
|
|
onset of lycanthropy or becoming undead. For each serving so used, the
|
|
process is speeded-up by 1d4 days.
|
|
|
|
- Affects affects paladins, creatures whose purpose is to defend good
|
|
(lamaasu, shedu, etc.), and creatures from the outer planes like holy
|
|
water, but does twice as much damage.
|
|
|
|
|
|
CREATION
|
|
|
|
Only clerics are able to prepare holy alcohol - or unholy alcohol
|
|
in the case of evil clerics. As a third level spell is involved, it
|
|
requires a cleric of not less than 5th level of experience to manage to
|
|
create such a fluid.
|
|
|
|
The Planting
|
|
|
|
Take a fallow field and perform a ceremony of consecration
|
|
(Ceremony, 1st level, Unearthed Arcana) to a specific deity upon it.
|
|
Typical deities are the deity of nature, the deity of agriculture, the
|
|
deity of the sun, Ebrietas the deity of good intoxication, Malus
|
|
Temulentia the deity of liquor and the evil it brings, Vinumus the
|
|
deity of wine, and Excitarus the deity of brew.
|
|
Some deities will call for blood sacrifice, while some may simply
|
|
prefer that you simply sprinkle the fertilizer with holy water (bonus
|
|
for using fertilizer from holy cows or fish, if that is kosher for the
|
|
DM).
|
|
Use appropriately blessed/cursed (1st level) implants such as
|
|
ploughs for preparing the sacred field. All creatures of the earth that
|
|
are used to assist in preparing the field are sacrificed as an offering
|
|
to the deity of the field.
|
|
The seeds whether grape, grain, or other appropriate type are
|
|
blessed/cursed (1st level) and sprinkled with holy water before they
|
|
are sown. During the sowing, prayers and chants are made to the
|
|
appropriate deity asking for a good crop. The character must make a
|
|
successful wisdom check to maintain his/her concentration during this
|
|
stage.
|
|
|
|
The Harvest
|
|
|
|
During the harvest, prayers and chants are made thanking the
|
|
appropriate deity for the crop. The character must make a successful
|
|
wisdom check to maintain his/her concentration during this stage. Only
|
|
the best of the crop can produce holy alcohol. At most only 25% of the
|
|
crop can be considered high enough in quality to be used. The use of
|
|
the augury spell (2nd level) must be cast to find out how much of the
|
|
harvest can be used for processing, how much can be disposed of for any
|
|
purpose, and how much should be sacrificed to the god in gratitude for
|
|
the crop.
|
|
In the case of a good god, the remainder of the crop that can't be
|
|
used is distributed to the poor whether directly, baked into bread or
|
|
made into alcohol without the appropriate holy ceremony. In the case of
|
|
a evil god, the remainder of the crop that can't be used is destroyed
|
|
typically in a sacrificial fire.
|
|
The harvest must be performed by people who have at least been
|
|
initiated into the mysteries of that deity though they need not
|
|
be a full cleric, just someone dedicated to that god.
|
|
|
|
The Creation
|
|
|
|
Before creation, the cleric must spend a week in prayers and
|
|
meditations. Each day, a successful wisdom check must be made with a -3
|
|
penalty.
|
|
Grain threshing, grape stomping, etc. can be performed by people
|
|
who have at least been initiated into the mysteries of that deity
|
|
though they need not be a full cleric, just someone dedicated to that
|
|
god.
|
|
The harvest is processed into alcohol in the normal process
|
|
whether brewing, distilling, or wining. All items used in the process
|
|
must be of fine workmanship and made specifically for this purpose. The
|
|
items must be engraved with the holy/unholy symbols of the cleric's
|
|
deity. Also, they must also be properly consecrated (Ceremony, 1st
|
|
level, Unearthed Arcana).
|
|
Water used in the creation process must be from the spell Create
|
|
Water (2nd level) and a vail of holy/unholy water must be added as
|
|
well. The cleric casts the following spells in succession while robed
|
|
in formal vestments: Create Alcohol (2nd level), Purify Food & Drink or
|
|
its reverse (1st level), Bless or its reverse (1st level), Chant (2nd
|
|
level) for one turn, and Prayer (3rd level).
|
|
Note that the Create Alcohol spell does not actually create
|
|
alcohol in this instance, which would ruin the brewing process. It
|
|
simply "charges" the mash or pulp.
|
|
The amount of alcohol produced is dependant on the DMs desires for
|
|
reasons of game balance and role-playing.
|
|
|
|
The Aging
|
|
|
|
Bottles, kegs, barrels, or any other type of storage vessel used
|
|
to store the sacred alcohol must be consecrated. The vessels used are
|
|
10 to 100 times more expensive.
|
|
The concoction must age properly as that of its normal counterpart
|
|
after which it will be holy/unholy alcohol.
|
|
|
|
The Product
|
|
|
|
If the priest hasn't been properly faithful to his/her deity,
|
|
the product may be ruined like foxed beer (thick, ropy, horrible stuff)
|
|
or vinegar instead of wine. Alternatively, if there is a time of crisis
|
|
and the faithful are flocking in to pray for help, the god may age the
|
|
stuff faster than usual to aid the people. Subtle miracles tend to be
|
|
easier.
|
|
Depending on the deities portfolio, the holy alcohol may carry
|
|
unusual appearance properties. For example, holy wine made under the
|
|
auspices of the sun god may glow with a warm yellow light if a white
|
|
wine, or a sunset-red if a red wine. Holy liquor of the god of death
|
|
would actually absorb light to some extent.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
ALCOHOL ORGANIZATIONS OF ALL SORTS
|
|
|
|
|
|
"Friends don't let friends fight dragons when drunk."
|
|
|
|
"Don't drink and dungeon."
|
|
|
|
"Remember, alcohol and dragons don't mix."
|
|
|
|
--- The Phantom
|
|
|
|
|
|
Before diving into the alcohol organizations, a question must be
|
|
asked: Could an alcohol organization truly exist in an AD&D medieval
|
|
world? Although this question specifically pertains to alcohol
|
|
organizations, it can pertain to any organization in an AD&D campaign.
|
|
The answer to this question is presented in a discussion format with
|
|
those FOR organizations in AD&D who believe they ca exist, and those
|
|
AGAINST organizations in AD&D who believe they can't exist.
|
|
|
|
AGAINST: Reliable long-distance communication would be needed to give a
|
|
larger base of support than the immediate vicinity, of an organization.
|
|
Most people in the medieval times could live out their lives in an area
|
|
a few miles around. Having well-defined organizations, rather than the
|
|
occasional meddling priest, requires a lot of administrative effort
|
|
that usually isn't available.
|
|
|
|
FOR: As always to compensate for technology there is magic which can
|
|
greatly effect communications. A single high-level mage can send
|
|
messages (or items) across vast distances. Spelljammers can carry mail
|
|
and items over vast distances in a day (if the price is right, and a
|
|
'jammer is available). A modified mage spell could be created with the
|
|
ability to copy writing from one page onto another (instant printing
|
|
press). And using spells to augment a speech (including Phantasmal
|
|
Force and Audible Glamer (for a voice boost)) can make a major
|
|
impression on an uneducated crowd ("Were you at the speech Zeb the
|
|
Persuasive made? I've never seen any illusions like the ones he
|
|
used!"). Again, all this depends on the level of magic and its
|
|
acceptance.
|
|
Another aspect is that of the government. Nobles seem to have good
|
|
access to lines of communication. And most organizations have some
|
|
governmental influence.
|
|
|
|
AGAINST: The basic problem with getting something like Alcoholics
|
|
Anonymous or a Temperance Union is getting enough people together for
|
|
it to become a movement. There are no postal services, telephone
|
|
services, or technological wonders such as the printing press. When
|
|
large segments of the population are illiterate and untraveled and it
|
|
takes weeks for new ideas to get from one city to another, an
|
|
organization doesn't get the broad national support base so the need
|
|
exists to get a large number of people in the city. What is needed is a
|
|
very strong idea indeed for that to work.
|
|
|
|
FOR: No requirement in this section demands that an alcohol
|
|
organization be on a large-scale. An organization could be but a few
|
|
irate people. However, an organization could be a town or city united
|
|
because of certain events led them to it. And whose to say that the
|
|
Temperance League in one city must be exactly the same in another. They
|
|
could have the same basic cause but work completely different for that
|
|
cause. What really matters is how the DM wishes to develop an
|
|
organization.
|
|
Organizations can spring up elsewhere, especially in places that
|
|
have contact with an organization of a large city, but they would
|
|
likely be quite independent of each other after the original formation.
|
|
A Temperance League (or general "underground" movement) could
|
|
survive as long as there was a sufficiently responsible and charismatic
|
|
branch leader in each chapter. Without at least one person to direct
|
|
the group's actions, it'll fall apart pretty quickly. More educated
|
|
groups like mages or nobles could be held together by intellect -- they
|
|
know what they want to do, and don't abandon their goal easily.
|
|
Its not quantity, its quality.
|
|
|
|
AGAINST: A strong idea is how religious succeed someone burning with
|
|
the fires of inspiration gets people enthused. Alcoholics Anonymous
|
|
certainly isn't going to do that, and the Temperance Union is going to
|
|
have a tough time getting volunteers in a pre-suffrage era. Going out
|
|
on the street and preaching against the evils of liquor is a good way
|
|
to receive mud and cobblestones hurled by people who like to get drunk.
|
|
The Temperance Union would only go out in force with a number of
|
|
people.
|
|
|
|
FOR: Guilds exist in most AD&D campaigns and certainly religious orders
|
|
exist. If they can function, then why can't an alcohol organization. As
|
|
long as their is a strong belief in the cause, any organization can
|
|
live and whose to say that believe in prohibition can't be as strong as
|
|
belief in a guide or one of the many deities.
|
|
|
|
AGAINST: Handbills and posters are important tools in getting
|
|
penetration, but those only work with a literate population and the
|
|
printing press.
|
|
|
|
FOR: Reading materials are tools but not the only ones. Criers could
|
|
play an exciting role in the movement. Having a few bards give a play
|
|
on the dangers of alcohol or recite some beautiful poetry for the
|
|
cause. One must remember that it is a fantasy world where much
|
|
amusement could exist. The whole purpose of the alcohol organizations
|
|
is to enhance role-playing.
|
|
|
|
AGAINST: Religions don't need the communication lines because they set
|
|
up one dogma and stick to it. The alcohol organizations function on
|
|
different lines from many social movements.
|
|
|
|
FOR: And so this only opens up many more role-playing opportunities.
|
|
"Why doesn't the Temperance League in this city protest against the
|
|
nobles' drinking?"
|
|
|
|
|
|
|
|
This section of the guide is a collection of pro and con alcohol-
|
|
related organizations to be used in an AD&D campaign.
|
|
The organizations typically have religious or political support.
|
|
The natural advantage that any religiously based group has is that it
|
|
can justify any action because it is the will of whatever perverted
|
|
version of any deity that they worship. Additionally, they can
|
|
characterize their opponents as heathens, heretics, sub-humans, and
|
|
demon worshipers.
|
|
The natural advantage that ant politically based group has is that
|
|
it there opinions can be backed with law which in turn is backed by law
|
|
enforcement.
|
|
The organizations presented here are the following:
|
|
|
|
Alcohol and Drug Abuse Clinic
|
|
Alcoholic Cures Through Extreme Means
|
|
The Ambrosiac Society
|
|
Anonymous Alcoholics
|
|
Citizens Against Drinking And Charioteering
|
|
Governmental Revenue Task Force
|
|
Kill the Drunken Bastards
|
|
Mothers Against Alcohol, Dragons, and Dungeons
|
|
People Against Bull Shiting Temperancers
|
|
Temperance League
|
|
Terrorist's Tactical Temperance League
|
|
The Old Pledge Temperance League
|
|
|
|
|
|
|
|
Organization: Alcohol and Drug Abuse Clinic
|
|
Abbreviation: A.D.A.C.
|
|
|
|
The Alcohol and Drug Abuse Clinic is a less violent organization
|
|
than A.C.T.E.M. that has just as much success in its work and is even
|
|
more greedy.
|
|
A.D.A.C. is an establishment that resembles a hospital in many
|
|
aspects. A.D.A.C. specializes in those people that have an alcohol or
|
|
drug problem.
|
|
The "qualified" staff specializes in many forms of therapy. Among
|
|
some forms of therapy are counseling, astrology, hypnosis, special
|
|
diets, and dancing.
|
|
Basically, A.D.A.C. is nothing more then a well organized scheme.
|
|
Although the clinic's staff as well as its customers may believe in
|
|
A.D.A.C., the organization is nothing more than quick-fix cures that
|
|
don't work given by an odd-lot staff that believe that their ideas
|
|
really work on duped customers who pour much gold into the
|
|
organization's profits. No matter what the customer's therapy is, the
|
|
customer is "cured" when the organization's payments are no longer
|
|
made and the customer is dismissed.
|
|
A common practice of some is to send a disliked relative to the
|
|
organization for a long period of time to be "cured". Some customers
|
|
are just bizarre, rich, hypochondriacs who are looking for a solution
|
|
to their "problem".
|
|
As mentioned previously, the group has an unbelievable "success"
|
|
in its work, mainly because they decide that all who leave are cured.
|
|
|
|
Activities: The organization's purpose is to "cure" customers with
|
|
whatever the miracle cures are this week.
|
|
|
|
Funding: A.D.A.C. is a business organization that makes money through
|
|
its customers.
|
|
|
|
|
|
Organization: Alcoholic Cures Through Extreme Means
|
|
Abbreviation: A.C.T.E.M.
|
|
|
|
Alcoholic Cures Through Extreme Means is a organization similar to
|
|
Anonymous Alcoholics with its ultimate goal of helping alcoholics but
|
|
with almost everything else being different.
|
|
The organization is a business whose purpose is to make money. It
|
|
does so by receiving alcoholic customers and curing them of their
|
|
illness. They guarantee a full recovery and monitor customers for life
|
|
to uphold the guarantee.
|
|
The alcoholic customer may be a willing customer or a forced
|
|
customer with payment made from a loved or unloved one. Rates vary
|
|
depending on the various therapies required for the cure but the rates
|
|
are always high. Whenever the organization excepts a customer, they
|
|
promise a cure and will not give up. Some people wanted to discontinue
|
|
being in the program, but the organization doesn't allow this. Once
|
|
signed up, it is for life.
|
|
A.C.T.E.M. does extensive research into the customer's life to
|
|
gain information to be used in the cure. Special "counselors" are
|
|
assigned to the customer to spy on him/her as well.
|
|
Techniques used to cure alcoholics are very extreme and usually
|
|
illegal. For example, during one session a customer watched his wife
|
|
get tortured with electrical shock every time he drank an alcohol
|
|
beverage. His "therapy" was going well until he was observed by a
|
|
"counselor" sneaking a drink. His wife was reported dead one hour
|
|
later. He never again had a drink.
|
|
The group has unbelievable success in its work, and it is reported
|
|
that all of those who enter the program never have a problem again. In
|
|
fact, A.C.T.E.M. keeps track of customers until they die to ensure
|
|
their continuing success.
|
|
|
|
Activities: Each customer enters a special, individual, therapy program
|
|
specifically created for them.
|
|
|
|
Funding: A.C.T.E.M. is a business organization that makes money through
|
|
its customers.
|
|
|
|
|
|
Organization: The Ambrosiac Society
|
|
Abbreviation: T.A.S.
|
|
|
|
The Ambrosiac Society is a very loose conglomerate of non-lawful
|
|
individuals whose primary reason for being together is their love of
|
|
alcohol. Not just any alcohol is acceptable, for it must be of the
|
|
highest quality. A refined sense of taste in alcohol is expected, for
|
|
the brewing and sampling of alcohol is considered to be a form of
|
|
artistic expression. Unlike wine-tasting societies, however, there is
|
|
no sense of decorum to limit quantities, and the ability to imbibe vast
|
|
quantities is another highly valued skill. They are not content merely
|
|
to throw themselves into a stupor, however; as they become
|
|
progressively more inebriated, they enjoy silly behavior. In
|
|
particular, they are the bane of bards, because of their interactive
|
|
approach to entertainment.
|
|
Members don't consciously heckle the entertainer; rather, they
|
|
seek to improve the occasion by acting out the events described by the
|
|
bard, throwing miscellaneous equipment around if it can be construed as
|
|
relating to the song, and worst of all, loudly and in unison adding
|
|
lyrics of their own to those of the bard, usually drowning out the
|
|
original words and usually making the song considerably more
|
|
embarrassing than it might have been.
|
|
|
|
Activities: The Ambrosiac Society's only important activity is
|
|
consuming alcohol.
|
|
|
|
Funding: Funding is provided by the members who chip in for alcohol
|
|
consumed at meetings and other events.
|
|
|
|
|
|
Organization: Anonymous Alcoholics
|
|
Abbreviation: A.A.
|
|
|
|
Anonymous Alcoholics is a fellowship of men and women who share
|
|
their experiences to help each other solve their common problem of
|
|
alcoholism. These people also work to help others recover from
|
|
alcoholism through companionship and counseling.
|
|
Anonymous Alcoholics is based on religious beliefs. Although not
|
|
affiliated with any one god, the fellowship looks to gods for help and
|
|
guidance.
|
|
The group has had remarkable success in its work, and it is
|
|
reported that about half of those who join never have a single relapse.
|
|
|
|
Activities: Anonymous Alcoholics chapters have group meetings for
|
|
discussion of alcoholism. They also have small alcoholic-prevention
|
|
campaigns when funding allows.
|
|
|
|
Funding: A.A. is a non-profit organization that accepts donations from
|
|
any reasonable source. The majority of income is from governmental
|
|
funding and responsible alcohol establishments.
|
|
|
|
|
|
Organization: Citizens Against Drinking And Charioteering
|
|
Abbreviation: C.A.D.A.C.
|
|
|
|
Citizens Against Drinking And Charioteering is an association that
|
|
was originally created in a large community where there was a large
|
|
problem with intoxicated charioteers killing pedestrians. Eventually,
|
|
other communities realized that they had a problem as well with
|
|
intoxicated drivers killing or injuring people with their disorderly
|
|
behavior. In retaliation, they formed their own C.A.D.A.C. chapters.
|
|
|
|
Activities: C.A.D.A.C. does extensive lobbying in political arenas to
|
|
push through stiffer penalties for those operate a moving vehicle under
|
|
the influence of alcohol. They also have an extensive ad campaign to
|
|
prevent and warn people of the dangers of drinking and driving.
|
|
Prevention is as important as punishment.
|
|
|
|
Funding: C.A.D.A.C. is a non-profit organization that accepts donations
|
|
from any reasonable source. The majority of income is from community
|
|
fund-raisers, governmental funding, and responsible alcohol
|
|
establishments.
|
|
|
|
|
|
Organization: Governmental Revenue Task Force - Alcohol Division
|
|
Abbreviation: G.R.T.F. - A.D.
|
|
|
|
Governmental Revenue Task Force is a federal (or imperial)
|
|
government organization whose purpose is to seek out and capture those
|
|
who are making revenue without paying tax on it, which is typically
|
|
through illegal means. The Alcohol Division's purpose is to seek out
|
|
and reprimand those people who are illegally creating, illegally
|
|
distributing, and illegally selling alcohol. This illegal activity is
|
|
known as bootleging.
|
|
The government makes a large amount of revenue from taxes
|
|
collected from the sale of alcohol. When alcohol is sold illegally, the
|
|
government doesn't get their rightful (in their opinion) cut of the
|
|
sale. The proper course of action for the government is to set up a
|
|
task force to eliminate the problem.
|
|
Field agents of the alcohol division are known as Revenuers. Those
|
|
people that the Revenuers wish to capture are known as Bootleggers.
|
|
|
|
Activities: G.R.T.F.-A.D. seeks out and destroys any illegal alcohol
|
|
actions.
|
|
|
|
Funding: G.R.T.F. is funded by the government.
|
|
|
|
|
|
Organization: Kill the Drunken Bastards
|
|
Abbreviation: K.D.B.
|
|
|
|
Kill the Drunken Bastards is an association made of fanatics who
|
|
take it upon themselves to rid their community of extremely intoxicated
|
|
people.
|
|
The organization has been successful in their campaign to rid the
|
|
streets of drunks. People watch what they drink given the harsh
|
|
consequences of their actions.
|
|
The majority of people killed by the organization are those that
|
|
wouldn't be missed like street urchins and other dregs of society.
|
|
|
|
Activities: K.D.B. members patrol the streets at night looking for
|
|
those people who are greatly intoxicated. They prefer comatose victims
|
|
because those are the ones easiest to kill.
|
|
|
|
Funding: Although no proof can be found, most of the K.D.B.'s funds are
|
|
received from the government. The government doesn't mind K.D.B.
|
|
ridding the communities of some of the more seedier members of society
|
|
that serve no purpose like undead.
|
|
|
|
|
|
Organization: Mothers Against Alcohol, Dragons, and Dungeons
|
|
Abbreviation: M.A.A.D.D.
|
|
|
|
Mothers Against Alcohol, Dragons, and Dungeons is an organization
|
|
composed of concerned women whose purpose to protect children from
|
|
harm caused by evil influences. During the forming of the organization,
|
|
the leaders of the group sited three main areas of harm: alcohol,
|
|
dragons, and dungeons. Alcohol (and those that consume the demon
|
|
spirits) is exposed to children in everyday life in great quantities
|
|
from various sources and is an important concern to the organization.
|
|
Dragons whether good or evil ultimately cause nothing but harm to
|
|
civilizations and must be destroyed. Dungeons and adventurers give
|
|
children a false sense of reality and may lead them away from a good,
|
|
safe, long life.
|
|
|
|
Activities: In addition to the usual protests and lobbying, M.A.A.D.D.
|
|
has an extensive propaganda campaign. Some of visuals of the
|
|
organization are tapestries showing the carnage caused by alcohol,
|
|
dragons, and dungeons that are typically displayed at schools and other
|
|
public areas. They also post holy symbols at locations where any
|
|
innocent persons were killed by one of the deadly problems. Yet another
|
|
visually aid of theirs is shattered and burned armor to show the
|
|
destructive effects of dragons and to discourage those who want to
|
|
adventure in dungeons.
|
|
|
|
Funding: M.A.A.D.D. is a non-profit organization that accepts donations
|
|
from any reasonable source. Most income to the organization is from
|
|
families and lawful, strict, religions.
|
|
|
|
|
|
Organization: People Against Bull Shiting Temperancers
|
|
Abbreviation: P.A.B.S.T.
|
|
|
|
P.A.B.S.T. is an unorganized organization composed of anybody who
|
|
enjoys drinking. Its founders were a bunch of drunks in a tavern who
|
|
were getting sick of listening to the bull-shit (i.e. propaganda) of
|
|
some alcohol protestors and thus formed this organization to anti-
|
|
protest.
|
|
A P.A.B.S.T. member can be identified by a small blue ribbon worn
|
|
somewhere on his clothing. Members meet whenever they want at any
|
|
alcohol place. Meetings consists of drinking alcohol and playing games.
|
|
"Hey honey, I got to go to an important PABST meeting tonight."
|
|
|
|
Activities: Whenever anybody hears of an alcohol protest, P.A.B.S.T.
|
|
members get drunk and find the protesters to anti-protest. Their anti-
|
|
protest consists of drinking more alcohol, loud obnoxious chants, and
|
|
the occasional burps. Usually, their anti-protests end up in a fun
|
|
brawl.
|
|
|
|
Funding: Alcohol establishments collect money for the organization,
|
|
what the money is used for is generally unknown since there is little
|
|
need for it.
|
|
|
|
|
|
Organization: Temperance League
|
|
Abbreviation: T.L.
|
|
|
|
Temperance League is an organization formed to peacefully stop the
|
|
manufacture and sale of all types of alcoholic drinks and create a
|
|
society of total abstinence through religious and political parties,
|
|
and other groups. But it does not affiliate itself with any political
|
|
party or god, and it does not express opinions on subjects not
|
|
connected with the alcohol problem.
|
|
The league tries enforce prohibition laws. It tries to build up
|
|
public sentiment against alcoholic beverages.
|
|
|
|
Activities: The Temperance League holds many protests around alcohol
|
|
establishments of all types from creation to consumption. They also do
|
|
extensive lobbying in political arenas to push through prohibition
|
|
laws.
|
|
Furthermore, T.L. has an extensive propaganda campaign to
|
|
saturated populated areas telling of the evils of alcohol. One
|
|
technique is to show extreme cases of "dangerous" exotic alcohol
|
|
beverages like Minotaur Malt Liquor and Lycanthrope Moonshine which are
|
|
cited as the "ultimate" level of perversion of alcohol. Alcohol created
|
|
by monsters is the work of the 9 Hells and the 666 Layers of the Abyss.
|
|
|
|
Funding: T.L. is a non-profit organization that accepts donations from
|
|
any reasonable source.
|
|
|
|
|
|
Organization: Terrorist's Tactical Temperance League
|
|
Abbreviation: T.T.T.L.
|
|
|
|
Terrorist's Tactical Temperance League is a temperance
|
|
organization who believes that the way to stop the manufacture and sale
|
|
of all types of alcoholic drinks and create a society of total
|
|
abstinence is through violent means because the ends justify the means.
|
|
Destroying the source of alcohol production and sales is the best way
|
|
to get rid of the problem.
|
|
This league is not condoned by the The Temperance League publicly,
|
|
but off the record they find some of their work acceptable.
|
|
|
|
Activities: Terrorist's Tactical Temperance League prefers a more
|
|
direct approach to stopping alcohol consumption. Destroying alcohol
|
|
establishments is one of their favorite techniques. They are selective
|
|
though. Destroying only one place every few months sends fear to
|
|
patrons and a warning to owners. Destroying to many places in a short
|
|
time might cause a major crack down on terrorist activities which could
|
|
destroy the organization. Fear is the key to success and causing fear
|
|
is T.T.T.L.'s main activity.
|
|
There are a few less dramatic techniques then total destruction
|
|
but equally effect in causing fear. The simplest and usually legal form
|
|
of expression is picketing bars, wineries, breweries, etc.. Picketing
|
|
the homes of workers with alcohol related jobs is a little more
|
|
effective. Better still is harassing the families of these workers (an
|
|
exceptionally nasty version of this is to have other children harass
|
|
the target's children at school). Harassing the customers entering and
|
|
leaving bars would also be effective. Blockading, both in terms of
|
|
nailing doors and gates shut and blocking entrances with their own
|
|
bodies, alcohol establishments is also very telling. Stench bombs
|
|
targeted at bars and production sites are capable of sending a message.
|
|
|
|
Funding: T.T.T.L. is a secret organization that accepts donations by
|
|
any means possible, i.e. people donate willingly or unwillingly.
|
|
Various fund-raisers include thievery, extortion, kidnapping, etc..
|
|
|
|
|
|
Organization: The Old Pledge Temperance League
|
|
Abbreviation: T.O.P.T.L.
|
|
|
|
The Old Pledge Temperance League used to be The Temperance League
|
|
until The Temperance League's goals became that of total abstinence or
|
|
teetotalism. Thus, those of The Temperance League who believed in The
|
|
Old Pledge created The Old Pledge Temperance League. The Old Pledge is
|
|
a pledge to be abstinent from spirits but allows the consumption of
|
|
wines and beers which seems necessary to substitute the dangerous,
|
|
polluted water.
|
|
The Old Pledge Temperance League functions like The Temperance
|
|
League with only their goals being different.
|
|
|
|
Activities: The Old Pledge Temperance League holds many protests around
|
|
alcohol establishments that sell liquor or create liquor. They also do
|
|
extensive lobbying in political arenas to push through liquor,
|
|
prohibition laws. They also have an extensive propaganda campaign to
|
|
saturated populated areas telling of the evils of liquor. Finally, they
|
|
try to counter any points that The Temperance League makes against
|
|
them.
|
|
|
|
Funding: T.O.P.T.L. is a non-profit organization that accepts donations
|
|
from any reasonable source.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
REVENUER: FIGHTER KIT
|
|
|
|
|
|
Description: The Revenuer is a field agent for the Governmental Revenue
|
|
Task Force - Alcohol Division. The Revenuer's job is to seek out those
|
|
people who are illegally creating, illegally distributing, and
|
|
illegally selling alcohol; activities known as bootleging.
|
|
The Revenuer is very intelligent and understands the criminal mind
|
|
quite well.
|
|
The Revenuer has a very professional appearance when not
|
|
undercover. He wears a business suit or appropriate formal wear for the
|
|
locality, is clean and well-kept. When dealing with the public, the
|
|
Revenuer is very courteous and polite unless dealing with the seedier
|
|
side of the public in which case a show of power and strength may be in
|
|
order.
|
|
Because the Revenuer works for the government, he must keep
|
|
accurate notes and make accurate, complete reports to his superiors.
|
|
|
|
Role: Being on the side of the law, the Revenuer isn't always loved by
|
|
the people. The Revenuer represents the tax grip on society the
|
|
government has and few like it. This is not to say that the Revenuer is
|
|
hated. The Revenuer is very professional and kind in dealing with the
|
|
public and has made some friends especially those that receive gold for
|
|
information.
|
|
Sometimes local authorities don't like the interference from
|
|
supposedly superior law enforcement such as the Revenuers, and dealings
|
|
with them can get touchy. However, the true enemies of the Revenuer are
|
|
bootleggers or worse, organized crime aka the mob.
|
|
|
|
Alignment: A Revenuer must be lawful, but this doesn't mean he is
|
|
totally law abiding. He obeys and respects laws and is lawful in
|
|
everyday life. But when it comes to work, a Revenuer may overlook the
|
|
law to succeed, usually with the approval of those that make the laws.
|
|
|
|
Weapon Proficiencies: Bonus: Skilled mastery in Cimarron Six-Shooter
|
|
(DRAGON #176, The Voyage of the Princess Ark. The Complete Guide to
|
|
AD&D Technology). Required: Specialization in one form of non-lethal
|
|
combat (i.e. punching, wrestling, martial arts). Recommended: Any
|
|
Schnell & Wilkes Products (The Complete Guide to AD&D Technology), War
|
|
Hammer for smashing up contraband, Dagger or Knife because it never
|
|
hurts to have a small handy weapon.
|
|
|
|
Non-Weapon Proficiencies: Bonus: Reading/Writing (native language),
|
|
Tracking. Required: Etiquette, Land-Based Riding. Recommended: Animal
|
|
Handling (dog), Modern Language. Distilling, Brewing, and/or
|
|
Wine-Making because it helps to know exactly how its done.
|
|
|
|
Equipment: The Revenuer may spend his money as he wishes. The
|
|
Revenuer's equipment such as a weapons and transportation are provided
|
|
by the government as well as room and board if necessary. However, most
|
|
Revenuers eventually buy their own equipment so as to get better
|
|
quality items.
|
|
As stated previously, the Revenuer typically wears a business suit
|
|
or appropriate formal wear for the locality unless undercover in which
|
|
case he wears appropriate clothing. When on a dangerous assignment like
|
|
an alcohol raid, the Revenuer does wear armor.
|
|
The Revenuer sometimes uses dogs such as boozehounds in his
|
|
career. Some Revenuers buy their own dogs for use in work and for
|
|
companionship.
|
|
Another animal of great use to the Revenuer is the golden spirit
|
|
hamster. In an area where all alcohol is illegal like in a "dry"
|
|
society or an evil illegal alcohol manufacturing center and the man-
|
|
power of all the Revenuers cannot stop the problem, turning loose
|
|
golden spirit hamsters to destroy all alcohol is a practical and
|
|
economical practice.
|
|
|
|
Special Benefits: The Revenuer gains a bonus equal to his level to his
|
|
Tracking proficiency when tracking bootleggers.
|
|
At 5th level, the Revenuer can intimidate all enemies of lesser
|
|
level causing there moral to be lowered by 5.
|
|
|
|
Special Hindrances: Because of his unpopularity with the less
|
|
fortunate, the Revenuer takes a -3 reaction adjustment when meeting
|
|
persons of the lower lower class, the middle lower class, the upper
|
|
lower class, and the lower middle class.
|
|
The more successful the Revenuer is in his job, the more enemies
|
|
he makes and the more his enemies would prefer him dead. Thus, the
|
|
Revenuer should always be careful of attacks from enemies. WACO.
|
|
Although any good DM will realize this and won't need rules for it,
|
|
assign a percentage chance per level of a contract being placed on the
|
|
Revenuer's head. There is a 1% per level, rolled upon attaining each
|
|
level to see if a contract to kill the Revenuer is made. Kinda makes
|
|
the player nervous when the character exceeds 10th level. To maintain
|
|
role-play, this would be in addition to any contracts or general
|
|
rewards for the death of the Revenuer that were the result of any
|
|
specific action.
|
|
The Revenuer is under employment of the government and if he
|
|
doesn't show results, the government may dismiss him.
|
|
|
|
Wealth Options: A Revenuer starts out with 4d4x10 gold pieces. Working
|
|
for the government gives the Revenuer a steady income that is dependent
|
|
on the economy of the region he works in. DMs should give the Revenuer
|
|
a weekly pay that is fair and reasonable.
|
|
|
|
Races: The Revenuer can be of any race but is usually the race that is
|
|
in the majority of the country he works in and the government he works
|
|
for.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
NON-PLAYER CHARACTERS & THEIR WORK
|
|
|
|
|
|
Walfuerth Trading Company (formerly the Ambrosiac Trading Company)
|
|
|
|
Run by Hermann Siegmund, Markgraf von Walfuerth, formerly in
|
|
partnership with the halfling thief, Kendor. [Note: precise stats for
|
|
both characters best left to the DM for the purposes of his campaign,
|
|
as Walfuerth is *quite* high level. He is a Nosferatu vampire of more
|
|
than a thousand years of age, who in life was a dual-classed Fighter-
|
|
Mage. He reached 5th level as a fighter before progressing to magic; at
|
|
the very least, he is now an arch-mage. Kendor was once a 10th level
|
|
thief, and is now a Nosferatu vampire slave of Walfuerth.]
|
|
Years ago, when Kendor had first retired as an adventurer and set
|
|
up a thieves' guild in Narwell, he had a moderate stock of very fine,
|
|
highly-intoxicating wine. After he had met the Markgraf von Walfuerth,
|
|
and was first exposed to the effects of the spell Metamorphose Liquids,
|
|
he was entranced by the possibilities of producing vast quantities of
|
|
this wine for sale. Thus began the partnership.
|
|
Even though the high market value of the wine kept the level of
|
|
sales low, this arrangement proved quite lucrative. Walfuerth was
|
|
responsible for the production of the wine, and Kendor for its sale,
|
|
and both prospered. However, when Kendor came out of his retirement and
|
|
took once more to adventuring, his ambition and desire for vengeance
|
|
led him to murder a fellow adventurer, and he was seduced to evil.
|
|
Seeing his opportunity, Walfuerth began to dominate Kendor, and
|
|
eventually made him an undead slave. At about this time, Walfuerth took
|
|
once more interest in politics, and took control of the Duchy of
|
|
Garnburg. Now with an entire Duchy to finance, he expanded his alcohol
|
|
trade to a broader trading company, but the wine remains an important
|
|
component of his sales.
|
|
|
|
|
|
Aronwy Mac Ley (Male human 14th level priest of Goibhniu)
|
|
|
|
AC 3/2; MV 9"; hp 60; #AT 1; THAC0 12; D by weapon +1, SA spells;
|
|
SD +3 to saves vs. mind-affecting spells; AL NG; S16, I15, W17, D14,
|
|
Co13, Ch12)
|
|
|
|
Weapon proficiencies: bastard sword, halberd, war hammer, spear, short
|
|
sword.
|
|
|
|
Non-weapon proficiencies: Brewing, Weaponsmithing, armorer, spellcraft,
|
|
carpentry, healing
|
|
|
|
Spells: 8,8,7,6,3,2,1
|
|
|
|
Arms/Armor: splint mail, shield, bastard sword, halberd, spear, war
|
|
hammer.
|
|
|
|
Now in his retirement in his later fifties, Aronwy remains healthy
|
|
and muscular. He is 6'5" tall and weighs in at 225 lbs.. A typical
|
|
Celt, he has fair skin, red hair, and blue eyes.
|
|
A dedicated if roving priest of Goibhniu, Aronwy often found the
|
|
necessity to fight on behalf of his people in his youth, and out of
|
|
this grew a moderate if violent adventuring career. In the face of an
|
|
overwhelming cataclysm that killed off most of his tribe, however, he
|
|
decided to look elsewhere, and took to Wildspace.
|
|
Landing eventually upon the Rock of Bral, Aronwy met a fellow
|
|
drinker and part-Celt in Trent, and the two often went carousing
|
|
between forays into space. It was this that prompted Aronwy to learn
|
|
the arts of brewing, and he soon set up a small establishment for the
|
|
part-time brewing of beer.
|
|
On one foray into space, Aronwy learned the arts of making wine
|
|
(from the Duchy of Laval) and vodka (from the Principality of
|
|
Zhernokoviya), and eagerly added these recipes to his brewery. Shortly
|
|
thereafter, he retired as an adventurer, and settled on the Rock of
|
|
Bral. He has also opened up his brewery to the public.
|
|
Aronwy's operation is not large, available space on the Rock and
|
|
the need to import all supplies precluding too much expansion, but it
|
|
is of high quality. Furthermore, the relative scarcity of vodka (since
|
|
Zhernokoviya produces only for its own consumption) ensures a steady
|
|
clientele.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
TAVERNS AND BARS FROM CAMPAIGNS
|
|
|
|
|
|
The Black Grail
|
|
|
|
The Black Grail is the place to be in Hoedfren (a world). The
|
|
Black Grail inhabits the seedier side of Benfric, one of the larger
|
|
cities in the realm. Its location is not a detriment to its business,
|
|
though; anybody and everybody comes to the Grail. Quite simply, if
|
|
anybody needs to know what is going on in the area, somebody at the
|
|
Grail either knows or knows who does. A person best be prepared when
|
|
he/she enters - after all it is still the seedier side of Benfric.
|
|
The building itself is relatively nondescript - a simply two-story
|
|
structure, bland on the outside. The inside is also relatively bland,
|
|
being furnished with a bar, a score of tables, and the odd common table
|
|
or two. It is here that the general riff-raff sample Benfric's finest
|
|
ales and mutton.
|
|
Alas, the menu is simple: roast mutton or some other animal
|
|
unlucky enough to be caught by Holgrim, the cook; dense, dark bread
|
|
baked fresh every day; and a variety of fruits and cheeses. The ales,
|
|
however, are without comparison in the land. There are at least 20
|
|
different varieties, all home-brewed by the owner of The Black Grail.
|
|
He also has, if he is paid enough, a small stock of wines and other
|
|
exotic drinks.
|
|
The second floor is where the real action is. It is here that the
|
|
deals of the Grail happen The first floor is too loud for the proper
|
|
business atmosphere, and the illustrious owner (whose name is known by
|
|
no one) quickly established a more suitable place for his patrons to
|
|
discuss matters other than wine and women. More than one king or duke
|
|
has visited The Black Grail to further his own interests, and the
|
|
owner's connections are potent and sometimes surprising. This floor is
|
|
simply a series of small rooms, each with two tables, six chairs, and a
|
|
desk. They are fairly well-furnished with tapestries, paintings, and
|
|
the like, and each room has its own servant girl. The food for these
|
|
guests is remarkably varied, ranging from the fare served the general
|
|
populous to the exotic Eastern fares and Lyrellian dishes. Needless to
|
|
say, to be a part of this circle requires that a person knows the right
|
|
people and possesses the right incentives for the owner. The drink is
|
|
similarly as varied.
|
|
In a sense, it is a feat that The Black Grail was not destroyed
|
|
many a time. The bouncers (and there are some) keep the drunks and
|
|
under remarkable control, and those who conduct business upstairs do so
|
|
civilly. But, a terrible war has befallen the land, and it is feared
|
|
that The Black Grail may not be any more.
|
|
|
|
|
|
Tispy Dawn Tavern
|
|
|
|
Tispy Dawn Tavern, a tiny little place in Ta'Nadria (a nation in
|
|
my in a specific world which is much like Furyondi in Greyhawk, but
|
|
with a paladin for a King). It's run by a 22nd level illusionist, semi-
|
|
retired, who likes to put on a show for his customers whenever he's in
|
|
a good mood. Which is most of the time. Every so often (about once a
|
|
week, maybe twice), the inn gets torched by dragons. The thing is that
|
|
the dragons in Farlana (the world in which Ta'Nadria and the Tispy Dawn
|
|
Tavern reside) are much bigger and more dangerous than elsewhere, so
|
|
this is truly an awesome display. Why? Because the dragons are
|
|
illusions by the illusionist. It's his specialty because he has
|
|
actually trained with several dragon mages, and has developed his
|
|
dragon illusions with them as subjects. Quite realistic.
|
|
There are no rooms here. The bottom floor is the huge common room,
|
|
with LOTS of tables. (The place is popular.) The entire upper floor is
|
|
the kitchen and brewery. Food is delivered by dropping platters onto
|
|
each table. The place is decorated by paintings which change about
|
|
every fifteen minutes or so, at odd intervals, so the patrons never get
|
|
bored. They are all spectacular art, too. The tables are lit with
|
|
illusory candles, which seem to light the area exactly as much as the
|
|
people at the table want it lit. The "barmaids" are actually illusory
|
|
little multi-colored lights, which come and take your order. Then they
|
|
float up through one of the many holes in the ceiling to deliver the
|
|
order to the kitchen staff, which is one of the best in the world.
|
|
Drinks will always be ready within a minute, unless special
|
|
requirements are needed. And they have every drink available in
|
|
Farlana. Even seasonal drinks are available all year long (magic does
|
|
many wonders).
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
TAVERNS AND BARS FROM NOVELS
|
|
|
|
|
|
|
|
The Coronet in Cinnabar
|
|
from Cinnabar, fiction
|
|
by Edward Bryant
|
|
|
|
Cinnabar
|
|
|
|
Cinnabar can be reached from the south by a dusty trail which
|
|
loops around wind-eroded buttes, over dry stream beds, and among clumps
|
|
of grey scrub brush. Alternatively, taking a straighter path but always
|
|
within sight of the roadway is the elevated train track. But, no
|
|
trains have run in centuries and the track is streaked with verdigris.
|
|
The elevated train is rumored to run to a place called Els, but no one
|
|
is quite sure; no one remembers ever having traveled so far.
|
|
Closer to the city, the road is lined with the burned-out shells
|
|
of what had once been school buses. This is followed by a mile-wide
|
|
greenbelt, a sward of grass and trees continually tended by small
|
|
silent machines. The greenbelt contains a number of different water
|
|
fountains.
|
|
At last you reach Cinnabar, a city of glass towers and metal
|
|
walls, perched atop red cliffs crumbling down to a narrow band of beach
|
|
(Tondelaya Beach) and then the ocean, in the west. If travelers to
|
|
Cinnabar ask for an inn or hotel of some sort, they will be directed to
|
|
the Coronet, which may be found by just following the road, and looking
|
|
for the sign of the crown.
|
|
|
|
The Coronet
|
|
|
|
The innkeeper is named Kaufmann (disparagingly known as Lash), a
|
|
ponderous man given to fits of anger. This is often directed against
|
|
the serving girls, which he has been known to whip for merely spilling
|
|
a tray of drinks. (They are suspended by a rope from the ceiling
|
|
timbers of the inn.) He is usually found behind the polished dark-wood
|
|
bar.
|
|
The bouncers at the Coronet are named Enrique and Gonzago, two
|
|
identically short, swarthy men. They are usually on the premises, but
|
|
often remain in the back room, unless it is night. If they must make
|
|
an appearance during the day, they do their best to appear unobtrusive.
|
|
There are at least three serving girls (all with blue eyes and
|
|
long blonde hair in braids), two buxom cooks, and a half-witted busboy
|
|
(who wants to be a cycler). All of them are loyal to Kaufmann.
|
|
By day, the Coronet is given over to the tourist trade. These
|
|
individuals sit around the Coronet, eating fruit ices, and wearing knit
|
|
shirts with alligator totems over the heart. There is a jukebox in a
|
|
corner, playing dobro songs, and the rythmic, incoherent patterns of
|
|
tourist-talk.
|
|
At night, there will be thirty or more ground cycles parked in the
|
|
street outside of the Coronet. Inside, it is noisy, and the jukebox is
|
|
blaring, with a heavy beat. The front room is crowded with cyclers,
|
|
giant muscular men with their giant muscular women. All are
|
|
identically dressed in filthy trousers and sleeveless jackets (which
|
|
have a patch sewn on the back). All (men and women) are shaved
|
|
hairless. The air smells of beer farts, sweat, and piss. Enrique and
|
|
Gonzago stalk among the cyclers, neither unobtrusive nor furtive, but
|
|
rather with an air of readiness. The tables have been shoved to the
|
|
right side of the room, and a pool table has been installed.
|
|
When you leave the Coronet, you walk along a cracked and buckled
|
|
sidewalk, past a line of storefronts (with shades drawn and doors
|
|
locked). If it is at night, the streetlights will be on. Around the
|
|
first corner is a small park with a few trees and a raised grassy
|
|
center. In the park are a few benches, and a human-high stone obelisk
|
|
with a blank plaque. If the plaque is examined, it can be discerned
|
|
that there once was an inscription, but it has been worn smooth with
|
|
the passage of time. Careful inspection will show that there are four
|
|
numerals "2396" which may be traced out.
|
|
|
|
Denizens of the Coronet
|
|
|
|
During the daytime, you may find Leah Sand at her customary chair
|
|
by a planed-oak table, in the front room of the Coronet. If so, she
|
|
may be drinking a ginger ale, and perhaps having an ice (pineapple,
|
|
chocolate, or watercress) to go with the drink. She is dark-haired and
|
|
beautiful. She wears crinoline skirts, and works for the Network.
|
|
The Network communicates by paper, which is delivered in an object
|
|
the size and color of a robin's egg. There is a pop of displaced air
|
|
as it appears. If this occurs, she will pick the object up, rap it on
|
|
the edge of the table (as if breaking an egg), and remove the paper.
|
|
Shortly after, both the paper note and carrier object will evaporate
|
|
into the air.
|
|
During the evening, a Network crew of three people may enter the
|
|
Coronet. Trillinor is a man almost two and a half meters (about 7.5
|
|
feet) tall. He is heavily muscled, and his skin is the blue-black of
|
|
the sky before it rains. Reg is a dwarf dressed in yellow and purple
|
|
motley, carrying two silver cases, slung by leather straps so that one
|
|
rests on either hip. Fiona is a slim albino (coral-eyed) girl,
|
|
carrying a multilensed camera (gleaming and faceted like a spider's
|
|
eye). They are protective of their equipment. No one will appear to
|
|
pay them any attention. (It is considered bad form to comment on the
|
|
camera. This will lead to Trillinor picking the individual up by the
|
|
collar with one hand, and slapping them twice *hard* with the other
|
|
hand. He will then ask them if they still see the camera. Answering
|
|
in the affirmative will lead to additional slaps.)
|
|
Travellers may also meet up with a tall, gaunt, sunburned man
|
|
wearing a white, dusty, sweat-stained burnoose. This man calls himself
|
|
Wylie Cafter, and purports to be a labor organizer. He believes that
|
|
he walked across the desert to Cinnabar, but does not know how long
|
|
this took. He has lately begun to be suspicious of his humanity, and
|
|
is starting to realize that he is an andriod.
|
|
|
|
|
|
Draco's Tavern
|
|
from five short stories:
|
|
The Schumann Computer
|
|
Assimilating Our Culture, That's What They're Doing
|
|
Cruel and Unusual
|
|
The Subject is Closed
|
|
Grammar Lesson
|
|
which appear in the book "Convergent Series" by DEL-REY books, 1979.
|
|
by Larry Niven
|
|
|
|
Draco's Tavern is located on in the Mount Forel Spaceport on
|
|
Earth. The bar is owned by a human named Rick Schumann, he has at
|
|
various times fantastically wealthy, and nearly broke.
|
|
The drinks are very expensive, the equivalent of $40. /drink, if
|
|
the PC's have gold or silver, they should be able to get it exchanged
|
|
by Rick.
|
|
Many of the bars patrons (non-human) use artificial translation
|
|
widgets, and these tend to be very loud, so the bar has very good
|
|
accoustics for damping out sound that is not immediately local (ie.,
|
|
its very hard to hear what someone at another table is saying unless
|
|
you're right there.)
|
|
The clientele include both humans (astronauts, Spaceport staff,
|
|
newsmen, xenophiles) and several non-human races:
|
|
- The Chirpsithtra, an ancient race which may (by their own
|
|
account) rule most of the stars in the galaxy. They are 11 feet tall,
|
|
weight 120 pounds. Their skins are salmon pink and they have an
|
|
exoskeleton which covers vital areas and looks similar to body armor,
|
|
despite this they are not overly physically strong. If the PC's find a
|
|
Chirpsithra in a talkative mood they may be able to get it to answer
|
|
many questions both technological and philosophical. They can become
|
|
intoxicated on a special form of electrical energy (available at
|
|
Draco's). As a race they look out for one another, if one is hurt or
|
|
killed, they have a very strict eye for an eye policy. Calling one a
|
|
liar is a mortal offense as is being rude to one. All Chirpsithtra are
|
|
female.
|
|
- Thtopar are physically VERY strong, and are by nature lawful in
|
|
the extreme. (They are so strong they might injure/kill someone in the
|
|
event they are involved in a physical altercation - by accident of
|
|
course.) They drink absolute alcohol (ie., 100%), this could be used
|
|
against your PC's for some ammusement.
|
|
The year in which the stories occur is difficult to discern (if
|
|
it's explicitly stated, I didn't see it the other night when I was
|
|
looking the stories over), I would guestimate that the stories are
|
|
placed in the early 21st century say 2020 or there abouts (but that's
|
|
just my opinion.)
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
STORY TIME
|
|
|
|
|
|
Drinking Contest
|
|
|
|
--- by Barak
|
|
|
|
It was midnight and the Stinky Pig Tavern was having a rather slow
|
|
night. Only six men were there: Galadan the great (a dwarf on a
|
|
permanent ego-trip), Tirnon Redrobe (mage who loves the company of
|
|
elfish females), Merrcran (a tall and hairy minotaur), Ferdencia Kasht
|
|
(Kender handler), an unfamiliar half-elf, and your humble storyteller.
|
|
The ugly dwarf stood upon his chair and called "I, Galadan the
|
|
Great, slayer of dragons will drink a gallon of beer... just to prove
|
|
my dwarven superiority!"
|
|
"Shut up you little bug," said Merrcran.
|
|
At that time Tirnon was already... say busy... with his elven
|
|
friend... normally I would stop these fights before they start but I
|
|
was too busy bargaining beer prices with the bartender.
|
|
So it turned out to be that the cocky dwarf and the annoyed
|
|
minotaur began a drinking contest, the half-elf was more then happy to
|
|
cover the price of all beer drunk (he was bored and wanted to see them
|
|
make fools out of themselves, he ended up paying 32 steel pieces for
|
|
that) so the race was off...
|
|
Our well-built dwarf (Con 19) drank without stopping. The tall
|
|
minotaur followed not far behind, intoxication levels increased but
|
|
none of them could afford to lose so they went on.
|
|
At this point I should add that the Stinky Pig is famous for it's
|
|
POOL OF BEER, like a swimming pool only water is replaced with beer.
|
|
When he reached the final level of intoxication, Merrcran decided
|
|
to stop and lost the bet, he was so angry that he grabbed the dwarf
|
|
(plate mail sword n' all), lifted him up in the air and tossed him
|
|
towards the beer pool! Given his current condition he missed... the
|
|
dwarf was thrown to hard and landed 10' behind the pool.
|
|
Still raging the minotaur drew his sword and ran to kill the
|
|
stunned Galadan, little did he know the young half-elf had his feet in
|
|
the way. Merrcran tripped and dived head first into the beer pool!
|
|
Ferdencia quickly pooled him out (after a successful Lift Gates) and he
|
|
was saved from sure death by beer.
|
|
|
|
|
|
What a Bard did Recently in the Pub of His Mother's Hometown
|
|
|
|
--- by Martin
|
|
|
|
The bard grew up in a very different region (wine area) and was
|
|
annoyed by alcoholism. In that pub they had only beer. He took a big
|
|
mug of beer and started talking about beer, wine and alcoholism. In
|
|
between he drank from the beer, and walked to the middle of the room
|
|
and asked the people to make four square meters of free space in front
|
|
of him. Not to piss off the locals, he soon considered to stop arguing
|
|
about alcoholism, and with the final words "... and sometimes it is
|
|
better to go just for the taste, and that it can pay off to spit the
|
|
beer out afterwards.", he took a big sip of beer in his mouth and then,
|
|
without providing a torch, he exhaled a 2.5 meter long fire-flamed into
|
|
the middle of the room. The noise was that of blowing a mouthful of
|
|
liquid into the room. While the flame still was in the room, suddenly
|
|
from its center (about 2 meter away from the bard) lots of golden coins
|
|
appeared and fell down on the floor. After the people recovered from
|
|
there surprise they found that the coins were eatable.
|
|
This was the only mentionable thing that the bard had done that
|
|
evening. Since then, from time to time, (the Bard travelled on the next
|
|
day), the locals talk about the "Goldfire of Bezlan".
|
|
|
|
THE TRICK: Bezlan, 4th level bard, had three spell available, and
|
|
being secure in the village for four days he could afford to learn
|
|
spells for show only. These spells were Cantrip (level 1), Phantasmal
|
|
Force (level 1), and Fool's Gold (level 2). Since he had no "Improved
|
|
Phantasmal Force", he had to make up for the sound by blowing out a
|
|
mouthful of beer.
|
|
The Phantasmal Force let the people believe that the beer coming
|
|
out was the big fire flame. The Fools Gold turned some sweet disks into
|
|
gold, and the Cantrip put the coins at the end of the flame, thus they
|
|
showed up out of the flame or out of nothingness.
|
|
So far Bezlan did this only once; he worked on the idea for
|
|
several weeks while on the road, and he was scared like hell that the
|
|
spells would not come out and be blamed forever in this town.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
GLOSSARY
|
|
|
|
|
|
Wine, the Pegasus of poets.
|
|
|
|
--- Pontanus
|
|
|
|
|
|
Amethyst - Supposedly this gem will prevent intoxication.
|
|
|
|
Barrel - A cylindrical container with slightly bulging sides and flat
|
|
ends.
|
|
|
|
Bourbon - A whiskey distilled from corn mash.
|
|
|
|
Cask - A barrel of any size, especially one for liquids.
|
|
|
|
Debauch - A drinking spree or bout that usually includes excessive
|
|
sexual activity.
|
|
|
|
Grog - A mixture of rum and water. Admiral Edward Vernon, concerned
|
|
that his men were becoming habitually intoxicated on their daily rum
|
|
ration, ordered the rum to be diluted with water. The resulting mixture
|
|
was named for the admiral's sobriquet, "Old Grog", which he earned for
|
|
his habit of braving inclement weather in a coat made of a wool-silk-
|
|
mohair combination known as grogham. Vernon's practice was soon widely
|
|
imitated, and some captains found a way to line their pockets by
|
|
watering the grog further. Sailors, unhappy with "half and half grog",
|
|
were incensed by the even weaker "seven-water grog". From the term
|
|
"grog" are derived "groggy", "groggily", "grogginess", "grogged", and
|
|
"grog-fight" (drinking party).
|
|
|
|
Jackroller - Thieves Cant for a thief who usually robs drunks.
|
|
|
|
Keg - A very small barrel.
|
|
|
|
Moonshine - Distilled whiskey.
|
|
|
|
Sobriety Deficient - Player Character term for being drunk.
|
|
|
|
Tun - A large cask.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
DRINKING SONGS
|
|
|
|
|
|
The Glory of Adventure
|
|
|
|
When the enemy's surrounding,
|
|
and we think our nerves will fail,
|
|
when we hear the trumpets sounding,
|
|
and they make us quake and quail,
|
|
grab your mug and we'll be pounding
|
|
down another round of ale!
|
|
|
|
And we'll drink,
|
|
to the glory of adventure!
|
|
|
|
If there ever comes the day
|
|
when we think that we are lost,
|
|
when we think that we must pay
|
|
that most dear and final cost,
|
|
we'll just pass around the tray,
|
|
and feel better when we're sauced!
|
|
|
|
And we'll drink,
|
|
to the glory of adventure!
|
|
|
|
When we're angry and upset,
|
|
'cause we ain't been getting paid,
|
|
when we're tired, cold and wet,
|
|
and a little bit afraid,
|
|
we'll keep drinking and forget
|
|
that we ever were dismayed!
|
|
|
|
And we'll drink,
|
|
to the glory of adventure!
|
|
|
|
When the boredom makes us jumpy,
|
|
and the motion makes us ill,
|
|
when the food is cold and lumpy,
|
|
a disgusting, slimy swill,
|
|
there's no reason to be grumpy;
|
|
tap the keg, and drink your fill!
|
|
|
|
And we'll drink,
|
|
to the glory of adventure!
|
|
|
|
When the captain's really sore,
|
|
'cause he thinks he's being mocked,
|
|
when he's pounding on our door,
|
|
and we're certain to get socked,
|
|
have a drink, and tease him more;
|
|
we'll feel nothing if we're crocked!
|
|
|
|
And we'll drink,
|
|
to the glory of adventure!
|
|
|
|
|
|
A Bumper of Good Liquor
|
|
|
|
A bumper of good liquor
|
|
Will end a contest quicker
|
|
Than justice, judge, or vicar;
|
|
So fill a cheerful glass
|
|
And let good humour pass.
|
|
|
|
But if more deep the quarrel,
|
|
Why sooner drain the barrel
|
|
Than be the hateful fellow,
|
|
That's crabbed when he's mellow.
|
|
So fill a cheerful glass
|
|
And let good humour pass.
|
|
|
|
|
|
To Taste the Barrel
|
|
|
|
When neebours anger at a plea,
|
|
An' just as wud as wud can be,
|
|
How easy can the barley-bree
|
|
Cement the quarrel!
|
|
It's aye the cheapest lawyer's fee
|
|
To taste the barrel.
|
|
|
|
|
|
Sons of Care, 'Twas Made For You
|
|
|
|
By the gaily circling glass
|
|
We can see how minutes pass;
|
|
By the hollow flask we're told,
|
|
How the waning night grows old,
|
|
How the waning night grows old.
|
|
|
|
Soon, too soon, the busy day,
|
|
Drives us from our sport away;
|
|
What have we with day to do?
|
|
Sons of Care, 'twas made for you!
|
|
Sons of Care, 'twas made for you.
|
|
|
|
By the silence of the owl;
|
|
By the chirping on the thorn;
|
|
By the butts that empty roll;
|
|
We foretell the approach of morn.
|
|
Fill, then, fill the vacant glass;
|
|
Let no precious moment slip;
|
|
Flout the moralising ass;
|
|
Joy finds entrance at the lips.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
SOME FAMOUS AND NOT SO FAMOUS QUOTES ON WINE
|
|
|
|
|
|
Plant no tree sooner than the vine.
|
|
|
|
--- Alcaeus
|
|
|
|
Rain makes the vine grow;
|
|
The vines make the wine flow,
|
|
Oh, Lord! Let it rain!
|
|
|
|
--- Anon
|
|
|
|
Here's to champagne, the drink divine
|
|
That makes us forget our troubles;
|
|
It's made of a dollar's worth of wine
|
|
And three dollar's worth of bubbles.
|
|
|
|
--- Anon
|
|
|
|
Wine is at the head of all medicines;
|
|
where wine is lacking, drugs are necessary.
|
|
|
|
--- Babylonian Talmud
|
|
|
|
Make the vine poor and it will make you rich.
|
|
|
|
--- Anon
|
|
|
|
Where there is no wine there is no love.
|
|
|
|
--- Euripides
|
|
|
|
Penicillin cures, but wine makes people happy.
|
|
|
|
--- Alexander Fleming
|
|
|
|
Wine makes daily living easier, less hurried,
|
|
with fewer tensions and more tolerance.
|
|
|
|
--- Benjamin Franklin
|
|
|
|
Wine is light, held together by water!
|
|
|
|
--- Galileo
|
|
|
|
The weary find new strength in generous wine.
|
|
|
|
--- Homer
|
|
|
|
Wine opens the seals of the heart.
|
|
|
|
--- Horace
|
|
|
|
Wine is like sex in that few men
|
|
will admit not knowing all about it.
|
|
|
|
--- Hugh Johnson
|
|
|
|
Wine prepares the heart for love,
|
|
Unless you take too much.
|
|
|
|
--- Ovid
|
|
|
|
For they eat the bread of wickedness,
|
|
and drink the wine of violence.
|
|
|
|
--- Proverbs 4:17
|
|
|
|
|
|
He that loveth pleasure shall be a poor man:
|
|
he that loveth wine and oil shall not be rich.
|
|
|
|
--- Proverbs 21:17
|
|
|
|
Never did a great man hate good wine.
|
|
|
|
--- Francois Rabelais
|
|
|
|
In Vino Veritas.
|
|
In wine is truth.
|
|
|
|
--- Anon
|
|
|
|
Let him kiss me with the kisses of his mouth:
|
|
for thy love is better than wine.
|
|
|
|
--- Solomon 1:2
|
|
|
|
Bread and wine make the road seem shorter.
|
|
|
|
--- Anon
|
|
|
|
This wine should be eaten; it is much too good to drink.
|
|
|
|
--- Jonathan Swift
|
|
|
|
Wine, the devine juice of September.
|
|
|
|
--- Voltaire
|
|
|
|
Wine, one of the noblest cordials in nature.
|
|
|
|
--- John Wesley
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
OTHER RELATED READING MATERIALS
|
|
|
|
|
|
My books are water: those of the great geniuses are wine.
|
|
Everybody drinks water.
|
|
|
|
--- Mark Twain
|
|
|
|
|
|
AD&D Sources
|
|
|
|
A Room for the Knight, DRAGON issue #136 - Rating the inns and taverns
|
|
of fantasy campaign worlds.
|
|
|
|
On the Rocks at Slab's, DRAGON issue #105 - A story of drunkenness.
|
|
|
|
Love and Ale, DRAGON issue #121 - An excellent story of a tavern
|
|
becoming enlightened with love.
|
|
|
|
Moonlight, DRAGON issue #179 - An interesting story of an exciting and
|
|
powerful drink.
|
|
|
|
Well Bottled at Slab's - DRAGON issue #126, A story of a spirited inn.
|
|
|
|
|
|
Other Sources
|
|
|
|
The Beer Book; An Illustrated Guide to American Breweriana by Will
|
|
Anderson, 1940. Princeton, N.J. : Pyne Press, c1973.
|
|
|
|
Brewed in America; A History of Beer and Ale in the United States by
|
|
Stanley Wade Baron, 1922. Boston, Little, Brown, c1962.
|
|
|
|
A Dictionary of Words about Alcohol by Mark Keller, 1907. New
|
|
Brunswick, N.J. : Publications Division, Rutgers Center of Alcohol
|
|
Studies, c1982.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
SPECIAL THANKS
|
|
|
|
|
|
When you ask one friend to dine,
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Give him your best wine!
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When you ask two,
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The second best will do.
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--- Henry Longfellow
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No nation is drunk where wine is cheap, and none
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sober where the dearness of wine substitutes ardent
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spirits as the common beverage. Wine brightens the
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life and thinking of anyone.
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--- Thomas Jefferson
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Douglas Adams author of The Hitchhiker's Guide to the Galaxy from which
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the idea for Spelljamming PanGalactic GargleBlaster drink was taken.
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Adelheyde for his T.A.S. organization and thoughts that appear in the
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organization section's introduction, the very intriguing Become
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Phantasmal Lover spell, Aronwy Mac Ley who began the NPC section, the
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great Dipsomaniac Virus; and the imaginative Walfuerth Trading Company.
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Barak for his "Drinking Contest" story.
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Evil Wade for suggesting the reverse spell Cause Hangover.
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Brent The Phantom for his ingenuity and imagination for without his
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collaboration on all the deities, there would be none because he was
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very creative, hard-working, and inspirational in that project. The
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idea for the spell Speak with the Intoxicated. Also, assistant in the
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alcohol organizations section was invaluable. Also, his assistance with
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the Revenuer: Fighter Kit. Also, the great Luch monster.
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E. Chaves for his exotic drink The Flaming Amigo.
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J. Daniel for his great contribution of the Zombie killer drink.
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The Darklight for all the AWSOME mage spells: Analyze Drink, Continual
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Drunkenness, Morrison's Next Whiskey Bar, Gorann's Rapid Intoxication,
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Mask Inebriation, Niiraloth's Random Sobriety, Ni-Gar's Panty Peeler,
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Malar's Alcohol Detonation. The master of spell creation also made the
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clerical spells: Cure Drunkenness, Resist Intoxication, Protection from
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Intoxication, Zone of Tolerance.
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J. Delise for the addition of disguise problem to the Disguise
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Drunk/Hangover cantrip. Also, the neato Mages' Brew exotic drink.
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Finally, his comments that helped form the against argument in the
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alcohol organizations section's introduction.
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Sethan Dreagothe for his magic-item Nehara's Never-Empty Flask.
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L. Dusseault for her suggestions that became the Optional Drunk
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|
Disposition Rule and the Optional Boo-Hag Effect. Also, she did the
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majority of work on the Fetal Alcohol Syndrome section. Finally, she
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gave great information on drug withdrawal problems which became the
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introduction in the "A More Sinister Side of Drinking: Alcohol
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Addiction" section.
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The Elf-Lad for his critisms that inspired the P.S. to the preface.
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C. Fernando for his revision of the "Stimulants for reocvering from
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intoxication" section.
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Gandalf for his awsome drinks: Spelljamming PanGalactic GargleBlaster,
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BD 20/20 (Blink Dog 20/20).
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P. Goujard for his contribution of the spells Alter Taste and Create
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alcohol.
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A. Grichting for his spell creation of Bucca's Noxious Exhalation.
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Mr. Hamby A.K.A. Darkheart Soulreaver for assisting in the creation of
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the hangover table. He also came up with the idea of the Disguise
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Drunkenness/Hangover proficiency and made suggestions for it.
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High Imperceptor Tyrus Hellbane for Sidney's Excellent Alcohol and
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Sidney's Flash Fermentation spells. Also, the great Rocgut drink.
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The Hunter who originally made a submission that was to be for a NPC
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section. The NPC section never came about so his submission became the
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Long Sword of Alcoholism magic-item.
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John who recommended the Dragon's Blood drink from the book called
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"Shadow" by Anne Logston. Also for his friend Marvin Connet who gave
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the idea for Dwarven Jalepeno Wine.
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Greymoon Jones for his Ferment Grape, Know Vintage, and Know Quality
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cantrips and Speed Fermentation and Cloud of Intoxication spells. The
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exotic drinks Brown Mold Beer, Yellow Mold Beer, Obliviax Wine, and
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Sparking Wine. Also, the great magic-items La Bouteille Magique de
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Chandon (Chandon's Amazing Bottle), Ring Of Wine Spoiling, Tome of
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Viticulture, Ring of Alcohol Improvement, Ring of Wine Changing, Bottle
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|
of Wine Summoning, Bull Bottle of Beer, Staff of Alcohol. Also, a ton
|
|
of quotes that appear at the beginning of most of the sections and the
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ones that appear in the "Some Famous and not so Famous Quotes on Wine"
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section. Not to be left out of the monster business, he created the
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alcohol ants and the alcohol hummingbirds (with help from Wes, for help
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|
in coming up with the initial stats for a normal hummingbird). Also,
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his ideas and input created the "Alcohol Drink Additives" with the
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Cooler, Memory Stealer, Something to Remember additives. Copyright (C)
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|
1993 by Greymoon Jones. With permission given for free distribution if
|
|
credit is given. Editing is allowed for inclusion in a guide.
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De Kerpel for his comments on the rules, for the idea of back to zero
|
|
for constitution modifiers addition, for his weight modifiers idea
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|
which turned into the weight optional rule, for his intelligence loss
|
|
idea which turned into the optional rule, for the idea of a booze
|
|
creature which turned into Lohocla the Leprechaun, for his alcohol
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|
meter and ring of intoxication prevention magic-items ideas.
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Lenc former patron of The Black Grail for his The Black Grail tavern in
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the tavern section.
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Martin for his "What a Bard did Recently in the Pub of His Mother's
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|
Hometown" story.
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Max for his alternative percentage rule, finding a crucial multiplier
|
|
error, smile addition to the GargleBlaster drink, the 2nd breath weapon
|
|
to the dragon, Wineskin of Eternity and Crown of Vines magic-items, and
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|
the Klatchian Coffee drink.
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D. Moursund for his contributions to the Net Bard Book from which I
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|
took "The Glory of Adventure" drinking song. Also, for his poem in the
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|
title by Henry Aldrich. And numerous comments and corrections on
|
|
specific sections of the guide.
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|
Morgan Blackheart of the Chaotic Realm from which his creation of Wimsy
|
|
Water was turned into Whimsy Wine as it appears here. Also, the
|
|
invention of experimental arrows which spawned the conversion to
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|
Dionysus's Maltov Cocktails which ended up in their own section.
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|
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|
W.T. Marchant, author of In Praise of Ale, 1888 (renewed 1968), from
|
|
which the song "A Bumper of Good Liquor" (page 258), "To Taste the
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|
Barrel", "Sons of Care, Twas Made For You" (page 257) was used. A
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|
magnificent book.
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|
N. Menkus for the The Coronet in Cinnabar write-up in the "Taverns and
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|
Bars From Novels" section.
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|
M.S. for his O.D.B. exotic drink.
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C. Murphy for his exotic drink Glempe'.
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Phlegma the Morbid for the Ring of Intoxication magic-item.
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|
D. Rainbolt for his great contribution of the Dwarven Thrower drink.
|
|
Plus, his comments for pricing drinks due to quality.
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|
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|
M. Rible for the ideas presented in the Holy/Unholy Alcohol section and
|
|
his help with the final draft of it.
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|
R. Righettini for a great idea that turned into Red Righettini exotic
|
|
drink.
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|
|
J. Salter for a big variety: the Wine pouring NWP, Sword of Continual
|
|
Alcohol magic-item, The Table weapon, Transmute Matter To Alcohol
|
|
spell, The Silver Wolf and The Utter Moron exotic drinks, Rainbow Dust
|
|
alcohol drink additive, Herlinte monster, and the wine mixing addition
|
|
to the bartender NWP.
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|
|
A. Scott for his idea of giving paladins a bonus when drinking.
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|
|
|
C. Snyder Jr. of Johnstown, PA for the magic-items: "You Can't Out-
|
|
Drink the Brewery" Flask, Darkblood's Travel Size Distillery, Elixir of
|
|
Pan, Elixir of Sobriety. For the drinks Dragon's Breath and Cragg's
|
|
Flaming Twister. Also, for the spells Simple Distillation and Transmute
|
|
Water to Wine. Also, for the great information that became "Everything
|
|
You Ever Wanted To Know About Distilleries" section that inspired the
|
|
"Proficiency In Distilling" section. Also, information and thoughts
|
|
that became "When The Still Explodes" section. Finally, he came up with
|
|
and advised on the deadly FAE spell.
|
|
|
|
Elf Sternberg for the original idea of the alcohol dragon which was
|
|
found in Elf's GameBook, although it was very underdeveloped it was
|
|
still a very good idea that I developed into the great dragon presented
|
|
here.
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|
|
|
M. Vest for his Runkelstein's Black Beads magic-item.
|
|
|
|
Vinnie for his excellent and numerous comments on all aspects of the
|
|
guide. He came up with and inspired the alcohol addiction idea and
|
|
contributed to it immensely. Added the poor labor comment to the
|
|
alcohol introduction. Also, comments and additions to the recovery
|
|
section. Further, he gave the idea for chances of popular drinks being
|
|
in establishments.
|
|
|
|
"Wee Willie" Winkel for the Tankard of Plenty magic-item.
|
|
|
|
Douglas P. Webb for the Draco's Tavern write-up in the "Taverns and
|
|
Bars From Novels" section.
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-----------------------------------------------------------------------
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