Saturday, December 14, 2019

Drunken Adventuring

Alcohol is important in adventuring. It's a tough life, it's not a normal job, and it's incredibly dangerous. Characters can take a drink on their turn to restore 1d6 vigor. Every five drinks their drunkenness increases, to tipsy, then drunk, then smashed. Each level incurs a cumulative -1 to attack and defense, and the character will black out 1d6 rounds after getting smashed, followed by rolling on a carousing table at GM's discretion.

This was the main hero image to showcase all of the different glasses in one shot.
Bone Wine by Mary Williams

A bottle or mug of low alcohol or a shot of liquor is one drink. Characters can drink about a bottle or five shots worth in a round.

Midnight vodka: fermented of the star potatoes in a strange icy land, the fluid is inky dark, with twinkling motes of light floating within.
Blood ale:
Lamping whiskey: somewhat bland liquor that can be used as lamp oil if necessary.
Spider's wine: fermented from bodies of insects in Tarix. To some it is particularly delicious, to others deadly.
Grenbiir: fermented of a particular grain, it only comes from Drumbin and is unpopular elsewhere. They also produce green bread, which outsiders often think is disgusting.
Gonne tea: a strange kind of wine from far off lands that is said to 'kick like a crossbow.'
Goblin blood: extremely sour ale that is widely derided, but some claim it is an acquired taste.

flat diffuse to amuse
Hand study by miki bencz

Many thanks to Sam, Wisteria, and my sweetheart Jack Tatters for some much-needed information about alcohol! These rules were much sloppier and dumber before their help.

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