Drugs and Alcohol

Anvil:  Blackberry and Lemon liquor 230 proof.  It pours like maple syrup, with a strong lemony smell.  Although not as strong as Dwarf Dropper it is magically distilled and condensed with a reduce spell cast upon it to make the alcohol value over 100%.

Cool Mist:  A magically prepared drink made from fermented pineapple juice.  it is super chilled with spells, condensed and stored under pressure.  Then charged with a shocking grasp.  The drink is then decanted from its metal kettles into wooden casks and allowed to cure for several years.  The drink is 120 proof and is very popular with Humans and Haflings.

Dwarf Dropper:  Another magically prepared alcohol condensed and reduced again and again.  It is sold by the glass or in pony kegs and is 300 proof alcohol.  Dwarves have a -5 to their Fortitude DC check.

Elven Wine:  A fine wine that is only 10 proof.  It can only be tasted by elves, others find it has no taste.  Cultured elves like to drink it.

Elven Tea:  Brewed out of tree bark and fermented it forms a strong alcoholic drink with a high amount of caffeine.  The tea is made sweetened with sugar and allowed to cure for several years in wooden vats.  It acts as a strong drink for elves and is rumored to increase their sexual potency.  It is 25 proof.

Peko:  A root that acts as a mildly euphoric drug when chewed.  In the poorer quarters it is often made into a bitter tasting ale.  The drug is mildly habit forming Will (DC 6) +1 per dose taken that week.

Peko Ale:  is brewed from the peko root and mixed with alcohol it is only 20 proof, but the mild euphoric drug adds to the kick.

Pepperine:  A spicy and strong tasting mildly alcoholic brew that is popular among gnomes.  It is 20 proof and used in some cases to seal a bargain.

Red Sishu:  A favorite drink among Orcs, Lizard Men and other humanoids its is made from finely chopped fish and mushrooms, mixed with animal blood and fermented for a week.  It is exceptionally noxious and humans or elves that drink it must pass a Fortitude Check (DC 10) to avoid throwing up.  It is 20 proof.

White Elf:  A powder that is very similar to cocaine in its use and effect.  The powder is magically refined and can put elves into a memory trance, with strong recollections.  White Elf is common to several elven rituals and it is not addictive to elves and half-elves.  Other races must past a Will (DC 8) +1 per dose taken that week to avoid addiction.  Legally only elves may purchase the drug.


Drinking alcohol has an effect on people. It starts out subtle and grows more obvious as the person becomes intoxicated. The drinker's base tolerance varies with the drinkers, constitution. A drinkers long term use of alcohol can also have other detrimental effects generally not covered in the game. Generally Dwarves have racial bonus of -2 to their DC score for alcohol consumption, elves generally suffer a +1 penalty to their DC score. Player characters may chose these bonuses or ignore them, since by definition they are exceptional beings.

In D&D, social drinking has no adverse consequences. It is not the providence of the game of this author to condone or condemn drinking the rules presented are stated as being more generous than realistic conditions would be. Historically alcohol of the pre-industrial eras generally had a lower proof (alcohol content). Beers, ales and wines were the most common however, with the improvement in technology stronger brews became available. Distillery was known as far back as the 3rd century AD, even the Mongolians had stills, but these drinks were made in small amounts and not given to the common folk. They had to make do with less potent brews. So those tremendous drinking contests of myth and legend were typically done with ale, beer, or wine. Player Character's can safely consume a number of drinks per hour equal to 1/2 their Con score. A single drink is considered to be a tankard of ale or beer, an 10 ounce glass of wine, or a shot glass of the hard stuff. The effects of 1 drink wear off in 1 hour.

Type of Alcohol Brewed Fermented Distilled Condensed
Size of Drink 12 oz Mug 10 oz glass 5 oz sniffer 1 oz shot glass
Examples: Beer, Ale, Peko Ale Mead, Wine, Elven Tea, Pepperine Brandy, Whiskey, Moonshine Anvil, Cool Mist, Dwarf Dropper

Drinking characters, who consume more than 1/2 their Con score in drinks, in one hour, must pass a Con Check with a DC of 15 and suffer a -1 cumulative penalty to these Con checks per additional drink consumed. Those with bonuses against poison can apply them to this check. The cumulative penalty to Con does not actually affect the character's Con score, hit point total or their saves vs. poison and other effects that may require a Fort save.

When a drinker starts to drink they start to exhibit symptoms they find themselves on a slippery slope because they suffer a cumulative temporary stat modifiers. Each failed Con check imposes a cumulative -1 penalty to the character's Dex and Wis scores, but this is temporary damage that is recovered soon after the character sobers up. A character's effective Dex, Con and Wis score can't drop below 1 due to inebriation. A characters passes out when the cumulative Con penalty equals their Con score and they remain unconscious for 2d4 hours. Remember that recover is at the rate of 1 hour per drink, so it is quite possible for a heavy drinker to wake up still drunk. In this case the penalties for being drunk remain in effect on the character. Spells remain unchanged, so a drunk cleric wouldn't lose access to any additional spells gained by having a high Wis score. They may not be effectively using those spells, but that is a matter of proper role-playing.

Drinking games are common; typically tests of skill, combat Strength and so on. The stats that apply to these contests vary with the contest and in the case of Dex, Con and Wis their stats are impaired. Realistically, a character's BAB and any contest based on Int should be reduced as well, but there is no game mechanic for that. So a drunk character would fight with their normal BAB, but an impaired AC due to the effective loss in Dex.

Effects of Alcohol
Effect: Intoxication effects are Cumulative Effective Score
Sober: No Effect -0 Wis
Mild: No Effect -1 to -2 Wis
Moderate: Speaks louder and suffers mild confusion; the DM may require more checks than normal to represent this. -3 to -4 Wis
Heavy: Stagger; when moving they must pass a Balance Check DC 12 or fall down. Moderate confusion; the DM will require more checks than normal to represent this. -5 to -6 Wis
Serious: Vomit; must pass a DC 5 Con check each hour or become sickened and vomit. -7 to -10 Wis
Excessive: Dangerous; when slighted must pass a DC 12 Will save or threaten to attack the person that slighted them. -11 to -14 Wis
Dangerous: Depression or Elation; the character suffers abnormal emotional swings. While emotions typically vary, elation is the most common emotion experienced by drunken characters. -15 Wis or more
Fatal: If the character is able to somehow drink themselves to a -5 Con score then their breathing slows the body becomes cold and clammy and they must pass a DC 10 Con check or die of alcohol poisoning. Since this is a horrible way to lose a character the game mechanic is designed to make this event very difficult. Never say impossible, because some character will find a way to do it. Less than 0 Con

If their effective Con stat reaches zero then the drinker passes out automatically.

Drunks recover their effective Dex, Con and Wis at the rate of 1 per hour not spent drinking alcohol. The spells neutralize poison and restoration, greater will neutralize the alcohol, and return all effective ability scores to normal. Delay poison will delay the effects of alcohol for the duration of the spell (allowing the character time to recover or to drink more and get worse when the spell expires). Restoration, lesser will restore 1d4 points of lost ability scores to each ability score, roll once for all ability scores. Restoration will restore 2d4 points of lost ability scores to each ability score, roll once for all ability scores.

Hangovers are the result of excessive drinking and dehydration by the alcohol, they last 1d4 hours after the effects of being drunk wear off. A hangover is best reflected by a loss of -1d4 points of Int and 1d10 points of subdual damage. A restoration, greater and restoration will totally remove a hangover. Neutralize poison will remove any of the alcohol, but it will not stop the hangover; for that the person must drink plenty of water and rehydrate. Any cure light wounds or higher level cure or a heal spell will rehydrate the character curing the hangover. There are several reputed hangover cures from caffeinated beverages to eating raw eggs. The truth is the only sure-fire cure for a hangover is rehydration and a little time or a magical cure.

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