
Drinking and intoxication
Rule, Optional rules
Each drink calls for a save vs Constitution; successive failures take the drinker from merry to drunk to unconscious.
From the book
Drinking is a favorite pastime among warriors, dwarves and many others. In some cultures how much a person can hold is a mark of toughness, and a drinking contest for stakes or to settle an argument can add color to an adventure. Strong drink also has practical uses: it can buy off or befuddle guards and some monsters, or loosen tongues during questioning.
Every drink, or dose of any other intoxicant, calls for a save vs Constitution. Success means no effect at all. The first failure leaves the drinker feeling good, with +1 CHA but -1 DEX and -1 WILL. The second means genuine intoxication: -1 CHA, -2 DEX, -2 WILL and -2 on all attack and defense rolls. The third failure knocks the drinker out cold for a while; on waking he or she is still drunk, and only sleep brings sobriety back.
Especially strong liquor such as rum or whiskey, or potent intoxicants, lowers the save by -1 to -4 or more, depending on how strong the Game Judge rules it to be.
At a glance
- Save
- vs Constitution after each drink or dose
- First failure
- 'Feeling good': +1 CHA, -1 DEX, -1 WILL
- Second failure
- 'Intoxicated': -1 CHA, -2 DEX, -2 WILL, -2 attack/defense rolls
- Third failure
- Passes out 10-20 minutes (printed 'd12 x 10 min.'); wakes still intoxicated; only sleep restores sobriety
- Strong drink
- Save penalty -1 to -4 or more
The printed duration '10-20 minutes (d12 x 10 min.)' is internally inconsistent.