Saturday, April 21, 2018

Optional Rules: Alcohol and Intoxicants I (Updated)

Many game systems studiously avoid the subjects of alcohol and other intoxicants in their rulebooks. It's easy to understand why, as publishers rarely wish to be seen as condoning the use of such substances. However, as adults, we realize that there will inevitably come a time at the table when a DM needs to adjudicate the mechanical effects of a wild night of tavern carousing. In fact, it's rare to meet a Game Master who hasn't had to hastily rule on an impromptu drinking match between a player character and a stubborn NPC dwarf at least once.

The following rules are not meant to reflect real life, nor are they scientifically measured to portray actual biology. They are a simple, streamlined metric for tabletop gaming purposes only.

How it Works: Choosing a Stance

To completely avoid mid-session math, drink-counting, or track-and-field record-keeping, Intoxication Table I relies on standard, voluntary conditions. At the tavern, a player simply states the level of inebriation they wish their character to reach and maintain. This eliminates tedious number-crunching during roleplay.

Note: The Dungeon Master remains the final arbiter. The DM may freely apply a higher level of intoxication if the character's roleplaying, a sudden drinking contest, or unseen plot circumstances demand it.

Understanding the Metrics
  • Hit Points: The numbing effects of alcohol provide temporary hit points due to a heightened pain threshold. These hit points are lost first when damage is taken and cannot be healed back through any means, as they represent dulled nerves rather than actual biological recovery.
  • Saves: A temporary bonus applied to saving throws. This models the classic cinematic trope of the happy drunkard who stumbles, slips, and somehow completely survives hazards that would normally severely injure anyone else.
  • Mental: A progressive penalty applied to Intelligence and Wisdom scores due to impaired judgment and dulled mental faculties. Flavor Variant: Conversely, you can reverse this adjustment and add it as a temporary bonus to the perceived Charisma of the opposite or preferred sex, making tavern NPCs seem significantly more attractive than they actually are.
  • Dexterity: A temporary decrease in Dexterity as physical coordination slips. This penalty directly impacts the character's Armor Class (AC), Initiative rolls, and ranged combat attack rolls.
  • Memory: Your character's actual recollection of the night's events once the sun comes up. As intoxication deepens, memory fragments drop from a hazy haze to an absolute blackout.
  • Liquid Courage: Self-explanatory. A metric for characters who need a bit of liquid bravery to attempt reckless, foolhardy, or dangerous stunts they would normally overthink while sober.

Updated: July 13th, 2026

Thursday, April 19, 2018

Specialty Drinks For Your Fantasy Games

During a recent game session, I had an NPC introduce one of the players (my wife) to an alcoholic beverage, Sangwyvernis, Blood of the Wyvern. A specialty whiskey, aged with the venomous stinger of a wyvern's tail inside the bottle. It was meant to be a small, yet interesting detail dropped into the adventure, with no idea that it would spark my wife into asking me what other "interesting" concoctions where available in the campaign. Honestly, except for a few dwarven ales, I had never really given the subject matter much thought.

After the session, my wife immediately grabbed the AD&D Monster Manual (1st edition) and fired up Google. Armed with a few quick answers about exotic real-world drinks, she decided that she'd use tidbits from various spell components, and details from some likely monster descriptions, to create a list of original specialty drinks to be used in our campaign. The following drinks are just the tip of the iceberg to come.

Effects of Alcohol and Drugs can be found on pages 82-83 of the AD&D Dungeon Masters Guide. Feel free to use whatever other rules you prefer.


Specialty Drinks:

Essence of Will-O-(The)-Wisp: When imbibed, the drinker will be surrounded by a shimmering luminescent glow, similar to that of a Will-O-Wisp, for 70 - 120 minutes (60 minutes + 1d6 x 10). The user will also have a faint static electrical aura that will cause small, but not unpleasant, shocks to those who come into close physical contact. During this time, the drinker will naturally draw the attention of those around them.

Cost: 100 gold pieces per bottle
Contents: 6 glasses
Brightwine: A sweet tasting wine, made with enchanted powdered agate. Induces a light euphoric hallucinogenic state, that makes colors appear much more vibrant than they actually are.

Cost: 50 gold pieces per bottle
Contents: 6 glasses

Eel Wine: A strong rice wine, fermented with the body of a poisonous eel inside the bottle. The drinker suffers the debilitating effects of alcohol as if they have consumed twice as many drinks than normal. If the drinker passes out from drinking too much, a Save (+2 to the roll) vs Poison must be made or death occurs.

Cost: 30 gold pieces per bottle
Contents: 6 glasses

Sangwyvernis, (Blood of the Wyvern): A specialty whiskey, aged with the venomous tail stinger of a wyvern in the bottle. This drink is very smooth with a hell of a kick, and quickly numbs away any aches and pains.

Cost: 60 gold pieces per bottle
Contents: 25 normal shots, or 16 large shot glasses

Mo'shyugh:  A powerful drink made by orcs, not  meant for human consumption! This strong liquor is fermented from the dried dung of an Otyugh. Non-orcs can drink it, but it tastes vile, and requires a Save vs Poison (per drink) to not vomit. Each drink counts as three drinks for the purposes of inebriation effects. Often pickled Rot Grubs are added to the bottle during aging. Eating a grub will induce feelings of invulnerability and deaden pain for an hour (add +1d4 temporary hit points to the drinker, non-cumulative, for the next hour).

Cost: 50 gold pieces per gallon jug (usually unavailable to non-orcs)
Contents: 8 pint mugs

Fire Lizard Brandy: A strong brandy, mixed with the powdered fire-producing glands of a Fire Lizard, and aged for at least three years. It has a fierce burning flavor, with a smoky aftertaste. It must be sipped slowly and savored, or the drinker may end up with smoke coming from their mouth and nostrils.

Cost: 70 gold pieces per bottle
Contents: 6 glasses