Vox Populi Forum

Link back to Spacegamer Here!

Q&D Holding Your Mead


Message:

Hereís what you need to know. You have three stages of intoxication: Sober, Tipsy and Drunk. Do not be surprised (as a lightweight) if you jump from Sober to Drunk.

You cannot quit (the game), unless you win all or fail to impress the gathered Stallari, Elder Marshals by suffering a retching wound or loss of Trait. If you choose to continue past drunk, your increasing intoxication will leave you humiliated (lose Trait) or damaged internally (suffer vicious). Rugged may not be used here.

Success usually knocks out a drunk NPC Stallari; there are Eleven of these men. Each opponent gain success to impress. The last to defeat is the warlord Leif Erickson. But when you face him, all players increase one level of intoxication, then the battle begins. Yes, the Drunk would be double-drunk (take wound or lose a Trait). You can always attack this Great Enraged Hero (DM-8).

Drunkard King: Prove your liver is briny. Success and impress. Difficulty: 7 Advantage: Mariner
Drunkard Queen: Hide your ability to siphon out a portion of your shot using your sleeve. Success to reduce state one back toward Sobriety. If this event happens a second time (for any and all), the Difficulty increases by three; yet success also impresses. Difficulty: 9 Advantage: Wizardry Illusions (I)
Drunkard Knight: Belch a cloud of rot-gut your opponent grimaces to breath. Success and impress. But, fail and no one finds this amusing; suffer a vicious retort of teeth impact on table. Difficulty: 8 Advantage: Swagger Battle Cry (A)
Drunkard Knave: Get angry; end the annoying conversation and swallow your medicine wicked hard. Fail and increase two steps toward oblivion. e.g. Sober to Drunk. Difficulty: 9 Advantage: Wizardry Demigod (A)
Drunkard Ten: Bluff a heightened inebriated state to get your opponent to drink more freely. Fail and increase two steps toward oblivion. e.g. Sober to Drunk. Difficulty: 9 Advantage: Skill Gambler
Drunkard Nine: Secretly water down your drafts. Fail and increase one step toward oblivion. e.g. Sober to Tipsy or Tipsy to Drunk. Difficulty: 10 Advantage: Wizardry Geomancy (C)
Drunkard Eight: Spike your drinks with a neutralizing reagent. Success and return to sobriety. Difficulty: 11 Advantage: Skill Apothecary
Drunkard Seven: Grab up the bottle and pour your own measured portions. Success to reduce state one back toward Sobriety. If this event happens a second time (for any and all), the Difficulty increases by three; yet success will impress. Difficulty: 10 Advantage: Swagger Seize Swordarm (Q)
Drunkard Six: Swallow quickly and taunt your opponent on his daintiness. Fail and increase one step toward oblivion. e.g. Sober to Tipsy or Tipsy to Drunk. If this event happens a second time (for any and all), the Difficulty increases by three; yet success will impress. Difficulty: 10 Advantage: Swagger Repartee (P)
Drunkard Five: After a hard dayís (or nightís) work, youíve been known to rinse the grime out with ale. Fail and increase one step toward oblivion. e.g. Sober to Tipsy or Tipsy to Drunk. Difficulty: 13 Advantage: Skill Grit-Fortitude
Drunkard Four: Recite a saga and spill a bit of mead on the rollicking refrains. Success to reduce state one back toward Sobriety. If this event happens a second time (for any and all), the Difficulty increases by three; yet success also impresses. Difficulty: 9 Advantage: Skill Minstrel
Drunkard Three: Clink steins in a manner in which yours sloshes, while his honey brew stays below the rim. Fail and increase one step toward oblivion. e.g. Sober to Tipsy or Tipsy to Drunk. If this event happens a second time (for any and all), the Difficulty increases by three; yet success will impress. Difficulty: 11 Advantage: Swagger Hilt Punch (L)
Drunkard Two: Get the crowd behind you; galvanize yourself by howling. Fail and increase one step toward oblivion. e.g. Sober to Tipsy or Tipsy to Drunk. Difficulty: 11 Advantage: Skill Rabblerouser
Drunkard Ace: Purpose a switch to a sweeter liquor, hoping to turn your opponentís gillís green. Success and impress. Difficulty: 8 Advantage: Trait Methodical

Drunkard Major Tarot Descriptions
Magician: Amuse with some riddles youíve learned from your travels. Either gain Mount Talking (P) or one of the eleven Stallari is drunk, amused and defeated.
High Priestess: Tell fortunes while you drink and befuddle. Either gain Blade Ingenious (A) or one of the eleven Stallari is drunk, amused and defeated.
Empress: Flirt with menís wives and daughters. Either gain Blade Paladin (P) or one of the eleven Stallari is drunk, amused and defeated.
Emperor: Toast Erik, the father of Leif. Either gain Blade Impetus (N) or one of the eleven Stallari is drunk, amused and defeated.
Pope: Discuss the politics of the Byzantine lands. Either gain Blade Scheming (S) or one of the eleven Stallari is drunk, amused and defeated.
Lovers: Suddenly realize you know many of the people gathered, a cheering section. Either gain Mount Beautiful (A) or one of the eleven Stallari is drunk, amused and defeated.
Chariot: More stout fellows arrive to join the contest; they are mere Merkismathr, so Leif asks if you allow them to join? Yes and gain Mount Resolute (K), but opponents increase by a net half D8. Refuse and make enemies in Sigtuna. (Write that down.)
Justice: Describe the many opponents you have faced and defeated. Either gain Mount Inexorable (T) or one of the eleven Stallari is drunk, amused and defeated.
Hermit: Confess to something, a secret or scandal, in which you were part. You will undoubtedly be blackmailed sometime in the future. Make dastardly enemies in Sigtuna who know your secret. (Write that down.)
Wheel of Fortune: Shuffle and continue.
Force: Preemptively force yourself to purge in the Roman manner. Move one position toward sober.
Hanged Man: Discover youíre being sandbagged. Your own drinks are potent, while the person on the opposite side of the table is drinking cut spirits. Either gain Mount Pure (L) or one of the eleven Stallari is exposed and must leave in disgrace. Name your new enemies in Sigtuna, instead of just decanting for him a double draft. (Write that down.)
Death: Poisoned and player character must immediately drop from the competition. It may be from the food and not the actions of a malcontent.
Temperance: Check Growth; after today your character will swear never to touch alcohol again. Continue after the contest for the remainder of the mission at minus one to all rolls.
Devil: Queasy on the mixture of different beverages, malts and brandy, sweet fermentation and alembic distills. If you continue, any failed roll which increases your level of intoxication does so at double the penalty.
Tower of Destruction: Excuse yourself to discreetly find a bucket (in which to hurl). Continue as Drunk.
Star: Excuse yourself to the privy and return a bit refreshed. Decrease your intoxication a step back toward sober.
Moon: Morning arrives, and the game continues, as some have other duties. Either gain Blade Hellish (M) or one of the eleven Stallari is drunk, amused and defeated.
Sun: Gain a Trait; truly you impress even yourself. If this is your seventh, you turn into the pure light of Bragi and sail on high (and out of player character play).
Judgment: Pace the effort if not stall. You return to sober, but only if you take a wound or lose a Trait.
World: Engage in practice with some of your many dialects and obscure languages. Either gain a new language or one of the eleven Stallari is drunk, amused and defeated.
Fool: Up the wager; increase the Difficulty of all your rolls by three. Yet in doing so, you inflict double losses on the Stallari but not Leif.


Yours,

   red



Message Replies:
Twelve successes for Twelve Men? -- Mike, son of Mike (posted: 5/17/2019) 
Tweaked Tables -- red (posted: 5/18/2019) 
 
Create a New Thread








Reply to this Message:
Name:  
Display Email On Reply Page:  Yes: No:
Email:  
Type "Spammers Suck":  
Message Title:  
Message:

| Home |
copyright SpaceGamer, LLC 2003