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<blockquote data-quote="Redbadge" data-source="post: 5982013" data-attributes="member: 61463"><p><em>Fireday, 20 Desnus, 4712 AR (09:08:45)</em></p><p> <em>Galley, The Wormwood</em>, <em>Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golario</em>n</p><p> </p><p>[sblock=Kroop's Alcohol]<strong>ALCOHOL</strong></p><p><strong>Type </strong>drug (ingested); <strong>Addiction</strong> minor, Fortitude DC 0<span style="font-size: 10px"><span style="font-family: 'Verdana'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Verdana'"><strong>Effect </strong>1 hour; +1 temporary hitpoint; see drunkenness</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Verdana'"><strong>Damage</strong> -1 penalty to wisdom for 1d4 hours</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Verdana'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Verdana'"><strong>Drunkenness</strong></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">Alcohol is treated as a specialized poison. Ales and wines have a fortitude save DC of 5, most human spirits a 10, and dwarven or special spirits have a DC of 15. Like most poisons, continued “doses” increase the DC of subsequent checks by 2 each. </span></span></p><p></p><p><strong>Inebriation:</strong> When a character consumes alcoholic beverages in excess, they go through gradual states of inebriation. Characters can consume a number of drinks in one hour equal to one plus his constitution modifier without having to make any checks. As soon he exceeds this amount, characters must make checks for each alcoholic beverage to avoid entering Stage I of inebriation.</p><p></p><p><strong><span style="font-family: 'Verdana'"><span style="font-size: 10px">Stage I</span></span></strong>: <span style="font-family: 'Verdana'"><span style="font-size: 10px">After a failed fort save at the DC of the beverage being consumed, the character becomes sickened for 1d4 hours.</span></span></p><p></p><p> <strong><span style="font-family: 'Verdana'"><span style="font-size: 10px">Stage II</span></span></strong>: <span style="font-family: 'Verdana'"><span style="font-size: 10px">Upon entering Stage II, the character must immediately make a second Fort save at the DC of the beverage that caused them to enter this stage. Failure indicates taking 1d8 nonlethal damage and becoming nauseated for 2d4 hours.</span></span></p><p> </p><p> <strong><span style="font-family: 'Verdana'"><span style="font-size: 10px">Stage III</span></span></strong>:<span style="font-family: 'Verdana'"><span style="font-size: 10px">After a failed fort save while continuing to drink while in Stage II, the character becomes unconscious for </span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px">3d4 hours.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span><strong><span style="font-family: 'Verdana'"><span style="font-size: 10px">Hangovers</span></span></strong><span style="font-family: 'Verdana'"><span style="font-size: 10px">: If a character reaches Stage II or III of inebriation, they must make a Fortitude save at a DC of what they were drinking when the effects of the nausea or unconsciousness wears off, or become hungover for 1d4+1 hours.</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"> Hungover characters are fatigued, but undertaking any activity which requires a check or concentration (attacks, saving throws, skills, casting spells) cause them to become exhausted.</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px">[/sblock]</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">Casting your spell finally allows you to awaken the cook. Fishguts sits up in a bluster, </span></span><span style="font-family: 'Book Antiqua'"><span style="font-size: 12px"><span style="color: Red"><strong><em><span style="color: Sienna"><span style="color: Olive"><span style="color: DarkRed"><span style="color: Orange"><span style="color: Lime">"Huh, wot now? Wazzit goin' on? Unnhhh, why does my head hurt so much?" </span></span></span></span></span></em></strong></span></span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px">He shakes his head, and suddenly his eyes brighten. </span></span><span style="font-family: 'Book Antiqua'"><span style="font-size: 12px"><span style="color: Red"><strong><em><span style="color: Sienna"><span style="color: Olive"><span style="color: DarkRed"><span style="color: Orange"><span style="color: Lime">"Jhiv-buddy, wot are you doin' here. Is it that time already?"</span></span></span></span></span></em></strong></span></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">[GM]The first save was versus hangover. Your suppression of the drunkenness lasts for 10 minutes. If Kroop had failed the hangover save, not only would he have been fatigued for the duration of the spell, but he would have to save to avoid lapsing back into unconsciousness at the end. Since he made the save, once the spell has run its course, he will make another save to avoid lapsing into a hangover instead. All penalties are suppressed until that time.[/GM]</span></span></p></blockquote><p></p>
[QUOTE="Redbadge, post: 5982013, member: 61463"] [I]Fireday, 20 Desnus, 4712 AR (09:08:45)[/I] [I]Galley, The Wormwood[/I], [I]Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golario[/I]n [sblock=Kroop's Alcohol][B]ALCOHOL Type [/B]drug (ingested); [B]Addiction[/B] minor, Fortitude DC 0[SIZE=2][FONT=Verdana] [B]Effect [/B]1 hour; +1 temporary hitpoint; see drunkenness [B]Damage[/B] -1 penalty to wisdom for 1d4 hours [B]Drunkenness[/B][/FONT][/SIZE] [FONT=Verdana][SIZE=2]Alcohol is treated as a specialized poison. Ales and wines have a fortitude save DC of 5, most human spirits a 10, and dwarven or special spirits have a DC of 15. Like most poisons, continued “doses” increase the DC of subsequent checks by 2 each. [/SIZE][/FONT] [B]Inebriation:[/B] When a character consumes alcoholic beverages in excess, they go through gradual states of inebriation. Characters can consume a number of drinks in one hour equal to one plus his constitution modifier without having to make any checks. As soon he exceeds this amount, characters must make checks for each alcoholic beverage to avoid entering Stage I of inebriation. [B][FONT=Verdana][SIZE=2]Stage I[/SIZE][/FONT][/B]: [FONT=Verdana][SIZE=2]After a failed fort save at the DC of the beverage being consumed, the character becomes sickened for 1d4 hours.[/SIZE][/FONT] [B][FONT=Verdana][SIZE=2]Stage II[/SIZE][/FONT][/B]: [FONT=Verdana][SIZE=2]Upon entering Stage II, the character must immediately make a second Fort save at the DC of the beverage that caused them to enter this stage. Failure indicates taking 1d8 nonlethal damage and becoming nauseated for 2d4 hours.[/SIZE][/FONT] [B][FONT=Verdana][SIZE=2]Stage III[/SIZE][/FONT][/B]:[FONT=Verdana][SIZE=2]After a failed fort save while continuing to drink while in Stage II, the character becomes unconscious for [/SIZE][/FONT][FONT=Verdana][SIZE=2]3d4 hours. [/SIZE][/FONT][B][FONT=Verdana][SIZE=2]Hangovers[/SIZE][/FONT][/B][FONT=Verdana][SIZE=2]: If a character reaches Stage II or III of inebriation, they must make a Fortitude save at a DC of what they were drinking when the effects of the nausea or unconsciousness wears off, or become hungover for 1d4+1 hours.[/SIZE][/FONT][FONT=Verdana][SIZE=2] Hungover characters are fatigued, but undertaking any activity which requires a check or concentration (attacks, saving throws, skills, casting spells) cause them to become exhausted.[/SIZE][/FONT][FONT=Verdana][SIZE=2][/sblock] Casting your spell finally allows you to awaken the cook. Fishguts sits up in a bluster, [/SIZE][/FONT][FONT=Book Antiqua][SIZE=3][COLOR=Red][B][I][COLOR=Sienna][COLOR=Olive][COLOR=DarkRed][COLOR=Orange][COLOR=Lime]"Huh, wot now? Wazzit goin' on? Unnhhh, why does my head hurt so much?" [/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/I][/B][/COLOR][/SIZE][/FONT][FONT=Verdana][SIZE=2]He shakes his head, and suddenly his eyes brighten. [/SIZE][/FONT][FONT=Book Antiqua][SIZE=3][COLOR=Red][B][I][COLOR=Sienna][COLOR=Olive][COLOR=DarkRed][COLOR=Orange][COLOR=Lime]"Jhiv-buddy, wot are you doin' here. Is it that time already?"[/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/I][/B][/COLOR][/SIZE][/FONT] [FONT=Verdana][SIZE=2] [GM]The first save was versus hangover. Your suppression of the drunkenness lasts for 10 minutes. If Kroop had failed the hangover save, not only would he have been fatigued for the duration of the spell, but he would have to save to avoid lapsing back into unconsciousness at the end. Since he made the save, once the spell has run its course, he will make another save to avoid lapsing into a hangover instead. All penalties are suppressed until that time.[/GM][/SIZE][/FONT] [/QUOTE]
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