AkumaWolf
2007-08-13, 03:39 PM
(I don't know if something was done similar, sorry if it was)
Not something major, just a little mini-quest I'm fairly proud of. Some om my players even used it in their campaigns.
This mini-quest is called The Nine Rings of Hell
It starts with the party entering a tavern.
The inside is a constant ruckus as people gather around a particular drinking game. This game was created by the odd looking dwarven tavernkeep that runs that said tavern, who's not only a skilled brewer, but a skilled alchemist as well.
Somehow he was able to create a particular drink that has different layers of different beverages floating on top of each other. There are 9 layers on total and is aptly named the '9 Rings of Hell'.
Sitting in a large glass pitcher to show off it beautiful colors, this beast has about 2 pints of drinkables inside of it, and is potent as it is beautiful.
But it's hard to resist this monster though, since there's a good gold prize in stock for anyone who can finish it.
Rules
A PC must pay 100gp to attempt to take on the 9 Rings of Hell (the drink is carefully made from a list of very expensive liquors) which is then thrown into a gold pool that goes to anyone that succeeds in drinking it. (half of which goes to the dwarf)
The gold prize that can be won may vary from time to time (people here and there might actually win the thing) so to calculate the current prize, roll=
(%die X 50) X Avg Party Lv.
A PC may then attempt to drink the 9 Rings of Hell. For each layer he drinks, he must make an additional Fort save. If he fails any of the Fort saves before finishing the drink, he passes out and is disqualified.
Also, once the entire drink is finished, a PC must stand up from his chair, hold the pitcher up high for a few moments, then slam it down. This is final proof that the PC could handle the drink and is indeed still stable. To succeed this, he must make a final Fort save (DC 25 - all penalties included *see below*) after he's done drinking to stay stable.
The Fort save DC increases with each layer, since each layer is more potent than the last. Also, if the PC doesn't succeed his Fort save by 4 or more than the DC, he'll get a -1 penalty on the Fort save for drinking the next layer (penalties stack with each Fort save not 4 or higher than DC).
Description
1st Layer [Fort Save DC 15]
A opaque liquid that is fairly strong in scent but neutral in taste. Has a earthy taste to it.
2de Layer [Fort Save DC 16]
A hazy blue liquid that's not so strong in scent, but fairly dry and sweet in taste. Tastes somewhat of wine or grapes.
3de Layer [Fort Save DC 17]
A murky golden yellow liquid that's not so strong in scent, but mildly bitter in taste. Reminds you of normal ale.
4th Layer [Fort Save DC 18]
A dark red liquid that's fairly scented but very sweet in taste. The taste reminds you somewhat of strawberries, only sweeter.
5th Layer [Fort Save DC 19]
a clear darkish green liquid that surprisingly, has no smell or taste to it. Very suspicious indeed.
Half way there. If you've come this far, you deserve a pat on the back.
6th Layer [Fort Save DC 20]
A strong, yet sweet smelling and tasting liquid. Has a very nice fruity taste and smell to it. If you've come this far, you'll be getting some respect from some dwarves today.
7th Layer [Fort Save DC 21]
A dark purple liquid which isn't so much strong to the taste, but *very* strong in smell. The scent is enough to make you vomit. If you've come this far, the crowd must be going wild.
8th Layer [Fort Save DC 22]
A thick milky white liquid that rather bland in smell and taste but icy cold as it goes down your throat. If you've come this far, you must be a drinking champion!
9th Layer [Fort Save DC 23]
A thick and murky dark black liquid that burn like hell itself and feels like acid going down your throat. The sudden twist from icy cold drink to flaming hot drink can give you quite a shock. If you've come this far, there's no turning back. Bottoms up!
Final Stance [Fort Save DC 25]
Can you prove to everyone that you can stand your ground, then get up, hold your pitcher up high so that all can look at you in amazement, then slam it back down!
Then proceed to collect your gold.
Final Note
And there you have it. Thanx for reading
Tell me what you think and feel free to use in a campaign as a fun little mini-quest or side game, and laugh at your PC's as they have hangovers for days afterwards. :smallwink:
Not something major, just a little mini-quest I'm fairly proud of. Some om my players even used it in their campaigns.
This mini-quest is called The Nine Rings of Hell
It starts with the party entering a tavern.
The inside is a constant ruckus as people gather around a particular drinking game. This game was created by the odd looking dwarven tavernkeep that runs that said tavern, who's not only a skilled brewer, but a skilled alchemist as well.
Somehow he was able to create a particular drink that has different layers of different beverages floating on top of each other. There are 9 layers on total and is aptly named the '9 Rings of Hell'.
Sitting in a large glass pitcher to show off it beautiful colors, this beast has about 2 pints of drinkables inside of it, and is potent as it is beautiful.
But it's hard to resist this monster though, since there's a good gold prize in stock for anyone who can finish it.
Rules
A PC must pay 100gp to attempt to take on the 9 Rings of Hell (the drink is carefully made from a list of very expensive liquors) which is then thrown into a gold pool that goes to anyone that succeeds in drinking it. (half of which goes to the dwarf)
The gold prize that can be won may vary from time to time (people here and there might actually win the thing) so to calculate the current prize, roll=
(%die X 50) X Avg Party Lv.
A PC may then attempt to drink the 9 Rings of Hell. For each layer he drinks, he must make an additional Fort save. If he fails any of the Fort saves before finishing the drink, he passes out and is disqualified.
Also, once the entire drink is finished, a PC must stand up from his chair, hold the pitcher up high for a few moments, then slam it down. This is final proof that the PC could handle the drink and is indeed still stable. To succeed this, he must make a final Fort save (DC 25 - all penalties included *see below*) after he's done drinking to stay stable.
The Fort save DC increases with each layer, since each layer is more potent than the last. Also, if the PC doesn't succeed his Fort save by 4 or more than the DC, he'll get a -1 penalty on the Fort save for drinking the next layer (penalties stack with each Fort save not 4 or higher than DC).
Description
1st Layer [Fort Save DC 15]
A opaque liquid that is fairly strong in scent but neutral in taste. Has a earthy taste to it.
2de Layer [Fort Save DC 16]
A hazy blue liquid that's not so strong in scent, but fairly dry and sweet in taste. Tastes somewhat of wine or grapes.
3de Layer [Fort Save DC 17]
A murky golden yellow liquid that's not so strong in scent, but mildly bitter in taste. Reminds you of normal ale.
4th Layer [Fort Save DC 18]
A dark red liquid that's fairly scented but very sweet in taste. The taste reminds you somewhat of strawberries, only sweeter.
5th Layer [Fort Save DC 19]
a clear darkish green liquid that surprisingly, has no smell or taste to it. Very suspicious indeed.
Half way there. If you've come this far, you deserve a pat on the back.
6th Layer [Fort Save DC 20]
A strong, yet sweet smelling and tasting liquid. Has a very nice fruity taste and smell to it. If you've come this far, you'll be getting some respect from some dwarves today.
7th Layer [Fort Save DC 21]
A dark purple liquid which isn't so much strong to the taste, but *very* strong in smell. The scent is enough to make you vomit. If you've come this far, the crowd must be going wild.
8th Layer [Fort Save DC 22]
A thick milky white liquid that rather bland in smell and taste but icy cold as it goes down your throat. If you've come this far, you must be a drinking champion!
9th Layer [Fort Save DC 23]
A thick and murky dark black liquid that burn like hell itself and feels like acid going down your throat. The sudden twist from icy cold drink to flaming hot drink can give you quite a shock. If you've come this far, there's no turning back. Bottoms up!
Final Stance [Fort Save DC 25]
Can you prove to everyone that you can stand your ground, then get up, hold your pitcher up high so that all can look at you in amazement, then slam it back down!
Then proceed to collect your gold.
Final Note
And there you have it. Thanx for reading
Tell me what you think and feel free to use in a campaign as a fun little mini-quest or side game, and laugh at your PC's as they have hangovers for days afterwards. :smallwink: