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06:55, 18th May 2024 (GMT+0)

Games.

Posted by DragondogFor group 0
Dragondog
GM, 74 posts
Thu 8 Feb 2024
at 21:21
  • msg #1

Games

Drinking Games
I'm sure Vikings can think of many types of drinking games. Don't try any of these in real life! Drinking until you're the only one that is still conscious and not having vomited. Taking a prescribed number of drinks and trying to perform some action. The variations are endless.

Intoxication
One drink is considered 12 oz of beer/ale/mead, 4 oz of wine, or 2 oz of liquor.

Any hour you drink more than your Constitution modifier drinks you must succeed at a DC 15 Constitution ability check. Every drink over your Constitution modifier drunk in an hour increases the DC by +1. If you haven't eaten, the DC increases by +2. If you have eaten recently, reduce the DC by -1 (yes, I'm aware of the double negative; don't worry about it). Each time you fail, you shift one step from sober to tipsy to drunk to unconscious to coma. If you fail by 5 or more, you shift two steps, from sober to drunk, from tipsy to unconscious, or from drunk to coma.

If you are tipsy, you have the Poisoned condition. If you are drunk, you have the Poisoned condition and your DC for attack rolls and ability checks is +5 higher. If you are unconscious or in a coma, you have the Unconscious condition. To recover from a coma, you need medical attention! The debilitating effect of the Poisoned condition doesn't affect the ability checks you make in regard to intoxication if you have gained the Poisoned condition because of intoxication.

If you are drunk, make a DC 15 Constitution ability check. If you fail, you are hallucinating.
If you are drunk and fail your Constitution ability check, indicating that you are falling unconscious or going into a coma, make another DC 15 Constitution ability check. If you succeed, you vomit up all the alcohol instead of passing out. If you fail by 5 or more, you pass out and then retch.

Sobering Up: To sober up, you must stop drinking! After half as many hours as the total number of drinks you consumed, make a DC 15 Constitution ability check. Various remedies may help in one way or another. On a success, you move one step towards sober. Keep making Constitution ability checks with the same frequency until you are sober. Unless you're in a coma. Lesser Restoration is needed to bring you out of a coma.

Hangover: If you are tipsy or worse, you must make a DC 15 Constitution ability check with +2 to DC if you are drunk and +5 to DC if you are unconscious. On a failure, you will suffer a hangover starting 1d6 hours after you stop drinking, or when you wake up if you fall asleep or pass out before that. Your hangover lasts for hours equal to your margin of failure. E.g. If you roll 12 on your Constitution ability check and needed to beat DC 15 to succeed, you will have a hangover for 3 hours as 15-12=3. During this time you will have the Poisoned condition.

 Beer/Ale/MeadWineLiquor
Mug (12 oz)1 drink3 drinks6 drinks
Bottle (24 oz)2 drinks6 drinks12 drinks
Pitcher (60 oz)5 drinks15 drinks30 drinks
Gallon (160 oz)13 drinks39 drinks78 drinks

Ice Skating
You ice skate around a track on ice and the longer the track is, or the more laps you make on the track, the more Dexterity (Ice Skates) ability checks you make. The sum total result of all ability checks is compared to everyone else and the one with the highest result wins.

Reindeer Sledding
You race in a sled pulled by the proper number of reindeer for the race on some sort of track. You make a Dexterity (Sled) ability check, at Disadvantage if you are not familiar with reindeer. Depending on how long the race is, you make more or fewer ability checks. Usually three or five. The sum total result of all ability checks is compared to everyone else and the one with the highest result wins.

Skiing
You ski around a track on snow and the longer the track is, or the more laps you make on the track, the more Dexterity (Skiis) ability checks you make. The sum total result of all ability checks is compared to everyone else and the one with the highest result wins.

Snowshoe Archery
You run on a track covered with deep snow wearing snowshoes. Every time you get to the archery targets, you make an attack roll representing the result of however many arrows you shot at the target this competition. And then you run another lap around the track. Races are usually three or five laps. Rangers who are familiar with the arctic conditions often boast of their skill by running without snowshoes! The sum total result of all attack rolls is compared to everyone else and the one with the highest result wins.
This message was last edited by the GM at 14:44, Sat 24 Feb.
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