FLAVOR: ### Mead Hall This hall is the largest space in town, and as such is often used for events - weddings, calls to muster, or religious ceremonies. Owned by a family of sturdy halflings, when the hall is not being commandeered for such events it is a popular destination after a hard day's work. The mead hall has changed its name with each proprietor; first, it was Hank's, but then Hank passed it on to his daughter Mary, and it became Mary's, and so on. Currently, it's owned by Severan, a human with elvish heritage who was adopted by the family as a foundling. Severan's height is hardly an issue for the family, however; it means he doesn't need the ladder to reach the barrels. #### Might be inhabited by: Grendelkin --- # Drinking Game *3rd tier (circumstance)* **Challenge:** 14 (11,500 XP) **DC:** 20/16 **Area:** Local (1 hour) Almost anywhere adventurers go, they may participate in a drinking game - but not like this. With elaborate rules and high stakes, this game is as much about one's physical skill and tolerance for risk as it is about how much one can drink. #### Complicated A [[03-Mechanics/6-Ability Scores/Culture|Culture]] check is needed to understand the rules of the game. A success also grants an expertise die on future rolls made to withstand the challenge. #### Unusual The drinking game has an unusual component to it. Roll on the table below or come up with your own. | d4 | Challenge | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1 | A live scorpion whose sting is known for its pain. A creature who fails is stung, taking an additional 1d10 piercing damage and 4d10 poison damage. | | 2 | The game involves climbing on and jumping from whatever furniture is around. The challenge requires an additional [[03-Mechanics/6-Ability Scores/Acrobatics\|Acrobatics]] check, and the creature must succeed on both checks to succeed at the game. | | 3 | The game involves tying bottles of wine to both hands. Removing the bottles takes one minute. If done before both bottles are finished, it triggers an **automatic failure**. While the bottles are attached, the creature cannot use its hands. | | 4 | The ale is hallucinogenic. Creatures who drink it must make a Constitution saving throw or become confused for 1d4 hours. | ## **Possible** **Solutions** Refusing to participate triggers an **automatic failure**. Otherwise, each adventurer participating must make their choice of a [[03-Mechanics/6-Ability Scores/Performance|Performance]] or [[03-Mechanics/6-Ability Scores/Athletics|Athletics]] check. That they will become drunk is a given, although the Narrator may ask for Constitution saving throws versus the poisoned condition if desired. **Critical Failure.** The adventurer passes out for 1d4 hours and is poisoned for the next day. **Failure.** The adventurer is shunned, making checks to interact with the drinkers at disadvantage. **Success.** The adventurer makes a good show, gaining an expertise die on checks made to interact with the drinkers. **Critical Success.** The adventurer is held up as a champion. Their Prestige is treated as if it were one point higher in this town. ___ **Source:** Stranger Sites