This viscous black liquid swirls with veins of silver and smells of fresh-cut grass and cigars. On the pallet, it has a rich molasses and anise profile with a cool burn on the way down. Heavily sought after by tradesmen Aldanian Liquor fetches a hefty price for its incredibly high alcohol content (upwards of 180 proof) despite its unique flavor profile and its scarcity.
Aldanian Liquor ignores resistance/immunities to poison. Once drunk, the user must make a DC17 CON save. On a success, the character gains a +2 to charisma ability and skill checks (This effect does not stack). On a failure, the character experiences vivid hallucinations and is compelled to take another drink. On a critical failure, roll a d100 on the table below.
| 01–20 | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. |
| 21–30 | The character becomes incapacitated and spends the duration screaming, laughing, or weeping. |
| 31–40 | The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. |
| 41–50 | The character begins babbling and is incapable of normal speech or spellcasting. |
| 51–60 | The character must use his or her action each round to attack the nearest creature. |
| 61–70 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
| 71–75 | The character does whatever anyone tells him or her to do that isn’t obviously self-destructive. |
| 76–80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. |
| 81–90 | The character is stunned. |
| 91–100 | The character falls unconscious. |
Notes: Movement, Utility, Consumable
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