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Returning 27 results for 'drinking story'.
Other Suggestions:
drinking score
drinking storm
drinking stone
drinking study
drinking stars
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the characters mingle with the people of Sybar, residents can relate the story of the Eternal Garden (as presented in this adventure’s background) or any of the rumors in the Sybar Rumors table, only
appendix B) 7 Eating or drinking the garden’s bounty traps a person there forever. (Partially true; refers to the Fountain All Heal) 8 There is a cave near the garden in which wishes are granted. (True; refers to the Cave of Echoes)
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
W9. Fermentation Vats The rich smell of fermenting wine fills this large, two-story chamber, which is dominated by four enormous wooden casks, each one eight feet wide and twelve feet tall. A wooden
vats. The three westernmost vats contain poisoned wine, enough to fill a total of twenty barrels. Drinking the poisoned wine has the same effect as drinking a potion of poison. Pouring antitoxin into a
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
number of hours in a day. In practice, you’re also limited by time pressures in the story and foes interrupting. Are extradimensional spaces, such as a demiplane or the space created by rope trick
interrupt the rest? Yes. Spellcasting is more strenuous than the activities listed on page 186 of the Player’s Handbook: “eating, drinking, reading, and tending to wounds.”
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
2. Giants’ Lodge This two-story lodge is partially buried in the ice. It has three possible entrances: the main entrance on the ground floor (leading to area 2A), an ice tunnel that leads to a door
a drinking contest in this area and are so inebriated that they are considered poisoned (see appendix A in the Player’s Handbook). Despite their present condition, they are spoiling for a fight and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
person who keeps her ear to the ground about Dran Enterprises is Arla at the Peg and Hook (see below). He can share Arla’s story and provide directions to her shop. Working-Class Rumors The two fishers
drinking at a central table are Milo and Tortuk (both N male human commoners). Both are deep into their cups, lamenting their inability to find employment on the better fishing boats owned by Ship
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
blocks. If the characters don’t speak up, Xedalli tries to mount her own defense, accusing her brother of trying to get rid of her and then fabricating the story of her sedition. It is obvious her words
from memory. A creature can gain only one such spell at a time and can’t benefit from drinking the pool’s water more than once every 24 hours.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
calling out their name and the time of day. 03–04 Two shifters drinking and spoiling for a fight. 05–06 A warforged quietly reads a book called The Machine Manifesto. 07–08 A half-elf sits down, says
older human reads the Korranberg Chronicle, loudly proclaiming outrage at every story. 97–98 Roll again; the travelers are one or more changelings appearing to be whatever the second roll indicates
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, only that the plateau lies to the north and is a journey of a few hours by hoof. The satyrs pass the time by singing, drinking wine from wineskins, and sharing ribald stories. During the trip, the
”) a second time, that might be an appropriate spot to end the trip and proceed with the story. Demiplane Encounters d20 Encounter 1–5 No encounter. 6–7 Three swarms of ravens fly overhead. A
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
matter what. 2 I work hard so that I can play hard when the work is done. 3 I enjoy sailing into new ports and making new friends over a flagon of ale. 4 I stretch the truth for the sake of a good story
if I think they’re wrong. 2 I’ll say anything to avoid having to do extra work. 3 Once someone questions my courage, I never back down no matter how dangerous the situation. 4 Once I start drinking
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
1. Jarl’s Lodge This three-story lodge is partially buried under ice but has numerous entrances. Steps ascend to the main doors (leading to area 1A), and a tunnel cuts through the ice to a door set
Icicles hang from the rafters of this ice-glazed hall, which is illuminated by bluish continual flame spells. An ivory drinking horn rests atop a frozen table in the middle of the room. South of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Swinging Sword. The inn is a three-story stone structure, crowned by a steep slate roof that bristles with many chimneys. A signboard juts out over the door, hanging from chains. It’s a ten-foot-long
are divided into pleasant suites of guest rooms, each with its own garderobe. There’s also a dining room on the ground floor. The Sword has one recurring problem: kitchen fires. The one-story kitchen
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
entry to make it the start of an encounter or adventure, though not every event needs to draw the characters into a longer story. Each table is meant to be used on a different level of Sharn: the lower
calls for the crowd to place their bets. 31–34 Three harpies fly through the streets singing a jolly drinking song. Each carries a bucket around her neck, and passersby occasionally drop coins in one. 35
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
that lead to a two-story brick mansion and eastward toward a detached coach house. An arcane lock spell is cast on the gates. Forcing them open requires a successful DC 25 Strength (Athletics) check
drinking with friends) if the characters arrive during the day. Treasure. Lady Gralhund’s horse is outfitted with horseshoes of speed and two saddlebags, each of which holds four 5-pound gold trade bars
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
enclosed by a 20-foot-tall wall of mortared granite with wooden gates to the north and south along the road. A large two-story inn, also called the Way Inn, dominates the village and has long been a
hunting a red dragon in the Valley of Khedrun, and only he survived. The story is a fabrication, but Arzastra bought it. The shifty dwarf is actually a wanted criminal named Worvil “the Weevil
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
purchases new skulls. His prices range from 1 gp for a person who knew a single valuable story to upward of 10,000 gp for the skull of a factol or the high priest of a dead god. The library is well
and dim. There are no rowdy drinking songs, and most conversations take place telepathically or in hushed tones. In the center of the main room hovers an amorphous blob of primordial chaos that shifts
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
being the oldest tavern in town, the Wicker Goat is owned by Lankus Kurrid (NG male human guard), a retired officer of the Keoish army who caters to the dwarven miners and town guard. The two-story
three-story tower is home to the town’s resident sage and wizard, Keledek the Unspoken (LE male human mage). Keledek’s dusky skin, bald head, and bright red silk turban — not to mention his height of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the shield’s only magic, and that it did exactly what she intended it to do: draw in business. Still, it appears that there’s more to the shield’s story, for recently both Aurayaun and the shield
losses, including those of life and limb. Instead, its plethora of back rooms and antechambers act as de facto offices for the menagerie of shady characters who spend their days drinking here. Ostensibly
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
the shield’s only magic, and that it did exactly what she intended it to do: draw in business. Still, it appears that there’s more to the shield’s story, for recently both Aurayaun and the shield
losses, including those of life and limb. Instead, its plethora of back rooms and antechambers act as de facto offices for the menagerie of shady characters who spend their days drinking here. Ostensibly
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
visiting peddlers. Dominating the space is the two-story Tower of the Lord Protector, a simple stone keep that leans decidedly to the east. Hanging above the entrance is the dusty banner of the lord
. T4. Happy Horse Ranch The Karnveller family raises, trains, sells, and stables horses. Three large buildings stand on their property: a two-story log house with a detached outhouse (the family
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
it were, and if the story was spun the right way, the marketing potential could be huge. Some even say that the ghosts (which totally don’t exist) like to sing, so that’s a plus! The kitchen is
carriage, with luxurious interiors and servants dressed in matching finery. A tavern could proudly display the party’s kills in the drinking hall, feature mugs gathered from dwarven holds around Faerûn, and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
story of the Princess of the Shadow Glass that the characters haven’t sussed out. He then relates how, shortly before the fall of Phalorm, the Princess of the Shadow Glass attempted to subvert and
adventurer killed by the haven’s guardians. The body’s clothing and leather armor have rotted away to scraps. Treasure. Any character who searches the stream finds an ivory drinking horn (500 gp) with a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
doorsteps, and the like), it is an occasion of much drinking, singing, and dancing in Waterdeep. The wealthy host elaborate masked balls, while poorer folk don costumes of their own make and travel door
area is closely watched by merfolk guardians, whose standing orders are to kill anyone attempting to disturb it. Rumors abound that the chests have magical protections; one story tells of thieves who
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
drinking water, and six contain ale. V21. Wine Cellar More than two hundred corked bottles of wine are displayed in seven-foot-tall wooden racks that span the west and south walls. Empty wooden crates
city’s fall. Neither story holds up under scrutiny. Thavius also lies about his relationship with Duke Vanthampur. He claims the duke’s guards captured him shortly after his arrival in Baldur’s Gate, and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
called ghoul gut. No antacid in this world or any other can beat it. Ghoul Gut. Water polluted with ghoul parts carries ghoul gut. A creature drinking this tainted water must succeed on a DC 12
the kobold recovers. At some point, the cockatrices died and reanimated, but the kobold doesn’t know how. Patsky can also tell the characters the general story of the attack. He didn’t fight much, since
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, west, and north again to the tavern. Great tree trunks have been cut in half to form a series of long tables in this drinking hall. The northern wall behind the bar is formed entirely of kegs of ale
component. (Attempts by any characters to hit on Rizwin are made with disadvantage.) Many of the Clan Horn dwarves have been drinking heavily. Targeting the heavier drinkers can grant advantage on checks
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
cautions the character against participating in activities harmful to their well-being—such as adventuring or drinking. The android defends itself if necessary and responds only to health-related
, the robots reward the characters with two spaceship trinkets (roll twice on the Spaceship Trinkets table). 2 Two blue slaadi take turns drinking radioactive gunk oozing from a busted pipe that juts
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
.
Against the south wall rests a large wooden cabinet; its shelves are piled high with clay pots, bowls, basins, and drinking mugs. Against the west wall stand three large wooden barrels. Against the east
earthenware pots, jars, plates and cups, five drinking mugs, and woven baskets. Against the west and east walls are tall wooden cupboards
The five lizardfolk commoners (see appendix C) fight only if