Beers,wine,ale,etc. [Archive] - Wizards Community

Post/Author/DateTimePost
dmjacques

10-28-06, 12:55 PM
As listed above what different types of alchoholic bevereges are in this game ( i can only think of the three listed in title):pint:
wrecan

10-28-06, 01:29 PM
Whatever you want. The PHB only lists wine and ale.

Alcoholic beverages you can include are...
beer (getting people drunk since the stone age!)
grape wine (since 4000 BC), including sangria, not to mention all the different varieties of reds, whites, sparkling and stuff in between, as well as grappa.
Fruit wine Almost any sugary fruit can be made to ferment, from apple cider to peach schnapps or blackberry brandy.
mead (honeywine, Middle ages)
sake (ricewine)
vodka
scotch , including whiskey
Heck, some folks in the Himalayas get drunk on fermented milk.

And you can always just invent something.
CharlieRock

10-28-06, 01:31 PM
I thought beer was rather recent? :)
wrecan

10-28-06, 01:32 PM
Nope. (http://www2.potsdam.edu/hansondj/Controversies/1114796842.html) According to some, the entire reason mankind stopped the hunting and gathering was so he get himself a real good microbrew!
dmjacques

10-28-06, 01:43 PM
aight thanks kill this thread please ( dieeeeeeeeeeeeeeeeeeee) bye
Mr_Hackman

10-28-06, 08:20 PM
Awwww, must it die? i was hoping to get some mechanics for these drinks... like fort saves and such. Anyone know where i can find a good set of rules for that?
dmjacques

10-28-06, 09:41 PM
Awwww, must it die? i was hoping to get some mechanics for these drinks... like fort saves and such. Anyone know where i can find a good set of rules for that?

O now that you mention i need to now the saves to ( yes please god let this thread live to fight another day)

:dancin:
LordHawkeye

10-28-06, 11:14 PM
Rules on intoxication
Note: these were taken from another book which was not Wizards material so if you're picky about that sort of thing, sorry, this is all I got for you.

A character can drink 5 ounces of weak liquor (beer, ale, wine etc..) or 1 ounce of strong liquor (whiskey) per 5 points of constitution he has with no effect. For every dose after that, you must make a fort save (10+2 per extra dose) to avoid becoming intoxicated. There are two levels of intoxication

Inebriated: minor loss of motor skills and other minor consequences. -1 penalty to all saving throws, attack rolls and skill checks. If you fail another fortitude save while in this state, you become drunk

Drunk: -3 penalty to all saving throws, attack rolls and skill checks and you can only take partial actions. If you fail another fort save under this condition, you fall unconsious for 8 hours.

A character who falls unconsious suffers the effects of being drunk for four hours after awakening. Drunk characters who sleep for 8 hours are considered inebriated for a similar period of time when they wake up. If a character does not sleep immediatly after becoming intoxicated, his condition downgrades one step for every eight hours but is also considered fatigued until he gets the proper rest.

Hope that helps
revnk

10-28-06, 11:37 PM
Vodka is a distillation of alcohol fermented from nearly anything. (There are vodkas made from potatoes, rye, wheat, and grapes, among other things.) Vodka can be traced back to the European Middle Ages (at least as early as the 13th century, possibly as early as the 8th). Vodka might be an appropriate spirit in any medieval fantasy campaign based on European culture.

Tequila is an alcohol distilled from fermented blue agave, a cactus found in the New World. Although tequila is of fairly recent invention (15th or 16th century), mezcal (a cousin of tequila distilled from the fermentations of a different kind of agave) has been traced back several centuries before Columbus. Tequila and mezcal would be appropriate spirits in a desert campaign (the agave cacti used can be found at higher altitudes in dry climates).

Brandy is a distillation of wine, increasing the alcohol content. It has been traced back to the 12th century.

Beers are probably at least 10,000 years old--as another poster noted, beer has been proposed as a key player in the birth of civilization.

Wine, made from fermented grapes, is at least 8,000 years old.

The ancient Egyptians had a distinctive fermented beverage, but I can't seem to place my hands on the name right now.

Hope that helps.

Rum, distilled from fermented sugars, was described by Europeans in the 14th century and may be a good bit older.
wrecan

10-29-06, 12:15 AM
And don't forget grog, preferred drink of very cheap pirates!
RK)13

10-29-06, 01:20 AM
Beer is a category that holds many separate subcategories, each category is separated by the various levels of two ingredients included in it (hops and a malted starch source [barley mostly, but oatmeal makes a good beer, as does wheat {Hefewizen anyone?}]) and brewing methods, mostly time. Basically, by changing the rations of those things, a well respected innkeeper could have a huge variety of offerings (go into a good local brew pub sometime and check out the selection).

My favorite example of the variety is the designation of imperial vs. regular. An imperial version of a brew is made so by doubling the ingredients.
RobbyPants

10-29-06, 08:22 AM
Nope. (http://www2.potsdam.edu/hansondj/Controversies/1114796842.html) According to some, the entire reason mankind stopped the hunting and gathering was so he get himself a real good microbrew!
I'd heard that too, but I always wondered about it...
Lord Gwydion

10-29-06, 08:24 AM
In the spirit of correctness (no pun intended), I'd like to point out that Japanese rice wine is called sake, not saki. Pronouncing it to rhyme with hockey is also incorrect, but common in N. America. An "e" in (romanized) Japanese is always pronounced like the "ay" in "day" or "say."

Anyway, some other Asian alcohols--
Soju--a Korean clear alcohol similar to a half-strength (20%) vodka (and also made from a variety of starches)
Amazake--"sweet sake" a milky white, strong version of sake with a sweet flavor, and often bits of rice pulp still in it
RobbyPants

10-29-06, 08:29 AM
Awwww, must it die? i was hoping to get some mechanics for these drinks... like fort saves and such. Anyone know where i can find a good set of rules for that?
There's a similar thread (http://boards1.wizards.com/showthread.php?t=726692)in another area that has some rules posted. They are either the same or very similar to the rules in A&E (I don't own the book, I've just heard about them). It basically involves Dex and Wis damage depending on how much you've had, but it comes back a point per hour instead of per day.
Proteus414

10-29-06, 08:39 AM
I have a bard character in my current campaign, in Xen'drick a la Eberron, that has a penchant for the spirits that she would like me to play up.

To assist me, I gave her an additional bump on all Appraise checks concerning all spirits of +2 (for spirits only!), to account for a history of misery but full of appreciation.

The affects on the other characters, only three of the six of which are not warforged, have varied depending on the brew.

I an effort to get away from the standard gold coin and typical magic items for loot or treasure, they have stumbled upon various 40,000 year old wine and other spirit casks that have been changed, either through time or ancient enchantments. Most typically I treat each as a trap, with a given CR. The save is taken for each "cup" of draught, or there is a reduction in Con, Dex, Wis, or Cha, from -1 to the amount of difference between the failed check and the DC (set rather randomly, but able to be determined with the use of an action point by the aforementioned bard--although they only just discovered this on Friday night!). As a motivator, though, all of the spirits seem to provide either healing/repairing properties or some other artificical benefit (false life, DR, etc.).

The effects typically are reduced by the hour. If the total ability point loss is over 5 (arbitrary) the characters are nauseated for the entire duration of intoxication, and all are fatigued for the duration plus one hour.

Ultimately, it will make for some decent role-playing.
Otto the Bugbear

10-29-06, 09:53 AM
This is the drinks list from an extensive menu. You can find the rest of the list in the link in my sig. Not all of it is alcoholic, but I didn't feel like editing it. No rules for intoxication, but that seems to be fairly covered already.

Drinks

Mint or Lemon Water 1 cp
Milk 5 cp
Coffee 2 gp
Cocoa 5 gp
Tea -We have more types of tea than a Druid can name Herbs 1 sp
Shoung Lou Tea 1gp
Fruit Juice 1 sp
House Ale 2 cp
Iriaeboran North Brew 3 cp
Bitter Black 3 cp
Tantul's Dark 3 cp
Dragon's Breath Beer 2 cp
Elminster's Choice 2 cp
Golden Sands Brew 3 cp
Lurien's Best 6 cp
Old One Eye 4 cp
Old Smoke Ale 2 sp
Blackwater Stout 4 cp
Shadowdark Ale 3 cp
Tanagyr's Stout 4 cp
Arlho's Ashaben Ale 5 sp
Black Boot Stout 7 sp
Blackeagle Brew 6 cp
Purple Dragon Ale 6 cp
Highwater Ale 9 cp
Suzale 6 cp
Mead 3 cp
Stout 4 cp
Kneecracker Cider 4 cp
Purple Hill Cider 8 cp
Vilhon Cider 9 cp
House Wine 5 cp
Fern & Mint Wine 1 sp
Westgate Ruby 8 cp
Arabellan Dry 6 sp
Berduskan Dark 3 gp
Saerloonian Glowfire 2 sp
Saerloonian Special Vat 3 sp
Saerloonian Topaz 3 sp
Blood Wine 4 sp
Undermountain Alurlyath 1 gp
Spiced Wine 1 sp
Gluug 3 sp
Pearls of the Moon
- A Delightful Green Grape Wine 7 sp
Karoph - A Blue, Floral, Sweet wine 1 sp
Dandulus "Xoblob" Green Wine 4 sp
Neverwinter Black Icewine 7 sp
Winter Wine
- A Delectable Blue Wine from Neverwinter 2 gp
Firewine 2 gp
Fruit Smoothwater 1 sp
Coolthroat Sip 7 cp
Fruit Liquers 2 sp
Rollrum - Tastes Like Licorice 1 sp
Sherry 7 cp
Clarry 1 sp
Sluth 3 cp
Zzar - Tastes Like Amaretto 6 cp
Brandy 2 sp
Rubyfire 1 sp
Whiskey 1 sp
Rum 1 sp
Best Old Mintarn Whisky 1 gp
Wyvern Whisky 2 gp
Tethyrian Distilled Dragonsblood 1 gp
Elverquisst - A Fiery Elven Liquer 1 gp
Evermead 5 gp
Feywine 100 gp

Cheers

Otto :)
pmurray@bigpond.com

10-29-06, 04:20 PM
Inebriated: minor loss of motor skills and other minor consequences. -1 penalty to all saving throws, attack rolls and skill checks.
No way - you should at least get a +1 vs fear ... and possibly a +1 "Huh? Wazzat?" bonus vs illusions.
Tiefling_Warlock

10-29-06, 04:44 PM
...it's spelled sake. Not "saki"
wrecan

10-29-06, 08:27 PM
Yeah. Someone else already pointed it out. I apologize to all the nipponphiles. I'll edit my post.
NyMpHoMaNiAc_FaNtAsIA

10-29-06, 08:39 PM
Awwww, must it die? i was hoping to get some mechanics for these drinks... like fort saves and such. Anyone know where i can find a good set of rules for that?

There is a mechanic about drinking in a book called "Arms and Equipment Guide" pages 30 -32 along with a list of different drinks, their costs and descriptons.
I'm not sure if this book is 3.5 edition though.
If you don't have access to the book and want the rules tell me and I will gladly post them.
Hope it helps. :)
dmjacques

10-29-06, 08:46 PM
I got what i need i just need this thread to die now
PSchirf

10-29-06, 09:23 PM
Alcoholic beverages you can include are...
beer (getting people drunk since the stone age!)
grape wine (since 4000 BC), including sangria, not to mention all the different varieties of reds, whites, sparkling and stuff in between, as well as grappa.
mead (honeywine, Middle ages)

Actually, mead predates fruit wines, and is over 8000 years old. The ancient Greek word for being drunk is literally "honey-intoxicated."
Mr_Hackman

10-29-06, 11:12 PM
There is a mechanic about drinking in a book called "Arms and Equipment Guide" pages 30 -32 along with a list of different drinks, their costs and descriptons.

Found it:
(Sblocked due to size)
Alcohol and Intoxication
More than a few adventurers enjoy hoisting a drink
or two in celebration of their latest conquest. Sometimes
characters drink more than they can handle.
This optional rule can help the DM determine just
how drunk a PC is after pounding down the ale.
Alcohol is a depressant that reduces judgment and
coordination. Every time a character consumes an
entire alcoholic beverage (a glass of wine, a tankard of
beer, or a jigger of any spirit) they make a Fortitude
save at no penalty, with the DC determined by the
type of alcohol (see the table below for examples of
different alcohol types; unique liquors have the DC
given in their descriptions). This assumes that the
character is trying to avoid getting intoxicated.
The first drink in an hour imposes no penalty on
the Fortitude save. The second drink consumed
within the same hour imposes a –1 penalty, the third
–2, the fourth –4, and so on. Obviously, a person can
space the time between drinks to reduce the chance
of getting drunk.
A character who fails a save takes 1d2 points of
temporary ability damage to both Wisdom and Dexterity.
A character who reaches 0 Wisdom passes out
unconscious. A character who reaches 0 Dexterity
collapses into a drunken wreck but remains in a
blurry state of consciousness.
If both ability scores reach 0, the character could
possibly suffer the effects of alcohol poisoning. This
requires a Fortitude save with the DC for that type of
alcohol (if different types were drunk, use the highest
DC). On a failure, the character takes 1 point of temporary
Constitution damage every 10 minutes until
death occurs, unless the stomach is purged.

Alcohol Type: DC
Wine, common: 11
Wine, fortified: 12
Ale, weak: 10
Ale, common: 11
Ale, stout: 12
Ale, dwarven: 13
Typical spirits (whiskey, rum, gin, etc.): 11
Very strong spirits: 13
Dangerously strong spirits: 15

The character regains 1 point of Dexterity and
Wisdom for each full hour after consuming the last
alcoholic beverage, usually feeling terrible in the
process. Neutralize poison negates the damaging effects
of alcohol (but not the hangover).