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 house rule can help the GM 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. 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* 11
Very strong spirits* 13
Dangerously strong spirits* 15
*spirits entail drinks such as whiskey, rum, gin, etc.

Alcohol and Intoxication

The Carrion Crown RusanCrosha