Dead Man's Ale
"Dead Man's Ale" is a robust, dark brew that packs a punch with its rich flavor and potent aroma. Crafted from a blend of roasted barley, caramelized malt, and a hint of smoky essence, this ale boasts a deep mahogany hue reminiscent of the darkest depths of the ocean. The aroma tantalizes the senses with notes of coffee, chocolate, and a touch of oak.
Despite its ominous name, Dead Man's Ale is surprisingly smooth on the palate, with a velvety texture that coats the tongue. The initial sip reveals layers of complex flavors, including roasted coffee beans, dark chocolate, and a subtle sweetness reminiscent of molasses. As the ale lingers on the palate, hints of caramel and toffee emerge, adding depth to the overall profile.
This brew is best enjoyed in the company of fellow adventurers, gathered around a crackling fire in a dimly lit tavern. Its bold flavor and hearty character make it the perfect companion for recounting tales of daring exploits and mysterious encounters. Whether sipped slowly to savor each sip or downed in hearty gulps to ward off the chill of the night, Dead Man's Ale is sure to leave a lasting impression on all who dare to partake.
Legend has it that those who partake in this potent brew may experience strange and inexplicable occurrences. Some drinkers claim to have vivid dreams of sailing on ghostly ships across stormy seas, while others speak of encountering spectral figures lurking in the shadows.
Perhaps it's the combination of the ale's robust flavor and the mysterious aura that surrounds it, but many believe that Dead Man's Ale holds a connection to the otherworldly realm. Some whisper that the brew is brewed using secret ingredients harvested from haunted groves or imbued with the essence of restless spirits.
Regardless of the truth behind these tales, one thing is certain: Dead Man's Ale is not for the faint of heart. Those who dare to imbibe should be prepared for the unexpected and embrace the eerie journey that awaits them with each sip. After all, it's said that fortune favors the bold, and there are few drinks bolder than Dead Man's Ale.
Mechanics & Inner Workings
Dead Man's Ale is potent. After one drink roll a Constitution Saving Throw (DC 15 + Number of Drinks Consumed in the last hour). On a success, you follow the normal drunkeness rules in PHB. On a fail, roll a d20 and compare the number to the table below to determine what happens. Every 5 drinks of Dead Man's Ale automaticially imposes 1 level of Exhaustion the following morning.
1 | You lose controls of your bowels and must rush to the nearest bathroom. You spend 1d4 hours in the bathroom, or someplace, having debilitating bowel movements. You gain 3 levels of exhaustion. |
2 | Develop a temporary phobia of water, making even a simple rain shower feel like a terrifying ordeal. For 1d8 hours you have Disadvantage on Attack Rolls and Ability Checks if water is visible within 60 feet of you. |
3 | Suddenly find yourself speaking in pirate slang, much to the confusion of those around you. You gain +1 to your Charisma Modifier for 1d4 hours. |
4 | You pass out unconscious and cannot be roused by non magical means for 1d10 hours. |
5 | Receive a blessing from a benevolent deity, granting you protection and good fortune. You have Advantage on Ability Checks and Saving Throws for 1d8 hours. |
6 | Feel a pleasant warmth spreading through your body, accompanied by a sense of relaxation and contentment. |
7 | Experience uncontrollable laughter at the most inappropriate moments, making social situations awkward. You have Disadvantage on Charisma Checks and Attack Rolls for 1d4 hours. |
8 | Go blind for 1d4 hours. |
9 | You glow, letting out bright light for 10 feet and dim light for 20 feet for 1d8 hours. |
10 | Every time you speak for 1d4 days, small silvery bubbles float out of your mouth. |
11 | 4: Encounter ghostly apparitions that follow you wherever you go, filling you with an unshakable sense of dread. |
12 | You lose the ability to speak normally for 1d4 hours, instead having to loudly sing everything you wish to say. |
13 | Gain the ability to see and communicate with friendly spirits, who offer guidance and wisdom from beyond the grave. You gain the abilities the Speak with Dead spell offers, but can ask the invisible spirits 5 questions. They will not lie, but may not know the answer. |
14 | Wake up the next morning with a tattoo of a mermaid on your arm, with no memory of how it got there. It can be removed only with a Remove Curse spell. |
15 | Develop a condition that causes your skin to take on a pale, waxy appearance, reminiscent of the undead for 1d8 days. |
16 | Suffer from bouts of dizziness and disorientation, as if the world around you is constantly shifting and swaying. You have Disadvantage on Dexterity Checks and Saving Throws for 1d4 hours. |
17 | You are convinced nothing can hurt you for 1d4 hours. You are very wrong. You just don't feel pain. |
18 | You feel lucky. For the next 1d4 hours, you have the Golden Snitch. |
19 | The Ale warms your body and a feeling of power overcomes you. You gain a +3 to your Armor Class, Advantage on Saving Throws and you gain 6d6 Temporary Hit Points for 10 minutes. |
20 | You immediately pass out for 1d12 minutes. When you wake up, suddenly, you have the benefits of a short rest. |
Item type
Consumable, Food / Drink
Rarity
Uncommon.
Base Price
1 GP per drink.
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