Go around to different bars and offer to have my Booze Construct magically clean them in exchange for booze and money.
6: After much walking around the city, you happen upon an absurdly filthy alleyway. You look into it, and find that at the end of it is a bar. You continue on toward the bar. Miraculously, the large iron golem which seems to serve as a bouncer completely ignores your presence.
As you head inside, you are assaulted by a smell outside of anything which you've ever experienced. You barely hold in your bile as the otherworldly assault on your senses continues. As your awareness returns you note that the entire bar is filled with people. They all stare at you for a moment in unison, but eventually turn back to their tables. Eerie. You walk up to the bar, and offer to clean the place up. The place is pretty filthy, with junk and rotten food strewn about everywhere.
The bartender nods, and asks you to get to work.
Cast 6: Your booze construct waves a hand, and the bar immediately becomes cleaner to an absurd degree. You can hear just about all the customers take a breath of fresh air. The bartender is pleasantly surprised, and asks you to continue.
Cast 5: Your booze construct continues to work the only spell it knows, and even the alleyway appears to have cleaned up a bit. The bar and alley aren't spotless by any means, but the difference is night and day. The bartender thanks you profusely, and asks what you want as a reward.
Well, if that ain't working, tip the Buddha over on top of Stuart.
Fireball haphazard again.
Try to pickpocket Stuart to get booze back.
Init: Ypgnath > Haphazard > Stuart
Pickpocket 2v3: Ypgnath tries to grab the remaining bottle of whiskey from Stuart, but he can't find a way to do so without getting hit or damaging the bottle.
Buddha Tipping 6v6: Haphazard jumps over beside the smaller Buddha and gives it a powerful push! The statue nearly resists the attack tranquilly, but begins to fall nonetheless.
Dodge 1: Stuart is unprepared for this titanic display of strength! Distracted, he slips on the pool of whiskey he created earlier and loses his footing directly below the statue!
Survive 1: The massive golden man tips over at the worst possible angle for him, and the bulk of the golden statue crushes his head into a fine red mist! The whiskey bottle rolls out of his limp hand, and Ypgnath takes this opportunity to grab it.
Stuart is dead! Haphazard gains the spell Cure light wounds!Haphazard has overstrained his arms, and will temporarily take a penalty if he uses them.
Fire Endurance 2: The fire on his arm continues to worsen. Haphazard's entire arm is liberally coated is third degree burns!
Overall Endurance 1: Haphazard feels the life begin to fade from him, and in a last ditch attempt to survive he casts his new spell!
Cast 3+2-2: His wounds slightly knit back together. He's bought himself some time, but not much. His life may depend on aid from another wizard!
Use my fingerbones to pierce the wolf's throat, then break free and hide somewhere in the sewers.
Have the wolf growl at Skelly for good measure, and then come back to me while I purchase the drinks. By no means get myself engaged in the wizard duel.
Init: Dr. Horrible > Wolf > Guards? > Skelly McBone
Dr. Horrible continues inside the store, and plops the shopping list and money bag on the counter. He informs Willie who this is for, and the store owner heads into the back room. After s bif of waiting, Willie returns with a push cart that has a whole bunch of boxes on it. After counting out your change, he hands a much lighter bag of cash to you.
"Tell him I said hello, and that I didn't get any more of that thing he ordered yet."
Meanwhile, the wolf growls at Skelly as an intimidation tactic!
Intimidate 4v2: The hulking wolf induces Skelly into a mild panic.
Guards show up? 2: But nobody came.
4-1v6: Skelly lunges at the summoned wolf's throat, but the wolf evades his hesitant strike!
Escape 3: Skelly returns to their feet, carefully holding their mangled arm. After they get stability, they make a run for it! Unfortunately, they can't seem to find a sewer to hide in.
Ugh. Climb up, I guess.
3: Your climb begins. The numerous students ambling in the halls impede you somewhat.
6: After they all return to classes, you hike up the stairs at full speed. This is quite tiring and strenuous, but you arrive outside the library.
Health: Minor electric burns on arms.
Mana: 8/5
Drunkenness: 1
Spellcasting: +2
Favorite Drink: Whiskey
Items:
Bottle of Whiskey: This belongs to Willie.
Spells:
-Chain lightnings: Fire bolt(s) of lighting that spreads to nearby targets. Indiscriminate targeting. 1 Mana.
-Animate undead: (Re)animates a corpse or skeleton. 1 Mana. May have multiple targets.
-Detect whiskey: Informs caster of nearby whiskey. High rolls detect other alcohol as well.
Health: Relatively Normal. Attacks to head may be more effective. Full recovery needs rest.
Mana: 2/5
Drunkenness: 1
Spellcasting: +2
Items:
Bottle of Beer
Spells:
Animate Booze Construct: Animates a dead wizard's corpse under caster's control. It only has its cheapest spell that it had in life available to it (randomly picked from its cheapest spells, if there was a tie). It begins unlife with half health, 5 Mana, no Drunkenness, and no innate bonus to spellcasting. It loses one mana per turn and dies if it ever reaches zero mana. Former booze constructs cannot be reanimated. If a booze construct kills a mage, the random spell goes to the booze construct's creator, not the booze construct (unless the booze construct is its own creator or the booze construct's creator is dead, in which case the spell goes to the booze construct). 3 Mana. Don't expect most of these things to be true if you roll low.
-Inebriation Ray: Forces a target to suffer the same effects that they would undergo if they drank an average bottle of booze (+5 mana, +1 Drunkenness). Works on things that can't normally drink booze. 1 Mana. Difficult to target self.
-Contingency: When a certain condition is met (set by pm when this spell is cast), a spell that the caster of this spell knows (which must be paid for and chosen by pm when Contingency is cast) comes into effect. Only one Contingency per caster may be in play at once, although Contingencies persist after a caster's death. Mana cost varies from 1-3 Mana before spell choice based on complexity.
Allies:
Booze Construct #1:
Health: Imperfect booze construct.
Mana: 1/5
Drunkenness: 0
Spellcasting: +0
Spells:
Clean Target: Makes target less dirty. Don't expect miracles. 1 Mana.
Health: Upper body and legs moderately burned. Sprained arms. Left arm severely on fire. Third degree burns. Bleeding out, one more turn to live.
Mana: 7/5
Drunkenness: 2
Spellcasting: +2
Items:
None
Spells:
-Giant Crushing Bone: Summons a giant bone above the target to crush them. 1 Mana.
-Summon Giant Golden Buddha: Conjures an animated Giant Golden Statue of the Buddha. Level of caster control depends on roll. 2 Mana.
-Ancient Egyptian Laser: Can be amplified if fired using an appropriate item. 1 Mana.
-Cure light wounds: Higher rolls cure more effectively. 1 Mana.
Health:
Mana: 1/5
Drunkenness: 0
Spellcasting: +2
Spells:
-Protect Using Reflective Shield: Target is covered in a shield that may reflect attacks. 1 Mana.
-End the End: Open ended effect. 3 Mana.
-Become Undetectable: Caster temporarily becomes undetectable. 1 Mana.
Health:
Mana: 4/5
Drunkenness: 0
Spellcasting: +2
Items:
Tequila Shot
Vodka Shot
Push Cart: Stacked with 1 Box Wizarding Whiskey, 1 Box Wizarding Wine, and 1 Box Bewitched Beer.
Bag of Cash: Much lighter than before.
Spells:
-Call Beast: Summon a Beast. 2 Mana.
-Induce Sobriety: Target becomes less drunk. 3 Mana. Self casts may only remove partial drunkenness or give a hangover.
-Drain Mana: Caster drains Mana from target. Contested roll. 2 Mana.
Allies:
Summoned Wolf:
Health: Larger/Stronger than average.
Health: Right arm severely mangled.
Mana: 1/5
Drunkenness: 0
Spellcasting: +2
Items:
High Quality Mug
Two Bottles of Beer
Spells:
Summon Skeleton Warrior/Archer/Rogue: 1 Mana. Unless high roll, type is chosen at random.
Banshee's Scream (Type of damage is Sonic/Morale, can blow off limbs/explode eardrums/brain and/or make the target panic for one turn) 2 Mana. Low rolls may damage user.
Charm Person: Makes target more amenable to caster. Works best on NPCs. 1 Mana.
Inactive Wizards: I'm assuming you three found a place to rest for a little while. Your injuries/drunkenness are slightly reduced.
Health: Legs somewhat burned by lightning.
Mana: 8/5
Drunkenness: 1
Spellcasting: +2
Favored Drink: Whiskey
Items:
Exceptional Mug
Spells:
-Conjure Whiskey inside Target: Quantity, quality, and danger vary. May be resisted. 1 Mana.
-Conjure Mug: High rolls make better mugs. Better mugs may reduce Drunkenness received. 1 Mana.
-Boil Alcohol: Boiling alcohol inside a living thing may be difficult. 1 Mana.
Health: Fine. Drunkenness has a chance to impede physical actions.
Mana: 5/5
Drunkenness: 2
Spellcasting: +2
Items:
None
Spells:
Magic Shield: Conjures a physical shield with magical properties for the caster. 1 Mana.
Throw Magic Fire Shield: Lights a Magic Shield on Fire and launches it at high speed. 1 Mana.
Magic Shield Wall: Creates a defensive magical wall to protect the user. May protect nearby allies as well. 1 Mana.
Health: Upper body somewhat charred. Limbs somewhat charred.
Mana: 4/5
Drunkenness: 0
Spellcasting: +2
Favored Drink: Apple Cider
Canteen of Alcoholic Apple Cider
Spells:
-Liquidize Organic Material: Turns living or formerly living things into liquid. Tends to be resisted. 1 Mana.
-Become Canine: Target temporarily becomes an animal of the genus Canis. High rolls mean stronger animals or choice of animal. 1 Mana.
-Aid Sleep: Target becomes more drowsy. 1 Mana.
Dead Wizards:
Health: Moderate burns all around. Head crushed.
Mana: 5/5
Drunkenness: 1
Spellcasting: +2
Favored Drink: Red Wine
Items:
Empty Wine Glass
Spells:
-Dispel magic: Removes magical effects on target. Roll must usually at least equal the roll that created the magic to succeed. 1 Mana.
-Fireball: Higher rolls increase power and area of effect. 1 Mana.
NPCs:
Name: Ein Parsons
Health: Normal.
Mana: 1/5
Drunkenness: 0
Spellcasting: +2
Items:
Twisted Staff
Spells:
-Physical Return to Before: Makes the target become as it was in a specified time in the past. Resisted by living things. 1 Mana.
-Conjure Chosen Refreshments: Creates food and drink based on what the caster wants. Creating alcohol this way is difficult. 1 Mana.
-Get out of my bar!: Target(s) are teleported out of the casters location, provided that said location is a bar or pub the caster owns. 1 Mana.
Name: Willie?
Health:
Mana:
Inventory:
Spells:
Ziizo, wanna respawn? May want to pick some different spells though.