Friendly reminder that you still can pick your favorite drink at any time. Also, damn it. I am so sorry about this delay. I thought I'd be able to finish this after Thanksgiving, but life wasn't willing to cooperate with me on that regard. Next month should be better.
Actions:
Let the bartender do his thing on me; if he casts physical return to before, try to avoid resisting it. Drink the Tequila shot.
6: The bartender digs out some medical supplies and goes to work. He must deal with this sort of thing often. You drink your tequila, partially to ease the pain and partially for the power it grants you.
"That'll do well enough for now. You'll probably want to get some rest, but I can't make you."
Drink the bourbon. Step outside and immediately begin looking for trouble. Turns out goats are real lightweights.
Look for trouble 4: You search the town for trouble. There's a big crowd rallied around a man yelling about a quest to get rid of some goblins.
Maybe research more efficient versions of mana stealing spells? After that, see if I can remember any of my old classmates who knew a good mana theft spell.
3: They don't really keep acessible records if what spells people know. It's a policy, apparently.
3: You start researching effective versions. There are indeed some, at least one of which appears fits your symptoms.
Keep traveling to the Kverisburgh, then settle down in an inn.
2: You still can't find anyone who will take you.
6: Suddenly, you happen upon the recruiters for that goblin problem, and ask if you can hitch a ride. They check their supplies, and say yes. Excellent. Hopefully they won't try to rope you into that job...
"Thank you good man!" eat and drink my fill
The meal is delicious, as is your drink. You feel fully rejuvinated.
Use my inebriation ray on my booze construct. Failing that, feed my booze construct a bottle of beer. Accept the quest, and head out on my way to complete it.
Cast: 3+2-1: Your inebriation ray zaps the booze construct! It staggers for a moment, but you can tell that the body became more stable and renewed.
Cast Cure light wounds again in an attempt to fix myself. Slowly and carefully waddle off in search of another bar to get incredibly drunk at.
Cast 1+2-2: You cast cure light wounds again, but lose control of the magic in your drunkenness!
Endurance 3: A patch of skin is ripped off your upper body, opening the wound!
You stagger back to the first bar, it being the only location you know.
3: The bartender offers to help with your injuries.
Name: Jack
Health:
Mana: 5/5
Drunkenness: 0
Spellcasting: +2
Spells
-Booze to Beard
-Incite Riot
-Blindness
You walk into the starting bar. What will you do?
Health: Relatively Normal. Attacks to head may be more effective. Full recovery needs rest.
Mana: 1/5
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: 5/5
Drunkenness: 1
Spellcasting: +0
Spells:
Clean Target: Makes target less dirty. Don't expect miracles. 1 Mana.
Health: Upper body lightly burned. Upper body ripped open a bit. Legs lightly burned. Second degree burns. Condition stable.
Mana: 4/5
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: Moderate gouge in chest from dagger. Patched up. Light bleeding.
Mana: 5/5
Drunkenness: 1
Spellcasting: +2
Items:
Vodka Shot
Push Cart: Stacked with 1 Box Wizarding Whiskey, 1 Box Wizarding Wine, and 1 Box Bewitched Beer. Delivered sucessfully.
Bag of Cash: Much lighter than before.
Spells:
-Call Beast: Summon a Beast. 2 Mana.
-Induce Sobriety: Target becomes less drunk. Self casts may only remove partial drunkenness or give a hangover. 3 Mana.
-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: 0/5
Drunkenness: 0
Spellcasting: +2
Items:
High Quality Mug
Two Bottles of Beer
Lots of cash money from selling veggies&such.
Spells:
Summon Skeleton Warrior/Archer/Rogue: Unless high roll, type is chosen at random. 1 Mana.
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) Low rolls may damage user. 2 Mana.
Charm Person: Makes target more amenable to caster. Works best on NPCs. 1 Mana.
Health: Ordinary.
Mana: 10/5
Drunkenness: 1
Spellcasting: +2
Items:
None.
Spells:
Prismatic Spray: Sprays a variety of vibrant colored sparks. Very distracting. May blind at close range. Potentially dangerous at higher rolls. 1 Mana.
Bolt of Change: Changes the target into a chosen thing. Usually temporary. Willing targets may be cheaper to change, though living targets are harder to alter nonetheless. 3 Mana.
Summon Aberration: Summons a creature which is rather unusual. These tend to not operate under the usual rules of physics, as well as having bizarre physical composition. Especially powerful summons might not have to listen to you. 3 Mana.
Health: Ordinary. Sated.
Mana: 10/5
Drunkenness: 1
Spellcasting: +2
Items:
None.
Spells:
Call Dire Beast: Essentially a more expensive version of Dr. Horrible's spell. More likely to summon stronger creatures. 3 Mana.
Dragon Aspect: User takes on the aspect and power of a dragon. 1, 2, or 3 mana. Greater expense of mana gives higher results, akin to using more words for the shout.
Enhance Food/Drink: Makes food and drink more nutritious, fulfilling, and tasty. 1 Mana.
Name: Jack
Health:
Mana: 5/5
Drunkenness: 0
Spellcasting: +2
Spells
-Booze to Beard: Converts alcohol to beard hair. This can affect internal alcohol stores. 1 Mana. Especially large amount of hair may cost more.
-Incite Riot: Makes the target try to start a riot. Works best on NPCs. 2 Mana.
-Blindness: Renders the target blind. Only powerful spells can induce permanent blindness. 2 Mana.
Inactive Wizards:
Health: Fine.
Mana: 5/5
Drunkenness: 0
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.
Mana: 5/5
Drunkenness: 0
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: Fine.
Mana: 5/5
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.
Health: Fine.
Mana: 5/5
Drunkenness: 0
Spellcasting: +2
Favorite Drink: Whiskey
Items:
Discount Card: Willie gave you this.
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.
NPCs:
Name: Ein Parsons
Health: Normal.
Mana: 5/5
Drunkenness: 1
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: