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Keoland Special Mission-Drunken Master

A Fistful of Beer
A One-Round D&D LIVING GREYHAWKTM
Keoland Special Mission Adventure
Version 2.2

By Steven Schaeffer
Reviewers: Jeff Detweiler, Sean Smith
Playtesters: The Concillators

A candidate has petitioned the venerable Drunken Masters of Keoland for induction into their order. In
order to do so, they must survive a night of revelry. Of course, no man drinks alone, and he has been
requested to have his favorite group of wingmen on tap. Along the way, they find they are not the only
ones in town to celebrate. A Keoland special mission adventure for APLs 4-12.

Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of
Wizards of the Coast and the author. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit
www.wizards.com/d20.

This is an official RPGA play document. To find out more about the RPGA and to learn more on how you can sanction and run
DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.

DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Players Handbook, Dungeon
Masters Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc., in the US and other countries. This material is
protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. and the author. This product is a
work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. 2005 Wizards of the Coast,
Inc.

Visit the LIVING GREYHAWK website at www.rpga.com.


For rules questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com.

Introduction
This is an RPGA Network scenario for the
Dungeons & Dragons game. A four-hour time
block has been allocated for each round of this
scenario, but the actual playing time will be closer to
three and a half hours. The rest of the time is spent
in preparation before game play, and recordkeeping after the game. The following guidelines
are here to help you with both the preparation and
voting segment of the game. Read this page
carefully so that you know and can communicate to
your players the special aspects of playing an
RPGA scenario.

Preparation
First you should print this scenario. This scenario
was created to support double-sided printing, but
printing it single sided will work as well. There is
enough room along the inside margin to bind the
adventure, if you desire.
Read this entire adventure at least once before
you run your game. Be sure to familiarize yourself
with any special rules, spells, or equipment
presented in the adventure. It may help to highlight
particularly important passages.
When you run an RPGA D&D adventure we
assume that you have access to the following
books: the Players Handbook, the Dungeon
Masters Guide, and the Monster Manual. We also
assume that you have a set of dice (at least one d4,
d6, d8, d10, d12, and d20), some scrap paper, a
pencil, an RPGA scoring packet, and your sense of
fun. It is also a good idea to have a way to track
movement during combat. This can be as simple as
a pad of graph paper and a pencil, as handy as a
vinyl grid map and chits, or as elaborate as resin
dungeon walls and miniatures.
Keep in mind that you must have at least four
players (not counting the judge), for the game
session to be a sanctioned RPGA event. As well,
you cannot have more than six players participating
in the game.

Playing the Game


Instruct the players either to prepare their
characters to participate in the adventure before the
session begins, or wait until you read the
introduction, depending on the requirements of the
scenario as described in the introduction.

Keoland Special Mission A Fistful of Beer

Once you are ready to play, it is handy to


instruct each player to place a nametag in front of
him or her. The tag should have the players name
at the bottom, and the characters name, race, and
gender at the top. This makes it easier for the
players (and the judge) to keep track of who is
playing which character.
The players are free to use the game rules to
learn about equipment and weapons their
characters are carrying. That said, you as the judge
can bar the use of even core rulebooks during
certain times of play. For example, the players are
not free to consult the Dungeon Masters Guide
when confronted with a trap or hazard, or the
Monster Manual when confronted with a monster.
Some of the text in this scenario is written so
that you may present it as written to the players,
while other text is for your eyes only. Text for the
players will be in bold italics. Its strongly
recommended that you paraphrase the player text
instead of reading it aloud. Some of this text is
general and must be adapted to the specific
situation or to actions of the player characters.

Tracking
After the players have completed the scenario or
the time allotted to run the scenario has run out,
the players and judge fill out the RPGA Tracking
Sheet. The judge should complete the top of the
form and list his name and RPGA number. The
players should each list their name and RPGA
number. After the form is filled out it should be
given to the Event Coordinator.

LIVING GREYHAWK
This is a LIVING GREYHAWK Adventure. As a LIVING
adventure it is expected that players bring their
own characters with them. If players do not have
a LIVING GREYHAWK character generated, get a
copy of the current LIVING GREYHAWK character
generation guidelines, and a character sheet from
your convention coordinator or the RPGA Web
site, and then have any players without a
character create one. Once all players have a
LIVING GREYHAWK character, play can begin.
Along with the other materials discussed in the
Preparation section above that you are assumed
to have in order to run a D&D game, it is also
recommended that you have a copy of the LIVING
GREYHAWK Gazetteer.

Page 1

LIVING GREYHAWK Levels of Play

1. Determine the character


level for each of the PCs
participating
in
the
adventure.

Mundane
Animals Effect
on APL
1/4 & 1/6
1/3 & 1/2

CR of Animal

Because players bring their own


characters to LIVING GREYHAWK
games,
this
adventures
challenges are proportioned to
the average character level of
the PCs participating in the
adventure. To determine the
Average Party Level (APL):

10

10

11

4
2. If PCs bring animals that
have been trained for
5
combat (most likely being
6
war horses, dogs trained for
war), other than those
7
brought by virtue of a class
ability
(i.e.
animal
companions, familiars paladins mounts, etc.)
use the sidebar chart to determine the number
of levels you add to the sum above. Add each
characters animals separately. A single PC
may only bring four or fewer animals of this
type, and animals with different CRs are
added separately.
Nevertheless, if a
character has the Mounted Combat feat, he
may bring a single warhorse, light or heavy,
with him in the adventure and it will not count
toward the APL calculation.

3. Sum the results of 1 and 2, and divide by the


number of characters playing in the adventure.
Round to the nearest whole number.
4. If you are running a table of six PCs, add one
to that average.
By following these four steps, you will have
determined the APL. Throughout this adventure,
APLs categorize the level of challenge the PCs will
face. APLS are given in even-numbered
increments. If the APL of your group falls on an
odd number, ask them before the adventure
begins whether they would like to play a harder or
easier adventure. Based on their choice, use
either the higher or the lower adjacent APL.
APL also affects the amount of experience
and gold a PC may gain at the end of the
adventure. If a player character is three character
levels or more either higher or lower than the APL
at which this adventure is being played, that
character will receive only one-half of the
experience points for the adventure. Further, if the

Keoland Special Mission A Fistful of Beer

PC is three character levels or more lower than


the APL at which this adventure is being played,
that PC will receive one-half
gold for the adventure as
# of Animals
well. This simulates the fact
that either the PC was not
1
2
3
4
challenged as much as
0
0
0
1
normal or relied on help by
higher-level characters to
0
0
1
1
reach the objectives.

Further, a PC who is four


or more levels higher than
the highest APL supported
by the adventure may not
play the scenario unless the
highest APL supported by
the adventure is APL 12.

Note: LIVING GREYHAWK


adventures are designed for
APL 2 and higher. Four or
five 1st-level characters may
find difficulty with the challenges in a LIVING
GREYHAWK adventure. If a group is APL 1 there
are two things that the group can do to help even
the score.
1. Attempt to create a table of six 1st-level
characters, or try to enlist higher-level
characters to play at that table.
2. Advise characters to buy riding dogs to help
protect them, and fight for them. All riding
dogs are considered trained to attack. PCs
who want their dogs to attack must succeed at
a Handle Animal or Charisma check (DC 10).
Failure indicates that the animal will not attack
that round. This is a move action (spoken
command) that may be attempted each round.
If the animal is wounded or has taken any
nonlethal damage or ability score damage, the
DC increases to 12.

Time Units and Upkeep


This is a standard One-round Special Mission
adventure, set in Keoland. Characters native to
Keoland pay one Time Unit per round, all others
pay two Time Units per round.
Adventurers Standard Upkeep costs 12gp per
Time Unit. Rich Upkeep costs 50gp per Time
Unit. Luxury Upkeep costs 100gp per Time Unit.
Characters that fail to pay at least Standard
Upkeep will retain temporary ability damage until
the next adventure, must buy new spell
component pouches and healers kits, and may

Page 2

suffer other in-game penalties (or possibly gain ingame benefits) as may be detailed in this
scenario.
A character who does not pay for at least
Standard Upkeep may also avoid the abovedescribed penalties by living off the wild. If the
character possesses four or more ranks in the
Survival skill and succeeds at a Survival check
(DC 20), the character will heal temporary ability
damage as if he or she paid for Standard Upkeep,
may refill spell component pouches and healers
kits, and may restock up to 20 arrows or bolts if
the character has at least four ranks in Craft
(bowmaking). The player is allowed to Take 10 on
this roll.
More information about Lifestyle and Upkeep
can be found in the Lifestyle and Upkeep section
of Chapter 3 of the LIVING GREYHAWK Campaign
Sourcebook.

Adventure Background
The Drunken Master candidate has petitioned the
Drunken Masters of Keoland for induction to their
order. In order to do so, he must survive a night of
revelry. Of course, no man drinks alone, and he
has been requested to have his favorite group of
wingmen tag alone to be of any assistance the
monks might require, such as holding their hair
back at the night of celebrations end. Along the
way, they find they are not the only ones in town to
celebrate. A troop of Bacchae, deposited here
when planar rifts in the Dreadwood tainted a
supply of Lambic headed for Gradsul, has also
made their way into town. They begin swooping all
in their wake under their chaotic debauchery.
Now, with the Drunken Masters themselves
trapped in the insidious and perpetual revel of the
Bacchae, the party must consult the Stern master
of drunken martial arts for the secret to saving the
entire town. But can the candidate make the
hardest decision of his life save the town, or
save the Lambic?

Adventure Summary
Introduction: The Drunken Master candidate is
given his mission privately to recruit friends and
accomplices to his aide in undertaking his task,
surviving a night of revelry. The candidate will also
find himself receiving two mysterious gifts, a
simple Mug with the engraving Of Clearness
upon it, and what appears to be a bottle of smoke.

Keoland Special Mission A Fistful of Beer

Encounter One: The party is lead by a cadre of


Drunken Masters (Including Pemblo himself) into
the first bar of the night, The Sirens Song. The
patrons and proprietors of the establishment are
none too pleased with the havoc and hazing
inflicted upon the setting, and they are properly
thrown out. The candidate will here begin his
traditional incitation, such as trying to out drink a
full-fledged drunken master, standing on his head.
Encounter Two: Racing from the Sirens Song
following the incident there, Pemblo will take the
party aside and request the return of the Stein. As
a reward for its retrieval, he will offer them a drink
from it.
Encounter Three: Coming to the next bar, The
Little Maria, once against the troop of players and
their Monk guides are met with severe distaste,
the candidate is given a tough task, he must
seduce and bed the nastiest and most putrid HalfOrc in the entire Kingdom of Keoland. The party is
tasked privately with an also important mission.
They must prevent their friend, already drunken no
doubt,
from
going
home
with
that
Woman/Man/Beast from beyond the Planes. Of
course, the candidate has been warned of the
planned interference and must still succeed in
successfully wooing the target no matter what they
do.
Encounter Four: The entire tavern will suddenly be
whipped into frenzy when the Bacchae, totaling
more than 30 Bacchae, storm into the Inn and
announce a celebration. It will become clear to
them that this is no ordinary party, but it was their
draughts from the Mug of Clearness has
prevented them from being taken into the band
and lead off through the night. They will be able to
witness here first hand what happens to someone
who takes part of a Bacchaes debauchery for too
long, and will know they must now save Gradsul
from turning into an entire city of perpetual sin; a
city where all humanoids have been altered into
the otherworldly born outsiders.
Encounter Five: The candidate receives a
message as what his task is. This will lead the
party to seek out the Stern master of drunken
martial arts, who has been watching the candidate
for some time. The party will decipher a simple, if
slightly inebriated, that tells of how to find the
master.
Encounter Six: The party uncorks the bottle of
smoke, which whisks them away to the magical
realm of the Stern master. They must first get past

Page 3

the Masters guardian, however, an awakened


Lion Drunken Master!
Encounter Seven: The party meets before the
Stern master of drunken martial arts. He reveals
the method to defeating the Bacchae and saving
the city, destroying the entire Lambic supply in
Gradsul, which has become tainted with the sweet
nectar of debauchery.
Encounter Eight: The final showdown with the
Bacchae arrives just before dawn, when the
converted city folk will be irreversibly be
transformed into the chaotic Outsiders. The partys
task will be to hold off the waves of Bacchae long
enough for the candidate, along, to sneak past the
Bacchae troops with his Monk skills and abilities,
and get to their tainted supply of Lambic. He will
then be forced to destroy what drunken masters
love most: Lambic. If he succeeds, the will lose
their grip upon this world and be banished away
from the material prime.
Conclusion: The peasants and city folk awaken at
dawn, remembering little of what happened during
their blackout other than a terrible epidemic of
hangovers. The Drunken Masters, however,
remember everything they were never actually
debauched to begin with and were simply enjoying
the party along with everything else. They forbid
the candidate from ever joining their order for his
actions, but an appearance by the Stern master of
drunken martial arts sets things straight and the
candidate is welcomed into the order of Drunken
Martial Arts.

Preparation for Play


This scenario grants access to the drunken master
prestige class. It is highly likely that many of the
players will not be characters aiming for this goal
and are instead there to support those that are. As
a result, this scenario was written so that those not
actually look to qualify have tasks to perform that
keep them included, without losing focus on the
actual candidates.
The scenario is written as such that only one
candidate be present in any one party. This may
vary from table to table. If there are two or more
candidates present, please adapt any read-aloud
text appropriately and see the adaptation notes at
the end of each encounter for how to handle giving
the required tasks to more than one person.
Also of note, this module deals with some mature
subjects such as the imbibing of alcohol, hazing
rituals and some degree of promiscuities. These

Keoland Special Mission A Fistful of Beer

may not be appropriate for all audiences. As a


judge, please make sure that no players at the
table be offended to such subjects prior to play,
and that the players are of the appropriate maturity
level and age to handle them. If not, see the
adaptation notes at the end of the potentially
offensive encounters. If at any time a candidate
refuses a task, even after adaptation, his
candidacy in the Drunken Masters is immediately
revoked.

Introduction
The adventure begins with the party separated,
with the candidate currently located where ever in
the Kingdom he or she calls home. Read the
following read-aloud text to that person only.
Weeks pass by with not a hint of success.
Youve asked in every watering hole, tavern
and inn from Flen to Saltmarsh and still
havent found a single lead as to where to find
them. Yet you did the important part, you made
it known they were looking for them, and so it
would seem that they have found you.
The courier tracked you down, with a
mysterious letter. The fabled Drunken Masters
of Keoland have apparently learned of your
desires to join them, and accepted your
petition into joining their order, albeit with a
stipulation involved. Apparently tracking
down the underground order was not enough
to receive full induction; they want proof of
your abilities. Specifically, your abilities at
drinking! The letter required that you come to
Gradsul and submit yourself to a night of
revelry with some of the wisest, and if the
handwriting in the letter is any indication, most
inebriated members of the order. This is no
mere matter of partying until dawn. All you
have ever heard about the Drunken Masters
throughout the lands is that their social
functions are so toilsome on the body that
surviving is not always guaranteed.
The letter did not come alone. It was packaged
with two unusual objects. The note stated, in a
rambling manner, that these would prove
invaluable to you on your coming task. One
was a single stein, marked and dented in
various places along its metal and wooden
exterior. Along its front, scratched into surface
sloppily, were two words: Of Clearness. The
other object was even more puzzling, a clear
bottle with a wide, round bottom and a fluted
neck that was topped off with a cork. Inside the
Page 4

bottle was dark and murky, and you could see


that a gray smoke swirled inside constantly.
While the letter made no mention of their uses
it was clear on the fact that drinking from the
stein or uncorking the bottle prior to
instruction
would
cause
immediate
cancellation of your application.
Finally, there is another matter. The letter, or
as much as you can understand of the alestained parchment, demanded that you
acquisition friends and acquaintances for
support on this endeavor. Close friends are
needed, ones that are considerate enough to
keep you from swallowing your own tongue at
the end of the night.
The date and the time is set, the seedy docks
of Gradsul would be your meeting point and it
would all occur in less than a weeks time. You
had better start your first task immediately,
gathering those who would assist you in your
night of revelry.
At this point, allow the candidate to speak to the
other party members concerning his candidacy
and task. Have him or her recruit the other players
into coming along for the night of revelry.
Adaptation: If there is more than one candidate at
the table, have them each receive a different part
of the package. All should receive the letter, but no
matter what there is only one stein and one bottle
for any of them, and the letter will specify that they
must work and come forth together as a team.

Encounter One
The party has been gathered and arrives at the
scheduled meeting place in Gradsul. Read the
following read-aloud text.
As demanded by the letter, you and yours have
come to the scheduled meeting place in the
city of Gradsul to rendezvous with the Drunken
Masters that would escort you through the
initiation into their order. You have already
been here some time now, and the Masters are
quite late. Already the moon is high in the
nights sky and the only peeps you have heard,
waiting here on the docks, has been the surf
and the occasional passing of sailors on shore
leave up to no good.
Just when it seemed like they werent coming,
a group of three males and a single female all
wearing lose-fitting silk robes came staggering
down the street. They were quite the group. An

Keoland Special Mission A Fistful of Beer

older Halfling lead the way for the three


humans as they swayed down the lane,
occasionally bumping into one another as they
stepped. The female seemed very much
enthused in leading the others in a song which
they gladly partook, their volume fluctuating
from a low chant to an vesuvian eruption of
slurred syllables and laughter. It took a full
twenty minutes for them to reach you coming
down the block, as the tallest of the human
men would occasionally stop and grab one of
the gas-lit street lights and scream he was
Falling off the Oerth!
Finally, however, they were here the fabled
Drunken Masters of Keoland stood before you
already completely intoxicated.
At this point the Drunken Masters will introduce
themselves to the party, in a somewhat inebriated
fashion. Appearing drunk when alcohol has only
beneficial effects to members of the prestige class
is a common demeanor for them. Despite the fact
that the masters are comparatively sober to others
out tonight and immune to the harmful effects of
inebriation, they will act drunk and somewhat
belligerent to the party at all times.
First, have the Halfling demand that the party
members introduce themselves to him, before the
Drunken Masters introduce themselves. This
Halfling is, of course, the famed Pemblo Penchant
and it is possible that the PCs might recognize him
on sight. Still, he will do the formalities.
So, is that who ya are?! *hic* Does that make
you better than me huh? HUH?! I didnt think
so. Well then, these be mah friends ova har.
Ova harrr that way. The Halfling points,
incorrectly at first, at where his own party has
assembled. Quite the bunch they are. Currently
the female has taken to poking the tall man
with her sandaled toe, as clearly he did not fall
off the Earth but instead has collapsed down
onto it. That one, the one on the floor, be me
bestest best best friend In the whole wide
world. I dont remember his name. The woman,
keep yer hands ter yerself! The womans name
is Tasha. That last one over there, hey you! Not
in public! That one over there is Kien. Hes
mah extra hand when both of mine are holding
a flagon of the ol lambic. And me? Im
Pemblo! Pemblo Penchant, the greatest brewmaster in all of Keoland! I just delivered a large
shipment of the fine stuff to the famed Vulgar
Mermaid. Well stop thar lata. Well then, less

Page 5

get this party started. Come on! Frist stop, The


Sirens Song
Non-combative NPCs:
The Monk With No Name: Male human
Monk5/Drunken Master2, LG.
This man has no known identity to members
outside the order of Drunken Masters. If
pressed for his name, he will avoid the
question with drunken ramblings and stories.
Tasha
Barnes:
Female
Monk5/Drunken Master2, LN.

human

Tasha is at once the most light-hearted and


grim member of the cadre. Though she
appears, and with her incessant bad singing
sounds, bubbly she is really a force to be
reckoned with. If pressed too hard by anything
she snaps with quick anger and possible
force. Afterwards, she immediately falls back
into character as if nothing had happened.
Kien Kint: Male human Monk5/Drunken
Master 3
Kien is the most level headed of the bunch
besides Pemblo. Shunning the mysterious
nature of his peer he is the most open
member of the troop the party will find. He is
often the one to calm down Tasha when anger
is inappropriate. Still, he maintains his state of
deception as do all drunken masters, but he
tends to be a bit quieter than his peers.
Pemblo
Penchant:
Male
Halfling
Rog3/Ftr3/Monk1/Drunken Master5, CG.
Possibly the most famed Halfling in the
Kingdom, Pemblo is known as the brewer of
the finest lambic in the entire flanaess, as well
as his often flamboyant and strange behavior.
He is rumored to be very deceptive in his
wants, a true rumor. Still, those that know him
more closely, as some adventurers do, know
that in truth he has acted as the savior of the
good hills on numerous occasions.
The Monks will now lead the PCs to their first stop
of the evening, the extremely seedy tavern The
Sirens Song. This tavern appeared in the
Keoland Interactive Secrets of the Sea Princes
III. Feel free to role-play the troop as they lead the
party down the dark streets of Gradsul to their first
adventure.
After a few stops and wrong turns you finally
reach the seedy, run down tavern known as
The Sirens Song. Stepping in, you find that
Keoland Special Mission A Fistful of Beer

there is little to call a tavern here. Most of the


floor is caked with filth, and more filth sit at the
various stained and splintered wood tables.
The room is quiet as most inside concern
themselves with keeping their business to
themselves and their eyes on their coin
pouches. That was, until you were lead in.
immediately the Drunken Masters began a
scene of ruckus and havoc. All turned their
attention to you with glaring eyes and perhaps
murderous intent.
Unfortunately, your leader Pemblo penchant
seems not to have noticed the atmosphere and
has only increased his loud and boisterous
tone. Well now! So you wanna be a Drunken
Master. Well a Drunken master has got to
drink, an I aint seen ya drink nuffin! You
there, the ones he dragged along. Grab some
ankles and hold the lad (Lady) upside down.
Its time for his (her) first task o the evening.
Upside Down Martial Arts Drinking!
This is a simple matter. The party has to hold the
candidate upside down while the Drunken masters
force alcohol down his or her mouth. Of course,
not all of it will be swallowed. An equal amount will
run up or down the nose of the poor candidate in a
somewhat humiliating fashion. Please note that
the ale and meads found in The Sirens Song are
a step up from moonshine. It will burn the throat,
nostrils and eyes of anyone drinking. His task is to
take it in stride. If party members wish to be the
ones to pour some of the drink, allow them to do
so with a wink and a smile from the Drunken
Masters.
All that forced, sudden drinking is bound to have
its toll after some role-playing roll on the drunken
effects chart below for the candidate.
Drunken Effects:
1. The PC must succeed on a Fortitude save
of DC 15+APL or suffer a -2 penalty to
Constitution.
2. The PC must succeed on a Fortitude save
of DC 15+APL or suffer a -2 penalty to
Dexterity.
3. The PC must succeed on a Fortitude save
of DC 15+APL or suffer a -2 penalty to
Wisdom.
4. The PC must succeed on a Will save of
DC 15+APL or suffer a -2 penalty to
Strength.

Page 6

5. The PC must succeed on a Reflex save of


DC 15+APL or get some whiskey in his
eyes. This blinds the PC for 30 mins.
6. The PC must succeed on a Reflex save of
DC 15+APL or get some whiskey in his
lungs. This causes the PC to cough up the
wicked liquid and have to drink it again.
Roll twice more on this chart, ignoring a
roll of 6.
Dropping your ale-soaked friend down in a
heap, you finally have time to notice the
results of your loud and crude behavior. The
patrons of the tavern are up in arms at your
intrusion to their dark world, and no less than
twenty large and burly men are approaching
your group menacingly. The Monk With No
Name hoists your pickled friend to his feet and
Tasha steps forward between your group and
the coming threat. Her demeanor is greatly
changed from the song singing lass you first
saw approach you, cold and easily as hostile
as the men now looming.
Pemblo and Kien seem to have a different idea
as to how to handle matters. They grab and
grapple at your arms and shoulders and pull
you towards the door, making great haste to
avoid the coming brawl. Oops! yells Pemblo,
Tasha can handle things here. Time to go! At
the behest of the pint-sized brew-master you
race out, the sound of mens screams and
broken bones snapping ringing out behind
you.
Adaptation: In the event of multiple candidates, all
vying for induction must undergo the upside down,
martial arts drinking ceremony. It is a hazing
method long revered by order, and imperative for
membership.

Encounter Two
Despite any urging to go back and help the
three drunken masters urge you forward. We
cant stop for too long, Pemblo explains, far
more lucid in his voice and movements as you
dart down the street, Tasha will rejoin us
later. We have to make it to over next stop
the Little Maria!
Pemblo slows himself to a light jog, motioning
for you all to do the same as Kien and the
mysterious one race on ahead. Coming to a
full halt, the older Halfling catches his breath a
moment, and turns to you all with a much more
lucid manner than before. Well now, that was
Keoland Special Mission A Fistful of Beer

exciting. Oh dont worry about dear Tasha. Its


those drunk you should save your sympathy
for. Yes, I imagine they will be waking up with
more than a hangover tomorrow. Now then, I
do believe I have forgotten something oh
yes! Did any of you happen to come upon a
certain old mug in your invitation?
Spotting the stein, Pemblos face brightens
considerably. He reaches forward and takes it
from you, holding it up to inspect the condition
in the gaslight. With a satisfied nod, brewmaster of Keoland returns his gaze to all of
you. Yes, an unfortunate accident sent this
particular piece to you. We really should try
and find someone who can still see clearly
when we send those out. Well, I suppose you
all deserve a reward for returning the Stein of
Clearness to us safe and sound.
Pemblo reaches into his silk robe, pulling a
bottle of dark liquid out he pours until the stein
is filled to the brim. Some of my private stock
of the ole 68. Very little of it left ya know. Go
on, everyone take a swig!
At this point, everyone in the party is required to
take a drink, no matter what their potential
objections. Those that dont are politely and then
forcefully ejected from the troop and the adventure
is over for them. Those that do partake, find that
the Lambic that has brought Pemblo such great
renown slides down the throat in a smoothly in a
refreshing manner and is easily the best tasting
alcoholic drink they have ever had.
Ask the characters for Spot checks, DC 10+APL,
to see that in fact that the stein never seems to
empty until the last PC has drank. If asked about
this, Pemblo will state that perhaps the festivities
of the last bar are finally kicking in. Ironically, any
penalties suffered by in the previous Encounter
are negated by drinking from the Stein.
Also, Pemblo will not wish to take the smoking
bottle, claiming no knowledge of the item nor
ownership.
After the last of you has taken your drink from
the stein Pemblo takes the now empty flagon
back with a smile and a somewhat
mischievous grin. Tying the stein into his belt
he turns, and races off into the night, yelling
for you to follow after him to the next stop of
the night.

Page 7

Encounter Three
The next stop of the bar hopping Drunken Masters
is The Little Maria, which appeared in the
Keoland Interactive This tavern appeared in the
Keoland Interactive Secrets of the Sea Princes
III. It is entirely subdued, as the proprietor outlived
her young, murdered daughter and keeps
attitudes dour. The place is depressing, and thusly
the inhabitants it draws are depressed.
Following the racing Pemblo into the Inn, you
find a place in stark contrast to your last local.
While it is just as quiet as the last tavern, this
bar is remarkably clean for a dockside drinking
hole. Unlike in The Sirens Song the
inhabitants here seem more likely to cry into
their drink then come to arms. In fact, some of
the various bar occupants already are.
Flying right in the face of the dour expressions
are the two Drunken Masters sitting at the bar.
Kien and the one whose name you never quite
caught are throwing bar nuts at one another,
and already sit before several empty flagons of
mead while the old woman behind the bar
frowns disapprovingly.
Kien and The Monk with No Name are running a
distraction for the time being, allowing Pemblo and
the candidate to prepare for the next task. Pemblo
will explain that it is time for Drunken Martial Arts
flirting, a ritual in which the inductee must find and
seduce a woman or man of his choosing.
The candidate will be taken aside privately to be
told of his mission, and will be instructed to hit on
the Half-Orc seated alone in the corner. Describe
the ugliest, most putrid creature imaginable, a
former adventurer of indeterminate sex and
gender, missing an eye and all but one tooth.
Then explain that Pemblo expects that the
candidates friends and party members are going
to try and stop him from attainting his goal, which
will cause revocation of the application into the
drunken masters.
Afterwards, Pemblo will pull the rest of the PCs
aside, and give them a very important mission. He
will explain that all the drinking has gone to the
candidates head, and he has his sights on the
miserable Half-Orc over yonder. He begs the
party, as his friends, to stop him from going home
with the Half-Orc no matter what nonsense he
claims as his reasoning.
Allow the PCs then to have a role-playing
encounter. The candidate should try his best to

Keoland Special Mission A Fistful of Beer

seduce the Half-Orc male/female, while his friends


should do their best to stop it with whatever means
they deem appropriate. Make sure that no matter
what happens, nothing goes right and the situation
quickly escalates into a disaster. When things are
just getting interesting, interrupt and proceed onto
Encounter Four.
Non-combative NPCs:
Mae
Clark:
Female
1/commoner1, N.

human

expert

Maes daughter Maria was drowned years


ago, and the tavern she owns now bares her
name. She is a sour woman in a perpetual
state of mourning. She frowns on any
happiness entering her tavern.
Ukk Dungbeetle: ? Half-Orc Warrior6, N.
Ukk is a hideously disfigured former adventurer.
S/he is mean and ill-tempered, but will welcome
the rare company if pressed.
Adaptation: Obviously this scenario treads on
uncomfortable waters for some audiences. The
author whole-heartedly encourages judges to
modify this appropriately for a younger or sensitive
audience. If need be, simply changing the goal to
friendship with Ukk is preferable. She will respond
with inexplicable anger, which the candidate must
endure while the party tries to pull him away.
If there is more than one candidate present, then
they all must attempt the task at the same time
while the party opposes it.

Encounter Four
In midst of the chaotic attempts at Ukks heart,
and a rather displeased looking barmaid
approaching with obvious attempt at your
removal, the tavern door flies open and
crashes against the frame. All eyes turn to the
side to take in the sudden intrusion by these
new visitors.
They arrive in frenzy, thirty of them in all with a
troop of another twenty others following in
their wake, all pouring into the small tavern. A
group of what appears to be human beings
rush in, looking disheveled in their loosefitting burgundy and brown clothing. One
beats a large drum in an unskilled fashion;
others carry barrels of some manner of alcohol
which they begin spraying out over the crowd
through self-pumping spigots. They are all
extremely attractive, with angular features on

Page 8

both the assorted males and females, but any


comeliness is belied by the feral gleam in their
eyes that clearly identifies them as something
not entirely natural.
You are the only ones who notice. The dour
nature of the tavern, and the anger of the
proprietor, washes away in an instant.
Suddenly the room is alive with energy and
song, as though it always had been. A man
grabs a woman for an impromptu dance to the
beating of the drum that has them knocking
over tables and chairs in their wake. Over in
the corners, less savory mating rituals
between the nearest possible participants
begin as soon as two (or more) people lay eyes
on one another. Gender does not seem to be a
decisive factor on many of the couplings.
You are the only ones who were not swept up
in this sudden and unexpected debauchery
you all. You maintained your wits about you,
even as your Drunken Master guides did not.
Master Pemblos eyes widened at the coming
of the creatures; yet he was all too happy to
jump onto the bar and pull the formerly dour
barmaid up with him. Their dance to the drum
was progressing forward into something more
lewd at an astounding rate. The mysterious
Monk and Kien and beg at the creatures feet,
as would a serf before his lord. Vacant stares
overtake their eyes as the creatures gladly
hold barrels upright, letting the thick brown
liquid pour down into the open mouths of the
two masters of drunken martial arts. Any idea
to rush and retrieve Tasha from the Sirens
Song for aide would seem useless right now,
as from her presence sans clothing as the last
to enter into the tavern, that was their last stop
as well and she is as lost as the rest of them
to this chaos.
At this point the party should be somewhat taken
aback by the suddenness of the events. The
onslaught to their senses should let them know
something is unusual. If they ask for Knowledge
checks, have them make Knowledge: Planes
check against DC 12 to gleam the following
information:

The creatures are Bacchae. They are


extra planar beings that serve lords of
debauchery and chaos. When they visit
the material prime they use their powers
of influence and spell-like abilities to
sweep all into their tireless revel.

Keoland Special Mission A Fistful of Beer

Those that partake of a Bacchaes


debauchery are transformed, turning
themselves into the foul outsiders by dawn
that morning, which is three hours from
now.

The effects of Bacchae are never this


sudden or this powerful. Invariably, some
always resist the temptation or the
complement to join in the debauchery.

For every five points above 12 that the PCs obtain,


they may gleam the following additional
information:

Bacchae fight tooth and nail, rending the


flesh off those that attempt to stop their
continuous revel with their bare hands.

When angered, Bacchae enter a state of


rage similar to that of a barbarian.

Bacchae are resistant to magic, and to


acid and electricity.

The PCs at this point are under no compulsion to


join in the revelry. The drink they partook of drink
from the magical stein has prevented them from
being swept up in the manner the others are. An
Intelligence or Wisdom check, DC 10, will allow
them to figure that out if they have not already.
If the PCs wish to enter into the revelry they may,
but can stop and leave at any time. Compel them
that this level of debauchery, especially with the
harmful effects upon those that partake, is
harmful. If still not satisfied, remind them that not
only their own safety is threatened, but that of all
those the Bacchae have encountered.
If the PCs attempt an attack on the Bacchae, have
them repelled before they take any action but
not by the outsiders. All the folk they have
gathered around them in mass, including the
Drunken Masters themselves, will rush to the aide
of the outsiders and chase the PCs away. If the
PCs persist, they will once again be attacked
before they can even begin their assault. Area
effect spells will catch the intermingling crowds,
and rays will have a good chance of hitting an
innocent who accidentally gets in the way.
Allow the PCs to debate the proper course of
action a bit, and possibly do a cursory inspection
of the alcohol the Bacchae have been spraying
about. If they do, they will clearly see that it is
Pemblos famous lambic. Closer inspection will
have them note the bitterer flavor of the
concoction, and the way it leaves an empty and
needful taste rather than the cool and refreshing
Page 9

nature of normal lambic. Clearly this drink has


been tainted. Though they will only be able to get
close enough for a look, they can see that the
drum being beaten is normal in all ways if they
care to check.
Once the party has debated long enough, read the
following:
As quickly and as suddenly as they appeared,
the creatures turned away, seemingly looking
to take their lewd acts further along, much as
yourselves had been doing. They do not leave
alone. All those that had previously been in
this tavern stand up, no matter their state of
undress, and follow them out with riotous glee.
You are left alone and no matter what
pleadings are made, they are ignored. Now,
after the explosion of noise, the nearly
destroyed tavern seems grimly silent.
Adaptation: Obviously this scenario treads on
uncomfortable waters for some audiences. The
author whole-heartedly encourages judges to
modify this appropriately for a younger or sensitive
audience. If need be, lessen the explanation of the
effects of the Bacchae to simple adjectives.

Encounter Five
The PCs might very well be at a loss for what to
do at the moment. It should be made perfectly
clear that they cannot attack the Bacchae without
having to face the townsfolk and Drunken Masters
as well. Even if such a fight was something the
party could handle, there are more Bacchae in the
city than the cadre they saw and the effects on the
townsfolk would not be negated by killing them
either. Also, if any innocent men and women are
killed in their offensive it would be an evil act. Just
when things seem hopeless read the following to
the candidate or the PC who processes the
smoking bottle:
Just when things seemed to have reached
their zenith of difficulty and strangeness, the
night revealed it had more surprises from you.
From thin air the voice came. Or did it? No, it
was from somewhere else. Perhaps it was
coming from inside your backpack maybe?
Yes! The bottle filled with that deep gray
smoke was speaking to you, commanding you.
Pleading with you! Open me!
Unfortunately, uncorking the bottle is easier said
than done. The cork is locked in place and cannot
be undone at this time. Have the players make
strength checks and fail. Have them notice a
Keoland Special Mission A Fistful of Beer

strange set of symbols on the cork itself that were


not there below. Give the PCs Players Handout
#1.
The answer to how to open the bottle is simple,
and should take the party no more than a few
moments to decipher. They first must push down
on the cork, twist it around and then pull up, as
with a seal on a bottle of medicine.
When the PCs uncork the bottle, read the
following to all players:
Uncorking the bottle, the glass object began to
spew the smoke it contained straight up into
the nights sky. More than the small container
could have possibly have contained, and it just
kept coming. Soon the entire skyline of
Gradsul was covered from your view by the
gray smoke, and it was rapidly filling the space
around you as well.
Perhaps in your travels and own nights of
drunken revelry you had seen similar sights as
the world being blacked out around you. The
difference here was that this was no mere
hallucination or black out. The smoke from the
bottle really was blacking the world out around
you!

Encounter Six
Allow the players a few moments to stumble
around blindly in the darkness, and make any
attempt to clear it themselves, such as with gust of
wind. These attempts are not necessary, but if
they are made read the following text as though
they were the cause:
The grayness around begins to clear away,
smoke blowing away on the breeze gently but
swiftly. What is left behind, however, is not
where you had stood before. No longer do the
damp streets of Gradsul at night surround you.
You find yourselves in a strange land unlike
any you have seen before.
You are standing on a road paved with broken
glass, standing under a pink sky. A brook of
what looks and smells like ale babbles
alongside the road. The drink is mixing itself
downstream in a small waterfall. In the pink
nights sky, a single moon complete with a
large, smiling face looms overhead. The grass
is purple, and plants grow all around you in
prismatic displays of unusual colors.
The PCs have been summoned to the Stern
master of Drunken Martial arts. This land exists
Page 10

only in his wizened mind, which is currently


sleeping and having a colorful dream brought on
by far too much to drink. Knowledge: Arcana or
Knowledge: Planes, DC 15, will reveal what this
place truly is. Players with Track may make
survival checks, DC 10, to find footprints leading
down the path. One set are human, the other are
that of a large cat.
The PCs should eventually set down the path;
either direction is fine as in this dream realm both
manage to lead to the same place. Splitting up the
party and walking in both directions will magically
lead the party back to one another, walking in the
same direction no less.
Making your way down the lane in search of
whatever your reason for being here, you
come to the roads end. It leads to a gate made
of deep green hedges that reach twenty feet
into the pink sky. The hedges are thorny and
covered in briar, and peering through the gate
you can see a small hut twenty feet away. A
step within the flora reveals a hitching post
that has been pounded into the ground
sloppily. Onto the post, several signs have be
nailed, one underneath the other.
Distribute Players Handout #2.
The awakened cat, the guardian of the Stern
Master of Drunken Martial Arts, will rush out from
behind the house once they have finished reading
the handout. The fight will begin immediately.
APL 4 (EL 8)
Tyrion, Awakened Lion, Monk 2/Drunken
Master 1: hp 83; see Appendix 1
APL 6 (EL 10)
Tyrion, Awakened Tiger, Monk 2/Drunken
Master 2: hp 111; see Appendix 1
APL 8 (EL 12)
Tyrion, Awakened Advanced 12HD Tiger,
Monk 2/Drunken Master 2: hp 165; see
Appendix 1
APL 10 (EL 14)
Tyrion, Awakened Advanced 12HD Tiger,
Monk 2/Drunken Master 2: hp 203; see
Appendix 1
APL 12 (EL 16)
Tyrion, Awakened Legendary Tiger, Monk
2/Drunken Master 2: hp 405; see Appendix 1

Keoland Special Mission A Fistful of Beer

Tactics: The cat will attempt to use his


pounce ability on party members at every
opportunity, using his stagger ability to charge
from nearly any position above APL 4. He is quite
intelligent, and if attacked for non-lethal damage
he will reply in kind. Remember that during a full
attack he may make a full flurry of blows and use
his natural weapons in order. Thanks to his monk
and drunken master levels, Tyrion can attack in
many flamboyant ways, such as rearing up onto
his hind legs and boxing or flurrying with his tail.
Also, the guardian has been fitted with a special
piece of equipment which allows him to drink
during combat through a straw in his mouth lead
from barrels of ale tied to his back. If the full party
is killed, they will awaken with the Stern Master
having taken the cost of his scrolls of raise dead
which he uses with Use Magic Device. If they are
all subdued, they will awaken after the Stern
master having used their own consumables to
heal them.

Encounter Seven
After defeating the Guardian, the party is free to
enter the hut of the Stern master of drunken
martial arts.
The hut is made of a strange wood tied tightly
together, tubular and naturally sectioned.
Stepping inside, you find a single room. Inside
there is an old man, seated on the floor
crossed legged. He wears a dirty, burlap robe
and sports a white beard that goes all the way
down to the pair of old slippers on his feet. He
clasps a pipe as long as a quarterstaff ideally
in one hand and a hallowed out and corked
gourd rests between his folded legs. So, you
got past Tyrion. You didnt kill him did you? I
would be most upset if you did.
If the party did kill Tyrion, he will be most upset.
He will refuse to help him unless they pay the
price of for one of the monks stock of scrolls of
raise dead. Even then the party will need to make
a diplomacy check, DC 25, in order to receive any
further aide. If the party apologizes profusely and
offers an expensive gift the DC is reduced to 15.
At this point, the party should have a long list of
questions for the old man.

Who are you?

I am the Stern Master of Drunken Martial Arts.


I have been watching you (point to candidate)
for some time.

Page 11

Where are we?

You are in my dream. Such a shame, I was


hoping to dream prettier dreams than all of
you. Smoking before bedtime always gives me
such awful nightmares. But still, you are here
so I should have fun with my dream.

What is happening in Gradsul?

The Bacchae, creatures of chaos and


debauchery, came there from beyond the
material prime. Their revelry is impure, and all
who partake of it will soon become the filthy
Bacchae themselves. At dawn I believe, which
is in a bit less than a hour. A terrible taint
came from the rifts in reality existing in the
Dreadwood. That taint seized upon some
perfectly good lambic in transit to the city I
understand, and weakened the boundaries on
this world for creatures such as these.

Why were we unaffected by the Bacchae?

Surely you did not think that sending the


Stein of Clearness was a mere mix up by
monks who had a few too many? I arranged for
it to be sent, along with the bottle. Drinking
from the mug is a rare opportunity, and
Pemblo wisely knew that if fate arranged for
you to have it, then you should get that
opportunity. That drink protected you.

What is the effect of the taint? How do we


stop them, and prevent people from
becoming Bacchae?

Now that is a question! Hmm I do not know.


Wait, do I? Allow me to think for a moment. Oh
yes! I do know.
Wait for the party to actually ask what he knows.
I know quite a bit young one. What would you
like me to tell you specifically?
Once again, have the party ask.
You should have asked that to begin with! The
Bacchae are normally just a nuisance, but
thanks to the infection in the lambic, their
influence over others has been doubled one
hundred times. In order to defeat the Bacchae,
you must destroy both their source of power
and their grip on this world. The Bacchae will
not like this, and as many as possible must be
slain as well. The wizened Old Man turns to
you, the candidate. You, I have watched you
for a long time young one. You must undertake
this task. It might very well be the hardest

Keoland Special Mission A Fistful of Beer

thing you ever have to do, yes yes. Can you


destroy the one thing you love most of all,
young one? Can you destroy the lambic the
Dreadwood set its vile curse upon? I do not
know if you can, but I cannot wait for the
dream to finish. Your friends here, they will
have to distract the Bacchae while you find
and destroy the source of the corruption. I was
wrong, this dream is most entertaining!
When the party is ready to leave and confront the
Bacchae threat, read the following:
The old man, the Stern Master of Drunken
Martial Arts, nods at your request. He draws
the long pipe to his lips, lost somewhere in his
over-sized beard. He inhales deeply, causing
the embers to glow a bright red. Holding the
breath, he draws the pipe away and exhales
towards you. The smoke released has an
earthen scent. He continues to blow more
smoke, and yet more smoke at you, until once
again you find yourself lost in a sea of gray.
The Stern master will be perfectly content to roleplay further, even to drink with the party if they
wish. This of course, wastes the last remaining
time they have left. If the party does make such a
grievance error in judgment, the Stern master will
leave this dream world in the manner detailed
below to handle matters. The party will awaken
alone just outside of Gradsul, stripped of their
clothing but not their items. This great
embarrassment will signify failure, and the
candidate will not be granted entrance into the
order of Drunken Masters.
Non-combative NPCs:
The Stern Master of Drunken Martial Arts:
Male Human Monk5/Drunken Master 10 LG.
The Master is an affable old man, willing to
share any of his vices or a story with those
who pay him a visit. He also is incredibly wise,
and sees the underlying reasons and effects
in almost all things.

Encounter Eight
The party has been sent back to Gradsul by the
Master. This encounter is to be run in two parts,
one for the party and one for the candidate. Once
again they start out inside the swirling smoke. If
they wish they can clear it in any appropriate
method, though it will do so on its own.
The black smoke clears, leaving its flavor
inside your nose momentarily. Once more you
Page 12

find yourselves in Gradsul, not far from where


you left. The sky is already beginning to
lighten, signifying the beginning of dawn is not
far off. Things have certainly changed. All
around you chaos rules the streets. A crowd of
people from all walks of life, from city guards
to lowly commoners have congregated in
some gross celebration. The decadence of the
Little Maria pales in comparison to the lewd
acts being committed all around you.
A fat man has stripped nude to your left, and is
slathering himself in butter, a disturbing look
of pleasure on his face as it is licked off by a
group of older woman. To your right, a man
has passed out in a pile of refuse. Right in
front of you, a large stack of books burns, and
the feral Bacchae you saw earlier dance in
celebration around it. Finally, behind you,
stands the house of ill repute, the high class
gentlemens club the Vulgar Mermaid, where
Pemblo delivered that large stock of Lambic.
As directed by the Stern Master, it will be up to the
candidate to infiltrate the Vulgar Mermaid and
make the decision whether or not he can destroy
the tainted Lambic. The party has another role.
They must defeat the Bacchae, now that they
have separated from the crowd to dance around
the hated symbols of law, the books. The party
should split here, as the sun is beginning to peak
in the sky and there is not enough time to
complete both tasks individually.
Run the partys encounter first, because if they
flee or are all killed then the remaining Bacchae
will pursue the candidate into the Vulgar Mermaid.
If possible, run them concurrently.

APL 12 (EL 15)


Bacchae, Barbarian 8 (7): 106, 105, 104,
104, 104, 104, 103; See Appendix 2
Tactics: The Bracchae immediately use
both their methods of rage, which stack with one
another, and attack the PCs one combat is
initiated. They will never surrender, and will fight
until every Bacchae or PC is dead.
The candidate has to infiltrate the Vulgar Mermaid
and find the source of the Bacchae corruption.
The brothel is a Thieves Guild front, and is
normally well guarded. With the tainted Lambic,
the place has been overturned with various acts of
debauchery. Still, there are some Bacchae in here
Enjoying the company of some of the expert
ladies here, who are no longer charging nor
saying no to unusual requests.
The Lambic is currently located in the backroom of
the fifty foot wide, two-story Vulgar Mermaid.
APL 4 (EL 4)
Bacchae (2): hp 13, 12; see Appendix 2
APL 6 (EL 6)
Bacchae, Barbarian 2 (2): hp 46, 45; see
Appendix 2
APL 8 (EL 8)
Bacchae, Barbarian 4 (2): 60, 59; See
Appendix 2
APL 10 (EL 10)
Bacchae, Barbarian 6 (2): 82, 81; See
Appendix 2
APL 12 (EL 12)

APL 4 (EL 7)
Bacchae (7): hp 15, 14, 14, 13, 13, 13, 13;
see Appendix 2
APL 6 (EL 9)
Bacchae, Barbarian 2 (7): hp 48, 47, 46, 46,
46, 46, 45; see Appendix 2
APL 8 (EL 11)
Bacchae, Barbarian 4 (7): 62, 61, 60, 60, 60,
60, 59; See Appendix 2
APL 10 (EL 13)
Bacchae, Barbarian 6 (7): 84, 83, 82, 82, 82,
82, 81; See Appendix 2

Keoland Special Mission A Fistful of Beer

Bacchae, Barbarian 8 (2): 104, 103; See


Appendix 2
The candidate has a plethora of ways of dealing
with this situation. The obvious is to burst into the
Brothel, subdue the Bacchae and make his or her
way to the Lambic. A more intelligent method is to
appear as though under the sway of the
Bacchaes debauch and make his or her way to
the stockroom as though he were simply looking
for more drink. Finally, he or she could move
silently and hide in the Mermaids many corners,
jumping from hiding spot to hiding spot and go
unnoticed.
In any event, once he gets to the Lambic he or she
has a decision to make. Destroying a large supply
of the very best lambic on Oerth should prove

Page 13

difficult for a Drunken Master candidate, and may


shine poorly in the troops eyes no matter the
reasoning. The candidate can either destroy the
Lambic or do nothing. The best idea is, of course,
to drink all the lambic as he or she is currently
immune to the taint upon it. Do not remind the
candidate of this possibility. Remind the candidate
that he or she has very little time to make the
choice, as the sun is coming up.
If the candidate destroys or drinks the Lambic,
proceed to Conclusion A. If the candidate does
nothing, proceed to Conclusion B.
Adaptation: This scene shows the most
debauchery anywhere in the adventure. If need
be, please tone this down. A description of men
and women drinking themselves until they keel
over is a suitable replacement is the audience
calls for it.
If there is more than one candidate the method
and flow of this encounter could be very different.
If there are enough candidates, the party might be
too weak to fight the Bacchae in the streets. It
would not be inappropriate for candidates to stay
with the party to ensure victory if need be, so long
as at least one journeys into the Vulgar Mermaid
during the fight. Also, if more than one candidate
enters the Mermaid, they have even more options
attacking the Bacchae inside is possible. Also, it
might cause difficulty deciding whether or not to
destroy the tainted drink with two opinions present.
Remind the players they have little time, so they
should come to a decision

Conclusion A
As the final drop of lambic is destroyed, the
light of the sun crests above the horizon,
bathing the city in morning dawn. It bathes the
citizens of the city as well. Screams are heard,
and people run from the streets in shame and
embarrassment. Many do not bother picking
up any belongings they may have discarded
along the way.
The only ones that do remain behind is a
quartet. A halfling, a pair of human men and a
human female continues drinking merrily,
laughing as though nothing had happened.
The Drunken Masters, though now free of the
debauch of the Bacchae, are not going to let
something so minor as the freakish events that
they now remember to lighten their own revelry.
Still, they will gladly offer the candidate entrance
into the order.
Keoland Special Mission A Fistful of Beer

They will berate the candidate if did not choose to


drink up the Lambic himself. Not enough to
prevent entry, but it will show he has much to learn
about being a Drunken Master.

Conclusion B
Unable to do such a foul deed as destroy
Pemblos Lambic, you falter in your task. It
would seem that for the hundreds of people in
the docks section of Gradsul, the day is lost.
That was, until an old man opened the
stockroom door behind you, and pushed you
aside with a gentle, if determined motion. The
Stern Master sets about the task, drinking
every last drop of the delicious Lambic
himself.
As the final drop of lambic is gone, the light of
the sun crests above the horizon, bathing the
city in morning dawn. It bathes the citizens of
the city as well. Screams are heard, and people
run from the streets in shame and
embarrassment. Many do not bother picking
up any belongings they may have discarded
along the way.
The only ones that do remain behind is a
quartet. A Halfling, a pair of human men and a
human female continues drinking merrily,
laughing as though nothing had happened. If
only the Stern Master were in such High
Spirits
For failing to destroy the Lambic, the candidate
has been banned from joining the order by the
Stern Master himself. He still has too much to
learn about the nature of Drunken Martial Arts.
Treasure: The people of Gradsul are too busy
at the moment to retrieve their belongings. This
constitutes all the gold for the adventure.

The End

Experience Point Summary


To award experience for this adventure, add up
the values for the objectives accomplished. Then
assign the experience award. Award the total
value (objectives plus roleplaying) to each
character.

Encounter Six
Subdue the Cat

Page 14

APL 4: 120 xp
APL 6: 150 xp
APL 8: 180 xp
APL 10: 210 xp
APL 12: 240 xp
Kill the Cat
APL 4: 60 xp
APL 6: 75 xp
APL 8: 90 xp
APL 10: 105 xp
APL 12: 120 xp

Encounter Eight
Defeat the Bacchae and Destroy/Drink the Lambic
APL 4: 120 xp
APL 6: 150 xp
APL 8: 180 xp
APL 10: 210 xp
APL 12: 240 xp
Defeat the Bacchae
APL 4: 60 xp
APL 6: 75 xp
APL 8: 90 xp
APL 10: 105 xp
APL 12: 120 xp

Story Award
Attempt all the Drunken Masters Tasks
APL 4: 25 xp
APL 6: 50 xp
APL 8: 75 xp
APL 10: 100 xp
APL 12: 125 xp

Total possible experience


APL 4: 225 xp
APL 6: 337 xp

Treasure Summary
During an adventure, characters encounter
treasure, usually finding it in the possession of their
foes. Every encounter that features treasure has a
treasure section within the encounter description,
giving information about the loot, coins, and magic
items that make up the encounters treasure.
The loot total is the number of gold pieces each
character gains if the foes are plundered of all their
earthly possessions. Looting the bodies takes at
least 10 minutes per every 5 enemies, and if the
characters cannot take the time to loot the bodies,
they do not gain this gold. If you feel it is
reasonable that characters can go back to loot the
bodies, and those bodies are there (i.e., not carted
off by dungeon scavengers, removed from the
scene by the local watch, and so on), characters
may return to retrieve loot. If the characters do not
loot the body, the gold piece value for the loot is
subtracted from the encounter totals given below.
The coin total is the number of gold pieces each
character gains if they take the coin available. A
normal adventuring party can usually gather this
wealth in a round or so. If for some reason, they
pass up this treasure, the coin total is subtracted
from the encounter totals given below.
Next, the magic items are listed. Magic item
treasure is the hardest to adjudicate, because they
are varied and because characters may want to use
them during the adventure. Many times characters
must cast identify, analyze dweomer or similar spell
to determine what the item does and how to
activate it. Other times they may attempt to use the
item blindly. If the magic item is consumable (a
potion, scroll, magic bolts, etc.) and the item is used
before the end of the adventure, its total is
subtracted from the adventure totals below.
Once you have subtracted the value for
unclaimed treasure from each encounter add it up
and that is the number of gold pieces a characters
total and coin value increase at the end of the
adventure. Write the total in the GP Gained field of
the adventure certificate.
Because this is a
Regional scenario, characters may spend additional
Time Units to practice professions or create items
immediately after the adventure so this total may be
modified by other circumstances.

APL 8: 450 xp

L = Looted gear from enemy; C = Coin, Gems,


Jewelry, and other valuables; M = Magic Items.

APL 10: 562 xp

Conclusion

APL 12: 787 xp


Keoland Special Mission A Fistful of Beer

APL 4: L: 100 gp, C: 225 gp, M: -Page 15

APL 6: L: 175 gp, C: 275 gp, M: -APL 8: L: 250 gp, C: 400 gp, M: -APL 10: L: 500 gp, C: 650 gp, M: -APL 12: L: 650 gp, C: 1000 gp, M: --

Total Possible Treasure (Maximum Reward


Allowed)
APL 4: L: 100 gp, C: 225 gp, M: -- gp Total:
325 gp (325 gp).
APL 6: L: 175 gp, C: 275 gp, M: -- gp Total:
aa gp (450 gp).
APL 8: L: 250 gp, C: 400 gp, M: -- gp Total:
650 gp (650 gp).
APL 10: L: 500 gp, C: 650 gp, M: -- Total:
1150 gp (1150 gp).
APL 12: L: 650 gp, C: 1000 gp, M: -- Total:
1650 gp (1650 gp).

Items for the Adventure


Record
Special
Access to Drunken Master:
This PC has
survived a night of revelry, and has been happily
invited to join the order of Drunken Masters in
Keoland.

Keoland Special Mission A Fistful of Beer

Page 16

Appendix One
APL 4:
Encounter Six
Tyrion, Awakened Lion, Large Magical Beast (Augmented Animal), Monk 2, Drunken Master 1: CR 8;
Space/Reach 10/5 ft.; HD 7d8+21 + 2d8+6 + 1d8+3; 83 hp; Init +3; Spd 40 ft.; AC 16 (+3 Dex, +2 Natural,
+1 Wisdom), Flat-footed 12, Touch 13; BAB/Grapple: +8/+21; Atk Unarmed attack +14 (1d6+6); Full Atk
Flurry of blows +13/+13 (1d6+6), 2 claws +14 melee (1d4+6) and bite +11 melee (1d8+3); SA Drink like a
Demon, Pounce, Improved Grab, Improved Unarmed, Improvised Weapons, Rake 1d4+3; SQ Evasion,
low-light vision, scent; AL LN; Fort +13, Ref +13, Will +7; Str 22, Dex 17, Con 16, Int 10, Wis 12, Cha 9.
Skills and Feats: Balance +7, Hide +5*, Listen +5, Move Silently +11, Spot +9, Tumble +14; Dodge, Great
Fortitude, Multiattack, Improved Grapple, Combat Reflexes, Iron Will
Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a
grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it
establishes a hold and can rake.
Rake (Ex): Attack bonus +13 melee, damage 1d4+3.
Drink like a Demon (Ex): A drunken masters body handles alcohol differently from other peoples. He can
drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move
action. Every bottle or tankard he consumes during combat reduces his Wisdom and Intelligence by 2
points, but increases his Strength or Constitution (characters choice) by 2 points. A drunken master may
benefit from a number of drinks equal to his class level. The duration of both the penalty and the bonus is
a number of rounds equal to the characters drunken master level +3.
Improvised Weapons (Ex): While bottles and tankards are drunken masters preferred improvised
weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A
drunken masters improvised weapon deals as much damage as his unarmed strike plus an extra 1d4
points. Most improvised weapons deal bludgeoning damage, although some (a broken bottle glass for
example) would deal piercing or slashing damage. When a drunken master rolls a natural 1 on an attack
roll while using an improvised weapon, that weapon break apart and becomes useless.
Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or
heavy undergrowth, the Hide bonus improves to +12.

APL 6:
Encounter Six
Tyrion, Awakened Tiger, Large Magical Beast (Augmented Animal), Monk 2, Drunken Master 2: CR 10;
Space/Reach 10/5 ft.; HD 8d8+32 + 2d8+8 + 2d8+8; 111 hp; Init +2; Spd. 40 ft.; AC 16 (1 size, +2 Dex,
+3 natural, +1 Wisdom), touch 13, flat-footed 13; BAB/Grapple: +10/+28; Atk Claw +16 melee (1d8+6);
Full Atk Flurry +14/+14 (1d6+6), 2 claws +16 melee (1d8+6) and bite +14 melee (2d6+3); SA Drink like a
Demon, Pounce, Improved Grab, Improved Unarmed, Improvised Weapons Rake 1d8+3; SQ Evasion,
low-light vision, scent, stagger; AL LN; Fort +15, Ref +13, Will +6; Str 23, Dex 15, Con 18, Int 10, Wis 12,
Cha 9.
Skills and Feats: Balance +6, Hide +7*, Listen +3, Move Silently +9, Spot +3, Swim +11, Tumble +14;
Dodge, Great Fortitude, Improved Natural Weapon (bite), and Improved Natural Weapon (claw),
Multiattack, Improved Grapple, Combat Reflexes

Keoland Special Mission A Fistful of Beer

Page 17

Improved Grab (Ex): To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to
start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it
establishes a hold and can rake.
Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks.
Drink like a Demon (Ex): A drunken masters body handles alcohol differently from other peoples. He can
drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move
action. Every bottle or tankard he consumes during combat reduces his Wisdom and Intelligence by 2
points, but increases his Strength or Constitution (characters choice) by 2 points. A drunken master may
benefit from a number of drinks equal to his class level. The duration of both the penalty and the bonus is
a number of rounds equal to the characters drunken master level +3.
Improvised Weapons (Ex): While bottles and tankards are drunken masters preferred improvised
weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A
drunken masters improvised weapon deals as much damage as his unarmed strike plus an extra 1d4
points. Most improvised weapons deal bludgeoning damage, although some (a broken bottle glass for
example) would deal piercing or slashing damage. When a drunken master rolls a natural 1 on an attack
roll while using an improvised weapon, that weapon break apart and becomes useless.
Stagger (Ex): By tripping, stumbling and staggering, a drunken master of 2nd level or higher can make a
charge attack that surprises his opponents. This ability has two beneficial aspects: First, the charge need
not be in a straight line, even though the character can still move up to twice his speed. Second, if a
drunken master makes a DC 15 Tumble check before beginning a charge, his movement through
threatened squares provokes no attacks of opportunity.
Rake (Ex): Attack bonus +16 melee, damage 1d8+3.
Skills: Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass
or heavy undergrowth, the Hide bonus improves to +12.

Bacchae, Barbarian 2: CR 4; Space/Reach 5/5 ft.; HD 2d8+4 + 2d12+4; hp varies; Init +2; Spd. 40 ft.; AC
17 (+2 Dex, +5 Natural), Touch 12, Flat-footed 17; BAB/Grapple +4/+8; Atk Claw +9 (1d4+4) rock +6
ranged (1d6+3); Full Atk 2 Claws +9 (1d4+4) rock +6 ranged (1d6+3); SA Debauch, rage 2/day, rage
1/day (barbarian), rend 2d4+6; SQ Fast movement, illiteracy, Acid resistance 10, electricity resistance 10,
immunity to polymorph, outsider traits, uncanny dodge, SR 13; AL CN; SV Fort +10, Ref +4, Will +2; Str
19, Dex 15, Con 18, Int 8, Wis 10, Cha 17
Skills and Feats: Balance +4, Intimidate +14, Jump +13, Listen +5, Perform Sing, Dance, Wind
Instruments and String Instruments +7, Spot +5, Survival +10, Tumble +8; Great Fortitude, Weapon
Focus Claw.
Debauch (Su): Bacchae try to draw strangers into their perpetual revel, eventually converting them into
Bacchae themselves. Anyone who joins a band of bacchae in their debauchery, whether voluntarily or
through the beguilement of the bacchaes spell-like abilities, must make a will save (DC 10+1 per 3
bacchae engaged in the revel, to a maximum DC of 20 for 30 bacchae) or lose all track of time and start
carousing alongside the bacchae. A victim ensnared by the bacchaes debauchery will not willingly leave
the mob. At the next sunrise, the victim must make a second Will save. If successful, the debauched
character recovers his or her sense and may leave if he so chooses, although the bacchae are likely to
begin the whole process all over again. If the debauched character fails the save, the character becomes
a bacchae.
A transformed character abandons her previous lifestyle, gains all the statistics and abilities of a
bacchae, and fights against former allies as part of her bacchae mob. The character be restored by heal,
limited wish, miracle, or wish.
Immunity to Polymorph: Bacchae are immune to polymorphing.

Keoland Special Mission A Fistful of Beer

Page 18

Rage (Ex): Twice per day a bacchae can fly into a drunken frenzy, raging like a barbarian. For 7 rounds,
the bacchae gains +4 bonus to Strength, a +4 bonus to Constitution, and a +2 moral bonus on Will saves,
but takes a -2 penalty to Armor Class.
A bacchae can fly into a rage once per encounter. At the end of the rage, the creature is fatigued (-2
Str, -2 Dex, cant charge or run) for the duration of the encounter.
Rend (Ex): If a Bacchae hits with both claws, it latches onto the opponents body and tears the flesh. This
attack automatically deals an additional 2d4+6 points of damage (2d4+9 while the bacchae is raging).
Spell-Like Abilities: 3/day-Charm Person, Tashas Hideous Laughter; 1/day- Crushing Despair. Caster
level 7th; Save DC 11+spell level.
APL 8:
Encounter Six
Tyrion, Awakened 12HD Tiger, Large Magical Beast (Augmented Animal), Monk 2, Drunken Master 2:
CR 12; Space/Reach: 10/5 ft.; HD 14d8+56 + 2d8+8 + 2d8+8; 165 hp; Init +3; Spd. 40 Ft.; AC 16 (-1 size,
Dex +3, Natural Armor +3, +1 Wisdom), Touch 13, Flat-footed 13; BAB/Grapple +16/+31; Atk Claw +23
melee (1d8+7); Full Atk Flurry +20/+20 (1d6+7), 2 claws +23 melee (1d8+7) and bite +21 melee (2d6+3);
SA Drink like a Demon, Pounce, Improved Grab, Improved Unarmed, Improvised Weapons, Rake 1d8+3;
SQ Evasion, Low-light vision, scent, stagger; AL LN; Fort +20, Ref +17, Will +17; Str 24, Dex 16, Con 18,
Int 10, Wis 12, Cha 9.
Skills and Feats: Balance +6, Hide +7*, Listen +3, Move Silently +9, Spot +3, Swim +11, Tumble +14;
Dodge, Great Fortitude, Improved Natural Weapon (bite), and Improved Natural Weapon (claw),
Multiattack, Improved Grapple, Combat Reflexes. Iron Will
Improved Grab (Ex): To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to
start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it
establishes a hold and can rake.
Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks.
Drink like a Demon (Ex): A drunken masters body handles alcohol differently from other peoples. He can
drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move
action. Every bottle or tankard he consumes during combat reduces his Wisdom and Intelligence by 2
points, but increases his Strength or Constitution (characters choice) by 2 points. A drunken master may
benefit from a number of drinks equal to his class level. The duration of both the penalty and the bonus is
a number of rounds equal to the characters drunken master level +3.
Improvised Weapons (Ex): While bottles and tankards are drunken masters preferred improvised
weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A
drunken masters improvised weapon deals as much damage as his unarmed strike plus an extra 1d4
points. Most improvised weapons deal bludgeoning damage, although some (a broken bottle glass for
example) would deal piercing or slashing damage. When a drunken master rolls a natural 1 on an attack
roll while using an improvised weapon, that weapon break apart and becomes useless.
Stagger (Ex): By tripping, stumbling and staggering, a drunken master of 2nd level or higher can make a
charge attack that surprises his opponents. This ability has two beneficial aspects: First, the charge need
not be in a straight line, even though the character can still move up to twice his speed. Second, if a
drunken master makes a DC 15 Tumble check before beginning a charge, his movement through
threatened squares provokes no attacks of opportunity.
Rake (Ex): Attack bonus +23 melee, damage 1d8+3.
Skills: Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass
or heavy undergrowth, the Hide bonus improves to +12.

Keoland Special Mission A Fistful of Beer

Page 19

Bacchae, Barbarian 4: CR 6; Space/Reach 5/5 ft.; HD 2d8+8 + 4d12+12; hp varies; Init +2; Spd. 40 ft.;
AC 17 (+2 Dex, +5 Natural), Touch 12, Flat-footed 17; BAB/Grapple +6/+10; Atk Claw +11 (1d6+5) rock
+8 ranged (1d6+3); Full Atk 2 Claws +11 (1d6+5) rock +6 ranged (1d6+3); SA Debauch, rage 2/day, rage
2/day (barbarian), rend 2d4+7; SQ Fast movement, illiteracy, Acid resistance 10, electricity resistance 10,
immunity to polymorph, outsider traits, uncanny dodge, trap sense +1, SR 15; AL CN; SV Fort +11, Ref
+5, Will +3; Str 20, Dex 15, Con 18, Int 8, Wis 10, Cha 17
Skills and Feats: Balance +4, Intimidate +14, Jump +13, Listen +5, Perform Sing, Dance, Wind
Instruments and String Instruments +7, Spot +5, Survival +13, Tumble +8; Great Fortitude, Weapon
Focus (claw), Improved Natural Weapon (claw)
Debauch (Su): Bacchae try to draw strangers into their perpetual revel, eventually converting them into
Bacchae themselves. Anyone who joins a band of bacchae in their debauchery, whether voluntarily or
through the beguilement of the bacchaes spell-like abilities, must make a will save (DC 10+1 per 3
bacchae engaged in the revel, to a maximum DC of 20 for 30 bacchae) or lose all track of time and start
carousing alongside the bacchae. A victim ensnared by the bacchaes debauchery will not willingly leave
the mob. At the next sunrise, the victim must make a second Will save. If successful, the debauched
character recovers his or her sense and may leave if he so chooses, although the bacchae are likely to
begin the whole process all over again. If the debauched character fails the save, the character becomes
a bacchae.
A transformed character abandons her previous lifestyle, gains all the statistics and abilities of a
bacchae, and fights against former allies as part of her bacchae mob. The character be restored by heal,
limited wish, miracle, or wish.
Immunity to Polymorph: Bacchae are immune to polymorphing.
Rage (Ex): Twice per day a bacchae can fly into a drunken frenzy, raging like a barbarian. For 7 rounds,
the bacchae gains +4 bonus to Strength, a +4 bonus to Constitution, and a +2 moral bonus on Will saves,
but takes a -2 penalty to Armor Class.
A bacchae can fly into a rage once per encounter. At the end of the rage, the creature is fatigued (-2
Str, -2 Dex, cant charge or run) for the duration of the encounter.
Rend (Ex): If a Bacchae hits with both claws, it latches onto the opponents body and tears the flesh. This
attack automatically deals an additional 2d4+7 points of damage (2d4+10 while the bacchae is raging).
Spell-Like Abilities: 3/day-Charm Person, Tashas Hideous Laughter; 1/day- Crushing Despair. Caster
level 7th; Save DC 11+spell level.
APL 10:
Encounter Six
Tyrion, Awakened 12HD Tiger, Large Magical Beast (Augmented Animal), Monk 4, Drunken Master 2:
CR 12; Space/Reach: 10/5 ft.; HD 14d8+70 + 4d8+20 + 2d8+10; 203 hp; Init +3; Spd. 50 Ft.; AC 16 (-1
size, Dex +3, Natural Armor +3, +1 Wisdom), Touch 13, Flat-footed 13; BAB/Grapple +18/+33; Atk Claw
+25 melee (1d8+7); Full Atk Flurry +23/+23 (1d8+7), 2 claws +25 melee (1d8+7) and bite +23 melee
(2d6+3); SA Drink like a Demon, Pounce, Improved Grab, Improved Unarmed, Improvised Weapons,
Rake 1d8+3; SQ Evasion, low-light vision, scent, stagger; AL LN; Fort +21, Ref +18, Will +18; Str 24, Dex
16, Con 20, Int 10, Wis 12, Cha 9.
Skills and Feats: Balance +6, Hide +7*, Listen +3, Move Silently +9, Spot +3, Swim +11, Tumble +24;
Dodge, Great Fortitude, Improved Natural Weapon (bite), and Improved Natural Weapon (claw),
Multiattack, Improved Grapple, Combat Reflexes, Iron Will.
Improved Grab (Ex): To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to
start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it
establishes a hold and can rake.

Keoland Special Mission A Fistful of Beer

Page 20

Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks.
Drink like a Demon (Ex): A drunken masters body handles alcohol differently from other peoples. He can
drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move
action. Every bottle or tankard he consumes during combat reduces his Wisdom and Intelligence by 2
points, but increases his Strength or Constitution (characters choice) by 2 points. A drunken master may
benefit from a number of drinks equal to his class level. The duration of both the penalty and the bonus is
a number of rounds equal to the characters drunken master level +3.
Improvised Weapons (Ex): While bottles and tankards are drunken masters preferred improvised
weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A
drunken masters improvised weapon deals as much damage as his unarmed strike plus an extra 1d4
points. Most improvised weapons deal bludgeoning damage, although some (a broken bottle glass for
example) would deal piercing or slashing damage. When a drunken master rolls a natural 1 on an attack
roll while using an improvised weapon, that weapon break apart and becomes useless.
Stagger (Ex): By tripping, stumbling and staggering, a drunken master of 2nd level or higher can make a
charge attack that surprises his opponents. This ability has two beneficial aspects: First, the charge need
not be in a straight line, even though the character can still move up to twice his speed. Second, if a
drunken master makes a DC 15 Tumble check before beginning a charge, his movement through
threatened squares provokes no attacks of opportunity.
Rake (Ex): Attack bonus +25 melee, damage 1d8+3.
Skills: Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass
or heavy undergrowth, the Hide bonus improves to +12.

Bacchae, Barbarian 6: CR 8; Space/Reach 5/5 ft.; HD 2d8+8 + 6d12+24; hp varies; Init +2; Spd. 40 ft.;
AC 17 (+2 Dex, +5 Natural), Touch 12, Flat-footed 17; BAB/Grapple +8/+12; Atk Claw +13 (1d6+5) rock
+10 ranged (1d6+3); Full Atk 2 Claws +13 (1d6+5) rock +10 ranged (1d6+3); SA Debauch, rage 2/day,
rage 2/day (barbarian), rend 2d4+7; SQ Fast movement, illiteracy, Acid resistance 10, electricity
resistance 10, immunity to polymorph, outsider traits, improved uncanny dodge, trap sense +2, SR 17; AL
CN; SV Fort +12, Ref +6, Will +4; Str 20, Dex 15, Con 18, Int 8, Wis 10, Cha 17
Skills and Feats: Balance +4, Intimidate +14, Jump +13, Listen +8, Perform Sing, Dance, Wind
Instruments and String Instruments +7, Spot +5, Survival +13, Tumble +8; Great Fortitude, Weapon
Focus (claw), Improved Natural Weapon (claw)
Debauch (Su): Bacchae try to draw strangers into their perpetual revel, eventually converting them into
Bacchae themselves. Anyone who joins a band of bacchae in their debauchery, whether voluntarily or
through the beguilement of the bacchaes spell-like abilities, must make a will save (DC 10+1 per 3
bacchae engaged in the revel, to a maximum DC of 20 for 30 bacchae) or lose all track of time and start
carousing alongside the bacchae. A victim ensnared by the bacchaes debauchery will not willingly leave
the mob. At the next sunrise, the victim must make a second Will save. If successful, the debauched
character recovers his or her sense and may leave if he so chooses, although the bacchae are likely to
begin the whole process all over again. If the debauched character fails the save, the character becomes
a bacchae.
A transformed character abandons her previous lifestyle, gains all the statistics and abilities of a
bacchae, and fights against former allies as part of her bacchae mob. The character be restored by heal,
limited wish, miracle, or wish.
Immunity to Polymorph: Bacchae are immune to polymorphing.
Rage (Ex): Twice per day a bacchae can fly into a drunken frenzy, raging like a barbarian. For 7 rounds,
the bacchae gains +4 bonus to Strength, a +4 bonus to Constitution, and a +2 moral bonus on Will saves,
but takes a -2 penalty to Armor Class.

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A bacchae can fly into a rage once per encounter. At the end of the rage, the creature is fatigued (-2
Str, -2 Dex, cant charge or run) for the duration of the encounter.
Rend (Ex): If a Bacchae hits with both claws, it latches onto the opponents body and tears the flesh. This
attack automatically deals an additional 2d4+7 points of damage (2d4+10 while the bacchae is raging).
Spell-Like Abilities: 3/day-Charm Person, Tashas Hideous Laughter; 1/day- Crushing Despair. Caster
level 7th; Save DC 11+spell level.

APL 12:
Encounter Six
Tyrion, Awakened Legendary Tiger, Large Magical Beast (Augmented Animal), Monk 2, Drunken Master
2: CR 16; Space/Reach 10/5 ft.; HD 26d8+182 + 2d8+14 + 2d8+14 + 42; 405 hp; Init +4; Spd. 50 Ft.; AC
25 (-1 Size, +4 Dex, +10 natural, +2 Wisdom); BAB/Grapple +28/+44; Atk Claw +38 (2d6+12); Full Atk:
Flurry +38/+38/+34/+29/+24/+19 (1d6+12), 2 Claws +39 (2d6+12), bite +36 (2d8+6); SA Drink like a
Demon, Pounce, Improved Grab, Improved Unarmed, Improvised Weapons, Rake 1d8+6; SQ Evasion,
low-light vision, scent, stagger; AL LN; Fort +28, Ref +25, Will +21; Str 34, Dex 18, Con 24, Int 10, Wis
15, Cha 14.
Skills and Feats: Balance +27, Climb +24, Hide +14, Listen +15, Spot +15, Swim +18, Tumble +20;
Dodge, Great Fortitude, Weapon Focus (Claw), Improved Natural Weapon (bite), and Improved Natural
Weapon (claw), Toughness x 3, Improved Toughness
Improved Grab (Ex): To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to
start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it
establishes a hold and can rake.
Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks.
Drink like a Demon (Ex): A drunken masters body handles alcohol differently from other peoples. He can
drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move
action. Every bottle or tankard he consumes during combat reduces his Wisdom and Intelligence by 2
points, but increases his Strength or Constitution (characters choice) by 2 points. A drunken master may
benefit from a number of drinks equal to his class level. The duration of both the penalty and the bonus is
a number of rounds equal to the characters drunken master level +3.
Improvised Weapons (Ex): While bottles and tankards are drunken masters preferred improvised
weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A
drunken masters improvised weapon deals as much damage as his unarmed strike plus an extra 1d4
points. Most improvised weapons deal bludgeoning damage, although some (a broken bottle glass for
example) would deal piercing or slashing damage. When a drunken master rolls a natural 1 on an attack
roll while using an improvised weapon, that weapon break apart and becomes useless.
Stagger (Ex): By tripping, stumbling and staggering, a drunken master of 2nd level or higher can make a
charge attack that surprises his opponents. This ability has two beneficial aspects: First, the charge need
not be in a straight line, even though the character can still move up to twice his speed. Second, if a
drunken master makes a DC 15 Tumble check before beginning a charge, his movement through
threatened squares provokes no attacks of opportunity.
Rake (Ex): Attack bonus +38 melee, damage 1d8+6.
Skills: Tigers have a +4 racial bonus on Hide, and Move Silently checks. *In areas of tall grass or heavy
undergrowth, the Hide bonus improves to +12.

Bacchae, Barbarian 8: CR 10; Space/Reach 5/5 ft.; HD 2d8+8 + 8d12+32; hp varies; Init +3; Spd. 40 ft.;
AC 18 (+3 Dex, +5 Natural), Touch 13, Flat-footed 18; BAB/Grapple +10/+14; Atk Claw +15 (1d6+5) rock

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+13 ranged (1d6+3); Full Atk 2 Claws +15 (1d6+5) rock +13 ranged (1d6+3); SA Debauch, rage 2/day,
rage 2/day (barbarian), rend 2d4+7; SQ Fast movement, illiteracy, Acid resistance 10, electricity
resistance 10, immunity to polymorph, outsider traits, improved uncanny dodge, trap sense +2, Damage
reduction 1/, SR 19; AL CN; SV Fort +13, Ref +6, Will +4; Str 20, Dex 16, Con 18, Int 8, Wis 10, Cha 17
Skills and Feats: Balance +8, Intimidate +14, Jump +14, Listen +8, Perform Sing, Dance, Wind
Instruments and String Instruments +7, Spot +5, Survival +13, Tumble +9; Great Fortitude, Weapon
Focus (claw), Improved Natural Weapon (claw), Power Attack
Debauch (Su): Bacchae try to draw strangers into their perpetual revel, eventually converting them into
Bacchae themselves. Anyone who joins a band of bacchae in their debauchery, whether voluntarily or
through the beguilement of the bacchaes spell-like abilities, must make a will save (DC 10+1 per 3
bacchae engaged in the revel, to a maximum DC of 20 for 30 bacchae) or lose all track of time and start
carousing alongside the bacchae. A victim ensnared by the bacchaes debauchery will not willingly leave
the mob. At the next sunrise, the victim must make a second Will save. If successful, the debauched
character recovers his or her sense and may leave if he so chooses, although the bacchae are likely to
begin the whole process all over again. If the debauched character fails the save, the character becomes
a bacchae.
A transformed character abandons her previous lifestyle, gains all the statistics and abilities of a
bacchae, and fights against former allies as part of her bacchae mob. The character be restored by heal,
limited wish, miracle, or wish.
Immunity to Polymorph: Bacchae are immune to polymorphing.
Rage (Ex): Twice per day a bacchae can fly into a drunken frenzy, raging like a barbarian. For 7 rounds,
the bacchae gains +4 bonus to Strength, a +4 bonus to Constitution, and a +2 moral bonus on Will saves,
but takes a -2 penalty to Armor Class.
A bacchae can fly into a rage once per encounter. At the end of the rage, the creature is fatigued (-2
Str, -2 Dex, cant charge or run) for the duration of the encounter.
Rend (Ex): If a Bacchae hits with both claws, it latches onto the opponents body and tears the flesh. This
attack automatically deals an additional 2d4+7 points of damage (2d4+10 while the bacchae is raging).
Spell-Like Abilities: 3/day-Charm Person, Tashas Hideous Laughter; 1/day- Crushing Despair. Caster
level 7th; Save DC 11+spell level.

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Appendix Two
New Monster
Bacchae, as presented in the Fiend Folio
Medium-Size Outsider (Extraplanar)
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 30 ft.
AC: 16
Base Attack/Grapple: +2/+4
Attack: Claw +4 (1d4+2), or rock +3 ranged (1d6+3)
Full Attack: 2 claws +4 (1d4+2), or rock +3 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Debauch, rage, rend 2d4+3
Special Qualities: Acid resistence 10, electricity resistence 10, immunity to polymorph, outsider traits,
SR 11
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 15, Int 10, Wis 9, Cha 14
Skills: Balance +3, Intimidate +8, Jump +10, Listen +5, Perform (Any Four) +6, Spot +5, Survival +5,
Tumble +7
Feats: Great Fortitude
Climate/Terrain: Any land and underground (Arboreal)
Organization: Troupe (6-11), mob (12-20 plus 1-2 satyrs) or revel (21-30 plus 2-4 satyrs and 4-6
centaurs)
Challenge Rating: 2
Treasure: -Alignment: Always chaotic neutral
Advancement: 3-4 (Medium-size)
Combat
Bacchae rarely attack strangers outright, first seeking to lure newcomers with offers of wine and song.
The revelers do not hesitate to use charm person or crushing despair to magically compel revelry from
anyone who does not wish to join their debauchery. Only when people resist their magical abilities or
seek to interfere with the revel do the Bacchae turn ugly and fall on their hapless victims physical attacks.
Bacchae fight literally tooth and nail, tearing and gouging their opponents with utter abandon. They
disdain weapons for their bare hands. Those that are not involved in melee hurl rocks, tankards, bottles
and other loose items that happen to be nearby.
Debauch (Su): Bacchae try to draw strangers into their perpetual revel, eventually converting them into
Bacchae themselves. Anyone who joins a band of bacchae in their debauchery, whether voluntarily or
through the beguilement of the bacchaes spell-like abilities, must make a will save (DC 10+1 per 3
bacchae engaged in the revel, to a maximum DC of 20 for 30 bacchae) or lose all track of time and start
carousing alongside the bacchae. A victim ensnared by the bacchaes debauchery will not willingly leave
the mob. At the next sunrise, the victim must make a second Will save. If successful, the debauched
character recovers his or her sense and may leave if he so chooses, although the bacchae are likely to
begin the whole process all over again. If the debauched character fails the save, the character becomes
a bacchae.
A transformed character abandons her previous lifestyle, gains all the statistics and abilities of a bacchae,
and fights against former allies as part of her bacchae mob. The character be restored by heal, limited
wish, miracle, or wish.

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Immunity to Polymorph: Bacchae are immune to polymorphing.


Rage (Ex): Twice per day a bacchae can fly into a drunken frenzy, raging like a barbarian. For 7 rounds,
the bacchae gains +4 bonus to Strength, a +4 bonus to Consititution, and a +2 moral bonus on Will
saves, but takes a -2 penalty to Armor Class. The following changes are in effect as long as the rage
lasts: HD 2d8+6 (15 hp); AC 14, touch 9, flat-footed 13; Base Attack/Grapple +4/+6; Atk Claw +6 (1d4+4)
Full Attack Full Atk 2 claws +6 (1d4+4), or rock +3 ranged (1d6+5); SV Fort +9, Will +4; Str 18, Con 19;
Jump +12.
A bacchae can fly into a rage once per encounter. At the end of the rage, the creature is fatigued (-2 Str, 2 Dex, cant charge or run) for the duration of the encounter.
Rend (Ex): If a Bacchae hits with both claws, it latches onto the opponents body and tears the flesh. This
attack automatically deals an additional 2d4+3 points of damage (2d4+6 in the bacchae is raging).
Spell-Like Abilities: 3/day-Charm Person, Tashas Hideous Laughter; 1/day- Crushing Despair. Caster
level 7th; Save DC 11+spell level.
Drunken Master, as presented in Complete Warrior
Martial Arts students face a bewildering array of martial arts school, each with its own adherents and
detractors. However, few schools are as unusual or ass controversial as drunken boxing. By weaving
and staggering about as if inebriated, drunken boxers avoid many blows. Likewise, their stumbling,
lurching attacks catch their opponents off guard. Moreover, when they actually imbibe alcohol, drunken
masters can perform truly prodigious feats of strength and bravery.
This ability garners a drunken master little respect among adherents of other martial arts schools,
because drunken boxing exacts a toll on its users. Drunken masters may remain intoxicated for hours
after a fight, and they are often found half-asleep in taverns, mumbling incoherently. This flies in the face
of other schools ascetic principles. Members of rival schools must be wary they never know when the
tipsy lout at the bar is just a harmless thug, and when he is a nigh-unstoppable drunken master.
Monks form the backbone of the drunken boxing school. A Monk loses some face with his original school
or monastery for becoming a drunken master, but a brilliant display of drunken fighting can sometimes
silence critics in ones former school. Members of other classes become drunken masters only rarely,
although students often tell the tale of a barbarian from the north who became a phenomenal drunken
master.
Prospective students are studied at a distance by other drunken masters, then treated to a display of the
power of drunken boxing. If the student expresses enthusiasm for learning the new techniques, a group
of drunken masters takes him or her from tavern to tavern, getting rip-roaring drunk, causing trouble, and
passing along the first secrets of the technique. Those who survive the revelry are welcomes as new
drunken masters.
NPC drunken masters are often found in taverns and bars. They rarely pick fights there, but are quick to
come to the aid of someone overmatched in a tavern brawl. Most keep a low profile, although some are
famous or infamous for the deeds they have preformed while under the influence.
Hit Die: d8

Requirements
To qualify to become a drunken master, a character must fulfill all the following criteria.
Skills: Tumble 8 ranks.
Feats: Dodge, Great Fortitude, Improved Unarmed Strike (or the monks unarmed strike ability).
Special: Flurry of blows ability; evasion ability; must be chosen by existing drunken masters and survive
a night of revelry among them without being incarcerated, poisoned, or extraordinarily embarrassed.

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Class Skills
The drunken masters class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb
(Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform
(Cha), Profession (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier

1st

+0

+2

+2

+0

Drink like a demon, improvised weapons

2nd

+1

+3

+3

+0

Stagger

rd

+2

+3

+3

+1

Swaying Waist

4th

+3

+4

+4

+1

AC bonus +1, improved improvised weapons

th

+3

+4

+4

+1

Greater improvised weapons

6th

+4

+5

+5

+2

Improved Feint

th

+5

+5

+5

+2

Improved Grapple

8th

+6

+6

+6

+2

For medicinal purposes

th

+6

+6

+6

+3

AC bonus +2, corkscrew rush, superior improvised weapons

10th

+7

+7

+7

+3

Breath of flame

Class Features
All of the following are class features of the drunken master prestige class.
Weapon and Armor Proficiency: Drunken masters gain no proficiency with any weapon or armor.
Drink like a Demon (Ex): A drunken masters body handles alcohol differently from other peoples. He
can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a
move action. Every bottle or tankard he consumes during combat reduces his Wisdom and Intelligence
by 2 points, but increases his Strength or Constitution (characters choice) by 2 points. A drunken master
may benefit from a number of drinks equal to his class level. The duration of both the penalty and the
bonus is a number of rounds equal to the characters drunken master level +3.
Improvised Weapons (Ex): While bottles and tankards are drunken masters preferred improvised
weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A
drunken masters improvised weapon deals as much damage as his unarmed strike plus an extra 1d4
points. Most improvised weapons deal bludgeoning damage, although some (a broken bottle glass for
example) would deal piercing or slashing damage. When a drunken master rolls a natural 1 on an attack
roll while using an improvised weapon, that weapon break apart and becomes useless.
Stagger (Ex): By tripping, stumbling and staggering, a drunken master of 2nd level or higher can make a
charge attack that surprises his opponents. This ability has two beneficial aspects: First, the charge need
not be in a straight line, even though the character can still move up to twice his speed. Second, if a
drunken master makes a DC 15 Tumble check before beginning a charge, his movement through
threatened squares provokes no attacks of opportunity.
Swaying Waist (Ex): At 3rd level, a drunken master knows how to weave and bob during an attack,
making him more difficult to hit. The character gains a +2 dodge bonus to Armor Class against any one
opponent he chooses during his turn.
AC bonus (Ex): At 4th level, a drunken master gains a +1 bonus to Armor Class. This bonus improves to
+2 at 9th level.

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Improved Improvised Weapons (Ex): A drunken master of 4th level or higher can use long improvised
weapons (such as ladders) as reach weapons according to their length, and improvised weapons with
many protrusions (such as tables) provide a +2 bonus on opponents disarm attempts. Finally, large
objects with broad, flat surfaces (such as tables) can be upended to become improvised tower shields.
Greater Improvised Weapons (Ex): At 5th level and higher, a drunken master wielding an improvised
weapon deals an extra 1d8 points of damage instead of 1d4.
Improved Feint (Ex): A drunken master who attains 6th level gains the Improved Feint feat as a bonus
feat even if he does not meet the prerequisites.
Improved Grapple (Ex): A drunken master who attains 7th level gains the Improved Grapple as a bonus
feat even if he does not meet the prerequisites.
For Medicinal Purposes (Sp): At 8th level, a drunken master gains the ability to convert a single
alcoholic drink he had ingested into a single potion of cure moderate wounds, as if he had just drunk a
dose of the potion. To use this ability, the character must be under the effect of an alcoholic drink (See
Drink Like a Demon, above). When he converts one drink of alcohol into one dose of the potion, his ability
scores change (+2 to Intelligence and Wisdom, -2 to Strength or Constitution) as if the duration of the
alcohols effect had expired. This ability can be used up to three times per day. It is a standard action that
does not provoke an attack of opportunity.
Corkscrew Rush (Ex): A drunken master of 9th level or higher can perform this maneuver, leaping
forward and twisting his body in midair as he attempts to head butt his opponent. When making a charge
attack he can, in addition to dealing normal damage, initiate a bull rush (without provoking an attack of
opportunity). If the bull rush attempt succeeds, the opponent is stunned unless she makes a Will save
(DC 10 + the drunken masters class level + the drunken masters Wis modifier). However, if the bull rush
attempt fails, the drunken master lands prone in front of the opponent.
Superior Improvised Weapons (Ex): At 9th level and higher, a drunken master wielding an improvised
weapon deals an extra 1d12 points of damage instead of 1d8.
Breath of Flame (Sp): A 10th-level drunken master can ignite some of the alcohol within is body and
spew it forth from his mouth as a free action. This breath of flame deals 3d12points of fire damage to all
within the 20-foot cone, or half damage to those who make a Reflex save (DC 10 + drunken masters
class level + the drunken masters Con modifier). Each time a drunken master uses breath of flame, it
consumes one drinks worth of alcohol from within his body, lessening the penalty to his Wisdom and
Intelligence scores and reducing the bonus to his Strength and Constitution score (characters choice).
Multiclass Note: A monk who becomes a drunken master may continue advancing as a monk.

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Player Handout #1

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Player Handout #2

The first sign reads:

Welcome to the home of the Stern Master of


Drunken Martial Arts!
The second sign reads:

Do not Pet the Kitty.


The third sign reads:

P.S. Dont you dare kill my kitty!


The fourth sign reads:

P.P.S. Strike to subdue you fool, strike to subdue!

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