2. Arrival in Oakhaven

Party Members

Rules/Mechanics

Harvesting

Herbalism Kits

Tools: Using a herbalism kit grants advantage on Medicine checks made to stabilise a dying creature.

Spells

Augury: The DM noted a 25% chance of the spell failing (receiving no answer) when cast.

Drinking and Getting Drunk

Drinking and Drunkenness

The mechanics for drunkenness come from Loot Taverns Ledger of Treasure and Trinkets. It's a risk reward system.

Characters can safely consume alcohol up to their Constitution modifier. Beyond that limit, each drink requires a Constitution saving throw with a DC = 10 + units consumed.

  1. The Threshold: You can drink a number of units equal to your Constitution modifier (minimum 0) before needing to make any saves.

  2. The Save: Failing a saving throw increases your drunkenness level by the amount of alcohol consumed to trigger that specific check.

  3. Recovery: One level of drunkenness is removed every 2 hours without a drink. A long rest resets the level to 0.

Levels of Drunkenness

Level Effect
1 Advantage on Charisma checks.
2 Disadvantage on Dexterity checks and saving throws.
3 Replaces Level 1: Disadvantage on Charisma and Wisdom checks/saves.
4 Movement speed is halved.
5 Poisoned condition and total memory loss of current events.
6 Unconscious for 1d4 + 8 hours; wake up with 1 level of exhaustion.

Last Session

Synopsis

1. The Omen's Reach

Party Goals

Goals

At a Glance

Locations

People

Creatures / Monsters

Loots / Important Items

Story

Summary of Events

Character Moments

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