A Shot One Shot

by lucket

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A Shot One Shot

A short adventure about the magic of potions and alcohol.

Introduction

This is a short adventure intended for a single session. The general idea is to play a drinking game combined with DnD. This is not meant to be taken serious, but my players and I had a ton of fun.

Potions are abundant in this setting, although the balancing is taking this into account. This could create issues if you integrate this into a larger campaign, as low level characters will now have access to a ton of potions. I let them make new characters solely for this session.

As many of the potions replace the usual magical classes I asked my players to choose nonmagical classes, we ended up with a fighter, a rogue and a monk. Magical classes can work too, but might feel a bit useless, now that the nonmagical classes also have access to fancy spell-like abilities. I played this with three level 3 characters, the enemies were of considerably higher CR. You might want to change that.

Synopsis

The party participates in a drinking contest, with the promise of huge prices. Instead they all pass out and wake up in a cellar next morning. They need to fight a Gelatinous (Jello Shot) Cube, solve a riddle to get access to a shrinking potion and fight their way out against the creatures that trapped them there. Along the way they discover that an intoxicated monster is transforming poor humans into goblins for cheap labor in it's distillery.

The Rules

  • One can drink or throw a potion as a bonus action. This encourages players to actually use their potions without sacrificing too much.
  • Whenever a character drinks a significant amount of alcohol he needs to make a Constitution saving throw or gain one level of intoxication
  • Players that can justify it with their backstory can add their proficiency to drinking Constitution checks/ saving throws.
  • Depending on the level of intoxication the following effects take place:
Intoxication Level Effect
1 +1 on Cha
2 -1 on Wis & Int, +1 on Cha & Str
3 -1 on Wis & Int & Dex, +1 on Cha & Str
4 -2 on Wis & Int, -1 on Dex, half speed
5 -3 on Wis & Int, -2 on Dex, -1 on Cha, half speed, disadvantage on attacks, saving throws, ability checks
6 -3 on Wis, Int, Dex & Cha, half speed, disadvantage on attacks, saving throws, ability checks
7+ DC 10+intoxication level saving throw, unconscious on fail for 1d12 hours

This is only a recommendation, as you can see a slight intoxication might benefit help certain characters. All modifiers are applied to the any dice based on that skill, not on the raw value (you also might double it and add it to the skills if you prefer that).

Intoxication can also be lowered:

Action Intoxication Recution
Drinking a liter of water, max 1/hour -1
Short Rest -2
Long Rest completely

Drinking Rules

Those rules are completely optional, but let's be honest, this might be the main motivation for most of us.

  • Every potion has a real life equivalent, to be consumed by the user Potions
  • Drink one (sip) for every gained level of intoxication
  • Drink one (sip) for every round at the drinking contest in the beginning

The drinking contest

The party arrives at a tavern or randomly meets in front of it. It might have heard that there's a drinking contest going on tonight, with great prizes. Another hook would be that some people disappeared, who were last seen going to said tavern. In front of the tavern is a sign announcing the drinking contest, promising potions worth several hundred gold. There's a note below, saying that they're also looking for staff helping them with "small tasks".

As you enter the tavern you find yourself in a rather small but comfortable room. Behind the wide bar stands a sturdy man, just pouring a drink for the folks there. He's surrounded by dozens of bottles, many without a label. Most of the tables are taken by locals, but some of the people seem to have come here from farther away. As you make your way through they eyeball you, and did that one just hiss?

If the characters don't know each other you might have them come early to get them to know. We actually combined it with dinner IRL to not drink on an empty stomach, so that might be an option too.

After a while everyone gathers at the bar. The rules are simple. Whoever is the last one standing wins. The owner (Gif) pours out one round after another. He starts with liqueurs and other weaker drinks, moving on to brandy and booze. Mechanically every player does a Constitution save for every round. The DC starts at 6 and increases by 2 for every round. A player that fails the check drops out, becoming unconscious. You may want to give them a free pass at the start if their Con is too low. The NPCs have a mere +2 on the checks to not outperform the characters, this is also your chance to warm up with a few sips. If the last characters fail at the same time then proceed to the next chapter. If one character wins then he is led into the back room of the tavern to get the prize, which seems to contain a brewery and distillery. There's a flash of light, and the character passes out (the Beerholder used his sleep ray on him). Alternatively you can knock him out with a hit on the head or offer him a drink for sobering up - which turns out to be a sleeping potion.

An ungentle awakening

You wake up in a small room, your bodies piled up on each other uncomfortably. Among you are the other contestants, although they are still passed out completely. The air seems moist and smells faintly like wine and beer. Several small barrels are stacked on one wall, while the opposite wall contains a shelve with several small flasks.

The barrels contain beer, wine and potion ingredients. For the potions refer to the Potions chapter. The characters will have two more chances to find potions, so giving them roughly a third might be appropriate. It is advised to start with regular Potions of Healing and give out the Greater ones later on.

You may take their gear and place it in the next room opposite the door, so that when they try to get it they have one round of combat without it to get them comfortable with relying on potions.

The other contestants might be used as backup characters in case any player character should die, although it's unlikely if you provide potions of Revivify. They will not wake up on their own. If players manage to get them awake use them at your discretion (e.g. to get some potion shots yourself), or let them be simple commoners that will try to keep out of trouble.

Gif's Lab

You enter a larger room with several barrels, cauldrons, crates and other containers. The largest of them is located in the center of the room and filled with an orange thick slime, bubbling slowly. A large bookshelf fills one corner. Strange glassware fills a table, some of it filled with brightly colored fluids. Small flasks are scattered around the desks and shelves. There's a tiny door on one wall, in fact so tiny that none of you would fit through. Next to it is a small table with a larger bottle.

Optionally their equipment is located here, on the opposite side of the door. As soon as the characters have all entered the room and make their way investigate it or retrieve their equipment, they notice the slime starting to wobble out of the cauldron and attacking them. The slime is in fact a Jello Shot Cube, a modified Gelatinous cube additionally dealing intoxication levels.

If they investigate the desks the characters find notes, documenting various experiments involving potions and alcoholic beverages. The Jello Shot Cube was meant to be an endless source of Jello Shots, but Gif seems to still search for ways to keep it small and manageable. They also mention a potion that transforms humanoids to goblins. The glassware on the table is an alchemist's supplies.

The tiny door is only passable for small creatures. Gif, being the sturdy human hei s, doesn't fit through his own lab door. The Beerholder, master of all this operation, ordered it to be built this way to annoy Gif and prevent anyone but him and the goblins from entering the secret part of the distillery. Gif values the resources and protection he gets from the Beerholder, although he is annoyed by his drunk attitude.

The table next to the door contains an unbreakable bottle filled with a Reduce Potion. Every sip a character takes halves it's size in all dimensions. Gif needs two sips to fit through the door, regular characters will probably only need one. The bottle is locked with a keyed bottle lock (DC20 thieves tools).

Next to the bottle is a note:

Hey you drunkard. Lost your key again and can't get through the door? Well, where did you leave the spare key? Guess you have time now, so just make yourself another drink. How about this?

  • 1 fruit as topping
  • 1 ounce of rum
  • 2 spoons of cane sugar
  • 9 ounces of coconut milk
  • 4 ounces of pineapple juice

Don't even try to break the bottle, you'll only hurt yourself. The master gave you an unbreakable one, after you smashed the last one drunk and emptied a whole barrel in the two days you were stuck here. And only two big gulps!

The note was written by Gif as he repeatedly lost his key while being drunk. Gif, having a thing for little riddles, might or might not decypher it will being drunk, but at least his sober self can now tell itself that it did everything it could. He also might abhor his drunk self a bit, especially after having a hangover after trying his own experimental creations, thus he took it as an opportunity to mess around a bit. Usually one of the goblins or the Beerholder find him after a few hours, the latter knows the keys location.

The key is hidden on the top of the door frame, inside a small compartment. To find it without knowing it's there takes a DC25 Perception check, for larger characters (above 2m) the difficulty decreases to DC15 as they are able to spot it without climbing on anything.

The riddle takes the nth letter of each ingredient, so the first letter of fruit (F), the first of rum (R), the ninth of cane sugar (A) and so on, resulting in the word frame. If the players struggle you can let them make investigation checks, noticing that there are word riddles in his notebook. If they can't get to any conclusion Gif might come in after some time, intenting to give them the potion. He's carrying another key for the bottle.

If the characters open the door the view is blocked by a barrel, but the sounds of someone working can be heard. Gif is preparing the Goblin potions he intends to give to the contest participants to turn them into workers for the Beerholder. If addressed he will be surprised that they are already awake, but hold them off as he will "be there in a minute or two". If he is forced/ persuaded to enter he might use a potion of invisibility first to stay invisible as long as he is small and vulnerable.

Fermentation Cellar

Gif is working here, preparing the Goblin potion and going on with his daily business in making alcohol. If the party enters openly he will try to persuade them to drink the just finished Goblin potion. If they try to persuade with him he is unwilling and annoyed ("another bunch trying to talk themselves out, ugh"). He will attack soon after, intending to give them the potion after knocking them all down. You might open with something silly like "Looks like you need another shot, and this one will not go into but on your head"

During the fight he might complain about the Beerholder, being annoyed by his drunked attitude and getting called Jiff all the time. If the characters catch up to this and try to persuade him they need a good plan, as he is not willing to give up potion making, and the Beerholder is providing him with all ingredients and labor (through the Goblins).

He will also complain about the party using his precious potions, especially if it's against himself.

Note that the Potion of Heat Metal can be washed off by destroying any of the large barrels (AC 10, 5 HP).

The exit leads through a locked door (DC 15 thieves tools), Jiff has the key to the door. Behind the door are stairs leading up into the Distillery. If Jiff is not defeated he will hear any fight breaking out upstairs and join it after two rounds. The creatures upstairs can't hear anything going on in the cellar over the sound of the distillery and the goblins working there.

When searching the room the characters find the third and last round of potions, tucked into a crate for shipping out. They also might loot all remaining potions from Gif.

Distillery

Six Goblins are working between large brewing kettles and stills. The pungent smell of alcohol penetrates your noses. Hovering a few feet above the ground is a spherical creature with a single large eye and several arms, each carrying a beer mug.

The master behind all this is a Beerholder, inspired this Reddit Post. The Beerholder, the goblins call him Schnapps Head, fancies all the alcoholic drinks he gets here. He is constantly pushing Gif to increase production, solely to compensate his growing tolerance. The Goblins know that they don't stand a chance against him. On the other hand they are fed well and provided with more alcohol than they could wish for, which keeps them happy and submissive. This means that all NPCs in this room are drunk. If you kept up with your players you might be too, and now you don't even have to hide it.

The Beerholder will be surprised when the characters emerge from the cellar, wondering why "Jiff" didn't already transform them to Goblins. If no good reason provided he will attack the players. The Goblin Workers don't carry real weapons but a sharpie to scribble preferably onto sleeping/ paralyzed characters. They make extensive use of their disengage and try to avoid damage. There's no tank in this encounter, but with quick movements they can keep your players busy for a while. All goblins speak accent-free but tipsy Common (as they were humans before).

Aftermath

My players and I were way too hammered at this point, so we skipped any real conclusion. You might provide a way to reverse the Goblins to their human(oid) selves, e.g. by letting them analyze Gif's notes and come up with a potion themselves. Another possibility would be to let the Goblins transform back by themselves if they are not regularly given the Goblin potion.

Creatures

Jello Shot Cube



Jello Shot Cube

Large ooue, unaligned


  • Armor Class 6
  • Hit Points 104
  • Speed 15 ft.

STR DEX CON INT WIS CHA
14 (+2) 3 (-4) 20 (+5) 1 (-5) 6 (-2) 1 (-5)

  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
  • Languages --
  • Challenge 4 (1700 XP)

Ooze Cube The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.

Creatures inside the cube can be seen but have total cover.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 14 Strength check, and the creature making the attempt must make a DC 14 Constitution saving throw or gain one level of intoxication.

The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.


Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 14 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature's space, and the creature gains one level of intoxication and is engulfed. The engulfed creature can't breathe, is restrained, and takes 3d6 acid damage at the start of each of the cube's turns. Additionally the creature must make a DC 14 Constitution saving throw or gain one level of intoxication. When the cube moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Gif



Gif

Medium humanoid, neutral evil


  • Armor Class 13 (Leather Armor)
  • Hit Points 83
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 13 (+1) 14 (+2) 11 (+0)

  • Saving Throws saving_throws
  • Skills Alchemist's Supplies
  • Senses Passive Perception 12
  • Languages Common
  • Challenge CR 4 (1100 XP)

Actions

Multiattack. Gif attacks with his huge ladle and can use or throw one potion.

Huge Ladle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.

Potion of Acid Splash (3/day). A bubble of acid hits up to two creatures within 5 feet of the target point. A target must succeed on a Dexterity saving throw or take 2d6 acid damage.

Potion of Bonfire (3/day). A blazing fire appears in a 5ft. square. Any creature in the fire’s space must succeed on a Dexterity saving throw or take 2d8 fire damage. A creature must also make the saving throw when it moves into the fire’s space for the first time on a turn or ends its turn there.

Potion of Shatter (1/day). A sudden loud ringing noise, painfully intense, erupts from the point of impact. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

Potion of Heat Metal (1/day) Any manufactured metal object covered by the content of this potion glows red-hot. Any creature in physical contact with the object takes 2d8 fire damage on impact. For one minute, or until the thick goo is washed off, the damage is caused again at the start of Gif's turn. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

Goblin Workers



Goblin Worker

Small humanoid (goblinoid), neutral evil


  • Armor Class 14 (Leather Armor)
  • Hit Points 16
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Common
  • Challenge CR 1/2 (100 XP)

Actions

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Sharpie. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: The goblin writes obscene insults on you. Ignores worn armor as it's just scribbled onto. Make a DC 14 Wisdom saving throw, take 1d8 psychic damage on a failure. On an unconscious or paralyzed creatures the attack hits automatically and the damage is increased to 2d8. Unconscious creatures make the saving throw when they regain consciousness.

Beerholder



Beerholder

Large, chaotic evil


  • Armor Class 18
  • Hit Points 70
  • Speed 0ft., fly 20ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 13 (+1) 14 (+2) 14 (+2)

  • Condition Immunities Prone
  • Senses Darkvision 120 ft., passive perception 16
  • Languages Common, Deep Speech, Undercommon
  • Challenge 3 (700 XP)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 10 (4d6) piercing damage.

Eye Rays. The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

Eye Ray: 1. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute or until taking damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The target drools everywhere and anyone can write stuff on it without ending the effect.

Eye Ray: 2. Slowing Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Eye Ray: 3. It's A Ray, Not A Thrown Beer Mug!. The targeted creature must make a DC 16 Dexterity saving throw, taking 2d8 bludgeoning damage on a failed save.

Eye Ray: 4. Leering Ray. The beholder undresses you with it's eye, while grins dopily at you. Everyone gets uncomfortable.

Eye Ray: 5. Sleep Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

Eye Ray: 6. Ray of Liver Failure. The target must succeed on a DC 14 Constitution saving throw or take d6 necrotic damage, where the amount is determined by the intoxication level of the creature.

Lair: Yesterday's Beer. A 20-foot-square area of ground within 40 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.

Lair: Alcoholic Mist. All creatures in a 20-foot-radius sphere must pass a DC 14 Constitution check gain one level of intoxicaton.

Lair: Additional eye. An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears.

Potions

Those potions are only examples, replace them to your liking. If you're committed you can fill them into small bottles with the risk of having quite some leftovers in the end. Adding food glitter gives a great effect.

A simple alternative is buying a set of shot bottles, such as Kleiner Feigling, some even come with different flavours.

Potion Effect Drink Examples
Potion of Healing 2d2+2 healing cherry liquour, anything with red food color
Potion of Greater Healing 4+2+4 healing cherry liquour, anything with red food color
Potion of Invisibility Invisibility (spell) on user vodka, ouzo, anything clear
Potion of Lesser Restauration undo status effects (of the Beholder) Jägermeister
Potion of Firebreath 30 ft cone, DC13 dex save, 4d6 fire damage or half on success Mexikaner shot (spicy bloody mary)
Potion of Flying Fly (spell) on user Red Bull + Vodka
Potion of Haste Haste (spell) on user coffee liqueur
Potion of Shrinking Reduce effect from Enlarge/ Reduce spell something everyone likes as it's more or less mandatory for the story, e.g. a good Whisky
Potion of Revivify Revivify (spell) on user absinthe
Potion of Clairvoyance Clairvoyance (spell) on user any drink with a gummy eyeball
 

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