Fine Ale Temptation — Storeroom Hazard
Fine Ale Temptation — Storeroom Hazard
Original Basic D&D — B2
The odor of exceptionally fine ale from a leaking barrel tempts explorers to taste it and keep drinking.
Location: A leaking barrel in the gnoll storeroom and armory, area 48.
Trigger: Each taste of the ale.
Checks, rolls and results
| When | Roll / condition | Result |
|---|---|---|
| Each taste | 1d6; 1–5 = healthy draught (5 in 6) | The taster takes a healthy draught and spends time drinking. |
| A healthy draught is taken | 1d4 turns | Record 1–4 turns spent drinking. |
| Attacks by the affected drinker | Fixed modifier: −2 to hit | The penalty lasts as many turns as the character spent drinking; reuse that duration, not a new roll. |
Running the trap
- Affected characters sing, make noise and act foolishly.
- This is a source environmental trick, not a poison or a newly invented magical trap.
Not specified in the source
- No saving throw, specific reinforcement arrival or extra damage is given.
Source passage
One barrel of exceptionally fine ale is leaking, and the odor will tempt adventurers to taste it. It is so good, in fact, that there is a 5 in 6 chance per taste that he or she will draw a healthy draught and then spend the next 1-4 turns drinking. (If this occurs, be sure that you have the appropriate characters sing, make noise, and act foolishly. Any of their attacks will be at -2 to hit; this will continue for as many turns as they spent drinking, i.e. 1-4).
Source: 48 — Locked Room. Original narrative retained. Low-face d6/d100 results in this table are a notation for the stated chances, not new detection or save rules.