TEXT: A 5E WARLOCK ADVENTURE FOR 4 PCS 
  OF 4TH LEVEL BY JONATHAN MILEY
  A Drinking
  A Drinking
  Problem
  Problem
  
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  clurichaun, rum gremlin, and rum gremlin lord stat blocks. No other portion of 
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  success of Flix and his rum gremlins in slowly taking over 
  the Broken Handle, servants of the Demon Lord Chittr’k’k 
  move to contact Flix about joining forces to overthrow the 
  balance of Zobeck. 
  Adventure Summary
  The adventure begins as the PCs arrive at the Broken Handle 
  in Lower Zobeck, following one of the adventure hooks or 
  just looking for a quick meal or drink while in Zobeck. 
  Vilmos approaches the PCs about his plight, asking for 
  their help. Shortly after discussions end, rum gremlins break 
  into the tavern’s ale stores again. After helping Vilmos rid 
  the tavern of the pests, the PCs head to a nearby farm to 
  convince a clurichaun that’s been terrorizing the farmers 
  to instead move into the Broken Handle. Clurichauns 
  are known for their aggression toward rum gremlins and 
  Vilmos hopes a resident clurichaun solves his problem.  
  The farm is half a day’s travel south of the gates of Zobeck. 
  When the PCs arrive, the farmer is facing a similar plight as 
  Vilmos and would be happy to be rid of the troublesome fey. 
  The farm’s owner explains the clurichaun only shows up at 
  night and often breaks things around the farm or disturbs 
  A DRINKING PROBLEM
  Design: Jonathan Miley
  Editing: Meagan Maricle 
  Art Director & Graphic Design: Marc Radle
  Layout: Anne Gregersen
  Art: Phil Stone
  Cartography: Dyson Logos
  supported on patreon | www.dysonlogos.com
  Publisher: Wolfgang Baur
  TM
  TM
  TM
  Background
  The Broken Handle, a tavern in Lower Zobeck, is having 
  continual issues with rum gremlin infestations, which 
  is causing no end of problems for the tavernkeeper. The 
  creatures are breaking into ale barrels, stealing food, and, 
  worst of all, causing customers to become too intoxicated 
  to buy more drinks or food. The Broken Handle’s owner, 
  Vilmos Agota, paid the local watch and even mercenaries 
  to get rid of the rum gremlins, but the pests keep returning. 
  Vilmos heard rumors that clurichauns have a pure hatred 
  for rum gremlins, and, as luck would have it, a clurichaun 
  has recently started terrorizing a farmstead just outside 
  of Zobeck. Vilmos believes this clurichaun is just the type 
  of guardian his tavern needs. If the rum gremlin problem 
  persists, Vilmos fears he will have no choice but to close 
  down the tavern that has belonged to his family for 
  generations. 
  Unbeknownst to Vilmos, a rum gremlin lord (see page 
  12), Flix Sweetwine, has set his eyes upon the Broken 
  Handle as his new residence. The creature plans on turning 
  the tavern into his new base of operations in Zobeck where 
  he and his ilk can conqueror other taverns. Seeing the 
  
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  the sleeping animals. As night falls, the PCs encounter the 
  clurichaun, Oban Bryne, who flees to his home in a nearby 
  ruin. After facing the spirits that inhabit the ruins, the PCs 
  must participate in a drinking contest to convince Oban to 
  return to Zobeck with them.  
  After returning to the Broken Handle, the PCs discover 
  things have gotten much worse, as Flix has finally made 
  his move. 
  Adventure Hooks
  The PCs can stumble upon Vilmos’ plight through 
  happenstance while searching for a place to eat or drink in 
  Zobeck, or they can seek out the Broken Handle after getting 
  one of the following tips. 
  • Flyers dot building corners in Lower Zobeck, stating the 
  Broken Handle tavern is seeking “mercenaries who can 
  hold their liquor.”
  • The PCs overhear rumors of people getting sickeningly 
  drunk while at the Broken Handle and warning others 
  from going to the tavern.
  • The Mouse King heard of the recent rum gremlin 
  infestations at the Broken Handle and sent his spies to 
  investigate. They told him of Flix’s growth in power and of 
  evidence the servants of the Demon Lord Chittr’k’k might 
  approach the rum gremlins for an alliance. The Mouse 
  King can’t let the demon lord’s power grow in Zobeck and 
  sends one of his agents to contact the PCs about ending 
  the rum gremlin threat. 
  Beginning the Adventure –  
  Bad Brewing at the Tavern
  The adventure starts with the PCs arriving at the Broken 
  Handle tavern. The stretch of road holding the tavern is 
  close to the banks of the River Argent, but the foot traffic is 
  light for the area. The atmosphere around the tavern has a 
  dour feel with none of the patrons looking very happy about 
  where they chose to grab ale. 
  When the PCs enter the tavern, they are greeted by a 
  young human woman wearing a worn work apron. She 
  introduces herself as Teca and gestures to the many open 
  tables while suggesting the PCs sit wherever they wish. A 
  successful DC 12 Wisdom (Insight) check notices Teca 
  seems fatigued and that she winces at the light coming in 
  through the open door behind the PCs. She is suffering a 
  semi-permanent hangover from the regular visits by the rum 
  gremlins and the effects of their aura. She believes she isn’t 
  feeling well because of a lack of sleep from the near-constant 
  interruptions of the rum gremlins and says as much if asked. 
  If the PCs ask about the flyers or about the rum gremlins, she 
  directs them to speak with her father, Vilmos Agota. 
   The PCs can either ask about seeing the owner or grab a 
  table to have a drink first, but, shortly after they arrive, Teca 
  tells her father a group of capable-looking individuals have 
  come into the tavern. Vilmos then leaves the kitchen to talk 
  to the PCs about his issue. He is an older human in a clean 
  but old work apron stained from years of preparing food and 
  brewing ale. Vilmos has similar signs of fatigue as Teca from 
  the regular exposure to the rum gremlins’ auras and from 
  sleepless nights worrying if his tavern will be able to stay 
  open with all its current troubles. 
  What’s the Job? 
  After telling the PCs of the near-constant appearances of 
  rum gremlins, Vilmos tells them of his plan to be rid of the 
  pests. He has heard clurichauns hate rum gremlins and there 
  are recent rumors of a clurichaun causing trouble for a farm 
  south of Zobeck. The farm is owned by the Varga family and 
  is known for its fine horses. Vilmos admits he has only heard 
  stories and rumors, but, if the clurichaun exists, he believes 
  it could solve his problem. Vilmos offers the PCs 400 gp (the 
  last of his emergency fund) to go find this clurichaun and 
  convince it to move into the Broken Handle as its guardian 
  against the rum gremlins. If the PCs are successful, he 
  even promises them free food and drink anytime they are 
  in Zobeck. 
  What is a Clurichaun? 
  Vilmos Agota has never met one before, but his father told 
  him stories of the creatures when he was a child. The stories 
  say they are mean-spirited, alcohol-loving creatures that 
  have an infamous hatred for rum gremlins. 
  A PC can attempt a DC 15 Intelligence (History or 
  Nature) check to recall one or more of the following about 
  clurichauns: 
  • Clurichauns are fey that were once leprechauns, but they 
  gave up a life of toil for one of solitary debauchery. 
  • They spend their nights drinking, singing off-key, and 
  causing pranks on animals and people nearby. 
  • The best way to get a clurichaun to do something is to beat 
  it at a drinking contest—the little fey can’t stand losing to 
  mortals. 
  
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  Rum Gremlins Getting into the Ale
  Towards the end of the conversation with Vilmos Agota, 
  there’s a loud crash from the taproom then a scream from 
  Teca, “Father! They’re back!” Vilmos ushers the PCs to 
  follow as he runs to the taproom (Area 3).
  Three rum gremlins (see page 13) have broken the keg 
  taps off three barrels, spilling ale throughout the room. The 
  little fey creatures giggle as they scoop up ale in their hands 
  and drink it down. They use the freshly soaked floor to slip 
  and slide around the room, allowing each rum gremlin in the 
  area to take the Dash action as a bonus action.
  Vilmos asks the PCs to aid him in dispatching or driving 
  off the rum gremlins. Having spent some time in his youth 
  as a guard on the merchant vessels that ply the River Argent, 
  Vilmos uses the statistics of a bandit captain with one level 
  of exhaustion. His daughter, who focuses on preventing the 
  other patrons from entering the taproom, uses the statistics 
  of a commoner with two levels of exhaustion. 
  After the rum gremlins issue is handled in the taproom, 
  Vilmos lets out a sigh and laments, “This will keep 
  happening unless we can get that clurichaun to come here.” 
  The Broken Handle Tavern
  All areas inside of the tavern are brightly lit either by table 
  lanterns at night or sunlight from the many windows 
  during the day. 
  1. THE BROKEN HANDLE TAVERN ENTRANCE
  A single-story building of brown wood with a double door 
  entrance sits near the banks of the River Argent. Four street-
  facing windows give a view of a large establishment within of 
  many tables and bar stools. Above the door, a wooden sign 
  depicting a mug without a handle and the words “The Broken 
  Handle” swings gently in the breeze. 
  The front of the tavern faces the street of lower Zobeck, and 
  its back faces the River Argent. A successful DC 11 Wisdom 
  (Perception) check notices the patrons who exit seem 
  particularly drunk. 
  2. BAR LOUNGE
  Multiple tables with benches sit in the western half of the 
  tavern’s main area. Three kobold patrons sit at the tables, 
  enjoying light meals and small mugs of ale. Dart boards hang 
  on the eastern wall of this section. Across from the entrance, 
  two humans enjoy drinks at a small, square table. The smell of 
  wood smoke and spilled ale hangs in the air. 
  The ale in the Broken Handle has been altered by the regular 
  presence of the rum gremlins and their auras, making it 
  particularly intoxicating. Vilmos is unaware of the change in 
  his wares and believes his recent patrons have simply been 
  drinking more than they can handle. 
  Patrons. The two humans at the table are midway through 
  their second mugs and already show signs of being heavily 
  intoxicated. PCs who have a passive Wisdom (Perception) 
  score of 10 or higher notice both humans are so drunk they 
  sit unsteady in their chairs and their speech is greatly slurred. 
  PCs attempting to speak with the other patrons are met with 
  grunts or drunken giggles and barely coherent conversation. 
  3. TAPROOM
  Two of this room’s walls are lined with stacks of wooden 
  barrels, and each stack bears labels indicating it holds a 
  variety of local ales. A waist-high cabinet in the middle of 
  the room holds spare linens, and taps and wooden plugs lie 
  on top of it. The tables in the southeastern corner hold stacks 
  of wooden mugs and brewing ingredients and supplies. Two 
  doors lead out of this room. 
  Vilmos stores his tavern’s ale in this room, and, when not 
  busy, he experiments with new recipes for his own ales. The 
  unlocked eastern door leads to the back of the tavern with its 
  two outhouses and to an impressive view of the River Argent 
  and the terrain south of Zobeck. 
  Locked Door. A successful DC 12 Wisdom (Perception) 
  check notices tiny claw marks around the western door’s 
  lock, evidence of the rum gremlins’ attempts to get into the 
  room. A successful DC 15 Dexterity check using thieves’ 
  tools picks the lock. 
  3B. BARREL STORAGE
  This smaller room is filled with stacks of wooden barrels, each 
  with a written label of the ale it contains. 
  This room holds Vilmos’ most precious and expensive ales as 
  well as a few barrels of his experimental ales. So far, the rum 
  gremlins have been unable to break into this room to steal or 
  consume these ales. 
  4. BACKYARD AND OUTHOUSES 
  Two wooden outhouses sit behind the tavern with a 
  beautiful view of the River Argent and the grass and trees 
  south of Zobeck. 
  
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  5. DINING AREA 
  Large tables with benches dominate this space. Three tables 
  made of old barrels with stools sit around the room. The many 
  windows offer views of the neighboring building, the two trees 
  out back, or the street leading to the establishment’s main 
  entrance. A fireplace in the eastern wall holds a crackling fire 
  and pot of simmering stew. Three humans, each at a different 
  table, sit slumped over the tables, asleep and filling the room 
  with the sounds of their snoring. 
  The stew in the fireplace is a communal stew for patrons of 
  the tavern and changes daily, depending on the ingredients 
  Vilmos has on hand. The room’s current patrons have been 
  here for a few hours and have fallen asleep from the effects 
  of the tavern’s altered ale. They are regulars of the Broken 
  Handle and Teca and Vilmos don’t have the heart to kick 
  them out, especially since the tavern has had such few 
  patrons of late. The patrons awaken when the rum gremlins 
  attack the taproom and leave through the eastern door at 
  Teca’s guidance.
  
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  Oban Bryne, the Clurichaun
  Oban just happened to pick the Varga farm as his new 
  stomping grounds by random. The tavern where he lived 
  burned down long ago, and he has wandered the Crossroads 
  region ever since, stealing what liquor he can find. Oban’s 
  loneliness and misery make him a surly drunk, but his love 
  of playing drunken games always shines through his grumpy 
  demeanor. 
  The clurichaun (see page 13) visits the Varga farm at night 
  when the moon is at its highest in the sky. Any PC awake 
  during Oban’s approach can hear the tiny fey singing with a 
  successful DC 12 Wisdom (Perception) check. Otherwise the 
  PCs wake up during Oban’s antics. 
  OBAN’S DRUNKEN ANTICS
  While at the Varga farmstead, Oban wanders into the 
  various livestock pens and causes trouble. Choose from the 
  options below or roll a d6 to randomly determine Oban’s 
  activity on the evening of the PCs’ arrival.
  • Throwing dirt at a sleeping, dappled mare in the pasture 
  while yelling, “You can’t judge me, you spotted beast!” 
  • Leaning against a fence and having a drunken 
  conversation with a nearby horse about how the world is 
  being overrun by tall people. 
  • Climbing on top of a goat and attempting to ride it. Roll 
  a die. On an even result, the goat grazes, ignoring Oban, 
  which causes him to shout and kick at it. On an odd result, 
  the goat kicks and jumps, and Oban rides it like a bucking 
  steed, cheering and yelling the entire time. 
  • Serenading the sleeping chickens while wobbling along the 
  top of the nearby fence. 
  • Dragging around a sack of old horseshoes that he hurls at 
  the scarecrow that spooks him. 
  • Yelling down the farm’s well for anyone that might be at 
  the bottom: “Hey any spirits down there? I’ve got spirits of 
  my own up here. Only carry the good stuff myself.” 
  A PC can convince Oban to stop any of his drunken antics 
  with a successful DC 18 Charisma (Persuasion) check. If any 
  PC offers the clurichaun alcohol, they have advantage on the 
  check. On a success, the clurichaun grumbles about the PCs 
  ruining his fun and leaves, stumbling his way toward a copse 
  of trees near the edge of the farmstead. On a failure, Oban 
  mocks the PCs and continues his antics. If the PCs approach 
  Oban, especially if their weapons are drawn, he immediately 
  dashes off into the copse of trees. 
  6. KITCHEN
  A small oven, a table covered in cooking utensils and 
  ingredients, and a table holding a butcher’s block and knife 
  dominate the northern wall. A small table between the doors 
  holds a washing basin and a drying towel. Small boxes and 
  sacks full of potatoes, spices, and various kinds of dried meat 
  sit in the southwestern corner.
  The Varga Farmstead
  The Varga family farm is 12 miles south of Zobeck. The 
  farmstead sits just off the road south toward the Magdar 
  Kingdom. A large wooden arch with a sign reading “Varga 
  Horse Ranch” announces its presence to travelers. The 
  farmstead has a single, large blue barn and a small, blue 
  farmhouse. Fenced-off areas separate the livestock, which 
  includes more than a dozen horses. 
  When the PCs arrive, Gizi Varga is sitting in a rocking 
  chair in front of the farmhouse, taking a rest. She is a thin, 
  older human woman wearing rugged work clothes with a 
  floppy hat to keep the sun from her eyes. She is the matriarch 
  of the Varga family and the only one currently present at 
  the farm as her son and grandchildren took their latest stock 
  of horseflesh to Zobeck’s markets a day ago. When the PCs 
  approach the farmhouse, Gizi greets them and offers water to 
  anyone that’s thirsty. Gizi is hospitable but wary of strangers 
  coming onto her farm.  
  If asked about the clurichaun, Gizi rolls her eyes in 
  annoyance and gives the PCs the following information: 
  • His name is Oban Bryne—or at least that’s what he yells 
  out as his name in the middle of the night during his 
  drunken singing. 
  • The clurichaun only shows up a night, drinking, and 
  makes a huge ruckus. 
  • Gizi and her son have tried to chase him off, but they 
  haven’t been successful and can’t afford to pay anyone to 
  get rid of the troublesome fey. 
  If the PCs express interest in meeting or getting rid of the 
  clurichaun, Gizi lets them stay in the barn for the night. She 
  offers them a basket of fresh food (treat as twelve rations), if 
  they are able to get rid of the clurichaun. 
  
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  Chasing the Clurichaun
  If the PCs follow Oban into the copse of trees, he quickly 
  disappears from view, but his trail is easy to follow. A 
  successful DC 12 Wisdom (Survival) check follows his trail 
  of broken twigs and splashes of alcohol. On a failure, PCs 
  in the copse can find Oban’s destination after 10 minutes 
  when he starts his drunken singing. Oban makes his home 
  in what remains of a centuries-old watchpost. A few human 
  skeletons lie within the ruins, the remains of a bandit group 
  that died in a battle with unknown forces several years ago. 
  The restless spirits of the bandits inhabit the old ruin, but 
  they ignore Oban, preferring mortal victims to the fey. Oban 
  doesn’t care about the origins of the skeletons and isn’t 
  aware of the existence of the spirits. 
  The Ruins
  1. THE ENTRANCE
  The aged walls of this once-great stone structure are now just 
  ruins. Two rotted wooden doors lie on the ground, partially 
  covered in dirt. A pillar dominates the courtyard and 
  crumbled buildings sit around it. 
  Oban’s tracks lead to this old ruin. A few empty bottles of 
  wine and rum lie near the entrance, having rolled into the 
  grass after being discarded.
  
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  2. FORGOTTEN COURTYARD
  An ancient stone pillar stands in the center of the courtyard, 
  the bas relief iconography on its faces worn illegible from 
  centuries of exposure to the elements. A human skeleton lies 
  propped against the pillar, a rusted, bucket helm on its head 
  and a tattered, rusted chain shirt on its torso. A rusted battle 
  axe lies nearby, partially covered in dirt and grass. A stone 
  table stands in the northeastern corner. 
  The skeleton is of the leader of the bandits who died in this 
  ruined watchpost years ago. The skeleton holds no obvious 
  wounds, leaving the bandit’s cause of death indeterminate. 
  The stone table sits propped up on three sets of rocks. Five 
  aged, wooden chairs circle the table. 
  The Clurichaun. The stone table is Oban’s preferred 
  drinking and sleeping spot when he isn’t raiding merchants 
  on the road or terrorizing the animals at the Varga 
  Farmstead. When the PCs arrive, he has already forgotten 
  about them and is tucking into his latest bottle of wine at 
  the table.
  Creatures. When the PCs move within 15 feet of the pillar, 
  the specters in Areas 3, 4, and 5 come out to attack the PCs.
  DEVELOPMENTS
  When the specters appear, Oban cries out in surprise, 
  clutches his bottle to his chest, and hides under the table. If a 
  PC rolls a 1 on an attack roll against a specter, Oban mocks 
  the PC’s poor aim. If a PC scores a critical hit on a specter, 
  Oban hoots and cheers. After combat, Oban approaches the 
  PCs, praising their combat prowess. He then asks why they 
  are here. See Convincing Oban for details on how the PCs 
  can convince Oban to go with them to the Broken Handle. 
  3. LOOKOUT CHAMBER
  Chipped stone stairs lead up to a chamber full of dirt and 
  stone rubble. Its original purpose has been lost to time. Gaps 
  in the walls show the courtyard and surrounding trees. A 
  skeleton wearing the tattered remnants of a suit of leather 
  armor lies amid some rubble, a broken bow across its lap.  
  The skeleton was one of the bandits keeping watch when the 
  watchpost was attacked long ago. Broken arrows stick out 
  of the sides of the skeleton’s armor, revealing the cause of 
  death. A successful DC 12 Wisdom (Perception) check while 
  searching the skeleton finds a pouch containing a small ruby 
  worth 15 gp. 
  Creature. A specter, the spirit of the bandit archer, 
  resides in this area and attacks any mortal creature that 
  enters the room.
  4. CRUMPLED WATCHTOWER
  Stone stairs lead to a raised platform with tall, stone walls. 
  The chamber’s northern wall collapsed long ago. A skeleton 
  adorned in rusted chain armor lies on some of the rubble 
  to the north. A rusted longsword sits within arm’s grasp of 
  the skeleton. 
  The skeleton belongs to another member of the bandits that 
  died in this watchpost years ago. It shows evidence of being 
  stabbed to death from different angles. A sheathed dagger 
  hangs from the skeleton’s belt by a thread frayed with time. 
  Protected by its sheathe, the dagger shows few signs of 
  damage from being out in the weather. 
  Creature. A specter, the spirit of the sword-wielding 
  bandit, resides in this area and attacks any mortal creature 
  that enters the tower.
  5. OLD BANDIT SLEEPING QUARTERS 
  Chipped stone stairs lead up to a stone room that shows signs 
  of more recent use than other parts of the ruins. Several old 
  and dirty sleeping cots lie to one side while dusty cooking pots 
  and utensils lie to the other. A door in one wall has been left 
  open, revealing stairs. 
  This room was once used as shelter by bandits in the area, 
  but it has remained empty since the assault that killed the 
  other bandits in the ruins. The door in the eastern wall was 
  once used to reach an underground smuggling tunnel to the 
  Cartways beneath Zobeck, but the stairs go down only 15 
  feet before rubble from a long-ago cave-in blocks the rest of 
  the passage. 
  Creature. A specter, the spirit of the bandit leader, 
  resides in this area and attacks any mortal creature that 
  enters the room.
  Convincing Oban 
  After the fight with the specters, Oban is open to 
  conversation with the PCs and appears more lucid than his 
  drunken antics at the Varga farm might have suggested. 
  If the PCs mention the Broken Handle tavern in Zobeck 
  wants him as a resident, Oban shrugs with disinterest, but 
  a successful DC 12 Wisdom (Insight) check notices the fey 
  looks hopeful. If the PCs mention the rum gremlins, Oban 
  grows angry and says he will go to the Broken Handle with 
  the PCs to pummel those “rotten rum thieves.” However, 
  Oban wants the PCs to prove they speak the truth and that 
  they are worthy allies by participating in a drinking contest. 
  
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  The clurichaun wants the PCs to participate but doesn’t 
  expect them to win—participating in the contest is all the 
  proof he needs. He tells them if one of them beats him, he 
  will throw in “something extra.”
  If the PCs decide they don’t want to participate in the 
  drinking contest and try to take Oban by force, he defends 
  himself to the best of his ability. He surrenders if he is 
  reduced to half its hit points or fewer. If the PCs force him to 
  join him in this way, Oban doesn’t participate in any of the 
  combat encounters in the Broken Handle tavern when the 
  PCs return to Zobeck, and he doesn’t give them his bell (see 
  Fighting the Rum Gremlins on page 10).   
  Let the Drinking Commence!
  If the PCs agree to the drinking contest, Oban leads them 
  to the stone table in Area 2. The tiny fey then takes off his 
  hat, reaches into it, and pulls out a bottle of rum and one 
  drinking glass for himself and each of the PCs who are 
  participating. Oban motions for each participating PC to 
  take a seat at the table. He then places a glass in front of each 
  of them, filling the glass with rum as he places it. 
  The bottle is filled with a high-quality rum the clurichaun 
  pilfered from a merchant a few months ago. Using a mixture 
  of herbs and his natural magic, Oban enchanted the rum 
  to be potent enough to affect clurichauns, allowing him to 
  become intoxicated by it in spite of his immunity to the 
  poisoned condition. The enchantment doesn’t otherwise 
  affect the PCs or any other drinker. A spell or other 
  effect that can sense the presence of magic, such as detect 
  magic, reveals a dim aura of abjuration around the bottle. 
  A successful DC 14 Intelligence check using alchemist’s 
  supplies determines the nature of the rum’s enchantment. 
  The enchanted rum tastes better than any rum the PCs 
  have ever tasted, but Oban refuses to share the secrets of 
  his recipe. 
  DRINKING RULES
  When conducting the drinking contest, use initiative rolls 
  to determine the drinking order. On a participant’s turn, the 
  participant must drink their entire glass of rum and succeed 
  on a DC 14 Constitution saving throw or be poisoned for 1 
  hour. Oban Bryne has advantage on this saving throw. On 
  subsequent rounds, if a poisoned participant fails the saving 
  throw, the participant has hit their limit and slides out of 
  their chair onto the ground, unconscious and no longer 
  part of the contest. An unconscious participant awakens if it 
  takes damage or if someone uses an action to shake or slap 
  it awake. 
  At the end of each round of drinking, Oban refills the 
  remaining glasses with more rum. The rounds continue until 
  only one participant remains at the table or until only one 
  PC remains at the table with Oban. A participant who leaves 
  the table after the drinking has started forfeits the contest. 
  DRINKING AFTERMATH
  If Oban Bryne passes out early in the drinking match, he 
  wakes up if shaken or splashed with water or alcohol, at 
  which point he giggles and pronounces the PCs “good 
  drinking folk.” If Oban makes it to the end with one other 
  PC still drinking, he laughs and compliments the mortal’s 
  drinking willpower. If at least one PC performed as well as 
  or better than Oban, he gladly hands over the extra prize, his 
  hat (treat as a handy haversack with no side pouches), after 
  removing his nonmagical, backup hat and a flask of rum 
  from it. If all the PCs become drunk before Oban, he doesn’t 
  give up his hat, but he shakes the PCs awake and agrees to go 
  with them to the Broken Handle.
  When the PCs decide to leave the Varga Farmstead 
  for Zobeck, Gizi sends them off with the food basket she 
  promised, thanking them again for their help with the 
  troublesome fey. She gives Oban a quick glare before the PCs 
  leave, though the clurichaun fails to notice it while drinking 
  from his flask. 
  Last Call – the Return to Zobeck
  When the PCs and Oban Bryne arrive back at the Broken 
  Handle tavern, things have taken a turn for the worse. Flix 
  Sweetwine made his move to take over the tavern as his own 
  keep while the PCs were gone. The patrons who were in the 
  tavern when the rum gremlins appeared were overwhelmed 
  by the gremlins’ auras and are all very sick. Flix now rules 
  from the Broken Handle with a small army of drunken 
  rum gremlins.
  Flix’s move impressed the followers of Chittr’k’k who have 
  been watching him. They sent ratfolk agents to speak with 
  the new tavern lord about an allegiance against the Mouse 
  King. If left unchecked, Flix will spread his drunken agents 
  across Zobeck in the name of the demon lord. 
  The Broken Handle Tavern Redux
  A lot of things have changed at the tavern since the PCs 
  last saw it. 
  Lighting. The rum gremlins smeared ale and bile upon all 
  the windows and many of the tavern’s surfaces. The smearing 
  on the windows limits the light in the tavern, leaving Areas 2 
  and 5 dimly lit. 
  Same But Different. The rum gremlins invading the 
  Broken Handle changed the contents and appearance of 
  its rooms. Use the map on page 5 with the following new 
  descriptions and information.
  
  10
  1. THE BROKEN HANDLE TAVERN ENTRANCE
  A single-story building of brown wood with a double door 
  entrance sits near the banks of the River Argent. Four street-
  facing windows are smeared with grime, making it impossible 
  to see inside. Above the door, a wooden sign has scratched out 
  letters and now reads “The Broke Hand.” Two human men sit 
  slumped against the building with stained shirts. A dog lies on 
  its side near one of the humans, whimpering. 
  A successful DC 12 Wisdom (Medicine) check verifies 
  both humans and the dog are unconscious and suffering 
  the after-effects of major intoxication. With some rest and 
  rehydration, they will recover. A successful DC 12 Wisdom 
  (Perception) check while standing near the door hears the 
  familiar sounds of rum gremlin giggling coming from inside. 
  Rolling Barrel. A creature opening the door sees a rum 
  gremlin running on top of a rolling barrel, heading directly 
  for the front door. Each creature within 10 feet of the double 
  front doors must make a DC 13 Dexterity saving throw, 
  taking 1d10 bludgeoning damage on a failed save, or half 
  as much damage on a successful one. As the barrel bursts 
  against the entrance, the rum gremlin falls off, landing 
  prone. It then laughs and attempts to run back inside to join 
  the other gremlins. 
  2. BAR LOUNGE 
  The smell of dried bile and spilled ale fills the tavern. The 
  tables and benches in the western half of the tavern are 
  upside down. One rum gremlin stands on an overturned 
  table, throwing darts at one of the dart boards just above the 
  slumped form of a woman. Two shirtless humans lie on the 
  floor beneath a small, square table across from the entrance. 
  Two rum gremlins sit at the table, wearing the humans’ shirts 
  and playing cards. 
  Similar to those outside, the humans in this room are 
  unconscious from an extreme intoxication caused by a 
  mixture of the alcohol they were drinking and the power of 
  the rum gremlins’ auras. 
  Creatures. The three rum gremlins (see page 13) attack 
  the PCs when the PCs enter the tavern. The rum gremlin by 
  the dart boards has five darts, which it throws at the PCs. It is 
  proficient with the darts.
  3. TAPROOM
  Two of this room’s walls are lined with stacks of broken 
  wooden barrels with illegible labels. The floor is sticky from 
  old spilt ale. A rum gremlin dances on the top of the cabinet 
  in the center of the room, playing a flute. The room’s wooden 
  ale mugs lie scattered across the ale-soaked floor. An orange-
  furred ratfolk dances on the tables in the southeastern corner, 
  twirling and juggling its darts in time with the music. The two 
  doors in the southern wall are open.   
  After Flix took over the tavern, he cracked open the 
  adjoining keg storage room and moved all the kegs to Area 
  5. The gremlins then tossed Vilmos and his daughter into 
  the room. 
  Creatures. The rum gremlin plays a jaunty tune for the 
  amusement of the ratfolk mercenary (Creature Codex, p. 
  315), who is the bodyguard of the cult of Chittr’k’k emissary 
  in Area 6. Knowing the effects of the rum gremlins’ presence, 
  FIGHTING THE RUM GREMLINS
  During combat, Oban Bryne fights the rum gremlins alongside the 
  PCs unless the PCs forced him to join them. He prefers to assist the 
  PCs by casting spells from range, but he grabs nearby bottles or 
  broken chair legs to crack rum gremlin skulls if necessary. Before 
  they enter the tavern, Oban tosses a small metal bell to the PCs and 
  says, “The little buggers can’t stand bells. Ring it if you want to get 
  their attention, but be careful—they’ll be angry at whoever does 
  the ringing.”
  A PC can ring the bell as a bonus action, which causes each rum 
  gremlin within 15 feet of the PC to attack the PC on its turn. While 
  the bell is ringing, rum gremlins within 15 feet of the creature 
  ringing the bell have disadvantage to hit a creature that isn’t the 
  creature ringing the bell. The bell’s ringing doesn’t affect Flix 
  Sweetwine. If a PC doesn’t ring the bell, that PC can pass the bell to 
  another PC within 15 feet (no action required). 
  The Tavern’s Challenge. If the addition of Oban and the bell 
  decreases the difficulty of the fights in the Broken Handle, you 
  can include additional rum gremlins in the tavern who are either 
  coming back from alcohol raids or seeking to join Flix’s army. 
  Similarly, additional ratfolk of Chittr’k’k might find their way into 
  the tavern at the behest of their cult. Be careful when adding 
  more enemies, however, as the poisoned condition from the rum 
  gremlins’ auras can wreak havoc on even the most prepared group 
  of PCs and make even a small addition to the combat that much 
  more difficult to face.
  
  11
  the ratfolk drank a potion before arriving that protects it 
  from the poisoned condition for 24 hours. If the PCs enter, 
  both attack. The halting of the music awakens the giant 
  rat in Area 3b, and it joins the fight on the second round 
  of combat. 
  3B. BARREL STORAGE
  The broken remnants of several barrels litter the floor of this 
  mostly barren room. Two humans lie on the floor.
  Most of the wooden barrels were removed from this room. 
  The broken remains of one barrel is now a rat’s nest, 
  containing a slumbering giant rat. 
  Victims. Vilmos and his daughter lie here, forgotten by 
  the gremlins who are drunk, literally and figuratively, on 
  their victory. Vilmos is starting to come out of the effects of 
  the gremlins’ auras. If the PCs help him up, he offers to fight 
  beside them, but he has two levels of exhaustion. 
  4. BACKYARD AND OUTHOUSES 
  Two wooden outhouses sit behind the tavern with a 
  beautiful view of the River Argent and the grass and trees 
  south of Zobeck. 
  A rum gremlin dozes on the floor of one of the outhouses, 
  oblivious to the events inside the tavern. 
  5. DINING AREA 
  The area is a mess of flipped over tables, and many barrels 
  stand around the room. Some of the barrels are broken, but 
  most are intact. A mixture of ale and bile coats the windows, 
  blocking out almost all light from outside. The doors in the 
  north wall lie on the floor and voices echo from beyond the 
  open doorways. 
  Flix ordered his rum gremlins to move all of the tavern’s 
  barrels into this area for easier access and gave them free 
  reign of the remainder of the tavern. 
  Creatures. When the PCs enter the area, three rum 
  gremlins on guard near the barrels rush out from behind the 
  barrels and overturned tables to attack, giggling the entire 
  time. One rum gremlin wields a wooden rolling pin (treat 
  as a greatclub). On the second round of combat, a ratfolk 
  warlock (Creature Codex, p. 316) dressed in tattered green 
  robes with a rat skull amulet around its neck steps out of the 
  kitchen to join the fray. The ratfolk is an emissary from the 
  cult of Chittr’k’k and fights to the death to protect an alliance 
  it believes will strengthen Chittr’k’k’s power in Zobeck. 
  Knowing the effects of the rum gremlins’ presence, the 
  ratfolk drank a potion before arriving that protects it from 
  the poisoned condition for 24 hours. 
  6. KITCHEN
  The kitchen area has been turned into a mockery of a throne 
  room. A hollowed-out barrel sits in the middle of the room, 
  fashioned into a makeshift throne complete with pillow 
  cushions. Several barrels line the walls of the room. A large 
  rum gremlin, wielding a wooden keg tap spigot as a scepter, 
  sits in the throne, drinking from a bottle of wine. 
  The figure on the throne is Flix Sweetwine. He was holding 
  court with the emissary of the cult of Chittr’k’k about a 
  possible alliance against the Mouse King of Zobeck when 
  the PCs rudely interrupted them. When the PCs enter the 
  kitchen, the rum gremlin lord smashes his bottle on the 
  throne and brandishes its sharpened remains at them.
  Conclusion 
  After Flix and his minions are defeated, the lingering effects 
  from the gremlins’ auras lifts, allowing the patrons to wake 
  from their drunken comas. Thanks to the PCs, the patrons 
  suffer no negative effects from the intoxication, minus a few 
  hangovers. If Oban Bryne survives the battle with the rum 
  gremlin lord, he feels invigorated and decides he really does 
  like the Broken Handle—or at least he says he will once it’s 
  been cleaned up. He agrees to stay as the tavern’s resident 
  clurichaun, provided Vilmos promises to give him a barrel of 
  ale each week. Vilmos happily agrees. Vilmos hands the PCs 
  their promised reward of 400 gp and offers them free drinks 
  for life at his tavern once the place is back in business.
  The cult of Chittr’k’k isn’t pleased when news spreads of 
  the rum gremlins being defeated at the Broken Handle, and 
  the rats of Zobeck loyal to the demon lord keep watch on 
  the PCs. If the PCs return to the tavern later for free drinks, 
  Oban Bryne makes an appearance to greet the PCs and 
  challenge them to a round of drinking. 
  
  12
  RUM GREMLIN LORD
  Small fey, chaotic evil
  Armor Class 15 
  Hit Points 78 (12d6 + 36)
  Speed 20 ft., climb 10 ft., swim 10 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 
  14 (+2) 
  17 (+3) 
  12 (+1) 
  9 (–1) 
  16 (+3)
  Skills Athletics +6, Intimidation +5
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 9
  Languages Common
  Challenge 4 (1,100 XP)
  Aura of Drunkenness. A rum gremlin lord radiates an 
  aura of drunkenness to a radius of 20 feet. Each creature 
  that starts its turn in the aura must make a successful 
  DC 12 Constitution saving throw against poison or be 
  poisoned for 1 hour. Creatures that have drunk any 
  alcohol during the previous hour have disadvantage 
  on the saving throw. While affected by this poison, a 
  creature falls prone if it tries to move more than half its 
  speed during a turn. A creature that succeeds on the 
  saving throw is immune to the rum gremlin lord’s Aura 
  of Drunkenness for 24 hours.
  Hearty. The rum gremlin lord adds its Constitution 
  modifier to its AC (included in the Armor Class).
  Magic Resistance. The gremlin has advantage on saving 
  throws against spells and other magical effects.
  One for the Road. When the rum gremlin 
  lord hits a poisoned enemy with any 
  weapon, the target takes an extra 
  1d6 poison damage. 
  Innate Spellcasting. The gremlin’s 
  innate spellcasting ability is 
  Charisma (spell save DC 13). It can 
  innately cast the following spells, 
  requiring no material components:
  At will: prestidigitation
  3/day: command
  Actions
  Multiattack. The rum gremlin lord makes two attacks: 
  one with its ale tap scepter and one with its broken 
  bottle shiv.
  Ale Tap Scepter. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
  Broken Bottle Shiv. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. 
  Rotgut Belch (Recharge 6). The rum gremlin lord vomits 
  green bile in a 15-foot cone. Each creature in that 
  area must make a DC 14 Dexterity saving throw. On 
  a failure, a target takes 18 (4d8) poison damage and 
  is covered in green bile for 1 minute. On a success, a 
  target takes half the damage and isn’t covered in bile. A 
  creature, including the target, can take an action to wipe 
  off the bile. Rum gremlins have advantage on attack 
  rolls against creatures covered in a rum gremlin lord’s 
  green bile. 
  Bring Me Another Round! (1/Day). The rum gremlin 
  lord lets out a thunderous belch, calling 1d4 rum 
  gremlins. The called rum gremlins arrive in 1d4 rounds, 
  acting as allies of the lord and obeying its spoken 
  commands. The rum gremlins remain for 1 hour, until 
  the lord dies, or until the lord dismisses them as a 
  bonus action. 
  
  13
  Rum Gremlin
  Found in the Tome of Beasts on page 239, rum gremlins are 
  malicious fey who exude an aura that causes those nearby to 
  become drunk. They delight in terrorizing docks, ships, and 
  sailors. In this adventure, the rum gremlins and their lord 
  were stowaways on a merchant vessel that arrived in Zobeck 
  not long ago. They set their sights on the Broken Handle 
  shortly after they arrived and have been a menace to its 
  patrons since.
  RUM GREMLIN
  Tiny fey, chaotic evil
  Armor Class 13
  Hit Points 22 (5d4 + 10)
  Speed 20 ft., climb 10 ft., swim 10 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0)  16 (+3)  14 (+2)  12 (+1)  9 (–1)  
  12 (+1)
  Skills Stealth +5
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Common
  Challenge 1/2 (100 XP)
  Aura of Drunkenness. A rum gremlin radiates an aura 
  of drunkenness to a radius of 20 feet. Each creature that 
  starts its turn in the aura must make a successful DC 12 
  Constitution saving throw against poison or be poisoned 
  for 1 hour. Creatures that have drunk any alcohol during 
  the previous hour have disadvantage on the saving 
  throw. While affected by this poison, a creature falls 
  prone if it tries to move more than half its speed during 
  a turn. A creature that succeeds on the saving throw is 
  immune to the rum gremlin lord’s Aura of Drunkenness 
  for 24 hours.
  Magic Resistance. The gremlin has advantage on saving 
  throws against spells and other magical effects.
  Innate Spellcasting. The gremlin’s innate spellcasting 
  ability is Charisma (spell save DC 11). It can innately cast 
  the following spells, requiring no material components:
  At will: prestidigitation
  3/day: command
  Actions
  Multiattack. The rum gremlin makes one claw attack and 
  one bite attack.
  Bite. Melee Weapon Attack: +5 to hit, range 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, range 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage.
  Clurichaun
  Found in the Tome of Beasts on page 67, clurichauns are 
  mischievous fey who enjoy drinking and brawling. In this 
  adventure, the clurichaun, Oban Byrne, was once a protector 
  and resident of a roadside tavern that was destroyed in a 
  raid by bandits. Alone and feeling guilty for being unable to 
  protect his home, Oban Byrne wandered in a drunken stupor 
  for—he claims—a century. Eventually, he took up residence 
  in an old ruin near a farmstead south of Zobeck, raiding 
  the road’s merchants of their alcohol and causing no end of 
  trouble for the farmer.
  CLURICHAUN
  Tiny fey, chaotic neutral
  Armor Class 14
  Hit Points 22 (4d4 + 12)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  13 (+1)  12 (+1)  16 (+3)  10 (+0)  8 (-1)  
  16 (+3)
  Saving Throws Con +5
  Skills Perception +1, Stealth +3
  Condition Immunities frightened, poisoned
  Senses darkvision 60ft., passive Perception 11
  Languages Common, Elvish, Sylvan
  Challenge 1/4 (50 XP)
  Clurichaun’s Luck. Clurichauns add both their Dexterity 
  and Charisma modifiers to their Armor Class.
  Magic Resistance. The clurichaun has advantage on 
  saving throws against spells and other magical effects.
  Innate Spellcasting. The clurichaun’s innate spellcasting 
  ability is Charisma (spell save DC 13). The clurichaun 
  can cast the following spells, requiring only alcohol as 
  a component.
  At will: friends, mending, minor illusion, purify food and 
  drink, vicious mockery
  1/day each: blur, calm emotions, heroism, 
  sleep, suggestion
  Actions
  Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one creature. Hit: 3 (1d4 + 1) bludgeoning damage.
  Improvised Weapon. Melee or Ranged Weapon Attack: 
  +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 
  3 (1d4 + 1) bludgeoning, piercing, or slashing damage, 
  depending on weapon.
  
  14
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
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  System Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce 
  R. Cordell, Chris Sims, and Steve Townshend, based on original 
  material by E. Gary Gygax and Dave Arneson.
  Creature Codex. Copyright 2018, Open Design; Authors Wolfgang 
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  A Drinking Problem ©2020 Open Design LLC. Author Jonathan 
  Miley.
  
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