TEXT: 1
  GREYHOGG’S 
  GUIDE to GROG, 
  CRAFT BREWING 
  & REVELRY
  A Guide to Grog & Other Amazements brought 
  to us through the process of Fermentation
  Written by Haggard Clint
  A Guide to Grog & Other Amazements brought 
  to us through the process of Fermentation
  Written by Haggard Clint
  DRINKS & DEBAUCHERY
  Ronald Wenneker (order #22365152)
  
  2
  CONTENTS
  INTRODUCTION: 
  MORE THAN JUST ALES  
  3
  Introduction  
   
   
   
  3
  What is Grog? 
   
   
   
  3
  More than just Ales  
   
   
  3
  For the Homebrewers 
   
   
  3
  PART 1: 
  EVERYTHING IN MODERATION 4
  Consume with Caution 
   
   
  4
  Is Drinking Healthy? 
   
   
  4
  Acting the Fool 
   
   
   
  4
  Not all Fun & Games 
   
   
  5
  The Effects of Alcohol 
   
   
  5
  Intoxicated  
   
   
   
  5
  Hungover 
   
   
   
   
  5
  PART II: 
  NECTAR OF THE GODS  
  6
  Thank the Gods 
   
   
   
  6
  Eridani, God of Celebration  
   
  6
  Chauntea, Goddess of Agriculture 
   
  7
  Lliira, Goddess of Festivities 
   
  7
  Maxillius, God of Vice 
   
   
  7
  The Green Man, God of Revellers 
   
  7
  Drinking Festivals  
   
   
  8
  Hammer 
   
   
   
   
  8
  Alturiak 
   
   
   
   
  8
  Ches 
   
   
   
   
  8
  Tarsakh 
   
   
   
   
  8
  Greengrass  
   
   
   
  9
  Mirtul 
   
   
   
   
  9
  Kythorn 
   
   
   
   
  9
  Flamerule  
   
   
   
  9
  Eleint 
   
   
   
   
  10
  Marpenoth  
   
   
   
  10
  Uktar 
   
   
   
   
  10
  Nightal 
   
   
   
   
  10
  PART III: 
  CREATURES OF CELEBRATION 11
  Drinking Subclasses 
   
   
  11
  Path of the Brouhaha 
   
   
  11
  Libations Domain 
   
   
   
  12
  PART IV: 
  RECIPES FOR REVELRY  
  13
  The Right Stuff 
   
   
   
  13
  Ingredients  
   
   
   
  13
  Brewing 
   
   
   
   
  14
  Fermentation 
   
   
   
  14
  Ingredients List 
   
   
   
  14
  PART V: 
  GREAT GROG GAMES 
   
  16
  The Monster  
   
   
   
  16
  The Party 
   
   
   
   
  17
  The Liar 
   
   
   
   
  17
  Designed & Written by Haggard Clint
  Art by Adriaen Brouwer - The Bitter Potion, Eduard 
  Von Grutzner - 1909,  Poseschenie Cellar, Schastlivy 
  Monk, and George Roessler - München Monks 
  drinking Beer
  Contents
  Pairs Beautifully
  This pairs beautifully with 
  Haggard Clint’s previously 
  released 1st-tier adventure, 
  The Great Grog Games 
  which can be located at 
  the 
  following 
  address: 
  https://www.dmsguild.com/
  product/231448/The-Great-
  Grog- Games - -2nd-Tier-
  Adventure-5e
  The GreaT GroG Ga mes
  A medium level party adventure for Fifth Edition
  Written by Haggard Clint 
  Art by Haggard Clint, Pixabay, Shutterstock & DMsGuild Creator Resources
  Version 1.6
  Ronald Wenneker (order #22365152)
  
  3
  INTRODUCTION
  MORE THAN JUST ALES
  Everyone likes to have a good time, of that there can be no 
  question. In this crazy world of magic, mayhem, and mystery, 
  we adventurers need a moment of downtime to refelct and 
  rejoice over our trials, triumphs, and tribulations.
  It is with this in mind that this guide has been written, so that we 
  may better understand both why we celebrate, and why we need 
  to. Life is meant to be enjoyed and revelled in! Complete with 
  gods, recipes, and games of celebration, this guide will hopefully 
  ferry you through the joys brought to us by fermentation 
  and fuel you with festivity for the fun ahead. Cheers!
  IntroductIon
  Hello and welcome to the Greyhogg’s Notes on 
  Grog, Craft Brewing, and Revelry! Within the 
  following pages we will be covering both the 
  brewing and effects of grog and grain, but also 
  looking at the risks and benefits of consumption.  
  For the master brewer to be, or the tavern owner 
  just seeking a little more knowledge over their 
  best product, this is the guide for you!
  What Is GroG?
  If we’re to start at the beginning, let’s first answer 
  the most pertinent question, what is grog? Grog 
  itself is a colloquilism in the Common language, 
  used in place for just about alcoholic beverage, 
  but often used to mean Beer or Ale. It’s assumed 
  that if you’re reading this guide you know what 
  Beer and Ale is so we won’t get bogged down 
  in details for now, but suffice to say, Grog is 
  arguably the most requested beverage across 
  all taverns and taphouses in Faerun.
  More than just ales
  There are actually several types of grog to 
  encounter across Faerun. Though typically 
  listed as Ale in many pubs and taverns, ale is 
  but one small member of the Grog family. There 
  are 10 total members of the Grog family, each 
  one containing similar ingrediants but different 
  processes of fermentation. Fermentation is 
  everything to the brewer.
  For the hoMebreWers
  To the unititiated, all grog tastes the same, these 
  people are heathens and should not be trusted 
  for an opinion on anything. Grog is full of 
  different flavors and subtleties to be discovered 
  by even the most beginner of palattes!
  As the arguably most requested beverage 
  of all time, homebrewers the world over have 
  all at one time or another tried their hands at 
  brewing their own grog, with varied success. 
  When attempting to brew your own grog, 
  you’ll need to at least be proficient in Brewer’s 
  Tools and have the correct ingrediants. The  
  table provided below has been supplied to aid 
  you in the quick brewing of the most basic of 
  beverages using your Brewer’s Tools.
  Brewer’s Table
  Item
  Cost 
  per Gallon
  Weight
  Ales
  2sp
  8 lbs
  - Brown Ale
  - Dark Ale
  - Pale Ale
  Lagers
  2sp
  7 lbs
  - Pale Lager
  - Pilsner
  - Dark Lager
  Stouts or Porters
  4sp
  9 lbs
  Root Beer
  1sp
  7 lbs
  Introduction: More than just Ales
  Ronald Wenneker (order #22365152)
  
  4
  Part I
  EVERYTHING in Moderation
  From the well-respected taphouse to the dingiest dive, many a 
  reveller has tilted-an-elbow the world over. Concoctions of 
  honey, barley, wheat, yeast, corn, and more are brewed and stored 
  over time, creating a bevvy of libations. The effect of consuming 
  these beverages shifts the moods of most creatures. At first, this 
  can be for the better, providing joy, dancing, and merriment but 
  without moderation, its just a matter of time until the party ends.
  consuMe WIth cautIon
  From dusk til dawn, lovers of the grog (alcoholic 
  beverages) have enjoyed it’s mild and magical 
  effects upon the mind and body. Concoctions 
  of honey, barley, wheat, fruit, yeast, corn, and 
  more are brewed and stored over time, creating 
  a bevvy of libations.
  Drinking, in of itself however, can be a 
  dangerous act. The effect of consuming these 
  beverages shifts the moods of most creatures. 
  At first, this can be for the better, providing 
  joy, dancing, and merriment. With each new 
  drop, the effect of these drinks grows strong, 
  leading to the lowering of inhibitions. Creatures 
  under the influence of grog can find themselves 
  disadvantaged in most acts, losing balance, 
  stumbling over their words, helpless. For even 
  the most casual observer, it’s easy to spot when 
  a creature has consumed a little too much.
  Eventually, the merriment must end, as the 
  body battles against the overwhelming physical 
  and mental effects of the fermentation process 
  so common in these drinks. Though some 
  creatures are more capable than others in 
  withstanding the effect of these drinks, many 
  more magical concoctions persist to aid them 
  in keeping with the festivities, even too much 
  so.
  Is drInkInG healthy?
  Alcohol can have a number of uses in the fields 
  of medicine, and poison. It is unique in this fact, 
  that it can be used to heal and harm, but like 
  all things, it should be used in moderation. It is 
  not recommended that any creature partake in 
  the act of binging their beverages. Like all thing 
  however, it is perfectly fine in moderation.
  Moderation allows for a creature to enjoy 
  the festivities and activities around them, and 
  continue to celebrate the joy of togetherness 
  that such beverages can bring. Too much of 
  a good thing though, and you run the risk of 
  acting the fool.
  actInG the Fool
  Anyone can party as long as there is respect and 
  appreciation for the reason people are there. 
  There is nothing worse than when someone 
  goes too far during an event and starts to make 
  the event all about them.
  Be it a bard’s concert where a heckler starts 
  interrupting the show or a celebration in a local 
  tavern where some fool trashes the bar, nobody 
  likes that person. Alcohol is a likely culprit in 
  situtations like this occuring but sometimes the 
  fool is just that, a fool.
  Every fool should be reminded, by any means 
  necessary, that they aren’t the reason people 
  are here to celebrate, unless of course they 
  are the reason, then quietly help them to their 
  wagon and pay for their ride home. It’s the right 
  thing to do.
  Part I: Everything in Moderation
  Ronald Wenneker (order #22365152)
  
  not all Fun & GaMes
  With each new sip of the cup, the effect of the 
  drink grows strong, leading to the lowering 
  of inhibitions. In almost all cases, sadly, the 
  merriment must end, as the body battles 
  against the overwhelming physical and mental 
  effects of the fermentation process so common 
  in these drinks. Though some creatures are 
  more capable than others in withstanding the 
  effect of these drinks, many more magical 
  concoctions persist to aid them in keeping with 
  the festivities, even too much so.
  The following section outlines two new 
  conditions one might sercomb to in the event of 
  too much consumption.
  the eFFects oF alcohol
  Intoxicated
  Condition: Poisoned
  Save: Constitution 10 + Number of drink 
  consumed in the last hour
  Duration: 1 hour + 1 hour for each drink 
  consumed after failed save
  Effect: When a creature consumes too many 
  alcoholic beverages over an hour long period, 
  they run the risk of becoming intoxicated. 
  Intoxication is a form of poisoning that can effect 
  the judgement, balance, and fine-motor skills of 
  a creature. A save is called when the number of 
  drinks a creature consumes in an hour exceeds 
  the creatures Constitution modifier.
  On a failure, the creature suffers from the 
  poisoned condition for one hour, increasing 
  the effects duration by one hour for each drink 
  consumed after failing this saving throw.
  A creature that has become Intoxicated 
  who continues to drink can run the risk of 
  passing out or becoming violently ill. When an 
  Intoxicated creature has consumed a number 
  of drinks equal to twice their Constitution 
  modifer they must make another save 
  against being Intoxicated. On a failure, the 
  creature is incapcitated for 1d4 rounds as 
  they expel their stomachs contents from 
  the alcohol’s effect.
  If a creature continues to consume 
  any number of drinks after becoming 
  incapacitated  from intoxication, they 
  must make another save against 
  Intoxication for each beverage they 
  consume. On a failure, the creature 
  falls unconscious.
  Additionally, while a creature is at any level 
  of intoxication they are at disadvantage when 
  required to make a saving throw to prevent 
  being knocked prone.
  Hungover
  Condition: Exhausted
  Save: Constitution 10 + Number of drinks 
  had since becoming Intoxicated before last long 
  rest
  Duration: 8 hours or until the creature next 
  eats a greasy meal or finishes a short or long 
  rest
  Effect: When a creature has become 
  Intoxicated prior to their next long rest, the 
  creature runs the risk of being Hungover and 
  must make a saving throw. On a failure, the 
  creature suffers one level of exhaustion.
  Ronald Wenneker (order #22365152)
  
  6
  thank the Gods
  Without the sun, without grain, 
  without seed, without the very soil 
  we stand upon, beer and many other 
  drinks could not exist. We thank the 
  gods day and night for their blessings 
  upon our lives and pray we find favor 
  in their embrace when our time 
  comes. In dance, song, and spirit, 
  the celebrations of the gods and their 
  fine works have rattled the halls of 
  many a tavern. For many creatures 
  over the world, they find their prayer 
  and worship in celebration itself. The 
  following section talks specifically 
  of the major gods and goddesses of 
  revelry.
  erIdanI God of Celebration
  The giant Eridani may take a place 
  among the gods on this list, but 
  he sees himself as no grand deity. 
  Worshippers talk legend of his ability 
  to withstand any amount of ale and 
  call for his blessing when stepping into 
  their own grand ale-laden adventures. 
  He was the planner of the “The Gods 
  Twilight”, a celebration of the end of 
  the world. At the end of heroes journey, 
  should they find favor among the gods, 
  they find their next life a guest at the 
  endless Twilight Hall. Wine, ale, and 
  all other methods of consumption 
  are shared as former champions and 
  brave combatants celebrate and share 
  their triumphs and follies.
  PART II
  NECTAR OF THE GODS
  From coast to coast across the country, taverns and festival 
  halls are filled with revellers and creatures loyal to the gods 
  of partying. Be it celebrating a wedding, good harvest, or any 
  excuse at all, drinking and dancing has become synonymous with 
  celebration. This chapter seeks to explore the nature of revelery 
  and it’s relationship with the copiois indulgence of drink.
  Part II: Nectar of the Gods
  Ronald Wenneker (order #22365152)
  
  7
  chauntea Goddess of Agriculture
  The Grain Goddess, or Great Mother, Chauntea, 
  is one of the eldest gods in Faerûn. Though 
  not specifically a being of revelry, through her 
  blessing many a harvest has benefitted brewers 
  across the world. At the end of a hard day in 
  the fields, many a dedicated cleric would find 
  themselves at prayer and thanks. The quiet 
  consumption of their efforts in hand, they 
  quietly and respectfully celebrate into the eve. 
  Compared to other faiths though, Chauntea 
  benefits from a widely recognised holiday 
  festival during Greengrass. As depraved 
  and indulgent as it can get, the consumption 
  of fermented barley, hops, fruits and potato 
  crosses into excess. Inhibition vanishes and 
  couples spend their nights in fields, celebrating 
  fertile soils and souls.
  llIIra Goddess of Festivities
  Our Lady of Joy, the Mistress of Revels, and 
  the Joybringer. A bare-footed, raven-haired 
  young maiden whose followers delighted in 
  the planning of festivities. Followers of Lliira 
  were called Llirrans and were known to adorn 
  themselves in bright colored outfits. The ruby 
  and the sapphire was sacred to Lliira, and any 
  seen wearing them would find themselves 
  blessed by passing clergy. Creatures of almost 
  perpetual joy, they were friendly and nary seen 
  without a smile pasted upon their face. Lliira 
  abhorred violence at celebrations and withheld 
  her blessing from any celebration marred by it.
  MaxIllIus God of Vice
  The Man at the Crossroads has, at times, 
  been confused with much greater deities than 
  himself. Something that Maxillius feels no 
  need to correct, Maxillius uses his penchant 
  for style and cunning to bewitch and entice. 
  Promising good feeling and joy through him, 
  Maxillius is the God of Vice in all its forms. 
  A purveyor of sin, he addicts his victims into 
  hopeless followers and fanatical worshippers. 
  Depicted as a rubescent teifling of blackened 
  rams horns and riding upon a pale white horse, 
  he finds those “at the bottom” or “low” in their 
  life, and offers them sustenance in the forms of 
  flesh and foamy beverages. From the moment 
  their lips touch, the contract is sealed and the 
  follower finds themselves struggling to cease 
  the consumption of their vice for all their days.
  the Green Man God of Revellers
  Represented as a face adorned or made from 
  leaves, the deity known as “The Green Man” 
  (and sometimes rumored as “The Traveller”) 
  is more myth than a true divine being. Found 
  in carvings among druidic and dwarven 
  communities, tales tell of intoxicated revellers 
  waking from a previous evening, worse for 
  wear, but thankful for the Green Man’s guiding 
  of them home. Considered a symbol of rebirth, 
  the Green Man is looked upon as a protector for 
  those deserving a second-chance. A protector 
  from regret, it is said the Green Man “helps you 
  forget”, and “grants you memory in time.” Some 
  scholars have suggested that the Green Man is 
  not a singular man at all, but rather a collective 
  of forest dwelling creatures, dedicated to the 
  safety of all mortals who might celebrate life “a 
  little too hard”.
  Part II: Nectar of the Gods
  Ronald Wenneker (order #22365152)
  
  8
  drInkInG FestIvals
  The calandar of Harptos is most commonly 
  used in Faerün. It follows a 12 month cycle,  
  each consisting of 30 days. Within these days, 
  several festitivities take place where citizens 
  drink to the gods, the seasons, and other 
  important moments in the city’s history.
  haMMer
  High 
  Festival 
  of 
  Winter. 
  Known 
  to 
  commonfolk as Deadwinter Day, the 15th of 
  Hammer marks the coldest point of the season. 
  During this time plans are made of the rest of 
  the year and gifts of goodwill are exchanged. 
  A solomn time of the season, this time shares 
  the marker of “festival” in name only as most 
  citizens either leave the city, or remain indoors 
  from the blistering frost.
  The Longest Dance. A rare jewel in this 
  chilling time of the year, The Longest Dance is 
  an evening of ice-dancing held by the worshipers 
  of Auril, the Frostmaiden and Goddess of 
  Winter. A lively time of celebration, members of 
  all faith are encourage to join in the festivities 
  food, drink, entertainment, and drink.
  alturIak
  Great Weave. Not to be confused with the 
  fabled weave of magic from legend, the Great 
  Weave is a day-long festival celebrating the fine 
  art of cloth-making and weaving. The Most 
  Excellent Order of Weavers & Dyers, and the 
  Order of Master Tailors, Glovers & Mercers 
  believe that all materials made during this day 
  to present sacred qualities.
  ches
  Fleetswake. Rounding out the final week of 
  Ches, this festival celebrates the city’s return to 
  the sea. With winter letting up enough to allow 
  ships passage into the harbor, the sea trade is 
  reinvigorated and livelihoods are returned. The 
  great gods of the sea are celebrated during this 
  time with much of the activity being located in 
  the Dock Ward, or through the Fiery Flagon 
  in Sea Ward. The Shipwrights’ House holds 
  the Copper Cup during this time of festivity, 
  culminating with the annual Shipwrights’ 
  Ball! Docking fees are waived during this time 
  also, though captains are requested to make a 
  donation before leaving the harbor.
  Fair Seas Festival. Taking place over two 
  days towards the end of Ches, this festival 
  signifies the end of Fleetswake. On the first day, 
  seafood feasts are held in every corner of the 
  city, largely hosted upon temporary structures  
  that stretch over the water, allowing the sharing 
  of meals and drink with sea elves and mermen.
  On the second day, a strange tradition is held 
  with the sacrifice of treasure. Over the week of 
  Fleetswake, several waterfaring guilds donate 
  to the coffers of Umberlee’s Cache. At the end 
  of this week, the chests are all gathered and 
  thrown into the harbor. It’s estimated that 
  2,500,000 gold pieces now reside at the bottom 
  of the harbor in the area known as Umberlee’s 
  Cache. A dedicated guard watch over this 
  offering place and rumors speculate that it to is 
  protected by a powerful, god-like, magic.
  tarsakh
  Waukeentide. Probably one of the largest 
  festivals of the year, Waukeentide takes place 
  from the 1st to the 10th of Tarsakh and celebrates 
  a centuries old tradition of free trade. Starting 
  with All Coins Day, the first night of the festival 
  sees merchants and the direct worshippers of 
  Waukeen partake in massive sales in their shops 
  and many donations to Waukeen charities. 
  Caravance on the 2nd is a day of gift-giving and 
  usually signifies the arrival of the first caravans 
  into the city. Gifts are hidden during this time, 
  with nobel and peasent families encouraging 
  their young ones to seek gifts left behind by a 
  mythical old peddler they call Old Carvas. The 
  5th sees festival of Goldenight, an extremely 
  expensive evening where young women and 
  companions adorn themselves in golden wears 
  and gold dust. Businesses operate all evening 
  during this time also. Guildsmeet on the 7th 
  follows, bringing together all the guilds of the 
  city into one massive gala festival. They dance 
  from dawn til dusk across from the Market 
  to the Fields of Triumph. The Spheres takes 
  place on the 10th and celebrates the tradition of 
  generosity. The day begins in the nobles district 
  where several glass orbs are filled with gems 
  and coin gathered at Highcoin Ball (an event for 
  nobles that takes place at the end of the Fair 
  Seas Festival). These orbs are enchanted to 
  become to glittering dust upon impact, removing 
  the damage of such practice. After this, many 
  drinks are shared by hosts and celebrants alike.
  Part II: Nectar of the Gods
  Ronald Wenneker (order #22365152)
  
  9
  The 
  Vernal 
  Trousseau 
  Festival. 
  The 
  premiere fashion event of the season, the 
  Vernal Trousseau Festival is where tailors and 
  seamstresses showcase the latest fashions for 
  the spring and summer seasons. An incredibly 
  tasteful 
  affair, 
  this 
  event 
  is 
  frequented 
  competition for several guilds within the city.
  GreenGrass
  Greengrass Festival. One of the biggest 
  drinking events of the year, spring has arrived 
  and with it comes fresh harvest. Flowers line 
  the streets and adorn the doors of many taverns 
  and domiciles during this time of year. The city 
  is scented with sweet florals and fresh tidings. 
  Travelers from far and wide decend upon 
  the city for the impending Lady’s Revels, a 
  debaucherous and hedonistic festival of fertility.
  The Lady’s Revels. A celebration in the 
  name of Chauntea, The Lady’s Revels is a 
  hallmark upon many citizens calendar for the 
  year. On this night inhibitions are thrown to 
  the wind and creatures partake in all styles of 
  hedonistic entanglements. The consumption of 
  food and drink can nearly starve the city. Most 
  of the celebration actually takes place beyond 
  the city walls, with a pilgrimage to the major 
  Chauntean abbey within Goldenfields taking 
  place at the end of the festival.
  MIrtul
  The Presentation Ball. A special, but 
  sometimes unsettling, time of year where 
  short lifed creatures present their children’s 
  recent coming of age. Young noble men and 
  women are presented now as old enough and 
  “acceptable” to society. The event consists of 
  dancing and first time drinking with the now 
  accepted young men and women.
  kythorn
  The Steel Revels. A celebration of military 
  might, many houses gather small groups of 
  mercenaries and pay them to battle it out for 
  their entertainment up the Fields of Triumph. 
  Wagers are made over winners and losers 
  during this time with the noble who’s champions 
  did best on the day inviting their combatants in 
  to their home for celebrations.
  Brightbuckle. A parade of Waukeen faithful 
  don their best to walk the streets, ending in 
  a grand feast featuring inspirational talks 
  and celebratory toasts to good fortune. Many 
  Waukeen faithful attempt to turn non-followers 
  during this event, with varied success.
  FlaMerule
  Founder’s Day. Taking place on the 1st of 
  the month, this once grand celebration isn’t 
  practiced much anymore. Commmemorating 
  the city’s founding, what celebration that does 
  take place can often be found at the Field of 
  Triumph where a grand illusion show features 
  the local heroes and grand moments in history. A 
  number of taverns and halls celebrate this time 
  with costume contests that require competitors 
  to dress as great heroes of history.
  Waukeener. This three-day festival sees the 
  laying down of swords and grudges by the city. 
  Travellers and envoys are encouraged to visit 
  the city during this time to partake in treaties 
  and new agreements. Wine is the drink of 
  choice during this time of new beginning and 
  negotiation. The final night of the festival sees 
  a grand ball thrown by the Open Lord for the 
  new diplomats of the city. Noble houses and  
  ambassadors never miss this event.
  Theatre Season. From the 11th til the 
  20th, the city is inundated with entertainment 
  from the many actor’s and performer’s that 
  occupy Waterdeep. Street corners and alleys 
  become filled with “pop-up” theatrics including 
  illusionists, minstrals, plays, and much more. 
  Many bards find their next permanent position 
  during this week and commoners are lucky to 
  witness these fresh talents before they are lost 
  to high society and their noble houses.
  Siamorphe. Celebrated in the Sea Ward 
  and North Ward, nobles would don themselves 
  in ridiculous costume and dance down the 
  streets while throwing copper and silver 
  coins to commoners. Outragous voices would 
  accompany them as they address each other 
  by their full titles in over-the-top deliveries. At 
  the end of this grand parade a massive party is 
  held and a Pagent King and Pagent Queen are 
  declared by the years previous King and Queen.
  Midsummer Night. A fantastic event that 
  runs deep into the evening, several faithful 
  demoninations celebrate this day and night 
  in different ways for their different gods. 
  For the followers of Beshaba, it is a day of 
  masked mischief and mayhem where they are 
  purposefully rude, loud, and in many cases, 
  drunkenly disorderly. They hide their identies 
  Part II: Nectar of the Gods
  Ronald Wenneker (order #22365152)
  
  10
  during this time, an act which puts them 
  under strict surviellance from the city Watch. 
  For the Tymora faithful, it is a night of free 
  spirited tomfoolery as they engage in romantic 
  interludes and wild relvery. The Grand Revel 
  held by the Milil faithful is perhaps one of the 
  better events during this time, bringing with it 
  large feasts and drink, but notably, new music 
  from the colleges within the city walls.
  eleInt
  The Pankration. Occuring on the 22nd of 
  Eleint is the boxing and wrestling event, The 
  Pankration. Taking place annually, this highly 
  visited event sees citizens from all over the city 
  decend upon the Fields of Triumph to witness 
  bare-knuckle boxing and wrestling in the 
  traditonal nude and oiled style of old. Several 
  bouts take place over this day with the evening 
  culimating in a grand party that spans the 
  entire field.
  The Feast of the Stags. Taking place during 
  the High Harvesttide Festival (yet another day 
  of feasting and self-congratulatory back patting 
  from the guilds), this event sees Malarite faithful 
  parade through the streets wearing bear, bore, 
  wolf, and stag heads, celebrating their recent 
  kills. This procession is part of the Peace of the 
  Table, a tradition which dictates the welcoming 
  of outsiders to the faith and that the faithful will 
  hunt for those who cannot through the winter 
  ahead.
  Marpenoth
  The Autumn Trousseau Festival. Like 
  it’s spring predessor, the Autumn Trousseau 
  Festival celebrates the lines of fashion for the 
  coming fall season. The finest artists from the 
  many tailor and seamstress guilds showcase 
  their wares during this time, especially the 
  Solemn Order of Recognized Furriers & 
  Woolmen.
  uktar
  The Five Feathers Event. Another great 
  sporting event of the year, this four-day long 
  affair sees competitors partake in archery, 
  hawking, and equestian events. Betting takes 
  place among the noble houses with many 
  developing fierce rivalries over the amount 
  medals one by competitors during this time. At 
  night, an open door party takes place upon the 
  fields, allowing the rare mixing of nobles and 
  commoners.
  Feast of the Moon Festival. The last great 
  festival of the year marks the arrival of winter. 
  It is a day for the dead, where those lost are 
  remembered and their lives celebrated. The 
  Rememberance Revel takes place on this 
  day, with hundreds to thousands of city folk 
  doning skeleton like make up and bright floral 
  arrangements as they parade to the City of the 
  Dead. With the impending winter, many nobles 
  begin packing for warmer waters the next 
  day, closing their villas and mansions for the 
  foreseeable season.
  nIGhtal
  Auril’s Blesstide. Though the name of this 
  event can sometimes vary throughout the 
  citizenry, it’s purpose is steadfast. Held for more 
  preventative reasons than celebrative, Auril’s 
  Blesstide pays homage to the Goddess of Winter 
  and the hope of a short winter. A flock of griffon-
  riders fly low over the city, signifying the first 
  frost and beginnings of winter. Men and women 
  cloak themselves in white on this day and line 
  the borders of the Cliffwatch in the North Ward. 
  A respectful but still baffling passtime during 
  this event sees young nobles and peasents 
  stripping to the nude and throwing themselves 
  into cold waters of the Sea of Swords.
  Part II: Nectar of the Gods
  Ronald Wenneker (order #22365152)
  
  11
  PART III
  Creatures of Celebration
  We all like to party, some more so than others. For 
  these archetypes we explore the characters for whom 
  partying is more than a pasttime, it’s a way of life.
  This chapter contains 2 new subclasses 
  for the Barbarian and Cleric.
  path oF the brouhaha
  Primal Path for Barbarians
  For some barbarians, the use of a weapon ruins 
  the purity of battle. The Path of the Brouhaha is 
  taken by barbarians who find the ferociousness 
  in festivities, and choose to settle their disputes 
  right there, right now! When entering a rage 
  they see through the chaos to choose their 
  target and deliver devastating blows that leave 
  opponents rocked and ruined. Found in taverns 
  and gladitory fields the world over, these pissed 
  off pugilists are the bane of anyone unforunate 
  enough to be near them when the brouhaha 
  goes down.
  pIssed puGIlIst
  At 3rd level, nothing satisfies your rage more 
  than using your bare hands. While raging, your 
  unarmed strikes increase to 1d6.
  At Higher Levels. At 6th level, your unarmed 
  strikes increase to 1d8. At 10th level, your 
  unarmed strikes increase to 1d10. At 14th level, 
  your unarmed strikes increase to 1d12.
  Make It a double
  Also at 3rd level, you can add your Rage 
  Damage bonus twice to any unarmed attack 
  you make while raging. Additionally, when you 
  are grappled with a target, you can use your 
  bonus action to make an unarmed attack using 
  a free hand against the target.
  FerMented FortIFIcatIon
  At 6th level, your awareness on the battlefield 
  is heightened. When you are hit by a weapon 
  or spell attack from a hostile creature while 
  raging, you can use a bonus action to focus 
  on that creature (maximum of 1) and focus all 
  your ferocity on them. While focussed, your 
  AC increases an amount equal to your Rage 
  Damage bonus for any attack made by that 
  creature until the begining of your next turn.
  chaser
  At 10th level, you can take a bonus action to 
  take the Dash action. When using this ability, 
  if you move more than 10 feet in a straight line, 
  you are uneffected by difficult terrain and do not 
  suffer a movement penalty when attempting to 
  pass through another creature’s space.
  leave 'eM punch drunk
  At 14th level, the strength behind your blows 
  leaves enemies punch drunk. When you hit a 
  creature, you can activate this abilty to force 
  the creature to make a Constitution saving 
  throw. The DC for this saving throw is 8 + your 
  Strength modifier + your proficiency bonus. On 
  a failed save, you stagger the creature, leaving 
  them disorientated. The creature’s movement 
  is halved and they are at disadvantage on all 
  attack rolls and ability checks until the end of 
  their next turn. You have uses of this ability 
  equal to your Constitution modifier and regain 
  all uses of this ability at the end of a long rest.
  Part III: Creatures of Celebration
  Ronald Wenneker (order #22365152)
  
  12
  bonus proFIcIencIes
  At 1st level, you gain proficiency with brewer’s 
  supplies. Your proficiency bonus is doubled 
  for any ability check you make that uses those 
  supplies.
  channel dIvInIty:
  FerMentatIon oF the FaIthFul
  At 2nd level, you can use your Channel Divinity 
  to manipulate the process of fermentation, even 
  in creatures.
  As an action, you present your holy symbol 
  and invoke the transformative properties of 
  fermentation. Until you next use this Channel 
  Divinity feature, when you brew a beverage 
  using your brewer’s supplies, the time it takes 
  for crafting them is halved.
  Additionally, you are able to decipher the 
  effects of Madness and deception, seeing the 
  true intent behind a creatures actions and 
  words. You gain a bonus equal to your Wisdom 
  modifier on all Insight checks for next hour.
  channel dIvInIty: r ally
  At 6th level, you can use your Channel Divinity 
  to inspire joy and good health in others.
  As an action, you present your holy symbol 
  and invoke the name of your deity. Each creature 
  that you can see within 30 feet of you that you 
  choose recieves temporary hit points equal to 
  your Cleric level + your Wisdom modifier + your 
  proficiency bonus. The temporary hit points last 
  for 10 minutes.
  dIvIne strIke
  At 8th level, you gain the ability to infuse your 
  weapon with divine energy. Once on each 
  of your turns, when you hit a creature with a 
  weapon attack, you can cause the attack to deal 
  an extra 1d8 poison damage to the target. 
  When you reach 14th level, the extra damage 
  increases to 2d8.
  lead lIver
  At 17th level, you gain the ability to withstand 
  even the harshest effects of alcohol and poison. 
  You gain resistance to poison damage and are 
  immune to the poisoned condition.
  Additionally, you cannot suffer more than one 
  level of intoxication, and you are never hungover 
  from the ingestion of alcohol.
  lIbatIons doMaIn
  Divine Domain for Clerics
  The gods whom prefer the worship of Libations 
  include the Eridani, Chauntea, Lliira, Maxillius, 
  and The Green Man (also sometimes known 
  as The Traveller). Together and separate, 
  they watch over grand displays of revelry and 
  spirited celebration. In some pantheons, these 
  particular gods preside over the harvest and 
  conversion of grain, the strength and courage 
  granted by ale, and generosity and love that is 
  shared during times of good tiding. Libarations 
  however, are necessarily good. Any deity of any 
  alignment could appear as a god of libations, 
  as the act of drinking and celebration is not 
  exclusive to those of good heart. These gods 
  send forth their clerics as the planners of 
  events, the sobering reminders, the town fools, 
  and the party animals. Charged with inspiring 
  fellowship through drink and song, common 
  folk flock to these clerics for their skill with the 
  drink, both in brewing and putting it away.
  Libation Domain SpeLLS
  Cleric Level
  Spells
  1st
  comprehend languages, heroism
  3rd
  blur, enthrall
  5th
  catnap, water breathing
  7th
  confusion, staggering smite
  9th
  modify memory, skill empowerment
  Master oF r evelry
  At 1st level, you learn the friends 
  cantrip. You also gain proficiency 
  in one of the following skills 
  of 
  your 
  choice: 
  Medicine, 
  Performance, or Persuasion.
  Part III: Creatures of Celebration
  Ronald Wenneker (order #22365152)
  
  13
  PART IV
  Recipes for Revelry
  If you’re going to say cheers to the gods, you’re going 
  to need to honor them with a proper beverage. To do 
  this, you’re going to need to know what you’re doing!
  In this section we’ll be looking at the process of 
  brewing using your Brewer’s Supplies, as well as how 
  ingredients and fermentation changes your recipe.
  the r IGht stuFF
  Brewing grog doesn’t just happen overnight. 
  In fact, it takes some time and effort to get 
  things right. True brewers know that all good 
  beverages need the right ingrediants, the right 
  tools, and patience. Patience is the fuel of 
  fermentation, which is the transformative time 
  in which a newly cooked grog needs time to 
  become it’s best.
  InGredIents
  Anybody can use anything in brewing grog, 
  but not everything gives the brew an amazing 
  flavor or fantastic effect. In fact, many will down 
  right stink and possibly make people sick.
  Before you go brewing you’re going to need 
  to collect the right ingrediants. Rather than 
  specific recipes that will teach you how to make 
  just one thing, this chapter will show you what 
  happens when many ingrediants are used in 
  your grog brew, and the effects it can create.
  First of all, all grogs require the basic 
  ingrediants of Hops, Brewer’s Yeast, and 
  Purified Water, but for the aficianado of 
  brewing, more obscure ingredients can be used. 
  When brewing using your Brewer’s Supplies, 
  you must first establish the type of grog you’re 
  intending to make: Ale, Lager, Stout.
  Ales
  Brew Time: 1 hour 
  Ferment Time: 2 weeks in warm temperature
  Description: There are four members of this 
  particular arm of brewing (brown, dark, pale, 
  and red). They are the most prominently found 
  brews in the south and coastal parts of Faerun.
  Brown Ale. Brown ales require that the 
  recipe contain brown malt. It has a sweet, 
  caramel-like taste with a lower alcohol content. 
  Its coloring ranges from deep amber colorings 
  to browns. It is the most popular ale of Comyr.
  Dark Ale. Dark ales contain a lot more 
  hops than other ales. It has a bitter taste with 
  a regular alcohol content. Its coloring ranges 
  from light amber colorings to amber reds.
  Pale Ale. Pale ales bitter flavor and golden 
  colours are what most people associate with 
  when they speak of ale. It is very popular on the 
  coasts and anywhere outside of Comyr.
  Lager
  Brew Time: 1 hour 
  Ferment Time: 4 weeks in cool temperature
  Description: There are three members of this 
  particular arm of brewing (pale, pilsner, and 
  dark). They are mostly found in the northern 
  and in-land parts of Faerun.
  Pale Lager. Pale lagers contain only the most 
  immaculate of hops, usual from noble lands. It 
  features a lean, dry, and crisp taste, with a pale-
  to-golden coloring.
  Pilsner. Pilsner is actually a type of pale 
  lager with a robust maltiness flavor and a light 
  straw to golden colour. It is possibly the most 
  common of the lagers depending on what side 
  of the north you stand.
  Dark Lager. Dark lager is made from dark 
  malts that lack any roasting. They range from 
  deep reds to black colors and produce a similar 
  tasting to chocolate or licorice-like flavor.
  Stouts & Porters
  Brew Time: 1 hour 
  Ferment Time: 4 weeks in cool temperature
  Part IV: Recipes for Revelry
  Ronald Wenneker (order #22365152)
  
  14
  Dulling the Pain
  While grog has been known to dull the 
  pain of some, it actually provides no benefit 
  whatsoever. If anything, it only prevents a 
  creature from realising just how much pain 
  it’s really in.
  Description: Stouts and porters share enough 
  similarity for a single entry here. Sometimes 
  referred to as the “Dark Beer”, they typically 
  contain dark, rich brown colorings and  heavy 
  malt flavorings. The stout porter is one of the 
  strongest of the grog family, increasing the DC 
  to prevent intoxication by 1 with every mug 
  consumed.
  breWInG
  To brew your unique grog, you’ll need to use 
  your Brewer’s Supplies in combination with 
  your ingredients. This is done like any other 
  crafting, only your ingredients can create 
  different effects in your ales, lagers, and stouts.
  Brewer's Supplies
  Expanded on from Xanathar’s Guide to Everything
  Cost: 30gp
  Weight: 35lbs
  Brewing is the art of producing beer. Not only 
  does beer serve as an alcoholic beverage, but 
  the process of brewing purifies water. Crafting 
  grog can take weeks of fermentation, but only a 
  few hours of work.
  Components. Brewer’s supplies include 
  a large glass jug, a quantity of hops, brewer’s 
  yeast, varied spices, a copper kettle, a siphon, 
  one gallon fermentation barrel, and piping.
  History. Proficiency with brewer’s supplies 
  gives you additional insight on Intelligence 
  (History) checks concerning events that involve 
  alcohol as a significant element.
  Medicine. This tool proficiency grants 
  additional insight when you treat anyone 
  suffering from alcohol poisoning or when you 
  can use alcohol to dull pain.
  Persuasion. A stiff drink can help soften the 
  hardest heart. Your proficiency with brewer’s 
  supplies can help you ply someone with drink, 
  giving them just enough alcohol to mellow their 
  mood and calm them.
  Potable Water. Your knowledge of brewing 
  enables you to purify water that would otherwise 
  be undrinkable. As part of a long rest, you can 
  purify up to 6 gallons of water, or 1 gallon as 
  part of a short rest.
  FerMentatIon
  The process of fermentation can be a long and 
  arduous one but the results often speak for 
  themselves. Once a brewer has gone through 
  the process of physically brewing a concotion, 
  it must go through a process of fermentation. 
  This can take a number of weeks depending on 
  the key ingrediants used.
  The table on the following page indicates 
  the number of weeks added to the process of 
  fermentation for the beverage, as well as the 
  duration of the beverages effect. In the event of 
  a saving throw being required for the beverages 
  effect, the DC for the saving throw is 8 + the 
  listed saving throw modifier + your proficiency 
  bonus.
  InGredIents
  The procurement of ingredients is necessary 
  for the proper process of brewing. One of the 
  great benefits of spellcasting is a level of access 
  to certain components that produce magical 
  effects. Unfortunately, unlike spellcasting, the 
  process of brewing absolutely consumes the 
  components used in the brewing process. This 
  results in most master brewers needing to 
  constantly resupply their works.
  On top of resupplying, one the biggest issues 
  is the storage of their concotions. Most brews 
  require secure and still storage, meaning that 
  insuring the protection of the brew during the 
  process of fermentation is required to insure 
  it will last. Because of this, most, if not all 
  brewers  secure their brews within their own 
  home distilleries and other domiciles.
  Part IV: Recipes for Revelry
  Ronald Wenneker (order #22365152)
  
  LiSt of ingreDiantS
  Ingredient
  Effect
  4 wks
  5 wks
  6 wks
  Adamantine dust
  Grants invulnerablility to critical hits
  10 mins
  1 hr
  8 hrs
  Amber, crushed
  Grants resistance to lightning damage
  1 min
  10 mins
  1 hr
  Animal fat
  Grants disadvantage to saving throws against being disarmed
  10 mins
  1 hr
  8 hrs
  Ash, wood
  Grants resistance to fire damage
  1 min
  10 mins
  1 hr
  Bat fur
  Grants the ability see normally in magical darkness
  1 min
  10 mins
  1 hr
  Berries
  You gain 1 hit point at the start of each of your turns
  10 secs
  1 min
  10 mins
  Bitumen
  Grants the ability to climb on any solid surface
  1 min
  10 mins
  1 hr
  Blood, humanoid
  You see illusionary demons
  10 secs
  1 min
  10 mins
  Blood, dragon
  Grants resistance to the damage type associated with the dragon’s blood
  1 min
  10 mins
  1 hr
  Blood, umber hulk
  Grants temporary hit points equal to your Constitution score
  1 min
  10 mins
  1 hr
  Blood, vampire
  Make a Consitution save or gain darkvision, disadvantage when in 
  daylight, and take 20 radiant damage when your starts your turn in daylight
  1 min
  10 mins
  1 hr
  Bloodhound fur
  Grants advantage on tracking animals, plants and creatures you know
  6 hrs
  12 hrs
  24 hrs
  Bone dust
  Grants advantage on death saving throws
  10 secs
  1 min
  10 mins
  Brimstone, crushed
  Grants resistance fire damage
  10 mins
  1 hr
  8 hrs
  Bugbear fur
  Gain 1 extra die of damage on an attack
  10 secs
  1 min
  10 mins
  Butter
  Grants disadvantage to saving throws to prevent being disarmed
  10 secs
  1 min
  10 mins
  Carrots, dried
  Grants or extends darkvision up to 15 feet
  1 min
  10 min
  1 hr
  Charcoal dust
  Make a Constitution saving throw or cough uncontrollably
  1 min
  10 min
  1 hr
  Crickets
  Make a Constitution saving throw or fall asleep
  1 min
  10 min
  1 hr
  Crystal powder
  Make a Wisdom saving throw or become incapacitated
  10 secs
  1 min
  10 mins
  Diamond dust
  Returns your hit points to their maximum level
  —
  —
  —
  Eggs
  Grants advantage on Wisdom (insight) checks
  1 min
  10 min
  1 hr
  Eggs, rotten
  Make a Constitution saving throw or vomit uncontrollably
  10 secs
  1 min
  10 mins
  Eggs, snake
  Make a Constitution saving throw or become poisoned
  1 min
  10 min
  1 hr
  Eggs, spiders
  Grants the ability to climb on any surface
  1 min
  10 min
  1 hr
  Fireflies
  Causes your mouth to emit bright light up to 10 feet 
  and dim light up to 20 feet while it remains open
  1 min
  10 min
  1 hr
  Gold dust
  Grants the benefits of a long rest
  —
  —
  —
  Guano
  Grants the ability to cast fireball from your butt as an action
  10 secs
  1 min
  10 mins
  Herbs
  Grants resistance to radiant damage
  10 secs
  1 min
  10 mins
  Holy Water
  Grants +1d4 to any roll you make
  10 secs
  1 min
  10 mins
  Honeycomb
  Grants the ability to throw your voice up to an amount of feet equal to the 
  Fermentation duration in seconds
  10 secs
  30 secs
  1 min
  Hot peppers
  Make a Constitution saving throw or immediately spit a firebolt
  —
  —
  —
  Incense
  Grants advantage on Charisma checks
  10 mins
  1 hr
  8 hrs
  Iron powder
  Grants resistance to non-magical bludgeoning, piercing, and slashing 
  damage
  1 min
  10 mins
  1 hr
  Licorice root
  Grants the ability to take the Dash action as a bonus action
  10 secs
  1 min
  10 mins
  Limes
  Make a Constitution saving throw or be petrified
  10 secs
  1 min
  10 mins
  Mandrake root
  Make a Charisma saving throw or scream uncontrollably
  1 min
  10 mins
  1 hr
  Nuts
  Make a Constitution saving throw or suffer the effects of the confusion spell
  10 secs
  1 min
  10 mins
  Octopus tentacle, 
  pickled
  Grants advantage to escape or prevent being grappled or restrained
  10 mins
  1 hr
  8 hrs
  Salt
  Make a Charisma saving throw or become enraged at the closest person
  Seasame seed
  Grants the ability to whisper any phrase into any lock and unlock it
  1 min
  10 mins
  1hr
  Silver dust
  Grants the benefits of a short rest
  —
  —
  —
  Snaketongue
  Make a Charisma saving throw or do whatever anyone tells you to do
  10 secs
  1 min
  10 mins
  Soil, cursed
  Gain resistance to necrotic damage
  1 min
  10 mins
  1 hr
  Soil, hallowed
  Gain resistance to radiant damage
  1 min
  10 mins
  1 hr
  Squid ink
  Make a Constitution saving throw or be blinded
  10 secs
  1 min
  10 mins
  Sugar
  —
  —
  —
  —
  Sulfur
  Make a Constitution saving throw or take 1d6 fire damage
  —
  —
  —
  Sweet oil
  Make a Charisma saving throw or do whatever anyone tells you to do
  1 min
  10 mins
  1 hr
  Tallow
  Make a Constitution saving throw or take 1d4 fire damage
  —
  —
  —
  Yew leaf
  Immediately vomit and be cured of all poison and disease
  —
  —
  —
  Duration from Fermentation
  Ronald Wenneker (order #22365152)
  
  16
  PART V
  GREAT GROG GAMES
  For a near decade the Great Grog Games hosted by the mysterious 
  proprioter Hoggle Greyhog have been considered the absolute 
  pinnacle of drinking championships. Dubbed by some as the Grog 
  Olympics, this 5 part tournament of rotating drinking challenges 
  has served to test the bodies, hearts, and minds of even the most 
  seasoned drinkers. The following is a list of just some of the great 
  games that competitors can expect when competing in the games.
  the Monster
  In this straight-up tournament it is not the 
  competitors whom find themselves at odds, it’s 
  a lowly deck of cards.
  hoW to play
  This game is played by 4 players representing 
  4 teams. Before the game begins, players will 
  choose one member of their team to represent 
  their squad. Once selected, each chosen 
  member of the competing teams sits before 
  each other and one standard 52 deck of cards. 
  As each player is representing their team, so 
  to are they represented by a suit within the deck 
  of cards. When a player has been chosen, they 
  must also choose a suit from the deck of cards 
  to represent themselves by.
  Using the same standard drink, the competing 
  players will each take their turn drawing a card 
  from the deck and choosing whether to return 
  the card or drinking that card’s value. The cards 
  represent a “monster” that must be “slain” by 
  drinking a number of times equal to the cards 
  value, as indicated in the Monster Game table 
  in the next colomn.
  hoW to WIn
  Each player takes their turn drawing a card 
  from the deck and choosing whether to drink 
  the cards value or hold the card for themself to 
  be played later on their turn. At no point should 
  a player reveal what card they have drawn.
  A player can hold up to 5 cards, but may 
  only hold a card that belongs to their suit. An 
  opposing player can accuse another player of 
  “lying” when the player attempts to hold a card 
  they claim as theirs. When a player is accused, 
  they must reveal their hand. Any card they hold 
  in their hand that is not of their suit, they must 
  now drink. If a player holds cards of their own 
  suit, the accusing player must drink the accused 
  players hand.
  Once a card has been “drunk”, the card is 
  discarded and cannot return to the game. Once 
  all cards have been drunk, the deck is empty 
  and whomever has had the least drinks wins!
  Monster Game Table
  Card
  Name
  Drink
  Ace
  “The Dragon”
  1 Mug
  King
  “The Giant”
  1/2 Mug
  Queen
  “The Mage”
  1/3 Mug
  Jack
  “The Devil”
  1/4 Mug
  10
  “The Golem”
  10 sips
  9
  “The Treant”
  9 sips
  8
  “The Hydra”
  8 sips
  7
  “The Ape”
  7 sips
  6
  “The Wyvern”
  6 sips
  5
  “The Hag”
  5 sips
  4
  “The Ghost”
  4 sips
  3
  “The Werewolf”
  3 sips
  2
  “The Captain”
  2 sips
  Masters of the Bluff
  Competitors with the ability to outsmart their 
  opponents benefit greatly in Monster. The 
  best choice for a team is the player with the 
  highest Insight, Persuasion, or Intimidation.
  Part V: Great Grog Games
  Ronald Wenneker (order #22365152)
  
  17
  the party
  In this game, players will roll dice to be the first 
  to put together an adventuring party.
  hoW to play
  This game is played by 4 players representing 
  4 teams. Before the game begins, the player 
  representing their team will need 6d6 that they 
  will roll to fill a hypothetical adventuring party 
  made up of a Basher, a Healer, an Explorer, a 
  Talker, and a Mage.
  Rolling at the same time, every player will 
  attempt to roll a result as outlined in the Party 
  Table below to fill their party.
  Party Table
  Party Member
  Result
  Die Pattern
  Bruiser
  2 twos
   
  Healer
  3 threes
   
   
  Explorer
  4 fours
   
   
   
   
  Talker
  5 fives
   
   
   
   
  Mage
  6 sixes
   
   
   
   
   
  When a player rolls a result which returns no 
  member of the party being filled, they drink. If, 
  however, a player rolls a number on a die they 
  wish to keep, they can put that dice aside and 
  add it to their result in the next round. If a player 
  rolls a 1, they must discard any kept dice and 
  start over. Once every player has resolved their 
  roll, they roll again and repeat the process.
  hoW to WIn
  The first player to have a complete party wins!
  the lIar
  More a drinking song than a pure drinking 
  game. In this game, players will have to listen to 
  their fellow singers and try not to be eliminated.
  hoW to play
  This game is played by 4 players representing 
  4 teams. Before the game begins, the player 
  representing their team will line up in a circle 
  around the table. A large horn filled with mead 
  or similar grog will be passed around between 
  the players.
  The goal is for players to rhyme a lie about 
  themselves that the rest of the participants can 
  call them out on. At the start of every partipants 
  turn, they take a big drink and sing their line.
  For example, one player might start by 
  singing, “My name is Patrick and I’m 12 feet 
  tall, took on 10 ogres, and I slayed them all!” 
  And participants will all sing back the chorus:
  “Oh you’re a liar, you’re a liar, you’re full of 
  shit! Sit the hell down, you’re so full of it!”
  The next player along then takes a big 
  drink and sings their own lie. “My name is 
  Rhogarr  and I once met Chauntea, she said I 
  was handsome and tried to bed me!” and the 
  participants sing the chorus again.
  This continues until a player cannot rhyme a 
  line and continue the song, usually resulting in 
  the rest of the participants pouring their drinks 
  over them and booing them profusely before 
  continuing the song.
  hoW to WIn
  Once all but one player has been eliminated 
  the game is over and the remaining player is 
  declared the winner!
  Alternate Liar Rules
  Not every participant in this game may enjoy 
  attempting to sing or rhyme their way to 
  victory. It is suggested that should this be the 
  case, do not force the player, rather, allow 
  them to roll Performance checks, factoring in 
  Intoxication rules as outlined earlier in this 
  notebook.
  Part V: Great Grog Games
  Ronald Wenneker (order #22365152)
  
  18
  v 1.0
  CHEERS TO YOU, 
  ADVENTURERS
  Greyhogg’s Guide To Grog, Craft 
  Brewing & Revelry is a welcomed 
  reference for every Dungeons & Dragons 
  roleplayer who seeks to understanding 
  the mysteries behind brewing your 
  own ales, lagers, and more.
  It contains rules and recipes for brewing 
  your own nectars of the gods, notes 
  on the dangers of intoxication, and 
  two new subclasses for the Barbarian 
  and Cleric! It also includes exerpts on 
  the many gods that revel in revelry, 
  offering joy and good times for all 
  seek life and it’s celebrations.
  This guide immerses you in a world 
  of beverage-bolstered good times. 
  Learn the secrets of taverns, breweries, 
  and stills. Battle intoxication while 
  searching for legendary relics of 
  old. Gain experience and power as 
  you crawl across town til the early 
  morning with your companions.
  It’s time to drink up, hero!
  Will you answer the call?
  Ronald Wenneker (order #22365152)
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Greyhogg's Guide to Grog Craft Brewing & Revelry.pdf