
Declindgrunt |
1 person marked this as a favorite. |

Hello forum members so I plan on run an adventure with a pup that's basically a church to Cayden cailean and one of the coolest parts of the religion is that drinkers will make bets with each other for little to nothing with each bet getting more crazy until 1 better will bet the other to take the star stone challenge which is a nod to cayden cailean himself. But I'm having a hard time coming up with a lot of these bets so here I am!
1. See which one of the 2 of you can throw a copper piece into another patrons drink.

Third Mind |

3. See who can get the barmaiden (or bartender) to let them walk them home forst.
4. Whoever can take the most punches to the face wins!
5. (The classic) Whoever can handle the most alcohol wins.
6. A game of Man, Woman or Changeling with an objective 3rd party selecting the targets.
7. See who can pickpocket the most from another patron.

Pizza Lord |
14. "I bet you won't drink a bootful of beer from that guy's boot!" (The first guy is a ditch-digger, then the 2nd guy is a manure-raker. If the bet goes further, the 3rd guy turn out to be an adventurer wearing boots of striding and springing. Unfortunately, he got them from a slain giant and they are normally giant-sized. If he takes one off to assist in the bet, the boot grows to huge size and would obviously hold a copious amount of beer.)
15. "I bet you can't guess what I'm sticking in your mouth while you're blindfolded!" Best 2 out of 3.
16. "I bet you can't do a handstand over the privy seat longer than I can!" Acrobatics check DC 10 +2 per round held. Also requires Fortitude save DC 10 +1 per round or be sickened (which will apply penalty to Acrobatics) due to stench wafting up from privy.

Devilkiller |

Do folks who take the Star Stone Challenge but fail die? If so then I guess the bets could start to get pretty risky after a while.
#19. Calistria's Kiss - Let's take turns injecting doses of giant wasp poison until one of us is immobilized!
Since a character with a Dex of 0 is immobile but not unconscious this could lead to hilarity and or horror.

Gulthor |

We're going to be running a Drunken Party through Jade Regent (Drunken Master, Drunken Rager, Cleric of Cayden Cailean, Blade & Tankard Swashbuckler and an alcohol-themed alchemist,) so this is relevant to my interests.
20. I bet you won't light and put this sparking pinwheel firework down your pants.
Also, you may enjoy the alternate drinking rules I developed for aforementioned game, since the default rules are both poorly-written and lethal.
Hard-drinking heroes and otherworldly alcohol are staples of the fantasy genre. Characters who consume alcohol are subject to gradually-worsening levels of inebriation, detailed below.
Tipsy:
You become tipsy after consuming a number of alcoholic beverages equal to 1 + your Con modifier.
A tipsy character gains a + 1 alchemical bonus on all Str- and Cha-based skill and ability checks, but takes a - 1 penalty on all Dex- , Int-, and Wis-based skill and ability checks.
Buzzed:
You become buzzed after consuming an additional number of alcoholic beverages equal to 1 + your Con modifier.
The bonuses and penalties to skill and ability checks granted by being tipsy increase to 2.
Drunk:
You become drunk after consuming an additional number of alcoholic beverages equal to 1 + your Con modifier.
A drunk character is sickened. Any effect that would cause a drunk character to be sickened causes them to be nauseated for the same duration instead. The bonuses and penalties from being buzzed continue to apply.
Stupor:
You enter a drunken stupor after consuming a number of alcoholic beverages equal to 1 + your Con modifier.
A character in a stupor is fatigued. Any effect that would cause a character in a stupor to become fatigued causes them to be exhausted instead. The bonuses and penalties from being drunk continue to apply.
Blackout:
A character blacks out after consuming an additional number of alcoholic beverages equal to 1 + his Con modifier.
A character in a blackout is unconscious, loses all memories from the past hour, and is unable to make new memories for an hour. If somehow brought conscious, a character in a blackout is nauseated and exhausted.
Sobering Up:
Every hour, a character is treated as having consumed one fewer alcoholic beverage.
Poison Resistance and Immunity:
A character with poison resistance is treated as having a higher Constitution score equal to the amount of their poison resistance for the purpose of determining how much alcohol they can consume.
A character with poison immunity is immune to the effects of alcohol, both beneficial and detrimental.
Characters with a low Constitution:
Whenever a character with a negative Con modifier consumes an alcoholic beverage, they are treated as having consumed an additional number of alcoholic beverages equal to their negative modifier.
Hangovers:
After a night (or day) of drinking, a character risks a hangover the following morning.
The character must make a Fort save upon waking based on how inebriated they were:
* A character who was tipsy must succeed on a DC 5 Fort save.
* A character who was buzzed must succeed on a DC 10 Fort save.
* A character who was drunk must succeed on a DC 15 Fort save.
* A character who was in a stupor must succeed on a DC 20 Fort save.
* A character who was in a blackout must succeed on a DC 25 Fort save.
For each hour spent drinking beyond the first, increase the DC by 1. A character may add their poison resistance to this Fort save.
A character who succeeds on this save suffers no ill effects from their carousing. A character who fails this save is sickened and fatigued for 1d4 hours. A character who fails this save by 5 or more is nauseated and exhausted for 1d4 hours and then sickened and fatigued for 1d4 hours after that.
Drinking and Addiction:
A character who engages in habitual drinking may develop a minor addiction.

Turin the Mad |

We're going to be running a Drunken Party through Jade Regent (Drunken Master, Drunken Rager, Cleric of Cayden Cailean, Blade & Tankard Swashbuckler and an alcohol-themed alchemist,) so this is relevant to my interests.
20. I bet you won't light and put this sparking pinwheel firework down your pants.
Also, you may enjoy the alternate drinking rules I developed for aforementioned game, since the default rules are both poorly-written and lethal.
** spoiler omitted **...
Bonus points for playing when lightly inebriated. Obvious disclaimer: not for underage participants and those with any of a variety of reasons to not drink.
23. Bet you can't talk those goblins/orcs/kobolds into a drinking contest!

Turin the Mad |
1 person marked this as a favorite. |

lemeres wrote:25. Bet you can't talk that ogre into following you to your inn room.Turin the Mad wrote:23. Bet you can't talk those goblins/orcs/kobolds into a drinking contest!24. Bet you can't talk that goblin/orc/kobold girl into following you to your inn room.
25a. Added bonus: qualifies you for the Chevalier PrC on the basis of " succeeding at a challenge requiring great heroism ".

lemeres |

My Self wrote:25a. Added bonus: qualifies you for the Chevalier PrC on the basis of " succeeding at a challenge requiring great heroism ".lemeres wrote:25. Bet you can't talk that ogre into following you to your inn room.Turin the Mad wrote:23. Bet you can't talk those goblins/orcs/kobolds into a drinking contest!24. Bet you can't talk that goblin/orc/kobold girl into following you to your inn room.
26. Bet you can't talk HER into following you into your inn room. (points at a lich).
26a. Added bonus: this might qualify you for the agent of the grave PrC due to the mummy rot. You might want to talk to the cayden cleric/bartender dude.

Declindgrunt |

Some of these are hilarious guys but let's make some that are on the easier side that way pc's can make these bets with strangers and they might stand a chance
Also let's set the tavern in a realistic town where I don't think you'd see the local ogre or lich at the bar
27. Bet on the gender of the next person who enters the bar/tavern, loser has to buy the winner the next drink

Cuup |

34. The Rich Man's Bet - "You know the rules, chaps: pick out your champion from this crowd of hooligans and pay for their drinks. The last champion standing wins his sponsor eternal glory. Bonus glory if your champion kicks the bucket. Loser notifies next of kin. Right, it's a gentleman's challenge, then; may the best man win, and I'll see no sore losers tonight, eh, Tom?"

The Sideromancer |
39. I bet you can't survive grappling a succubus.
40. I bet you can't tell me what's in the 4th left pocket on my vest.
41. I bet you can't lift the mask off that vigilante in the corner.
42. I bet you can't walk that druid's dog.
why is #41 the same as #35?
43. I bet you can't throw something through the door next time it opens.

lemeres |

36. I bet you can't tie two goblins together without them knowing.
37. I bet you can't use said goblins as a Bolas to ensnare an owlbear.
38. I bet you can't pin said Owlbear while it's dealing with the goblins.
44. I best you can't find a way to tie two owlbears together to use as bolas.
(...I think this could actually be done in system. Needs some spells, but it can be done.)

![]() |

45: I bet you couldn't balance five cups on your head for 6 seconds!
The first cup is DC 15. Each additional cup is +2 DC. Each failed check results in 1d3 points of damage (1 point if you have headwear) and a 2 cp fine for the loss of the mug.
46: I bet you couldn't trick the guy next to you into giving you his drink.

My Self |
The first cup is DC 15. Each additional cup is +2 DC. Each failed check results in 1d3 points of damage (1 point if you have headwear) and a 2 cp fine for the loss of the mug.
You know that your average commoner can die if they get to 3 cups, right?
Also, maybe you should specify the DC- Acrobatics? Sleight of hand? Reflex save? Just a plain old Dexterity check?

![]() |

Just your average clone wrote:The first cup is DC 15. Each additional cup is +2 DC. Each failed check results in 1d3 points of damage (1 point if you have headwear) and a 2 cp fine for the loss of the mug.
You know that your average commoner can die if they get to 3 cups, right?
Also, maybe you should specify the DC- Acrobatics? Sleight of hand? Reflex save? Just a plain old Dexterity check?
whoops. The DC is 15 acrobatics. Yes, I know it can kill a commoner. EVERYTHING can kill a commoner. Don't take the dare if you are a commoner.

TimD |

47. Iron man drinking competition, alternate shots of rotgut with gut punches from your opponent. Lose conciousness, or your lunch, and pay up.
49. The Iron Golem drinking competition - similar to Iron Man, but your shots are green slime, vegepygmie spores, or other oozes...
50. The Commoner Conversation Drinking Contest. Go to a tavern where non-adventurers go drinking and eavesdrop on other conversations:
Each time a sailor refers to their ship, the ocean, or the wind take a shot.
Each time a farmer refers to the weather, dirt, or their livestock take a shot.

Dracoknight |

My Self wrote:whoops. The DC is 15 acrobatics. Yes, I know it can kill a commoner. EVERYTHING can kill a commoner. Don't take the dare if you are a commoner.Just your average clone wrote:The first cup is DC 15. Each additional cup is +2 DC. Each failed check results in 1d3 points of damage (1 point if you have headwear) and a 2 cp fine for the loss of the mug.
You know that your average commoner can die if they get to 3 cups, right?
Also, maybe you should specify the DC- Acrobatics? Sleight of hand? Reflex save? Just a plain old Dexterity check?
Make it non-lethal so they just hit themselves into a coma.
54: I bet'cha cant tell the gender of that elf! (Physical searches allowed)

My Self |
Most commoners have a Con score of ~10. 3d3 may beat them unconscious, but it shouldn't outright kill them. Especially if the ones they lose the bet to step up and administer first aid or a cure light wounds or two once they stop laughing. ;)
3d3 isn't an instakill, but it will very likely take out their 4 HP and have them start bleeding out on the ground. Then you need to hire a doctor, or someone with a better than +0 chance to stabilize. Recall that Cure Light Wounds is difficult and expensive for 1st level commoners to come by through any means. The cantrip Stabilize is only really useful for very low-level battle medics who don't have healing spells/channels to spare. Most non-adventuring Clerics/Oracles will not have combat orisons prepared on a given day.
For reference, 1d3 is as much damage as you could expect from a regular guy's punch. A falling mug should not hit as hard as a serious attack. Doubly so since regular guys need to take a feat to shrug off the -4 for attacking lethally.

Turin the Mad |

Turin the Mad wrote:Most commoners have a Con score of ~10. 3d3 may beat them unconscious, but it shouldn't outright kill them. Especially if the ones they lose the bet to step up and administer first aid or a cure light wounds or two once they stop laughing. ;)3d3 isn't an instakill, but it will very likely take out their 4 HP and have them start bleeding out on the ground. Then you need to hire a doctor, or someone with a better than +0 chance to stabilize. Recall that Cure Light Wounds is difficult and expensive for 1st level commoners to come by through any means. The cantrip Stabilize is only really useful for very low-level battle medics who don't have healing spells/channels to spare. Most non-adventuring Clerics/Oracles will not have combat orisons prepared on a given day.
For reference, 1d3 is as much damage as you could expect from a regular guy's punch. A falling mug should not hit as hard as a serious attack. Doubly so since regular guys need to take a feat to shrug off the -4 for attacking lethally.
The CLW should come from the Cayden Calienites making the bet. ;)

![]() |

OKAY, OKAY OKAY!
45: (COMPLETE RIVISON)
I bet you couldn't balance five cups on your head for 6 seconds!
The first cup is DC 15 acrobatics. Each additional cup is +2 DC. Each failed check results in 1 point of nonlethal damage (none if you have headwear) and a 2 cp fine for the loss of the mug. Damage taken will be healed a nearby cleric if the damage is too extensive to continue the dares.
(The GM can increase the damage of the falling mug if they so choose. It is suggested that the damage not go higher than 1d3 points of nonlethal damage or one damage if you have headwear)
IS THIS BETTER?!