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Overview
Drink-and-Tell
A decidedly nonathletic contest, the game of drink-and-tell involves participants and spectators alike sitting in a circle. One participant produces a massive flagon of specially brewed mead, drinks from it, and then tells a tale. Depending on how entertaining the tale is, they’ll either hear cheers from the rest of the circle (meaning the participant is still in the game) or jeers (meaning the participant is now out of the competition but remains a spectator). Then the flagon is passed clockwise around the circle; spectators merely pass it to their left, but participants drink from it and offer a tale of their own.
The flagon keeps going around the circle until it’s either empty or only one participant remains. If drink-and-tell ends with an empty flagon, everyone who hasn’t been knocked out can claim a shared victory.
Playing
It generally takes a successful DC 15 Performance check to earn the cheers of the circle. Unfortunately, the mead brewed for drink-and-tell, though tasty, is known to slur speech more than most alcohol, making success in later rounds more difficult. Drink-and-tell mead is technically an ingested poison (DC 14 Constitution save; 1d3 Cha/1d3 Cha), although it only induces drowsiness and reduces speech to a slurred gibberish. It isn’t otherwise dangerous.
Overview
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Drink-and-Tell
A decidedly nonathletic contest, the game of drink-and-tell involves participants and spectators alike sitting in a circle. One participant produces a massive flagon of specially brewed mead, drinks from it, and then tells a tale. Depending on how entertaining the tale is, they’ll either hear cheers from the rest of the circle (meaning the participant is still in the game) or jeers (meaning the participant is now out of the competition but remains a spectator). Then the flagon is passed clockwise around the circle; spectators merely pass it to their left, but participants drink from it and offer a tale of their own.
The flagon keeps going around the circle until it’s either empty or only one participant remains. If drink-and-tell ends with an empty flagon, everyone who hasn’t been knocked out can claim a shared victory.
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It generally takes a successful DC 15 Performance check to earn the cheers of the circle. Unfortunately, the mead brewed for drink-and-tell, though tasty, is known to slur speech more than most alcohol, making success in later rounds more difficult. Drink-and-tell mead is technically an ingested poison (DC 14 Constitution save; 1d3 Cha/1d3 Cha), although it only induces drowsiness and reduces speech to a slurred gibberish. It isn’t otherwise dangerous.
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