La Bouteille Magique de Chandon (Chandon's Amazing Bottle) When first seen, this bottle will appear to be just like any other wine bottle, but it will be very ornately decorated. It will radiate magic if it is detected for. The wine will always be of the very best vintage. The design on the bottle will be of a typical vineyard and winery. If a character looks closely he/she might see movement, as if workers were tending the fields. On closer inspection of the bottle, a character might notice several things which are common to vineyards and wineries. Grapes grow best in a dry northern climate, with hills and nearby bodies of water. The grape crops would be placed on the slope of a hill facing south. A south facing grape crop is best for wine grape growing. It will always seem to be late summer or early fall which is the best time to harvest grapes. The grapes will then be at their richest wine making flavor. The Grapes are usually planted in rows six to eight feet apart to allow for spreading leaves and roots. The vines are held on wires or ropes spread between posts at the end of each row of plants. Wooden carts and wagons are used to haul the grapes to the winery. Ploughs are used to keep the area between the vine rows clear of weeds. The winery and housing will be on the valley floor near a river or large lake. The winery can be very large, but much of this space is taken up by the aging casks. The finished wine will be stored in underground sellers or in a place with a constant, cool, temperature. Once wine has been poured from the bottle, the workers will set out as if to make more wine. After a short amount of time the bottle will be refilled. The faster the bottle is drained, the faster the workers appear to work. The workers will soon get tired and work will slow down (see table A). If a character is simply draining the bottle to see the wine being made or if the bottle is given a good shake, the little people will shake their fists and make rude gestures at the characters. It would seem as if they could see what was happening outside of the bottle. If the bottle is severely shaken damage will occur on the farm and the people will fall over. Any character who looks into the bottle must save vs. magic or be transfixed by the bottle, as per the fascinate spell (1st edition Illusionist spell). The character will simply stare into the bottle until something or someone distracts the character. There will be no negative reaction or emotions toward the bottle. The character might simply say something like, "Wow" or "Amazing". An aspect of the bottle is that it must be exposed to sunlight at one time or another. If the bottle is not exposed to sunlight for one week changes will occur within the bottle. Starting during the second week, the weather will seem to change within the bottle. By the end of the week, clouds will become noticeable, rain will fall, and generally the weather within the bottle will deteriorate. After another two to three weeks without sunlight, a hard frost will occur that will apparently stop the growing and harvesting of new grapes. During the next week, the vineyards will be cleared and old branches and stumps will be burned. Wine will still be produced but at a much slower rate from stored grapes. After another two weeks without sunlight, the bottles's landscape will be covered with snow. Wine refilling the bottle will happen very slowly. Wine production will never truly stop, but if no more wine is poured from the bottle, snow will drift up covering the fields and houses. No more activity will be seen outside of the houses except for smoke out of the chimneys (see table B). If the bottle is ever found in a dungeon or in a place that the GM believes that there has been no exposure to sunlight for a long time, the bottle will show a snow covered valley, with the wine will be of a very good vintage and well aged. The bottle will slowly refill. But not until the bottle is touched by sunlight will the snow melt and spring and finally summer return to the farm. Wine production will not be very swift until after new grape plants have grown. In the legends of wine makers there was a great master and his name was Chandon. He was one of the best wine makers ever. When he felt that he could do no more to expand the realm of wine making, he was depressed. But soon he was presented with a gift from a great but now forgotten wizard. This gift was the first of the magic bottles. Chandon was very impressed and ordered that his best wine should be made in these magic bottles. He commissioned many bottles to be given out as gifts to important Kings, Queens, and, it is rumored, even Gods. These magic bottles are very rare and valuable, they are sparsely spread across many worlds. The popularity and demand for these magic bottles has produced many imitations and copies, some of which are good and some are very bad. These copies are the reason for the following variations on a theme: (see table C) Table A: (As a guide otherwise use example in text.) Exposure of bottle to sunlight: Regular (Daily) Production is one full bottle (750 ml or 24 oz) per round. Less regularly (Weekly) Production slows to one full bottle per five (5) rounds. Periodically (Monthly) Production slows to one full bottle per turn. Rarely (Bi-monthly) Production slows to one full bottle per 3 turns. Very rarely (Yearly) Production slows to one full bottle per hour or less. Almost never (In the dark) Production is only one full bottle per day or less. Table B: (As a guide otherwise use example in text.) Effects of the passage of time without sunlight: Week number: 1. Clouds, some rain possible but not strong. 2. More clouds, rain begins. 3. Constant clouds, rain. 4-5. Constant clouds, rain, first light frosts. Wine Production slows. 5-6. Heavy Clouds, rain, Hard frost. Wine Production now very slow, vineyard cleared. 6-8. Low Heavy Clouds, rain, hard frost, Snow. Vineyard completely baron, no new grapes. Wine coming from reserves. Very, very slow production. 9-12. Very Low, heavy clouds, Heavy Snow. Drifts of snow begin to cover area until sunlight returns. Table C: Wine Bottle Variants (1d100) Die Roll Type 01-10 Red Wines 11-20 White Wines 21-30 Sparkling Wines 31-35 Beer 36-40 Ale 41-45 Malt 46-50 Appetizer Wines 51-55 Dessert Wines (Sweet) 56-60 Distilled Liquors (Brandy) 61-65 Rum 66-70 Whiskey 71-75 Gin 76-80 Unusual (Special) 81-85 Unusual (Hard) 86-96 Special (See the table for POPULAR & STRANGE ALCOHOLS AMONGST THE WORLDS elsewhere in this guide.) 97-00 Magical (Very Special) GM's remember when using these tables to modify if necessary the description of the bottle read to the players. Sub-Table C1: Red Wines (1d20) Die Roll Type 1 Claret 2 Burgundy - Chablis 3 Beaujolais 4 Barber 5 Barerone 6 Aleatico 7 Cabernet 8 Carignane 9 Charbono 10 Chianti 11 Concord 12 Duriff 13 Gamay 14 Grignolino 15 Ives 16 Mourastel 17 Norton 18 Petite Sirah 19 Pinot Noir 20 Roll again or GM pick one Sub-Table C2: White Wines (1d20) Die Roll Type 1 Rhine 2 Sauterne 3 Catawha 4 Chablis 5 Chardonnay 6 Elvira 7 Folle Blache 8 Golden Chasselas 9 Gutedel 10 Hock 11 Rose (Pink) 12 Light Muscat 13 Malvasia Bianca 14 Moscato Canelli 15 Muscat Frontignan 16 Moselle 17 Ponot Blanc 18 Sauvignon Blanc 19 Traminer 20 Roll again or GM pick one Sub-Table C3: Sparkling Wines (1d12) Die Roll Type 1 Champagne (Common types see sub-table) 2 Sparkling Burgundy 3 Sparkling Sautene 4 Sparkling Moselle 5 Pink Champagne 6 Sparkling Muscat 7 Moscato Spumante 8 Sparkling Muscato 9 Canelli 10 Sparkling Burgundy (Red) 11 Imitation Champagne (White) 12 Roll again or GM pick one Sub-Table C3B: Champaqne (1d8) Die Roll Type 1 Brut 2 Extra Dry 3 Demi-Sec 4 Doux 5 Blanc de Blancs 6 Blanc de Noirs 7 Cremant 8 Brut Extra Dry Sub-Table C4: Beer (1d30) Die Roll Type 1 Barley Wine 2 Chamonile 3 Dandelion 4 Ginger 5 Herb (GM pick name if necessary) 6 Guiness Extra Stout 7 Guiness Extra 8 Guiness 9 Irish Stout 10 Milk Stout (or Sweet Stout) 11 Oatmeal Stout 12 Light Lager 13 Dark Lager 14 Nettle Beer 15 Spruce 16 Sap 17 Treacle 18 Heavy Lager 19 Boneshaker Stout 20 Carmel 21 Bitter Beer 22 Maize Flake Beer 23 White Raspberry 24 Porter 25 Wort 26-30 Roll again or GM pick one (room for expantion) Sub-Table C5: Ale (1d12) Die Roll Type 1 Bitter (pale) 2 Bran 3 Brown 4 Burdock 5 Dandelion and Burdock 6 Demerara 7 Flaked Barley 8 Light Ale 9 Pale Ale 10 Dark Ale 11 Amber 12 Roll again or GM pick one Sub-Table C6: Malt (1d6) Die Roll Type 1 Amber 2 Porter 3 Light 4 Dark 5 Crystal 6 Roll again or GM pick one Sub-Table C7: Appetizer Wines (1d4) Die Roll Type 1 Sherry: Roll 1d4 for quality/type 1 Fino (Light and Dry) 2 Amontillado (Med Dry) 3 Oloroso (Dark, Med Sweet) 4 Cream (Sweetened) 2 Vermouth 3 Madeira: Roll 1d4 for quality/type 1 Sercial (Dry) 2 Verdelho (Med Dry) 3 Bual (Med Sweet) 4 Malmsey (Sweet, Rich) 4 Marsala Sub-Table C8: Dessert Wines (Sweet) (1d12) Die Roll Type 1 Port: roll 1d4 for age/quality 1 Vintage/very old (Extra-good) 2 Old (Very Good) 3 Young (Good) 4 Roll again or GM pick one 2 Muscatell 3 Tokay 4 White Port 5 Angelica 6 Aleatico 7 Malaga 8 Malvasia 9 Muscat Frontigan 10 Red Muscatel 11 Sweet Sherry 12 Roll again or GM pick one Sub-Table C9: Distilled Liquors (Brandy) (1d12) (Roll For Quality) Die Roll Type 1 Grape 2 Apple 3 Peach 4 Pear 5 Raisin 6 Prune 7 Apricot 8 Cherry 9 Blackberry 10 Applejack 11 Plum 12 Roll again or GM pick one Sub-Table C9A: Quality (1d4) Die Roll Type 1 Congnac (Best) 2 Broderies (Very Good) 3 Armagnac (Good) 4 Imitation (Less Good) Sub-Table C10: Rum (1d6) Die Roll Type 1 Local Trade (Low Quality) 2 Home Trade (Good) 3 Export Trade (Strong) 4 Stock (Very Strong - Must be diluted in Wine) 5 Morrow Rum (Good) 6 Roll again or GM can pick one Sub-Table C11: Whiskey (1d6) Die Roll Type 1 Rye 2 Bourbon 3 Pot Still (Sweet) 4 Patent Still (Sweet) 5 Pot Still (Sour) 6 Patent Still (Sour) GM can always pick one Sub-Table C12: Gin (1d8) Die Roll Type 1 Juniper Berry 2 Sloe Berry 3 Bitter Almond 4 Cassia Bark 5 Fennel 6 Orris Root 7 Liquorice 8 Turpentine GM can always pick one Sub-Table C13: Unusual (Special Wines) (1d100) These are popular and may even pre-date true Grape wine making. Die Die Roll Type Roll Type 1 Aubergine (Egg-plant)(Med) 51 Lovage (Sweet) 2 Almond 52 Malt (Med) 3 Artichoke (Dry) 53 Marigold (Dry) 4 Balm (Medium) 54 Marrow (Sweet) 5 Banana (Semi-Sweet) 55 Mead (Med) 6 Barley 56 Meadowsweet (Med) 7 Beet, Sugar (Med) 57 Medlar (Med) 8 Beetroot (Med) 58 Mulberry 9 Bilberry (Dry) 59 Nectarine (Med) 10 Birch Sap (Dry) 60 Oak leaf (Sweet) 11 Blackberry (Semi-Sweet) 61 Orange (Dry) 12 Blackberry Shoot (Dry) 62 Pansy (Sweet) 13 Blueberry 63 Parsley (Dry) 14 Broad Been (Dry) 64 Parsnip (Sweet) 15 Broom (Sweet) 65 Passion Fruit (Med) 16 Bullace (Plum)(Med) 66 Paw-paw (Dry) 17 Cabbage 67 Peach (Med) 18 Carnation (Med) 68 Pea Pod (Med) 19 Carrot (Dry) 69 Pear (Med) 20 Celery (Med) 70 Pineapple (Med) 21 Chamomile 71 Plum (Dry) 22 Charlock 72 Pomegranate (Med) 23 Cherry (Sweet) 73 Port-Style Wine 24 Clover (Med) 74 Prune (Sweet) 25 Coffee (Sweet) 75 Primrose (Med) 26 Colts Foot (Med) 76 Raspberry (Dry) 27 Cornmeal (Med) 77 Sake (Rice wine) 28 Cowslip (Med) 78 Strawberry (Dry) 29 Crab Apple (Med) 79 Tangerine (Med) 30 Cranberry (Med) 80 Tea (Med) 31 Currant (Sweet) 81 Blackberry 32 Cyser (Med) 82 Pumpkin (Sweet) 33 Damson (Med) 83 Quince (Med) 34 Dandelion (Med) 84 Beaujolan 35 Date (Dry) 85 Apple (Dry) 36 Dewberry 86 Raisin (Med) 37 Elderberry (Med) 87 Apricot (Sweet) 38 Fig (Semi-Sweet) 88 Rhubarb (Med) 39 Folly (Dry) 89 Rose Hip (Med) 40 Ginger (Sweet) 90 Rose Petal (Med) 41 Golden Rod (Med) 91 English Sack 42 Gooseberry (Dry) 92 Sarsaparilla (Sweet) 43 Grapefruit (Med) 93 Sloeberry (Med) 44 Greengage (Med) 94 Spruce 45 Guava (Med) 95 Squash (Sweet) 46 Hock 96 Sultana (Med) 47 Honey 97 Tomato (Dry) 48 Hops 98 Turnip (Sweet) 49 Loganberry (Sweet) 99 Wheat (Med) 50 Loquat (Sweet) 00 Yarrow (Med) GM's remember that if you don't like the results you can always pick the one you want. Sub-Table C14: Unusual (Hard) (1d8) Die Roll Type 1 Arrack 2 Vodka 3 Schnapps: Roll (1d4) 1 Peppermint 2 Peach 3 Pear 4 Apricot 4 Tequila 5 Tequila with Worm 6 Mescal (Mezcal) 7 Okolehao (Ti-Root / Tropical) 8 Roll again or GM pick one Sub-Table C15: SEE THE LIST OF POPULAR & STRANGE ALCOHOLS AMONGST THE WORLDS (elsewhere in this guide) Sub-Table C16: Magical (Very Special) (1d100/2) Die Roll Type 1 Produces poor quality and/or cheap wine (Roll Again to determine wine type) 2 Produces vinegar 3 Produces spoilt wine (Roll Again to determine wine type) 4 Makes non-Alcoholic wine (Roll Again to determine wine type) 5 Slow production 1/2 speed (See Table A) 6 Fast production twice the speed (See Table A) 7 Produces Grape Juice 8 Cursed: If a character fails the save vs. magic she/he will become magically trapped within the bottle to work there the rest of his/her life making wine. (As per the 1st ed magic user spell imprisonment, roll again to determine what wine this bottle creates.) 9 Cursed: Same as above but no chance of escape ever. (Roll again for wine type.) 10 Special: as number 8 above. But bottle is gateway to new world Character can wander around, explore and adventure (If GM is ready, then Roll again for wine type.) 11 Special: as above, but character was summoned to help solve a mystery or protect the world inside the bottle from evil. (Roll again for wine type.) 12 Special: as above, but character is given a quest to obtain some special item, normal or magical, to assist the winery. Could be a search for new farm tools or a search for a new grape stock for the world inside the bottle. (GM's option) (Roll again for wine type.) 13 After giving a command word, bottle will create as many drinking glasses as directed. (Roll again to determine type.) 14 Bottle produces poison (GM's choice or try Reid's random poison generator). Save and take one half of characters hit points as damage and lower constitution by 1. 15 Bottle produces a slow poison that Kills after a random number of does are taken. If saves take half of characters hit points as damage and lower constitution by 1. Roll 1d4 1 -- Roll 1d12 doses before death 2 -- Roll 1d20 " " 3 -- Roll 2d20 " " 4 -- Roll 2d10 " " 16 Wine also acts as healing potion. (Roll again for wine type.) 17 Wine also acts as a potion of extra healing. (Roll again to determine wine type.) 18 Wine will cure poison, as per the spell. (Roll again to determine wine type.) 19 Wine will cure disease, as per the spell. (Roll again to determine wine type.) 20 Wine fulfills all nutritional requirements of a normal meal. (Roll again to determine wine type.) 21 Create Great Feast: Once a day, on command, the bottle will create a great feast for up to 20 persons. If necessary, all plates, tables, and chairs will be provided. The meal will be excellent, and if necessary the surrounding area will change to fit the needs of a great dinner. This will include, if appropriate, decorations and waiters/cooks. The meal will match the type of wine served from the magic bottle. (Roll on either the Red or White wine list.) Red Wine: Red meat, Game and sometimes chicken. (ie Roast beef, pork, lamb, steak, duck, goose, turkey, pheasant, venison.) White Wine: Chicken, Fish and White Meat. (ie Oysters, fish, fowl, turkey, vegetarian dinners.) 22 A Great Feast, but after 2-4 hours later every will be hungry again. 23 A Great Feast, but everyone who ate must save vs. poison or fall into a deep sleep for eight (8) hours. 24 A Great Feast but everyone who ate must save vs. magic or be teleported to a random location 1d4 X 100 miles away. 25 Wine is produced at real time. The bottle will experience all the same seasons that are occurring in the outside world. If it is winter outside, it will be winter in the bottle. If it is raining outside the bottle, it is raining inside the bottle. There will only be one full wine bottle per year with this bottle and after that you must wait for next season for a bottle full. No wine is made at any other time. The wine from this bottle will always be the very, very best. It is rumored that there were only one or two of these made and that they were the original bottles that inspired Chandon. If this is not true then they are the early proto-types or rejects created as a mage learned how to master the process of constructing the magic bottles. 26-50 Nothing special start over or GM pick one. Room was left for expansion. I used as background and souse material the following books: Rosalind Cooper's, _The Wine Book_, 1981. Jeff Cox's, _From Vines to Wines_, 1992. Karl M. Herstein and Morris B. Jacobs, _Chemistry and Technology of Wines and Liquors_, 1948. William Mares, _Making Beer_, 1992. Leo Zanelli, _Beer and Wine Making an Illustrated Dictionary_, 1979. The magic bottle is (C) copyright Ronald Jones 1993 all rights reserved. Permission is granted for free distribution if credit is dully given and no profit made. Permission is granted for editing for inclusion in this guide. ----------------------------------------------------------------------- DIONYSUS'S MOLTOV COCKTAILS Let us drink the juice divine, the gift of Bacchus, God of wine! --- Anon These small, glass flasks are filled with wondrous potions of the exploding kind. They have a cloth stopper in the opening. They are the work of 'Irnar the chaotic mage (protege Morgan Blackheart of the Chaotic Realm). Sometimes while trying to manufacture a potion, 'Irnar's mind wanders to more intoxicating thoughts (like where he should go for a good drink tonight). In fact sometimes he is intoxicated while creating and the actual potion isn't quite what he wants. He sells such "rejects" to the local apothecary (or nearest pub) at discount prices (which are still quite high due to the power of the Cocktail). The dealers then sell the flasks to foolish adventurers. They advertise the flasks as "Gifts from the Wine God", "Missile Weapons for the Serious Drinker", "If You Like Chaos...", and "Good To The Last Drop". Then, the dealers inflate the price and make a bundle. The flasks are available infrequently and at high cost. These flasks are never predictable in their effects. To use them, one must light the cloth at the opening of the flask and hurl the flask at the intended victim. Roll 1d30. Flasks may be used only once. A successful hit from an attack roll must be made to initiate an effect unless stated otherwise. They do not do damage unless stated otherwise. Drinking the contents of the flask will produce immediate heavy intoxication and severe heartburn. Mainly drunk, chaotic characters use the flasks. Also, characters with a low wisdom tend to use them a lot more that others. Effects: 1) The flask is reflected back at the thrower. Roll again to see the effects to the thrower ignoring this result. 2) The victim suffers 2d6 points of damage. 3) The victim's Constitution is increased by 1d6 to a max. of 18 for 1d4 days. 4) The victim's Strength is increased by 1d10 to a max. of 18 for 1d4 days. 5) The victim immediately enters a state of slight intoxication. 6) The victim immediately enters a state of moderate intoxication. 7) The victim immediately enters a state of great intoxication. 8) The victim immediately enters a comatose state of intoxication. "Good night." 9) The victim suffers the effects of a hangover. Roll on the Hangover Effects Table. 10) The victim suffers the effects of moonmelons ("Moonmelons, Moonshine, Mooncreatures, Oh My!" section). 11) The victim becomes "drunk on love". Therefore, he/she is affected as if greatly intoxicated for 1d4 days and will chase after attractive people of the opposite sex. 12) The victim's alcohol addiction amount level becomes 8. 13) The victim's alcohol addiction drinking level becomes 8. 14) The victim develops Dipsomania insanity ("Crazy Drunk" section). 15) The victim transforms into an alcohol dragon within 1d6 turns which will last for 1d4 years. 16) The victim begins dancing for 1d4+1 rounds, complete with feet shuffling and tapping. This dance makes it impossible for the victim to do anything other than caper and prance; this cavorting worsens the Armor Class of the victim by -4, makes saves impossible except on a roll of 20, and negates any consideration of a shield. 17) The victim goes into a melancholy depression for 1d4 days during which he/she feels compelled to drink constantly and wallow in his/her sorrows. 18) The victim attracts giant leeches for 1d4 days. 19) The victim will seek out a cleric of a god of wine, alcohol, or pleasure and make a hefty donation. This donation could be monetary or in the form of free work. 20) The victim and his party will be transported to a place "where everybody knows your name, and your friends they're glad you came...". That's right, the characters are in the famous Cheers bar as seen on television (NBC, Thursday 9:00 PM), but it isn't a show, its a real bar found in Boston. They will be there for one day. 21) The flask bursts into a spectacular display of dancing lights (as the spell). Within 1d6 turns Lohocla The Guardian Of Alcohol will appear. 22) The flask turns into a large, unbreakable bottle of an alcoholic beverage (roll on tables of "Getting to Know Your Booze" section). 23) The flask turns into a large, unbreakable bottle of a special alcoholic beverage (roll on tables of "Popular & Strange Alcohols Amongst the Worlds" section). 24) The flask turns into an illusion of 2d10 pink elephants that dance around the victim for 10 rounds before marching away. 25) Upon contact, the flask explodes (no damage) into 4d20+20 olives. 26) The flask turns into a benign Djinn with a great knowledge of a alcohol equal to a brewer or wine-maker. The Djinn will constantly follow the victim around reciting recipes, suggesting great drinks, telling of famous pubs and taverns, trying to get the character to take up alcohol making as a career rather than adventuring, and just being a nuisance. 27) The flask falls short of the victim and begins to spin extremely fast for 1 round. Suddenly, a bright flash will blind everybody for another round (no saves). During which, three "bud" girls, a large cooler containing bottles and cans of beer, a 10' X 10' hot tub, a magical stereo system playing rock n' roll music, and a gas grill with steaks cooking on it appear. All are permanent. The GM may have to come up with stats for the "bud" girls if the victim wants to keep them (comeliness and charisma are always extremely high). 28) The flask bursts into a fireball doing 6d6 damage. 29) The flask turns into a rose upon contact. 30) The flask splits into two flasks that remain on course at the intended victim. Roll twice on this table ignoring this result. ----------------------------------------------------------------------- THE MUGS OF ENDLESS REFRESHMENT Having concluded his warning about the cursed Mug of Alcoholic Destruction several hours previously, Alcore finished his fourth drink (this one known colloquially as "Ghostbuster") and began to fidget. Leopold had vanished (presumably with a companion) about five minutes into the discourse and had not been seen since. Alcore was considering going upstairs to claim the gnome so they could leave (he could hear heavy footsteps above - so finding Leopold would not be difficult!) when a pair of patrons stopped by to ask about the Mugs of Endless Refreshment that he had compared to the "Destruction" mug to. A few minutes later still a third stopped by to voice the same request. "Ah, a trend!" thought Alcore. Pulling out a small wooden cigar box, Alcore proceeded to open the box... and open the apparently now larger box... and open the now sizable object that he was standing next to... until the cigar box became a beat up looking desk with a sign on the front. The sign read "You taste it; You bought it!" in a different hand and color was the added caption "We warned you!" Alcore walked around to the back and reached into a drawer, rummaging for something. Eventually he extracted a finely crafted mug of similar style to the object of his earlier presentation. Setting this newly retrieved item on the desk top he retrieved the deadly cursed mug from his table and dropped it into the drawer, closing it. "Friends! By popular request, I have been asked to describe the properties of the Mugs of Endless Refreshment from which the deadly Mug of Alcoholic Destruction takes its camouflaging reputation. Behold! The Third Mug of the Arrchanius Trio!" Alcore holds aloft this new mug for view and display. The "Lost" Mugs of Endless Refreshment: The Mugs of Endless Refreshment are specially enchanted beer mugs that produce an endless supply of any desired beverage on command. Two sets of such mugs have been produced in known history and all except for one mug of the second set (The Master Mug of Phonicon) is now lost. All of the mugs are ornately crafted "Bavarian" style mugs. Each has and inscription that flows around the rim that says "If thou desires refreshment hold forth the mug and say 'DRINK!'". This inscription is magical in nature and appears in the native tongue of the holder of the mug. Although ornate, the inscription can always be read by any literate sober person. When the holder performs the actions described by the inscription, the mug immediately fills itself full of whatever type of beverage was desired by the user. This beverage will always be of good quality and free of harmful properties (although if an alcoholic beverage was desired then the alcohol is still very much present and potent!). Each mug has a specialty beverage that it produces at an enhanced quality equal to the best quality of that beverage ever produced. Each mug has a different specialty and no record remains of what each mug's specialty was except for the "Master Mug of Phonicon" (Entorre Ale). The Original Set ("The Arrchanius Trio"): The first known set of such mugs to be made was a set of three made by Arrchanius the Wondrous in the 23rd year of the current age (481 years ago). He gave two of the mugs to friends and together they met weekly to talk and exchange news. One of these friends was Varlas Entorre who subsequently established the first major city to emerge (Entorre City - now known as Phonicon City) after the 5th Cataclysm (504 years ago). According to legend the trio continued to meet in a public tavern to have these weekly meetings even after Varlas became the "First Citizen" of the newly formed Entorre Commonwealth (now known as the Phonicon Empire). Each of these mugs has, as an additional power, the ability to convey to the drinker the state of mind and state of general well being of the other mug owners if so desired. It is rumored (but is not true) that while drinking from one of these mugs the drinker cannot lie. (Although it can be very difficult to deceive the owners of the other mugs due to their knowledge of your state of mind!) The Second Set ("The Imperial Dozen"): The second known set of the Mugs were a set of twelve made in the Year 105, immediately after the Phonicon Reformation of the Entorre Commonwealth. Although the name of the crafting wizard is lost to time, it is known that she was one of the three rejected apprentices of Arrchanius the Wondrous and that she consulted his original design notes. Jolius Phonicon commissioned these mugs to be made while he was still just "Senator" Phonicon, well before he led the coup that made him the First Emperor. Eleven of the mugs were given as gifts to the rulers of the other known emerging nations of the world. Each gift was conditional on the accepting ruler paying a visit to the new empire to "have a drink" with Emperor Jolius. Of the eleven sent out five were returned unopened with a bald refusal to so much as speak with the "Usurper Emperor", much less drink with him. It is believed, but unknown for certain, that four of these remain in the cellar of the Royal Palace of Phonicon. With the exception of the Master Mug of Phonicon (the Mug retained by Jolius Phonicon) all of the other mugs were subsequently lost in various sieges, battles, or raids of the Empire against those nations. Each of the eleven "gift mugs" contains a subtle curse that can be activated by the owner of the 12th mug (The Master Mug of Phonicon). If the owner accepts possession of the mug by drinking from it, he must journey to Phonicon City to "have a drink" with the owner of the 12th mug within one year. No persuasion or force can prevent the owner from wanting to make the journey. While in physical possession of the Mug and on the journey, no person will prevent or obstruct the trip. If friendly to the owner of the 12th mug (the Emperor of Phonicon) encountered persons will even be actively helpful in this quest. Any knowledge of location or identity needed to locate the 12th mug is imparted in order to make the journey possible. Once arrived, the 12th mug owner and the gift mug owner must "Have a Drink Together". During this process the owner of the 12th mug may imbed up to five subconscious commands into the mind of the victim without the victim's knowledge. The victim is entitled to a save vs. spells for each command implanted, with each made save rendering that command powerless. For each command skipped by the 12th mug owner, the victim gets -2 on each of the saves that must still be made. (e.g. If only one command is implanted then that save would be at -8!) The victim must obey the exact wording of all successfully implanted commands for as long as the 12th mug remains with the same owner. The magic of the mugs requires the 12th mug owner to be a polite host for the duration of the victim's visit or the magic is negated and the victim's full memory of what actually happened returns. The victim is unable to desire to cause harm to his host for the duration of his stay provided these conditions are met. Selective application of Remove Curse (or better!) can remove either the compulsion to go have the drink, or (provided that the exact wording of the command is known) be used to remove one implanted command with each application. Note: The victim never wants to be freed of his desire to go have the drink and they never remember anything but a pleasant meeting with the 12th mug owner after the fact. The special powers of the gift mugs are unknown in general legend. Instead popular rumor has it that it is simply tradition for the Emperor to have a drink with persons possessing a Mug in honor of Varlas Entorre. Additional rumor hints that the House of Phonicon must fall if this tradition is ever discontinued due to the lingering spirits of the original drinking trio. Although totally untrue, the House of Phonicon has lost some knowledge of the true power of the Mugs and now itself believes the legend! Unfortunately, they have not forgotten how to implant suggestions; though they often don't try due to some uncertainty. This uncertainty comes from the fact that the 12th mug owner has no way of knowing if the victim's mug is in fact one of the 11. In at least two cases in history it is suspected that the prospective drinker had one of the Trio instead of the Imperial Dozen and was merely taking the opportunity to take advantage of the "Emperor's Drink" tradition. In both of these cases the visitors never acted on their "implanted" commands and took great offence at what they were told to do. (Prior to this time, it had become the family joke to order unimportant victims to "Go jump in the lake.") -----------------------------------------------------------------------