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  The Beer of the Gods 
  (Or, This Toad’s for You) 
  GagMen Episode 33 
  February 2015 
  A Basic Fantasy Adventure 
  Written by the GagMen on the GagMen RPG Podcast 
  Illustrations by Gaghouse Productions 
  Contact:  shutup@gagmen.net 
  Product Identity:  The following items are hereby identified as Product Identity, as defined by the Open Gaming License version 1.0a Section 8, and are not Open Content:  All trademarks, registered trademarks, proper 
  names, dialogue, plots, storylines, locations, adventurers, artwork, and the trade dress.  Elements that have previously been designated as Open Content or Public Domain are not included in this declaration.\ 
  Open Content:  Except for the material designated as Product Identity above, the game mechanics of the Basic Fantasy Role-Playing Game is Open Game Content, as defined in the Open Game License version 1.0a 
  Section 1(d).  No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. 
  Because the Open Gaming License is available to view online, we didn’t feel the need to include the entire document in our little adventure.  To view the current copy of the Open Gaming 
  License:  http://www.wizards.com/d20/files/OGLv1.0a.rtf 
  This adventure idea is licensed under the Creative Commons Attribution 4.0 International License.  As with most GagMen adventure ideas, we don’t need the money but we do like the credit.  To view a copy of this 
  license, visit http://creativecommons.org/licenses/by/4.0/ .
   
  Contents 
  Introduction ....................................................... 2 
  Summary ............................................................ 2 
  Setting ................................................................ 3 
  Potwallow ...................................................... 3 
  The Grabob Brewery ...................................... 3 
  Stenke Pits, The Dwarven Mine ..................... 3 
  Plot ..................................................................... 3 
  Bubbles Beckons ............................................ 3 
  The Kettle, The Myth, The Legend ................. 4 
  The Job ........................................................... 4 
  Brotherly Backbiting ....................................... 5 
  This is Our Claim ............................................. 5 
  The Drinking Dead .......................................... 6 
  It’s a Party and I’ll Die If I Want To ................. 7 
  Cross-eyed Catacombs ................................... 7 
  Aegir’s Kettle .................................................. 8 
  Getting Froggy ............................................... 8 
  Conflict ............................................................... 8 
  The gods show up for the Party ..................... 8 
  The Fly Golem ................................................ 9 
  Return the kettle to the Brothers .................. 9 
  All’s End that Well ends ............................... 10 
  The Game is the Thing ................................. 10 
  Super Happy Fun Ending .............................. 11 
  Characters ........................................................ 12 
  Beer Gods .................................................... 15 
  Details .............................................................. 16 
  How to play with the gods? ......................... 16 
  New Race ..................................................... 17 
  Bestiary ........................................................ 18 
  Magic Item ................................................... 19 
   
  G1503.1 
  
   
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  Introduction 
  This adventure was created with the Basic Fantasy Rules (by Chris Gonnerman) but could be used for most retro-clone 
  versions of Dungeons & Dragons, or any version of Dungeons & Dragons with which you may be more familiar.  The adventure 
  is designed for beginning level characters, preferably between level 1 - 3, and was written with lots of silly little things meant to 
  keep your gaming experience fun. 
  For this adventure we took that path that might be slightly difficult for some families playing with kids, as alcohol is a 
  major feature.  But never fear!  We suggest that you go with the “Root Beer of the Gods” approach.  You can explain the 
  silliness of the characters, and the undead, as a reaction to high amounts of sugar, or even a silliness spell cast on the kettle or 
  the Root beer.  In the end, this adventure could be easily converted without any major consequences to the story.   
  Brattleburg is the central city of the GagMen’s in house fantasy world, and serves a starting place for most of our 
  fantasy adventures.  While definitely tailored to our needs, Brattleburg is adaptable with most other fantasy settings.  The main 
  philosophy behind the World of Brattleburg is that not all members of the “monster” species are thoughtless killers to be used 
  by the game master; rather, every race has a diversity of personalities and culture that makes them worthwhile.  Parties 
  exploring Brattleburg and the surrounding region may find themselves helping ogres, traveling with goblins, or rationalizing 
  with a Minotaur.  The GagMen love to add comedic twists and plenty of fun to every adventure, and we encourage you to be a 
  creative and enthusiastic GM; create new content, throw in your own twist or flair, and polish up any parts of the game where 
  you think we took a wrong step.  As the GM, YOU are a co-writer, so make it your own! 
  Disclaimer- Please do not feed the Gnomes.  We know they’re cute and funny, but when you tire of them and get 
  bored, we both know who’s going to have to feed them, house them, and supply them with pointy clothing and barley for beer. 
  Please do not knock on the glass of the GagMen writing offices.  As a species, Geeks and writers are flighty creatures, and 
  unreliable when it comes to fight or flight responses.  Your attempt to get a reaction may result in a GagMen fighting you and 
  running away, or running away and fighting the next person they encounter; which can make things complicated and confusing, 
  especially when hiring a lawyer. 
   
  Summary 
      When a long lost treasure of tavern legend is found in an old mine, the local town of Beer Gnomes becomes embroiled in a 
  battle of Brothers and recipes.  Called in to find the item and restore the peace, the Party must figure out how to party with the 
  undead, schmooze with the Gods and endure horrifying and deadly new foods that have a habit of fighting back!  Can our 
  heroes save the day while still walking in a straight line?  Will Loki forgive their folly?  And most importantly, does this color of 
  green make the warrior look fat?  Find these answers, along with plenty of bubbly action and adventure, when you sample “The 
  Beer of the Gods!” 
   
   
   
  
   
  3 
   
  Setting 
  Potwallow 
  The gnomish brewing town of 
  Potwallow is known for the fine wines 
  and beers made in the beer-gnome 
  vineyards and breweries of the 
  area.  Potwallow is home to about 
  eighty beer-gnomes, surrounded by 
  rolling hills of grapevines and 
  barley.  The surrounding area is quite lovely, 
  and frequented by many tourists interested in 
  the brewing arts.   
  The town is decorated with red 
  cobblestone roads navigating through the little 
  village, and densely packed with adorable 
  cottages topped by red clay tile roofs.  Since the 
  primary inhabitants of the town are beer-
  gnomes (standing no higher than two feet tall) 
  the village is actually much smaller than 
  average sized towns.    
  The Grabob Brewery 
  The Grabob Brewery is one of the largest 
  buildings in Potwallow and sits in the middle of 
  the town with a distinctive white painted line 
  down the middle of the building.  The building is 
  made with strong wood planking, with red 
  shingles along the rooftop.  The brewery 
  contains a large warehouse space, and is one of 
  the few buildings that a human could stand 
  upright inside.  The Grobob brothers have 
  divided the once prominent brewery and each 
  sell their own very unusual, yet suspiciously 
  similar, flavors of beer. 
  Stenke Pits, The Dwarven Mine 
  Stenke Pitts is a Dwarven 
  mining claim in the hillside, just 
  outside of Potwallow. A small 
  barracks style cabin sits just outside 
  the mine entrance.  The mine is protected 
  covetously by the three Stenke Brothers, who 
  have worked their mine for twenty years with 
  no serious results.  The cabin is designed to 
  support the three dwarves that run the mine, 
  though their housekeeping skills leave much to 
  be desired.  An assortment of rusty and worn 
  mining tools litters the outside of the scrappy 
  little cabin.   
  Plot 
  Bubbles Beckons  
  The party is summoned by Bubbles 
  McDuff to the town of Potwallow at the request 
  of the Grabob Brewery.  The adventure should 
  
   
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  open with the party arriving at Potwallow. 
  After being surprised by the small 
  buildings, the party is surrounded by a 
  gathering crowd and ushered to the 
  Grabob brewery in the center of 
  town.   
  The townsfolk act as though 
  the party was expected; as if they 
  were meeting the most important 
  people in the kingdom.  The town is bustling 
  with excitement over a recent find at the 
  Dwarven mining operation just outside of 
  town.  Rumor has it that the Dwarven Miners 
  have stumbled upon an ancient tomb, thought 
  to house the legendary kettle of Aegir.   In the 
  Gossip Table below, you should roll at least 
  once for random things said by the crowd 
  escorting the party to the brewery.  
  1d6 
  Potwallow Gossip Table 
  1 
  “Eeeeeee! We are being invaded by giants!” 
  2 
  The tomb is filled with the undead and they 
  will not tolerate the living. 
  3 
  The Stenke brothers that run the mine don’t 
  like people poking around! 
  4 
  Candied Pickle Beer is disgusting; that’s why I 
  drink Pickled Candy Beer! 
  5 
  If the kettle is real, it could make one of the 
  Grabob brothers very powerful. 
  6 
  The Grabob brothers are fighting over the 
  silliest thing.  If only Bubbles McDuff would 
  step in and set those boys right! 
   
  The Kettle, The Myth, The Legend 
  Aegir (pronounced EYE-ear) is 
  the Norse god of the sea. When Aegir 
  was given a kettle by Thor that brewed 
  the drink of the gods, the Norse gods had a 
  party over at Aegir’s place that lasted a few 
  eons until Aegirs’ wife kicked everyone 
  out.  Odin and all the gods thanked Aegir for 
  having such a rocking kegger, and said, “We 
  gotta do this again sometime dude!”  This may 
  be paraphrasing, but we are certain that it 
  happened about like that.   
  What people may not know is that 
  Aegir had an assistant, Fimafeng, who handled 
  the kettle and helped to serve the gods.  Loki 
  was jealous of the praise that Fimafeng received 
  and decided to play a prank on him by casting a 
  curse on the kettle.  The curse would turn 
  anyone that touched the kettle into a frog (as 
  frogs are a funny thing to Loki). 
  The Job 
  Bubbles McDuff will thank 
  the group for coming quickly, 
  and run through as much 
  as he can about the 
  adventure ahead.   
  “Recently, a dwarven mining operation 
  accidentally broke into a tomb deep in the 
  mountain.  The markings on the items they 
  
   
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  recovered all point to the god Aegir and, more 
  importantly, to the kettle of legend.  We need 
  you to retrieve the kettle for the Grabob 
  brothers and you will be richly rewarded.  The 
  kettle is rumored to have the ability to make an 
  endless supply of beer for the person that 
  knows how to use it.   
  “We don’t know if it really works but it 
  will be fantastic advertising for the 
  brewery.  The problem is that since their father 
  passed, the Grabob brothers have been 
  squabbling over which side of the brewery will 
  get the kettle.  Please ignore anything either 
  brother has to say to you and focus on 
  returning that kettle.” 
  Brotherly Backbiting 
  Felyx and Kendrix will 
  separately and secretly 
  approach the party while 
  they are preparing to head 
  into the mine, and each will 
  make similar pitches to the group.  
   “My brother is an idiot 
  and couldn’t run this brewery if his life 
  depended on it.  Bubbles is trying his best to 
  tolerate my brother’s silly ideas, but I am the 
  rightful heir and deserve the kettle to make my 
  beloved beer.  If you make sure to bring the 
  kettle back to me, I can promise you a 
  substantially larger reward.”   
  After each brother makes their offer 
  and the group has properly found any gear that 
  might help them in the mine, Bubbles will 
  escort the group out to the mine.  When the 
  group gets within visual distance of the 
  dwarven mine, Bubbles will wish the group the 
  best of luck and warn them that the dwarves 
  are very protective of their claim.  
  This is Our Claim 
  On approach to the mine, along the 
  road, there are an array of weathered, 
  makeshift signs, each labeled with “Warning”, 
  “Turn Back”, “Stenke Brothers Mining”, “Stay 
  Out”, “This Means You!”,  “Seriously, Why Are 
  You Still Walking This Way?”, and “Your 
  Funeral.”  The little signs are spaced 
  about twenty feet apart from 
  each other.  At the base 
  camp of the Stenke Pits 
  Mine, there is a quaint 
  cabin littered with 
  rusted mining 
  equipment.   
  From the nearby 
  mine entrance the party will hear someone yell, 
  “Hold it right there you claim jumpers!”  Out 
  from the mine entrance Roquefort Stenke will 
  step out of the shadows and level a crossbow at 
  the party.  His two brothers are still in the 
  shadows, and are not interested in negotiating 
  with ‘claim jumpers’.  If the party can convince 
  
   
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  the dwarves that 
  they are not 
  interested in 
  their claim 
  but only in 
  the entrance 
  to the tomb, 
  then the dwarves will be 
  willing to talk to the party, but 
  will stay leery that the group 
  might be trying to trick 
  them.  They will lead 
  them to the entrance of the 
  tomb and warn them that the undead are 
  everywhere and appear invulnerable.   
  The Drinking Dead 
  The mine descends seven levels deep 
  through deep red clay and stone; it should be 
  obvious that the dwarves have spent a long 
  time digging through the hillside.  On the 
  bottommost level an unearthed grey stone wall 
  has been broken open.  If the Stenke brothers 
  have escorted the party down to the tomb, they 
  will refuse to enter it again.  The last time they 
  barely made it out alive, and describe the dead 
  that wander the halls as invulnerable to all 
  forms of attacks.  What they don’t know is why 
  the dead have not left the tomb, nor what is 
  keeping the dead inside; but the brothers are 
  glad they are staying inside the tomb.  
  Entering the tomb can be shocking; 
  characters entering should make a save vs. 
  poison or spend a few moments emptying their 
  stomach.  The smell of aged body odor, rotting 
  flesh, and alcohol fill the musty tomb.  The walls 
  are a hardened grey stone with a brown clay 
  floor.   
  Turning a corner, the group will see a 
  slow moving undead that seems to be nursing a 
  mug of beer; when he sees that the mug is 
  empty he will turn and charge the party.  The 
  speed that the undead creature moves at is 
  staggeringly fast, forcing all the party to be 
  caught off guard.  The undead berserker, known 
  as a Draugr, is unwilling to give ground and will 
  keep trying to push the party back to the 
  entrance.  All damage done by the Draugr is 
  subdual and as soon as the party is unconscious 
  the Draugr will drag the bodies back to the 
  entrance and throw them out. 
  
   
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  It’s a Party and I’ll Die If I Want To 
  Along the hallway are 
  countless bottles, glasses, and 
  mugs of beer.  The beer in the 
  mugs is delicious, and drinking it 
  will make any character instantly 
  intoxicated with no constitution 
  save and allow the undead to 
  accept the character as one of 
  their own.  While drunk from the 
  beer, the characters will accept 
  the undead as their Viking 
  drinking buddies and will have a 
  difficult time distinguishing their own friends 
  from the random undead.  
  Unfortunately, like normal Vikings the 
  undead want to fight while they drink, making it 
  a little more difficult to get down the hall.  
  Drunken characters will need to roll on the 
  Drunken Combat Chart if they decide to start a 
  fight with anyone while inebriated.  In order to 
  keep the comedy of the game it is important to 
  keep the drunken bit fun, so consider all 
  damage as subdual damage and have some fun 
  with it.  Leaving the tomb will remove the effect 
  of the beer from any creature under its spell.   
  1d10 
  Drunken Combat Table 
  1 
  You lunge at your opponent, but your opponent 
  was a wall, and you are now unconscious. 
  2 
  You Forget who you are fighting and try to slow 
  dance with nearest body. 
  3 
  You Forget the fight and start looking for food, 
  as You are suddenly starving. 
  4 
  You Begin throwing up the contents of your 
  stomach, and oddly, the stomach contents of 
  those nearby. 
  5 
  Certain that you have a bug on your face, you start 
  slapping yourself while yelling “Get it off!” 
  6 
  You pull down your pants and relieve your bladder. 
  7 
  You relieve your bladder; and then pull down your 
  pants. 
  8 
  You hit your target, and combat continues 
  normally. 
  9 
  You hit your target and do double damage. 
  10 
  Hit a party member and do double the damage. 
   
  Cross-eyed Catacombs 
  In the center of the tomb is a single 
  room holding Aegir’s Kettle, unfortunately it will 
  be more difficult for the drunken party 
  members to navigate this one room 
  dungeon.  The simple method for handling 
  drunken movement is to roll a six-sided die; on 
  a 1 and 6 you move the way you desire, 
  2 and 5 you move the opposite way of 
  your choosing, and on a 3 and 4 
  your character stands perfectly 
  still or walks in a circle 
  (essentially getting nowhere).  
   This is the simplest 
  method for making 
  movements happen, though 
  you could make a more 
  
   
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  complicated chart (similar to the Drunken 
  Combat Chart). You may want to avoid this 
  option in order to keep the action fun and 
  moving.  If done right the players and will laugh 
  along with you; keep referencing a chart for 
  everything and your game will grind to a halt. 
  Aegir’s Kettle 
  The room 
  in the center of the 
  tomb is a large 30’ 
  x 30’ room with a 
  20’ high 
  ceiling.  Runes are 
  carved into the 
  stone walls, Norse 
  in nature. In the 
  center of the room 
  is a six feet tall 
  tempered iron 
  kettle with similar Norse markings.  There 
  should be little doubt that this must be the 
  mystical kettle once owned by the Norse God 
  Aegir (pronounced EYE-ear).   There is a faint 
  buzzing sound in the room that can only be 
  heard by the most careful listeners, though it is 
  difficult to locate the source.   
  Getting Froggy 
  The moment any party member 
  touches the kettle, they will be transformed 
  into a frog; a perfectly normal, helpless 
  frog.  The Players will still have the ability to act 
  and control their character, but as a frog they 
  only communicate verbally with other frogs, 
  gods, or frog gods.  All of the character’s gear 
  and weapons will disappear during the 
  transformation and will not reappear until they 
  return to their normal form. 
  Conflict 
  The gods show up for the Party 
  Loki cursed the kettle out of jealousy 
  of Fimafeng; in addition Loki placed a curse on 
  the kettle that turns any mortal into a 
  frog.  Touching the kettle will not only trigger 
  the transformation, but also summon Loki so 
  that he can watch as the party faces the 
  dangers of yet another trick left by the God: the 
  deadly fly golem.   
  Loki will laugh and mock 
  any member of the party that has 
  been transformed into 
  frogs.  Meanwhile the Fly Golem 
  will begin to collectively assemble 
  in the background.  Once the 
  creature has assembled, it will 
  make aggressive attacks 
  against the group, 
  starting with anyone 
  that isn’t a frog, 
  
   
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  disregarding them as lesser creatures. 
  The Fly Golem 
  The buzzing sound will become much 
  louder as a large group of insects begin to 
  swarm and form into the shape of a humanoid 
  creature.   The insects are made up mostly of 
  flies crawling out of all 
  the cracks in the 
  walls.  The 
  human-
  shaped 
  figure will 
  stand 
  about six-feet 
  tall, with cartoonishly bulky 
  arms and chest.  The creature will ignore any 
  frogs in the room until they make themselves a 
  nuisance by attacking.  The Golem is a slow 
  moving creature and is rather easy to hit and 
  any smaller creatures should have a 
  simple task of avoiding it. 
  Return the kettle to the 
  Brothers  
  After the party defeats Loki’s champion, 
  he will become furious and declare that this 
  isn’t the last they have seen of him and 
  disappear in a blinding magical flash.  The party 
  may take a little time to make plans on 
  returning the kettle to the Grabob brewery.   
  If they try to move it as frogs, it will 
  definitely take time, and if they return to the 
  hallways with the mummies they are likely to 
  try to keep the frogs as pets.  If the party hops 
  all the way back 
  to the 
  Potwallow 
  they will be 
  faced with 
  trying to 
  write out any 
  requests for 
  help, 
  presuming that 
  anyone in the 
  town would even 
  notice a group of frogs. 
  What the party may not know 
  is that if they drink from the kettle, the 
  power of the beer of the gods will 
  restore them back to normal.  Of 
  course this means they will have to find 
  a way to stay drunk, carrying the kettle with 
  a cloth covering, avoiding the mummies, and 
  getting all the way back to town.  Either way the 
  party chooses it should be a fun little challenge 
  for most players to figure out. 
   
  
   
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  All’s End that Well ends 
  Returning to Potwallow the party will 
  be greeted with a hero’s welcome by the entire 
  town, led by Bubbles, and the two Grabob 
  brothers.  Both of the Grabob brothers will try 
  to step out in front of the other hoping that the 
  party will return the kettle directly to 
  them.  Before the heroes reach the townsfolk, a 
  sparkling rainbow colored flash of light will 
  appear between the two parties.   
  The light will fade to reveal Loki 
  standing between the party and the 
  townsfolk.  “You have denied me my 
  entertainment, mortals,” He will cry as he 
  gestures to the party.  “And now you 
  would return the brewing kettle of the 
  gods to these little beer spirits?”  He points 
  accusingly at the beer gnomes.  The 
  townsfolk will cower and gasp, 
  expecting a lightning bolt or 
  some other powerful magic to 
  shoot from his finger.  “I think you 
  must first prove to me that you are 
  worthy heroes by besting me in a game 
  of my Choosing!  I choose Drukket Dart, 
  and the winner keeps the kettle.”   
      The crowd will gasp at Loki’s declaration, 
  shouting out to the heroes, “Don’t do it!” 
      “Of course they will do it,” Loki will smirk 
  while talking over his shoulder.  “Because if 
  they don’t I will turn the lot of you into frogs 
  and drop you off at the nearest swamp.” 
  The Game is the Thing 
  Drukket Dart is simply darts played 
  while inebriated.  Bubbles will warn the party 
  that mortal beer has no chance of making a God 
  drunk.  The party’s only chance against Loki is 
  the beer of the gods.  Loki will be happy to play 
  against all of the party members as it isn’t 
  sporting to pick on one puny mortal.  The party 
  will have to trick Loki into drinking from the 
  kettle in order for the final dart duel to come to 
  an ending.   
  As far as drinking the beer of 
  the gods, Loki is a lightweight 
  and will become just as 
  intoxicated as any party 
  members 
  when the 
  drinking begins.  No 
  character can make a 
  save against the beer 
  of the gods; without 
  exception, if you 
  drink it you will 
  become drunk.  Once everyone is drunk, all bets 
  are off; expect darts to be stuck everywhere in 
  
   
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  the town.  If you are having a difficult time 
  picturing fun things to do with the darts game, 
  simply play a game of darts at your gaming 
  table.  In a pinch, you can roll on the Drunk 
  Combat Table to determine if your target was 
  struck. 
  Super Happy Fun Ending 
  If all goes well, the game was so 
  enjoyable for all parties that even if Loki wins he 
  will declare the party his “best buds,” patting 
  them on the backs and scruffing up their hair.  If 
  you want to have an even more fun with Loki, 
  allow him to become so drunk that he can’t 
  leave independently. Odin will appear, 
  apologize for Loki’s behavior, and carry him off 
  like a scruffy dog.  Loki or Odin could put a 
  blessing upon the town to always work together 
  in harmony, which would magically heal the 
  wounded feelings of the two Grabob brothers.   
  Bubbles should find a way for the two 
  brothers to work together; obviously the kettle 
  is a great tool to unite the brothers in finally 
  picking a single flavor of beer.   The Stenke 
  brothers should show up with a large rock with 
  glittering gold flakes, declaring that they “struck 
  it rich!”   In the end, everyone should be able to 
  walk away feeling good and having fun. 
   
   
   
  
   
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  Characters 
  Felyx Grabob  
  (AC 12; hp 2; #AT: 1; save as Fighter 1; DMG fist 
  1d2 or by weapon) 
  Felyx the beer gnome is the creator of 
  Pickled Candy Beer, and the bitter rival of his 
  brother Kendrix.  Felyx stands almost three feet 
  tall, making him the tallest of the beer 
  gnomes.  His hair is darker, but he keeps it 
  covered with a traditional red pointed hat.  The 
  two brothers received inherited their father’s 
  brewery and secret recipe together, but refused 
  to share it.  The brothers divided the brewery 
  into two parts, and during an argument tore the 
  secret recipe in half.  Because each of them has 
  half the recipe, each of them has made their 
  own versions of the same beer. 
   
   
   
   
   
   
   
   
   
   
  Kendrix Grabob  
  (AC 13; hp 3; #AT: 1; save as Fighter 1; DMG fist 
  1d2 or by weapon) 
  Kendrix the beer gnome is the brother 
  of Felyx and creator of Candied Pickle Beer, 
  which he accomplished by using half of his 
  father’s original brewery.  He is the shorter of 
  the two brothers and wears a blue pointed hat, 
  mostly to spite his brother.  Kendrix is not 
  terribly jealous of Felyx, but is fighting to keep 
  his share of the brewery. 
  
   
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  Bubbles Mcduff  
  (AC 15; hp 6; #AT: 1; save as Fighter 1; DMG 
  dagger 1d4) 
  Bubbles has served as foreman of the 
  brewery for as long as anyone can remember. 
  He worked for over a hundred years in the 
  brewery even before the two brothers were 
  born.  His hair has faded from a blond to silver 
  over the years, and he tends to wear a 
  traditional red pointed cap.  His stomach has 
  expanded because of the years of plenty, but he 
  still has a very healthy glow about him.  Bubbles 
  is frustrated with the two brothers fighting over 
  the brewery and will do anything to try to get 
  them to work together. 
  Dwarven Miners  
  Camembert Stenke (AC 14; hp 8; #AT: 1; save as 
  Fighter 1; DMG hammer 1d6) 
  Stilton Stenke (AC 12; hp 5; #AT: 1; save as 
  Fighter 1; DMG thrown rock 1d4) 
  Roquefort Stenke (AC 13; hp 6; #AT: 1; save as 
  Fighter 1; DMG crossbow 1d6) 
  The Stenke brothers moved into the 
  area about forty years ago and found that after 
  a long day of mining it is great to have a town 
  right nearby that has some of the best booze in 
  the whole kingdom.  They have not had a lot of 
  luck with their claim, however they have been 
  able to sell the excess stones they dig up to 
  local construction projects that has been 
  keeping them going.  They are very protective 
  of their claim and have acted out against locals 
  that happen by for a visit, though nothing 
  ended in tragedy, everyone knows you don’t go 
  out to the Stenke Pits. 
  
   
  14 
   
  Loki  
  The Norse god of tricks and mischief, 
  son of Odin, and half-brother of Thor.  Loki is 
  often plagued by the foibles that humans suffer 
  (jealousy, anger, and rage) because his 
  emotions stay very close to the surface.  He 
  should be portrayed as a child, at least in 
  personality, jumping from one idea to the next 
  with little care of the consequences.  The entire 
  reason he even appears in this adventure is just 
  to toy with someone that fell into his little 
  kettle trick, and he could use a laugh.   
  You may have noticed that he has not 
  statistics, this is because he is a god and as such 
  should be played with the idea that, “gods can 
  do anything”.  If you would prefer to go into a 
  direct conflict with a god feel free to dig up 
  stats, Loki is popular and we’re sure that 
  someone has made him already.  If you are 
  worried about how to deal with a stat-less 
  encounter, take a look at the Details section for 
  ideas on how to handle it in a game. 
   
   
   
   
   
   
  
   
  15 
   
  Beer Gods 
  There are probably many more, but here is a “short” list of Beer and Alcohol Gods that you can 
  use as an alternative to using the Norse mythology, or if you just want to add a little more flavor to the 
  game. 
  Acan - Mayan God of Alcohol. 
  Accla - Incan Beer Brewing God 
  Aegir - Norse Beer Brewing God 
  Aizen Myo o - Japanese God of Tavern Keepers 
  Bacchus - Roman God of Intoxication 
  Biersal - German Kobold of the Beer Cellar 
  Centzon-Totochtin - Aztec God of the Four Hundred 
  Drunken Rabbits 
  Cluricane - Irish Drinking Spirit 
  Comus - Greek God of Drunken Revelry 
  Dionysus - Greek God of Intoxication 
  Dumuzi - Sumerian God of Brewing 
  Gnomes and Trolls - Belgian Beer Spirits 
  Goibhniu - Celtic Brewer of the “Beer of Immortality” 
  Hanseath - Dwarven God of Alcohol 
  Hathor - Egyptian God of Drunkenness 
  Hephaestus - Greek God of Blacksmiths and Brewers 
  Khuzwane - African God of Beer 
  Mami - Sumerian Goddess of 
  Drunkenness  
  Mamlambo - Zulu Goddess of Beer-
  makers 
  Marduk - Babylonian Beer-brewing God 
  Mayahuel - Aztec Goddess of Alcohol 
  Mbaba-Mwanna-Waresa - Zulu Goddess of Beer 
  Medb - Irish Goddess of Intoxication 
  Min Kzawzwa - Burmese God of Drinking 
  Nephthys - Egyptian Goddess of Beer 
  Nin-Anna - Babylonian Goddess of Beer 
  Ninkasi- Babylonian Goddess of Brewing 
  Pereplut - Slavic Goddess of Drinking 
  Ragutiene - Slavic Goddess of Beer 
  Seonaidh -  Scottish God of Ale 
  Siris - Mesopotamian Goddess of Beer 
  Sucellus - Gaullism God of Alcohol 
  Yasigi - Mali Goddess of Beer 
  Yi-Di - Chinese God of Alcohol 
   
   
  
   
  16 
   
  Details 
  How to play with the gods? 
  Long before role-playing games, we have been fascinated with the gods and their powers that 
  are beyond our understanding.  However when the first gaming books gave definition to the gods of old, 
  players started seeing gods not as mystical beings, but as gigantic piles of experience and treasure 
  waiting to happen.  Keeping gods mystical and untouchable is the best way to keep them interesting and 
  mysterious.  The real challenge of using gods in your game is crafting the challenge to trick them into 
  doing what the party wants, so they can still beat them without having to destroy them.   
  If you think about it, you create minor challenges for your players all the time through simple 
  chit chat that have no real danger at all.  Sure, you could lean over the table and wad up their character 
  sheets in one move; but where is the fun in that?  Most gods should adopt a similar style, putting 
  pressure on the party and forcing them in one direction or another.  Just remember a threat from a god 
  should not be ignored; just remember a god that threatens all the time is going to be perceived as a 
  bully or a weakling.  If a god wants you dead, then you would probably be dead, so don’t dilly-dally 
  around with idle threats.   
  Also, a god should never directly intervene for the characters.  The old saying, “God helps those 
  that help themselves,” applies here.  Sure with the snap of his fingers Ares could make a griffin feather 
  appear in his hand, but how much more interesting would it be if he asked the party to retrieve it for 
  him.  Remember the players are there to experience a little adventure, so don’t take it from them by 
  having the god do everything for them. 
  
   
  17 
   
  New Race 
  Beer Gnomes 
  Character Race 
  Designed for use with Basic Fantasy by Chris Gonnerman 
  Description:   
  Beer Gnomes are small, even for gnomes, standing no more than 2 feet tall and 
  weighing about 30 pounds.  They usually have fair hair and skin, and commonly wear large 
  pointed hats.  Long lives come naturally the beer gnomes, and the sometimes live as long as four 
  hundred years.  They are an inventive species, but are not designed for romping through the 
  forest. Bear Gnomes feel perfectly at home in a city or village.   
  Beer Gnomes are known for their hospitality and friendship, always offering 
  treats and drinks to accommodate weary travelers.  They are often eager to hear a story or tales of 
  adventure.  Brewing and creating alcohol (beer or wine) is the one thing that these gnomes do as a race that far 
  exceeds any other.  Even the worst Beer Gnome brewer is better than the best human brewer, and they take great 
  pride in that fact. 
  Restrictions: 
  Bear Gnomes favor the Thief and will gain 10% experience as they learn faster in this class.  They are 
  required to have a minimum Wisdom of 9, as even the simplest of Beer Gnomes can guess when they are in danger 
  or know how to get out of a bad area.  Because of their smaller size they are not able to use large weapons 
  (weapons over 4 feet), as they become unwieldy. 
  Special Abilities:   
  Their small size makes them difficult to hit; any creatures man-sized or larger will suffer -2 to hit a Beer 
  Gnome in combat.  They have very good vision and taste, with the ability to see details from up to one-hundred 
  yards away.  Their sense of taste is what makes them such excellent brewers, but this can be a detriment because 
  it is difficult to tasting things even after the creatures tongue has been removed from the tested object.  These 
  little fellows definitely have a knack with mechanical operations, and they can re-roll any failed roll dealing with a 
  mechanism once per game. 
   
  Saving Throws:  +4 vs Poison, Magic Wands, and spells;+2 vs Breath Weapon; +5 vs any drinking effects. 
  
   
  18 
   
  Bestiary  
  Draugr (Beer Mummies) 
  Armor Class:                 17 
  Hit Dice:                         6 
  No. of Attacks:   1 punch or 1 kick 
  Damage:        1d12 (subdual only) 
  Movement:                  20’ 
  No. Appearing:    1d4 
  Save As:           Fighter: 5 
  Morale:                 12 
  Treasure Type:     D 
  XP:                        400 
  Draugr are very aggressive, however the Draugr in the tomb are simply 
  having fun.  They are under the belief that they are still in their favorite pub and enjoying a pint with 
  their pals, though to the outside observer it looks much more menacing.  If any of the beer in the tomb 
  is consumed, the Draugr will appear as helpful normal Viking warriors that are very tipsy and looking for 
  a new buddy to play a game of darts or “who punches the hardest.”  All normal weapons do half damage 
  to the Draugr and like a normal mummy fire will do double damage.  The tomb is filled with Draugr and 
  they will be attracted to any noise as they are all looking for a fight as they aimlessly wander a tomb 
  fighting in a bar brawl throughout eternity. 
  Fly Golem 
  Armor Class:        11** 
  Hit Dice:                 3 
  No. of Attacks:    1 strike 
  Damage:               1d6 
  Movement:          20’ 
  No. Appearing:       1 
  Save As:            Fighter: 3 
  Morale:                    12 
  Treasure Type:    None 
  XP:                           210 
  A swirling mass of flies and various other fecal feasting insects flying 
  together in a way that resembles a large humanoid.  This creature is typically 
  formed as a guardian from nearby insects, most commonly found in a 
  graveyard or tomb.  Because all of the insects are moving together the 
  creature is slower than a normal humanoid of similar size.  The intangible 
  nature of this construct makes it difficult to land a hit with a conventional weapon, 
  only rolling a natural twenty will hurt the creature with a normal weapon.  Any 
  creature that can eat the bugs making up its body will do three times the normal 
  damage, and double that if they are sprayed with any liquid. 
  
   
  19 
   
   
  Frog 
  Armor Class:                  22 
  Hit Dice:                     ½ (2hp) 
  No. of Attacks:    1 bite or 1 tongue 
  Damage:                         1 
  Movement:        30’ (Swim 30’) 
  No. Appearing:     1d6 
  Save As:        Fighter: 1 
  Morale:                     7 
  Treasure Type:    None 
  XP:                             1 
  One of the most common of swamp dwellers, Frogs are generally about a foot long (when fully 
  stretched) and weigh less than five pounds.  They are able to breath in underwater (or under-beer) as 
  well as out of water.  Their tongues are sticky and very effective against insects, especially flies.  A frog 
  can leap up to five feet in a single leap.  These slippery little devils are difficult to catch, much less hit 
  them, with an in ordinate speed and ability leap around during combat. 
   
   
   
  Magic Item 
  Aegir’s Brewing Kettle 
  This tempered iron kettle was given to Aegir by Thor for a massive party that Aegir was holding 
  at his home.  The kettle has special runic carvings along the lip that give the kettle its power.  The kettle 
  will brew the beer of the gods and continuously fill the cups of all who partake.  The beer created will 
  make anyone who drinks it instantly drunk, the gods have a penalty but will usually become just as 
  drunk as any mortal.  The kettle will magically keep the beer cool, clean, and pure, making it one of the 
  finest of beers with a large foamy head. 
   
   
   
   
  
   
  20 
   
   
  When a long lost treasure of tavern legend is found in an old mine, the local town of 
  Beer Gnomes becomes embroiled in a battle of Brothers and recipes.  Called in to find 
  the item and restore the peace, the Party must figure out how to party with the 
  undead, schmooze with the Gods and endure horrifying and deadly new foods that have a
  habit of fighting back!  Can our heroes save the day while still walking in a straight line? 
  Will Loki forgive their folly?  And most importantly, does this color of green make the 
  warrior look fat?  Find these answers, along with plenty of bubbly action and adventure, 
  when you sample “The Beer of the Gods!” 
  
SOURCE: textdata/thevault/Basic Fantasy/Basic Fantasy Adventures & Settings/GagMen/G1503.1 Beer of the Gods (GagMen) (BasicF).pdf