As the woman takes Einar's coins another man begins filling the competitor's cups with ale. The old scarred and tattooed man begins following the benchkeep and in turn takes each berserker's cup in his hand and seems to place his gloved finger in the ale. When he hands it back to the warrior, the berserker downs the drink in just a few moments; when he sets his cup down you see that he is clutching his head as though he has suddenly gained a very bad headache. You watch this odd procession as it circles among the tables, and at last it wends its way to you. The benchkeep fills your cup with a dark golden ale, and the old tattoo-covered man takes your cup from the benchkeep. He places a blue-gray gloved finger into the full cup, and you see a flash of frost form on both his gloved hands and the surface of your cup. He hands it back to you and indicates for you to drink up. The formerly cool cup is now frigid between your fingers, and the ale so cold that your throat clenches as you down the brew.
[spoiler=Drinking Fort Saves (Ice Troll)]
DC 11 Fort save for common ale. No penalties. (1d20+4=21, 1d20+6=14, 1d20+8=21, 1d20+10=13, 1d20+12=21, 1d20+4=18, 1d20+6=24, 1d20+8=22, 1d20+10=15, 1d20+12=20)Again, each roll represents 10% of the drinking competitors. An extra Fort save is needed against the cold.
DC 10 Fort save against the cold of the ale. Failure means 1 point of nonleathal damage. (1d20+4=10, 1d20+6=23, 1d20+8=19, 1d20+10=28, 1d20+12=20, 1d20+4=24, 1d20+6=14, 1d20+8=19, 1d20+10=30, 1d20+12=21)Group 1: HP 14, Dex 14, Wis 12
Group 2: HP 15, Dex 14, Wis 12
Group 3: HP 31, Dex 14, Wis 12
Group 4: HP 41, Dex 14, Wis 12
Group 5: HP 81, Dex 14, Wis 12
Group 6: HP 14, Dex 12, Wis 14
Group 7: HP 37, Dex 12, Wis 14
Group 8: HP 54, Dex 12, Wis 14
Group 9: HP 73, Dex 12, Wis 14
Group 10: HP 83, Dex 12, Wis 14
[/spoiler]