Amphorae of Gorgioth

*"You can be Mountains or Treemen or titans or whatever you want to,*

*I will be wine, simply wine, nothing grand, nothing more, nothing cruel.*

*No one will miss me if they can just drink me; I'm always at church."*

- Z. Lucid, "Dactyllic Hexameter Verses of the Thirteen, II:iii"

When the Gods each decided what form they would take within their new continent, there was much deliberation for each and every one of them - except Gorgioth. He was convinced that his followers didn't want pomp and ceremony in regards to his worship; he would be with them in the most helpful way he could; he would hold their wine in magical vessels, imbibing along with them.

So he chose to separate his Godly consciousness into 69 different silver amphorae, each emblazoned with erotic designs of questionable artistic merit (see attached image). These remain collectors items across the isles. However, it is said his playful, tricky nature was embedded into each vessel, and the drinkers often report unexpected side-effects from each drink.

If all 69 silver amphorae are destroyed, Gorgioth is also destroyed.

### **Amphora of Gorgioth**

*Wondrous Item, uncommon.*

This silver amphora holds one half-gallon of liquid, and refills with wine each day at dawn (any other liquid which was in the amphora at dawn is expelled). Each of the 69 amphorae holds a different type of wine. A creature can use an action to drink the wine from the Amphora, regaining 2d4+2 health points, but can only receive this benefit once per day. There is enough wine within the amphora for 3 such drinks before it is empty.

If a creature drinks from the amphora, it must make a DC 15 Charisma saving throw (no matter what liquid is in the amphora). On a failure, they must roll a d20 on the following table and apply the result immediately, before gaining any other benefits from the liquid. Creatures immune to being charmed are not affected by the Amphora.

1. The creature falls unconscious for one hour, or until another creature uses an action to shake it awake.
2. The creature gains Sylvan as a language, but loses all other languages, for 3d10 hours.
3. The creature is polymorphed into a Satyr for 12 hours.
4. The creature grows considerable body hair over the course of the next day.
5. The creature's armour falls off, and must be re-donned (see donning equipment in the PHB).
6. The creature makes all Charisma ability checks with advantage for one hour, but every other ability check is made with disadvantage.
7. The creature is cured of all diseases and poisons, but vomits unctrollably for 1d4 rounds, becoming incapacitated.
8. The creature is poisoned, but all its ability scores increase by 2, for one hour.
9. For 1d6 minutes one of the creature's ability scores becomes 22 (its choice), all of its other ability scores become 8.
10. The creature gains the effects of the *Speak With Animals* spell.
11. The creature's hair turns the colour of the wine permanently, and it spends the next 1-3 rounds (depending on how many drinks remain in the amphora) gorging on the remains of the amphora's contents, attacking any creature that tries to stop it.
12. The creature's body becomes co-inhabited (or possessed) by Gorgioth, who constantly attempts to steer the creature toward pleasurable and hedonistic activities, until he leaves at dawn. The DM may rule that Gorgioth attempts to wrest control at some point, and the creature must make a DC 15 Charisma saving throw, which if failed surrenders control of the creature entirely to Gorgioth for one minute. This may only happen once during Gorgioth's co-habitation.
13. The creature gains resistance to poison and acid, but vulnerability to fire and cold, for one hour.
14. The creature gains +10 to all damage rolls, but vulnerability to all damage, for one hour.
15. The creature becomes poisoned, but gains truesight.
16. The creature gains 50 pounds of weight, and loses 10 feet of movement, for one hour.
17. The creature develops a cough and stomach ache which gradually worsens, as it suffers one level of exhaustion for 1d20 hours. When that time is up the creature vomits up a grapevine sapling but is otherwise fine.
18. The creature can only communicate in song for 1d8 minutes.
19. The creature gains the effects of the *Speak With Plants* spell.
20. The creature continues to drink the contents of the amphorae, insatiably gulping it down over the next 1-3 rounds (depending on how many drinks were left) until it is empty. It attacks any creature which attempts to stop it. Roll on this table again for each drink that remained within the amphora, applying all results to the creature.