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Tavern Brawls

A tavern brawl is an explosive way to start an adventure: giving players an opportunity to roll some dice and show what their characters are made of mano a mano.

Tavern Brawl Complications

A bar fight is a chaotic scene where just about anything can happen. At the end of each character’s turn, roll on this chart to add extra complications to the brawl.

d20Complication
1A thrown tankard collides with your head. Succeed on a DC 10 Constitution saving throw or be stunned until the end of your next turn.
2You slip in a puddle of liquid. Succeed on a DC 10 Dexterity saving throw or fall prone.
3Believing you’re in the right, a helpful patron aids your first attack next round.
4Someone throws a tankard of high proof spirits into the hearth. Anyone within 10 feet of the hearth must make a DC 10 Dexterity saving throw, taking 3 (1d6) fire damage on a failed save, and half as much fire damage on a miss.
5Someone smashes a lantern over your head. You take 2 (1d4) bludgeoning damage and must succeed in a DC 13 Dexterity saving throw or catch fire. While aflame , you take 5 (2d4) fire damage at the start of each of your turns until you or another creature uses an action to extinguish the flames.
6A large bowl of hot stew flips into the crowd. You must succeed on a DC 10 Constitution saving throw or be blinded until the end of your next turn.
7The tavern dog is startled by the fighting and lashes out at you in fear. Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage.
8A table gets shoved into you from behind. You must succeed on a DC 10 Strength saving throw or be knocked prone.
9One of the brawlers is a bard and randomly chooses to give you bardic inspiration (1d6) as they sing a fighting song from the barbarian northlands.
10One of the patrons is impressed with your fighting style and offers to buy you a drink if you survive the fight.
11Friendly fire is always a danger. Your nearest ally must succeed on a DC 10 Wisdom saving throw or mistake you for an enemy on their next turn.
12Splinters of broken glass shower you. You must succeed on a DC 10 Dexterity saving throw or take 2 (1d4) piercing damage.
13A tray of food lands at your feet, making your footing dangerous. Your enemies have advantage to attack you until you move.
14Someone throws water in the hearth, plunging the room into darkness.
15A wizard tries to end the fight by casting web over the combatants (DC 12 Dexterity saving throw to avoid).
16The tavern cat takes a liking to you and flies at one of your foes with claws out. Make your next attack against that foe with advantage.
17Broken furniture litters the floor, creating difficult terrain in a 5 ft. radius around you.
18Your nearest foe passes out from drunkenness.
19An unlabelled bottle rolls on the floor nearby. If you use a Reaction to drink it, roll a d6. On a 1 - 2, you are healed 2d4+2 hit points; on a 3 - 4, you belch out a 15ft cone of cold, dealing 3 (1d6) cold damage to all creatures in the area who fail a DC 12 Constitution saving throw; on a 5 - 6, you take 7 (2d4+2) poison damage. If the potion isn't consumed immediately, someone accidentally kicks the bottle and destroys it.
20Someone tries to throw you out of a window. You must succeed on a DC 15 Strength or Dexterity saving throw (player's choice) or take 1d4 piercing damage and be knocked prone outside the tavern.


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