Tavern Brawl
ITEMS OF LEGACY
CHAPTER 3
Entranceway/Cloakroom The walls are lined with hooks on which customers’ clothes and weapons have been hung. Stairs to Inn Twenty guests currently occupy rooms on the upper floor. The sounds of battle might attract the curious, or those who just enjoy a good bar fight. (This might cause the battle to spread, even spilling into other rooms.) Kitchen Pots are on the boil and meals are roasting in ovens for the tavern’s patrons. Haunches of fresh wild game hang from the ceiling. Improvised Weapons: The kitchen contains many items that are suitable as improvised weapons. Assorted cutting utensils deal 1d4 points of piercing or slashing damage, and tankards or pots deal 1d4 points of bludgeoning damage. In a pinch, a haunch of meat can serve as a club that deals 1d6 points of bludgeoning damage. The contents of boiling pots can be hurled to deal 1d6 points of scalding damage, requiring a ranged touch attack. Bar The bar connects with the kitchen area and also has a countertop that flips upward. Tavern Room The room is filled with tables, but few customers occupy them at the moment. Chairs have been thrown aside roughly, and one long table is covered with empty mugs and food scraps. Improvised Weapons: The bar and tavern room are full of items that can be used as improvised weapons. Bottles deal 1d4 points of damage (bludgeoning if whole, slashing if broken), tankards deal 1d4 points of bludgeoning damage,. Legs can be broken off chairs to deal 1d6 points of bludgeoning damage. Chairs swung with two hands deal 1d10 points of bludgeoning damage. Yulgor At the long table is the bugbear, who has been harassing tavern customers and demanding a constant supply of food and ale.
Tactical Notes
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Yulgor is not only belligerent—he’s roaring drunk. This has made him even more aggressive in combat than normal, at the same time making him less interested in self-defense.
Round 1: When confronted, the bugbear lunges from his chair and swings it at the offending character. This is an improvised weapon that counts as a greatclub (1d10 points of bludgeoning damage, –4 penalty on attack roll). He doesn’t use Power Attack, since it is an impulsive move (and he can’t afford additional attack penalties). This improvised weapon still deals bonus sneak attack damage if that opponent is flat-footed. Round 2: If Yulgor acts early in the round, he hurls himself at the nearest character and attempts to start a grapple. Assuming the character is within 5 feet, Yulgor makes two attacks: the first to establish a grapple and the second to smack the opponent upside the head with Bullybasher’s Gauntlets. He uses Power Attack if the opponent is lightly armored. He also makes a knock silly attempt against an obvious spellcaster, such as a cleric or sorcerer. If the opponent is more than 5 feet away, Yulgor charges if possible. Round 3 and Beyond: If the grapple (and knock silly attempt, if used) is successful, Yulgor whales away against the grappled opponent, using Power Attack unless the opponent is wearing substantial armor. He does not pull his punches.