TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at POC@yeomanry.net.  For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO7-IN1 
   
   
   
   
  Barroom Brawl 
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Interactive 
  Version 1.0 
   
  by G. Havard Albright, Jr. 
  Reviewers: Yeomanry Triad 
  Circle Reviewer: Steven Conforti 
   
   
  A speculator has purchased a waterfront dive in Longspear and seeks to turn it into an adventurers’ bar, 
  since adventurers always have so much extra money to toss around. An open call has gone out: a free 
  tankard of ale to anyone who comes to tell an adventurer’s tale. The bar has filled with adventurers and 
  there can only be one inevitable outcome to such an event….  A Yeomanry regional interactive for APLs 
  2-14.  
   
  Note: This adventure will be of particular interest to everyone who ever wanted to see where they would 
  stand in a barroom brawl with their friends. 
   
  Resources: Complete Adventurer [Jesse Decker], Complete Warrior [Andy Collins, et al], Players 
  Handbook II [David Noonan], Savage Species [David Eckelberry, et al]. 
   
  
   Barroom Brawl 
  YEO7-IN1 
  Page 2 
   
  
  YEO7-IN1 Barroom Brawl 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA event from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the session Dungeon Master 
  (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You must be at 
  least a HERALD-LEVEL GM to run this adventure.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First, it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second, player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  one (1) point.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Information on 
  nonplayer 
  characters 
  (NPCs) 
  and 
  monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK adventure 
  record (AR). You need one copy of this for each 
  participating player.  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To calculate the Average Party 
  Level (APL), follow the process below:  
  1. Determine the character level for each of the 
  PCs participating in the adventure. Each PC 
  may bring one animal, plus any creatures 
  gained from class abilities to help in combat. 
  (PCs can bring more creatures but they 
  cannot help in combat). If you deem that the 
  animal bestows a significant benefit in combat 
  add the animal’s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals 
  gained from class abilities and one standard 
  horse, warhorse, or riding dog for a PC with 
  Mounted Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  3. If you are running a table of six PCs, add one 
  to that average. 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  
  YEO7-IN1 Barroom Brawl 
   
  Page 2 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. A player character more than three 
  levels higher than the APL at which the adventure 
  is played cannot participate. If a player character 
  is more than two levels away from the APL at 
  which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the 
  PC was not challenged as much as normal or 
  relied on help by higher-level characters to reach 
  the objectives. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  These APL calculation rules reference version 7.0 
  of the Living Greyhawk Campaign Sourcebook. If 
  you are playing this adventure in 2008, check the 
  current version of the LGCS and follow any 
  updated rules presented within. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, 
  set in the Yeomanry. Characters native to the 
  Yeomanry pay one Time Unit per round, all others 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
  PREPARATION FOR PLAY 
  Is This a Military Adventure? 
   
  As Yeoman officials do not consider the 
  events of this adventure important to the defense 
  of the Yeomanry, members of any branch of the 
  Yeoman military may NOT count the TUs spent on 
  this adventure toward any annual TU commitment 
  required by their enlistment. 
  Is This a Dustdigger Adventure? 
   
  As this adventure does NOT significantly 
  involve archaeological matters, students in the 
  Academy of Lore may NOT count this adventure 
  toward any TUs they must spend per year in 
  study. See individual certificates for more details. 
  Is this a Promotion Worthy Adventure? 
   
  Heroic deeds in the name of the Yeoman 
  military are NOT possibly in this adventure. 
   Other preparation 
  Okay, this will take some time. There are several 
  aspects of the resolution of this interactive that will 
  require both space and time monitoring. 
  SPACE REQUIREMENTS 
  The room for this interactive will be the bar in 
  question. As such, the tables each represent a 10 
  ft. by 15 ft. section of the barroom. Judges will be 
  running a simultaneous brawl, with characters 
  spilling about the melee as they choose or are 
  driven. 
  JUDGES 
   
  This interactive will require numerous, and 
  well organized, judges. Judges will be assigned to 
  specific tasks, and several judges will be needed:  
  • 
  Door Judge(s)--who will play the part of 
  the bouncers, check Character Tracking 
  Cards as they enter the playing area, and 
  help support the Table Judges. 
  • 
  Table Judges—each judge will control a 
  10x15 area of the bar, and will have 
  
  YEO7-IN1 Barroom Brawl 
   
  Page 3 
  various activities and tasks to conduct, 
  based on their placement in the room. 
  • 
  Plant Judges—these are actually judges 
  who will play the roles of the 4 NPCs who 
  will instigate the fight for other reasons… 
  • 
  Owner Judge—this is the head judge for 
  the interactive, likely Senior GM at the 
  Con. 
  He/she 
  will 
  preside 
  over 
  the 
  interactive, play the Owner, and help 
  handle 
  any 
  rules 
  discrepancies 
  or 
  interpretations as necessary, as well as 
  mingling with the players. 
  BEFORE PLAY 
  Players will be expected to register not just 
  themselves, but their specific characters before 
  the event begins. Players will receive an “PC 
  Rules of Engagement” handout (Player Handout 
  #1), which should be available throughout the 
  convention, and earlier, if possible. 
  Every player should select the character they wish 
  to play in the interactive based on the blurb alone 
  and complete a Character Registration Sheet 
  (Player Handout #2). This information will be used 
  to create Interactive Cards (Handout #3) with all of 
  the pertinent information: 
  ADVENTURE BACKGROUND 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the 
  Jotens and the Tors in the southwest corner of the 
  Sheldomar Valley. The moderately sized realm is 
  nearly surrounded by the Crystalmists and its 
  spurs, though its eastern border with Keoland is 
  generally regarded as the eastern bank of the 
  Javan across from the county of Cryllor. Its border 
  continues south to where the great river enters the 
  Hool Marshes and the lands of the Sea Princes. 
  The climate is hot nearly year-round in the central 
  valley, though the temperature moderates as one 
  approaches the foothills, particularly in late fall and 
  winter. The Yeomanry is a land populated 
  primarily by freemen farmers, who are mostly a 
  Suel-Flan mix. 
   
  The 
  Yeomanry 
  is 
  one 
  of 
  the 
  few 
  representative democracies in the Flanaess. Any 
  citizen of majority, who has carried the spear for 
  the nation, either now or in the past, is eligible to 
  elect a spokesman on his behalf from his 
  community who serves in the Council of Common 
  Grosspokesmen in Loftwick. 
   
  The people of the Yeomanry are rural, 
  cloistered folk with little exposure to either 
  foreigners or magic. They are religious and 
  superstitious, yet reservedly friendly to travelers. 
  Many Yeomen have served in the Militia and are 
  stout defenders of their homes. 
   
  You can learn more about the Yeomanry at its 
  official website: http://www.yeomanry.net. 
  REGION/CITY/LOCATION 
  Longspear is a small-to-medium sized walled city 
  located on the eastern frontier of the Yeomanry, 
  near the Keoish border. It sits on a relatively flat 
  plain on the banks of the mighty Javan River to the 
  east. On its other three sides, Longspear is 
  surrounded by the Little Hills, referred to as "little" 
  only to the comparative size of the nearby Jotens. 
  Longspear is protected by a thick stone wall some 
  20 feet in height that is interrupted by even higher 
  towers at regular intervals. There are two primary 
  gates that provide entrance into the city (although 
  construction of a third is being planned), and each 
  of these is protected by high towers, heavy 
  portculli, and well-armed soldiers. A towering 
  citadel overlooks the city on a high hill to the 
  northeast. Longspear serves as the primary port 
  for the Yeomanry and is the headquarters for the 
  Yeoman navy, which is a small but formidable 
  force that patrols the Yeomanry's border along the 
  river.  
  Despite its formidable appearance, however, 
  Longspear is a relatively friendly and open city. It 
  rests at the crossroads of two active trade routes, 
  and merchants from all directions make Longspear 
  a regular stop. As such, the city is dependent upon 
  trade for much of its prosperity. The first route is 
  overland, from Loftwick into Keoland and points 
  beyond. The second trade route is north-south via 
  the Javan River, which is both wide and navigable 
  as it passes by the city. Merchants bring their 
  wares southward from Cryllor through the Hold of 
  the Sea Princes and to ports beyond the Azure 
  Sea. Political unrest to the south has slowed this 
  commerce down somewhat in recent years, 
  however. Due to its strategic location, Longspear 
  has become a melting pot of cultures, ideas, and 
  beliefs. However, such activity makes the city 
  difficult to control at times, and it has a much 
  "wilder" reputation (and rightly so) than the capital, 
  Loftwick, which is almost antiseptic in comparison. 
  
  YEO7-IN1 Barroom Brawl 
   
  Page 4 
  BACKGROUND 
  Aquillion Pelonius has always had a nose for 
  business—or at least he thinks he has. With a 
  sizable income from both family lands controlled 
  by his oldest brother and his  younger adventuring 
  brother, Aquillion, or “Keel” for short, has decided 
  to try to expand the family business in new ways. 
   
  Keel Pelonius has moved to Longspear to find 
  his fame and fortune, trading on his family name 
  and reputation, as well as his own insights to find 
  his proper niche. After three months, he thinks 
  he’s found it and is ready to make hand-over-fist 
  money. 
   
  Keel 
  has 
  purchased 
  the 
  old 
  run-down 
  waterfront tavern known as the Kraken’s Eye (or 
  the Cracked Eye, considering its condition). 
  Spending several weeks and several hundred 
  gold, Keel has done more than simply slap a fresh 
  coat of paint on the place. It’s almost brand new 
  from the outside in. The walls were re-planked and 
  caulked; the windows were replaced and washed 
  to the point of being see-thru again; new furniture, 
  cheap but sturdy constructions, and a new bar 
  were brought in; and new rooms were refurbished 
  and refurnished above. 
   
  Keel’s idea is simple, and, more than likely, 
  correct. Adventurers love taverns and inns. 
  Adventurers carry much coin and often tip liberally. 
  Adventurers rarely turn down free ale. Adventurers 
  love to brag about their exploits. These things Keel 
  Pelonius knew well. And so, merging all these 
  together, he realized that the place to open would 
  be an adventurers’ bar that served free ale for 
  telling tales, at least on opening night and 
  whenever the crowds started to dwindle. 
   
  With this in mind, Keel has spent most of the 
  money he had ( and some that he didn’t) into this 
  investment. And now, after but two or three 
  months time, Keel Pelonius’ “Ale Tales Tavern”, 
  complete with a sign cut in the shape of a tankard 
  of ale with a hanging fox’s tail where the handle 
  would be, is ready for its inaugural night. 
   
  Not all are pleased with Keel’s transformation 
  of the old Cracked Eye, however. The River Rats, 
  a group of smugglers and black marketers, have 
  not been happy with the change to their once 
  seedy and easily concealable haven. Their 
  primary dark business corner, and all the others 
  for that matter, has been relit with lanterns and 
  everburning torches! Who can do business in a 
  place like this? 
   
  Twice the River Rats have tried to reason with 
  Keel, first to tell him not to change anything, and 
  second to demand that if he does change it, he 
  pay the gang a reasonable monthly relocation fee. 
  Both times Keel sent them packing. After the first 
  time he hired a couple of bouncers (one of whom 
  is rumored to have an ogre for a father…), and 
  they served him well during the second visit. 
   
  As such, the Rats have decided that they will 
  not fail a third time. Waiting for opening night, 
  which is about to come, they plan to initiate a riot 
  within the bar, destroying Keel’s prize investment, 
  and steal the cash box, if they can, in the ensuing 
  madness and confusion. If they can break the 
  man, they will, and then they will buy their old 
  roost and turn it back the way it was. 
   
  At least, that’s their plan. There’s always the 
  room full of drunk and rowdy adventurers looking 
  for an excuse to hurt something… 
  ADVENTURE SUMMARY 
  Pre-Introduction 
  Character/Player Letter & PC Registration 
  Introduction- Welcome! 
  Bartender welcomes all to bar. Starting placement 
  of PCs is by class, alignment, and level. Rules of 
  movement around the room are explained and 
  interactive begins. 
  Event 1- Tell a Tale! 
  The front of the room will begin telling tales. 
  Characters can earn experience for good tales. 
  Characters at individual tables can likewise earn 
  experience for good tales. (TOTAL TIME: 45 
  minutes.) 
  Event 2- Roll ‘em! 
  Gambling! Ever the staple of a bar and a group of 
  adventurers gets started in the back. The new dice 
  game, TOTALS, is featured prominently. (TOTAL 
  TIME: 30 minutes, part of 45 above.) 
  Event 3- Prove It! 
  Games of skill will also be featured in the back. 
  Darts and Arm wrestling will be the main events. 
  (TOTAL TIME: 30 minutes, part of 45 minutes of 
  Event 2.) 
  Event 4- “I don’t like Dwarves…” 
  Approximately 45 minutes to an hour into the 
  interactive, a half-orc plant NPC will pick a fight 
  with a PC dwarf… 
  
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  Page 5 
  Event 5- “What makes you so damned happy?” 
  …while a dwarf plant NPC will pick a fight with a 
  PC halfling, elf, or gnome. Since these two 
  characters (and two others) are plants, they will 
  have been placed close to their targets early on. 
  Event 6- “It’s On, Baby!” 
  The barroom brawl breaks out in earnest as the 
  NPCs swing at random (and hopefully the PCs as 
  well). It is possible that the PCs, several of whom 
  have bad attitudes anyways, may start the fights 
  before the NPCs. If that’s the case, then let it 
  happen. The brawl rolls on for 20 to 25 combat 
  rounds (around 2 to 2 � minutes…) before the 
  Militia shows up (they were in the area expecting 
  some 
  trouble). 
  This 
  combat 
  should 
  take 
  approximately 2 to 3 hours of the interactive- if the 
  rounds resolve faster, allow for more rounds to be 
  played out, up to 50 (5 minutes real time). 
  Event 7- Outside, before the cops come… 
  Characters who observe the thieves and let them 
  get away with the money will find themselves with 
  a chance to join the gang, and maybe get in on a 
  little black marketeering that the gang favors. Or 
  they can fight the thieves outside (where the 
  thieves will draw blades and blood as quickly as 
  possible while running to avoid the inevitable 
  arrival of the law). 
  Event 8- Everyone’s Under Arrest! 
  The cops show up and arrest everyone. The 
  reason for the two TUs is that most of those 
  present are sentenced to a week of community 
  service (helping with the roads & bridges, serving 
  guard 
  details, 
  digging 
  ditches 
  or 
  irrigation 
  channels or wells, etc.). 
  IF there is only one person standing after the 
  twenty (or twenty-five or more, if there is time) 
  rounds of combat are over, that person is The 
  Last Man Standing, and will receive bonuses 
  appropriate to this on a special AR. 
  If there is a character (or group) who sneaks out 
  and joins the bandits, they will also receive a 
  special benefit on their AR. 
  Characters who used lethal force (either magical 
  or mundane, and whether intended or not—a 
  subdual fireball can still kill…) are subjected to 
  penalties appropriate to the level of damage they 
  inflicted. 
  INTRODUCTION 
  The players will receive a “PC Rules of 
  Engagement” Letter (see Handout #1) and a 
  Registration 
  Sheet 
  (see 
  Handout 
  #2). 
  The 
  registration sheets will be used to create the 
  Interactive Cards (see Handout #3). If possible, 
  the Interactive Cards will be color-coded: Blue for 
  male characters; Red for female characters. This 
  will make some interactions easier at table as 
  characters realize who they’re dealing with. 
  The letters constitute the Pre-Introduction, and will 
  be available to the players early at the convention. 
  The Registration Sheet should be completed 
  before the Interactive starts (preferably, well in 
  advance), so that the JIC (Judge In Charge) can 
  make sure the cards are ready for the interactive. 
  The actual introduction begins with the characters 
  entering the bar, and moving to their assigned 
  tables to start. 
  Players will receive their character cards, pass the 
  “bouncers”, Grundee and Weldo, and enter the 
  room to find their assigned table. 
  The JIC, or the person playing the role of the 
  Barkeep, will begin the interactive with an in-
  character 
  welcome 
  and 
  an 
  out-of-character 
  explanation of movement about the room. 
  As you enter this waterfront dive, you realize 
  that the interior is much nicer than the exterior. 
  Nice wooden tables, with a strong central 
  support, stand spaced around the room while 
  a long wooden bar runs along one side of the 
  room. 3-legged stools of varying sizes serve to 
  allow all the guests to find the same height, as 
  they choose, and bowls of nuts and popped 
  corn sit at each table, free eats  for the taking. 
  Above, rafters hold the gabled ceiling, running 
  across the width of the bar every twenty feet or 
  so. As the bar fills with patrons and the drinks 
  begin to flow, a human takes the slightly 
  elevated stage near the door. 
  “Welcome! 
  Welcome, 
  good 
  adventurers! 
  Welcome to Ale Tales Tavern! I am Keel 
  Pelonious, the proprietor and your humble 
  host this evening! As this is our opening night, 
  we encourage all you good adventurers to step 
  up and make the name of the bar ring true—for 
  each tale you tell this even, there’s a free mug 
  of ale waiting!”  
  OUT-OF-CHARACTER 
  Feel free to tell tales at your tables, and as 
  other parts of the interactive become active, 
  
  YEO7-IN1 Barroom Brawl 
   
  Page 6 
  feel free to move. There are some rules of 
  movement 
  however. 
  Everyone 
  remember 
  musical chairs? Everyone here been to, or can 
  imagine, a packed college bar giving away free 
  beer? This is what you need to keep in mind: 
  You can move to another table, but can only sit 
  there if there is an open chair. Each judge’s 
  table represents a 15x20 area of the bar. Each 
  area has 6 to 7 chairs and a table or a bar in it. 
  While this means there are some open spots, 
  to represent crowding, if you gather in one 
  spot, several of you will be crowded around 
  the table. Each person who is crowded around 
  will stand behind/next to a seated person to 
  keep track of where they are. 
  You can only move one table at a time. The 
  crowd is thick and so moving more than that in 
  a round is not possible. If you wish to move 
  from one end of the room to the other, you 
  need to do so in single jumps rather than 
  walking straight across the room. 
  You have been grouped by class, race, and 
  alignment primarily, and level secondarily. 
  This means that the characters around you as 
  you start should have something in common 
  with your character and might be the kinds of 
  individuals you’d be drawn to in this situation. 
  A note on the fight: if one breaks out, there are 
  no more allies, no friends. This is an “every 
  man for himself” brawl—everyone flanks, 
  because everyone is hostile, even your best 
  friend. You’ll make it up to him tomorrow. You 
  promise. 
  A note on drinking: Enjoy, but expect that 
  drinking excessively may be a problem later… 
  One final note: Once you leave the bar, you’re 
  gone. There is NO exiting and re-entering, so 
  know that if you decide to leave, that’s it. 
  ENCOUNTER 1: TELL A 
  TALE! 
  This will be the primary activity in the front of the 
  room and will be what Keel Pelonious pays most 
  attention to. 
  Characters are encouraged to rise and tell a brief 
  (5 minute) tale of a single battle or encounter they 
  had—either funny or dramatic. Players who have 
  ranks in Perform can use this skill to present the 
  same story instead and choose to summarize the 
  rest of it. 
  Good stories will be rewarded with a check in the 
  appropriate box (the experience box) of the 
  Interactive Card. Any character who performs 
  publicly should receive two boxes, any who tell the 
  tale only at the table should receive one. 
   
  Tables should be set up so that a natural area 
  is created for storytellers. No mega-phone or 
  amplifier should be used- the crowd noise is real 
  and the taletellers will have to adjust accordingly. 
  ALCOHOL CONSUMPTION 
  The characters included their Constitution scores 
  on their registration card for a reason. Each 
  character is assumed to be able to Imbibe a 
  number of drinks equal to their Constitution bonus 
  without incurring any difficulties. Characters with 
  the Endurance feat, or similar abilities, can drink 
  twice this amount before suffering any negative 
  effects. Beyond that, each drink requires a 
  Constitution check against a DC 15. Failure 
  indicates that the character is now –1 to Armor 
  Class, Attacks, Damage, Skills, and Ability 
  Checks, and that the DC for further drinks is 
  increased by 2 (to DC 17, 19, 21…). Characters 
  can remain conscious and standing until their 
  penalty for being drunk is twice their Constitution 
  bonus. After this time, the character passes out 
  drunk. DMs are encouraged to mark the drink total 
  and current penalty/DC in the appropriate boxes 
  on the Interactive card. 
   
  Development: This part of the interactive 
  should, with the introduction and seating, consume 
  the first 30 to 45 minutes of the Interactive. 
  ENCOUNTER 2: ROLL ‘EM! 
  Any time rogue-types gather, it is only a matter of 
  time until they start gambling. The tables located 
  farthest from the entrance and the stage area of 
  Encounter 1, two or three, will become the gaming 
  tables. These will be where the rogue-ish types 
  and those interested in gambling will be started. If 
  the characters themselves do not initiate the 
  games, the DMs at these tables are encouraged to 
  do so. Three games are available that all the 
  characters seem to agree on: 
  1. Totals- 
  popular 
  ever 
  since 
  some 
  adventurers 
  escorted 
  some 
  drow 
  to 
  Loftwick. 
  2. Skulls- (taken from the Wizards website) a 
  popular local version of Craps. 
  3. SlapMe- Blackjack, if cards are available. 
  
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  Page 7 
  Each game will follow the rules outlined below. As 
  the interactive really isn’t about making a large 
  sum of money, but about the chance to brawl, 
  there is a small chance any character will really 
  make a large profit here. Winners of any round 
  (which are played either against each other) gain 
  one check in their treasure area on the Interactive 
  Card for each win, up to the maximum of FIVE 
  during this part of the interactive, regardless of 
  which games are played. 
  TOTALS 
  The game of totals is very simple. Each player 
  stakes a copper piece and rolls a d4. The number 
  is left showing for all to see. Players can choose to 
  continue or drop out after any roll. Players who 
  choose to continue add a silver piece to the pot, 
  and roll a d6. Those who wish to continue further 
  roll ante up a gold and roll a d8. Those who wish 
  to go all the way ante up a platinum piece and roll 
  a d12. At the end of the d12 roll, or when only 1 
  player chooses to continue, the player with the 
  highest total wins the pot. 
  SKULLS 
  (From the Wizards of the Coast website) 
  Skulls is a dice game played with 2d6. The player 
  on point holds the dice. The other players and the 
  point bet either for skulls or against them. If the 
  person bets for skulls, they are betting that, the 
  next 4 rolls of 2d6, there will be at least one 6 
  rolled. Bets are usually made in silver or gold and 
  are often haggled like craps, where there is no 
  house as much as gamblers covering and betting 
  with each other. Players will often make side bets 
  on single rolls, but the house and the down money 
  only apply to the whole 4 rolls of 2d6. 
  SLAPME 
  This is a local version of Blackjack, played with a 
  traditional deck of cards, and following traditional 
  rules. Players would normally bet against a house, 
  but in this case, the dealer will not play and they 
  will be playing against each other, as there is no 
  official game going on. 
  It’s important to note that there is no real “house” 
  that the players are ever playing against- these 
  games are player started and unauthorized, 
  though not necessarily frowned upon, by the 
  owner. He has no permits for gambling, but won’t 
  stop the players. The house in this case exists 
  only to speed play, in that it will be easier for the 
  house to cover the player’s bets than to force them 
  to cover each other’s bets. 
   
  Development: The fight may start earlier than 
  expected if players try to cheat. Those with 
  Profession (Gambler) can choose to add their 
  ranks to or subtract them from any totals they 
  have. Those who have ranks in Sleight of Hand 
  can try to cheat, with opposed rolls made by the 
  other players at the table. Successful cheating will 
  win 
  the 
  character 
  the 
  hand 
  automatically. 
  Unsuccessful cheating will bear with whatever 
  results the other players can come up with. 
  Also, it is important to note that, once the fighting 
  starts, several rogue-ish types will likely seek to 
  “steal the pot,” or take the money visible on the 
  table. This requires a Sleight of Hand (or 
  Dexterity) check against a DC of 15. Success 
  indicates the character is able to obtain 1 box of 
  money, and can gain an additional box (up to 5 
  total boxes) for every 5 by which they exceed 15. 
  Failure indicates that the character was unable to 
  grab the money or that, in grabbing it, had 
  someone else begin a struggle for the same coins. 
  ENCOUNTER 3: PROVE IT! 
  The other staple of most bars is games of chance, 
  and these are here as well. Characters can 
  compete is hoops, darts, or arm wrestling. 
   
  ARMWRESTLING 
  Arm wrestling will be conducted as follows, with 
  one or two tables assigned as arm wrestling 
  arenas during the interactive: 
  Each contestant will make three consecutive 
  opposed strength checks. If, at any time, one 
  character rolls 10 or more above the other, that 
  character immediately wins. If the difference is 
  less than ten, the struggle continues to the second 
  roll, with the difference of the first held over as a 
  modifier for the one who won the first part. If there 
  is no 10-point difference after this round, the bout 
  continues to the 3rd round, with the difference 
  modifier again applied as a bonus for the winning 
  arm wrestler. If one wrestler rolls 7 or more higher 
  on the 3rd match, he or she wins the match. If 
  there is no 7-point difference after the 3rd round, it 
  is considered to be a very close match. A final, 
  fourth round, is then rolled. For this final roll, all 
  modifiers from before are gone, and only Strength 
  AND Constitution modifier are used to determine 
  the final winner. 
  
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  There is no money here, but characters can 
  choose to wager on the Arm wrestling contest, 
  either as they compete themselves or on favorites. 
  Winning a contest can earn a character one check 
  in the Money box on the Interactive Card, up to 
  three total checks if betting on others. Characters 
  who make all their bets on themselves and win 
  can win up to five total checks in the Money box 
  on their Interactive Card. 
  BULLSEYE 
  Characters who wish to engage in a game of darts 
  may do so in the one area (one table) of the bar 
  set aside for it. There are two boards, so two 
  games can occur at the same time. Unlike modern 
  darts, the game is much simpler. Characters get 
  three throws of three small projectiles (darts or 
  daggers being most common, but shuriken 
  occasionally are used), taking turns in between 
  each set of three. Each character throws at a 
  bullseye board that has 3 concentric rings. Hitting 
  the outermost ring occurs on a roll of 15 or better, 
  and results in 1 point. Hitting the middle ring 
  happens on a 20 or better, and results in 3 points. 
  Hitting the bullseye happens on a 25 or better, and 
  results in 5 points. Rolls of Natural 20’s are 
  considered as automatically hitting the bullseye. 
  The winner is the player with the most points after 
  3 rounds of throws. 
  Characters throw from 10 feet away (one range 
  increment). Any critical fumble (roll of a 1) should 
  be treated as a rogue throw, and the grenade 
  table 
  should 
  be 
  applied—it’s 
  possible 
  that 
  characters could throw the dart into a nearby 
  crowd. If so, the dart is rolled as a random to hit on 
  any target in the area, doing normal damage, and 
  possibly precipitating a brawl. 
  There is no money here, but characters can 
  choose to wager, as they do in the Arm wrestling 
  contest. Winning a game can earn a character one 
  check in the Money box on the Interactive Card, 
  up to three total checks. 
  ENCOUNTER 4: I DON’T LIKE 
  DWARVES… 
  Two of the four plants are there to start the fight, 
  initiating as much hostility as they can. The first is 
  a half-orc, who will look for the surliest looking 
  dwarf he can find.  
   
  As the interactive begins, Surkrok the half-orc 
  will begin by trying to rally his half-orc brethren in 
  their longstanding hatred for dwarves (whether 
  they really do or not). If he can cajole or badger 
  some others into joining him, they will start by 
  targeting nearby dwarves with verbal insults, 
  getting louder with them as the interactive 
  progresses. 
   
  An hour into the interactive, Surkrok will start 
  getting more aggressive. He will approach the 
  surliest looking dwarf (that he thinks he can take, 
  maybe), and insults him directly. He will go so far 
  as pouring out a beer on the dwarf’s head. If this 
  does not start the fight, the half-orc will simply start 
  swinging. If anyone tries to stop him, he will swing 
  on him or her. If he was able to convince any 
  fellow half-orcs to watch his back, he’ll call on 
  them as well. 
   
  The fight at this point might be contained to 
  one or two tables, but other things are going on as 
  well…  
  Once Surkrok hears Agranar’s call for the fight, 
  he’ll add his challenge to help things along. 
  “Last Man Standing! Who’s it gonna be! Who’s 
  badder than me!” 
   
  Tactics: Surkrok is a brawler, not afraid to use 
  his fists to his best advantage. If forced to grapple, 
  he will attempt to reverse it. If confronted with 
  small opponents (gnomes or halflings) he will 
  attempt to grapple them and then throw them at a 
  nearby table. 
   
  Development:  It is possible that the fight will 
  break out amongst the players without any 
  provocation. 
  If 
  so, 
  Surkrok 
  will 
  take 
  that 
  opportunity to attack whoever is near him, rather 
  than working his way to a dwarf target. Players 
  who try to break up the fight should be 
  discouraged. Players who choose to enter on 
  either side, should be encouraged. Surkrok and 
  Agranar aren’t really worried about getting hurt in 
  the brawl—they’re brawlers by nature and will 
  stand their ground until knocked out, swinging at 
  anyone who gets near them, even each other. It’s 
  not the first time they’ve fought each other in a 
  bar… 
  ENCOUNTER 5: WHAT 
  MAKES YOU SO DAMNED 
  HAPPY? 
  Surkrok did not enter alone. His best friend and 
  common drinking buddy, Agranar Stonegrit, a 
  dwarf, is currently working a similar angle on the 
  other side of the bar. Targeting an elf, gnome, or 
  
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  Page 9 
  halfling, preferably a caster-type or a bard, 
  Agranar will try to drive this fun-loving opponent 
  into a fight, trying to stay as close as possible to 
  get an attack of opportunity should they try to cast 
  any spells on him, and using the excuse that they 
  were about to cast as an excuse to jump them if 
  they will not succumb to the endless provocations. 
  Agranar will watch for Surkrok’s movement, trying 
  to initiate his fight as close to Surkrok starting his 
  as possible. Once he takes the first swing at the 
  target he has chosen, he will call out at the top of 
  his lungs. 
  “Bar Fight! It’s ON! Every dwarf for himself!” 
   
  Tactics: Agranar will use bull rushes to try to 
  push characters into others and other tables, 
  causing drinks to spill and trying to spread the fight 
  as much as possible. He will drink his Potion of 
  Enlarge Self at the first opportunity in order to 
  make him that much more dangerous. 
   
  Development: It is possible that the fight will 
  break out amongst the players without any 
  provocation. 
  If 
  so, 
  Agranar 
  will 
  take 
  that 
  opportunity to attack whoever is near him, rather 
  than working his way to a caster target. Players 
  who try to break up the fight should be 
  discouraged. Players who choose to enter on 
  either side should be encouraged. Surkrok and 
  Agranar aren’t really worried about getting hurt in 
  the brawl—they’re brawlers by nature and will 
  stand their ground until knocked out, swinging at 
  anyone who gets near them, even each other. It’s 
  not the first time they’ve fought each other in a 
  bar… 
  ENCOUNTER 6: IT’S ON 
   
  The fight will, hopefully, spread across and 
  throughout 
  the 
  bar 
  as 
  players 
  have 
  their 
  characters join in, either to defend some slight or 
  just to take Surkrok’s challenge. 
  DMs will need certain rules for the engagement. 
  First, once the combat begins, a bell will sound 
  locking characters into the tables they are 
  currently at. Each table, whether they are in 
  combat or not, should then roll initiative and begin 
  moving in initiative order. 
  Characters who wish to move to open tables will 
  do so in their initiative order, moving with their 
  card and their same initiative to the other table at 
  the end of the round if there is an open space. If 
  they choose to move and there is no open space, 
  either because of other obstructions or other 
  characters entering those spaces in the higher 
  initiative orders, they are bumped back to the 
  nearest open space. 
  Each table will resolve one round of combat time 
  and signal via a small flag that they are finished 
  when they are done. As some tables’ actions will 
  likely spill over and affect other tables, no table will 
  move to the next round until the bell is sounded a 
  second time. 
  When the round is resolved and characters are 
  ready to move, characters will move to open spots 
  based on their initiative, so if two characters from 
  two different tables are trying to move to the same 
  place, the one with the higher initiative will get 
  there first. 
  For actual combat, DMs can use the DM’s Aide: 
  Barroom Brawl Common Issues as a quick 
  reference to cover many of the issues likely to 
  come up. 
  THE RANDOM THROW 
  There will be two times where the DM will get to 
  roll a random attack on any character at his table. 
  First, any time a character throws and object and 
  misses the person they were aiming at, the DM at 
  that table should determine the direction of the 
  throw and which table is closest to that missed 
  throw. The DM should inform the DM at that table: 
   “Random throw incoming- <item> <bonus to hit of 
  original throw>” 
  The DM at the table that was targeted then 
  randomly chooses a target and rolls the to hit at 
  the stated bonus against that character. 
  The second random throw will occur at the end of 
  each round after the second. Thrown objects, 
  objects knocked into the air, hurled chairs, a 
  number of things are flying around the bar at this 
  point. At the end of the third round and every 
  round thereafter until there is only 1 table of 
  fighters left standing, a random object of the DM’s 
  choice will come flying into the area and target a 
  random character. The base attack of this item is a 
  d20 roll (+1 to +20) and can critically hit the 
  character. 
  INCOMING 
  Other than the random throw, there are potentially 
  other incoming effects. Spells that are targeted 
  and miss their target will be directed to a nearby 
  table and potentially strike someone there. 
  
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  Page 10 
  Area effect spells, which fit under this category as 
  well, will be resolved in a similar fashion at the end 
  of each round. (See the DM Aide: Barroom Brawl 
  Common Issues for more details). 
  NPCS 
  There are few NPCs in the room, but those that 
  are will not be placed on the maps, as they will 
  simply create more confusion, and will, in all 
  honesty, scurry for cover or the exit as quickly as 
  possible. There are two exceptions to this. 
   
  As the fight progresses, individuals will likely 
  move towards the remaining fighters or towards 
  the exit. Those who wish to leave can do so, 
  though the bouncer Weldo outside will take free 
  swings at those who exit with his club and shout 
  “and good riddance” after them. The judge closest 
  to the exit will control Weldo. 
  The half-orc bouncer, Grundee, will wade into the 
  middle of the fray and swing with his club, doing 
  as much damage to everyone he can see. While 
  Grundee will start at the door, when the fight 
  starts, he will make his way one table at a time 
  towards the center, as he can. DMs at the table 
  are encouraged to pass Grundee around every 
  couple of rounds of combat, as he wades in and 
  moves on whether he drops opponents or not. 
   
  Development: Perhaps the most important 
  thing for the DMs to track is whether or not anyone 
  breaks any laws or does anything that might 
  warrant a more serious penalty than “don’t leave 
  town until we figure this out”. Any character who 
  uses lethal force rather than subdual, any 
  character who indicates intent to use lethal force, 
  any character using potentially lethal magic, or 
  lethal magic, these infractions need to be noted. 
  Characters who take such actions should be 
  warned once and then allowed to do as they 
  please, with the appropriate note specifying the 
  offense and the DM’s take on it’s severity. 
   
  ENCOUNTER 7: OUTSIDE, 
  BEFORE THE COPS ARRIVE 
  Two other NPC plants will be moving out of the 
  bar. When the fighting breaks out in earnest, the 
  two thieves that are working with Surkrok and 
  Agranar will make a move for the cash box behind 
  the bar. Tallusia and Abrunt, the two more 
  dexterous and less muscular of the gang, will try to 
  move towards the cash box at the bar early in the 
  evening. When the fighting breaks out, one of 
  them, Tallusia, will pretend that the idea of robbing 
  the place has just occurred to her. She will appear 
  to be considering her actions. Tallusia will make a 
  sleight of hand check to swipe the box, and then 
  hand the bar-DM a slip of paper saying “cash box 
  XX” with XX being her total for her Sleight of 
  Hand. The DM at that table only will allow the 
  players there, including Abrunt, to make d20 rolls 
  and use the Spot modifier listed on each 
  Interactive Card to see what she has done, and 
  will then inform ONLY those who saw what 
  happened, stepping away from the table as 
  necessary.  
  Tallusia will then make every attempt to move one 
  table at a time towards the exit. Abrunt will attempt 
  to engage anyone who tries to stop her, following 
  behind. 
   
  Development: If any character tries to follow 
  them out of the bar without engaging them, there 
  are several possible resolutions. Once the two 
  make it out the door, they should wait a round and 
  watch from outside to let any characters who are 
  attempting to pursue them to possibly get out of 
  the bar. Once outside, the two NPC players will 
  act as DMs to then resolve what takes place 
  outside. If the character who follows them seeks to 
  apprehend or detain them, they will quickly fight, 
  but will run before being knocked unconscious. If 
  those who follow try to “get a cut” of what they 
  took, allow that character to get a full 10 Money 
  Checks on their Interactive card before they re-
  enter. 
   
  The assumption is that, though the Judges will 
  wait to see if anyone follows, Tallusia and Abrunt 
  will not stop and wait. Any interchange between 
  them and any characters who followed will happen 
  some distance from the bar, and thus, after the 
  third round following their exit, they are too far 
  away for any more characters to catch up with and 
  engage them in either fashion. Likewise, they are 
  too far away for the fight, should the character try 
  to apprehend or detain them, is too far away from 
  and not loud enough to drown out the raucous riot 
  occurring in the Ale Tales Tavern. 
   
  It is possible that some other character will 
  attempt to make off with the cash box, either at the 
  same time or before Tallusia can get to it. If so, 
  Tallusia and Abrunt are assumed to see this (as 
  they are watching the box like hawks) and will 
  move to intercept that individual. 
  
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  Page 11 
  ENCOUNTER 8: 
  EVERYONE’S UNDER 
  ARREST! 
  Depending on how the interactive is running, allow 
  the characters 20 to 25 rounds of melee. Either at 
  this point, or that the point that there is only one 
  person left standing in the bar, the militia, two full 
  squads, will encircle the bar. 
  As the brawl progresses, the door, which has 
  been flapping as those who fled to avoid the 
  contest, smashes open. All eyes turn to the 
  door, watching as it swings back slightly and a 
  human male, just regaining his feet behind it, 
  slinks back into unconsciousness, having 
  caught the brunt of the door. Two militiamen 
  with long spears step in before a Freeguard. 
  Several torches beyond him glint of the steel 
  of innumerable other spears and catch the 
  glint of nets. “By order of the Lord Mayor of 
  Longspear and the Laws of the Yeomanry, you 
  are all under arrest! You will lay down any 
  weapons, keep hands clearly visible, attempt 
  no spell casting, and proceed single file out 
  the door. You will do this, or so help me, I’ll 
  manacle you all and push you into the river!”  
   
  As his words trail off, you watch as a 
  priestess of Joramy pushes him aside to enter. 
  “Arrest them out there. There are wounded 
  people in here,” she snarls at him. Though you 
  doubt that the Freeguard would actually do it, 
  you realize the fight is over. Reaching down, 
  you pull up the opponent you were last 
  pummeling, dust yourself off, and make your 
  way for the exit. 
  Outside, there are two full squads of militia as 
  well as an assortment of priests from the 
  Church of Seven Faiths. Individuals who co-
  operate have their names and locations they 
  are staying recorded and are sent home, told 
  not to leave town until it’s all sorted out. 
  Individuals who are more rowdy are subdued 
  and dragged off to sleep it off in jail. Anyone 
  who is holding a bloody weapon is taken away 
  to jail. 
  CONCLUSION 
   
  Ladies and gentlemen, the brawl is over, but 
  now the interacting truly begins. None of you 
  can leave town for the next week. As such, you 
  will have a lot of time to get to know each other 
  as the week progresses and the watch 
  interviews you, some of you repeatedly. As 
  you wait you turn to give your umpteenth 
  version of the story of what happened, you 
  have a chance to see what other adventurers 
  may know or have heard. For the remainder of 
  the interactive, you may trade with your 
  fellows under the following rules. 
  The rules for trading, as authorized on the AR, are 
  explained and characters are encouraged to make 
  their trades and make their way to one of the 
  Triads to have their trades verified and authorized. 
  All trades are recorded on the AR and then the 
  Triad will sign off, completing the interactive for 
  that character. 
  Likewise, as each character is checking out, they 
  will face the consequences of their actions. For 
  any infractions listed on their Interactive Card, they 
  are held accountable. If they committed more than 
  3 Infractions, the court rejects the rest in favor of 
  the most heinous three. Penalties for the most 
  common infractions are listed below, as well as a 
  few penalties for exceptional circumstances. 
  
  YEO7-IN1 Barroom Brawl 
   
  Page 12 
   
  Code 
  Crime 
  Recommended 
  Penalty/Fine 
  1 
  Assault 
  1 TU OR 50 gp fine 
  2 
  Vandalism 
  1 
  TU 
  AND 
  100 
  gp 
  Restitution; or 4 TUs. 
  3 
  Assault 
  w/ 
  Deadly 
  Weapon 
  2 TUs AND 200 gp fine; 
  or 8 TUs. 
  4 
  Attempted 
  Murder 
  12 
  TUs 
  AND 
  50 
  gp/character level; or 26 
  TUs. 
  5 
  Arson 
  4 
  TUs 
  AND 
  100 
  gp/character level; or 16 
  TUs. 
  6 
  Destruction 
  of 
  Private 
  Property 
  4 
  TUs 
  AND 
  100 
  gp/character level; or 16 
  TUs. 
  7 
  Manslaughter 
  26 TUs AND Raise Dead 
  restitution costs; or 52 
  TUs 
  (9) 
  Murder 
  Removal 
  of 
  Character 
  from Game (EVIL act) 
  Other code 9s are up to the purview of the Triad, 
  who act as a court of 3 judges for such offenses. 
   
   
  The End 
   
  
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  Page 13 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award. Award the total 
  value (objectives 
  plus roleplaying) 
  to each 
  character. 
  Experience will be tracked on the Interactive 
  Cards. DMs will initial boxes as characters 
  complete objectives that earn them experience or 
  money. Each box represents 1/10th of the total 
  possible experience available to the character. 
  While it is possible to receive more than 10 boxes 
  worth of experience, it is not possible to receive 
  more experience points than the maximum 
  awarded in the interactive. 
  Encounter 1 
  Character tells a tale. 
   
  1 or 2 XP boxes 
  Encounter 2 
  Character participates in gambling. 
   
  1 XP box 
  Encounter 3 
  Character participates in game of skill. 
   
  1 XP box for participating 
   
  2 XP boxes for winning against all comers. 
  Encounter 6 
  Character participates in brawl. 
   
  6 XP boxes if knocked out 
   
  8 XP boxes is standing at arrest 
   
  10 XP boxes if last man standing 
  Story Award 
  Character participated in Interactive 
   
  2 XP boxes 
  Total possible experience 
   
  APL 2: 220 xp. (22 per box) 
   
  APL 4: 330 xp. (33 per box) 
   
  APL 6: 450 xp. (45 per box) 
   
  APL 8: 560 xp. (56 per box) 
   
  APL 10: 670 xp. (67 per box) 
   
  APL 12: 780 xp. (78 per box) 
   
  APL 14: 900 xp. (90 per box) 
  TREASURE SUMMARY 
  There is not the usual selection of treasure 
  available, as there are no real opponents that you 
  can take such things from. Instead, like experience, 
  money is tracked in boxes on the Interactive Cards. 
  DMs will initial boxes as characters complete 
  objectives that earn them experience or money. 
  Each box represents 1/10th of the total possible 
  money available to the character. While it is 
  possible to receive more than 10 boxes worth of 
  money, it is not possible to receive more money 
  than maximum awarded in the interactive. 
   
   
  Encounter 2: 
  Winning a game of chance 
   
  1 Money box per win, maximum of 5 
  Encounter 3: 
  Betting on a dart contest 
   
  1 Money box per win, max of 3 
  Betting on an arm wrestling contest 
   
  1 Money box per win, max of 3 
   
  Maximum of 5 if you are betting on 
  yourself  
  Encounter 7: 
  Cutting a deal with the thieves. 
   
  10 Money boxes 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: (220 gp). (22 per box) 
  APL 4: (320 gp). (32 per box) 
  APL 6: (450 gp). (45 per box) 
  APL 8:  (650 gp). (65 per box) 
  APL 10: (1,1500 gp). (115 per box) 
  APL 12: L: (1,600 gp). (160 per box) 
  APL 14: (3,300 gp). (330 per box) 
   
  
  YEO7-IN1 Barroom Brawl 
   
  Page 14 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Last Man Standing: For being the last one 
  standing in the Barroom Brawl, this PC has gained 
  some reputation as an individual not to be messed 
  with. This translates into a +2 circumstance bonus 
  to Intimidate, Diplomacy, and Bluff checks in the 
  Yeomanry for one year from the date on this 
  Adventure Record. 
  Working the Chain Gang: For the following 
  offenses, this PC has been sentenced to time 
  working a chain gang outside of Longspear. 
  Offense  
   
  Sentence (Additional TUs) 
  --------------------------------  
  ----------------------- 
  --------------------------------  
  ----------------------- 
  --------------------------------  
  ----------------------- 
  Time to make new friends: Following the rather 
  rowdy brawl, the authorities have asked a large 
  number of adventurers to stay in Longspear while 
  they sort things out. Having enjoyed the brawl (or 
  not), this PC may now trade with other PCs who 
  are present at the interactive. As adventurers are 
  always looking for the unusual, this is an 
  opportunity to trade access to 1 item or spell that 
  another character participating in the interactive 
  has under the following rules: 
  • 
  PCs can only gain access to items which a 
  PC could currently purchase at the time of 
  this interactive. 
  • 
  PCs can only gain access to items which 
  have no limit on the number of an item 
  that can be purchased. 
  • 
  PCs can only gain access to items from 
  the Dungeon Master’s Guide or Magic 
  Item Compendium or spells from the 
  Player’s Handbook or Spell Compendium. 
  • 
  PCs cannot gain access to unique or 
  intelligent items. 
  • 
  The 
  PC 
  gains 
  access 
  (Frequency: 
  Adventure) no matter what the original 
  access was. 
  Item/Spell 
  PC Gained From 
  Item 
  Sourcebook 
  ___________ 
  ____________  
  _______ 
   
   
   
  Item Access 
  None. 
  
  YEO7-IN1 Barroom Brawl 
   
  Page 15 
  APPENDIX 1 – ALL APLS 
   
  ENCOUNTER 1 
   
   
   
   
  WELDO 
  CR 7 
  Male dwarf fighter 7 
  LN Medium Humanoid (dwarf) 
  Init +2; Senses Darkvision 60 ft; Listen +1, Spot +2 
  Languages Common, Dwarven 
  AC 19, touch 12, flat-footed 17; +4 vs giant type 
  opponents (+2 Dex, +7 armor) 
  hp 73 (7 HD+28)  
  Fort +10, Ref +5, Will +4 
  Speed 20 ft. in breastplate +2 (4 squares), base 
  movement 20 ft.; 
  Melee masterwork sap +10/5 (1d6+2S) or 
   
  +2 dwarven waraxe +12/7 (1d10+4) 
  Ranged tanglefoot bag (x2) +9 (special) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +9 
  Atk Options +1 to hit vs. orcs (& half-orcs) and 
  goblinoids  
  Combat Gear masterwork sap, +2 dwarven waraxe, 
  tanglefoot bag (x2) 
  Abilities Str 14, Dex 14, Con 18, Int 10, Wis 12, Cha 6  
  SQ Dwarf Traits 
  Feats Dodge, Weapon Focus (Dwarven Waraxe), 
  Mobility, Power Attack, Spring Attack, Weapon 
  Specialization 
  (Dwarven 
  Waraxe), 
  Improved 
  Unarmed Combat 
  Skills Jump +4, Ride +7, Climb +5, Spot +2, Sense 
  Motive +2, 
  Possessions combat gear plus breastplate +2, vest of 
  resistance +1.  
  Description  
   
  GRUNDEE 
  CR 7 
  Male half-orc (half-ogre!) fighter 6 
  CN Large Giant (ogre) 
  Init +1; Senses Darkvision 60 ft; Listen -1, Spot -1 
  Languages Common, Giant  
  AC 19, touch 10, flat-footed 18 
   (-1 size, +1 Dex, +5 armor, +4 natural) 
  hp 58 (6 HD+18)  
  Fort +8, Ref +3, Will +1 
   
  Speed 30 ft. in large chain shirt +1 (6 squares), base 
  movement 30 ft., 
  Melee unarmed combat +12/7 (d4+8 S)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +11  
  Combat Gear none 
  Abilities Str 22, Dex 13, Con 16, Int 8, Wis 8, Cha 10  
  SQ giant blood 
  Feats Improved Unarmed Combat, Power Attack, 
  Weapon 
  Focus 
  (Unarmed 
  Combat), 
  Improved 
  Grapple, Weapon Specialization (Unarmed Combat), 
  Close-Quarters Fighting, Brutal Strike   
  Skills Jump +9, Climb +9, Swim +9, 
  Possessions combat gear plus large chain shirt +1. 
  Description  
  Sources Half-ogre template (Savage Species), Brutal 
  Strike (Players Handbook II), Close –Quarters Fighting 
  (Complete Warrior). 
   
  ENCOUNTER 4 
   
   
   
   
  SURKROK 
  CR 10 
  Gender half-orc fighter 8/barbarian 2 
  CN Medium Humanoid (half-orc) 
  Init +2; Senses Darkvision 60 ft; Listen +0, Spot +0 
  Languages Common, Orc 
  AC 16, touch 12, flat-footed 16 
   (+2 Dex, +3 masterwork studded leather armor, +1 
  natural) 
  hp 97 (2d12+8d10 HD+20) 
  Fort +12, Ref +4, Will +3 
  Speed 40 ft. in masterwork leather armor (8 squares), 
  base movement 40 ft.; 
  Melee masterwork gauntlets +17/12 (1d3+6) or 
   
  masterwork battleaxe +17/+12 (1d8+6) or 
   
  masterwork gauntlets +7/+2 (1d3+16) [full Power 
  Attack] 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +16 
  Atk Options Rage (+4 Str & Con, +2 Will saves), 3t/d  
  Abilities Str 22, Dex 14, Con 14, Int 6, Wis 10, Cha 6  
  SQ orc blood 
  Feats Weapon Focus (Great Axe), Power Attack, Close-
  Quarters Fighting, Cleave, Extra Rage, Weapon 
  Specialization (Great Axe), Brutal Throw, Power 
  Throw, Greater Weapon Focus (Great Axe)  
  Skills Climb +11, Jump +11, Intimidate +2, Swim +10, 
  Possessions combat gear plus cloak of resistance +1, 
  amulet of natural armor +1, gloves of dexterity +2 
  Uncanny Dodge (Ex)  
  Description  
  Sources 
  Close-Quarters 
  Fighting, 
  Extra 
  Rage 
  (Complete 
  Warrior), Brutal Throw, Power Throw 
  (Complete Adventurer) 
   
  ENCOUNTER 5 
   
   
   
   
  AGRANAR STONEGRIT 
  CR 8 
  Male dwarf  fighter 6/ rogue 2 
  N Medium Humanoid (dwarf) 
  Init +1; Senses Darkvision 60 ft; Listen +1, Spot +6 
  Languages Common, Dwarvish  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 chain shirt) 
  hp 78 (6d10+2d6 HD+32); 
  Fort +9, Ref +8, Will +3 
  
  YEO7-IN1 Barroom Brawl 
   
  Page 16 
  Speed 20 ft. in chain shirt (4 squares), base movement 
  20 ft., 
  Melee masterwork sap +13/8 (1d6+5S) or 
   
  masterwork gauntlets +13/8 (1d3+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +12 
  Atk Options Sneak Attack +1d6 
  Combat Gear masterwork sap, masterwork gauntlets 
  Abilities Str 20, Dex 16, Con 18, Int 14, Wis 12, Cha 6  
  SQ dwarf blood 
  Feats Dodge, Mobility, Combat Reflexes, Combat 
  Expertise, Improved Trip, Spring Attack, Power 
  Attack   
  Skills Hide +6, Move Silently +6, Open Lock +10, 
  Search +9, Spot +6, Tumble +10, Jump +11, Disable 
  Device +14, Bluff +3, Climb +9,  
  Possessions combat gear plus belt of giant strength 
  +4, amulet of health+2  
  Evasion (Ex)  
  Description  
   
  ENCOUNTER 7 
   
   
   
   
  TALLUSIA 
  CR 6 
  Female half-elf rogue 6 
  CG Medium Humanoid (half-elf) 
  Init +5; Senses Lowlight Vision; Listen +10, Spot +10 
  Languages Common, Elven, Dwarvish, Orcish 
  AC 21, touch 16, flat-footed 21 
   (+5 Dex, +5 studded leather armor +2, +1 deflection) 
  hp 26 (6d6 HD);  
  Immune Sleep; +2 vs Enchantments 
  Fort +2, Ref +10, Will +2 
  Speed 30 ft. in studded leather armor +2 (6 squares), 
  base movement 30 ft. 
  Melee masterwork sap +10 (1d6S) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Atk Options Sneak Attack +3d6 
  Combat Gear masterwork sap 
  Abilities Str 10, Dex 21, Con 10, Int 14, Wis 10, Cha 8  
  SQ elf blood 
  Feats Weapon Finesse, Combat Expertise, Deft Hands  
  Skills Bluff +4, Disable Device +14, Escape Artist +14, 
  Jump +11, Listen +10, Open Lock +14, Search +12, 
  Sleight of Hand +18, Spot +10, Swim +4, Tumble 
  +16,  
  Possessions combat gear plus studded leather armor 
  +2, gloves of dexterity +2, ring of protection +1 
  Evasion (Ex)  
  Uncanny Dodge (Ex)  
  Description  
  ABRUNT 
  CR 8 
  Male halfling rogue 3/wizard 5 
  CN Small Humanoid (halfling) 
  Init +3; Senses Darkvision 60 ft; Listen +3, Spot +7 
  Languages Common, Halfling, Celestial, Infernal, 
  Abyssal, Terran  
  AC 20, touch 20, flat-footed 16 
   (+1 size, +4 Dex, +4 mage armor, +1 deflection) 
  hp 37 (3d6+5d4 HD+8)  
  Resist +2 vs. Fear 
  Fort +4, Ref +8, Will +7 
  Speed 20 ft. in mage armor (4 squares), base 
  movement 20 ft. 
  Melee masterwork gauntlets +6 (1d2) or 
  Ranged thrown weapons +10 (varies, non-proficieny 
  applies) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Atk Options  Sneak Attack +2d6; +1 AC vs One 
  opponent (Dodge) 
  Combat Gear tanglefoot bag (x2), wand of hold person 
  (32 charges) 
  Wizard Spells Known (CL 5th): 
   3rd (2/day)— haste, hold person (Will DC 18) 
   2nd (3/day)—glitterdust (Will DC 17), invisibility, 
  darkness   
   1st (4/day)—mage armor, grease (Ref DC 16), sleep 
  (Will DC 16), charm person (Will DC 16) 
   0 (4/day)— prestidigitation, detect magic, flare, touch 
  of fatigue (Fort DC 15) 
  �Already cast 
  Abilities Str 10, Dex 18, Con 12, Int 20, Wis 12, Cha 8  
  SQ halfling blood 
  Feats Dodge, Scribe Scroll, Combat Casting, Craft 
  Wondrous Item, Craft Wand  
  Skills Balance +12, Climb +7, Concentration +11, 
  Decipher Script +12, Disable Device +11, Escape 
  Artist +11, Jump +9, Knowledge (arcana) +13, Open 
  Lock +10, Search +11, Spellcraft +15, Spot +7, Swim 
  +5, Tumble +12,  
  Possessions combat gear plus ring of protection +1, 
  headband of intellect +2, gloves of dexterity +2 
  Evasion (Ex)  
  Description  
   
  
  YEO7-IN1 Barroom Brawl 
   
  Page 17 
  DM AID: BARROOM BRAWL COMMON ISSUES 
   
  The following quick summary of common issues is provided to speed play. 
  ATTACKS 
  The following points are important to keep in mind: 
  • 
  No one is an ally. Thus, everyone is an enemy. Thus any two characters on opposite sides of a 
  third are considered to be flanking their mutual enemy, even though they are not allies. 
  • 
  Subdual Damage- remember the roll-over effect of subdual damage beyond maximum hit points- 
  once the character has taken subdual enough to make them unconscious, further subdual 
  damage counts as real damage. 
  • 
  Review the rules on Tripping, Disarming, Bull Rush, and Grapple before the interactive- there will 
  be a great deal of this. 
  • 
  Character weight totals are listed on the Interactive cards. Unconscious characters are dead 
  weight and can be thrown  (with a range increment of 5 feet) if they can be lifted over the 
  thrower’s head. Conscious characters can only be thrown if: (1) they are in a grapple; (2) the 
  thrower has successfully established a pin; and (3) the thrower can lift the character to be thrown 
  over his head. In this case, the thrower may throw a conscious character(with a range increment 
  of 5 feet). 
  THE RANDOM THROW 
  There will be two times when the DM will get to roll a random attack on any character at his table. 
  • 
  Any time a character throws an object and misses, the DM at that table should determine which 
  table is closest to that missed throw. The DM should inform the DM at that table: “Random throw 
  incoming- <item> <bonus to hit of original throw>”. The DM at the table that was targeted then 
  randomly chooses a target and rolls the to hit at the stated bonus against that character. 
  • 
  At the end of the third round and every round thereafter until there is only 1 table of fighters left 
  standing, a random object of the DM’s choice will come flying into the area and target a random 
  character. The base attack of this item is a d20 roll (+1 to +20) and can critically hit the character. 
  The DM chooses the item from the improvised weapons list below. 
  CRITICAL KO 
  • 
  The Critical Kill optional rule is in effect, but slightly modified: any natural 20 roll is a potential 
  critical hit; any natural 20 roll on a critical confirmation roll is a Critical KO and the character is 
  immediately knocked unconscious, regardless of remaining hit points. 
  • 
  Characters who are demonstrating tactics that repeatedly indicate that they are working as a 
  team should be warned that such behavior in not intended as part of the interactive. If the 
  behavior continues, DMs are encouraged to use the “Random Throw” (see Event 6) less 
  randomly. It is fair for the DM to also assume that the first roll was a natural 20 and to roll a 
  potential automatic KO (still only a 1 in 20 chance, but critical damage from the thrown object and 
  hopefully, a less allegiant character). 
  SKILLS 
  Several skills (Bluff, Tumble, Jump) already have clear-cut effects and results or are outlined elsewhere. 
  The following skills may be used, as outlined below: 
  
  YEO7-IN1 Barroom Brawl 
   
  Page 18 
  • 
  DIPLOMACY, RUSHED- Once the fight starts, everyone in the bar is considered to be hostile. A 
  rushed diplomacy check is a full-round action, with the following DCs and effects: DC35 = 
  Indifferent, so will still hit you, since it’s nothing personal; DC45 = Friendly, convinces opponent 
  not to hit you; DC 60 = Helpful, convinces opponent to hit someone else nearby instead. 
  • 
  INTIMIDATE- As there isn’t a full minute to Intimidate, there is only the standard action available 
  of Demoralizing Opponents. Skill check is opposed by level check (d20+HD+WIS+Saves vs. Fear 
  effects) to make an opponent shaken against you alone. 
  SPELLS & EFFECTS 
  A number of issues may come up, some interesting ones are as follows: 
  • 
  Enlarge person- if the character’s increase in size moves into another character’s square, they 
  must make a Strength check (effectively a free Bull Rush) to push that character out of the way or 
  their Growth is stopped and they do not receive the normal benefits ( they don’t really become 
  large, just a little bigger). 
  • 
  Haste/Slow/Bless/Bane, etc- spells that target allies only affect the individual who cast them, 
  unless there is a specific exception (even Recitation, which provides it benefit to members of the 
  same faith, specifies that they must be allies). Spells that target enemies target everyone in the 
  area. 
  • 
  Area Effect Spells- It is VERY likely that there will be several area of effect spells cast in the 
  room. As combat occurs one round at a time, DMs at each table are expected to keep track of all 
  area effect spells. Once, before the chime is sounded for the next combat round to begin, there 
  will be a call for area of effect spells. At this time, DMs should inform neighboring tables (as far as 
  the effect goes) of what the effect is, and if there is a saving throw involved, the type (Fort, Reflex, 
  Wil) and DC for that spell. Tables included in the area of effect will then make their appropriate 
  rolls, suffer any negative effects, the chime will sound and the interactive will continue. While this 
  may not exactly simulate the timing of the effects, it will greatly speed game play.  
  • 
  Targeted Spells that Miss- Unlike normal combat, where there is little chance that a targeted spell 
  can miss, any missed targeted spell could result in accidentally hitting someone else (the bar is 
  that crowded). If a spell misses at your table, note the Spell, Save Type and DC, and attack 
  bonus, and direct that spell to a nearby table. DMs who receive such incoming spells are 
  encouraged to randomly choose a target to see if they are instead affected by the spell. If the 
  spell misses that target as well, it fizzles out with no effect. 
  OBSTACLES & COVER 
  There are a number of obstacles and items that might provide cover to characters during the interactive. 
  A few are outlined here. 
  • 
  While the floor is covered with sawdust and a drink here or there makes little difference, upended 
  tables tend to spill most of their drinks in the adjoining square, making that area wet and slippery 
  (Balance check DC 10) for any character standing in or passing through it. 
  • 
  Overturned tables act as low walls, providing cover to those standing directly on either side, but 
  nowhere else. 
  • 
  Bodies of unconscious individuals should be marked on the map. Unconscious bodies are difficult 
  terrain and require a DC 10 Balance check to remain standing when passing through. 
  • 
  JUMPING- Jumping up on a table requires a DC 10 (“Hop up”). Jumping over a table, whether 
  standing or overturned requires a DC 16 (or 8, if 20 ft of running room, which is unlikely). Jumping 
  up onto the bar requires a DC 32 (or 16). Jumping up to catch the rafters requires a DC 40 (or 20) 
  or is DC 24 if already standing on the bar or a table (12 with run along bar-only way to get run 
  from already elevated position). (See PHB, 77, High Jump). (Climbing into the rafters after 
  jumping up and grabbing them requires a DC 15 Climb check and a move action). 
  
  YEO7-IN1 Barroom Brawl 
   
  Page 19 
  • 
  BALANCE- Fighting from a table or the bar requires a Balance check DC 10. Fighting from the 
  rafters requires a Balance check DC 15. Moving over an unconscious body requires a Balance 
  check DC 10. Moving through an area of spilled drinks requires a Balance check DC 10. Moving 
  through an area flooded by a Cask of Ale requires a Balance check DC 15. 
  IMPROVISED WEAPONS 
  Here are some statistics to cover those objects around the bar that likely will become part of the ensuing 
  melee, their uses and damage, and the effects of breaking them.  
  • 
  Unless the character is proficient with this item as a weapon (and not the weapon it simulates) 
  they suffer the –4 penalty for non-proficiency. 
  • 
  None of these items were designed as weapons—any which are used as weapons do equal 
  damage to the item as the do the target. Any character using their full strength to smash the 
  object against something will need to make the Break DC check to see if they smash the object 
  apart on impact. 
  Item 
  Acts As 
  Hardness 
  Hit Points 
  Break DC 
  When Broken 
  3-legged stool 
  Great Club (d10) 
  5 
  10 
  13 
  Breaks into 2 usable 
  legs that act as clubs 
  (see below) 
  Stool Leg 
  Club (d6) 
  5 
  3 
  15 
  Gone 
  Bottle 
  Light Mace (d6) 
  3 
  1 
  5 
  Shards 
  act 
  as 
  daggers (see below) 
  Broken Glass 
  Dagger (d4) 
  5 
  5 
  10 
  On a critical fumble 
  roll (1), the jagged 
  edges cut the user 
  instead 
  Table 
  Large Maul (oversized 
  penalties apply) (2d8) 
  10 
  20 
  18 
  Crumbles 
  once 
  shattered 
  Mug (Pewter) 
  Light Mace (d6)  
  5 
  5 
  13 
  Can only be used as 
  a 
  thrown 
  weapon 
  once broken 
  Keg (small) 
  Light Mace (d6) 
  2 
  3 
  10 
  Useless 
  Bowl (Ceramic) 
  Small Club (d4) 
  2 
  1 
  5 
  Useless 
  Sawdust (on floor) or 
  any drink 
  Eye Irritant, Mild (apply effects for 1d4 rounds) 
  Salt (one shaker per 
  table, 1 attack per 
  shaker) 
  Eye Irritant, Strong (apply effects for 1d8 rounds) 
  Cask 
  (large 
  ale 
  barrels along bar wall) 
  If punctured, acts as a Grease spell (Reflex DC 15) in the 10’ square in front of it. 
  If thrown as a weapon, acts as a Great Club (d10) and breaks on impact, causing Grease  
  effect as identified above. 
   
  EYE IRRITANTS: Characters may try to blind each other with objects at hand. The items listed above are 
  readily available, but improving players may come up with others. Use the following as a guideline: The 
  Reflex DC for the target character is the attack roll of the attacker. On a successful Reflex save, the 
  character either closed their eyes or dodged away to avoid the substance all together. On a failed Reflex 
  save, the character is temporarily inconvenienced: 
  -2 to Armor Class, Attack Rolls, Saving Throws, and Skill checks. Also, casters have to make a 
  Concentration check DC (10+ spell level) due to the distraction the irritant causes. 
  
  YEO7-IN1 Barroom Brawl 
   
  Page 20 
  CRIMINAL OFFENSES 
  Judges are to mark the following numbers in the Infraction boxes on the interactive card for any penalty. 
  1. ASSAULT- Any character who throws a first punch at a table. Follow-up punches by others are 
  simply self-defense. 
  2. VANDALISM- Destruction of any individual object in the bar results in the charge of vandalism. 
  3. ASSAULT WITH A DEADLY WEAPON- Drawing any bladed weapon, regardless of how it is 
  used. 
  4. ATTEMPTED MURDER- Hitting someone with a lethal blow, regardless of the type of weapon 
  used. 
  5. ARSON- Use of any fire spell or any fire-causing agent 
  6. DESTRUCTION OF PRIVATE PROPERTY- Any magical effect (or exhibition of tremendous 
  strength) that does damage to the structure of the bar itself or a large number of objects within it. 
  7. MANSLAUGHTER- Unintentional slaying of another character (such as from excessive subdual 
  damage). 
  9.  OTHER- Make a personal note of what the exact offense was so as to be able to relate it directly 
  to the triad at the end of the interactive. Offenses should be comparable to, or worse than, those 
  listed above. 
  
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  Page 21 
  DM AID: NEW RULES 
  NEW FEATS 
  Brutal Strike (Players Handbook II) 
  You can batter foes senseless with your mace, morningstar, quarterstaff, or flail. Few victims are willing to 
  stand toe-to-toe with a warrior known for knocking his foes witless with a single strike. 
   
  Prerequisite: Str 13, Power Attack, base attack bonus +6. 
   
  Benefit: If you use your Power Attack feat to increase your damage with a bludgeoning weapon, you 
  can attempt a brutal strike. You must declare your intention before making your attack. If the attack hits 
  and your opponent takes damage, he must make a Fortitude save (DC 10 + your extra damage from the 
  Power Attack feat on the attack) or be sickened for 1 round. 
   
  You can use this feat once per round during your attack action. 
   
  Special: This feat cannot be used against a creature that is not subject to extra damage from critical 
  hits. 
   
  A fighter can select Brutal Strike as one of his fighter bonus feats. 
  Brutal Throw (Complete Adventurer) 
  You have learned how to hurl weapons to deadly effect. 
   
  Benefit: You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with 
  thrown weapons. 
   
  Normal: A character attacking with a ranged weapon adds his Dexterity modifier to the attack roll. 
   
  Special: A fighter can select Brutal Throw as one of his fighter bonus feats. 
  Close-Quarters Fighting (Complete Warrior) 
  You are skilled at fighting at close range and resisting grapple attempts. 
   
  Prerequisite: Base attack bonus +3. 
   
  Benefit: You gain an attack of opportunity whenever an enemy attempts to grapple you, even if the 
  enemy has a feat or special ability that would normally bypass the attack. If you deal damage with this 
  attack, the enemy fails to start the grapple unless it has the Improved Grapple feat or a special ability 
  such as improved grab. If the enemy has such an ability, you may add the damage you deal as a bonus 
  on your opposed check to resist being grappled. This feat does not give you extra attacks of opportunity 
  during a round or allow you to make an attack of opportunity when you would be denied one for being 
  surprised, helpless, or in a similar situation. 
   
  For example, an ogre attempts to grapple Tordek. Tordek gains an attack of opportunity, hits, and 
  causes damage. Since the ogre does not have any sort of grappling special ability or feat, it fails to start a 
  grapple. Then an ankheg---a creature with the improved grab special ability---attempts to grapple Tordek. 
  He takes an attack of opportunity, hits, and deals 10 points of damage to the creature. Tordek then adds 
  +10 to his opposed grapple check to resist being grappled. 
   
  Normal: Creatures with Improved Grapple, improved grab, or similar feats or special abilities do not 
  provoke attacks of opportunity when they attempt to start a grapple.  
   
  Special: A fighter can select Close-Quarters Fighting as one of his fighter bonus feats. 
  Extra Rage (Complete Warrior) 
  You may rage more frequently than normal. 
   
  Prerequisite: Rage or frenzy ability. 
   
  Benefit: You rage or frenzy two more times per day than you otherwise could. 
   
  Special: You can take this feat multiple times. Its effects stack. 
  Power Throw (Complete Adventurer) 
  You have learned how to hurl weapons to deadly effect. 
   
  Prerequisite: Str 13, Brutal Throw, Power Attack. 
   
  Benefit: On your turn, before making any attack rolls, you can choose to subtract a number from all 
  thrown weapon attack rolls and add the same number to all thrown weapon damage rolls. This number 
  may not exceed your base attack bonus. The penalty on attack rolls and the bonus on damage rolls 
  applies until the end of your next turn. 
  
  YEO7-IN1 Barroom Brawl 
   
  Page 22 
   
  Special: A fighter can select Power Throw as one of his fighter bonus feats. 
   
   
  
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  Page 23 
  PLAYER HANDOUT #1 – PC RULES OF ENGAGEMENT 
   
  BACKGROUND 
  The bar is hosting a “tale for ale” evening, where adventurers who tell tales can drink free tankards of ale. 
  The room is packed with your fellow adventurers and maybe even some rivals… all drinking up and 
  having a good time. Until things get worse ( or better, depending on perspective) when the inevitable fight 
  breaks out. 
  A NOTE ON PRIOR KNOWLEDGE: 
  This is going to be a barroom brawl. Leave your whiny, wimpy complaining peoples behind, ‘cuz if you 
  ain’t ready to throw, then you ain’t ready to go. This introduction allows you to use the rounds between 
  now and the event to prepare your character as necessary, within reason. 
  Just because you, as a player, know there will be a fight, please don’t apply that knowledge to your 
  character. Consider how your character would truly prepare for such an evening amongst one’s peers, 
  what one would wear, what tales one would tell, and how much free ale you think you can drink…  
  THINGS TO REMEMBER AT ALL TIMES 
  This is a city. These people are adventurers. They are NOT evil. 
  Use of lethal force is prohibited. The consequences of a barroom brawl are negligible (some community 
  service for disturbing the peace, maybe?), but those for assault, especially with a deadly weapon and 
  intent to kill, which is what a lethal attack is viewed as, are much steeper. This said, drawing a bladed 
  weapon is seen as intent to use it as deadly force. (If you were a cop, would you believe someone in a 
  fight that said that they were only going to hit the other person with the broad side of the blade? Or that 
  their blade was merciful? How would you know when you saw it?) 
  Use of lethal magics is likewise of dire consequence. Using non-lethal magics is not any worse that 
  disturbing the peace. Using lethal magics can involve much greater charges of multiplicitous nature, 
  depending on the nature of the spell cast. (Think before you act- a 6d6 subdual fireball spell still runs the 
  chance of killing several 1st, 2nd, and maybe even 3rd level characters…). 
  WHAT YOU CAN BRING 
  ARMOR & SHIELDS- Nothing heavier than light armor will be allowed. Any glamored armor should be 
  listed on the registration form. Leave the shields at home. There’s no call for them here. 
  WEAPONS- Carrying anything longer than a one-handed weapon will lead to you being refused 
  admission. No ranged weapons will be allowed inside. No one carrying more than two obvious weapons 
  will be allowed in. Gauntlets (a pair) count as a weapon. Wands and rods count as weapons. Hidden 
  weapons should be noted on the registration form. 
  MAGIC ITEMS- This is a barroom. Don’t bring the outrageous. 
  PREPARED SPELLS- Players are expected to be reasonable with the spells they choose for preparation. 
  Clerics, wizards, and any other character who prepares spells should do so with character knowledge in 
  mind: you are in a city and going out drinking, not in a dungeon going out to fight monsters.  
  PRECAST SPELLS- All pre-cast spells must be approved OUTSIDE the playing area BEFORE entering 
  the bar. Spells that help you gather information and provide rudimentary protection are totally acceptable 
  to have as pre-cast spells. Buff spells designed to improve combat efficiency are not. If you are serving 
  you friends a Hero’s Feast, or some other group pre-buff for a day, that needs to be discussed with one of 
  the judges OUTSIDE the bar and noted on all the relevant character’s Registration Form. Spells that buff 
  individuals other than you directly are not permitted unless some seriously overriding justification can be 
  made to the Owner Judge. 
  ANIMALS- Leave them at home. Familiars that are kept in familiar pockets can be snuck in, but any that 
  are seen are subject to being spotted and the animal and its handler expelled from the premises. 
  
  YEO7-IN1 Barroom Brawl 
   
  Page 24 
  PLAYER HANDOUT #2- CHARACTER REGISTRATION FORM 
  (NOTE: Any  truly unusual entries may lead us to request an explanation of where bonuses or effects 
  listed are coming from. If you’re Grapple is +30, expect us to ask how unless you make it clear to us 
  below.) 
  Character Name:__________________________Player Name:_____________________ 
  Sex: M  /  F 
   
  Race:______________ 
   
  Hit Points:_________ 
  Class(es) & Level(s): (List class and level separated by slashes: EX: Fighter3/Rogue2) 
  ________________________________________________________________ 
  Strength:_________ 
   
   
  Strength Bonus:______________ 
  Dexterity:___________  
   
  Dexterity Bonus:_____________ 
  Constitution:__________ 
   
  Constitution Bonus:___________ 
  Initiative Modifier:_________ 
   
  Base Attack Bonus:_____________ 
  Fort Save:________ 
   
  Reflex Save:_______ 
   
  Will Save:_______ 
  Skills: 
  Spot:________  Sleight of Hand:_________ 
  Bluff:________   Jump:_______  
  Diplomacy:_______ 
  Intimidate:_________ Concentration:________ 
  Sense Motive:_______   
  Tumble:_________ 
  Balance:_____________ 
  Armor (No armor heavier than light allowed; no shields allowed) 
  ________________________________ 
  AC:_______Touch:______FF:_______ 
  First Weapon (wands, staffs, and rods count as weapons; nothing larger than a one-handed weapon 
  allowed) 
  _________________________________________________________ 
  Second Weapon 
  __________________________________________________________ 
  Items of Note or Interest (list common magic items worn or carried that affect combat, skills, or abilities): 
  ___________________________________________________________________ 
   
  ___________________________________________________________________ 
   
  ___________________________________________________________________ 
   
  Character Weight:__________ 
  Weight of carried gear (in the bar…):____________ 
   
  Total Weight:________ 
   
  
  YEO7-IN1 Barroom Brawl 
   
  Page 25 
  Pre-Cast Spells (check the rules on pre-cast spells): 
  ________________________________________________________________ 
  ________________________________________________________________ 
  Spells per day (if more than one class, list the lesser numbers under the spaces provided): 
  LVL 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  Spells 
   
   
   
   
   
   
   
   
  Spells Known /Prepared (use separate sheet as necessary- see rules for prepared spells): 
   
   
   
   
   
  Combat Relevant Feats/Abilities/Effects/Etc (check those that apply, add any missing): 
  Improved Unarmed Combat 
   
  Combat Casting 
   
  Improved Grapple 
   
  Uncanny Dodge-Dex when flatfooted 
   
  Improved Trip 
   
  Improved Uncanny Dodge-not flanked 
   
  Improved Disarm 
   
  Dodge 
   
  Improved Bull Rush 
   
  Mobility 
   
  Improved Feint 
   
  Whirlwind Attack 
   
  Evasion 
   
  Combat Reflexes 
   
  Improved Evasion 
   
   
   
   
   
   
   
   
   
   
   
   
  Interest Areas: 
  Rank the following areas of interest in the order that they would appeal to this character, from 1 to 5, with 
  1 being the most interesting and 5 the least. There are more than 5 choices, so leave the others blank. 
  Tales & Stories 
   
  Gambling 
   
  Contests of Skill (strength, dexterity) 
   
  Hard Drinking 
   
  Magical Discussions 
   
  Theological Discussions 
   
  Bawdy, Adult-oriented Discussions 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/597/Interactives/YEO7-IN1 Barroom Brawl v1.0.pdf