Introduction
Oh, man! We're gonna have some fun now! Why? Lemme’ tell you why. This guide is designed to be a fun, diversionary adventure booster and helpful addition to the D&D - 3rd Edition game rules. In the Dungeon Master's Guide and Player's Handbook, the basic combat system allows the Dungeon Master to run a variety of typical combat situations. I hate typical! In this manual, the focus is on rowdy, destructive, entertaining, entertaining, and (mostly) (mostly) non-fatal non-fatal brawls. The kind that spring up in the bars, taverns, and inns whenever dwarves or barbarians aren't being watched closely! So, grab yer beer, booze up and riot! OY! X X The Mad Kaiser
MAD KAISER GAMES PRESENTS
BARE KNUCKLE GUIDE TO BAR FIGHTIN’ A d20 Game Accessory - By A.A.Bieler
Requires the use of the Dungeons & Dragons® Player's Handbo ok , Third Edition, published by Wizards of the Coast®
Contents CHAPTER 1 - Just A Quiet Evening Out... CHAPTER 2 - Let The Ruckus Begin CHAPTER 3 - Where You Wanna Drink Tonight?
PAGE 4 PAGE 9 PAGE 17
*D20 System* and the *D20 System* logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the D20 System License version 1.0. A copy of this License can be found at www.wizards.com/D20. *Dungeons & Dragons®*, and *Wizards of the Coast®* are Registered Trademarks of Wizards of the Coast, and are used with Permission. All other content is ©2002 Mad Kaiser Games. All rights reserved. Bare Knuckle Guide and the Mad Kaiser logo are trademarks owned by A.A. Bieler. All rights reserved. This edition of Bare Knuckle Guide is produced under version 1.0, 1.0a, and/or draft versions of the Open Game License, the D20 System Trademark Logo Guide, and System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate final versions of the license, guide, and document. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Mad Kaiser logos and identifying marks and trade dress, including all Mad Kaiser product and product line names, any specific characters, monsters, creatures, and places; capitalized names and names of places, artifacts, characters, countries, creatures, geographic locations, gods, historic events, magic items, organizations, spells, and abilities; and any and all stories, storylines, histories, plots, thematic elements, and dialogue, artwork, symbols, designs, depictions, illustrations, maps, and cartography, likenesses, poses, l ogos, or gra phic designs ; except such element s that already appe ar in fi nal or dra ft versi ons of the D20 System R eference Docume nt or as Open Game Cont ent below and are alrea dy OGC by virt ue of appeari ng there. The previous Product Identity is not Open Game Content. Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Aldred's Deck of Many Things are deemed Open Game Content: Tables used to determine the random effects on each character, their discriptions and anything else contained herein which is already Open Game Content by virtue of appearing in the System Reference Document or some other OGC source. Some portions of this book which are OGC originate from the System Reference Document and are ©1999, 2000, and 2001 Wizards of the Coast, Inc. The remainder of these OCG portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE *Bare Knuckle Guide ©2002, A.A. Bieler.* This material is protected under the copyright laws of the United States of America. Any reproduction, retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from A.A. Bieler, except for purposes of review or use of OGC consistent with the OGL. The original purchaser may print copies for his or her own personal use only. This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Chapter 1 Just A Quiet Evening Out...
CHAPTER 1 - JUST A QUIET EVENING OUT... o you really want to know why two people fight? Is it opposing religious view points, abject poverty, or perhaps tight underpants? Nope. It's because they' re bo th right, and the o ther guy needs a broken nose to figure that out. And, also, maybe the underpants thing. The important idea to realize is that the act of fighting is simply a tactic to resolve a dispute that has become frustrating. The talking has ended, and now is the time to shove some knuckles down another guy's esophagus to shut him up and show him who's bo ss . This is usually a suitable expression of dissatisfaction. Go outside and fight like a man and come back inside and drink like a man. Enter the easily annoyed guy (probably wearing tight underpants, and who oughta' be used to the loud drunk guys by now anyway. Why does this guy even go to bars? What a jerk.) Any who, this social enigma feels the need to thump some head and the obnoxious clown with the high-pitched voice is an excellent target. This guy doesn't step outside, he likes to fight wherever he is. The booze-addled pugilists clumsily swerve and scramble around the room, all the while disturbing the various townsfolk, soldiers, and, of course, party members. Since most people don't like warm beer in their laps, we got us some front row seats to a good old-fashioned bar-brawl! Okay, yon' Master of the Dungeon, the task is now placed before you. You need to create a seemingly comfortable atmosphere, then add the right touch of mischief and stir up some trouble. Let's look at some fun ways to do thi s:
Consuming alcohol has a splendid effect on the Dexterity of a character. A person will become less agile and slow to react. After a number of servings equal to 25% of the Constitution score have been consumed, a character becomes Tipsy, and also a bit careless.
After the lush downs a number of servings equal to 50% of his Constitution score, (glug, glug) this character becomes Drunk. Drunken characters are sloppy and clumsy (and have stank-breath, yuk!) Let's say the souse has swigged the equivalent of 75% of his Constitution score. This character is officially Tanked. Besides being the life of the party, a tanked character has trouble even standing up! So, what constitutes a serving? Check the Table!
The Clumsy Accident Just stepping on a foot or bumping the table of the wrong bloke can lead to words! If the players have been drinking, they could become quite careless as to where they put their feet. I f you felt like being a jerk, your favorite NPC could spill that expensive cup of ale, or perhaps be a little overzealous with a dart... Well, so how do we get clumsy? Alcohol!
Quick & Dirty Drinking Rules
Table A1 - Serving Size Table
Beverage
Beer, Ale Champagne Cider, Mead Liquor Punch Wine
Character Size Small Medium
6 oz 3 oz 5 oz 1/2 oz 8 oz 4 oz
16 oz 10 oz 14 oz 2 oz 20 oz 12 oz
Large
40 oz 30 oz 32 oz 10 oz 44 oz 36 oz
Let’s get our PC’s drunk! You can use your favorite d20 drinking rules, or try this quick and easy to remember set of rules.
BARE KNUCKLE GUIDE TO BAR FIGHTIN’ - PAGE 5
CHAPTER 1 - JUST A QUIET EVENING OUT... Table A2 - Alcohol Potency Modifiers Table
Booze Quality Booze Potency
Poor
Half
Good
Normal
Superior
Double
Example: Frippy Shortsha nks (a notable halfli ng thief, Constitution 12) and Axem Quick (the lovable town executioner, Constitution 10) decide to get in a drinking contest. The bartender serves up two shots of gluhmbaig, a pungent dwarven spirit and excell ent weapon degreaser (GOOD quality booze). Each shot measures 2 ounces, and down the hatch they go. Frippy is Small , so that one shot contai ned four (4) servings for him, (it would be like downing a mug of gin! ) but only one for medi um-s ized Axem . Sinc e 25% of Frippy's Constitution score is three (3), he has already become tipsy from that powerful shot. Axem just flashes his charming toothless grin, and orders another round. Drink up Frip py! O ne mo re hum an siz ed sh ot, an d you will be the world's first halfling shaped pickle!
"So, I'm drunk!" Your naïve player will spout. "What does all this mean for my character?" He foolishly asks. Table time! Table B - How Dry I Am Table
Af fect ed
Tip sy
Dru nk
Tank ed
Dexterity Wisdom
-10% -10%
-30% -30%
-75% -75%
Charisma*
0
+/-1
+/-3
Attack
0
-3
-9
Subdual HP
0
+1
+3
Spell Failure
10%
25%
75%
*If a character has an 8 or lower Charisma, it only gets lower. Those with a 12 or higher will seem even more charismatic, especially to the other drunks! Tipsiness takes 1d2 hours to ‘wear off’. Drunkeness takes 1d4 hours to ‘wear off’. Tankedness takes 1d6+1 hours to ‘wear off’.
The tired barkeep tapped his last keg of beer and filled a clay cup with the foamy brew. It had been a long night and he was looking forward to closing early. There were only a few regulars and some travelers in tonight. The regulars would be leaving soon, so as to avoid trouble from their wives. As for the travelers, they had secured the sleeping loft for the night and, after a hard night of drinking, were snoring up a storm. "Here's your drink, Keb." Yawned the barkeep. "Three pennies." "Thanks Vars," murmured the sloshed blacksmith, "keep the spare." The farmer gulped down his drink with a nod and got slowly up to leave. As he dizzily wove his way to the exit, he made friendly farewells to his neighbors. After finally coaxing a kiss on the cheek from the pretty barmaid, he headed for the door. Just as his hand grabbed the handle, the door flew from it's hinges and blasted him down. A surly band of thugs piled into the bar and started tearing up the place. Led by a hairy mass of muscle, the cretins were stealing drinks and turning the tables over. They began whooping and hooting as they chased around the bar. Dunok woke with a start and peered over the edge of the loft with a huge, bloodshot eye. As he witnessed the carnage below, his tired brain began to boil with rage. "Get up, you dogs! We gots us a house to clean!" Bellowed Dunok as he leapt from the loft and proceeded to beat the closest hooligan with a chair. Jort and Wrian rubbed their eyes and watched with tired amusement as a naked dwarf grabbed an empty keg and bashed a half-ork across the bar. Wrian turned to Jort and shrugged. "Shall we wait and see if he needs any help?" Jort was already pulling a tunic over his huge frame. "Where's the sport in that, cutpurse? Besides, I rather fight all night than hear another minute of his snoring!" Wrian just pulled the covers over his head and complained loudly to the cobweb covered rafters. "I hate this kingdom. I truly do."
BARE KNUCKLE GUIDE TO BAR FIGHTIN’ - PAGE 6
CHAPTER 1 - JUST A QUIET EVENING OUT... Now we see what's going on. Thanks to the power of corn squeezin's, our thirsty characters have been transformed from stalwart warriors into clumsy, possibly offensive fobs with breath that can thin paint. Your players may now pretend to be sloshed and have a rowdy ruckus down at the pub! Furthermore, every time a character moves around the place for any reason, have him make a Reflex Check based on his new modified Dexterity. Did he fail? Good! By failing a check, the character has done something clumsy. If you are playing with miniatures, you may simply declare that a nearby NPC has been shoved, kicked, bumped etc. by the clumsy character. If you like random mischief or aren't playing with miniatures, consult the Clumsy Action Table. The table can also be used to determine the clumsy actions of a drunken NPC. Table C - Clumsy Action Table Roll D20
What Did You Do?!
1 2 3 4 5 6 7 8
Dropped something small (fork, roll, etc.) Dropped something loud (glass, platter, etc.) Gas attack! Fart/belch. Major gas attack! Duck and cover! Bumped your shin. Start cussing! Stubbed your toe. Son of a @#$%&! Sloshed your drink. Drink is 1/2 gone. Spat a blob of spittle.
9 10 11 12 13 14 15 16
Spilled your drink. Drink is gone! Spat a blob of spittle on someone! Yick! Stepped on the foot of an NPC. Bumped a chair. Tripped and fell, roll again! Bumped a chair and sloshed an NPC's drink! Bumped the table. Bumped the table and sloshed everyone's drinks!
17 18 19 20
Spilled an NPC's drink! Spilled an NPC's expensive drink! Spilled a drink on an NPC! Spilled NPC's expensive drink on the NPC!
That’s My Foot, Butt-Breath! The role-playing opportunities abound at this point.How does the lusty bar-wench react to that loud burp? What will the Captain O' The Guard say about that spit in his eye? How does the local hedge-wizard feel about the wine soaking into his precious spell book? Even if the PC is gracious and apologetic, and even if the NPC is equally gracious
and forgiving, another tighty-whitey clad NPC may have some words for the clod-in-question.
Me And My Big Fat Mouth Along with lowering Dexterity, alcohol also sabotages a character's Wisdom. A drunken bard can still remember his favorite bawdy songs and dirty jokes, but he lacks the judgment to save them for AFTER the queen has left the room! Unwise characters are also freely slinging insults. Insulting a king, a race, even the quality of the booze may be funny now, but get ready for a fight later. Those who lack sufficient Wisdom also often find themselves in some of the stupidest arguments. LESS FILLING! TASTES GREAT! OH YEAH! YEAH! This fight ain't going nowhere.
Women. The ultimate trouble makers and the complete antithesis to Wisdom, sober or drunk. Jealous lovers, competing suitors, and spurned admirers can all have something to say about your clumsy advances or wandering hands. Hell, just try to hit a girl back and watch what the 'regulars' have to say about it!
BARE KNUCKLE GUIDE TO BAR FIGHTIN’ - PAGE 7
CHAPTER 1 - JUST A QUIET EVENING OUT... And what about a dare or practical joke gone wrong? Even the smartest kid finds himself staring down peer pressure. "Why don't you go over there and smack that guy on the head. I dare you." Sure he knows better, but without the Wisdom that comes from a clear mind, (and a cut lip) that dare will make a lot of sense. So, how do you handle this in game play? It's very simple; keep your ears open! One of your players might say "Hey, why don't you pinch that girl's butt!" to the goof of the playing group. A-ha, now you've got them! You can now declare to the surprised goof "That sounds like a good idea to you. Make a Wisdom check." Depending on how sloshed he is, he just might do it! Maybe an elven player-character insults a dwarven player-character frequently. Other dwarves in the bar may get a little tired of that elven bone smuggler talkin' smack about dwarves! An amicable NPC gets a round of racist jokes started, then scrams when an insulted patron arrives to tell some jokes of his ow n! After a few minutes of quick set-up, followed by some rowdy chatter, you'll find that your players will spout a ton of useful phrases you can exploit. Sure, they will probably watch their mouths after the trouble gets started, but by then it's too late! Sitting around a table was never so deadly!
I Don't Like Your Breath, Stranger Our last bit of stimulus for a bar brawl comes from that jerk I mentioned at the beginning of the chapter. We’ve been looking at ways of making your players start a fight. If you want an alternative, you can add a Jerk to your bar. Sometimes he travels alone, sometimes with a gang of mental midgets. However, and wherever, you
find find him, you will see that he derives great satisfaction from beating the fairy-dust out of anyone and everyone within reach. There is just something about his disposition that makes him overly sensitive to even the simplest activities of others. What a knob. Sometimes the Jerk is a warrior, so he’s easy to run. But the old ‘big dumb slope-skull’
antagonist is kinda’ tired, so let’s look at some new Jerks! The Grabby Jerk This jerk likes to grab stuff that doesn’t belong to him. He’ll grab your drinks, your food, your girl, whatever he can get his hands on. He needs a good beating! The Greedy Jerk Every time your PCs want to do something in the bar, he gets in the way. He hogs the dart board, the piss-pot, the space by the fire. He needs a good beating! The Loud Jerk This is a fun one to role-play! Every time the PCs try to talk to each other, you just start yelling about something. He interrupts conversations and is obnoxious to the extreme! He needs a good beating! The Rich Jerk My favorite! This guy thinks he owns the place. Treats the bar patrons like employees and bar employees like crap. Demands everything be done to his satisfaction, and is usually surrounded by some muscle to see that it gets done. He needs a good beating! The Sloppy Jerk Ah yes, the stanky guy who talks with his mouth full. Flinging food bits and sloshing his drink everywhere. Throwing chicken bones and spiting seeds for distance are his specialty. He needs a good bath! The Stupid Jerk This guy will do one stupid thing too many and push even the most patient person over the edge. Asks stupid questions, does stupid things, and just a general idiot. He needs a good beating! It could even be fun to mix and match some jerks. A Rich Jerk surrounded by several Jerks makes sense, or a Sloppy Jerk who befriended a Loud Jerk would really suck. For a quick and easy bar fight, just add these mouth-breathers to your bar population and wait for the PC's to show up. What a buncha’ knobs.
BARE KNUCKLE GUIDE TO BAR FIGHTIN’ - PAGE 8
Chapter 2 LET THE RUCKUS BEGIN
CHAPTER 2 - LET THE RUCKUS BEGIN lright, we've gotten our characters full of booze and into a fight. Do we just run this like any other battle? Well, we could, but then we will have fallen back into the boring territory this manual is supposed to be saving us from. Shall we try something different?
Lay Of The Land Let us examine the "terrain" of this "battlefield." The average bar is poorly lit. There are several good reasons for this and most of the patrons like it that way. This makes it harder to see. That's good when you are ugly and trying to get laid, but bad in a fight. There is also a great deal of furniture to be found in the typical bar. This can be good "high-ground" or cover from flying debris, but can also serve to obstruct the movement of yor enemies. There is also the matter of wizards and weapons to deal with! This is a bunch a crazy stuff that is hard to deal with on the fly. Let's make all this stuff standard and easy to handle with some more rules and snazzy tables!
Illumination The illumination level of your bar can be important. As the Master, you have three options: Assume that the level of light in your bar is adequate for whatever task the PC's wish to take. Set it at a certain Radiance Level, ala the Room Illumination table. Or, you can use the Fire Points table to gauge the illumination of the place at any given point.
Slip-N-Slide Making the wrong step can send PC's flying. The floors and tables are often covered with spilled drinks and other slippery fluids (ewww!) that can make moving about perilous. Plant your foot wrong in a puddle of beer and down you go! Every time your players attempt to do any fancy maneuvers, such as tumbling or bull rush, make them roll a D6. If they roll a 2-6, they may perform the movement normally. If a 1 is rolled, have them make a Dexterity check. If they pass the Dexterity check, they merely splash in a puddle. Failure? Check the neat-o Slipping Table!
Table D - Slipping Table Roll D6
Result
1
You fall face first on the floor! You're Helpless for this round!
2
You fell on your butt! Get up or take only Partial Actions until you get up!
3-5
Staggered! Take only a Partial Action this round.
6
Forward slide! You get a bonus partial action this round.
To determine how bright your bar will be with the Fire Points method, we assign points to each source of light. All the points added together will indicate the level of your Room Illumination. As sources of light are extinguished or introduced, this level will change and make it easier or harder to target an enemy or even to identify friend from foe. It will also raise the chances that you’ll go home with what you thought was a hot mama, but turns out to be a snaggle-tooth cave-girl!
BARE KNUCKLE GUIDE TO BAR FIGHTIN’ - PAGE 10
CHAPTER 2 - LET THE RUCKUS BEGIN Table E1 - Room Illumination Table Fire
Radiance
Attack
Points
Level
150+ 100-149
Bright Well Lit
0 0
50-99
Diffused
-1
10-49
Shadowed
-2
1-9
Dim
-3
0
Darkness
-5
Modifier
* Characters with special vision are not effected.
Table E2 - Fire Points Table Light Source Fire Point Value
Candle
1
Torch
3
Lamp
6
Lantern
9
Brazier
12
Fireplace
15
Window (Day)
35*
Window (Night)
3**
Spell/Magic Item
***
and a bucket of water can plunge your well lit bar into inky darkness! Likewise, a gang of guards could burst into the room wielding billy clubs and torches. So much for bright and cheery!
Where's My Knife?! Nothing ruins a good time like an axe through the skull. This in mind, most bar owners won't allow weapons to be brought into their establishment. Enforcing this rule is rarely a problem, most of the smarter patrons won't bring any, and the few that do know they can pick them up on the way out. Also, they don't want to get that 400 pound bouncer mad! So, after a how's-it-goin' pat down, we've gotten everybody inside. Maybe they're doing some adventure planning and happily drinking them down. Wham! What? A bar fight has begun! Yikes! Since we're all weaponless, what are we going to fight with? Let's go with what we know! The standard bar fighting method is good old fisticuffs, also known as Unarmed Attacks. A character with martial-arts skills will have a field day here! Those who feel naked without something in their hand can always make-do. Table legs make nice temporary clubs, and a burning torch can really hurt a man! Other items make good melee and ranged weapons. Bottles, mugs, candle sticks, forks, turkey legs, and other small items can be quickly grabbed and thrown, or used to bash a head. You may want to limit makeshift weapon use to the occasional bottle or mug, just to keep the fight “friendly”.
* Assuming the weather is good... ** Only If the bar is urban, otherwise 0 *** This is your call. A spell or item could add little more than candle glow or the light of ten windows.
The chart can be used to approximate other sources of light. A cooking grill or a burning table would be roughly the same as a fireplace. A flaming shot of gluhmbaig is like a candle. So, how bright will your bar start out? A fireplace lends to a well lit and cheery atmosphere, and a few table lamps are also very inviting. But let us not forget about darkvision and low-light vision. Demi-human PCs and NPCs may seek to darken a room for an advantage. Some overturned tables
.
BARE KNUCKLE GUIDE TO BAR FIGHTIN’ - PAGE 11
CHAPTER 2 - LET THE RUCKUS BEGIN Table F - Makeshift Weapons Table D20
Weapon
1 *Bottle
Damage Range Weight Type Critical
1d4
20ft
25 lb
Any
X2
#Brass Knuckles
+5**
-
.50 lb
Bludg
X2
3 Candlestick
1d4**
-
1 lb
Bludg
X2
1d6
-
15 lbs
Bludg
X2
1d2**
20ft
.25 lb
Bludg
-
6 *Empty Keg
1d6
10ft
10 lbs
Bludg
X2
7 *Food
1**
20ft
1 lbs
Bludg
-
8 Fork
1d4
-
.10 lb
Pierc
-
9 Kick
1d6**
-
-
Bludg
-
10 Knife, Butter
1**
-
.10 lb
Slash
-
11 Knife, Steak
1d4+1
-
.10 lb
Slash
X2
12 *Lamp
1d2**
-
1 lb
13 *Pitcher
1d4**
20ft
.50 lb
Bludg
-
14 Platter
1d2**
-
2 lbs
Bludg
-
Punch, Medium
1d3**
-
-
Bludg
X2
16 Punch, Small
1d2**
-
-
Bludg
X2
17 Sack of Coins 2d6**
-
5 lbs
Bludg
X2 X2
2
4 *Chair 5 *Cup/Mug
15
Bludg Sets fires
18 Spoon 19 Stick
1** 1d6**
20ft -
.10 lb 3 lbs
Bludg Bludg
20 Torch
1d6
-
3 lbs
Bludg Sets fires
* This weapon will break and become useless after the first use. ** The weapon deals subdual damage, not normal damage. # Add the damage to normal punch damage
To keep the chaotic atmosphere, you can randomly choose what weapons a character picks up. A player may use his turn to grab for one of these loose objects. Just roll the dice and tell him what he's won! If punch or kick comes up, nothing could be found.
Sometimes weapons will be used as decoration. While they may look fancy, these weapons are usually dull and poorly balanced. These ornamental weapons do half the damage of
their martial equivalents, all attacks made are at -4 and the damage is subdual. Also, don't forget about the effects of alcohol on battle skills and physiology. If a character is under the influence, consult the How Dry I Am Table.
Duck & Cover Since most people aren't wearing their best Sunday armor to get a drink, the next line of defense in a bar is taking cover. By taking cover behind the bar, under a table or using a chair as a shield, a character can avoid a lot of damage, especially from those pesky flying objects. When using furniture as cover, consult the Duck & Cover Table. Cowards.
Table G - Duck & Cover Table Take Cover
Covered
AC Bonus
Behind Under
1/2 9/10
3 8
Barrel
1/2
3
Column
3/4
4
Chair
1/4
2
Door
4/5
6
Person
3/4
4
Platter
1/5
1
Table Behind
1/2
3
Under
4/5
6
Bar
What To Do With Magic I'm just going to say it. Magic sucks. There I said it. One stupid spell and the whole fight is ruined. So what do we do? Why, we cheat, of course! The old null-magic runes around the door trick is a good start. When your priests and mages pass through the door into the bar, just slip them this note: "As you pass through the doorway you sense your spells fading. You can still feel them, but you just can't access them." Your spell-caste rs may or may not elect to inform the others! Zones that effect magic are also useful, and many fantasy architects like to build on them.
BARE KNUCKLE GUIDE TO BAR FIGHTIN’ - PAGE 12
CHAPTER 2 - LET THE RUCKUS BEGIN Any spells cast inside a Null-Magic zone will fizzle and fail. This can be a fun surprise for a cocky wizard who should'a' been looking for a place to hide! A Dull-Magic zone reduces the attributes of a spell by 75%. Spells can still be cast, but are practically useless. Imagine the look on your player's face as hi s one magic missile on ly manages to knock a button off dudes shirt, tee-hee! Folks who spend most their time at the pub are like me. No, not drunk all the time! They hate spells and the wussy little book readers that cast them. Just let one spell go off, and they will find the guy who cast it so they can beat the holy crap out of him! Dog-pile on the wizard! If you like spells (gag!) and still want a way to get those spell casters, wizards duels are the next best thing to a bar brawl, and can take place in the blink of an eye without disturbing the fight one bit. Just place a few high-level mages in the bar and there you go.
Running A Wizard’s Duel The best way to run a du el is in a way that maintains the level of chaos and spirit of the bar brawl without int erupting it. Spellcasters are a secretive lot. They like to give an aura of superiority whenever they travel about. So how do they maintain this dignity in a fight? If the enemy is a barbarian or somesuch, they simply dazle them with a lightshow and a booming voice. Then a few painful sp ells and viola! No more problems. Another mage can be a problem however. Every mage knows those tricks, so we got us a situation.
Ancient wizards solved this problem long ago with the Arena of Magical Reckoning spell.
THE ARENA OF MAGICAL RECKONING School: Abjuration Level : Sor/Wiz 1 Components : V, S, M Casting Time : 1 Minute Range: Special Target : All spell casters within range of the spell Duration : Special Saving Throw: None Spell Resistance: No Description
Wizards have access to terrible powers, so to see two wizards battle can be a terrible thing. After one too many catastrophic battles, the ancient mages researched a spell that could contain these deadly matches. When the spell is cast, the caster chooses a target and this target must be some sort of magic-user. The target will then hear a voice. "You have been challenged to a duel. Prepare Thyself." At that very point the Arena will descend upon the combatants. If there are any other magic users within 50' of the caster or target, they will also be drawn into the arena as witnesses. They cannot be harmed or allowed to act, they are only observers of the duel while within the arena. The Arena itself takes the form of the area where the spell was cast. Everything is duplicated exactly, but colors of everything are continually shifting through the spectrum. All attacks and spells function normally within the arena, but all the damage sustained is subdual. When one or both of the combatants has lost consciousness, the Arena will lift and the losing mage will fall to the ground in a heap. No matter how long the battle takes within the Arena, the time that passes in the real world is negligible. Material Component: A nearby coin of any value is consumed instantly. You can add this spell to your player’s list of spells, or it can be initiated by casters already in the bar. A wealthy bar owner may also have a magic item that casts this spell on wizards automatically during barfights!
BARE KNUCKLE GUIDE TO BAR FIGHTIN’ - PAGE 13
CHAPTER 2 - LET THE RUCKUS BEGIN Odd Battles Sooner or later one of your bone-head players is going to want to recreate a weird maneuver from a famous bar fight. Let him! That stuff is fun and funny and can lead to more hilarious events and suggestions for more nutty attacks from the others. Don't forget that this is your chance to have some real fun too! Come up with some crazy attacks from the drunk or the beggar. Food fights are great, and slipping and falling can have a domino effect on lots of people. In this section we will introduce some alternative rules for handling nutty ideas and we can finally get to the fighting!
Choke
The choke does the same damage as a punch. If someone is choke d for a number of rounds equal to 25% of their CON, they will lose consciousness. Clothesline The victim of a Clothesline takes the same dama ge as a punch, plus is knocked to the ground. Any one knocked to t he gr ound is h elpless the next round. Sucka. Elbow To The Back Of Head Does double punchi ng damage makes foe spit out drink!
plus
Tough Guy Combat There are a bunch of things a person can do to another within the realm of the bar fight. This chart will list a great deal of those common unarmed attacks made by those unskilled at martial arts, with appropriate results. When the player declares he will punch or kick a foe, have him be more specific! This is a theatrical event, you clods, so be creative! When they do come up with a different kind of assault, do the normal combat checks, then check the chart. You may opt to use the Called Shot rules in some of these cases, but I personally don't recommend it. Block Attack You may wish to stop a NPC from hitting a friend. Stepping in front of the attack, holding a soli d obje ct in the path of the atta ck, or even holding another person in the path can do just that. Any damage that was meant for the target is transferred to the blocking object or person instead. Body Slam To perform a successful Body Slam, the attacker must first have a foe in a successful Grapple. The victim of a Body Slam takes the sam e damage as a kick, plus is thrown to the ground. Anyo ne thrown to the ground is help less the next round. Cheek Slap This does one point of subdual damage, stin gs, and makes you look like a bi g sissy.
Flip Opponent To perform a successful Flip, the attacker must first have a foe in a successful Grapple. The victim of a Flip takes double kick damage, plus is thrown to the ground. As we well know, anyone thrown to the ground is helpless the next round. Grappling A Grapple does no damage, but EVERY ONE pa rtici pating in a Grapple is help less until the Grapple has ended. To make a successful Grapple, the attacker must make a successful attack, plus a STR check. To escape a grapple, the victim must make a successful STR check. Kick/Knee In The Back/Butt Does no damage, but sends the foe to the floo r. Odd ly eno ugh, anyone thrown t o the groun d is helpless the next round.
BARE KNUCKLE GUIDE TO BAR FIGHTIN’ - PAGE 14
CHAPTER 2 - LET THE RUCKUS BEGIN Kick/Knee To Groin Does TRIPLE kick damage to males, normal damage to females. Males will puke and be helpless for the next 1d6 rounds.
stuff. Does double p unch damag e and, much like a pun ch to the face, it can blo ody a lip , break a nose, knock out a tooth or black an eye. Tackle
Poke Eyes (Stooges Style!) Does normal punch damage, plus foe will be blinded and helpless for the next 1d6 rounds. This move is funny as Hell when used by NPC's!
This knocks both the attacker and target to the ground. The victim is helpless for the next round. The attacker and foe may take only Partial Action s unt il ge tti ng up .
Pull Hair Pull ing hail hurts, does no dama ge, but is considered a Minor Grapple. Only allows Head Slams. Punch To Face/Head Does norm al punc h damage. Can bloo dy a lip, break a nose, knock out a tooth or black an eye.
These are some of the more common attacks, but your players could get wild with the stuff. Swinging from chandlers, jumping off the bar, rolling kegs down stairs, and who knows what. Stat Score checks with difficulty modifiers are the best way to handle these things. Use the chart to approximate the penalties and results of those attacks.
The Rules In Action To further clarify what really goes on during an bar fight, read the following example. This is typical of the sort of action that occurs during a playing session. Your players may be accustomed to a different kind of bar encounter, so this can really be a chance to get out of a rut. Shortly before this example begins, the three player characters came in and order some drinks and have gotten a little tipsy. The group includes two fighters and a cleric. Fighter 1 is the group's leader. DM: You notice that a customer is gett ing a bit too handsy with the bar maid.
Scratch/Bite Standard attack of girls and militant florists everywhere. This brutal assault does one point of subd ual damage, stin gs, and make s the attacker look like a big sissy.
Fighter 1: I don't like this a t all. Can I tell if she's happy about it? DM: Sh e is making a sour face and trying to avoid the guy. Cleric: What does the guy look like?
Head-Butt Does double punc h damage and, much like a punch to the face, it can bloody a lip, break a nose, knock out a tooth or black an eye. Head-Slam When you have your foe in a Grapple or by a fistful of hair, you can slam their head into
Fighter 1: Yeah, i s he a town guar d or something? DM: Worse, it's the Mayor's son. Fighter 2: Great. Just great. I’m not going to mess with this guy.
BARE KNUCKLE GUIDE TO BAR FIGHTIN’ - PAGE 15
CHAPTER 2 - LET THE RUCKUS BEGIN Fighte r 1: I'm not afr aid of that rich jerk. Come on Cleric, let's go have a word with him.
DM: Nope. Fighter 2: Can I attack o ne of th e guys b uddies?
Cleric: Wait, is he alone? DM: Yep. DM: Nope, he ha s five friends with him. Fighter 2: OK, I'll go afte r one of them. Fight er 1: Five, huh ? How far away is t he table? DM: There is a table between yours and theirs. Fighter 1: I'm going t o throw my biscu it at him. Fighter 2: C rap. DM: OK roll your Ranged.
DM:(rolling a few more dice) What are you doing? Fighter 2: Um, I'll punch I gu ess. DM: What kind of punch? Where you going to punch him? Fighter 2: I don' t know... I'll punch him in the face.
Fighter 1: Oh y eah! Wh at happened ? DM:( checkin g the player's attack roll ) Yeah, your biscuit catches the guy right in the head. The waitress giggles and runs away. Everyone in the place st arts laughing and a fe w ne arby cust omers pat y ou on t he ba ck. H e doe sn' t loo k happy.
DM:(r ollin g yet more dic e) BLAM! Knocked him a good one. Cleric: Can I grab a chair and whack a guy with it? DM: Sure, but let me get this combat on track. Everybod y roll up ini tiative.
Fighter 1: Heh, what's h e doing? DM:(rolls several dice behind his super-secret screen, where players get the KAPOW! if they peek) He is ge tti ng up . Fighter 1: I'm going t o throw another b iscuit. Fighter 2: Double crap . DM: Before you can find anoth er biscuit to toss, he jumps onto the table and dives at you! Cleric: What are his friends doing? DM:(rolling a few more dice) Hang on, I'm doing this attack first. You and the guy crash to the floor! Fighter 1: I wa nt...
After a few turns your players will start to realize they have much more freedom to be creative in the fight. Even your more timid players will feel like joining in, and will get hearty praise for coming up with a good idea. As long as you keep your combat organized you will be just fine. Always remember to keep the action flowing. The best bar fights are low on tactics and high on action. If a player slows down, start a countdown to turn loss. A '5...4...3...' can spur nearly anyone into action! Your NPCs are keys to a good fight. They will outnumber most parties by nearly three to one, so a few allies sprinkled in are helpful. They can yell out warnings, taunt players and NPCs alike, or even give inspiration to new attack types. Likewise the enemy NPCs can cause no end of trouble. Your imagination can make for a crazy-fun bar brawl.
DM:(rolling a few more dice) Hang on. Cleric. His friends are ignoring you and heading for the fight on the floor. Cleric: Can I cast any spells?
BARE KNUCKLE GUIDE TO BAR FIGHTIN’ - PAGE 16
Chapter 3 WHERE YOU WANNA’ DRINK TONIGHT?
CHAPTER 3 - WHERE YOU WANNA’ DRINK TONIGHT? hen your players need a break from the road, they stop at an inn. When they want a good solid meal, they head for the tavern. When they want to booze it up, find some tarts, and stir up a ruckus, they head for the pub! Since you and I both know your hoodlums are looking for a good time, let's check out a popular local dive.
The Rusty Bucket Whether you are looking for a sell-sword, a drink, or just a venereal disease, the Rusty Bucket is a logical choice. Here is a description of the place for the PC's. Outside
This bar resembles nothing more than a door set in an alley wall from the outside. The wooden door has been painted white to make it stand out in the dark alley. There is a tiny window of smoky glass in the door that reveals shadows of movement from within. Directly above the door about 12' up is the upstairs window. This is the window to the owner's loft. It has been boarded from the inside. There is a sign that points to the door out on the street, but it is dingy and needs repair.
DM’s Notes Them shields are still good! If your players need one, have them make a successfull STR check to get one down.
The bar counter is long and has no barstools for easy access. In the center of the counter top is a tip jug, above which a cow bell hangs from a length of cord. Behind the shelf of bottles is a large mirror, and kegs are lined up along the remainder of the wall space. A door between the kegs and shelves leads back to the storage area. DM’s Notes Before anyone is allowed to enter, Bodi takes all weapons and places them on a rack or shelf insi de. The cage is then locked, and only Bodi and Cutt er have a key. He has an almo st supernatu ral knack for findin g hidden weapon s and rarely fails to sniff one out.
DM’s Notes There is a 25% chance of finding this bar by accident, or a 75% if actively searching for the dive. It would be very difficult to attempt entry through the window.
Drink Prices Beers
Interior
As you open the door, you hear the sound of crude laughter and the smell of cheap liquor assaults your nose. The bar is right near the door, and behind it you see an array of those cheap liquors proudly displayed. Above the bottles hangs a wooden sign. Written in both common and dwarven it reads: "NO FIGHTING -C. Cutter, Owner" Upon entering the Bucket, you can immediately see the whole of the bar. Right next to the door is the locked weapons cage. Several round tables surround the circular hearth that lies at the center of the common room. A wooden box filled with firewood rests next to the hearth, to maintain the fire. Some of the smaller tables farther from the fire have candles atop them. The walls are decorated with antique wooden shields painted with various family arms.
St. Arnold's Ale Wolf Tongue Brew Dead Horse Pilsner White Whistler Stout Cutter's Own Liquors
Big Shot Old Horizontal Orkney's Skullsplitter Old Peculiar Fig's Chicken Killer W ines
Old Speckled Hen Miller's Pond
Mug
Pitcher
10cp 20cp 20cp 30cp 35cp
40cp 45cp 45cp 50cp 60cp
Shot
Bottle
50cp 70cp 1sp 1sp 3sp
4sp 5sp 10sp 10sp 25sp
Cup
Bottle
30cp 30cp
1sp 1sp
BARE KNUCKLE GUIDE TO BAR FIGHTIN’ - PAGE 18
CHAPTER 3 - WHERE YOU WANNA’ DRINK TONIGHT? The Staff The staff of the Rusty Bucket are basically decent folks. They rarely rip off customers and are fairly friendly to new customers. If the place is open, you will find them working. If you have an existing basic NPC you have already designed, these personalities are easy to incorporate. Wiggo Cutter C. Cutter has been dead for fully two hundred and thirty four years. His great-great-great grandson Wiggo Cutter is the current owner and the favored bartender. He will greet anyone who enters the door with a wave of his hand or a nod and a hello, no matter what he's doing. Regulars will usually have a familiar greeting ready for their old friend as they enter. Cutter tends to duck out during fights. He’ll take the money box and hide in the storage room. Quote: “Oh yeah, been run ni ng the place since pa died. Don’ t min d one bit, eith er. Good money, good fr iends, there i s qui te a bit to l ove about th e old pl ace.”
Wiggo Cutter Bar Owner & Tender Human, Male, Brown Hair, Brown Eyes, 5’-9”, 240lbs 8 Dex 8 Con 10 Int 12 Wis 16 Cha 11 Align: NG Str Lang : Common, Dwarf, Halfing HD : 4d10 (30 hit points) : 10 AC
Nim Bodi Nim Bodi is that 400 pound bouncer we were talking about before. His standard greeting is to make a sour face and point to the weapons cage over his shoulder. The only time he leaves his post is to get heavy things from storage for C utter. Bodi is just waiting for a bar-fight. He’ll wade right in and start knocking heads. He’ll generally avoid attacking the regulars and focus on any new or unwelcome customers. Quote: “Gi mme’ th e weapons and don’ t cause no tr ouble.”
Nim Bodi Bouncer Human, Male, Black Hair, Blue Eyes, 6’-6”, 330lbs Str 17 Dex 8 Con 11 Int 8 Wis 9 Cha 9 Align: CN : Common, Dwarf, Halfing HD : 5d12 (45 hit points) Lang AC : 12 Young Calad Cutter Young Calad Cutter is Wiggo's son, named after his great-great-great-great grandfather. He is young, but he's got to learn his trade sometime. He is usually too busy serving drinks or fetching supplies from the back room to notice anyone coming or going, unless they address him directly. Quote: “ You’ ll have to ask my dad, I really don’ t know much about that.”
Young Calad Cutter Bar Apprentice Human, Male, Brown Hair, Brown Eyes, 5’-6”, 140lbs Str 17 Dex 8 Con 11 Int 8 Wis 9 Cha 9 Align: CN Lang : Common, Dwarf, Halfing HD : 5d12 (45 hit points) AC :8 Finia and Yisa Norian The Norian sisters, Finia and Yisa, are the poorest examples of bar maids ever to be found. They are, however, about one hundred times more attractive and about a million times sweeter than your average bar maid. Nearly every male within the city limits has seen, or at least knows about, these beautiful young girls. They started working for Cutter, who treats them like daughters, about a year ago. Business has since tripled! Quote: “ Oh, ar en’ t you j ust the sweetest thing! You know what my favori te drin k is? A double shot of F ig’ s. I know i t’ s expensive, but whoever can hold that dri nk i s ju st so manly! ”
Finia Norian Bar Maid Human, Female, Blonde Hair, Blue Eyes, 5’-6”, 145lbs Str 7 Dex 8 Con 10 Int 8 Wis 10 Cha 19 Align: CN : Common, Dwarf, Halfing HD : 2d10 (15 hit points) Lang AC :6 .
BARE KNUCKLE GUIDE TO BAR FIGHTIN’ - PAGE 19
CHAPTER 3 - WHERE YOU WANNA’ DRINK TONIGHT? knack f or i t, hope to retir e next year an d hand it over t o him.”
Yisa Norian Bar Maid Human, Female, Blonde Hair, Blue Eyes, 5’-7”, 140lbs Str 8 Dex 8 Con 9 Int 8 Wis 11 Cha 18 Align: CN Lang : Common, Dwarf, Halfing HD : 2d10 (15 hit points) :6 AC
The Regulars The regulars of the Rusty Bucket are a bunch of weirdos. They are a mish-mash of rich and poor, smart and stupid, generous and greedy. They are also very entertaining! These niffty personalities can be merged with any pre-existing Non Player Characters you have devel oped or us ed by themsel ves. Birt Ratha Birt Ratha is a poor but honest young bronzesmith. He came to the bar to meet the Norian sisters, but has since made several friends and busi ness conn ections here . He is quite the brawler, as he loves to show off for the sisters. He will battle with gusto against nearly anyone in the place. Quote: “ Oh yeah, most of th e uneducated people underestimate the impor tance of br onze in modern cooki ng techni ques. I f you have a min ute I ’ ll tell you all about it.”
Birt Ratha Bronzesmith Human, Male, Red Hair, Green Eyes, 6’-0”, 230lbs 10 Dex 18 Con 11 Int 9 Wis 9 Cha 10 Align: CG Str Lang : Common, Dwarf HD : 5d12 (45 hit points) AC : 10 Ivon Rignus 'Iron' Ivon Rignus is an old vintner friend of the Cutter family. He has been supplying wine for the Bucket since Wiggo's father ran the place. Like all dwarves, Rignus loves a good fight. Rignus is old now, so he saves his strength for the best brawlers. Quote: “Yep, famil y’ s been maki ng win e for a thousand years. M y son has got quite a
Ivon Rignus Vintner Dwarf, Male, Brown-Red Hair, Red Eyes, 3’-6”, 230lbs Str 14 Dex 13 Con 18 Int 10 Wis 17 Cha 10 Align: CN : Common, Dwarf HD : 7d10 (65 hit points) AC : 13 Lang Crazy Bim Bim is about the closest thing to entertainment the Bucket has to offer. He'll do pretty much anything for a drink or even a few pennies. Nobody knows where he came from, but everybody has a soft spot for the little beggar. Crazy Bim has started a grand total of seventeen fights by himself. Whenever a fight gets going, he grabs all the food and booze he can while avoiding any combat. Quote: “ Ubba gubba! M e gumma ew yubba fo ga dwi nk a dwin ka? Eeeetsa ew yumma gubba ? E eeeeeega! ”
Crazy Bi m Beggar Human, Male, Brown Hair, Black Eyes, 5’-3”, 110lbs 6 Dex 15 Con 18 Int 10 Wis 6 Cha 7 Align: CN Str : None! HD : 2d10 (10 hit points) AC :6 Lang Vil Mawyn Vil Mawyn is a well-off oil maker who started as a bootblack right here at the Bucket. He never forgot his roots and is often found reliving tales of the old days. Mawyn is still a rowdy one, he will bop a few heads with his cane before the fight is over. Quote: “D id I ever tell you chaps about the day Big Hungry Earl challenged Horty Jamhaks to a pi ckle-egg eatin g contest? I t was qui te a show that day! ”
Vil Mawyn Oil-Maker Human, Male, Balding Gray, Gray Eyes, 5’-9”, 270lbs Str 7 Dex 10 Con 11 Int 12 Wis 12 Cha 10 Align: CG : Common, Elf HD : 2d12 (20 hit points) AC :9 Lang
BARE KNUCKLE GUIDE TO BAR FIGHTIN’ - PAGE 20
CHAPTER 3 - WHERE YOU WANNA’ DRINK TONIGHT? Uno Smith Uno Smith is a bit of an underworld celebrity. He is known for his specialty crafted assassins knives and his skill with a throwing blade. He will, on occasion, demonstrate that skill with a dart if the wager is high enough. Uno never bothers to carry knives in the bar, Bodi would just grab them anyway. A while back he had one of his knives magically bonded with a ring. When he needs it, he can summon the knife right into his waiting palm. Quote: “ Thi nk you’ re good at darts, huh? Sure I’ ll play a game, but I don’ t play for free.”
Uno Smith
drinker, and often drinks to the point of passing out. Bodi always gets "Kemp Duty" at closing time. Kemp Duty requires the lifting and toting of Kemp outside then leaning him against the wall. If Kemp is still sober enough to see straight when a fight starts up, he will make tracks for the door! Quote: “ H ey Cutter, * BU RP* I needs a refil l over ta’ cheer! ”
Ranter Kemp Carpenter Half-Gnome, Male, White Hair, Red Eyes, 4’-0”, 230lbs Str 10 Dex 11 Con 11 Int 11 Wis 11 Cha 10 Align: CN : Gnome, Dwarf HD : 4d10 (35 hit points) AC : 10 Lang
Knifesmith Half-Elf, Male, Blonde Hair, Yellow Eyes, 6’-0”, 200lbs Str 10 Dex 18 Con 11 Int 10 Wis 12 Cha 10 Align: LE Lang : Common, Elf HD : 7d10 (65 hit points) AC : 15 .
Instant Dagger Ring: On command, this ring will
produce a well-crafted stiletto upon the palm of the wearer. The dagger is sharp and finely crafted, but is otherwise non-magical. Young Nim Young Nim is the newest edition to the Bucket's roll. He is an orphan who found that blacking boots is far more profitable than begging and a far ways safer than stealing. The fact that Mawyn over-tips by a factor of ten helps as well. Most of the regulars will take notice of how little Nim gets treated by new customers. Nim is a tough little ragamuffin, but he will only fight if he has no other choice. Quote: “Shi ne your boots for ya, mister . Onl y fi ve penni es!”
Roscoe’s Cooks Roscoe is the leader of a small band of burglars that pose as street vendors, known amongst fellow thieves and those in the know as "Roscoe’s Cooks". Roscoe and his wife Bramble put on a distr acting show, an acrobatic display while serving up their delicious rolls and meats, then his siblings Sigul, Mingus and Falina will lighten a few purses. Roscoe will sometimes bring his little cart inside the bar and serve up food on bus y nights. Roscoe, Sigul, and Mingus are fierce little back-biters. They will however spend most of the fight liberating the coins from those who end up unconscious. The girls will dodge trouble with nimble grace and have themselves a good laugh. Quote: “F resh war m br ead, good hot meat, tasty r ed sauce, what a tr eat! ”
Roscoe Shortbaker Cooking Thief Halfling, Male, Black Hair, Pink Eyes, 3’-11”, 280lbs 8 Dex 14 Con 12 Int 11 Wis 10 Cha 16 Align: LE Str Lang : Common, Halfling HD : 5d10 (40 hit points) AC : 11
Young Nim Boot-Black Half-Dwarf, Male, Brown Hair, Blue Eyes, 4’-0”, 90lbs Str 6 Dex 14 Con 8 Int 8 Wis 6 Cha 7 Align: CG Lang : Common HD : 2d6 (8 hit points) AC :6
Bramble Shortbaker
Ranter Kemp Ranter Kemp is a local carpenter. When not working, he can be found here. He is quite a
Halfling, Female, Blonde Hair, Pink Eyes, 3’-8”, 200lbs 8 Dex 12 Con 11 Int 12 Wis 11 Cha 17 Align: LE Str : Common, Halfling HD : 3d10 (23 hit points) AC : 10 Lang
Cooking Thief
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CHAPTER 3 - WHERE YOU WANNA’ DRINK TONIGHT? Sigul Shortb aker Thief Halfling, Male, Black Hair, Pink Eyes, 3’-11”, 295lbs 8 Dex 14 Con 12 Int 11 Wis 10 Cha 16 Align: LE Str Lang : Common, Halfling HD : 5d10 (40 hit points) AC : 11
Mingus Shortbaker Thief Halfling, Male, Black Hair, Pink Eyes, 3’-10”, 320lbs Str 8 Dex 10 Con 15 Int 11 Wis 10 Cha 16 Align: LE : Common, Halfling HD : 5d10 (40 hit points) AC : 10 Lang
Aryl Flatrock Aryl Flatrock is a small-time fence, dealing in whatever items thieves and adventures can get their grubby hands on. Flatrock is also very resourceful, for a fee she will find work for an adventuring group or individual. The quality and legality of the work is always in question, but a job's a job. Aryl isn’t much of a fighter, and will try to take cover during any battles. Quote: “You kids looking for some work?”
Falina Shortbaker Thief
Ar yl Flatro ck
Halfling, Female, Black Hair, Pink Eyes, 3’-0”, 180lbs 6 Dex 17 Con 10 Int 10 Wis 10 Cha 10 Align: LE Str Lang : Common, Halfling HD : 4d10 (30 hit points) AC : 14
Fence / Merchant Half-Dwarf, Female, White Hair, Black Eyes, 4’-0”, 190lbs 12 Dex 14 Con 12 Int 12 Wis 14 Cha 8 Align: CN Str Lang : Common, Dwarf HD : 5d10 (35 hit points) AC : 12
Yul Amundi Yul Amundi is a former bounty hunter from the southern deserts. It is said he had amassed a fortune in his homeland, but however he did it, he can never return there. He sits near the back, drinking quietly. He says very little to anyone, except the staff and oldest regulars and mostly pays with foreign coins. On rare occasions he disappears for about two weeks then returns as if he were never gone. He is the only regular that gives Bodi the willies. He is a bad-ass and will take on all comers! Quote: “...”
Hazel & Gina D'Mena No bar is complete without Haze l D'Mena. She is the hard working harlot with a heart of gold and a tooth to match. She rented the upstairs loft from Cutter almost twenty years ago and has been there since. She hardly does any business anymore, but her daughter Gina makes more than enough for the both of them. Speaking of Gina, she is almost as desirable as the Norian sisters, but she's way more available! Line up boys! These girls aren’t much good in a fight, but to be hone st, they are hardl y ever downstairs! Quote:“Look handsome, money was invented so that hookers could get paid.”
Yul Amundi
Hazel D’Mena
Bounty Hunter
Lady of the Night
Half-Elf, Male, Bald Headed, Brown Eyes, 5’-9”, 270lbs 17 Dex 17 Con 17 Int 11 Wis 15 Cha 10 Align: LE Str Lang : Common, Desert Com HD : 10d12 (100 hit Points) +3 AC 23 Attack +9 Saves Fort +1 Ref +7 Will +4 Init Skills Climb +15, Handle Animal +14, Intimidate +14, Direction +4, Jump +15, Listen +7, Ride (Horse) +10, Tumble +12, Wilderness Lore (Desert) +4 Feats Dodge, Expertise, Mobility, Mounted Archery, Mounted Combat, Power Attack
Human, Female, Black Hair, Blue Eyes, 5’-6”, 190lbs Str 8 Dex 8 Con 8 Int 8 Wis 8 Cha 8 Align: CN Lang : Common HD : 2d10 (15 hit points) AC :6 .
Gina D’Mena Lady of the Night Half-Elf, Female, Black Hair, Blue Eyes, 5’-8”, 180lbs 8 Dex 12 Con 8 Int 8 Wis 8 Cha 16 Align: CN Str Lang : Common HD : 2d10 (15 hit points) AC :6
BARE KNUCKLE GUIDE TO BAR FIGHTIN’ - PAGE 22
CHAPTER 3 - WHERE YOU WANNA’ DRINK TONIGHT? Zeiro Lorin Zeiro Lorin is a retired master arcane archer that sells bundles of enchanted arrows in the warrior's market. He does a brisk business with the elves and rangers that visit the city, but would still rather have a cheap drink with the riff-raff than an aperitif with the well-to-do merchants. Zeiro has a few spells up his sleeve, but prefers to save thos e for sticky situations, otherwise he will avoid direct combat. Quote: " When the corru ption of this city weigh s upon me, the mount ain s and the for ests await me. The cities are for money, but the high-u p hil ls are purely for th e soul."
Zeiro Lor in Master Arcane Archer Elf, Male, Blond Hair, Green Eyes, 5’-9”, 250lbs 13 Dex 17 Con 13 Int 13 Wis 13 Cha 15 Align: LG Str : Common, Elf HD : 12d12 (110 hit Points) Lang Init +3 AC 23 Attack +9 Saves Fort +1 Ref +7 Will +4 Climb +10, Direction +14, Jump +15, Swim +3, Skills Spellcraft +17, Craft (Arrows) +20 Feats Dodge, Expertise, Deflect Arrows, Mounted Archery, Rapid Shot, Far Shot Spells Magic Missle, Color Spray, Continual Flame Jerhar Farmer Jerhar Farmer is a retired farmer (duh) who moved to the city after his wife died. His sons took over the farm and will occasionally come to town with the harvest to visit their old dad. Jerhar is Hazel's only steady customer! Jerhar will spend most of his time trying to protect Hazel in a fight. If she is upstairs or otherwise not around, neither is he! Quote: “ I n my day, we didn' t have days. There was only ‘ time for work,’ ‘ time for prayer’ and ‘ time for sleep.’ The clerics woul d go around and tell ever yone when to switch.”
Jerhar Farmer Retired Farmer Human, Male, White Hair, Brown Eyes, 5’-8”, 180lbs 9 Dex 7 Con 11 Int 8 Wis 18 Cha 12 Align: CG Str Lang : Common HD : 3d10 (20 hit points) AC :6
The angry close quarters staring match continued for a moment until Somner decided to intervene. Partly because he was a cleric and he considered it his duty, but mostly because he wasn’t familiar with the two brothers and didn’t know any better. He spoke gently to both of them “Look, this won’t solve anything. Why don’t you two just...” Nobody threw the first punch, the fight was joined by mutual consent. Somner had to hop backwards quickly to avoid being caught in the brawl. Vwonner observed the combatants glumly. “Our heroes.” he grunted. “Hey Vwonner!” Yelled Kason, “Ten crowns on the one with the black shirt.” Vwonner stared at the fight for a moment. “Okay, you’re on.” The fight attracted the notice of a group of miners from the back room, who also began to root for one brother or the other. It was the first real distraction they’d had from the tedium of their work. The customers in a couple of the adjacent rooms heard the yelling. They didn’t know what the commotion was about, but they joined in anyhow, just to have something to do. Those who could see watched the fight. Those who couldn’t yelled just to blow off steam. Naturally it wasn’t long before the noise attracted a couple of the city guards. “Quiet down!” one of the guards yelled as he stomped into the bar. His partner was more direct. “Shut up you lot!” He rapped on the floor with his pike to let the group know he meant business. Subdued, the fight watchers withdrew. “Bet’s off, Kason,” said Vwonner. “I'm gettin'.” Vwonner watched closely for his opportunity to leave. The guards separated the two combatants, none too gently. As large as they were, it was still a struggle. Finally the guards managed to get them apart, suffering some dishevelment in the process. “Alright,” the guard said tiredly. “How did this fight start anyhow?” “Kind of like this!” said Cael, grabbing hold of the guard’s helmet and ramming it down over his eyes. Dael followed suit immediately. Both guards released their captives and took hold of their helmets, trying to restore their sight. Vwonner immediately sprang forward and grabbed one of the guard’s weapons from his belt, and applied it to the side of his helmet with a resounding clang, dropping him like an anchor. "Come on, Kason, let's get out of here!" Vwonner dropped the club and vaulted quickly through the crowd.
BARE KNUCKLE GUIDE TO BAR FIGHTIN’ - PAGE 23
BARE KNUCKLE NPC ROSTER NPC NAME
SPEED
INIT
HP
AC
MELEE
RANGED
FORT
REFLEX
WILL
BARE KNUCKLE GUIDE TO BAR FIGHTIN’ - PAGE 26
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. All material wholly derived from the System Reference Document is hereby designated as Open Game Content, in accordance with this license.