You are on page 1of 2

· BAR ROOM BRAWLS · STARTING A FIGHT

To start, roll on the table below to see how many other


models are fighting in the bar.
Even in the most sophisticated establishment, tempers can
flare and disputes become resolved with physical violence. If any other players have or will be visiting the same
The Alehouse table above includes several results that end
sophistication level of alehouse during the same day then
with a Bar-Room Brawl. they may also participate in the current brawl as long as they
are ‘available’ e.g. have not already been jailed or otherwise
When a Warrior descends to the bar, he rarely takes his indisposed.
whole pack along - after all he's out for a night of fun not a
war! If they were to kill somebody, the authorities would Next work out the starting number of Wounds per Warrior
surely lock them up for a very long time (or even execute in the brawl (for the brawl only). This is equal to 6 plus the
them!). Warrior’s Alehouse modifier plus apply -1/0/+1/+2 if they
are a Novice/Champion/Hero/Lord
Sophistication Value Number of fighting
patrons FIGHTIN' IT OUT
The fight is resolved as follows:
1 4D6
2 3D6 1. Each Warrior participating in the fight rolls on the bar
room brawl table below.
3 2D6 2. The rest of the brawling patrons fight amongst
4 1D6 themselves.
3. If the Warriors are still fighting and there other fighters
still standing; Roll to see if the watch turn up.

BAR ROOM BRAWL TABLE


(Roll D66)
11 A: Drunken Punch 31 A: Punch in the face 51 The Unsuspecting Victim
12 D: Drunken Punch 32 D: Punch in the face 52 A: Bang their heads together!
13 A: Drunken Punch 33 A: Bottled 53 A: Bar Slide
14 D: Drunken Punch 34 D: Bottled 54 D: Bar Slide
15 A: Drunken Punch 35 A: Bottled 55 The Poncey Git
16 D: Drunken Punch 36 D: Bottled 56 A: Defenestrated
21 A: Punch in the face 41 A: Bottled 61 D: Defenestrated
22 D: Punch in the face 42 D: Bottled 62 A: Geronimo!
23 A: Punch in the face 43 A: Chair Smash 63 D: Geronimo!
24 D: Punch in the face 44 D: Chair Smash 64 A: Special
25 A: Punch in the face 45 A: Chair Smash 65 A: Special
26 D: Punch in the face 46 D: Chair Smash 66 A: Special

In the above table ‘A’ denotes that the Warrior is attacking


someone else and ‘D’ that the Warrior is being attacked. Bang their heads together!
A: Roll twice on a D6, if both rolls are 3 or more you have
Once result 55, ‘The Poncey Git’, has been rolled and there grabbed two fighter’s and knocked them both out minus two
is another Warrior the acting Warrior is fighting, consult the patrons / -2W from a fellow Warrior(s) and/or minus one
effect after the ‘/’ for ‘A’ events. patron.

Warriors may use the ‘dodge’ skill if they have it, to avoid Bottled!
any effects from this table. A: You pick up a nearby bottle and smash it over an
opponent’s head. On a 4+ minus one patron / -2W from a
Punch in the face! fellow Warrior.
A: Roll a D6, on a 5+ minus one patron / -1W from the D: -2W
fellow Warrior.
D: -1W Chair Smash!
A: You pick up a nearby chair and smash it across an
Drunken punch! opponent’s back. On a 3+ minus one patron / -3W from a
A: Roll a D6, on a 6+ minus one patron / -1W from the fellow warrior. However if you roll a 1 to hit you’re not
fellow Warrior. quick enough, the opponent turns around and punches you
D: -1W, but receive a +2 to your dodge roll (dodge on a 5+ -1W.
if you do not have the skill) D: -3W, if you successfully dodge then you catch the
aggressor off guard and punch him, minus one patron.

v1.09
The Human Club (Ogre) – On a 3+ the Ogre grabs the
patron/Warrior and swings him round the room like a club,
Bar slide! hitting opponents them releasing the victim who them flies
A: If you have a strength of at least 4 you grab an opponent across the bar until he meets a wall, -1 patron/-4W. The
and slide his head along the length of the bar, on a 3+ minus Ogre hits D3 targets with the ‘club’ eliminating them on a
one patron / -2W from a fellow warrior. If you aren’t strong 4+.
enough treat as ‘Punch in the face!’.
D: -2W 2. BRAWLING PATRONS
Roll a D6 for each brawling patron; On a roll of 5 or 6 they
The Unsuspecting Victim knock out another patron, but on a roll of a 1 the fight has
A: You accidentally (or not) punch an innocent bystander spread and another patron joins the fight.
giving him a bloody nose. +D6 patrons.
3. BREAKING UP THE FIGHT
The Poncey Git! The Bar-Room Brawl ends in three ways; when there's
A: Treat as ‘Punch in the face!’ if there are no fellow nobody left to fight; when the Warrior(s) are reduced to zero
Warriors in the brawl not already selected by this result. Wounds and when the Watch arrives. The first two are
pretty self explanatory, while the following rule deals with
Your Warrior is fed up with one of the other adventurers the last. At the end of each round roll a dice corresponding
showing off and boasting about his worth and now seems to the level of the establishment (see below), on a roll of a 1
appropriate to show him just what you think of him. the watch arrive to restore order and break up the fight.
Randomly select a fellow Warrior that was so far assisting
you in the brawl. Whilst you are both still standing all your
‘A’ events will be against this Warrior and theirs against Sophistication Value Die to use for
you. The Watch
1 1D12
Reroll on this table until you get an ‘A’ event and resolve
this against them now. 2 1D10
3 1D8
Defenestrated!
A: If you have a strength of at least 5 or a fellow Warrior 4 1D6
with your that you are not currently fighting you try and THE CONSEQUENCES OF VIOLENCE
pick up an unsuspecting participant and send him flying Any Warrior reduced to zero Wounds is not dead but merely
through the window out onto the street. Roll a D6, on a 3+ unconscious. As soon as the fight is over they are restored to
minus one patron / -3W from a fellow Warrior and they miss full health by the ministrations of concerned locals. Though
a turn. If you cannot defenestrate someone treat as ‘Punch in their pockets have been rifled through, lose 5D6 gold.
the face!’ instead.
D: -3W and miss a turn Any Warriors still standing when all patrons have been
eliminated may decide to rifle through the pockets of the
Geronimo! unconscious whilst everyone else is distracted. Roll once
A: Your warrior climbs atop the bar and launches himself at more to see if the watch turn up. If the Warrior isn’t caught
D3 patrons, Roll a D6 for each target, on a 3+ minus one he gains 3D6 x 10 gold, if he is he is thrown into jail (see
patron / -2W from a fellow warrior. If you do not ‘hit’ any below).
of your targets you hit the floor face first, -3W.
D: -2W If the Watch arrived to break up an ongoing fight, roll a D6.
On a roll of 1- 4 the Warrior(s) are jailed for the next D6
SPECIALS– days during which they may do nothing but do not have to
Each character type has a unique attack; lookup the attack pay living expenses. On a roll of 5 or more the authorities
below. If there isn’t an entry for the Character, treat the recognize the Warriors' attempts to restore order and reward
result as ‘Punch in the face!’ instead. them with 2D6x10 gold each.

Fisticuffs (Barbarian, Bretonnian Knight, Chaos Warrior,


Dwarf, Dwarf Brewmaster, Imperial Noble, Witch Hunter) -
Keep rolling “Punch in the face” until your character misses.

Headbutt (Pit Fighter, Trollslayer) - on a 2+ minus one


patron / -3W from a fellow Warrior.

Elusive (Assassin, Elf, Elf Wardancer, Elf Ranger) - The


next strike that successfully hits yourself, actually hits
somebody else as you time your dodge with expert timing.

Sneaky Steal (Halfling Thief) – The Halfling Thief uses the


distraction of the fight to pilfer a few coin purses. Gain 2D6
x 10 gold.

Duck and Cover (Druid, Kislevite Shaman, Wizard,


Warrior Priest) – The next ‘Bottled!’ or ‘Chair Smash!’
result that would injure your Warrior misses entirely instead.
v1.09

You might also like