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# Side Quest #4: Tavern Brawl ## Overview This one-shot or side quest takes place in any old tavern setting. This was created by Trevor for [Classes and Constructs](https://www.youtube.com/channel/UCtsfM5xKi-iMVNLN7d76_gw/ "Channel Link"). The video itself can be found [here](https://youtu.be/qN7OegWn4PM "link to associated video") and illustrates this with Warlock Tiles (rather than the 2D maps included here.) ## Into the Tavern ### Inside the Tavern This sidequest begins in a tavern. Below is a description of a sample tavern, but feel free to use whatever tavern you'd like, as long as you include the hidden room and what lies beyond.
##### Gnarled Oak Description The Gnarled Oak is a pretty slow Tavern. It's fairly understated and seems faintly of pine and old beer. As you walk in, you first hear the sea shanties of two pirates who have set up shop near between the front doors and the bar. The tavern itself is light on patrons, but feels welcoming enough. There's a tiefling chatting with a firblog, both sitting at a table in the middle of the room. At the bar, you notice the lizardfolk bartender pouring a class, sliding it to a halfling, and wiping down the countertops with their washrag.
The players will do different things while in the tavern, but the least busy player with the highest passive perception should notice the following:
##### An Indirect Conversation While mostly minding your own business, you notice the halfling at the bar nod at the bartender. No words are exchanged between the two, but obviously some information was relayed. The bartender nods back and goes back to cleaning off some tankards. After some time, the halfling gets up and walks to a room across from the bar and knocks - once, then three times, and one final time - before being let in by a mysterious figure.
The map of the tavern and fight club, along with a list of suggested statblocks to have on hand, can be found on Page 2. \columnbreak ### What Comes Next? The player who sees this exchange has a lot of options. They may consider the following, but allow and reward their flexibility: * Speak with the bartender (**Insight** or **Persuasion** etc. It really depends on their goal in the conversation) * Try to peer in more intentionally as the door opens (**Perception**) * Wait until the bartender/employees are busy and investigate the door (a combination of **Stealth** and **Investigation**) or knock using the knock pattern to be let in. The DCs for these checks should be scaled based on the level of the party. In general, I would suggest a **DC of 15** for checks involving talking to the bartender since they aren't too secretive about the fight club (and it even makes them a decent sum of money, more than the tavern itself). ## Below the Tavern ### Fight Club
##### Beyond the Store Room The door opens to the store room but there is an employee siting in the corner ushering people through another door, beyond some crates and barrels. This door heads into an unfinished basement lit by scattered torches. Besides the flickering light, you also notice hoots and hollers coming from below. Sound overflows from the basement but seems to stop prior to spilling into the tavern itself. Upon closer inspection, the excitement stems from the fight taking place downstairs.
As a DM, you can decide how serious/deadly these fights are. On top of that, you can determine logistics. Consider the following: * Is there a "buy in" fee? * Are the fights one vs one? Two vs Two? * Are they fully armored or are these bare-knuckled brawls * Is magic off limits in any way? * Is it tournament style with a "champion" who closes the fights for the week? The players have a lot of options once they are down here. They can consider: * Joining the fights and participating themselves * Healing up fighters to earn some coin * Etc. \pagebreakNum # Full Map
## Map Key A) This is the Tavern proper with the bar (1) and the Store Room with secret door to the fight club (2). B) This is the unfinished fight club basement with the fighting area (3) surrounded by barricades for an audience. ## Suggested Statblocks * Bandit (CR 1/8) - Monster Manual * Guard (CR 1/8) - Monster Manual * Acolyte (CR 1/4) - Monster Manual * Lizardfolk (CR 1/2) - Monster Manual * Orc (CR 1/2) - Monster Manual * Bugbear (CR 1) - Monster Manual * Spy (CR 1) - Monster Manual * Bard (CR 2) - Volo's Guide to Monsters * Druid (CR 2) - Monster Manual * Pirate Captain (CR 2) - Ghosts of Saltmarsh * Knight (CR 3) - Monster Manual * Werewolf (CR 3) - Monster Manual * Reckoner (CR 4) - Guildmasters' Guide to Ravnica * Warlock of Arcfey (CR 4) - Volo's Guide to Monsters * Bloodhunter (CR 5) - Explorer's Guide to Wildemount * Enchanter (CR 5) - Volo's Guide to Monsters \columnbreak * Lawmage (CR 6) = Guildmasters' Guide to Ravnica * Sahuagin Blademaster (CR 6) - Ghosts of Saltmarsh * Druid of the Old Ways - (CR 7) - Guildmasters' Guide to Ravnica * Firefist (CR 7) - Guildmasters' Guide to Ravnica * Assassin (CR 8) - Monster Manual * Goliath Werebear (CR 8) - Icewind Dale * Champion (CR 9) - Volo's Guide to Monsters * War Priest (CR 9) - Volo's Guide to Monsters