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DM Notes: Grand Opening

As the encounter begins following the intro text-read and the description of The Stewed Prune, have each player roll for Initiaitve and a Perception check (this check won't be used until much later, so note the results).   In initiative order, have each player introduce their character and describe themselves before taking their first turn.   Use the Roll20 map "The Stewed Prune" for this encounter.

The Barroom Brawl

During this encounter, players may fight any or all of the other bar patrons, or they may attack each other provided they don't attack their in-party bond character. They may also abstain from the combat, choosing instead to flee, hide, or focus on trying to stop the fires or the fight.  

The Scrum

Combatants

Each NPC acts according to its max HP.   Patrons Combatants with HP 1-5 act with Initiative 20 (14 starting NPCs). They use the Commoner stat block and roll on the following table:
Roll Action
1-2 Hides
3 Dodges
4 Dashes toward nearest door
5 Attempts to grapple closest creature
6 Attacks closest creature
Round 1 (starting from top left and moving down and right based on starting position):
  • Jerome Pole — Steps out of commode, and attacks Galvik Kuggt, gets critical hit, knocks Galvik unconscious
  • Wynnefreede Haemon — Moves into commode, takes Hide action (Stealth: 19)
  • Baity Perchevey — Takes the Dodge action (attacks against her are made at disadvantage, gets advantage on Dexterity saving throws)
  • Thirrus Heavybringer — Leaps over bar and attempts to Hide on the west side of the bar (Stealth: 12)
  • Jamie Wappelode — Dashes toward the front door
  • Naevys Miacyne — Dashes toward the front door
  • Piers Mauntell — Attempts to Hide under the broken table nearest him (Stealth: 11)
  • Portia Maives — Attacks Eleri Troke, but misses
  • Malonne Perra — Attempts to Hide in the southwestern corner of the room, behind the oval table in the corner (Stealth: 1)
  • Eleri Troke — Dashes toward the front door
  • Melle Ballaye — Moves 15 feet north and tries to hide under a table near the fireplace (Stealth: 7)
  • Amenko Reid — Attempts to Hide behind the chair with the lute in the southeastern corner (Stealth: 2)
The exception to this is Maerwynn Spernwin, who will only ever set another fire unless she is discovered, at which point she will flee unless cornered when she will roll as normal.   Brawlers Combatants with HP totals between 6 and 14 HP (6 starting NPCs) act with Initiative 12, use the Bandit stat block, and roll on this table instead:
Roll Action
1 Dodges
2 Dashes (or disengages and moves) toward nearest door
3 Uses unarmed strike
4 Throws a candle/improvised object: +3 to hit, range 20 ft., one target and on hit deals 3 (1d4+1) bludgeoning damage and if it's a candle, starts a fire in that square
5-6 Attacks nearest PC with a broken bottle that acts like a scimitar attack
Round 1:
  • Quintus Cimber — Dashes toward back door
  • Brias Taboda — Attacks Crul Tzurvij or Xaicino Rua with a broken bottle, which hits and does 3 points of slashing damage
  • Elexes Jerssieve — Attacks Olivia or other reachable PC (or other NPC if none are available) with attack roll of 14, doing 2 slashing damage on hit
  • Crul Tzurvij — Moves to wall sconce and throws a candle at best available target, getting attack roll of 21, doing 5 bludgeoning damage on hit and starting a fire
  • Xaicino Rua — Dashes toward front door
  • Berta Pryya — Moves to eastern wall sconce and throws a candle at best available target, getting attack roll of 13, doing 5 bludgeoning damage on hit and starting a fire
Instigators Combatants with HP totals 15+ (1 starting NPC) use the Thug stat block, act with Initiative 7 and benefit from the Seasoned Brawler trait as long as another NPC is within 5 feet. These creatures always use table legs as maces and multiattack the nearest PC they can reach. If they can't reach a PC they will target the nearest NPC with the lowest HP and move as close to the nearest PC they can reach.   Round 1:
  • Oduan Olarte — Attack rolls will be 14 if Seasoned Brawler is active or 11 otherwise for first swing and 25 (critical hit) if Seasoned Brawler is active or 22 otherwise for second swing. Damage rolls on hit are 4 (first attack) and 10 (second attack).

Progression

Combat will continue for up to four rounds, or until Oduan Olarte is subdued, or until the number of ignited squares exceeds 20 at the end of a round.  

Spreading Fire

At the start of the combat, several fires have broken out. This is partially due to the brawl, but also a woman named Mae Spernwind has snuck into the back room and started a fire with a candle on Brom's bed. Mae is addicted to a new street drug that goes by the name Ro and causes those who take it to seek out or start fires.  

The Spread

Round 1:
  • At initiative 18, roll 1d8 for each burning square. The fire spreads to that many adjacent squares (see How Fire Spreads, below).
  • At initiative 9, roll 1d6 for each burning square. On a roll of 5-6, the fire spreads to 3 adjacent squares that are not already burning.
  • On each subsequent turn: - At initiative 20, roll 1d6 for each burning square. On a roll of 3-6, the fire spreads to 1d8 adjacent squares.

How Fire Spreads

When a d8 is rolled to determined fire spread, it spreads according to the following map:
1 2 3
4 X 5
6 7 8
If the fire cannot spread to the square indicated (e.g. if square 1 is beyond the edge of the map or if that square is already burning), the fire shifts to the next available square (i.e. square 2 becomes square 1, etc). Repeat this process until new fire squares have been added equal to the roll. If there are unused squares, the fire surges (see Fire Surge, below).   Any time a fire spreads to an occupied square, the character occupying that square may use their reaction to move five feet in any direction. If the only available spaces are difficult terrain, they complete the move but must take 4 (1d6+1) fire damage. If the character does not have a reaction available, they take 4 (1d6+1) fire damage.   Fire Surge. Whenever a fire surges (spreads beyond its available spread range as described above), roll 1d4. The fire surges from the 3x3 block in the direction indicated by the result. For example, on the roll of 1, the fire would surge to the upper left corner to all squares marked S1. On the roll of 2 the fire surges to squares marked S2 and so on. Any creature occupying a space where the fire is surging must make a DC 14 Dexterity saving throw or take 6 (1d10) fire damage.   Surge Table:
S1 S1 S2 S2 S2
S1 S2
S1 S3
S4 S3
S4 S4 S4 S3 S3
 

Putting Out Fires

Players may either use items on their character sheet or spells to try and contain or extinguish the flames. Any reasonable explanation for how the flames are put out will do (covering with one of the rugs depicted on the map is one idea), any requested checks can be rolled with a DC 10, but it takes one action to quench 1 square (5').  

Aftermath

If combat ends due to the brawlers being subdued, the patrons, brawlers, and instigators will mostly all stagger off to lick their wounds. If the fire is still burning at this point, the local fire brigade (led by Nikola Ereghast) will arrive to handle the flames, but they won't stick around to clean up once the fire is put out. A handful of customers may lurk in the alley just to watch the show (especially Maerwynn Spernwin if the fire continues to burn), but the Stewed Prune will be mostly uninhabitable at this point and certainly not going to do additional business tonight.   At this point have the PCs perception checks they rolled at the beginning of the session apply toward their ability to spot Ink Norgo (her stealth roll is 18). If any of them notice her, she'll recede back into shadows and vanish. The PCs may wish to pursue her, in which case they may engage in a pursuit sequence. If Ink gets away, the PCs should note her height, weight, and that she seemed to have purple skin and carried herself like a ninja. If the PCs catch up to Ink, she'll reluctantly explain why she was lurking around the Stewed Prune in broad strokes and will offer up to 1d6+1 times ten gold pieces for the party to let her go and keep her presence there a secret.   If any NPCs straight up died during the scrum, the Grasmere Town Patrol will make an appearance. Specifically, District Chief Carter Oakden will arrive 50 minutes after being alerted to the trouble. He'll rant and rave about the problem a murder in the Salt Slums poses to the already tenuous relationship between the Patrol and a local crime family. If the PCs point out that the Stewed Prune isn't actually a part of the Salt Slums, Oakden will get huffy and defensive, pointing out that the group looks like they've been in town about five minutes and ultimately acknowledging that while the Prune is technically outside the Saltwall, it is still considered part of the Salt Slums.   If pressed, Oakden will get annoyed and point to the end of the alley, declaring the Waterfront District starts there. If the PCs aren't willing to help him cover up the crime, Chief Oakden will dispatch Adelbrand Crauft and Dayna Moulter to try and get to the bottom of it. He'll warn the PCs that they're lucky he isn't inclined to call in the Pillarguard on them.   Meanwhile, if any of the PCs are responsible for a death, it will trigger Azriel Stone's investigation into their activities.   Whether there were any deaths or not, if there are any serious injuries someone will ask around for a healer. If Malonne Perra is still around and conscious, she'll tentatively offer any healing potions she has. If anyone asks why she has them, she'll offer a vague, unconvincing answer (Perception vs Deception/DC 14). If called on her lie, she'll admit she used to work at the hospital. If pressed further, she'll admit to knowing some healing magic, but begs, "Don't make me use it."   Once the fire brigade and town patrol have cleared out, and the wounded have been attended to, the PCs can chat with any of the NPCs who are still hanging around, potentially getting hints about available questlines. If they seem disinclined to pursue any matters further, they can find lodging for the night and will be summoned back to the Stewed Prune the next morning by Kroth.
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