Brawl
A bar fight breaks out. Adventurers roll an Athletics or Acrobatics check to participate nonlethally. Adventurers with proficiency in at least one martial melee weapon gain an expertise die on this check. In most settlements, making an attack roll in such an altercation (such as using offensive magic or a lethal weapon, including an adept’s unarmed strike) results in combat and the calling of the town guard, ending this activity and likely that adventurer’s night out.
Note: This activity cannot be chosen when the Night Out begins—it is instead the result of other activities. If this happens, wait until the rest of the party has made their own activity checks and resolve any other triggered Brawls at the end as one large free-for-all.
The adventurer(s) who triggered this activity can’t opt out, but any other adventurers can choose to participate with no effect on their own chosen activity. In this case, they can choose to roll as well, potentially gaining a benefit, or to support an adventurer that triggered the bar fight. Doing so grants a +1 bonus to the chosen adventurer’s Brawl check.
Critical Failure. The adventurer fails to hold their own and their confidence is shaken. They are rattled for 24 hours. They can make a Wisdom saving throw every 4 hours, ending the effect early on a success.
Failure. The adventurer takes several hard blows and suffers a level of fatigue that is removed after 24 hours.
Success. The adventurer defeats all comers and feels invincible. For the next 24 hours, the adventurer gains an expertise die to Intimidation checks in this settlement. Additionally, during this time the adventurer can turn the next critical hit they take into a regular hit, as if sacrificing a shield.
Critical Success. The adventurer stands unscathed and triumphant. As a success, and roll on the Bar Trophies table.