Would you consider sharing the entire deck?
As promised, here's the entire deck. There is an obvious light-heartedness about it, I was thinking about the bar fight in Raiders of the Lost Ark while making the deck. Enjoy!
Go With the Flow: You are mobbed and pushed 1d6 squares.
You Wouldn't Like Me When I'm Angry...: Someone spilled your beer. This makes you really, really mad. For the rest of the fight, you suffer disadvantage on your attack rolls but inflict maximum damage from your attacks.
Where's My Wallet?: A pickpocket in the crowd tries to steal from you. Make a Wisdom (Perception) check versus his/her Dexterity (Sleight of Hand) check (the pick-pocket adds a +4 bonus to his/her check.) If you succeed, you've spotted the thief before he/she can steal anything. If you fail, one randomly determined item on your person is stolen.
The Mob Rules: A crowd of people pile into you. Make a DC10 Dexterity save or be restrained until the end of your next turn.
Bottoms Up! An abandoned shot of whiskey sits at a nearby table. If you spend your action drinking it, add 1d6 to all of your rolls for the next 2 rounds.
Pardon Me: An anonymous patron gropes your crotch while you're engaged in combat with another opponent, temporarily distracting you. You suffer disadvantage to all your attacks until the end of your next turn.
Eye for an Eye: A random thumb gouges you in the eye (+4 to hit, 1 point of damage and blinded in one eye for 1d3 rounds; you suffer disadvantage on ranged attacks and opponents have advantage to attacks against you).
If You Can't Stand the Heat: Hot embers are kicked from the hearth and ignite some spilled alcohol under your feet. You take 1d4 fire damage.
Lights Out! Perhaps you were struck by a blow to the back of the head, or maybe you just drank too much. Regardless, you suffer a very temporary blackout. Your initiative score drops 1d6 (but cannot go lower than 1).
Roll Out the Barrel: A large keg of ale tumbles off the bar and swiftly rolls towards you and your foe. Both of you must make a Dexterity (Acrobatics) check DC12 or be knocked prone.
Finder Keepers: A small leather purse lands on the floor near your feet. You may pick it up as an action but gives your opponent advantage on his/her next attack roll. If you pick up the purse, you find 1d10 x 10 gp (or other reward as chosen by the DM).
What's A Nice Girl Like You Doing In A Place Like This?: You collide face-first into the ample bosom of a serving wench. Make a DC12 Charisma check. If you succeed, she gives you a wink and a coy smile, granting you a 1d4 bonus on your next attack roll, saving throw, or skill check. If you fail, she slaps you (+3 to hit) for 1d4 bludgeon damage.
Bullseye: An errant dart strikes you on the forehead for 1d2 points of piercing damage.
Double-Team! Two brawlers attempt to grapple you (+4 with advantage). Conduct a Strength contest. If you lose, they slide you down the length of the bar. You receive 1d6 points of piercing damage from broken glass and are moved 3 squares.
Curse of Wile E. Coyote: A random anvil falls from above and lands on your head (+5 to hit, 2d6 bludgeon damage).
Foot Stomp: A nearby brawler accidentally stomps your foot. Your speed is halved for the next 1d3 rounds.
Who Spiked the Punch? You are struck in the back of the head by an attacker wearing spiked gauntlets, temporarily dazing you. Until the end of your next turn, treat all your opponents as if they had mirror image and they are all wearing spiked gauntlets!
Someone Up There Likes Me: You receive some magical healing from an unknown patron for 2d8 points of damage. If you are not injured, you receive the benefits of a bless spell for one minute.
It's A Bird, It's A Plane... A drunken patron is hurled through the air and lands on you (+4 to hit, 1d10 damage).
What A Waste: A drink splashes in your face. Make a DC 12 Constitution save or be blinded until the end of your next turn.
Whoops! Slip on some spilled beer. Make a DC 14 Dexterity save or fall prone.
Close Call: An attack from behind narrowly misses you but strikes your opponent for 1d6 bludgeon damage.
Need Some Elbow Room: If anyone is adjacent to you besides your opponent, one (randomly determined if there are more than one) is struck by you for 1d4 points of damage as you wind up for your attack.
Yakkety-Yak: An extremely intoxicated patron throws up all over you. Make a DC 14 Constitution saving throw or be nauseated (poisoned condition) for 1d3 rounds, but no one attacks you for 1d6 rounds.
Move Over: Heavy crowding. Your maximum speed is reduced to 10 feet and you attack with disadvantage until the end of your next turn.
Never Hit A Lady: A serving wench/dancing girl just got slugged in the face by a drunken brawler. Defend her honor immediately and show this lout some manners, but you are now faced with two opponents: your current foe and the brawler who hit the wench/dancer. If you face both and defeat them, you receive an Inspiration die.
Bell Rung: a bottle is smashed over your head from an unseen patron (1d4 damage; make a DC 12 Constitution saving throw or be stunned until the start of your next turn.)
Have a Seat: A chair is smashed over your back (+4 to hit; 1d6 bludgeon damage).
Knucklebones: Your attack fully connects with your opponent and knocks him out cold. However, you broke your hand on his face and can no longer use it until healed.
Bite Me! A brawler bites your hand, inflicting 1d4 points of damage and causing you drop any weapon you may be holding.
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