46
BUGBEAR GAME ROOM. Five bugbears are here. They are playing a game
where they try to throw a metal ball about the size of a softball
into one of several holes in the east wall. One xvart is serving
them.
5
Bugbears (AC 5; MV 9”; HD 3+1; hp 21, 15, 13, 12, 16; #AT 1; D By
weapon +1 due to strength; SA Surprise
on a 1-3; XP 219, 195, 187, 183, 199)
The
bugbears may hurl their metal balls up to 4”, anything under 2”
being treated as medium range. They do 1-6 points of damage on a
successful hit. Each bugbear has 2d20 of each of the following
coins: gold crescents, silver spanners, and copper pieces. They
wear green and purple striped clothing and caps, like the others.
Each holds a melee weapon: spear, battle axe, morning star, bastard
sword, and military fork.
Xvart
(AC 7; MV 6”; HD 1-1; hp 5; #AT 1; D Small sword for 1d4+1; XP 15)
He
carries no money and is dressed like the bugbears. His job is
retrieve the metal balls for the bugbears without getting hit (no
easy feat).
The
dozen holes in the east wall are numbered, based on size (smallest
are numbered larger) from 5 to 100 points. The holes lead to a
common shunt exits the wall from a small hole near the floor that
deposits the metal balls on a tray (like a game of billiards).
If
the adventurers do not immediately attack and the bugbears have a
good reaction roll to them, they will challenge the party to a game
of 'throw the metal ball in the hole in the wall'. The bugbears
always bet on game outcomes (usually about 5 gold pieces per game).
Each contestant gets three chances and points are added up afterward.
The contestant stands 2” from the east wall and tries to throw it
in a hole. He or she should roll a 1d20 to see how they fare. A
roll of 8 or higher is a 'hit', they have thrown the ball in a hole.
Roll
|
Points
|
20
|
100
|
19
|
80
|
18
|
75
|
17
|
60
|
16
|
50
|
15
|
35
|
14
|
30
|
13
|
25
|
12
|
20
|
10
|
15
|
9
|
10
|
8
|
5
|
up
to 7
|
0
(miss)
|
The
balls are a bit heavy, so anyone with a strength of less than 16 must
deduct 1 from their roll for each point below 16. Characters with a
dexterity of 16 or higher may add their Reaction/attacking
adjustment, see Dexterity Table I in the Players
Handbook. Modified rolls of greater than 20 are counted as 20.
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