Tuesday, March 22, 2016

UPPER DUNGEONS LEVEL THREE 46 BUGBEAR GAME ROOM.

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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