💾 Archived View for gemini.theuse.net › textfiles.com › rpg › px3_bowling.txt captured on 2022-01-08 at 19:51:52.
-=-=-=-=-=-=-
----------------------------------------------------------------------- APPENDIX C: THE BLUE BALL BOWLING SYSTEM FOR ADVANCED DUNGEONS & DRAGONS BY DESMOND REID ----------------------------------------------------------------------- @ COPYRIGHT 1993 by DESMOND REID NOT FOR SALE The following appendix is the property of its author, who hereby states that he retains the copyright. You may distribute it at will, provided that nothing in the appendix, this notice, or any of the credits are altered in any way; and that you do not make a profit from it. ----------------------------------------------------------------------- HISTORY Bowling (BOHL ing) is one of the oldest underground sports. It is played by rolling a ball down a highly polished wooden runway toward ten wooden pins set up in the form of a triangle. The sport was invented by dwarves. They lived deep underground and needed a good sport that didn't require a large playing field. Eventually they came up with bowling where they used a rock and wooden bottles. Various forms of bowling have been developed by different races including Head-Bowl by the hill giants, a smaller version of bowling called Nuts by the gnomes, Bowling-For-Blood by the goblins, and MagiBowl by some upper-class humans with magical abilities and/or lots of money. ALLEYS AND EQUIPMENT The long wooden runway down which the ball is rolled is called the alley. Its surface is smooth and polished. The foul line is at the near end. The bowler must not step beyond this line as he throws the ball. The approach to the foul line is no less then 10 feet. The distance from the foul line to the no. 1, or head, pin is 50 feet. In the back of the pit there is usually a swinging padded cushion to stop the force of the ball. There is a shallow hollowed groove, or gutter, on each side of the alley. This gutter runs from the foul line to the pit. The ball drops into it if they are not correctly rolled down the alley. THE PINS AND BALLS Each of the ten pins weighs at least 3 lbs, and generally made of clear, hard, solid maple; but this isn't always the case. Each pin is 15 inches in height, and 2 1/4 diameter at the bottom. The pins are arranged in triangle form behind the head pin. The pins are placed 12 inches apart from center to center. The balls are made of many substances like wood, metal, rubbery tree sap, and rock. They must not have a circumference of more than 27 inches, and they must not weigh more than 16 lbs. There are two or three holes in each ball so ball can be gripped. HOW THE GAME IS PLAYED The object of the game is to knock down the ten pins with the ball. A game consists of ten frames, or squares into which the score is written. A bowler rolls twice in each frame unless he scores a strike (knocks down all pins) on his first throw. If this happens, he rolls only once. SCORING Every bowler hopes for a strike with the first delivery on each frame. The score increases quickly if this happens. If the bowler does not get a strike the next best is a spare, which is knocking down all the pins on two deliveries. A strike on the first delivery gives the bowler ten points, plus all the pins dropped on the next two throws. A spare in the second delivery gives the bowler ten points plus all the pins he gets on the first delivery of the next frame. Failure to strike or spare in a frame means that the bowler counts only the number of pins dropped. BOWLING WITH THE DICE To bowl the player must role a 1d12. For the first delivery in the bowling frame the following equation must be used: Dice Roll = 1d12 + Bowling Skill Adj. After computing the dice roll, the player must consult TABLE A for the bowling results. If a strike is not attained in the first delivery then a second delivery is required. The following formula must be used: Dice Roll = 1d12 + Bowling Skill Adj. - # of pins knocked down in 1st delivery After frame is over, score results on sheet. BOWLING SKILL ADJUSTMENT BOWLING SKILL ADJ. = (2 * Missile Att. Adj.) + Hit Prob. + Bowling Proficiency BOWLING SKILL ADJ. = Dexterity Adj. + Strength Adj. + (USING TABLE 1) Bowling Proficiency TABLE 1: ADJUSTMENTS DUE TO ABILITY SCORES ABILITY SCORE DEXTERITY ADJ. STRENGTH ADJ. 1 -12 - 5 2 - 8 - 3 3 - 6 - 3 4 - 4 - 2 5 - 2 - 1 6 0 - 1 7 0 0 8 0 0 9 0 0 10 0 0 11 0 0 12 0 0 13 0 0 14 0 0 15 0 0 16 + 2 0 17 + 4 + 1 18 + 4 + 1 18/01-50 n/a + 1 18/51-75 n/a + 2 18/76-90 n/a + 2 18/91-99 n/a + 2 18/00 n/a + 3 19 + 6 + 3 20 + 6 + 3 21 + 8 + 4 22 + 8 + 4 23 + 8 + 5 24 +10 + 6 25 +10 + 7 BOWLING PROFICIENCY RELEVANT ABILITY: DEXTERITY # OF SLOTS REQ: 1 For every proficiency slot given to this proficiency, the bowler gains a +1 in every bowling attempt. Once in every game, the bowler may make a proficiency check and if successful gain a +2 on that throw. BOWLING WITH THE DICE (REVIEW) To bowl the player must role a 1d12. For the first delivery in the bowling frame the following equation must be used: Dice Roll = 1d12 + Bowling Skill Adj. After computing the dice roll, the player must consult TABLE A for the bowling results. If a strike is not attained in the first delivery then a second delivery is required. The following formula must be used: Dice Roll = 1d12 + Bowling Skill Adj. - # of pins knocked down in 1st delivery In the second delivery, all rolls above 12 are rounded down to 12. After frame is over, score results on sheet. BOWLING RESULTS TABLE A DICE ROLL RESULT -0 Roll On Table B 1 Gutter Ball Left 2 Gutter Ball Right 3 1 pin knocked down 4 2 pins knocked down 5 3 pins knocked down 6 4 pins knocked down 7 5 pins knocked down 8 6 pins knocked down 9 7 pins knocked down 10 8 pins knocked down 11 9 pins knocked down 12 STRIKE! 13- STRIKE! ROLL On Table C TABLE B DICE ROLL RESULT 01-30 Audience boos and hisses the bowler. 31-40 Somebody takes pity on the bowler and buys him a drink. 41-60 Bowler crosses foul line: No Score. 61-65 Bad delivery causes ball to crack: No Score. 66-70 Bowler throws ball down neighboring lane. DM may improvise the ramifications. 71-74 Ball slips. All people within 10 ft. radius must save vs. rods or take 1d4-1 damage. 75-77 Bowler goes with ball down the lane: No Score. 78-79 A curse from Stickpin for bad bowling. Roll on Table D. 80-80 A reward from Stickpin hopefully to inspire. Roll on Table E. 81-90 OTHER. DM's discretion advised. 91-00 Nothing. TABLE C DICE ROLL RESULT 01-30 Audience cheers and applauds the bowler. 31-40 Somebody is impressed with the bowler and buys him a drink. 41-60 Bowler crosses foul line: No Score. 61-65 To much power causes ball to crack. 66-70 To much power causes pins in neighboring lanes to fall as well. DM may improvise the ramifications. 71-74 A position in a bowling league is offered. 75-77 A member of the opposite sex approaches the bowler. DM may improvise. 78-79 A curse from Stickpin to put things in perspective for the bowler. Roll on Table D. 80-80 A reward from Stickpin. Roll on Table E. 81-90 OTHER. DM's discretion advised. 91-00 Nothing. TABLE D: CURSES DICE ROLL RESULT 01-30 For remainder of game the bowler receives a -1 on his bowling skill adj. 31-60 For remainder of game the bowler receives a -2 on his bowling skill adj. 61-70 For remainder of the night the bowler receives a -1 on his bowling skill adj. 71-76 Ball explodes causing 1d6 to all within 15 ft. All but the bowler get a saving throw. 77-79 Bowler becomes unconscious for 1-7 days. 80-84 Bowler recieves 7-10 split on every first delivery for eternity. Remove curse is the only cure. 85-87 Stickpin sends a servant to punish bowler. DM may decide punishment. 88-89 Stickpin takes bowler to lair for a very gruesome lesson. 90-90 Stickpin appears and fights bowler with intent to kill. 91-00 OTHER. DM may improvise. TABLE E: REWARDS DICE ROLL RESULT 01-30 For remainder of game the bowler receives a +1 on his bowling skill adj. 31-60 For remainder of game the bowler receives a +2 on his bowling skill adj. 61-70 For remainder of the night the bowler receives a +1 on his bowling skill adj. 71-76 Ball turns into silver (VALUE: 100-500 GP). 77-79 Bowler becomes unconscious for 1-7 days. 80-84 Bowler gets a +4 when attempting a 7-10 split for 1-4 years unless dispel magic is cast upon him. 85-87 Stickpin sends a servant to congratulate bowler. DM may decide the congratulations. 88-89 Stickpin takes bowler to lair for a very useful lesson. 90-90 Stickpin appears for personal congratulations. 91-00 OTHER. DM may improvise. Stickpin: The Guardian Of Bowling RACE: Xvart ALIGNMENT: Chaotic Evil HIT DICE: 3+6 HIT POINTS: 30 STRENGTH: 10 DEXTERITY: 18 CONSTITUTION: 8 INTELLIGENCE: 17 WISDOM: 17 CHARISMA: 13 Stickpin is The Guardian of Bowling. He is the ideal bowler. He can bowl a 300 game, do any trick shot desirable, judge whether the bowling area is regulation and if not he can adjust to the conditions, even juggle ten pins, if it involves bowling then Stickpin is the expert. Stickpin is a typical Xvart. He is 3 feet high with bright blue skin and orange eyes. Unlike his race, Stickpin has no fear of humans an in fact likes to socialize with them because humans have a uncanny knack for bowling. Since he is superior at bowling then anybody (except maybe a few gods), he fears very few races. Because of his superiority complex, Stickpin is arrogant, cocky, and a practical jokester. Because of his chaotic nature, he is unpredictable. He could reward an outstanding bowler or punish a bowler for being to good. In the same way, he could give a poor bowler some pointers or very well punish him for being terrible at the sport. One must also remember his evil nature. He has no problem with enslaving a person, stealing from a person, or killing a person. However, his love of bowling generally keeps him from destroying bowling alleys or its people (with some exceptions, of course). Stickpin speaks his racial language, Xvart, and is fluent in The Common Tongue, Koboldian, Goblin, Dwarven, Hill Giantic, Gnomish, and Elfish. He, also, dabbles in a little Ogre, Orchish, and Gnoll. After all, he must know the language to wager a little bit o'money. Stickpin has the ability to polymorph himself into the following forms: Human, Dwarf, Hill Giant, Kobold. Stickpin maintains the same abilities in all forms; his size is about all that changes. There is nothing more exciting for Stickpin then polymorphing into one of the forms, entering into a bowling alley, placing a few bets, and destroying his opponent at bowling. SOME OF STICKPIN'S BOWLING ITEMS Stickpin Bowling Bag A sleek black leather bowling bag with a purple SP inscribed on the side. This bag is an extra-dimensional hole 3' wide 6' deep. The bag does not accumulate weight no matter how heavy the contents are. When open Stickpin can call forth the object he desires and it will appear at the top of the bag. Mood Ball This bowling ball is regulation size and one of Stickpin favorites. When touched the ball turns a color representing the mood of the bowler. For example, a blue ball represents sadness, a red ball represents madness, a green ball represents an uneasiness. The Lucky Blue Ball When challenged by somebody important, Stickpin always uses this ball. The ball has no magical qualities, but Stickpin feels that this ball is lucky. Bowling Glove Of Defense This bowling glove does not add to bowling skill (Stickpin needs no help). Except for its cool silky black look it has only one purpose: when worn it gives the wearer an armor class of 2. The glove will also adjust to the form Stickpin is in. Bag O'Chalk What better way to dry up those wet sweaty hands. The best part is that this bag never runs out and the chalk doesn't leave an odor. "One Size Fits All" Bowling Shoes Bright Red shoes specially made for the surface of a bowling alley so as not to scuff it. As in the name, this shoe will conform to fit any size shoe (max. 2 ft.). On the back of one shoe there is a "R" and on the other is a "L". Ring Of Invisibility The wearer is able to become invisible at will, instantly. This non-visible state is exactly the same as the magic-user spell invisibility, except it is inaudible as well, making the wearer absolutely silent. If the wear wishes to speak, he breaks all silence features to do so. This particular ring is silver and has a bowling pin engraved on it. Personalized T-Shirt This orange T-shirt has written on it in blue letters "Stickpin does it with balls". The shirt can not be destroyed by any forms of fire, electricity, cold, and water. The Crystal Bowling Ball This scrying device is about 1/2' in diameter. Stickpin can use this device to see over virtually any place containing a bowling game. This crystal bowl will not cause ill affects to Stickpin and is merely a device to keep taps on the bowling scene. -----------------------------------------------------------------------