Post by Emmarie on Dec 28, 2010 4:08:55 GMT -5
If you want to spar, see "How Combat Works".
Otherwise, here's some activities you can do that can not only bust boredom but earn you AP. Send logs to the clerk, ADARKORB. Please label it so he knows what it is.
Marksmanship
You may use anything you like for these games, archery, axes, throwing knives, darts... but everyone must use the same thing. In other words, one person can't use archery and another darts.
1. Roll init 1d6 or 1d100 for order.
2. There are five rounds to marksmanship games.
3. Upon your turn, roleplay your action then roll 1d10.
1 - Miss
2 - 4 Outer Ring
5 - 7 Middle Ring
8 - 9 - Inner Ring
10 - Bullseye
4. Add the number of your roll to your score. Highest score at the end of five rounds, wins.
5. If there is a tie, then take an extra round to break the tie.
6. Your roleplay must be at least a full and complete sentence. We will not give credit for -he shoots his arrow- and that type of roleplay that only tells us you are out for the points and do not care about story development!
Jousting
A joust is between two people on any type of beast they wish. Using a lance, they try to unseat the other first. As soon as one combatant is unseated, the joust is over, and the remaining seated one is the winner.
No enhancers are to be used.
Initial is 1d6 as normal, high roll gets first hit.
There are 5 rounds (if none is unseated) and both combatants use 1d10.
Scoring is as follows:
1 - Unseated! - You Win!
2-3 - Disabling Strength Hit - 15 points
4-6 - Direct Hit - 10 points
7-9 - Not much harm done - 5 points
10 - Miss - 0 points
Racing
Racing is very simple, and you can race anything. Horses, sailboats, foot races, ice skating, frogs....etc. Races are completed much like archery.
There are five rounds for a race. Every round you roll a 1d10. Your rolls are added together and the person with the MOST points at the end of five rounds has won.
Drinking Contest No AP
Here is a little drinking game for fun that is done by using dice. And you do not get AP for this, it's just for fun!
Everyone starts with the tolerance rate (like hit points) of 10.
After the race has been stated, the bartender (proctor) will then put a shot in front of everyone.
They are then to drink it down.
After drinking it down they are to roll a 2d20. (Dice scoring/hits are the same as in spars, so you can use a dice bot). That score is added to them, just like in a spar/MS.
Once they reach their tolerance points they pass out drunk and lose the game. Such as 10/10.
That is not the only way to lose, if they roll doubles, they pass out and lose the game.
If they roll a 1, for every 1 they get 2 tolerance points taken away. So if someone rolled a 1 they'd now have 8 tolerance points not 10.
Rat, Bug, Spider No AP
A gnome adventurer brought this game back with him after being captured by goblins for some time and watching them play.
One player - the roller - pays a set ante amount (usually 5gp but you can set it as high as you want), then casts a pair of six sided die, while the other players stand around betting on the outcome. The roller attempts to get a 4, 6 or 8 - a Rat, Bug or Spider respectively. If he does, he wins an amount equal to twice his ante and may roll again if he pays the ante again.
A roll of 7 has no reward, but allows the player to roll again. Players must bet again in this case.
Any other roll causes the player to lose his ante and ends the player's turn with the dice.
There are various ways that the other players can bet, each with it's own payout. (Whatever inn or tavern you are in playing covers all bets).
Bet
Pass - betting that the roll allows the roller to continue (7) - 1:1
Fail - betting that the roll ends the player's turn - 1:1
Rat - A roll of 4 - 2:1
Bug - A roll of 6 - 2:1
Spider - A roll of 8 - 3:1
Gobber - A roll of 2 or 12 - 4:1
Junk - A roll of 3, 5, 9, 10, 11 - 1:1
Otherwise, here's some activities you can do that can not only bust boredom but earn you AP. Send logs to the clerk, ADARKORB. Please label it so he knows what it is.
Marksmanship
You may use anything you like for these games, archery, axes, throwing knives, darts... but everyone must use the same thing. In other words, one person can't use archery and another darts.
1. Roll init 1d6 or 1d100 for order.
2. There are five rounds to marksmanship games.
3. Upon your turn, roleplay your action then roll 1d10.
1 - Miss
2 - 4 Outer Ring
5 - 7 Middle Ring
8 - 9 - Inner Ring
10 - Bullseye
4. Add the number of your roll to your score. Highest score at the end of five rounds, wins.
5. If there is a tie, then take an extra round to break the tie.
6. Your roleplay must be at least a full and complete sentence. We will not give credit for -he shoots his arrow- and that type of roleplay that only tells us you are out for the points and do not care about story development!
Jousting
A joust is between two people on any type of beast they wish. Using a lance, they try to unseat the other first. As soon as one combatant is unseated, the joust is over, and the remaining seated one is the winner.
No enhancers are to be used.
Initial is 1d6 as normal, high roll gets first hit.
There are 5 rounds (if none is unseated) and both combatants use 1d10.
Scoring is as follows:
1 - Unseated! - You Win!
2-3 - Disabling Strength Hit - 15 points
4-6 - Direct Hit - 10 points
7-9 - Not much harm done - 5 points
10 - Miss - 0 points
Racing
Racing is very simple, and you can race anything. Horses, sailboats, foot races, ice skating, frogs....etc. Races are completed much like archery.
There are five rounds for a race. Every round you roll a 1d10. Your rolls are added together and the person with the MOST points at the end of five rounds has won.
Drinking Contest No AP
Here is a little drinking game for fun that is done by using dice. And you do not get AP for this, it's just for fun!
Everyone starts with the tolerance rate (like hit points) of 10.
After the race has been stated, the bartender (proctor) will then put a shot in front of everyone.
They are then to drink it down.
After drinking it down they are to roll a 2d20. (Dice scoring/hits are the same as in spars, so you can use a dice bot). That score is added to them, just like in a spar/MS.
Once they reach their tolerance points they pass out drunk and lose the game. Such as 10/10.
That is not the only way to lose, if they roll doubles, they pass out and lose the game.
If they roll a 1, for every 1 they get 2 tolerance points taken away. So if someone rolled a 1 they'd now have 8 tolerance points not 10.
Rat, Bug, Spider No AP
A gnome adventurer brought this game back with him after being captured by goblins for some time and watching them play.
One player - the roller - pays a set ante amount (usually 5gp but you can set it as high as you want), then casts a pair of six sided die, while the other players stand around betting on the outcome. The roller attempts to get a 4, 6 or 8 - a Rat, Bug or Spider respectively. If he does, he wins an amount equal to twice his ante and may roll again if he pays the ante again.
A roll of 7 has no reward, but allows the player to roll again. Players must bet again in this case.
Any other roll causes the player to lose his ante and ends the player's turn with the dice.
There are various ways that the other players can bet, each with it's own payout. (Whatever inn or tavern you are in playing covers all bets).
Bet
Pass - betting that the roll allows the roller to continue (7) - 1:1
Fail - betting that the roll ends the player's turn - 1:1
Rat - A roll of 4 - 2:1
Bug - A roll of 6 - 2:1
Spider - A roll of 8 - 3:1
Gobber - A roll of 2 or 12 - 4:1
Junk - A roll of 3, 5, 9, 10, 11 - 1:1