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