Katrama is a simple game of luck, dexterity, and intelligence. A large, triangular board made out of enchanted redwood, separated into four separate "zones". The board is about two feet on each side, and the last five inches of each tip of the board are designated into a zone. These three zones have a minor enchantment that reflects back anything thrown into them up and towards the center. To play the game, the character must take a small, metal pyramid and fling it towards one of the three zones. The goal is to fling the game piece as many times as possible towards the center. The key to the game is that even if the piece touches one of the tip zones even slightly, it will be flung back up. Depending on the skill(or lack of), this game can get quite violent very quickly. For a hit to be scored, it must land in one of the four zones. If the last time the pyramid land it falls off the board, it is not counted.
In each successive round of the game, a bet can be placed, incrementing each round. To win the round, the bounces must exceed the number the last round ended with. To enter the first round, and each round thereafter, it costs a copper piece. The grand prize is usually some sort of enchanted weapon, to call in more players. A win of seventeen successive rounds will guarantee the grand prize. Each successive round requires another copper. The competitor can choose to cash out at any time, but starts at the bottom of the ladder again. This is usually the prize structure:
Rewards:
| Round 1 | 1 CP |
| Round 2 | 2 CP |
| Round 3 | A flagon of ale |
| Round 4 | A flagon of good Mead |
| Round 5 | A full Meal |
| Round 6 | 3 SP |
| Round 7 | 5 SP |
| Round 8 | 1 GP |
| Round 9 | 2 GP |
| Round 10 | 4 GP |
| Round 11 | A small healing potion |
| Round 12 | 3 random potions |
| Round 13 | 10 GP |
| Round 14 | 15 GP |
| Round 15 | A weeks worth of food, board and stabling |
| Round 16 | 2 Pieces of masterwork equipment |
| Round 17 | A Enchanted +2 Weapon |
To play:
The character must use a dexterity check(or sleight of hand, if available), against a DC 15. For each round, the DC increments one per round until lost. If the character succeeds the check, they must roll a d20(or can opt to use a d10 for this round with sleight of hand). The number the second roll lands on is the total number of bounces. If it is below the standing number for that series, the round is lost.
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