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Dice Games

  • Tavern Games
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    These events do not require special permission or facilities.
    They can be played by anyone at any time.
    These games may also be played during tournaments with official adjudication.

    Ale Drinking Contest
    There are two aspects to winning an ale-drinking contest. The first is staying sober enough to continue, the second is simply handling that much liquid added to the stomach. In this there are two rolls with the second being delayed until the fourth round as anything beyond four pints inside a furre (barring certain species such as bears who get 5) would require a roll.

    There are physical limits to how much a stomach can hold before expelling so the second roll limits the amount of time that the contest can go on for. It starts as a 1d20 roll but loses two points every round.

    Example: Round 4 roll #2: 1d20. Round 5 roll #2 1d18. Round 6 roll #2 1d16. The second roll must score over a 3 to keep the liquid down, which after a certain point becomes impossible.

    The first roll is against getting drunk and isn’t used until the third pint, since anyfurre can SHOULD be able to pound back two pints without a problem if they’re even thinking of entering this event. On the third pint a roll of 1d100 starts, which is a self-depreciating roll. In layman’s terms you subtract the roll from the 100 each time, though like the kiwi races every three matches earns you one xp for drinking, and three xp adds 10 to the 100.

    So here’s an example: Josiah is a seasoned drinker so on pint #3 he rolls 1d160 and gets 38. So on pint #4 he rolls 1d160- 38 so 1d122. When these points run hit under 10 the char blacks out. I.E.: Josiah rolls 1d26 and gets a 17, makes his stomach roll of 1d8 and gets a 2. Result? He pukes on the table and then his head drops to thunk off his mug and he’s down for the count.

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    Blackjack
    The object as it has forever been is to get to 21 without going over. There is a complex method involving a lot of math which can accurately simulate drawing from a 52 card deck on each roll… but that requires a legend which can get cumbersome.

    So here’s the simple method:
    Roll 1d11 each time you hit and add up the resulting numbers.

    If the numbers match on the first roll you may split for two paws of cards (remember double-ante at that point). The down-side of this system is other players can see your cards because rolls are public. To fix this all bets must be made before the first or second rolls.

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    Log-rolling
    The purpose for this sport is to either trip-up or overpower your opponent as both fight for control of the log. Three different types of action can be taken each turn, overpower, trip-up, or maintain.

    Overpower: a contender attempting to use superior strength or speed of footpaws to take control of the log.

    Trip-up: a change in the log’s rolling direction or speed that is sudden, intended to surprise your opponent.

    Maintain: a defensive action of only trying to stay on the log (if you feel a bad roll coming on).

    Two rolls of 1d20 are made each turn in contest.


    The first is for your bonus which is partially dependent on the actions taken.
    • Overpower vs Trip-up or vice versa = no modifier alteration.
    • Either vs Maintain = Maintain gets double-modifier.
    • Maintain vs Maintain = Crowd starts booing.


    Overpower or Trip-up rolls:
    1-5 = -1
    6-10 = 0
    11-15 = +1
    16-19 = +2
    20 = +3


    The second roll encompasses the modifier of the previous roll and as long as the contestants are within 5 points of one another neither falls, and any char maintaining that round will not fall as long as they are within 10 points of their opponent’s roll. No char may maintain more than two rounds in a row ever, this is a competitive sport.

    Example: A rolls to overpower gets a 12 then 18. B rolls to maintain and scores a 7 then a 9. Since they are within 10 neither falls.


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  • Scarhawk Games
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    Scarhawk Castle is one of the solid rebel bases that is not in immediate danger of being invaded by the King’s soldiers. With that it is a prime location for rebels to gather and test their skills or blow off steam in the games as normal knights do. There are also events for non-knights so that all furres can be involved. Rebels travel miles in order to participate and it also serves as a place to swap information and make plans against the King’s forces.
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  • Tournament Events
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    This is the only time that commoners are allowed to compete alongside the nobles in every event. If the furre does not have gear or equipment it will be provided, though not at top quality. Mounts and Scarhawks will not be provided.

    Tournament events are overseen by the Lord of Castle, and require official permission. The kiwi race is organized independently and often occurs between tournaments, but every tournament has at least one exhibition race. The winners of independent organized contests do not receive prizes, or recognition from the castle, only bet money and bragging rights.
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    Scarhawk Agility Flag Race
    In this flags are suspended from ropes or otherwise made to float in certain spots (go mages!) There are two types of flags, yellow and red. Yellow flags must be grabbed by the rider, and red flags must be captured by the Scarhawk. There are five of each on the course not in any particular order (roll 1d2 ten times until you are ‘out’ of one type of flag, the rest will be of the ones that are left or assign randomly).

    This is event is scored on speed as well as flags grabbed.

    To make things less confusing there will be a 1d20 and a 1d10 roll for each turn. The 1d20 uses the standard modifier scale and counts for the pair’s speed, adding to their points for being fast (+1 for each roll 15 or higher. Flags are 2 points each when grabbed which occurs on a 5 or higher on the 1d10 roll made each turn.

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    Skyjousting
    This is the most dangerous event of all, and is the only event that contestants MUST be a knight or noble-sponsored (rebel sponsored will do) in order to compete. ANY strikes that land on a Scarhawk accidental or otherwise will end up with INSTANT disqualification.

    Shorter lances are used and constructed of softer woods, designed to break on armor as trying to aim a long lance while flying requires more strength than most riders have. (Larger the rider is slower the scarhawk flies, becomes ineffective etc.) It is not required that riders are leashed to their bird’s saddle, but it is suggested.

    Strikes to the rider earn one point, near-unseating (laying a rider flat on the saddle) is two points, unseating a rider is three points, removing a rider’s helmet is an automatic win.

    Matches are played to five points total and competitions are single-elimination to keep the tourney from lasting over a week. An average of six matches are run in any given tournament day until there are no more matches to play out.
    This event usually carries the best prize, and should the winner be a non-knight they will likely find themselves in training to be one shortly.

    Rolls: Each taken in turm to raise suspense of the outcome. Any Roll of 1 at anytime means something very bad has happen and somefurre's falling out of the sky!

    Each of the following is a 1d20 roll:
    Line-up: This is to figure out how well each contestant gained an attack vector on their opponent.
    Usual scale:
    1-5
    -1 6-10
    0 11-15:
    +1 16-19:
    +2 20: +3

    Set: This is to determine how well the rider’s form and technique are. Same scale as the previous roll, also used to generate anticipation.

    Smash: This is the final roll for the pass and encompasses the modifiers of the other two as a sum. It simulates how well rider and bird can take the hit/react to such/roll with the impact, or whatever else they want to do when crashing together happens. Roll 1d20 and if the rolls are matches or within 2 of each other both stay standing and make contact. A margin of 3-6 counts as knocked flat, 7-10 above is unseated, 15 or more above means you took your opponent’s helmet and automatically win the match.
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    Grand Melee
    All contestants arm and armor up then take places in a circle with two paces between each. Nofurre may initially attack the furre to their right or left until they have attacked another who is AT LEAST two positions away. After that it’s free-for all combat until the fighters relent or hit the ground.

    This brutal competition is to simulate actual field combat for footpaw soldiers and is used DAILY in soldier training barring severe injuries. The LAST furre standing at the end is the one who receives the prize. There are no rules against attacks made to the back, or anything else for that matter. This is war!

    At the start of the Melee (when ‘Lay on!’ is called) each char declares who they’re attacking the posts are made against the at char they declare. To minimize confusion attacks are made against that char until one of them falls, then another target is declared.
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    Terrible Barding
    This will be based on the actual skills of the players to create a song/story/poem that is so lame that it could clear the room. The crowd (those which remain) will boo and hiss to determine the winner (counted number of chars which make noise for each). Ties will be decided by an admin.
    No rolls for this one, just RP.

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    Paw-built Raft-race
    This will encompass two different parts. Building the raft and then racing the raft. Building is three stages of materials, construction, and edge.

    Materials: A 1d20 roll to determine what kind of or quality of materials can be found. Added to other two rolls.

    Construction: 1d20 roll to determine how well construction of the raft went and how it’ll hold up during the race. Added to the other two rolls.

    Edge: 1d20 roll to determine the thing that the crafted is banking on to give them an edge in the race. This could be a longer rudder to give more control, curved oars that might displace more water, rounded bottom for more hydro-dynamic movement, etc.
    All three rolls are added, and for every ten points of the final number add a 1 point modifier to rolls made while racing. For example, some poor sap who got a total of 12 in three rolls gets a +1 where someone who rolls 45 total will get a +4.

    The race: It’s 120 paces across the section of lake where the race is held. 1d20 rolls are made each round to determine how far each raft has traveled. This is a compromise between giving enough chances for the modifiers from building the rafts to help out and keeping it short enough to be tolerable for the players. The outcome of the roll is added to the modifier for the final sum.


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  • Kiwi Race
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    Track fee to enter the races is 3 copper, one of which goes to maintaining the track, kiwi pen, etc.
    The other two go into a pot for the winner.

    Getting Started:
    • Determine your class. To determine your class, roll 2d10. Birds weighing in under 3lbs fall into the light category usually with less stamina but better starting speed. Kiwi above 3lbs are considered heavy and have more stamina but less overall speed.
    • The average Kiwi has 10 HP if light, 12 if heavy.
    • Kiwi get their HP back after resting for a day and being fed properly, ready to race again tomorrow.


    Races are 20 paces long, except for championship matches which are for the final 4 of 30 paces. Roll 1d20 for the following outcomes:

    1: Kiwi is injured and out of the race, loses all but 1 HP. (Lights have this on a roll of 2)
    2-5: Kiwi moves slow and loses 2 HP if heavy 3 if light. Moves 1 pace.
    6-9: Kiwi moves slightly below normal speed loses 1 HP if heavy 2 if light. Moves 2 paces.
    10-15: Kiwi moves above normal speed loses 1 HP if light. Moves 3 paces.
    16-19: Kiwi books it. Moves 4 paces.
    20: Kiwi haul’s ass. Moves 5 paces.

    The contenders:
    Cap’n Kiwi (Champion): This racer has an eye-patch, multiple scars, almost twice as big as a kiwi should be. He’s all muscle and angry who hasn’t been beaten too many times. This veteran has seen many a track, then conquered it. He’s been known to knock other kiwis down during a race, simply running them over.

    • Owned by: The Raptor’s Roost
    • HP: 20
    • Class: Heavy.

    Senor Esteban Vargas Gutierrez Lopez the Swift:
    The obviously Espallion kiwi is lean and well cared for with light signs that he’s allowed to roam free between races. Reddish feathers especially at the tips give him a match to the Espallion flag that rests on his back like a cape, and the tiny tin spurs on his feet. Alert and aware it has the habit of kicking the dust if he loses, and doing a victory samba if he wins. The oddity about this one that is hard to notice is golden rings inside the center of his iris.

    • Owned by: Git Phelen
    • HP: 11
    • Class: Light


    Fuyu the Destroyer: This startling bird has feathers entirely of black, shades of midnight the only contrast aside from dead white eyes. There is no question that this bird is blind, but somehow it manages to run the track. Head up and always turning to gather as much sound as possible to tell of it’s surroundings he has a few small scars that peek out to tell of experience. Fuyu might be new to the area, but he is not new to racing.

    • Owned by: Billiki
    • HP: 12
    • Class: Light



    Twinkle Talons: Not much to look at, in fact he looks downright ordinary. Not too big, not too small, feather colors are perfectly average. He can be commonly seen in the arms of a femme kit who spoils him on corn and bread. Her father pays for TT’s entries.

    • Owned by: Kaylie Margeret Tv'Fil (Npc, young badger femme)
    • HP: 10
    • Class: light



    Ser Walter Reginald Duke of Feathersville: A wild-caught bird that has been painstakingly tamed… enough to join the races. Adorned with a small tuft of Ostrix down attached at the back of his neck this tiny and wiry entry looks like he’s spent some lean winters before he made it to the track.

    • Owned by: Anastacia
    • HP: 13
    • Class: Light



    Penelope Featherward the Third: Round, groomed professionally, fed only the finest of seed and mixed millet this cocky bird holds her head up high on and off the track. A tiny silver chain with a small quartz crystal adorns her neck, matching talon-rings as well. She practices on her own track during the off-season.
    Owned by: Faith Hayward Bennington-Renee (NPC) (female equine prior nobility) HP: 12 Class: Heavy.

    Rebel without a Roost: This one is a little on the rugged side and one has to wonder if there isn’t some other bird species back in it’s heritage. Standing a little taller and more alert than the others in most cases it also looks far more skittish. Nerves on edge and head darting around this looks like a racer.

    • Owned by: Yorkie
    • HP: 16
    • Class: Heavy.

    Lord Victor Squawkington the 5th Esquire: Head held high this noble bird has the configuration of feathers, and bearing of a kiwi carrying the highest of breeding. Streamlined crest feathers standing as straight as an arrow his toned legs look ready to pound the track into rapid oblivion. Along his back into individual feathers is dyed the Lord’s symbol, leaving no question as to whom this bird belongs.

    • Owned by: Narsuun
    • HP: 13
    • Class: Light

    Queen Beatrice: This well-rounded avian ambles along sheathed in golden feathers, and plenty of them. Her sharp eyes are always darting about, searching for anything edible and has been known to lose races after rains because she sees an Urrthworm, or grains are tossed out. Even ‘running’ this kiwi wobbles somewhat from side to side, though is incredibly healthy. Her owner has taken to carrying a bag of fresh sweet corn and sitting pointedly near the finish line before the kiwi are released. She has some trouble in the championship track until she gets ‘rolling.’

    • Owned by: Aisling
    • HP: 14
    • Class: Heavy

    Lil’ Pecker: This is one huge bird, almost as big as Cap’n very likely to have some larger breed of wild fowl in his family tree. Wherever he happens to place in the standings it’s always right under a female kiwi. A couple of times he’s been disqualified from the races for ‘unsportsbeing-like conduct’ against other racers, though has less trouble in the championship track. He’s also not above running over a couple other kiwi to get into his prime position behind one of the femme racers. He is a natural dusky color and definitely has a somewhat darker than natural color to his feathers.

    • Owned by: Kasteo Lor
    • HP: 14
    • Class: Heavy

    Beautify: Her name couldn’t be more ironic. She’s far on the portly side, head misshapen by a knob of bone on the back, beak off-center, missing feathers in patches, other parts barely hanging on. Even the claws she runs on are somewhat twisted and it’s a wonder she can even take the track anymore. Beau has also been known to drop a few ‘presents’ on the track in almost every race she’s in. For some reason she still holds her here high and preens as if she had a reason.

    • Owned by: Unowned
    • HP: 11
    • Class: Heavy


    The track:
    Straight, leveled, dry (slightly dusty), dirt track, that has a two-pace wide lane for each bird in each race (10 max).Three-tiered wooden benches allow for a fair amount of furres to cram next to one another while chewing seed-bread and chitlin-bread for carnivores. This snack serves as both food, and ammo for harmlessly pelting the losers. The end lies between two small trees that have served as the finish line as long as anyfurre there can remember, holding the reliable piece of string.
    Championship Track
    A long S, with tiered platforms for furres to stand on, usually with the shorter ones in front. This actually sports four running ruts which keep the birds, (Except for Cap’n) from bashing into one another. It’s still dusty dirt, as the fans love to see the rooster tails behind their favorite racer. The betting is a little heavier and cheering a little louder here than on the usual track.
    It’s also rumored that there was once a death on the track caused by Cap’n Kiwi. The tale might be tied to the red rose that grows on the right side of the track no matter how many times it’s picked or cut down.

    The bookie
    An older coyote named Andrew Phenopolus of a soldier’s build except it looks like he’s let himself go a little bit. He carries a thick leather-bound book in which he records debts, larger bets, coin transfers, changes in the odds. While he lives in a shack near the tracks and actually wears a mantle made of kiwi feathers he somehow always has coin to cover the spread if things go badly for him. Some think he found a buried treasure and has been dipping into the gold to cover times when he may have miscalculated the odds.
    Kiwi XP system
    For every three races that a Kiwi finishes (does not have to win, just the finish line) they gain 1 XP point. Three of these can be ‘spent’ on training to gain 1 HP permanently. Five XP can be spent to breed a kiwi and produce an offspring that has half of the gained HP of their parent (rounded down).

    Example: Jenny breeds Battle-Kiwi who has 14 HP and gets Mini-Battle-Kiwi who has 12HP. Jack chooses to breed his kiwi Birdinator who has 17 HP to produce T-Bird-Thousand starting with 13 HP.
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