Darts

Darts are played in a rectangular lounge on the fifth floor. It is across the hall from Billiards. The room has a wooden floor practically coated in scratches. Cozy tan linen couches run down the center of the room, with arm-rest cupholders holding various drinks in bottles. Recessed ceiling lights illuminate dart boards along the right and left walls. On the far wall are sets of darts. A few teams of dart throwers in jerseys throw darts at the many boards on the wall. The closest team is comprised of five people crowded around a board all wear orange shirts, almost like a bowling team. One of them turns to you as you approach, smiling and extending their hand for a shake. "Hello, welcome to the darts hall. I don't think I've seen you around before, you new here?" He introduces himself as Frankie Holt, saying that his friends call him Frank. He is quite friendly and enjoys talking to new players and showing them the ropes. He says, "Remember not to lean too far forward. People have a habit of leaning toward the dart board as they throw, but this hurts your form. You want to be sturdy and balanced when you throw. And don't forget to follow through with your arm." He offers the party some advice before some members of his team call over to him for his turn. You can see as he nails the inner ring of the 20 before talking with some of his teammates. As his dart strikes the board, you notice that they aren't particularly sharp, but when they come into contact with the board they magically stick in place. (With a successful investigation or arcana, the party may discover that the boards are woven from the threads of the Web spell).

The party may talk with Frankie Holt after their match, him congratulating them if they won or consoling them if they lost, saying, "you almost had it! I'm sure you can nail it next time!" He then has a brief conversation with them and will even recommend people in the casino he thinks they would get along with, offering to go with them and introduce them.


Players may enter the dart tournament for 50 chips. There, they may bet against the other teams for their match. They then throw darts at the dartboard, rolling attacks with the dart weapon. They must use dexterity for this weapon, as they are not combat darts, but game darts. The AC of the dartboard is 8. If the players hit the board, any excess they hit it by (their roll -8) is added to their score. They will throw six darts, using whatever skill they may to hit the board. The DM will then roll six dart attacks with a +6 to hit on each, adding score in the same manner. If the players score higher than the DM, they win their bet.


Luck ???

TBD


The party may arrive here as Twilliam robs it if they deciphered the last clue. If the party visits the dart lounge anytime after the fourth Scavenger Hunt but before the fifth, they catch Twilliam in the act... sort of. They see Twilliam under the effects of Alter Self and Disguise Self, changing himself into a waiter Magidrone. He walks up to the dartboard and takes it off the wall. A backpack appears on his back, which he slides off his shoulder. As he does, it gets caught on something and a burgundy scarf emerges from the white collar of his waiter disguise. He untangles it quickly and stashes the dartboard within the backpack, sliding it back onto his back as both it and the scarf disappear into the Magidrone's uniform. It then pins a piece of paper to the wall and begins walking away as though nothing happened. He exits the room and disappears into the stream of people in the halls. If the party attempts to speak with him at any point of this, he quickly finishes up what he is doing and dashes out of the room (action dash, cunning action dash. Then in the hallway action hide, cunning action disengage).


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