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Katrama

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Katrama, A Game of Skill

 

Katrama is a simple game of luck, dexterity, and intelegence. A large, triangular board made out of enchanted redwood, seperated into four seperate "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 intothem 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 quickly. For a hit to be scored, it must land in one of the four zones. If the last land falls off the board, it is not counted.

 

Each succesive round of the game, a bet can be placed, incrementing each round. To win the round, the bounces must suceed 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 sucessive rounds will guarentee the grand prize. Each succesive 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:

 

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 chack(or slieght of hand, if availible), against a DC 15. For each round, the DC increments one per round untill lost. if the character suceeds 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 sieries, the round is lost.

 

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