This post has potentially manipulated dice roll results.
[Okay, so I don't actually play golf myself but I know a little bit about it, enough to put together this mini-game at least, the only thing I haven't included is different clubs and stuff as I thought that would be too many rulings! The map below might look like a mess of coloured lines, but I'll explain.
On your turn you make three rolls: An Athletics check, a Perception check and a flat d10; Athletics for how far you can actually hit the ball, Perception for accuracy, and the d10 is for your random magical Beholder Golf Ball effect. The higher you get on your Athletics check, the further your ball goes. The results per roll are written on the map, but just so it's clear, if you roll below a 5, you only get between the red and orange lines, and if you only roll between 5-10, you'll end up in between orange and yellow, and so on. Your Perception check determines how close your shot is to the hole; between 5-10 you'll be between the edge of the map and the pink, 10-15 in the pink and blue, and >15 is parallel to the hole. These DCs do scale depending on how close you are, so if you're in the 10-15 area, anything above a 5 will get you into the <15 area, and if you're in the 5-10 area, anything above a 5 will get you across into the 15-10. And of course, Nat 20s on either rolls will result on you getting the ball in regardless of where you are.
One oversight I had when writing the Beholder Golf Ball rules is that a lot of the abilities operate in 5 foot radiuses, but the mini game doesn't use distances. Instead, when it says anything about 5 foot radiuses, instead think of it affecting the 'zones' around yours (there are 20 different zones your ball can be on based on the two rolls you get, these should become more obvious as I begin placing down counters and stuff on the map) On the topic of zones, you can see that on the map there are sand bunkers and rough grass, like in real golf. If you land in a zone that includes a sand bunker, you'll have a -5 penalty on Athletics checks whilst within that zone, and if you're in the rough, it's disadvantage on Athletics check whilst within that zone.
I will be honest, these rules haven't been play tested so they might be shaky at first, but since we play 3 rounds I can tweak any huge oversights in the rules or adapt the DCs later on, if it doesn't work well then it's subject to change!
Abishai is up first, if all of that went over your head don't worry, just roll a Perception, Athletics and a flat d10 and I'll explain the results!]
Initiative Abishai: 15 Wendell and Abathax (roll again to determine who goes first out of the two of you): 13 Klapton and Silvosh (same as above (Klapton's roll: 1)!): 11
This post has potentially manipulated dice roll results.
Abathax 2nd roll: 2
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
[Yep these DCs will definitely have to be adapted if the rolls are this high continuously lol!]
Abishai strikes his ball with a skill and strength that usually would assure its' passage to the green around the hole, however, even when he hits it with all his might, the ball instead slowly floats into the air and continues onwards in a shorter arc that looks as if it's in slow motion, falling to the ground halfway to where Abishai would have gotten it, but still on course directly to the hole.
Wendell needs to roll to settle the initiative tie, and since he's almost definitely going to succeed, he probably will be able to take his turn straight after.
[For the colours on the map, Abishai is Blue, Klapton is Pink, Silvosh is Green, Wendell is Yellow and Abathax is Red]
Initiative Abishai: 15 Wendell (goes first if he rerolls higher than 2) and Abathax: 13 Klapton: 11 Silvosh: 11
(accidentally rolled a cha save on my way to roll a d20, but the dice was a 3 so just beat the 2.....)
Wendell seems to be stuck in divination mode of past, present and future... 3 for the initiative tie. 3 for the perception and 3 for the athletics. All the 3s
But an 8 for the d10 (which is infinity on its side so can be linked to time still.....)
Wendell's shot definitely doesn't go as well as he would have hoped, and ends up falling in the rough just at the start of the course. What's more, the ball petrifies itself into non-magical stone when he hits it, so next round it will not produce any magical effect when struck.
Abathax is up!
Initiative Abishai: 15 Wendell: 13 (Disadvantage and no effect next round) Abathax: 13 Klapton: 11 Silvosh: 11
((btw on the map for the bottom and top row it should be >15 and <5 instead of <15 and >5))
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
This post has potentially manipulated dice roll results.
Abathax's ball goes a little further than Wendell's, but still ends up in a bunker to the side. When his ball strikes the ground, it gives off some sort of charming psychic resonance. You're not sure what it is, but the other balls seem slightly drawn to his, as if it's magnetic. Until Abathax's next turn, all balls will land one Perception zone closer to his.
Klapton then takes his shot: Athletics: 10, Perception: 6, d8: 7
[Thanks for pointing that out!]
Initiative Abishai: 15 Wendell: 13 (Disadvantage and no effect next round) Abathax: 13 (-5 on next shot and all balls are attracted one Perception zone closer to his) Klapton: 11 Silvosh: 11
Klapton's shot looks like it would land right by the hole, leaving him one potential shot away from victory, however almost as soon as the ball leaves contact with the club, he falls asleep for a round, meaning he misses his next turn, and the ball's trajectory curves in the air to land closer to Abathax's.
Silvosh is up!
Initiative Abishai: 15 Wendell: 13 (Disadvantage and no effect next round) Abathax: 13 (-5 on next shot and all balls are attracted one Perception zone closer to his) Klapton: 11 (Misses a turn due to being asleep) Silvosh: 11
Despite Silvosh putting a lot of care and accuracy into her shot, her ball reacts to the strike by disappearing into a puff of smoke, with no indication of it reappearing. She is considered out for this round. [The rounds should only last about 3-5 turns each, so she won't be out for long. She can spend her turn keeping an eye out on the other courses for suspicious behaviour so she isn't sat doing nothing]
Abishai is up! The DCs for accuracy stay the same however now he only has two zones to move up, anything equal or below a 10 is a one zone forward, and anything above is two zones forward!
Initiative Abishai: 15 Wendell: 13 (Disadvantage and no effect next round) Abathax: 13 (-5 on next shot and all balls are attracted one Perception zone closer to his) Klapton: 11 (Misses a turn due to being asleep) Silvosh: 11 (Out but can scan the courses for strange activity)
Abishai walks over to his ball while singing an acapella tune to cheer Silvosh as he sees her beholder disappear. [OOC: Abishai gives Silvosh Bardic Inspiration.] He swings his club at his beholder and waits to see where it goes.
"Don't speak... I know what you're thinking... your beholder disappearing... don't tell me cause it hurts."
There's No Doubt that Abishai knows what he's doing when it comes to this game, as whilst he only moves his ball slightly, he keeps his accuracy on point, the only disruption being the charming pull of Abathax's ball that drags it off course and into the rough. However when it lands it sends out a pulse of psychic power, pushing Klapton and Abathax's balls a zone away from his. Klapton's ball, being at the top of the course, just rolls up and back down the embankment that circles the course to prevent balls from straying too far, however Abathax's is pushed up and out of the sand bunker and into the rough near Wendell's petrified ball.
Wendell is up!
Initiative Abishai: 15 (Disadvantage on Athletics) Wendell: 13 (Disadvantage on Athletics and no effect next round) Abathax: 13 (Disadvantage on Athletics and all balls are attracted one Perception zone closer to his) Klapton: 11 (Misses a turn due to being asleep) Silvosh: 11 (Out but can scan the courses for strange activity)
Wendell is improving his accuracy (perception 18) but he isn't used to using any strength (athletics 3). So possibly doesn't move anywhere due to Abathax's ball attracting
Since the DCs scale, Wendell manages to move his ball up a zone, and he would have been accurate enough to send the ball back onto the fairway, if not for the attraction of Abathax's ball, which causes it to only goes about half as far before falling to the ground, still in the rough. Luckily or unluckily, depending if Wendell sees the ball's effects as helpful or hindering, it reverts from its stone form when it lands.
Abathax is up!
Initiative Abishai: 15 (Disadvantage on Athletics) Wendell: 13 (Disadvantage on Athletics) Abathax: 13 (Disadvantage on Athletics and all balls are attracted one Perception zone closer to his) Klapton: 11 (Misses a turn due to being asleep) Silvosh: 11 (Out but can scan the courses for strange activity)
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Abathax fails miserably to get the ball any further forward, though he does manage to putt it off the rough and onto the fairway, meaning that he would have a fair shot at the hole if he keeps that accuracy and improves the strength of the shot. However, he might have to wait a little longer to do so, as he magically falls asleep for a round, similar to Klapton, who wakes up just as Abishai goes to take his turn.
Silvosh can look around for trouble, and Abishai can take his turn!
Initiative Abishai: 15 (Disadvantage on Athletics) Wendell: 13 (Disadvantage on Athletics) Abathax: 13 (Misses a turn due to being asleep) Klapton: 11 Silvosh: 11 (Out but can scan the courses for strange activity)
[Initiative for Klapton: 11]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
[Okay, so I don't actually play golf myself but I know a little bit about it, enough to put together this mini-game at least, the only thing I haven't included is different clubs and stuff as I thought that would be too many rulings! The map below might look like a mess of coloured lines, but I'll explain.
On your turn you make three rolls: An Athletics check, a Perception check and a flat d10; Athletics for how far you can actually hit the ball, Perception for accuracy, and the d10 is for your random magical Beholder Golf Ball effect. The higher you get on your Athletics check, the further your ball goes. The results per roll are written on the map, but just so it's clear, if you roll below a 5, you only get between the red and orange lines, and if you only roll between 5-10, you'll end up in between orange and yellow, and so on. Your Perception check determines how close your shot is to the hole; between 5-10 you'll be between the edge of the map and the pink, 10-15 in the pink and blue, and >15 is parallel to the hole. These DCs do scale depending on how close you are, so if you're in the 10-15 area, anything above a 5 will get you into the <15 area, and if you're in the 5-10 area, anything above a 5 will get you across into the 15-10. And of course, Nat 20s on either rolls will result on you getting the ball in regardless of where you are.
One oversight I had when writing the Beholder Golf Ball rules is that a lot of the abilities operate in 5 foot radiuses, but the mini game doesn't use distances. Instead, when it says anything about 5 foot radiuses, instead think of it affecting the 'zones' around yours (there are 20 different zones your ball can be on based on the two rolls you get, these should become more obvious as I begin placing down counters and stuff on the map) On the topic of zones, you can see that on the map there are sand bunkers and rough grass, like in real golf. If you land in a zone that includes a sand bunker, you'll have a -5 penalty on Athletics checks whilst within that zone, and if you're in the rough, it's disadvantage on Athletics check whilst within that zone.
I will be honest, these rules haven't been play tested so they might be shaky at first, but since we play 3 rounds I can tweak any huge oversights in the rules or adapt the DCs later on, if it doesn't work well then it's subject to change!
Abishai is up first, if all of that went over your head don't worry, just roll a Perception, Athletics and a flat d10 and I'll explain the results!]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Silvosh 2nd Init roll: 14
Abishai steps up to the tee and places his mini beholder down in front of him. Taking the club, he swings with all his might.
Perception: 24
Athletics: 16
d10: 4
DM for Tyranny of Dragons and Phandelver and Below, two in-person campaigns that meet weekly on Friday and Saturday nights.
Abathax 2nd roll: 2
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
[Yep these DCs will definitely have to be adapted if the rolls are this high continuously lol!]
Abishai strikes his ball with a skill and strength that usually would assure its' passage to the green around the hole, however, even when he hits it with all his might, the ball instead slowly floats into the air and continues onwards in a shorter arc that looks as if it's in slow motion, falling to the ground halfway to where Abishai would have gotten it, but still on course directly to the hole.
Wendell needs to roll to settle the initiative tie, and since he's almost definitely going to succeed, he probably will be able to take his turn straight after.
[For the colours on the map, Abishai is Blue, Klapton is Pink, Silvosh is Green, Wendell is Yellow and Abathax is Red]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
(accidentally rolled a cha save on my way to roll a d20, but the dice was a 3 so just beat the 2.....)
Wendell seems to be stuck in divination mode of past, present and future... 3 for the initiative tie. 3 for the perception and 3 for the athletics. All the 3s
But an 8 for the d10 (which is infinity on its side so can be linked to time still.....)
All of this to say, Wendell sucks at golf
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Wendell's shot definitely doesn't go as well as he would have hoped, and ends up falling in the rough just at the start of the course. What's more, the ball petrifies itself into non-magical stone when he hits it, so next round it will not produce any magical effect when struck.
Abathax is up!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Athletics: 8
Perception: 5
d10: 1
((btw on the map for the bottom and top row it should be >15 and <5 instead of <15 and >5))
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Abathax's ball goes a little further than Wendell's, but still ends up in a bunker to the side. When his ball strikes the ground, it gives off some sort of charming psychic resonance. You're not sure what it is, but the other balls seem slightly drawn to his, as if it's magnetic. Until Abathax's next turn, all balls will land one Perception zone closer to his.
Klapton then takes his shot: Athletics: 10, Perception: 6, d8: 7
[Thanks for pointing that out!]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Klapton's shot looks like it would land right by the hole, leaving him one potential shot away from victory, however almost as soon as the ball leaves contact with the club, he falls asleep for a round, meaning he misses his next turn, and the ball's trajectory curves in the air to land closer to Abathax's.
Silvosh is up!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Silvosh eyes the corse carefully then takes a swing at the ball.
Athletics:10
Perception: 22
d10: 10
Despite Silvosh putting a lot of care and accuracy into her shot, her ball reacts to the strike by disappearing into a puff of smoke, with no indication of it reappearing. She is considered out for this round. [The rounds should only last about 3-5 turns each, so she won't be out for long. She can spend her turn keeping an eye out on the other courses for suspicious behaviour so she isn't sat doing nothing]
Abishai is up! The DCs for accuracy stay the same however now he only has two zones to move up, anything equal or below a 10 is a one zone forward, and anything above is two zones forward!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Abishai walks over to his ball while singing an acapella tune to cheer Silvosh as he sees her beholder disappear. [OOC: Abishai gives Silvosh Bardic Inspiration.] He swings his club at his beholder and waits to see where it goes.
"Don't speak... I know what you're thinking... your beholder disappearing... don't tell me cause it hurts."
Perception: 19
Athletics: 5
d10: 6
DM for Tyranny of Dragons and Phandelver and Below, two in-person campaigns that meet weekly on Friday and Saturday nights.
There's No Doubt that Abishai knows what he's doing when it comes to this game, as whilst he only moves his ball slightly, he keeps his accuracy on point, the only disruption being the charming pull of Abathax's ball that drags it off course and into the rough. However when it lands it sends out a pulse of psychic power, pushing Klapton and Abathax's balls a zone away from his. Klapton's ball, being at the top of the course, just rolls up and back down the embankment that circles the course to prevent balls from straying too far, however Abathax's is pushed up and out of the sand bunker and into the rough near Wendell's petrified ball.
Wendell is up!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Wendell is improving his accuracy (perception 18) but he isn't used to using any strength (athletics 3). So possibly doesn't move anywhere due to Abathax's ball attracting
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Since the DCs scale, Wendell manages to move his ball up a zone, and he would have been accurate enough to send the ball back onto the fairway, if not for the attraction of Abathax's ball, which causes it to only goes about half as far before falling to the ground, still in the rough. Luckily or unluckily, depending if Wendell sees the ball's effects as helpful or hindering, it reverts from its stone form when it lands.
Abathax is up!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Athletics: (3,1)-> nat 1
Perception: 16
d10: 7
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Abathax fails miserably to get the ball any further forward, though he does manage to putt it off the rough and onto the fairway, meaning that he would have a fair shot at the hole if he keeps that accuracy and improves the strength of the shot. However, he might have to wait a little longer to do so, as he magically falls asleep for a round, similar to Klapton, who wakes up just as Abishai goes to take his turn.
Silvosh can look around for trouble, and Abishai can take his turn!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Silvosh looks around for trouble or someone acting suspicious
Perception 27
Insight 18