
If no PCs were offered a drink, their status remains the same. Unfortunately, the module is a bit vague on when the NPC drinks, so I will formalize their behavior. I believe that it holds the key to an optimal strategy. The decision to drink is the only unique mechanical interaction in this encounter. For the purpose of this question, assume that no one does this. The module includes an allowance for the use of spellcasting (like mage hand) to directly assist in bowling. Any attacks, spells, or other effects directed at the NPC opponent fall away harmlessly. The NPC opponent has a +10 to their roll, as well as advantage from foresight. Each drink cumulatively increases the DC of subsequent rolls by 2. An open frame is one point per pin knocked down. If 5+ pins (but not all nine) are knocked down, the DC increases by 2 for the second roll. For each number above the DC, the participant knocks down a pin. They always roll with the same bonus and buff (listed in the spoiler section below). For the purposes of this question, assume that the NPC does not change their strategy in response to the players. may be used during these breaks, so long as there is sufficient time. Assume everyone has 1 minute between everyone's first and second roll, as well as 1 minute between frames. The NPC opponent will only drink if the party does so as well. Consuming a drink increases the difficulty of future rolls. Any character that scores a strike or a spare is treated to a drink from the bar. Everyone knows everyone else's score and pin count. All participants who require a second roll will then roll simultaneously for that one. All participants roll the ball simultaneously for a given frame. Otherwise, the participant leaves an open frame.
A participant that knocks down all of the pins in two rolls scores a spare. Like traditional bowling, a participant that knocks down all of the pins on the first roll scores a strike.Each participant makes an improvised weapon attack using either Strength or Dexterity.There are ten frames, during which each participant rolls the ball at most twice.
#ADVENTURERS LEAGUE TALES FROM THE YAWNING PORTAL CODE PC#
(A PC that ties is counted as neither winning nor losing.) Rules Even if one or more PCs win, all PCs that lose suffer a significant, unavoidable consequence. If at least one PC beats this NPC, the party succeeds at the quest. The Adventurers League Epic adventure Last Orders at the Yawning Portal (DDEP08-03) has a Tier 4 quest where one or more party members try to beat an NPC at nine-pin bowling.