Feather Bowling
A hawk’s feather is placed near the end of a concave alley 40 feet long banked on the sides and at the back. Four players in pairs of two or competing individually take turns rolling wheels of hard cheese attempting to get closest to the feather. The later you go, the harder it is, but players learn to use the banked sides to create serpentine paths for their wheels to travel. Nearest player scores a point. After each round, the players roll in order of who was farthest to nearest in the previous round. First to 3 points wins. Regulars at this tavern are pretty good at this and will bet significant money if anyone wants to compete.
If you want to run feather bowling, here’s quick and simple rules:
- Players draw straws (roll d20) to determine starting order.
- Each player rolls and adds their STR or DEX modifier, their choice
- The first player rolls 2d10 and can re-roll one die. Note the total. They become the leader.
- The Second player rolls d20 with advantage. If they beat the leader, they become the leader.
- The third player rolls 2d10. If they beat the leader, they become the leader.
- The fourth player rolls d20. If they beat the leader, they become the leader.
- If at any point, a player rolls a 20, they automatically win the round, but each other player rolls anyway to determine next round’s turn order.
- Then re-do the player turn order from the lowest to the highest. In the event of a tie, for turn order the player with later turn order this round goes earlier in the next round.
- First to 3 points wins