Dragons and Flagons Tradition / Ritual in Thelesia | World Anvil
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Dragons and Flagons

Dragons and Flagons is a game frequently played in taverns across Thelesia. The game gained mass popularity as a result of low startup costs and requiring little to no advance planning.
  The game is played in rounds about a table. The game is played with a Dragon and a Flagon. The Dragon can be many things: a small ball, a coin, a grape, or any other small object that will bounce. The Flagon is traditionally an ale tankard, though it can be any other item that can act as a receptacle.   The round begins based on reflexes. When the barkeep (or other authority figure) shouts the code word DM's Eyes Only
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each player reaches for the Flagon or the Dragon as quickly as they can. Once a player has the Dragon and another has the Flagon, play proceeds from the player with the Dragon (the Thrower) in a clockwise direction.   The Thrower has the objective to bounce the Dragon into the Flagon. Doing so is difficult, but if the Dragon is successfully bounced into the Flagon the player who succeeded wins the round (and whatever was bet on that round). On each turn, a player without either item can choose to attempt to Block, Intercept, or Assist the player with the Dragon.   The player with the Flagon (the Defender) has the option to Dodge, Gift, or Drink from the Flagon. The player with the Flagon receives 10% of the winnings every time they successfully avoid having the Dragon bounced into the Flagon.

History

Dragons and Flagons has been played in Thelesia for as long as anyone can remember. It was most likely a warriors' game first, as it relies on quickness of body more than it does quickness of mind. However, it was coopted and expanded through the centuries until it finally arrived in the form we know today.   One example of this game changing throughout time is the option to Assist the player with the Dragon. Originally, this rule was not a part of the game. When the thieves' guild learned the game they decided that it would be more interesting to allow the other players to interact with the Dragon player, asking for a certain part of the pot in exchange for assistance on the shot. This might take the appearance of a player on each side of the Flagon player blocking them in with their shoulders to reduce movement or in casting a small cantrip to help the thrower's accuracy.

Components and tools

A Dragon (a small, bounceable item), a Flagon (some kind of receptacle — think a tankard, a pitcher, a vase, etc.), and a table.

In-Game Mechanics

 
The Thrower
The player with the Dragon (the Thrower) may speak with the other players before deciding on their course of action. The Thrower then makes a Dexterity Check and gains certain bonuses depending on what the other players chose to do.  
The Defender
The player with the Flagon (the Defender) may speak with the other players before deciding on their course of action, and then can either Dodge, Gift, or Drink.    If the Defender chooses to Dodge, then the Defender makes a Dexterity Check (with bonuses potentially applied from other players) contested by the Thrower's Dexterity Check. The higher Dexterity Check determines whether the Dragon bounces into the Flagon (if Thrower's Dex Check > Defender's) or if the Dragon misses (if Defender's Dex Check > Thrower's).   If the Defender chooses to Gift, that Defender forfeits 75% of their earnings back to the pot and the Thrower's attempt at the Flagon automatically misses as the Thrower is surprised by the new position of the Flagon.    If the Defender chooses to Drink, the DC for the Dexterity Check becomes 30 and the Defender must make a Constitution Check to determine what penalties they incur from drunkenness.   
The other Players
  The other players at the table can choose whether to attempt a Block, an Intercept, or an Assist.    If a player chooses to Block, they attempt to interrupt the Thrower's shot. The Defender gains a +3 bonus to their Dexterity Check.   If a player chooses to Assist, they attempt to help the Thrower. The Thrower gains a +3 bonus to their Dexterity Check.    If a player chooses to Intercept, they attempt to grab the Dragon while it is midair. The player makes a Dexterity Check (DC 19), and on a success grabs the Dragon out of the air, thus becoming the Thrower.

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