"Nonono, like this..." he says, taking the second ball out of the trough. "Bowl it, don't throw it - put some welly behind it, but not too much, else you'll lose accuracy." Bending down awkwardly, he takes a couple of steps forward and, arm low, bowls the ball.
He harrumphs, managing to knock down only two pins.
"Hmm, I told you we're crap..."
Muttering to himself, he ambles along the alley to clear the pins from the diamond area, tossing them into the pit behind.
"I'll be sticker. Go on Jordan - try again with the last ball."
Huffing a little, he steps away from the alley, looking at you, Skipper, as you open the fire door.
"Oh, that just leads out to the kiddies play area. You don't fancy a go on the slides do ya?"
Des - taking a good look around, you initially find little of interest. However, turning to face the entrance doors, you notice a framed black-and-white photo hanging above them. It looks like a group of people, but it's difficult to tell at floor level.
Leo and Izzy - filtering out Butterfield's skittles lecture, you open your senses...
The clatter of wooden skittles...
The taste of cheese and onion...
A snatch of a bawdy song - "Why was he born so beautiful?"...
A very faint smell of petrol or motor oil...
OOC: The case file says how to play skittles in game rule terms thus: Each player must make a DEX roll and a STR roll. If they succeed in both, roll a d10 to determine how many skittles they have knocked over. A 9 means they have knocked down all 9 pins, while a 10 means an unlucky miss. A Hard success in either roll means they knock down all 9 pins. If they succeed in only one, roll a d10 as above and half the result. If they fail both rolls, they fail to hit anything. |