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<blockquote data-quote="Imaculata" data-source="post: 8172515" data-attributes="member: 6801286"><p><strong>King of the raft</strong></p><p></p><p>Two bare-chested men are standing on a raft floating in the middle of a small body of water. They are playing a game where they try to wrestle one another into the water. A crowd of onlookers is cheering them on. </p><p></p><p>The players can place bets ranging from 5gp to 20gp, or they can take part in the match. Both contestants have to beat the other at two consequetive strength (athletics) or dexterity (acrobatics) checks (players' choice), to push the other over the side. The players can duel up to 3 opponents, each stronger than the last, but they must put in some money before they are allowed to compete. If they win the bet or a match, they double their money. A contestant can keep wrestling to triple/quadrupal their money, or perhaps lose it all. After 3 matches the game ends.</p><p></p><p><strong>Climb the flagpole</strong></p><p></p><p>A local monastery is hosting a competition where the contestants must climb a slippery wooden pole, and grab the flag at the top. Contestants are asked to make a small donation of their choosing to the monastery (to benefit the poor) before they are allowed to compete, and they only get one try. They must succeed on a strength (athletics) or dexterity (acrobatics) check DC 20, to reach the top. The winner(s) are invited as special guests to tonights charity dinner, and earn the goodwill of the monks and the onlookers.</p><p></p><p><strong>Wizards' pupils</strong></p><p></p><p>A wizard is teaching his top pupils some first level spells at a clearing in the forest. Practice dummies are set up, and the players are welcome to watch, at their own risk. There are 6 pupils in total, each of which gets to try a different first level spell. The DM rolls a D100, and upon a result of 50 or higher the spell succeeds. For each failed spell, roll a D6 on the table below.</p><p></p><p>1 - The spell strikes a random other person. This could be any of the other contestants, the wizard, or one of the players. The wizard will counterspell if he is the target.</p><p></p><p>2 - The spell accidentally strikes the caster, possibly resulting in grave injuries.</p><p></p><p>3 - The spell's size, radius or damage are increased, enlarging and/or empowering the spell by accident.</p><p></p><p>4 - The spell fizzles and does nothing. The pupil tries again.</p><p></p><p>5 - The spell hits the dummy but has a strange unintended side effect. </p><p></p><p>6 - The pupil accidentally produces a similar but much more powerful spell effect of 2nd or 3rd level, and passes out.</p><p></p><p>The players can earn the goodwill of the wizard by assisting when spells go wrong, healing an injured pupil, or offering to give a demonstration of a powerful spell. The wizard will offer discounts to the players for any potions and wands he sells at his place of business.</p><p></p><p><strong>The widow at the well</strong></p><p></p><p>An old well stands in the forest, overgrown with plants in the vicinity of an old burned down cottage. At night the players will be rudely awakened by the weeping of a ghostly widow. She lingers near the well, but is not hostile. She asks the players to seek out the villain that took her life and that of her son. She shows them an image of the night she and her son were murdered in the reflection of the water, and shows them the person responsible for the gruesome crime. If the players kill this villain, she can finally find test. She rewards them by telling them where she buried a magical piece of jewelry.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8172515, member: 6801286"] [B]King of the raft[/B] Two bare-chested men are standing on a raft floating in the middle of a small body of water. They are playing a game where they try to wrestle one another into the water. A crowd of onlookers is cheering them on. The players can place bets ranging from 5gp to 20gp, or they can take part in the match. Both contestants have to beat the other at two consequetive strength (athletics) or dexterity (acrobatics) checks (players' choice), to push the other over the side. The players can duel up to 3 opponents, each stronger than the last, but they must put in some money before they are allowed to compete. If they win the bet or a match, they double their money. A contestant can keep wrestling to triple/quadrupal their money, or perhaps lose it all. After 3 matches the game ends. [B]Climb the flagpole[/B] A local monastery is hosting a competition where the contestants must climb a slippery wooden pole, and grab the flag at the top. Contestants are asked to make a small donation of their choosing to the monastery (to benefit the poor) before they are allowed to compete, and they only get one try. They must succeed on a strength (athletics) or dexterity (acrobatics) check DC 20, to reach the top. The winner(s) are invited as special guests to tonights charity dinner, and earn the goodwill of the monks and the onlookers. [B]Wizards' pupils[/B] A wizard is teaching his top pupils some first level spells at a clearing in the forest. Practice dummies are set up, and the players are welcome to watch, at their own risk. There are 6 pupils in total, each of which gets to try a different first level spell. The DM rolls a D100, and upon a result of 50 or higher the spell succeeds. For each failed spell, roll a D6 on the table below. 1 - The spell strikes a random other person. This could be any of the other contestants, the wizard, or one of the players. The wizard will counterspell if he is the target. 2 - The spell accidentally strikes the caster, possibly resulting in grave injuries. 3 - The spell's size, radius or damage are increased, enlarging and/or empowering the spell by accident. 4 - The spell fizzles and does nothing. The pupil tries again. 5 - The spell hits the dummy but has a strange unintended side effect. 6 - The pupil accidentally produces a similar but much more powerful spell effect of 2nd or 3rd level, and passes out. The players can earn the goodwill of the wizard by assisting when spells go wrong, healing an injured pupil, or offering to give a demonstration of a powerful spell. The wizard will offer discounts to the players for any potions and wands he sells at his place of business. [B]The widow at the well[/B] An old well stands in the forest, overgrown with plants in the vicinity of an old burned down cottage. At night the players will be rudely awakened by the weeping of a ghostly widow. She lingers near the well, but is not hostile. She asks the players to seek out the villain that took her life and that of her son. She shows them an image of the night she and her son were murdered in the reflection of the water, and shows them the person responsible for the gruesome crime. If the players kill this villain, she can finally find test. She rewards them by telling them where she buried a magical piece of jewelry. [/QUOTE]
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