-- Running The Ras Croi --
I want the Ras Croi to be an exhilarating event for the players during their first game session. I want them to feel the ground under their feet, see their brothers pumping their arms to take the lead, squint from the sweat that's trickled into their eye.
I'm going to try to accomplish this with description and some dicing. The dicing servers two functions. First, it teaches my players the different ways that Skills can be used in the game. And, second, it will provide some uncertain competition to the race, making it fun.
The Course
It's a long track around the town proper. We'll start out next to the prachaun grul. The competitors will throw their punts as far as they can to mark their starting positions. Finn, the Town Elder, will bark, "GO!", then we'll be off to the races, literally.
The course runs over the stream at the old plank bridge, then angles towards the 10 foot shelf that rises like a small cliff out of the ground, almost straight up into the air. Once on the plateau, the runners have a choice. They can run across old Bec's Bridge, which is an old tree that has fallen across the short chasm the stream has cut into the plateau, or the runners can simply jump the chasm. It's about 15 feet across.
From there, the contestants will run to the edge of the plateau where it meets the waterfall pouring off the massive cliff to the north, and jump into the small pond below.
In the water, they swing to the shallows, simply called the "Muck" by the locals, where the boys go bog mining for their father. The muddy, swampy terrain of the Muck will slow them, until they're back on hard ground and running back to the prachaun grul.
The entire race will last for 3 laps.
-- Check Segments --
Dicing for the race is a semi-abstract process. Whatever is thrown for a contested, that sum is recorded. Thus, when Branoc is running, he'll make a STR check. Let's say that total is 16 for that throw. He rolled a 13 on the d20 and added +3 for his STR modifier.
Cael makes the same throw to see how he fared that segment. His total is 12. This means that Branoc is 4 feet out in front of Cael.
Keep a running total of the checks, like this, to see where the boys are, relative to each other. This separate between characters will be referred to below as their distance total.
There are several segments to the race, and each segment requires a check.
01. Throw (will be Run on laps 2 and 3).
02. Run
03. Run (takes the runners over the old plank bridge).
04. Run (takes the runners to the small 10' cliff).
05. Climb (up to the plateau).
06. Run (to either Bec's Bridge or the Chasm Jump, player's choice).
07. Jump. (over stream chasm).
07. Balance (over Bec's Bridge).
08. Run (takes runners to the jumping point into the pond).
09. Jump (jump down into the pond).
10. Swim (to the shallows).
11. Run (through the Muck).
12. Run
13. Run (takes runners through the center of the prachaun grul).
Return to 01 for Laps 2 and 3.
-- Ras Croi Mechanics --
Push Yourself: A character can try to push himself beyond normal limits on any check. He does this by adding a number to the throw's DC. If the check is successful, then the number is used as a modifier to increase the runner's total.
For example, Branoc is looking at a DC 10 throw. The player decides to make this a DC 12. The throw is made, resulting in a 14. This is modified to be a 16 due to the push number.
Starting Throw: The Ras Croi is begun by the contestant throwing small, spear-like implements called "punts". A punt is constructed by taking a long, conical piece of chipped rock that is tied to a pole of about 3 feet in length. There is a leather strap affixed to the opposite end of the pole. And, the pole is not tied to the rock as a spear. The pole is strapped to the side of the rock, leaving some room for a point, with the pole flaring out like the side of a "V". Picture a check-mark, and you've got the idea.
The Ras Croi runners take about three quick steps, swinging the punts in a circular motion by holding the straps and twisting their wrists. On the third step, the punts are released. They are thrown in a ballistic arc out in front of the contestant. Where ever it lands is that runner's starting point for the race.
The ritual of chunking the punt is meant to be the first lesson of the Ras Croi--that life is not fair.
Mechanic: STR check.
Run: Use DC 5 on Lap 1; DC 10 on Lap 2; DC 15 on Lap 3. This represents the greater chance of the runner tiring as the race moves on. It's a long way around to complete even a single lap.
For the Muck Run, use DC 7 - 12 - 17. The increase in difficulty represents the harder terrain.
Mechanic: CON check at various DCs.
Note that this skill check is used as both a normal check against a difficulty number and as an opposed check, since the total is being recorded against the other contestants.
If a Fall is checked, have the runner make a Reflex Save at the same DC as the Run. Success means the runner stumbled but caught himself before tripping.
Failure means the runner fell. He must get back up and continue the race. Penalize the runner by apply a -15 to his total in the next segment (the modifier is for the distance total only). This segment, the runner's distance is 1, and next segment, the -15 modifier is applied.
If the DC is failed, it represents the runner tiring. He keeps his total, but he is considered Fatigued (-2 STR/ -2 DEX) until the end of the race. His distance total is also penalized with a -2 on every segment until the end of the race.
Becoming Fatigued can only occur once during the race, and it can be the result of a failed Run check only once during a lap. (Thus, if a Run check is failed again in the same lap, the runner is not moved up to Exhausted.)
If the DC is failed on a later lap, the runner is considered Exhausted (-6 STR/ -6 DEX) until the end of the race. Distance total is penalized with a -6 on every segment until the end of the race.
Climb: The small cliff is 10' tall but can be climbed as if it were a 5 foot distance because of the various root-hand-holds and rock-foot-steps. Clanmen tend to congregate around the base of the climbing point as it is one of the more dangerous obstacles of the Ras Croi. Remember, these are not seasoned warriors but twelve year old boys.
Mechanic: Climb/STR check at DC 10
A failure by 4 or less means that the total distance for the first throw is forfeit and a second throw is made with -5 to distance.
A failure by 5 or more, or a natural 1, means the character fell. On a fall, the character must make a DC 10 Reflex throw or be out of the race, having hurt himself on the fall. A successful save sees the character starting the climb a second time, from the bottom, with a -20 modifier to distance (which will mostly likely reduce total distance for the race).
Balance: Runners have a choice, once they reach the plateau, of jumping across the 15' chasm or running across the fallen tree that the locals call "Bec's Bridge". If the tree-bridge is taken, a Balance check is required. Players get a choice of two DC's. DC 6 is used for those who want to take the bridge slowly and suffer a -15 distance penalty. DC 11 is used for those who wish to take the bridge in a couple of running skips.
Mechanic: Balance/DEX Check at DC 6 or DC 11.
A failure by 4 or less means that the total distance for the first throw is forfeit and a second throw is made with -5 to distance.
A failure by 5 or more, or a natural 1, means the character fell. On a fall, the character must make a DC 10 Reflex throw to make it to the opposite side of the bridge with failure indicating that the runner fell down into the chasm, taken out of the race.
Jump: The Jump skill is used in two ways during the Ras Croi. The first jump is the leap across the 15' chasm--an attempt players may choose after climbing to the plateau.
Mechanic: Jump/STR DC 15.
If Jump is not a trained skill, then a DC 20 is needed to land on the far side of the chasm, the character on is feet. If the character does not land on his feet, then penalize distance with a -15 modifier to represent the time it takes for the boy to pick himself up an continue the race.
Fail by 4 or less, means the jumper did not make it to the far side of the chasm but has a chance to grab the edge of the far side and keep himself from falling to the bottom. Make a DC 15 Reflex save to succeed in this grab. Those making the grab use a -20 distance modifier on their next segment. Failing the save means the character falls to the bottom of the chasm and is out of the race.
Fail by 5 or more, or a natural 1, means the character falls to the bottom of the chasm and is out of the race.
The second jump is a simple leap off the plateau into the swimming pond at the bottom of the waterfall.
Mechanic: Jump/STR DC 5.
No total is added to distance on this segment.
A failure means that -15 must be subtracted from the distance in the next swim segment.
Swim: The Ras Croi contestants must make the short swim to the shallows on the south side of the pond.
Mechanic: Swim/STR at DC 6.
A Failure or a Natural 1 means total is forfeit and a second throw is made at -15 distance.
Winning the Ras Croi and becoming the Ar Grais nets the player two Fate Points (under my altertative Fate system). No experience points are awarded because this experience is considered part of that needed to become 1st level (technically, the characters are not yet 1st level Barbarians and will not be for another three years).
But, the Ras Croi will be a major background achievement for the character, so Fate awards for this story point is appropriate.
Any other characters who finish the Ras Croi and become Graiis deserve one Fate point (always under my Fate system--not the vanilla system).
There is a chance that some of the player characters will not finish the race or finish but finish so poorly (the race is challenging for a 1st level character) that the Urrogh Warriors do not vote them into the Graiis.
If this happens, the boy can try the race again the following year, when his body has matured a bit more physically (the major part of what the race is meant to test), but no Fate points are awarded after the first race when the contestant is 12 years old.