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Competition Events.

Pcs: [8]

PP

Verdant: 10

Daeydark: 16

Justin: 10

Hadrian: 15

Gunthar: [-6]

All groups may attempt 4 events a day. Any number of group members may take part in the event.
Winner gains a point for their group.
Time Event + Entrance + Prize Rules
8:00 AM Shell Game (50 GP) Player must make either a Perception Check (if they
think that the host is playing fair) or an Insight check (if
they think he is cheating). Highest roll wins. Winner gets
double their bet.

9:00 AM Slapping Contest (10 GP) (20 GP) Strength Check vs Con Save until someone flinches.
10:00 AM Arm Wrestling (10 GP) (20 GP) Athletics Check: Win 3 athletics contests against an
opponent.
11:00 AM Archery Contest (15 GP) (30 GP) Three arrows, three ranged attacks. Highest score wins.
Ties result in another round.

Midday Lunch
1:00 PM Goblin Toss (15 GP) (30 GP) Toss three “goblins” into one of three “fireplaces”
(d20+DEX)
Big hole: 1 point
Medium Hole: 2 points
Small hole: 3 points
2:00 PM Drinking Contest (15 GP) (30GP) Increasing Con Save until a winner is found.

3:00 PM Stump Chopping Context (10 GP) Contestants are given two-handed hatchets (simple
(20 GP) weapon, 1d8 chopping damage) and need to chop a tree
stump in half in the least amount of hits possible.
4:00 PM Barrel Run (15 GP) Balance atop a barrel and try to move it down a 50 foot
track. (Acrobatics)
5:00 PM Magic Tricks Contest (10 GP) (20 Non-damaging cantrips only. Arcana and Performance.
GP)
6:00 PM Dinner
7:00 PM Pie eating contest (15 GP) (25GP) Eat 3 pies in the fastest time. (CON check)
Fast (3 seconds, disadvantage)
Normal (6 seconds)
Slow (9 seconds, advantage)
Failure = +9 seconds and a retry.
Failure by 10 or more = disqualification.

Gambling Events.
Game Buy-in Event Event
(Minimum)
GYP 10 GP A player rolls 2d6. If they roll a 7 or 12, they win. They can double their
bet to add 1d6 to the total. Payout for winning players is 3:2.
Tymora’s Spinner 20 GP Each player chooses one of two options: choose a number between 1
and 20, or choose whether the result of the die roll will be odd or even.
The dealer then rolls a d20. If a player chose a specific number, they win
triple their bet if the die lands on said face. If a player chose between
even or odd, they win 1.5 times their bet if the die lands on a correct
face. A player loses otherwise.
Twenty-One 25 GP A player rolls 2d10. The dealer does the same, keeping the first die
hidden. Each player, including the dealer, takes turns rolling any number
of additional d10s. All die faces are face value, except for the 1, which
can be worth 1 or 11. If the dealer scores a 21, all players lose. If a
player scores a 21, they win. If neither occurs, a player loses if their total
is less than the dealer’s, and wins if their total is greater than the
dealer’s. Payout for winning players is 3:2. If both the dealer and a
player score a 21, that player wins their bet back 1:1.
Gambit of Ord 50 GP Each card player rolls 1d8, keeping the die hidden. Each player has the
chance to raise the bet, call the bet (meet it), or fold. It continues when
all bets are equal. Then each player rolls a 1d6, keeping it secret as well.
A final chance to raise, call, or fold. Each remaining player rolls 1d4.
They all reveal the 1d8, 1d6, and 1d4, adding them all together. Winner
takes 80% of the pot (the other 20% goes to the casino). Ties split the
80%.
Dragon’s Hoard 50 GP Players Roll 3d6 (secretly). They then begin betting with the aim being
having the highest score. Players can check, raise or fold until everyone
has checked. The dealer then publicly rolls a single d6. The number on
that d6 does not count towards the total score, rather any die that the
players have that matches that die are eliminated from the game.
Another round of betting happens before the scores are revealed. The
winner receives 80% of the pot. Ties are split evenly.
Hand of Fate 50 GP Each card player rolls 1d12, keeping the die hidden. Each player has the
chance to raise the bet, call the bet (meet it), or fold. It continues when
all bets are equal. Then a d12 is rolled publicly. Another chance to rise,
call, or fold is given. Another d12 is rolled publicly. A final chance to
raise, call, or fold. If there is a double, the public die is doubled and
added to the private die. Same for tripled. The highest score wins.

9, 8, 6

Competitors

Note: Gunthar the Brave will win overall unless he is dealt with.

Gunthar [-3]

NPCs

Choose 4 at random to compete, give them (+2, +4, +6, and +8). Eliminate them in turn as needed.
People Stat Block Event Score Name
Gunthar the Brave Blood Rager (pg 15) +10 to all ability checks Gunthar the Brave
Gunthar’s Bain Rand
Fat Noble Noble Stat Block Alexandre
Dueling Lord #1 Noble Stat Block Thaddeus
Dueling Lord #2 Samurai (pg 55) Ignatius
Bragging Noble Noble Stat Block Cutler Worthington III
Guy annoyed by Maxwell
bragging noble
Cultist Dragon Fan Kennicky
Vamp Hunter 1 Monster Hunter (pg 81) Stone
Vamp Hunter 2 Monster Hunter (pg 81) Katrina
Rich Lord of Waterdeep Noble Stat Block Simeon
Lost Lover Assassin Stat Block Jerah
Dwarven halflings (Best Kuldjargh x2 (pg 16)
performance) Life Priest (pg 32)
White Dragon Sorcerer

Pact Devil No name


Fallen Paladin Fight Mortal Traitor (pg 72) Isaial
Verdant Mirror Fight
Stone Giants
Chuth Green Dragon Cuthbert
Cultist Black Dragonwing
Zealot

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