Professional Documents
Culture Documents
Version 1.0
Introduction 1
How to Play 1
Techniques 1
Variations 1
Size Difference 1
Stamina Battle 1
Cheating 2
Slip 2
Magic Cheat 2
Spells 3
Garymere’s Mage Hand 3
Garymere’s Guidance 3
Garymere’s Magic Stone 3
Credits 4
Introduction Techniques
Paper +2
- Garymere Wickfin
Scissors +Dexterity Modifier
Armwrestling, a game as old as time. While most The winner is then determined by the total
would think it’s all about raw strength, value, with the highest being declared the
technique is just as important. winner. Should both players choose the same
technique, all modifiers are ignored.
Armwrestling is a “game” played by two players.
The game is commonly played around the If the results are tied, the players remain locked
world, be it in taverns, inns, barracks, or even in their contest and repeat the earlier steps until
classrooms. It is one of the simplest forms of a victor emerges.
battle, allowing one to prove themselves
stronger than their opponent, without risking Variations
too much bodily harm.
Having the average commoner armwrestle with
As with any contest, betting is often involved. a mighty adventurer would probably already
skew the odds heavily in the adventurer’s favor.
How to Play But, other aspects could influence the outcome
of a contest.
The goal of armwrestling is simply to pin the
opponent’s hand down underneath your own. Size Difference
Unlike other games, the only variations As expected, a difference in size would make
encountered are in technique, not rules. quite an impact on the outcome of a contest.
Imagine a fairy attempting to wrestle a giant.
Armwrestling requires two players and a
relatively flat surface to wrestle upon. Any bets
Size Bonus Modifier
made by the players or spectators are agreed
upon before the match starts. Then, both Small (or smaller) -4
1
breathing room that allows for non-players to Illusion magic is often used to deceive the
interact with the match. opponent, but a magic-detecting implement or
spell can thwart most attempts quite easily.
A match begins like normal, but after the first
Other types of magic, even divine ones, can be
contest both players roll a DC10 Constitution
used to grant additional strength or dexterity.
check. Failing the check gives a player
disadvantage on their d10 roll in the next Unfortunately, most magic can only be defeated
contest. with magic, so the average farmer doesn’t stand
a chance.
A player must win 2 contests in a row to win the
match, representing the initial overpowering,
and then pinning down of their opponent.
Cheating
Slip
If the players lose grip of each other’s hands
during the contest, the match will be
considered a tie. So, if you happen to be on the
losing side of a contest, slipping out and forcing
a tie could be a valid alternative. Though it is
against the rules.
Magic Cheat
While the bigger establishments are quite well
versed in dealing with cheats of arcane nature,
the smaller, newer, and seedier gambling dens
will have fewer defences, often intentionally. Of
course, once a magic cheater has been
discovered they will likely be banned for life, if
not worse.
2
Spells dice before or after making the ability check.
The spell then ends.
Garymere’s Guidance
Cantrip Divination
Artificer, Cleric, Druid, Wizard, The Archfey, The
Genie
3
Credits
DUNGEONS & DRAGONS, D&D, Wizards of the
Coast, Forgotten Realms, Ravenloft, Eberron,
the dragon ampersand, Ravnica, and all other
Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of
the Coast in the USA and other countries.