Contests of Faerûn

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Daimondheart
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Contests of Faerûn

Unread post by Daimondheart »

This is meant to be an OOC topic for the discussion and creation of IC contests that can be roleplayed in game. I spent several hours planning out how to run the contests for the upcoming Doron Amar festival and thought it'd be a waste to only use them once. I thought this topic will be a great way to prepare players for the contests in the upcoming festival as well as play around with them in their own roleplay. Feel free to discuss and make changes to suit your own needs as well as offer your own contests and what dices should be rolled. Some of these are loosely based on the ones presented in "Tournaments, Fairs, and Taverns" provided to me by Oarthias. Others I came up with on my own.

Rule of Mundane. For the sake of keeping it interesting, players should only allow mundane equipment to be worn so as not to give veterans a severe advantage over other players. Granted, a character's build, race, and level will always give certain advantages. Polymorphing in all its uses should also be against the rules.

Contest or Tournament? In the event a contest has more than 5 players, the contest should be made into a tournament with several brackets depending on the total number of players. Ideally each bracket will have no more than 3 to 5 players in each. As examples, if 20 players decide to participate, they will be divided into 4 brackets of 5. If 15, then 3 brackets of 4 and 1 bracket of 3. Participants will be set to keep the total number of brackets even. The winners of each bracket will then participate in a final round to determine the winner of the event. Naturally, this changes for one-on-contests that pretty much always require a tournament style bracket.
Last edited by Daimondheart on Fri Nov 11, 2022 4:48 pm, edited 1 time in total.
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Daimondheart
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The Archery Contest

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Groups of players will take turns shooting at one target with mundane bows. Archers will be allowed 3 shots per round unless time constraints demand less. Players will make DEX rolls against targets with a starting DC of 10 increasing by 5 per round as the target is moved further back as needed. Points are awarded on a successful hit and on how high the D20. Less than 5 or failing the DC is a miss with 0 points, 5 is an outer ring hit worth 1 point, 6 is middle ring worth 3 points, 7-8 is inner ring worth 5 points, 9-12 is a bullseye worth 10 points, 13-20 is a bullseye that splits the arrow of a previous bullseye if one was made. If no previous bullseye, than the arrow hits the target with enough force to knock it over. Either is still just worth 10 points but is a dramatic crowd pleaser. Highest sum of the scores wins the round. In the event of a tie, the target is moved back and tying archers continue with progressively more difficult rounds until only one remains and is declared the winner.
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Daimondheart
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The Fencing Tournament

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A one-on-one dual with mundane rapiers. Opposing players will roll initiative to determine who gets to attack. Highest roll attacks and lowest roll defends. A tie results in both attacking at the same time. If attacker hits, they earn 1 point. If there is a miss, defender successfully dodges, and no point is earned. Defenders may choose to roll Parry to negate the hit, but it's up to the players to determine success. Players will then roll initiative again and the process repeats. The bout will conclude after 3 rounds with the highest score winning. In the event of a tie, one more round will be held but players will roll fortitude instead. The lowest roller becomes exhausted and is struck by the other player, giving them the winning point for the bout. The roll is repeated in the event of a tie. The bouts then continue tournament style until the one remaining player is declared the winner. In the event of an odd number of participants, D20s will be rolled and the highest roller gets seeded and moves onto the next part of the tournament automatically.

Edit: Fencing took too long during the festival, so I decided to take the advice of others and just limit it to 3 rounds. Feel free to adjust the total rounds to suit your own contest. I think 10 rounds is great if you want an epic fencing dual with only a single bout, but less is definitely needed for a tournament setting.
Last edited by Daimondheart on Sat Nov 19, 2022 7:15 pm, edited 1 time in total.
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Daimondheart
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The Magic Contest

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Using in game targets that can't be destroyed, mages will get three chances to cast their best spells on the targets. This is purely damage calculation with the best of the 3 attacks giving them their final score. The mage that scores the most damage will win. Players are free to use any spell save AoEs. They may also use meta magic feats. Narrow cone attacks are allowed provided they can be aimed to strike only one target. There is also a "3 second" rule where only the initial attack of a spell is counted. As examples, all the missiles from the Magic Missile spell will count, but only the first attack from Melf's Acid Arrow will count. This is to prevent delays from waiting for damage over time spells to finish. In the unlikely event of a tie, those that tied will have one final round to cast an additional spell. Meta magic will not be allowed in this tie breaking round (Most likely caused by Maximize) and the highest score wins.
Last edited by Daimondheart on Fri Nov 18, 2022 12:43 pm, edited 1 time in total.
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Daimondheart
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The Foot Race

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This will be a series of athletic rolls starting with a DC of 9 and increasing by 3 for each round. First player to reach 100 meters wins. Distance progress in the race depends on the roll of D20 similar to archery. Less than 5 or failing the DC means the character stumbles. Player then has to roll tumble against a DC of 10. If player fails, the character falls flat on their face and is out of the race. Otherwise, they regain their balance. 5 up to 20 moves the character forward their roll in meters. As an example, a roll of 7 moves forward 7 meters, and a roll of 20 moves forward 20 meters.
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Daimondheart
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The Drinking Contest

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Player's alcohol threshold will be determined by their natural CON modifier plus bonuses granted by poison resistant feats from either race, class, or level progression. Bonuses from equipment will not be counted. Snake Blood & Hardiness vs. Poisons each give a +2 bonus. Immunity to Poison gives a +5 bonus. (Yes, only +5 or it's an auto win for any that have it.) Small characters get half their CON score plus their bonuses, medium characters get their CON score plus their bonuses, and large characters (if any) get twice their CON score plus their bonuses. Polymorphing and Wild Shaping are not allowed.

Alcohol Threshold = (CON x Size Modifier) + Bonuses

Start by having players drinking the alcoholic beverage of your choice. I will list the DCs as suggested by the guide below, but will use strong wine as an example which has a DC of 6. Each player then rolls just a D20. Failing the roll takes away points equal to the drink from their alcohol tolerance. (6 in this example.) When a player's tolerance reaches 0, their state of drunkenness increases to the next stage, and then the threshold is reset to what they started with. Players start Sober, then move on to Tipsy, then to Merry, on to Drunk, next is Hammered, then Plastered, and finally Unconscious. Players loose if their character goes unconscious. Player characters will continue to drink per round until there's only one person left. The contest can move onto stronger drinks if player characters turn out to be very resilient. For reference, I will also post the alcoholic states from the guide save the self explanatory.

Example: Bob is sober and has a current AT of 10 and rolls a 6. AT is unchanged as Bob drinks the strong wine. Bob then rolls a 4. AT is reduced by 6 and and is now 4. Bob feels the drink but is still sober. Bob then rolls 1. Since AT goes below 0, AT is reset to Bob's 10. Bob definitely felt that last drink is now starting to feel Tipsy.

Water DC 0
Weak Beer DC 1
Regular Beer DC 2
Wine DC 4
Strong Wine DC 6
Spirit DC 10
Strong Spirit DC 12
Dwarf Spirits DC 14

Drinks can be changed to match whatever bar or tavern your characters are currently drinking in.

Tipsy: Judgment slightly impaired, but no noticeable effects. -1 penalty to attack rolls, skill checks, ability checks, and Reflex saves. No effect on movement or hit points. Must make a Concentration check (DC 10 +spell level)* to cast spells or take similar actions.

Merry: Inhibitions lower, voices raise, and balance wavers slightly. -2 penalty to attack rolls, skill checks, ability checks, and Reflex saves. +1 temporary hit point per hit die. No effect on movement. Must make a Concentration check (DC 10 +spell level)* to cast spells or take similar actions.

Drunk: Dizzy and disoriented, words slurred. -4 penalty to attack rolls, skill checks, ability checks, and Reflex saves. +2 temporary hit points per hit die. Can safely take one partial action each round, but must make a Balance check (DC 10)* to both move and take an action. Falls down on a failure. Must make a Concentration check (DC 10 + spell level)* to cast 7 spells or take similar actions.

Hammered: Can’t walk in a straight line, generally incoherent. -8 penalty to attack rolls, skill checks, ability checks, and Reflex saves. +3 temporary hit points per hit die. Can safely take one partial action per round, but must make a Balance check (DC 10)* to both move and take an action. Falls down on a failure. Must make a Concentration check (DC 10 +spell level)* to cast spells or take similar actions.

Plastered: Communication is nearly impossible, as is standing up. -16 penalty to attack rolls, skill checks, ability checks, and Reflex saves (though the character can take no actions, so it usually doesn’t matter). +4 temporary hit points per hit die (but usually unable to take advantage of this). He must make a Concentration check (DC 10)* to cast spells or take similar actions. Character is nauseated, and the only action he can normally take is a single move or move-equivalent action per round. A character who is plastered can, however, choose to take one partial action other than a movement, but is then stunned for the next 1d6 rounds.
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Rhifox
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Re: Contests of Faerûn

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Moved to OOC section.
Tarina — Witch, Apothecary, Dealer in Spirits and Black Magic
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