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YeomanSC
2011-12-07, 12:28 PM
So I'm working on a short campaign to run for my friends over winter break. The campaign is going start with a big regional fair that is the highlight of the year/decade. I hope to spend a decent amount of time meeting NPCs and getting the party together (though that's mostly going to be done through a barbarian attack).

However I'm having a hard time coming up with good things for them to do. Most people are level 3 or below (PCs are level 1), so there is some limitation there. They also won't have a lot of money. Basically I want things to describe for the PCs as well as interesting mini-games they can do. If anyone has good ideas I'd appreciate the help.

What I have so far -
Duels, Archery Competitions, Wizard Showmanship competitions, Thievery challenges, some sort of gambling game, wrestling contest, horse race/trick riding.
Descriptive events- prisoners fighting vicious animals, circus with illusory creatures.

killem2
2011-12-07, 01:31 PM
You could have rides that are operated by high level wizards. Like a bunch of barrels being flown around sort of like the merri-go-rounds, but people can ride in them.

Then make a fort check, if they vomit. :smallyuk:

Flickerdart
2011-12-07, 01:35 PM
Ring toss (ranged attack rolls) to win fabulous prizes (items that nobody usually buys, don't count them against WBL). Also, at least one game has to be rigged, with a Sense Motive check to figure it out.

RobD
2011-12-07, 01:51 PM
I started a campaign the same way two or three years ago. Lessee if I can dig up...Ah, here we go.
This is what I came up with (the pig-catching contest was a particular favorite of my players):

Carnival events
Pie-eating contest: DC 10 Fort. to eat the first pie. Each subsequent pie, the DC rises by two. Failure means you just can’t finish it. Failure by more than 5 means you can’t finish and you throw up.
Every third pie also requires a secondary Fort save of the appropriate DC. Failure results in a temporary –1 to Dex. Multiple failures stack. Thus, if you eat six pies and fail both secondary checks, you have a total –2 Dex.
This damage is temporary, lasting until the pie is either digested (4-6 hours), or regurgitated (which results in the regurgitater being sickened for10 rounds). Forced regurgitation is a full round action, invoking a DC 10 reflex save vs. being sickened (and therefore, puking your guts out). This save can be voluntarily failed.
1st Prize: A large blue ribbon with the words “Pie-eating Champion” stitched on it with gold thread.
2nd Prize: A smaller, red ribbon with “Runner Up” stitched on it with white thread
3rd Prize: A small yellow ribbon with “Third Place” stitched on it with blue thread

Greased Pig: A greased pig is released in a large muddy pen, and contestants must try to capture it by means of a (successful) opposed grapple check. Being greased imposes a –4 penalty on any grappling check made against the pig. Anyone attempting to move at full speed through the mud (including the pig) suffers a –2 penalty to all related checks (including a balance check, made as though walking on ice).
Prize: The pig (worth 50 SP).

Mock combat: Regular combat rules apply, except that all combatants are required to use only non-lethal damage (wooden/padded weapons). The tournament involves: single weapon; double weapon (including double-ended weapons); sword-and-board; and the open style (allowing any weapon as long as it’s safe). A smaller, side ring for fighters not participating in the tournament (for those who just want to spar, fight for sport, etc.) is available as well, with an active betting pool.
1st Prize (tournament, all categories): 50 SP
2nd Prize (tournament, all categories): 25 SP

Pony/hay rides: A pony ride last for three minutes. Children are seated on the pony, and led around in a circle. All ponies are hitched to a central pole around which they walk; these reins (leather straps) can be either slashed through (full round action per pony) or untied (two rounds per pony). The hay ride begins at the entrance to the fair, makes a wide circuit around it, and ends back where it began, lasting a total of 20 minutes. It always stays within view (and earshot) of the carnival, though all listen and spot checks suffer a –2 penalty due to obstruction by trees, tents, and the large (always noisy) crowds.
Cost: 2 CP for a pony ride, 1 CP for the hay ride.

Battle of the Minstrels: Each contestant plays a total of three sets. Points are earned through a perform check-the higher rolled, the more points. A DC 10 nets 0 points. DC 15=1 points, DC 20=2 points, DC 25=3 points, DC 30=5 points. Anyone who fails a DC10 perform check loses points. DC 6-9=-2 points, 5 or less=-4. The minstrel with the most points at the end of three sets is the winner. Only performers not associated with a guild may enter.
1st Prize: A gold trophy worth 5 GP, and an invitation to play for the local guildmaster.
2nd Prize: A silver trophy worth 2 GP, as well as a bag of 15 SP.
3rd Prize: A copper trophy worth 3 SP, and a complimentary meal at the local tavern (up to 8 SP).

Plays: Plays can last anywhere from 30 minutes to an hour and a half, though a bad play will most likely be booed off the stage and murdered by bad reviews. These can be glossed over, but if you really want to know how the play is going (and don’t want to write a play), divide it into three acts. For each act, assign a Perform (theatre) check. Plays in which two acts fail the check are booed. A DC 10 will result in a bored audience, but no strong reactions. DC 15 will be enjoyable (kinda like a good “B” movie these days), and get some applause and decent reviews. DC 20 results in generally good reviews, and applause by everyone. DC 25=a standing ovation and nothing but good reviews. Dc 30= you’re Shakespeare, baby. A timeless classic adored by all for generations to come.
1st Prize: 10 GP to fund your troupe, plus a commission by the local lord to write and perform a play at his next party (at the end of next years festival), as well as an invitation to this year’s party to watch last year’s winner’s play.
2nd Prize: 5 GP to fund your troupe.

Other Contests: Produce, art, crafts, etc. can all be judged according to appropriate skill checks (profession:farmer, Craft:art, craft: wicker baskets, etc.), the highest result nabbing the blue ribbon.
1st Prize (various events): Blue Ribbon
2nd Prize (various events): Red Ribbon
3rd Prize(various events): Yellow Ribbon

Jousting: A single-elimination tournament using mounted combat rules. Essentially, each combatant makes a single mounted charge action on the same round of initiative, each making an attack at the other (doing non-lethal damage only). Each rider gets a total of three shields. Whoever is hit is knocked off of his horse and to the ground, essentially breaking his shield and giving the other rider a point. Whoever loses all his shields first is the loser. All combatants are required to wear heavy armor.
Mounted combat: DC 5 ride check to move w/ knees(free action). Moving more than 10 feet allows only a single attack.
Charging: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent.
You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You can’t take a 5-foot step in the same round as a charge.
If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn.
Attacking on a Charge: After moving, you may make a single melee attack. You get a +2 bonus on the attack roll. and take a –2 penalty to your AC until the start of your next turn.
A lance deals double damage if employed by a mounted character in a charge.
1st Prize:15 GP, the favor of the local Lord’s Lady, and an invitation to the Lord’s yearly festival party.
2nd Prize: 50 SP
3rd Prize:20 SP
COST: Entrants must provide a patent (proof) of nobility, or else be sponsored by a noble, in order to participate. They must also provide their own horse, armor, shield(s) and lance.
Ball toss: Using ranged attack rules, players must knock over a pile of bottles to win a prize. Three tosses for 3 copper pieces.
Prize: A doll worth 2 CP.
Cost: 3 CP

Target shooting: Players take a shot at a target, with a crossbow attached to a counter. Those who hit the bull’s eye get a prize. (bull’s eye AC: 20; red area AC: 15; white area AC: 10). Two shots for two SP.
Prize: Honey cakes, each worth 1.5 SP
Cost: 2 SP

Wrestling: Grapple rules. Spectators bet on wrestlers, winner takes 1/3 of the pot.
Prize: Winnings.

Magic Contest: For low-level spellcasters only (nothing higher than 2nd level spells). All the contestants stand at the edge of a ring 20 feet in diameter. In the center is a large pile of tokens (Same size/shape of a standard copper piece, but twice the weight). The rules are simple: when the contests begin, each contestant must get as many of the tokens as possible, without leaving their station and only using magical means. Whoever gets the most, wins. A round lasts until either one player has all the tokens, or until no contestants can continue casting (at which point, the player with the most tokens wins). All spells are allowed, except for those that injure other players (such as magic missile, burning hands, etc, as well as stat-affecting spells). Mind-affecting spells (such as charm) are allowed, but must be dispelled at the end of the contest. There are 300 tokens (12 pounds total).
Prize: A pouch of common spell components, and one scroll of “identify.”

Dice Games: Players gamble with dice to win the pot. You can use whatever dice games you know; my group had rules for games called Cutpurse, Deceit, and Wishing Well, and of course, Poker and Craps.
Prize: Your winnings.