Post by blakeryan on Mar 16, 2016 7:09:50 GMT
Wipeout
Here’s an event I had in a game you might want to use to spice up a game.
It’s an obstacle course competition, based on Total Wipeout/Winter Wipeout TV shows.
• Now in my game it was Goblin and Ork tribes competing. The prize was command of all the participating tribes for 1 month.
• We did it that magic spells/items were allowed, but you could remove that to make it more fair for ‘good’ races.
• Team event, with 3-4 other teams participating at the same time.
Start down the bottom of a pit, stairs going up. Way underground.
(if you are running 3.5/Pathfinder/4th you will need to raise the DC’s below)
Slippery Stairs – Stairs up and down covered in grease, water on each side.
• Dex save DC 12 going up, over and down, any failure = in water.
• Water has large hungry fish in it. – 3 Giant Toads
• Can see Goblin wall up ahead.
• Roll or just decide that All other teams do okay.
Goblin Wall – Goblins are behind the wall, punching through holes at contestants.
• 3 attacks per turn, 4 turns to cross the area, Str save DC 14 to stay on if hit, else fall in water.
• Water has large hungry fish in it. – Giant Octopus
• Next pool is dark with tunnel in side.
At some point during the Goblin wall a PC can get smacked in the head and have a vision – this vision is about their past or future, and helps them in some way relating to your current plot(s).
Big Red Balls – Bouncing over 4 red balls to get to the other side.
• Dex/Acrobatics to go between each ball, increasing DC 12/14/16/18.
• Acid D6/round beneath the balls. 3 rounds to get out of pool, or 1 if finish.
• NPC team #2 loosees half their team.
Dark Tunnel – Swim through 100ft long dark tunnel (7 rds, 10 rds/min) under water to Ladder Test.
• Str/Athletics to swim, Con Save 12 to keep going. Wis Save 12 to not freak out.
• Failure for above is D6 drowning damage, Start 3 rolls again.
• Can see light at the end, then ladder going up once close enough.
• Aggressive NPC team #3 attacks the pcs. At the end of the tunnel.
Holding their breath for 1 min+con mod in mins. Then you have Con mod in mins (min 1) before 0 Hp)
Combat underwater = disadvantage.
Ladder Test – Climb tall ladder to platform (60 ft, 4 rounds) and leap up to get hanging bag of gems.
• Str/Athletics for the climb DC 12, Con save 14 to keep going, since very tired by now, failure means disadvantage on - Dex/Athletics DC 14 to jump up to get the bag of gems.
• One tribe/team against PCs on ladder. Dex/Athletics test 12 per round if fighting.
• Anyone falling into water with large hungry fish in it. – 5 Reef Sharks.
Here’s an event I had in a game you might want to use to spice up a game.
It’s an obstacle course competition, based on Total Wipeout/Winter Wipeout TV shows.
• Now in my game it was Goblin and Ork tribes competing. The prize was command of all the participating tribes for 1 month.
• We did it that magic spells/items were allowed, but you could remove that to make it more fair for ‘good’ races.
• Team event, with 3-4 other teams participating at the same time.
Start down the bottom of a pit, stairs going up. Way underground.
(if you are running 3.5/Pathfinder/4th you will need to raise the DC’s below)
Slippery Stairs – Stairs up and down covered in grease, water on each side.
• Dex save DC 12 going up, over and down, any failure = in water.
• Water has large hungry fish in it. – 3 Giant Toads
• Can see Goblin wall up ahead.
• Roll or just decide that All other teams do okay.
Goblin Wall – Goblins are behind the wall, punching through holes at contestants.
• 3 attacks per turn, 4 turns to cross the area, Str save DC 14 to stay on if hit, else fall in water.
• Water has large hungry fish in it. – Giant Octopus
• Next pool is dark with tunnel in side.
At some point during the Goblin wall a PC can get smacked in the head and have a vision – this vision is about their past or future, and helps them in some way relating to your current plot(s).
Big Red Balls – Bouncing over 4 red balls to get to the other side.
• Dex/Acrobatics to go between each ball, increasing DC 12/14/16/18.
• Acid D6/round beneath the balls. 3 rounds to get out of pool, or 1 if finish.
• NPC team #2 loosees half their team.
Dark Tunnel – Swim through 100ft long dark tunnel (7 rds, 10 rds/min) under water to Ladder Test.
• Str/Athletics to swim, Con Save 12 to keep going. Wis Save 12 to not freak out.
• Failure for above is D6 drowning damage, Start 3 rolls again.
• Can see light at the end, then ladder going up once close enough.
• Aggressive NPC team #3 attacks the pcs. At the end of the tunnel.
Holding their breath for 1 min+con mod in mins. Then you have Con mod in mins (min 1) before 0 Hp)
Combat underwater = disadvantage.
Ladder Test – Climb tall ladder to platform (60 ft, 4 rounds) and leap up to get hanging bag of gems.
• Str/Athletics for the climb DC 12, Con save 14 to keep going, since very tired by now, failure means disadvantage on - Dex/Athletics DC 14 to jump up to get the bag of gems.
• One tribe/team against PCs on ladder. Dex/Athletics test 12 per round if fighting.
• Anyone falling into water with large hungry fish in it. – 5 Reef Sharks.