Events and Games
These games, contests and mental competitions are being organized
and presented by members of the Norben Brotherhood (a guild for the elves
of Thardferr) with the help of The Watchers of Twilight (a traders's guild),
the New Order of the Ages and the Order of Concorde (an order of peace
minded individuals). These three Guilds have united in trying to
bring peace to all the Six Realms of Thardferr and to bring to you a means
to see that we are all much the same and all enjoy the same things.
The events will be held over ten scheduled sessions. You should allow for this when entering events since being in too many events will hamper your performance and tire you in the future events to be held in following days. No one will be allowed to participate in more than 10 Physical events but you may participate in all the others that are planned. If an event does not have at least 10 official participants then no prize will be rewarded for that event.
Our hopes are to hold Games for each races of Thardferr and then
have a multi-racial contest of the champions of each race. Though
the competition is not open to all we would like to invite you to come
and view these games, trade, make friends, wager and enjoy.
____________________________________________________________________________
PHYSICAL COMPETITION
1 20 mile Marathon
7 Javelin throw
2 1 mile run
8 Hammer throw
3 100 Meter run
9 Archery
4 100 meter hurdles
10 400 meter Swim
5 Long jump
11 ½ mile Swim
6 High jump
12 Weight lifting
MENTAL COMPETITION
COMBINATION COMPETITION
20 General Knowledge
30 Wrestling
21 Mathematics
31 Dance
22 Decipher cryptograms
32 Gymnastics
23 Mechanical puzzles
33 Horse race
24 Magical Knowledge
34 Pole vault
25 Riddles
35 Perceptual Acuity
SPECIAL COMPETITION
40 Challenge Course
____________________________________________________________________________
Schedule Morning Noon Afternoon Evening
Session One: Wrestling(Pre)
½ mile Swim Weight lifting
Mechanical puzzles
Session Two: 100 Meter run (pre)
Long jump Perceptual Acuity
Session Three: Wrestling(cont)
Hurdles (Pre) Pole vault
Decipher cryptograms
Session Four: 100 Meter (Fin)
High jump Gymnastics
Mathematics
Session Five: Free Breakfast
Festival day Brotherhood Repast
Session Six: 20 mile Marathon
Archery (Pre) Dance
Riddles
Session Seven: Hurdles (Fin)
400 meter Swim Javelin throw
General Knowledge
Session Eight: Wrestling (Fin)
1 mile run
Hammer throw Magical Knowledge
Session Nine: Horse race
Archery (Fin) Challenge Course
Session Ten: Awards Ceremonies
____________________________________________________________________________
EVENT DESCRIPTIONS
PHYSICAL COMPETITIONS
1 20 mile Marathon The 20 Mile Marathon is a test of physical fitness and endurance. Those not in their physical peak may have trouble with this event.
2 1 mile run The one mile run will also be a test of endurance and physical fitness. it will be held in heats of three participants with the winner of each race going to the next level of competition. The race participants will be randomly selected for each heat. A runners skill will be helpful though any lack of peak health will make this event harder.
3 100 Meter run The 100 meter foot races will be held in heats of three randomly selected participants. The Speed of the participant is the most highly deciding factor in this race. Strength will give some help in the event though if you are out of shape you may find you are hindered a bit here.
4 100 meter hurdles The 100 meter hurdles will be held in heats of three randomly selected participants. This event tests agility as well as speed. Handling the jumps will be crucial in a good showing here. Strength is an additional quality that may give you an edge.
5 Long jump Strength and the ability to jump well will decide the winner of the long jump competition. An out of shape participant will find it more difficult to compete.
6 High jump Strength and the ability to jump well will decide the winner of the high jump competition. An out of shape participant will find it more difficult to compete. Poor aim and perception could weaken your ability here.
7 Javelin throw Skill with javelin or spear will help in the javelin throw. Strength is a deciding factor as well though you also need to be able to aim your throw for best effect.
8 Hammer throw Skill with war hammer or hand axe will help in the hammer throw. Strength is a deciding factor as well though you also need to be able to aim your throw for best effect.
9 Archery 50 - 180 yards The Archery contest will be at three different distances; 50, 1oo and 180 yards. Skill with the composite short bow will give you a good edge. This is the official bow type that will be used. The bows will be provided by the Event Managers and have all been tested and made by the same bowyer to provide equal opportunity to all participants. Any additional skill or lack there of with a bow will help of hinder you in this event. Your experience as an archer will help as well.
10 400 meter Swim Strength is the most important thing for the 400 meter swim. Inherent fast or slow participants will see a difference in their performance. obviously you must be proficient in swimming to enter this event.
11 ½ mile Swim The half mile swim will test endurance and strength. Inherent fast or slow participants will see a difference in their performance. If you are out of shape you may be hindered in this event.
12 Weight lifting Pure test of the participants strength.
MENTAL COMPETITIONS
20 General Knowledge This event will test the general knowledge of the participant. Any esoteric or special education could aid in the test. Those with Fantastic memories or exceptional knowledgeable of the workings of the world will be good in this event.
21 Mathematics Those that work with numbers and are very knowledgeable will find this event right up their alley. Musicians will find the connection between number patterns and musical scales beneficial.
22 Decipher cryptograms This series of tests will have you figuring our patterns and codes as well as putting random shapes together to copy given patterns. Those with language skills, artistic ability or gaming skills will find this event amusing. A good education wouldn't hurt, either.
23 Mechanical puzzles This event will test your ability to manipulate small and tangled objects. those good at fine hand motor control or the ability to discern variations on an object will find these puzzles relatively easy.
24 Magical Knowledge This event will not test your power or ability to cast a spell. the event is only to test your knowledge of magic and it's workings. Any skill or ability, including experience, will help you in the test.
25 Riddles This series of riddles must be answered by all the participants of this event. wise and intelligent people will be better at this than others but even the average thinker could get lucky.
COMBINATION COMPETITION
30 Wrestling This wrestling event will be between two randomly selected participants, the winner going on to the next level of competition. Strength and Agility will be the most important factor but experience in fighting, relative size and any ability to hold and throw your own body weight will help.
31 Dance The dance competition will be a single dance exhibition. the music and props must be provided by the performer, though a group of musicians will be on hand to play the music. Agility and presentation will be most deciding in this event.
32 Gymnastics The gymnastic competition will test your ability to control the movements and overall strength of your body. Dexterity and other skills that provide effective maneuvering will aid you in this event. Out of shape individuals may find some difficulty in this event.
33 Horse race The horse race will consist a 3/4 mile track in an oval with two short jumps for the horse to be controlled through. The ability to handle and ride a horse are necessary to compete in the race. You may bring your own mount or a typical healthy riding horse will be provided.
34 Pole vault The pole vault twill test your strength and dexterity as you try to propel yourself over different heights. The skills of acrobatic control and high Strength will help. Those that are capable of good balance and ability to get themselves to high places quickly will find this event easier.
35 Perceptual Acuity The perceptual acuity test will gauge your
ability to use all your senses. A special area and building are being
prepared for you to make your way through. You will have to find
your way through a maze filled with possible short cuts , non-injuring
traps and clues to get you through the quickest way. The amount
of information and the speed at which you are able to collect it will give
you the best score. Those with any skills that aid in perception
will be best at this event. Many skills dealing with perception may give
you an edge.
SPECIAL COMPETITION
40 Challenge Course The challenge course is being built over a 100 acre
area. You should be proficient at swimming, climbing or mountaineering
to be able to participate, but there are ways to get by the areas that
would make this necessary if you are wise enough or smart enough to discern
them.. The course will take you through underbrush and over cliffs.
You will have to make your way through the limbs of trees and swing by
ropes to make your way through the most efficiently. At one point
a horse will be provided for a short distance to cover from one area to
the next or you can choose to run if you would like through a slightly
shorter route. Your choice or route is not clearly marked and you
must find your way from destination to destination. As long as you
are seen at each destination then you will receive a score. This
is not for the light of heart. The best course needs intelligence
and common sense. Wisdom may make up for lack of natural strength
or dexterity.
____________________________________________________________________________
The Mechanics
Each event in which you participate will be scored by the average
of three rolls of 3d6. These rolls will be checked against certain
Attributes that have been modified by your characters skills and abilities.
Modifiers add to your Characteristic before rolling. Any roll of
18 will indicate an injury. This will give you a -1 cumulatively
per event you participate in till you are healed or one day of rest is
spent per -3 cumulative negative modifier accumulated in this way.
Any roll of 3 will allow you to re-roll any one other roll you have made
for the same event. This would include a proficiency test described
below
A modifier must have been reported on the application for it
to apply and the characters will be checked by Abakar (the administrator
of the DnD Online and Thardferr) to see if they have the characteristics,
perks and proficiencies they report. Also flaws will be checked and
modify any rolls if not reported.
The top three best scores will be announced at a later time,
with a description of the competition. No prize will be awarded for
an event unless there are at least 10 actual participants, not just applications.
No one may for each physical event you enter after two on the
same day you have a cumulative -1 to each roll. Also a further -1
is given for each day after two that you perform in more than one event.
You may want to select which events you enter carefully so as to pace yourself.
Mental competitions held in the evening do not add to this tiring factor.
Any non-weapon proficiency that modifies the competition attempt
is doubled if the proficiency check is either a rolled one or is 10 less
than the Proficiency score. If the roll is attempted and failed then
you receive no modification bonus for that event. The Proficiency
test may be attempted for any of the three competition rolls but once missed
it nullifies any modification for that Proficiency for any further rolls
in that competition.
All three attempts will be saved for inspection of any who would like
to see them.
____________________________________________________________________________
EVENT MODIFIERS
Code Event Characteristic Checkr
Modifiers
PHYSICAL COMPETITIONS
1 20 mile Marathon
Con
Modifiers: Endurance +5, Running +2, Fat -2, Slim -2, - Any negative
hit point Adjustment
2 1 mile run
Con
Modifiers: Endurance +2, Running +4, Fat -2, Slim +1, Slow Perk
-3, - Any negative hit point Adjustment
3 100 Meter run
Dex
Modifiers: Running +4, Fast Perk +1 to 3, Slow Perk -5, Fat -2,
Slim +2, + Str Dam ADJ
4 100 meter hurdles
Dex
Modifiers: Running +2, Jumping +2, Slow Perk -4, Fat -2,
Slim +1, Fast Perk +1 to 3,+ Str Dam ADJ
5 Long jump
Str
Modifiers: Jumping +3, Fat -2, - Any negative hit point Adjustment
6 High jump
Str
Modifiers: Jumping +3, Low Perception -1, Fat -2, - Any negative
hit point Adjustment
7 Javelin throw
(Str+ Dex)/2
Modifiers: Javelin Weap Prof +4, Spear Weap. Prof +2, + Str Dam
ADJ
8 Hammer throw
(Str+ Dex)/2
Modifiers: War hammer Weap Prof +4, Hand Axe Weap. Prof
+2, + Str Dam ADJ
9 Archery 50 yards
Dex AC8
Modifiers: + 20 - THACO
Archery 100 yards
Dex-2 AC5
Modifiers: + 20 - THACO, Low Perception -1
Archery 180 yards
Dex-5 AC0
Modifiers: + 20 - THACO, Low Perception -2
(Each of the three shots must roll to hit before checking for
placement on the target.
A Composite Short Bow is used. If no Bow Prof. Warrior
-2, Wizard -5, Priest -3, Rogue -3
If other bow is known then Warrior -1, Wizard -3, Priest
-2, Rogue -2
(Missile att Adj and specialization or All Weapon Bonus and
All weapon penalty Perk
or Specific weapon bonus is applied as a modification
for Hammer, Javelin and Archery.
Archery will be in three man heats, randomly picked, with
the winner going to the next level of competition.)
10 400 meter Swim
Str
Modifiers: Fast Perk +1 to 3, Slow Perk -4, + Dex reac.
adj.
11 ½ mile Swim
(Str+ Con)/2
Modifiers: Endurance +2, Slow Perk -3, Fat -2, Slim -1
12 Weight lifting
Str
Modifiers: + Str Dam ADJ, +1 per 20 Exceptional Str (round
down)
MENTAL COMPETITIONS
20 General Knowledge
Int
Modifiers: Etiquette +1, Heraldry +1, Appraising +1, Animal Lore
+1, Local History +3, Ancient History +2, Ancient Languages +1, Knowledge
Perk +3, Fantastical Memory +2, Good Education +2, Alchemical Education
+2
21 Mathematics
Int
Modifiers: Musical Instrument +1, Navigation +1, Engineering
+4, Knowledge Perk +3, Good Education +2
22* Decipher cryptograms
(Int+ Wis)/2
Modifiers: Reading/Writing +5, Artistic Ability +1, Per 10% Read
Language +1, Gaming +1,
Good Education +2, Unlucky -2
23* Mechanical puzzles
(Int+ Dex)/2
Modifiers: Gem Cutting +2, Unlucky -2, Per 10% Open Locks +1,
Per 10% Find/Remove traps +1
24 Magical Knowledge
Int
Modifiers: Spell craft +4, Religion +2, Astrology +1, Herbalism
+2, Knowledge Perk +3,
25* Riddles
(Int+ Wis)/2
Modifiers: None
Mental competitions do not a to the tiring events for the day or over multiple days.
COMBINATION COMPETITION
30 Wrestling
(Str+ Dex)/2
Modifiers: + Dex Reaction ADJ, + Str Dam ADJ, +1 per 20 Exceptional
Str (round down), + 20 -THACO, Natural Fighting +3, Fat +2, Slim -4, Per
20% Climb walls +1
31 Dance
(Dex+ Cha)/2
Modifiers: Dancing +3
32 Gymnastics
(Dex+ Dex+ Str)/3
Modifiers: Dancing +1, Tumbling +4, Fat -2, Tightrope Walking
+2, Jumping +1, Per 20% Climb walls +1
33 Horse race
(Str+ Wis)/2
Modifiers: Riding Land-based +5, Slim +2, Animal Handling +2,
Fat -2,
Type of mount: mule, pony and draft horse are -8, hv war
horse is -7, md war horse is -4,
Other description: Nag -6, broken down -3, high-spirited +3,
charger +6
34 Pole vault
(Str+ Dex)/2
Modifiers: Modifiers: Tumbling +1, Tightrope Walking +1,
Low Perception -1, Fat -2, Slim +2, + Str Dam ADJ, Per 20% Climb walls
+1
35* Perceptual Acuity
(Int+ Wis)/2
Modifiers: Tracking +2, Weather Sense +1, Blind-Fighting +2,
Low Perception -1, Perception Perk +1 or 2, Per 10 % Find/Remove traps
+1, Direction Sense +1, Per 10% Hear Noise +1
SPECIAL COMPETITION
40 Challenge Course
(Int+ Wis+ Str+ Dex)/4
Modifiers: Endurance +2, Running +2, Fat -2, Jumping +2, Tightrope
walking +2, Tumbling +2, Rope use +2, Swimming +4, Per 20% Climb Walls
+1, + Dex Reaction ADJ, + Str Dam ADJ, +1 per 20 Exceptional Str (round
down), Tracking +2, Low Perception -1, Perception Perk +1 or 2, Animal
Lore +1, Knowledge Perk +3
* Luck Perk may be used to have best of five rolls.
Fast and Slow mod only for first roll.
Good role-playing while participating will give a further +1 modifier
to the event and decide any ties that may occur.
____________________________________________________________________________
RACIAL MODIFIERS:
Humans are the base and get no modifiers.
Key:
D=dwarves, E=elved, G=goblins, H=halflings, N=gnomes, O=orcs
The races will be placed with the modifier they will get for each event.
the modifiers are in this order:
Modifier +2 +1 -1 -2 -3
20 mile marathon-
O E
-- H
N
1 mile
-- O
E H
N
100m sprint-
O E
-- H
N
hurdles-
-- E
D H, N
--
long jump-
E --
D, H N
--
high jump-
E O, G
N, H D
--
javelin throw-
-- H
-- --
--
hammer throw-
D H
-- --
--
400m swim-
-- --
H, G --
D
1/2 mile swim-
-- --
H, G --
D
weight lifting-
D O
E G, N
H
Knowledge-
NONE
Mathematics-
-- D, N
-- --
--
Decipher Cryptograms- N
D --
-- --
Mechanical Puzzles-
N D, G
-- O
--
Magical Knowledge-
-- --
O H
D
Riddles-
NONE
Wrestling-
G O
E G
--
Dance-
E G
O, D --
--
Gymnastics-
G H
-- D
--
Horse Race-
-- G
D O
--
Pole Vault-
O --
-- H, N
D
Perceptual Acuity-
-- E
-- --
--
Challenge Course- NONE