The faerie folk of the Tulgeywood are fond of games and take the outcomes of contest very seriously. Magic treasures, homes, even children are commonly wagered between the Fey. It is considered to be good form to make up a game on the spot, but there are a handful of games that the faerie folk often play.
Hide and Seek – A point is selected for a base, here the seeker closes their eyes and counts to 60 (ten rounds) during this time the hiders conceal themselves. The seeker then attempts to find the hiders who may either stay hidden (passive perception versus passive hiding) or attempt to sneak to the base (active sneak versus active perception). The number of rounds away from the base (1-6) that a hider has concealed themselves adds to their hiding rolls, but also indicates how many sneak checks must be made to reach the base. If a hider can reach the base before the seeker finds one hider, then the hiders win. If the seeker finds a hider before one reaches the base then the seeker wins.
Toss the Weasel – Two baskets are stuffed with five weasels that have been drugged with the pollen of the drowsyflowsy and one that has been insulted to the point of indignation. Each player straps a basket to their head. Players take turn reaching into their own basket and tossing a weasel into the other player’s basket. The first player to miss the toss or grab the irate weasel loses the game. 1 in 6 chance of grabbing the irate weasel, decreasing in odds as sleepy weasels are tossed. The others players basket has an AC equal to 10 plus the others players DEX modifier +1.
The Name Game – Two player’s trade insults until one of them is genuinely offended. A player can absorb a number of insults equal to their WIS modifier. Insults after this point require a WIS save vs DC 8 plus the opponents CHA and proficiency bonus. A failed save indicates the insulted takes offense and loses the game.
Feeboo –Prince Doog is the Fey Lord of Toys, he crafts tiny magical monster cards called Feeboo. Any Fey worth its sparkle will have one. Feeboo players pit their monsters against each other. The winning monster will absorb strength from the loser and become more powerful. Feeboo players are magically bound to their cards, and a successful monster shares some of its power with its owner. The current Feeboo champion is Sir Kewish the Thorn Knight, and his Tanari Feeboo Warble.
Feeboo cannot be purchased or bartered for; they can only be given as gifts. Once given a Feeboo is bound to its owner and will not function outside of their presence. They take the form of a small golden placard until they are played and then the placard transforms into a tiny and adorable monster.
New Feeboo transform into a random CR 1/8 monster from the Monster Manual. Play involves combat within a 100 ft circle (scaled to the size of the tiny monsters of course). The winner absorbs the CR rating of the loser, adding to its own rating and subtracting from the loser. If this allows it to advance a step (from 1/8 to ¼ to ½ to 1 to 2 etc…) then the Feeboo transforms into a random monster with a matching CR. The loser also transforms randomly into a lesser CR monster. If the losing Feeboo is CR 1/8 and goes to 0 it is permanently destroyed.
The winning player of a Feebo match earns 1/10th of the XP that would be gained from defeating the opposing monster.
Players that have lost a monster do not lose the card. They may use it to summon a new monster but it is hesitant to fight. In the first round it loses initiative, and makes attack rolls at a disadvantage. After the first round it fights normally.
Goat Jousting – The knights and nobles of the Queen's court relish in the joust. Wargoats are bred and trained just for the purpose of carrying armored knights in the tilts. Jousting uses the rules found in Chainmail.
Wrestling – Though not a common among the Fey, the animal denizens of the wood love to wrestle and everyone wrestles on King’s Day in honor of the fallen Beast King. Wrestling uses the grapple rules, once an opponent is grappled the use of the throw maneuver will pin them. Weapons are not allowed in wrestling matches, but biting, kicking, and clawing are all acceptable maneuvers for the contestant that might be grappled. (Rather than trying to escape the grapple via another grapple check.)
Smashy-Face – The Northrons play a game of sorts. Two contestants are stripped naked and have their favored arm tied together with their opponents. They are then given padded clubs that do 1d6 subdual damage. Each contestant attacks at a disadvantage and gets no AC benefit from dexterity. Whoever knocks their opponent to unconsciousness first is the winner.
Swamp Hen - The Southrons play a game of contesting willpower. Two players face each other ten feet apart armed with spear and shield. They throw spears at each other until one player surrenders. The loser is taunted as a swamp hen.
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