Sounds good to me!
Then we could just make one color silk, sold from the lord's daughter and her ladies-in-waiting. Maybe the winner gets the first dance of the evening, or something similar.
Great. Let's stick a fork in that one so someone can get it statted.
For a complete evaluation of combat skills, I'd like to see archery and hand-to-hand contests as well. Maybe even some sort of obstacle course to test the rogues. Not sure what to do for the magic users, though.
A simple test of "arcane" ability could be to cast a cantrip or simple illusion. It could also involve reading a tome of some obscure language that only a magic user could read.
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Not sure if this is workable but you might mix the archery and magic into a single competition. The mage has to levitate and move....say an apple, and the archer has to hit it. ... dunno if that sparks any ideas.
ooh..that might be fun. Maybe the mage can turn something mundane (say a rock or a bucket) INTO the apple and then the archer can shoot it...
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Finished Maps
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Everything I post is free for use and redistribution under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 licence, except where noted otherwise in the thread.
That's all well and good, but we have to remember that wizards aren't the only magic users. That being said, I don't think that a warlock's magic would be much appreciated in a festival setting, nor is it really the place for divine magic. I think sticking with something that can be done with basic cantrips would be feasible, since every wizard (at least in 4e) has access to them. I'm not sure transmutation falls into that category.
My two cents.
-IG
We could make up our own arcana game, just of the top of my mind:
"Game of the Totems"
... 2 contestants, each standing beside a stone totem with 4 arcane symbols on it. The goal is to destroy the others totem. To do this you have to disable the forcefield surrounding the totem by unlocking the 4 arcane symbols.
Every round the spell user can make an arcana check to try to disable a symbol on the totem. The locks are (in 4e terms) from the bottom and up DC 15, 18, 21, 24 (can be adjusted later). The spell user can choose to reduce his arcana check to unlock his opponents totem in order to make his own lock harder (has to pick the right symbol to defend). He can also choose to save up arcane energy (not trying to unlock) for a +2 bonus next round. The wizard to first unlock all 4 locks win.
regs tilt
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Sounds really interesting. Wouldn't mind seeing it fleshed some more.