Yuletide Festival

At the winter solstice, the town of Gandrahimm gathers for the Yuletide Festival. Celebrating the changing seasons and the closest connection between the Physical and Dream Realms. Many people go to graveyards to commune with lost relatives.

The Wild Hunt
People gather throughout the city and search for the designated "deer." A single person is chosen every year to be the "deer" and tries to hide from the crowds. If they last all night without being found they receive 1000gp. If a person finds the "deer" they receive 500gp. Many people have used this tradition to cause mayhem while the games are going on.

Parade of Miharr
Following the Wild Hunt, the different regions of Miharr gather for the largest parade in Gandrahimm. Many floats and shows and experiences occur as people line the streets for the all day festival. Free food and spectacle are available to all in attendance.

Greased Pig Catching
Cannot be completed without being unencumbered (movement rate of 25 or better)

Individual initiatives for all contestants involved, each gets a chance to catch the pig in order of initiative (roll to hit AC 18, after all, it’s a greased pig you are trying to grab bare-handed), and must then roll successfully against Strength and Dexterity, failing either roll allows the pig to escape. Continue round-to-round until the pig has been caught.

Arm Wrestling
If one competitor has a Strength stat 3+ higher than the other, they win automatically. Otherwise the higher strength character rolls a d6. If tied than both roll d6 and higher wins.

Strength higher by 2: Wins on a 2+

Strength higher by 1: Wins on a 3+

Even Strength: Wins on a 4+

No Holds Barred Racing
This assumes all racers have the same movement rate, otherwise the whole thing is pointless. Make a fifty-space “track”, each competitor starts off at one end. Roll individual initiatives for each racer. Move racers their Initiative roll spaces each round. A racer can try to trip, grab, or otherwise screw up another racer by taking a -2 penalty on his racing roll and making an attack roll against the target who must be within 2 spaces. If the attack succeeds, the target suffers a -4 penalty on his racing roll (cannot be less than 0).

Punch Drunk
This paired “game” involves drinking a flagon of ale, then punching the opponent in the face. After each drink roll a save versus poison, or suffer a -2 on all further rolls this competition. After each punch, roll a save versus paralysis (with your opponent’s Strength bonus as a penalty) or be knocked on your ass and be out of the match. A breather between rounds allows you to reduce your drunken penalties from failed saves against the ale by 2 before taking on one of the other winners of the previous round.

Dragon's Revenge
Contestants fill their mouths with liquor and then spit it through a torch at a small cloth target made up to look like a knight. Roll to hit with this missile weapon (with a -4 penalty for not normally having training in spit-based weapon systems) against an AC of 13 (small target). But just hitting the target isn’t enough – it has to be flambeed. Roll 1d4 damage for the flaming alcohol. The target has 3 hit points.

Bear Wrestling
Unarmored bear wrestling

Roll 1d10 for type of bear. 1-4 is Black Bear, 5-7 is Brown Bear, 8-9 is a Grizzly Bear, 10 is a Polar Bear.

Roll 1d4 for amount of contestants, including yourself.

The contestants must grapple the bear and successfully keep it pinned for 3 combat turns. Meanwhile, the bear will be attempting to tear apart the contestants' flesh. It is a cooperative sport, but the contestant that is holding down the bear at the end of the 3rd turn wins. If multiple people are holding the bear at the end of the 3rd turn, the winner is whoever has held it for more combat turns. If there is still a tie, then the tied contestants are put back in with the bear.

Fire Juggling
Must successfully juggle balls of fire for longer than the other 1d12 contestants. Each contestant rolls initiative and turns go in that order. Each round, the contestants juggles an additional ball of fire, starting at 1.

Must roll your Dex + Acrobatics - (# of balls of fire) or lower to successfully juggle for the round. (eg, Dex of 14, Acrobatics of 4, round 3. Must roll less than or equal to 14+4-3 = 15 )

What's that Smell?
1d20 contestants are seated at a table with blindfolds on. Each round, something will be put in front of their nose and each contestant must guess what it is. Players are welcome to say anything from normal to absolutely absurd things. Last one around wins.

Contestants must roll 1d20 to see if they were right. On a roll of 10+ (Perception), they were correct. On being incorrect, they get one more try. If both attempts are failed, they are knocked out. The DM is expected to reveal an absolutely completely absurd thing as the right answer. (eg, roasted dragon's thigh, pickled basilisk lips, a dwarf's bum, etc.)

Up and Over
Contestants must successfully hurdle increasingly tall obstacles while running. This is a sprint. First to hurdle height of 20 wins!

All contestants go at the same time. Must successfully roll 1d20 higher than (Height - Acrobatics) to hurdle, starting with Height of 5 and increasing by 1 every round. (eg. round 5 with Acrobatics of 2, roll minimum of 10 - 2 = 8 ). On a failed hurdle, you must keep trying to jump that height. (after jumping 5, must jump 6, then 7, then 8, etc. until jumping over 20 all as fast as everyone can)

Ball Under the Cups
Two contestants against each other. One is the Deceiver and one is the Perceiver. Deceiver has 4 cups and places a ball under one and then shuffles the cups. Each round, contestants swap as perceiver and deceiver. First to 5 points wins.

Deceiver must attempt to hide the ball from the Perceiver in any way possible, either by moving the cups quickly or by attempting to completely remove the ball from the table. Deceiver rolls 1d4 either way, but the number is only important if they kept the ball on the table. Someone else (likely DM) must be aware of the Deceiver's choice.

Perceiver gets (Perception - 1 - [Deceiver's Sleight of Hand] ) attempts (min 1) to guess where the ball is. Off the table, 1, 2, 3, or 4. When guessed correct, Perceiver gets 1 point. If it was correctly guessed Off the Table, perceiver gets 2 points. If wrong all attempts, Deceiver gets 1 point. If wrong all attempts and was off the table, Deceiver gets 2 points.

Karaoke Battle
Contestants all sing at same time and attempt to successfully woo the men/maidens in the crowd. Each round the contestants must take another shot of dwarven brandy, making it harder and harder to sing properly.

Starting at Singing 5, contestants all roll 1d20 attempting to surpass the (Singing level - Performance). After each round, contestants take a drink and the Singing Level increases by 2. For dwarves, the Singing Level only increases by 1 per round. Two attempts per round per contestant. (eg. round 5, 2 performance, not dwarf must roll at least 8 [5+5-2] )

Characters are fully expected to actually be singing a song of the DM's choice. Actual alcohol consumption is at your discretion. Last one standing gets the suitor of their choice from the crowd that is 1d10 out of 10 on the hotness scale.

Game Hunt
Roll 1d20. 1-5 Fox, 5-10 Boar, 11-13 Large Boar, 14-15 Stag, 16-17 Lion, 18 Yeti, 19 Pack of Wolves, 20 Great White Stag

Kind of like a every-man-for-himself Battleships. Using a minimum of 20x20 squares, assume a thick forest. Contestants start in center and must attempt to locate the animal and then kill it. The DM decides either by choice or at random which square the animal is in. Each contestant can only move 1/2 normal speed due to trying not to scare away animal.

Roll initiative and that's order of turns. DM rolls 1d4 each round, and on 3 the animal moves to another random spot on the map within 6 squares of the last spot.

Choosing whichever stat is highest, contestants can see 1+([Survival-1] or [Perception-2] or [Nature-1] or [Investigation-2]) squares around them of them in the thick forest. They cannot see in the squares they traveled through, only the squares they are stopped in.

Once the game is found, contestant enters Combat and must kill it. All other contestants now know where the game is and can move full speed. Everyone except for the one that found the game attacks at a Disadvantage, however.

Game must be able to be brought back to the festival as edible meat and therefore cannot be incinerated, turned to holy dust, melted, polymorphed into something else, exploded, sent to an astral plane, or otherwise obliterated. Therefore ONLY KILLED BY PHYSICAL MEANS!