TEXT: Fifth Edition Adventures
  Royal Tournaments
  by Jason Nelson and Mike D. Welham
  
  Royal 
  Tournaments
  
  Author: Jason Nelson and Mike D. Welham
  Artist: Bruno Balixa, Ivan Dixon, Frank Hessefort, Michael Jaecks, Mike Lowe, Manuel 
  Morgado, Arrahman Rendi, Joe Slucher, Josh Wunderly
  5e Development: David N. Ross
  Design AnD lAyout: Daniel Marshall
  legenDAry gAmes teAm members:  Anthony Adam, Alex Augunas, Kate Baker, Jesse Benner, 
  Clinton J. Boomer, Robert Brookes, Benjamin Bruck, Carl Cramer, Paris Crenshaw, 
  Joel Flank, Matthew Goodall, Jim Groves, Amanda Hamon Kunz, Steve Helt, Thurston 
  Hillman, Tim Hitchcock, Victoria Jaczko, Jenny Jarzabski, N. Jolly, Jonathan H. Keith, 
  Michael Kortes, Jeff Lee, Nicolas Logue, Will McCardell, Julian Neale, Jason Nelson, Jen 
  Page, Richard Pett, Tom Phillips, Alistair Rigg, Alex Riggs, David N. Ross, Wendall Roy, 
  Amber Scott, Mark Seifter, Tork Shaw, Mike Shel, Loren Sieg, Neil Spicer, Todd Stewart, 
  Russ Taylor, Greg A. Vaughan, Mike Welham, Linda Zayas-Palmer, and Clark Peterson
  publisher: Jason Nelson
  executive pArtner: Neil Spicer
  business Director: Rachel Ventura
  Royal Tournaments 5e © 2017, Legendary Games; 
  Author Jason Nelson and Mike D. Welham
  ISBN-13: 978-1973836834   
  ISBN-10:1973836831
  First printing October 2017
  Printed in USA.  
  Legendary Games
  3734 SW 99th St.
  Seattle, WA 98126-4026
  makeyourgamelegendary.com
  Credits
  Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games product designated as 
  Open Game Content is the rules content (creature stat blocks and names of skills, etc., taken from the SRD) as defined in the Open Game 
  License version 1.0a Section 1(d). The front and back cover, back matter, introduction and Credits page, as well all other parts of this 
  product including all text not specifically designated as Open Game Content is not Open Game Content. No portion of this work other than 
  the material designated as Open Game Content may be reproduced in any form without written permission.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), 
  and are not Open Content: Legendary Games, Legendary Planet, the Legendary Games Logo, Adventure Path Plug-In, Road to War: The 
  Equinox Crown (5E), as well as all trademarks, registered trademarks, proper names (including the names of each character, location, item 
  or monster unique to this product), dialogue, plots, storylines, locations, characters, artworks, and trade dress, but excluding any content 
  that is Product Identity of Wizards of the Coast. (Elements that have previously been designated as Open Game Content are not included 
  in this declaration.)
  Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not a 
  challenge to their ownership and is used under Fair Use. 
  
  iii
  LegaL 
  Open Content: Subject to designation as Product Identity 
  (see below), the only portion of this Legendary 
  Games product designated as Open Game Content 
  is the rules content (creature stat blocks and names 
  of skills, etc., taken from the SRD) as defined in the 
  Open Game License version 1.0a Section 1(d). The 
  front and back cover, back matter, introduction 
  and Credits page, as well all other parts of 
  this product including all text not specifically 
  designated as Open Game Content is not Open 
  Game Content. No portion of this work other than 
  the material designated as Open Game Content 
  may be reproduced in any form without written 
  permission.
  Product Identity: The following items are hereby 
  identified as Product Identity, as defined in the Open 
  Game License 1.0a, Section 1(e), and are not Open 
  Content: Legendary Games, Legendary Planet, the 
  Legendary Games Logo, Adventure Path Plug-In, To 
  Worlds Unknown, as well as all trademarks, registered 
  trademarks, proper names (including the names of 
  each character, location, item or monster unique to 
  this product), dialogue, plots, storylines, locations, 
  characters, artworks, and trade dress, but excluding 
  any content that is Product Identity of Wizards 
  of the Coast. (Elements that have previously been 
  designated as Open Game Content are not included 
  in this declaration.)
  Reference in non-Open Game Content (thus 
  not covered by the Open Game License) in this 
  work to content owned by others is not a challenge 
  to their ownership and is used under Fair Use. 
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the 
  Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the 
  copyright and/or trademark owners who have 
  contributed Open Game Content; (b) “Derivative 
  Material” means copyrighted material including 
  derivative works and translations (including 
  into 
  other 
  computer 
  languages), 
  potation, 
  modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment 
  or other form in which an existing work may be 
  recast, transformed or adapted; (c) “Distribute” 
  means 
  to 
  reproduce, 
  license, 
  rent, 
  lease, 
  sell, broadcast, publicly display, transmit or 
  otherwise distribute; (d) “Open Game Content” 
  means the game mechanic and includes the 
  methods, procedures, processes and routines 
  to the extent **such content does not embody 
  the Product Identity and is an enhancement 
  over the prior art and any additional content 
  clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this 
  License, including translations and derivative 
  works under copyright law, but specifically 
  excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos 
  and identifying marks including trade dress; 
  artifacts, creatures, characters, stories, storylines, 
  plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio 
  representations; names and descriptions of 
  characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; 
  places, 
  locations, 
  environments, 
  creatures, 
  equipment, magical or supernatural abilities or 
  effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly 
  identified as Product identity by the owner of the 
  Product Identity, and which specifically excludes 
  the Open Game Content; (f) “Trademark” means 
  the logos, names, mark, sign, motto, designs that 
  are used by a Contributor to identify itself or its 
  products or the associated products contributed 
  to the Open Game License by the Contributor (g) 
  “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise 
  create Derivative Material of Open Game Content. 
  (h) “You” or “Your” means the licensee in terms of 
  this agreement.
  2. The License: This License applies to any Open 
  Game Content that contains a notice indicating 
  that the Open Game Content may only be Used 
  under and in terms of this License. You must affix 
  such a notice to any Open Game Content that you 
  Use. No terms may be added to or subtracted 
  from this License except as described by the 
  License itself. No other terms or conditions may 
  be applied to any Open Game Content distributed 
  using this License.
  3. Offer and Acceptance: By Using the Open Game 
  Content You indicate Your acceptance of the 
  terms of this License.
  4. Grant and Consideration: In consideration for 
  agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You 
  are contributing original material as Open Game 
  Content, You represent that Your Contributions 
  are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by 
  this License.
  6. Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License 
  to include the exact text of the COPYRIGHT 
  NOTICE of any Open Game Content You are 
  copying, modifying or distributing, and You must 
  add the title, the copyright date, and the copyright 
  holder’s name to the COPYRIGHT NOTICE of 
  any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any 
  Product Identity, including as an indication as 
  to compatibility, except as expressly licensed in 
  another, independent Agreement with the owner 
  of each element of that Product Identity. You agree 
  not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game 
  Content except as expressly licensed in another, 
  independent Agreement with the owner of such 
  Trademark or Registered Trademark. The use of 
  any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of 
  that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain 
  all rights, title and interest in and to that Product 
  Identity.
  8. Identification: If you distribute Open Game 
  Content You must clearly indicate which portions 
  of the work that you are distributing are Open 
  Game Content.
  9. Updating the License: Wizards or its designated 
  Agents may publish updated versions of this 
  License. You may use any authorized version of 
  this License to copy, modify and distribute any 
  Open Game Content originally distributed under 
  any version of this License.
  10. Copy of this License: You MUST include a copy 
  of this License with every copy of the Open Game 
  Content You distribute.
  11. Use of Contributor Credits: You may not market 
  or advertise the Open Game Content using the 
  name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to 
  comply with any of the terms of this License with 
  respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game 
  Material so affected.
  13. Termination: This License will terminate 
  automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days 
  of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License.
  14. Reformation: If any provision of this License is 
  held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it 
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of 
  the Coast, Inc.
  Open Game License v 1.0a  © 2000, Wizards of 
  the Coast, Inc.
  Royal Tournaments (5E) © 2017, Legendary 
  Games; Authors Jason Nelson and Mike D. 
  Welham
  System Reference Document. © 2000, Wizards 
  of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave Arneson.
  System Reference Document 5.0 Copyright 2016, 
  Wizards of the Coast, Inc.; Authors Mike Mearls, 
  Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. 
  Schwalb, Bruce R. Cordell, Chris Sims, and 
  Steve Townshend, based  on original material 
  by E. Gary Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Cityscapes - New Settlement Options for 
  the Pathfinder Roleplaying Game. © 2012, 
  Skortched Urf Studios; Author: Chris A. Field.
  Fursona II - New Options for Anthropomorphic 
  Heroes. © 2012, Skortched Urf Studios; Author: 
  Chris A. Field.
  Kingdoms (5E) © 2016, Legendary Games; Author 
  Jason Nelson.  
  Pathfinder Roleplaying Game Core Rulebook. 
  © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Gamemastery 
  Guide. © 2010, Paizo Publishing, LLC; Authors: 
  Cam Banks, Wolfgang Baur, Jason Bulmahn, 
  Jim Butler, Eric Cagle, Graeme Davis, Adam 
  Daigle, Joshua J. Frost, James Jacobs, Kenneth 
  Hite, Steven Kenson, Robin Laws, Tito Leati, 
  Rob McCreary, Hal Maclean, Colin McComb, 
  Jason Nelson, David Noonan, Richard 
  
  Special Electronic Features
  We’ve hyperlinked this product internally from the Table of Contents and externally with references to the official 
  System Reference Document (SRD) and 5eSRD. If it is in the core 5E rules, we generally didn’t link to it unless the rule is 
  an obscure one. The point is not to supersede the game books, but rather to help support you, the player, in accessing 
  the rules, especially those from newer books or that you may not have memorized.
  About Legendary Games
  Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer Games, Inc. Legendary 
  Games uses a cooperative, team-based approach to bring you the best expansion material for your game. We are gamers and 
  storytellers first, and we believe that passion shows in our products. So check us out, and Make Your Game Legendary! 
  Visit us on Facebook, follow us on Twitter, and check out our website at www.makeyourgamelegendary.com.
  What You Will Find Inside Royal Tournaments
  An iconic moment in fantasy fiction is the grand tournament. From the archery contests of 
  Robin Hood to the jousts of Ivanhoe, it seems like half the stories about the Middle Ages have the 
  heroes attend such a festival somewhere along the line. Whether honoring the king’s birthday, 
  the birth of a saint, the nation’s victory over its enemies, or just because it’s Midsummer’s Day, 
  festive pavilions are raised and flags and pennants flap in the rising breeze to signal that it is 
  time for the main event to begin! However, even in the real-world tournaments were about 
  far more than bows and lances, and in a fantasy game the options for what would constitute 
  a friendly (or even not-so-friendly) competition are infinitely varied, from gritty and brutal 
  feats of raw strength to magical marvels of the highest fantasy. That is what Royal Tournaments 
  is all about. It provides a fantastic resource for incorporating tournaments and festivals into 
  your campaign, including an array of different tournament events and awards, some physical, 
  some magical, some social, and all delightful. Whether your players want to promote the 
  interests of their own kingdom or simply fight for glory and prizes, Royal Tournaments has 
  everything you need to make the tournaments in your campaign magnificent and memorable. 
  Legendary Games was founded on the principle of delivering first-class product for your 
  Pathfinder Roleplaying Game experience, brought to you by the very authors who design and 
  contribute to the adventures, hardbacks, and campaign supplements you are already using. 
  The Legendary Games tradition is to combine rich story and background, innovative layout, 
  beautiful aesthetics, and excellence in design that is second to none. This product is the latest 
  in that tradition, and we hope you enjoy using it as much as we enjoyed making it. Game on! 
  
  v
  Festival days 
  1
  Festival Size 
  1
  Navigating a Festival 
  2
  Winning Friends and Influencing People 
  2
  Contests and Champions 
  5
  Cheating 
  6
  At the Fair 
  6
  Crafting Contests 
  7
  Rural Delights 
  7
  Eating and Drinking Contests 
  10
  Athletics 
  10
  Jumping Events 
  10
  Racing Events 
  11
  Tests of Strength  
  14
  Mock Battle  
  16
  Jousting 
  16
  Target Shooting  
  18
  Unarmed Combat Events 
  20
  Special Events 
  22
  Pillars of Life and Death 
  23
  Shooting Gallery 
  23
  Test of the Axe  
  24
  The Siege Mortis 
  25
  The Tower of Jewels 
  25
  The Hell Horse 
  27
  The Spoils of Victory 
  28
  Appendix: Festival Edicts 
  30
  Festival Edicts 
  30
  Contents
  
  1
  Festival days
  While player characters are used to living lives of high 
  adventure with chances for glorious victory or potentially 
  fatal failure lurking around every corner, they may 
  sometimes lose sight of the fact that most people in the 
  world they inhabit are not so lucky. True, the common 
  folk perhaps have a different kind of luck, one which 
  involves far less risk of death on a daily basis, but there 
  is still something terribly romantic and exciting about 
  being able to at least play at the kind of dramatics and 
  heroics they hear about in the stories. That is where Royal 
  Tournaments come in! Every now and then, it is time for a 
  festival, and while competitions and mock battles often 
  play a large part they are hardly the only element to entice 
  the common folk.
  Festivals can be held for many purposes, and these are no 
  different in a fantasy world than they are in the real world. 
  Festivals can generally be divided into two categories: 
  civic and religious. Civic festivals may commemorate the 
  founding of a nation or a city, or the birth of a great leader 
  or hero, or the overthrow of a hated tyrant. Celebrations 
  may mark the day of a mighty battle, mixing celebration 
  of victory with a solemn memorial of those lost in the 
  struggle, or the consummation of peace after a long 
  period of strife. Civic festivals may celebrate the life of a 
  particular person of great renown, or they may be aimed 
  at the entire populace. Likewise, they may be local to a 
  single city or locality, or they may be widespread across an 
  entire continent.
  Religious festivals may occur independently of any 
  corresponding civic events. In some societies, the regular 
  worship rituals of religion may be a weekly or daily 
  occurrence, or even multiple times per day as the faithful 
  are called to prayer by cathedral bells or the echoing calls 
  of the priesthood. Other religions may have less structured 
  worship routines, but nearly all commemorate the birth 
  or death of saints or religious leaders in much the same 
  way civic festivals celebrate secular leaders. Religious 
  festivals, however, may also focus upon dates fixed by 
  the dogma of the church for events beyond mortal ken, 
  when their divine patron stepped foot upon the earth or 
  first appeared to its acolytes in the spirit or in the flesh. 
  Divine incarnations, interventions, apotheosis, sacrifice, 
  resurrection, and more may be marked by the adherents 
  of the faith with a celebration large or small.
  There are, of course, festive occasions that may fall into 
  either category, especially those that are tied to the seasons. 
  Such natural markers on the calendar often gain religious 
  significance or may be considered sacred to many faiths. 
  Special prayers may be offered up for the planting in the 
  spring or the harvest in the fall, while Midsummer’s may 
  be a time for worshipful offerings or blessed marriages 
  amid summer’s bounty even as Midwinter’s sees vigils 
  throughout the long dark. This is particularly true in areas 
  where druidical faiths predominate, but the religious 
  associations with the seasons (if any) may vary a great deal 
  from region to region and culture to culture. In areas 
  where no one faith is dominant, cultural attachments 
  around seasonal holidays may be far more important to 
  the citizenry than any particular religious celebration. 
  A diverse city or region may see multiple overlapping 
  holidays celebrated in many ways among the different 
  cultures and faiths present in the area. 
  Even apart from the seasons, important events may 
  be conflated and commemorated by coincidence, just 
  because they happen to occur on or around a known 
  local event or existing holiday. St. Crispin’s Day, a minor 
  holiday whose lineage is somewhat unclear, nonetheless 
  was immortalized by Shakespeare’s recounting of the 
  Battle of Agincourt in Henry V. The possibly apocryphal 
  saints still lend their name to the 25th of October, and for 
  that matter to the rousing “St. Crispin’s Day speech” that 
  Shakespeare wrote nearly 200 years after the battle, but the 
  memory of the day has evolved to be more a celebration of 
  the band of brotherhood between warriors.
  In roleplaying terms, the nature of the festival is not 
  critically important, other than to provide an overall 
  theme and to help determine what manner of ancillary 
  events, such as tournaments or contests, might be most 
  appropriate. If you are using the Festival Edict rules in 
  Ultimate Rulership (5E) from Legendary Games, civic and 
  religious festivals provide different types of bonuses to 
  your kingdom based on the buildings available in the city 
  where the festival takes place. 
  Festival Size
  Festivals are typically held in and around a city, town, 
  or village. However, during a festival, settlements are 
  typically thronged with people, so unless the festival is a 
  failure (see the Festival Edict rules in Ultimate Rulership, 
  reprinted in the Appendix of this book) you should treat 
  the settlement as one size larger than its actual size for 
  all purposes. 
  In some cases, festivals may be held outside of any 
  settlement, often near a Landmark (see Special Terrain 
  the Kingdom-building rules in Kingdoms (5E) from 
  Legendary Games). In this case, the number of attendees 
  at the festival can be highly variable, depending on how 
  
  2
  significant the festival, how often other festivals are held, 
  the season of the year, and how far travelers typically come 
  to attend.
  Because of the high concentration of merchants and 
  wealthy visitors (as well as black marketeers), the gp limit 
  for buying and selling should be treated as a large city for 
  the duration of the festival. 
  Navigating a Festival
  The thronging crowds present at a typical festival do 
  not interfere with the ability of PCs to move around 
  the festival, but if tactical movement and line of sight 
  are important (as during a combat encounter), there is a 
  50% chance that when an encounter begins at a festival 
  the PCs will be in the midst of a crowd 20 to 80 feet in 
  diameter. Crowds provide cover, allow Dexterity (Stealth) 
  checks, and are considered difficult terrain for movement 
  purposes. A DC 12 Charisma (Persuasion) check or DC 15 
  Charisma (Intimidate) check allows a PC to convince a 
  crowd to move in a particular direction (up to 30 feet per 
  round), as long as the PC can be seen or heard. 
  Finding a particular location in the festival grounds 
  is a simple task to locate lesser-known merchants and 
  locations. No roll should be necessary, especially if what is 
  being sought is something available to the common folk. 
  Finding information on specific people at the festival 
  can be accomplished through Intelligence (Investigation) 
  checks to gather information, or at the GM’s option with 
  Wisdom (Insight) checks to learn about common folk and 
  Intelligence (History) to learn about the rich and powerful. 
  The DC should be relatively low, but feel free to use this as 
  an opportunity to disclose information that may feed into 
  the adventure.
  Winning Friends and 
  Influencing People
  For the common folk simply attending a festival is a 
  reward in and of itself, and low-level player characters can 
  approach a festival the same way, as tourists and gawkers 
  at the spectacle of it all. As PCs advance in level, however, 
  they should see festivals as an opportunity to spread their 
  
  3
  Renown Modifier
  Type of Lodging
  -4
  Commons (free) PCs wander the festival or stay amongst the smallfolk, talking to people as 
  they can and vying for attention with performers and hawkers. 
  -2
  Tent (10 gp per day) PCs have a small tent or lodge for conducting private meetings or 
  a single secure shelter.
  +2
  Pavilion (100 gp per day) PCs have a large tent sufficient to host a formal meeting, with 
  table, chairs, and other furniture, or multiple secure shelters, with a corral and grooms 
  to keep their mounts close at hand. 
  +4
  Grand Pavilion (1,000 gp per day) PCs have an opulent structure, which can be raised with 
  a rod of splendor or daily use of mage’s magnificent mansion. Mounts are kept in a separate 
  adjacent structure staffed with multiple grooms.
  fame across the land. They can do this by earning honor 
  by showing mercy and gentility alongside prowess and 
  might, gaining reputation and fame by drawing attention 
  to themselves and their exploits, recruiting contacts and 
  cultivating relationships, or even running a business or 
  building up an organization. 
  A tournament can serve as entertainment and an 
  opportunity to engage in some contests and trials less 
  dangerous than the normal adventuring life, but it also 
  offers a great opportunity for adventurers to make an 
  impact in the campaign world. This is doubly true if 
  one or more of the PCs is ruling a kingdom, especially 
  a new domain just trying to establish itself. They can put 
  their newborn kingdom into the public eye amongst the 
  notables and the commons alike from surrounding lands, 
  earning prestige simply by being present for a major 
  event. Of course, the more effort they put into promoting 
  themselves the more prestige they can earn for themselves 
  and their land, which will enhance their legitimacy, 
  inducing other rulers to acknowledge them as equals and 
  fellow rulers rather than up-jumped nobodies waiting to 
  be picked off by their betters. This advancement in their 
  fame and esteem is called Renown.
  Starting Renown: PCs can take a variety of actions that 
  earn Renown, but their baseline Renown is equal to 5 
  before any further adjustments.
  Keeping Up Appearances: Whether PCs visit a festival, 
  they may simply walk the grounds like the common folk 
  or they may reserve a patch of the grounds for themselves 
  and their accommodations. Even if they do not intend 
  to stay at the festival overnight, putting up a structure 
  displaying their ensign or flag is seen by others at the 
  festival as a mark of their legitimacy. As a result, Renown 
  is modified by their choice of quarters. 
  PCs using magic to create their lodgings still must pay 
  half of the above cost for the right to host their structure 
  on the festival grounds. PCs may emulate a pavilion or 
  grand pavilion with mirage arcana or similar magic, but 
  each day they do this there is a cumulative 7% chance that 
  they are discovered. Once the illusion is discovered, word 
  gets around of the PCs’ pretensions to glory and their 
  Renown is reduced by 2.
  Renown Modifier
  Type of Seating
  -4
  Beggar’s Hill (free) PCs stand among the rabble, peeking over fences, hanging from 
  trees, or otherwise watching from the fringes of the venue. 
  -2
  Absence (free) PCs may choose to simply not attend the events hosted at the arena, 
  which may be deemed an affront to their hosts. All PCs need not attend all events, but 
  they should send at least one representative to attend.
  -1
  Stands (2 gp per PC per day) PCs have a bench seat inside the arena, but far back from 
  the action. 
  +1
  Box Seats (50 gp per day) PCs have a reserved seat up front for up to 6 people, with 
  refreshments brought to them. 
  +2
  Royal Box (500 gp per day) PCs have padded seats and lavish canopies to keep off the 
  sun or rain (often blocking the view of commoners behind them), with elaborate 
  refreshments for up to a dozen people in a box adjacent to that of the hosts. 
  
  4
  King of  the Hill: A festival may have a particular spot 
  reserved for celebrations, often a small hill or rise on the 
  edge of the festival grounds, ringed in trees, for picnics 
  and parties by day and revels by night by those wealthy 
  folks who lack the title or privilege to claim an established 
  pavilion. They can nonetheless attract the acclaim of 
  errants and lesser noble scions and other untitled yet 
  affluent folk by winning a lottery to host the celebrations 
  for a night, wearing a crown as the King of Fools, a Crown 
  of Holly, or a similar award. A chance in the lottery 
  depends on the size of the festival, but is typically 1d10 x 
  10 gp. PCs who bid may roll a d20; on a natural 20, they 
  win the crown and may invite any they wish to attend, 
  but must provide music, food, and drink to all. They may 
  provide entertainment themselves (or may hire a bard or 
  other performer) and must provide 1d10 x 100 gp worth 
  of food and drink, but they gain 1 point of Renown (see 
  below) each time they win the honor.
  Noble Boxes: If the festival grounds have an arena for 
  tests of skill and strength, such as jousting lists, archery 
  ranges, racetracks, or more exotic competitions, PCs 
  can build their repute by purchasing the rights to the 
  best seats, nearest to the action and to the hosts of the 
  tournament, rather than sitting with the rabble. 
  Making a Name and Spreading Your Fame: In addition 
  to simply establishing their presence with a pavilion or 
  box seats for the grand events of the tournament, PCs 
  can make an active effort at building the reputation of 
  their domain. They can do this by personally entering 
  and succeeding in contests and tournaments or hiring 
  champions to do so on their behalf or by using their 
  own skills and abilities. Each of the following methods 
  requires a day of effort by one or more party members 
  (cohorts may participate, and PCs able to make alliance 
  with a noble patron with bards at his beck and call may be 
  able to access their skills as well). Each effort requires the 
  use of more than one skill; if one PC attempts to fulfill 
  multiple skill requirements, all of their skill checks have 
  disadvantage due to dividing their attention and efforts. 
  If PCs succeed on all of the required skills (DC 12 each), 
  they gain one point of Renown. If they fail one or more 
  skill checks, they gain nothing, but if they fail all skill 
  checks for a method by 5 or more, they lose 1 point of 
  Renown. Each of these methods can be used more than 
  once by repeating the effort on a subsequent day, but the 
  DC increases by 2 each time a method is repeated. 
  Success at one of these efforts can be awarded experience 
  points as an encounter with a CR 2 lower than the party’s 
  average level.
  
  5
  Promotion
  Gaining Influence for Your Kingdom
  Display of Triumph
  The PCs stage a dramatic re-enactment of the PCs’ adventures and accomplishments in 
  founding their domain, establishing their status as rightful rulers.
  Relevant Skills Intelligence (History), Charisma (Performance) 
  Special PCs using visual and auditory illusions to augment their performance have 
  advantage. PCs can perform in any common area (disadvantage), on a small stage (cost 
  100 gp), or on an elaborate stage in the noble section of the festival grounds (1000 gp, 
  grants advantage on the check).
  Feet of Clay
  The PCs lampoon the follies, missteps, embarrassing rumors, and other shortcomings 
  of the leaders of other nations, merchant guilds, religious orders, or other noteworthy 
  organizations through satire and clever wit. 
  Relevant Skills Charisma (Persuasion), Charisma (Performance)
  Special Each time this is used, all future We Meet at Last DCs increase by 2.
  Play to the Crowds
  The PCs recount the glory of the PCs’ domain and the impressive accomplishments 
  and prowess of the new masters of their lands, while also trumpeting what a fair and 
  pleasant land it is and the benefits that citizens enjoy living there. 
  Relevant Skills Intelligence (History), Charisma (Performance) 
  Special PCs offering free food and drink (costing 1d10 x 100 gp) gain a advantage on 
  this check.
  Trade Agreement
  The PCs arrange a meeting with merchant leaders from the other nearby domains to 
  find buyers for the goods produced in the PCs’ domain and to obtain favorable prices 
  on goods they wish to import to their country.
  Relevant Skills Wisdom (Insight), any one tool proficiency.
  Special PCs offering a bribe (1d10 x 100 gp) gain advantage their check.
  We Meet at Last
  The PCs arrange a meeting with rulers from one or more nearby domains, or the 
  masters of a merchant guild, religious order, or other major organization, or with their 
  ambassadors or representatives to establish formal relations. 
  Relevant Skills Charisma (Deception), Charisma (Persuasion), or Charisma 
  (Performance)
  Special PCs offering a permanent magical item, piece of jewelry, or similar exotic gift 
  (e.g., trained griffon or owlbear) gain advantage on this check. 
  Contests and Champions
  A festival has all manner of common entertainments, 
  minstrels, mummers, singers, jugglers, tumblers, trained 
  animals, and on and on, but much of its allure is in the 
  glory of competition. One factor to consider in preparing 
  to run a festival or tournament is the level of magic 
  available in the world. In a campaign where magic is 
  rare and mysterious like that of Tolkien, simple fortune 
  telling and fireworks are a marvelous spectacle that the 
  folk at the festival may remember for years to come. In 
  a typical fantasy campaign, however, magic is far more 
  commonplace. Even small villages may well have a hedge 
  mage or two capable of working real magic, or a cleric, or 
  druid tending the local shrine. Even a 1st-level sorcerer 
  or wizard can put on an impressive display of stage 
  magic with spells like dancing lights, flare, ghost sound, and 
  prestidigitation, and can go well beyond that with low-level 
  illusions like minor image and major image.
  In addition to basic showmanship, the level of magic 
  that exists in the campaign world on an everyday basis 
  affects the kinds of events you include. A simple footrace 
  in a low-magic campaign could become an exercise in 
  super-speed or even a teleportation contest in a campaign 
  saturated with magic power, horses replaced with pegasi 
  and bowshots replaced with hurled lightning or psychic 
  duels. The tone and feel of the campaign, as well as the 
  level of the PCs, are important to consider when deciding 
  what kinds of contests to incorporate into a festival.
  Whatever the style of contests you employ in your 
  festival, including having different festivals each with 
  their own focus, they are most enjoyable for players if 
  their characters take part, and certainly other nobles in 
  
  6
  of one competitor versus another. Bearing in mind that 
  festivals and tournaments are sponsored by the wealthy, 
  this could mean that some sponsors might use such 
  chicanery and skullduggery to favor their own champions 
  in the contests, but it also means that the patrons of the 
  event have the means and wherewithal to enlist magical 
  sentries and to have warding effects in place to prevent 
  cheating. Of course, such supernatural sentries may not 
  be wholly trustworthy, as they are not necessarily obliged 
  to enforce the rules honestly and fairly equally across the 
  board. Corrupt contest marshals might look the other way 
  when certain competitors come to the list.
  The attitudes towards cheating can be determined 
  entirely at the GM’s discretion, of course, but they also 
  can be determined by the characteristics of the area 
  where the festival is being held. Specifically, areas with 
  high levels of Corruption and Crime (see the Settlement 
  rules in Kingdoms (5E) from Legendary Games) are 
  likely to be tolerant of cheating, while those with high 
  levels of Law will take a dim view of such shenanigans. 
  However, cultural, racial, and even religious attitudes 
  may play a role in determining the level of dishonesty 
  likely to be encountered. 
  The capabilities of monitoring the competition depend 
  on the resources of the hosts. Small local festivals may 
  operate on the honor system out of necessity, but a 
  festival sponsored by a king might have marshals (either 
  in ostentatious uniforms, hidden amongst the crowd, or 
  both) using spells like detect thoughts to check for evidence 
  of cheating. Even in areas known for skullduggery, a host 
  making a great show of striving for a clean competition 
  might require competitors to use the equipment provided 
  by the host, including clothing as well as arms and 
  armor, to avoid them smuggling contraband items into 
  the competition. Of course, Dexterity (Sleight of Hand) 
  checks can be used to smuggle small items in despite 
  such surveillance. 
  At the Fair
  While combat-focused may seem more glamorous, 
  virtually anything can be a competition. One need look 
  no further than county and state fairs to see the vestiges 
  of agricultural and crafting competitions in the modern 
  day, to say nothing of competitive cooking shows and the 
  like on television. While these competitions may not stir 
  the imagination of most adventurers there are some with 
  an interest in such background skills who may wish to try 
  their own hand or to sponsor an NPC ally or associate on 
  toward victory.
  nearby lands may encourage them to enter, or even early 
  in their careers to ride on that leader’s behalf as her or his 
  champions. PCs not directly involved in the contest still 
  might enjoy watching the proceedings or making wagers 
  on them, and you may also allow players to take the role 
  of one of the NPC contestants (perhaps ‘sponsoring’ them 
  or hiring them to compete in the name of their own land). 
  Contestants can always yield in a contest if they wish, but 
  such public surrender results in a loss of 1 point of Renown 
  (see below), while winning a contest usually nets 1 point of 
  Renown; if a contest has two different victory conditions 
  and the same contestant wins both, that contestant wins 
  3 points of Renown. In addition, competing in such 
  contests, while not generally dangerous in the same way 
  as adventuring, still should be worth and appropriate xp 
  award, typically as an encounter containing monsters that 
  are roughly of a challenge rating of 1-3 levels below the 
  PCs’ own level. 
  Cheating
  It is not just the events themselves where magic is 
  relevant, however. Whatever the basic magic level of the 
  world and the tournament, player characters themselves 
  certainly have access to magic, and so too do significant 
  NPCs, even if the rank and file competitors and spectators 
  do not. Since magic does exist in the game world, it is 
  entirely plausible that some competitors will seek to use 
  magic (or other extraordinary means) to cheat, either on 
  their own behalf or to bias the results of events in favor 
  
  7
  Crafting Contests
  Contests dealing with tool proficiencies are popular with 
  NPCs as they offer chances at earning esteem without 
  deadly danger. While combat-focused may seem more 
  glamorous, virtually anything can be a competition. One 
  need look no further than county and state fairs to see 
  the vestiges of agricultural and crafting competitions in 
  the modern day. Contests can range nearly any of the tool 
  proficiencies, from cooking to jewelry making.
  Winning: Contests using a tool proficiency typically call 
  for three skill checks, with the winner in each category 
  based on the highest total score on all three checks. 
  However, a prize also may be awarded for the “Best in 
  Show” in each category, reflecting the highest single skill 
  check even if that contestant’s total score did not measure 
  up. In the event of a tie, both may be awarded as Best in 
  Show, or you may have each contestant roll 1d20 with the 
  high roll determining the winner. 
  Tastes are highly subjective in background skill contests, 
  and the GM may liberally award advantage to reward 
  those who incorporate local favorites or specialties, who 
  have a reputation for past wins in similar contests, who 
  are connected to the contest judges or other local notable 
  characters, or who have an exotic special ingredient 
  featured in their creation.
  Some contests require contestants to bring their 
  submissions already completed and ready for the judges, 
  while others (cooking contests in particular) may be 
  spontaneous affairs presenting the contestants with secret 
  or strange ingredients they must use to create delicious 
  dishes in a very limited amount of time. Various different 
  checks may be required to successfully incorporate such 
  mystery ingredients, and success on those checks may 
  impose a bonus or penalty on checks made to create a 
  fabulous meal on the spur of the moment and not get 
  chopped from the competition. 
  Rural Delights
  Most of the contests described elsewhere in this book work 
  well for formal competitions and grand events hosted by 
  the rich and powerful, but sometimes you want a smaller-
  scale festival, perhaps a small fair or local celebration of 
  summer in the rural countryside. While certainly you can 
  use athletic contests and archery or knife or axe-throwing 
  even on a small scale, the following events are specially 
  designed for competitions among the simple folk of 
  the simple villagers and people of the land. Each event 
  provides rules to adjudicate the tournament, possible 
  prizes for the winner (and runners-up), and complications 
  which make the events trickier or even lethal.
  Caterpillar Eating
  A test of all participants’ persistence with digesting live, 
  wriggling caterpillars, the contest ends when the first 
  person devours all her caterpillars, or the last person 
  holds down her caterpillar and the others have lost the 
  contents of their stomachs.
  Rules: Each contestant starts with at least 20 caterpillars. 
  Eating a caterpillar and keeping it down requires a 
  successful Constitution saving throw (DC 10, +1 for each 
  
  8
  previous caterpillar eaten). A contestant can spend a round 
  regrouping, which resets the DC to 10. If a contestant fails 
  the Constitution save, she must succeed at an additional 
  Constitution save (at the current save DC) or become 
  nauseated for 1 minute.
  An unusual variant uses caterpillars with bristles or 
  spikes, which inflict 1 point of piercing damage per 
  caterpillar ingested.
  Prizes: The winner typically receives a preserved 
  caterpillar which, when eaten, provides resistance to 
  poison damage, and advantage tonthe poisoned condition 
  for one day. The caterpillar is preserved and retains its 
  potency for one month.
  Complications:
  • The caterpillars have been dosed with a hallucinogenic 
  poison, forcing all contestants to succeed at a second 
  Constitution save each round or become confused for 
  1d6 rounds (as per the spell).
  • The caterpillars are actually larger, but have received 
  the effects of enlarge/reduce to shrink them down to 
  an acceptable size. The spell wears off, causing the 
  caterpillars to burst the stomachs of those who have 
  eaten them, dealing 1d6 points of damage for every 
  5 caterpillars eaten (DC 15 Constitution save for half 
  damage).
  Rope Swing and Jump
  This tournament event takes place at the tallest tree by a 
  large body of water, such as a lake or pond. Participants 
  swing from the rope and launch themselves from the rope 
  into the water. The contestant who travels the furthest 
  wins the event.
  Rules: A contestant can swing on the rope, which ends 
  at least 5 feet from the ground, any number of times, 
  requiring a Strength (Athletics) check to maintain grip 
  (DC 10, +1 for each previous swing). For each successful 
  swing, the contestant gains 5 feet of distance of the jump 
  into the water, up to an additional 20. On an unsuccessful 
  swing, the contestant must succeed on a DC 15 Dexterity 
  save to grab the rope; if she succeeds, she takes no damage 
  but is disqualified, while a failure causes her to fall and 
  take damage based on the distance from the rope to the 
  ground. The contestant is treated as having a running 
  start when making the jump. The result of the Strength 
  (Athletics) or Dexterity (Acrobatics) check determines the 
  jump distance.
  Flying is disallowed for the contest; depending on the 
  specific rules, the contest may allow magic assistance for 
  jumping or gripping the rope.
  Prizes: The winner receives a monetary prize or one 
  which improves her ability to jump, such as a ring of 
  jumping.
  Complications:
  • Someone may have stocked the body of water with 
  crocodiles or other aggressive animals. These creatures 
  are sluggish and are slow to attack, so their attack may 
  coincide with several contestants in the water.
  • A wall of stone or other impassible surface rests just 
  under the water’s surface at a distance designed to 
  harm the winning participant. It requires a successful 
  DC 18 Wisdom (Perception) check to notice the 
  obstacle from the rope. If someone jumps into the 
  water per the rules, she takes damage as if she fell 10 
  feet (or more, if the rope is higher) plus the distance 
  jumped, rounded to the nearest 10 feet.
  Squirrel Racing
  A true test of coaxing a wild creature to do something it 
  normally wouldn’t, squirrel racing has the contestants 
  calling or cajoling their squirrels to be the first to cross 
  the finish line.
  Rules: The squirrels must run a total of at least 60 feet, 
  and the first squirrel to reach the specified distance wins. 
  Each squirrel is in its own chute, eliminating the chances 
  for interference from other squirrels. During each round, 
  a contestant attempts a DC 10 Wisdom (Animal Handling) 
  check. For each point over 10 that the roll exceeds, the 
  squirrel moves forward 2 feet (up to its maximum base 
  speed). On a failed check, the squirrel moves backward a 
  number of feet equal the difference between the DC and 
  the result. If one or more squirrels tie, they must run the 
  course again (increasing the DC to 15).
  This contest usually has multiple heats, with a final 
  round for all the winners. In this case, ties during the 
  earlier heats allow all winning squirrels to move on to the 
  final round.
  Prizes: The winner receives a prize allowing him to 
  improve the attitude of wild animals (either mundane, 
  such as a bunch of tasty food, or magical, such as a ring of 
  animal friendship). Alternatively, the winner may receive 
  the winning squirrel for use as a companion or familiar.
  Complications:
  • Unknown to everyone at the start of the contest, one of 
  the contestants has trained all the contest’s squirrels 
  with the “come” trick, making it impossible for him 
  
  9
  to fail regardless of the random squirrel he uses. The 
  squirrel moves 10 feet each round.
  • One of the squirrels is actually a massive, low-
  Intelligence creature affected by a curse. When it 
  crosses the finish line, the curse is dispelled and the 
  creature attacks everyone within reach.
  Tree Climb
  Simulating the necessity of quickly ascending a tree to 
  rescue a trapped animal or child, or to retrieve an item 
  trapped in a tree’s upper boughs, the winner of this 
  contest is the quickest to the top of the tree.
  Rules: The tree begins with a DC 17 Strength (Athletics) 
  check for a minimum distance of 20 feet until the 
  contestant reaches weight-bearing branches, at which 
  point the DC decreases to 15, and then returns to 20 after 
  a set distance as the branches become too weak to support 
  a contestant’s weight. The goal is simply to reach the bell 
  at the top of the tree in the shortest amount of time. A 
  contestant can move at half speed as they climb. In the 
  case of a tie, a contested Strength (Athletics) check can 
  represent a surge of speed at the end of the climb.
  Alternative rules could feature unknotted rope that 
  reduces the DCs by 5, a greased tree, or a tree bereft of 
  branches, for instance.
  Depending on the contest requirements, a climber may 
  or may not use physical means to assist with climbing 
  (such as a grappling hook or a climbing kit) or magic 
  items.
  Prizes: Prizes range from monetary rewards to magic 
  items associated with trees and climbing (such as feather 
  token, tree or a ring of climbing). Additionally, this could 
  allow a winner to procure fruit or a sprig from a rare tree 
  with its own special qualities, such as the effects of a magic 
  potion or elixir.
  Complications:
  • The branches (or ropes, as applicable) have received 
  subtle cuts which eventually cause them to break. 
  The cut item has a cumulative 5% chance of breaking, 
  forcing a contestant to succeed on a Dexterity save 
  (DC 14) or fall. A character succeeding on a DC 19 
  Wisdom (Perception) or DC 17 Intelligence (Nature) 
  check notices the potential danger.
  • Either through natural means (such as soil erosion) or 
  sabotage, the tree topples while a contestant is some 
  distance up the tree. The tree deals 2d6 points of 
  damage (DC 15Dexterity saving throw halves), and the 
  contestant takes falling damage based on the distance 
  climbed.
  Whittling
  A whittling contest takes fallen wood and turns it into 
  works of art. The pieces are presented to judges who 
  decide their aesthetic worth.
  Rules: Each contestant makes a series of woodworking 
  tool checks to carve their creations. The DC for these 
  checks is 10 or higher, depending on how difficult the 
  wood is to work with. Succeeding at the check, and every 
  2 points by which the result exceeds the check, awards 
  the whittler win. A contestant must win at least one 
  woodworking tool check for the work to be considered by 
  the judges. Additionally, prior to the contest, a contestant 
  may interact with the judges and attempt a Charisma 
  (Persuasion) or Wisdom (Insight) check (DC 10 or higher, 
  depending on the judge) to ingratiate himself with a judge 
  or learn what sort of carving the judge enjoys. Success on 
  
  10
  an above skill check grants advantage on the woodworking 
  tool check.
  An alternative contest uses axes to make carvings from 
  larger pieces of wood. Since axes are less efficient at 
  making subtle cuts, the sculptor has disadvantage on the 
  woodworking tool checks for their pieces.
  Prizes: The winner receives a magic item which allows 
  its user to reroll woodworking tool checks once per day, 
  a monetary prize, or a knife which acts as a +1 dagger (or 
  better magic weapon).
  Complications:
  • One of the contestants has used charm person on one 
  or more judges, granting him an unfair advantage. 
  A successful DC 20 Wisdom (Insight) or DC 18 
  Intelligence (Arcana) check during the interaction 
  prior to the contest reveals the magical influence.
  • Fey have tampered with the wood, such that each 
  creation animates as per animate objects upon 
  completion.
  Eating and Drinking Contests
  Virtually all cultures have strange cuisines that test the 
  resolve and endurance of anyone brave enough to try 
  them. Such food or drink might have a pungent and 
  horrifying aroma or an overwhelmingly bitter flavor, 
  or the food might simply look revolting and repellent. 
  Most popularly, an iron stomach contest involves either 
  extremely strong liquor that brings on near-immediate 
  intoxication or exceptionally spicy food—whether 
  pickled, fermented, or even fresh off the vine—that brings 
  a nigh-unendurable heat that leaves competitors flushed, 
  weeping, and gasping for breath. An eating or drinking 
  contest also can feature fairly ordinary food and beverages 
  in a race to see which contestant can gorge themselves, 
  for example, on the most pies or sausages or can guzzle 
  the most mead or milk in a set amount of time. To add an 
  element of fun (or humiliation), contestants might have 
  to eat or drink with their hands tied behind their backs or 
  with some other handicap.
  To eat or drink such fare or in such quantities is a test 
  of bravery as well as physical constitution, and spectators 
  cheer for both the horror of the contestants as well as 
  their sweat, tears, and grimaces of pain as they try to outdo 
  their cohorts to down the most. In some barbarian tribes, 
  iron stomach contests may be used as initiation rites to 
  both purify the body and show toughness, though some 
  visitors claim they are more of a sadistic prank the tribes 
  play on outsiders seeking to trade with them. 
  Whatever the exact nature of the food or drink used in 
  the iron stomach contest, every competitor must consume 
  at least one cup, plate, or other dish (or a whole fresh 
  pepper or similar item), and at least one competitor must 
  consume at least five within a set time limit (typically 
  one minute) without passing out or regurgitating what 
  they have tried to keep down. If no one finishes at least 
  five, there is no champion and everyone loses 1 point of 
  Renown. Anyone that passes out on the very first turn 
  loses an additional point of Renown. 
  Each dish consumed requires a successful Constitution 
  saving throw to avoid becoming wracked with pain, 
  nausea, and cramps from the awful gastrointestinal 
  distress (or immediate intoxication) brought on by the 
  food. The Constitution saving throw begins with a DC of 
  10 and increases by 2 for each dish after the first.  The 
  first failed save causes the eater to become poisoned for 
  one hour. A second failure leaves the eater poisoned for 
  1d4 minutes, and a third failed save causes the eater to 
  fall unconscious for one round. A contestant that rolls a 
  natural 1 on any saving throw must immediately attempt 
  a new save against the same DC; if this save fails, he 
  immediately falls unconscious for 1 round, even if it is his 
  first failed save.  
  Any class features that provide bonuses against ingested 
  poison or against pain also apply to this save; however, the 
  effect is not actually poison and thus spells that affect the 
  poisoned condition, and similar effects, are of no help in 
  enduring the pain.
  Athletics
  Tests of speed and stamina are among the oldest and 
  simplest of all contests, and they come in a great variety of 
  types, each one taxing the skills, endurance, and physical 
  talents of every competitor. The following categories are 
  not exhaustive, but provide a wide selection of possible 
  events that could be held to determine the best athlete on 
  the field. 
  Jumping Events
  Events involving jumping are fairly easy to resolve with 
  a simple Strength (Athletics) contest. Whether class 
  features like a monk’s ki features that enhance Acrobatics 
  checks are allowed in a contest is up to the rules of the 
  individual event. 
  Broad Jumps: A broad jump is a jump for maximum 
  horizontal distance. There is a foul line that shows where 
  the jumper must begin their jump; if they step over the 
  
  11
  line, the jump is treated as a foul and does not count. If the 
  jumper’s check results in an 8 or lower, they accidentally 
  step over the foul line and are disqualified. 
  In some cases, only a single jump is allowed, but in 
  formal athletic competitions usually each contestant 
  makes a set number of jumps (from three to six) and keeps 
  their best result. The best overall result wins the contest, 
  and in the case of a tie either both jumpers may be named 
  the winners, or they may compare their second-best result 
  or have them go to an additional jump-off. 
  Long Jump: A long jump is a running jump. 
  Standing Broad Jump: A broad jump is performed from a 
  standing start. 
  Triple Jump: A triple jump, also called a “hop, skip, and 
  jump” is a combination of a single running long jump, 
  after which the runner lands and immediately makes a 
  second jump off one foot, and a third jump off of both 
  feet. The third jump is treated as a standing jump with 
  advantage. The total result of the three relevant checks 
  gives the total distance jumped. 
  High Jumps: A high jump is a jump for maximum 
  vertical distance, done by jumping over a bar set at a target 
  height, typically starting at 2 feet for standing jumps, 5 feet 
  for running high jumps, or 10 feet for the pole vault, and 
  all jumpers must clear this qualifying height. Jumpers who 
  clear the height move on in the contest, while those who 
  fail must try again. Jumpers who fail to clear three jumps 
  (regardless of height) are disqualified. A natural 1 on a jump 
  check to perform a high jump is an automatic failure. Once 
  all jumpers have cleared the height or been disqualified, the 
  bar is raised, typically half a foot at a time and the process 
  is repeated. Confident jumpers who clear the qualifying 
  height may pass on jumping at lower heights thereafter in 
  order to save their attempts for later jumps. The process 
  of raising the bar and new attempts for each remaining 
  jumper continues at each new height, with any jumpers 
  accumulating three failed jumps being disqualified. 
  If at the end of all jumps at any height only one jumper 
  left has cleared that height, they are the winner. If two or 
  more jumpers remain, they proceed to the next height 
  and continue the process until only one jumper remains. 
  If neither jumper clears the new height, the jumper 
  with the fewest failed jumps prior to the final height is 
  the winner. If only a single jumper is left and they have 
  not failed three jumps, they may choose to raise the bar 
  and continue trying to clear higher heights for the sake 
  of getting the best possible result, and the may continue 
  trying indefinitely until they fail three jumps or until the 
  sponsor of the contest calls for an ending.
  For the purpose of the contest, rather than setting a 
  specific height you can use target DCs instead. This allows 
  you to bypass metric conversions for jumping or worrying 
  about the specific calculations of each height. You simply 
  set the target DC for each height and have contestants try 
  to meet or exceed it. 
  High Jump: A high jump is a running high jump. 
  Pole Vault: A pole vault is a running high jump that 
  uses a flexible pole to provide leverage and spring to 
  launch the jumper higher than they could under their 
  own power. Using a pole allows the jumper to double the 
  result of their Acrobatics check. However, if their vault is 
  10 feet or higher they also must attempt a DC 15 Dexterity 
  (Acrobatics) check on the way down to avoid falling 
  damage. 
  Vertical Jump: A vertical jump is performed from a 
  standing start. 
  Racing Events
  Chase scenes in adventures offer chances to spring 
  unexpected surprises and opportunities on characters, 
  but that’s harder to do in a relatively straightforward 
  race, so the following rules present an abstract system 
  for resolving competition races that combines speed and 
  skill in a test to cross the finish line first.  
  Of course, characters might attempt a shove contest or 
  otherwise attack other competitors. 
  Sprint: Each contestant in a sprint race is assumed to 
  take the Dash action, running a short burst in a straight 
  line. Each racer multiplies their speed by 2; this number 
  is their base race score. In addition, the start and finish of 
  the race are of key importance. The start is represented 
  by an initiative check for each runner, while the ability to 
  run through the finish without tiring is represented by a 
  Constitution check. 
  The result of these two checks is added to each runner’s 
  base race score to give a total race score. In a simple sprint, 
  the highest total score wins. In a large tournament, racers 
  run in several heats, with the top two finishers in each 
  heat moving on to the next round. Additional contestants 
  with the best overall scores remaining from those who 
  did not finish in the top two in their heat may be added to 
  the next round as well. 
  Endurance Races: Some races are run with multiple 
  laps around a track or field, or on an open course, like a 
  cross-country trail run. 
  Lap Running: A running track is typically round, oval, 
  
  12
  or with parallel straightaways joined by curved ends. The 
  precise shape does not matter, but the fact that runners 
  must navigate those curves means that their speed is 
  reduced to by 5 feet, affecting both their movement and 
  Dash action. Each racer uses this run speed as their base 
  race score. 
  Unlike a sprint race, a lap race proceeds for multiple 
  laps, each taking approximately one minute. On the first 
  round of the race, all racers make an initiative check and 
  add that result to their speed. The top three race scores 
  may choose whether to begin the race as leaders, chasers, 
  or trailers (see below). Leaders are running as hard as they 
  can to take and keep the lead and put distance between 
  themselves and the runners behind them. Chasers keep 
  together and push the pace just enough to keep the 
  leaders within reach without opening too big of a lead. 
  Trailers conserve their energy and follow the leaders and 
  chasers, waiting for fatigue to eliminate their competition 
  and to win with a strong finishing kick.
  Each turn after the first, all runners make a Constitution 
  check, adding the result to their race score for that turn (see 
  below). The check begins at DC 8, with the DC increasing 
  by 1 for each round after the first for chasers and by 2 
  for each round after the first for leaders (the DC does not 
  increase for trailers). The result of this check determines 
  the multiple of their speed that serves as their race score 
  for that turn. 
  Falling: Runners that fall must spend part of their next 
  turn getting back up, halving their movement for the turn. 
  In addition, a falling runner had disadvantage on the next 
  Constitution check.
  Exhaustion: If a leader or chaser gain levels of exhaustion, 
  they suffer from all relevant penalties until they succeed 
  on a Constitution check, or reduce their speed by 5 feet for 
  at least two turns. Runners cannot die from accumulating 
  exhaustion levels, but they can have their speed halved or 
  reduced to 0.
  A fatigued runner can remove all accumulated 
  exhaustion levels gained in this way after a long rest. 
  Slowing Down: On any race turn, a leader or chaser 
  can ease their pace, reducing their speed by 5 feet. If they 
  do this, they gain advantage on their Constitution check. 
  This gives a different benefit if they have exhaustion level, 
  removing a level of exhaustion after running at the slower 
  pace for 2 turns. 
  Speeding Up: On any race turn, a trailer can begin 
  running full speed as a chaser or leader, making 
  Constitution checks as normal. Once they start this 
  finishing kick, they cannot return to being a trailer.  
  Winning the Race: A race can continue for a set number 
  of race turns, with the highest overall cumulative race 
  score winning, or it can be a race to reach a previously 
  specified race score. The racer who gets there in the fewest 
  number of race turns is the winner, and if multiple racers 
  get there in the same number of turns, the one with the 
  higher overall score wins. In the rare instance of a tie, 
  both racers are considered the winners. 
  Relays: A relay is simply a race between teams of racers, 
  who must pass a ring, flag, baton, or similar small object 
  between them, or sometimes simply taps the next racer 
  with their hand to signal the start of their course. The first 
  runner takes the item from the start, runs their course, 
  and then hands it to the next racer on their team (or taps 
  them to begin), who runs their own race, and so on until 
  each racer on the team has had one turn to race. The team 
  with the highest total race score is the winner. However, 
  relays are fraught with risk on the exchange, if a racer 
  begins their stage before the previous runner has actually 
  touched them or successfully handed off the relay item. 
  At each exchange, the two racers must each succeed on 
  a DC 10 Dexterity check. If both runners fail the check, 
  the exchange is botched and their team is disqualified. 
  If one succeeds and the other fails, the exchange is made 
  but sloppily, and the delay causes the new racer to take a 
  penalty on their race score equal to the margin by which 
  the save was failed (and with disadvantage on a natural 1). 
  Steeplechases: A steeplechase is a race wherein runners 
  must leap over several obstacles on their way through 
  the race course. Typically, these are logs or similar 
  wooden barriers, requiring a successful DC 15 Dexterity 
  (Acrobatics) check to clear without incident. Each time a 
  runner fails this check, he deducts twice the amount by 
  which he failed the check from his final race score. If he 
  CON Check
  Leaders
  Chasers
  Trailers
  Success by 5+
  4x speed
  3x speed
  2x speed
  Success
  3x speed
  3x speed
  2x speed
  Failure
  2x speed + fatigue
  2x speed + fatigue
  2x speed
  Failure by 5+
  speed + fall
  speed + fall
  2x speed
  
  13
  fails the check by 5 or more, he falls prone (DC 15 Dexterity 
  saving throw negates), and does not add anything to his 
  racing score for that turn. If he falls, 1d3-1 other random 
  contestants must attempt an additional Acrobatics check 
  or be forced to stumble or even be knocked prone by the 
  runner as he falls. While in a short sprint, a fall such as 
  this is an automatic loss, in a longer race a runner may 
  have time to get back up and resume running. 
  In addition to simple hurdles or barriers, many 
  steeplechase races add additional hazards, such as a pool 
  of water or mud on the far side of the barrier (increasing 
  the DC by 2 or by 5 to avoid stumbling or falling). In 
  more brutal cultures, the barriers themselves or hazards 
  beyond them may be spiked, bladed, laced with caltrops, 
  or otherwise made deadly dangerous, or the barriers 
  may have actual pit traps or similar threats in front of or 
  behind them. Such hazards are resolved as normal for 
  traps, falling damage, etc. 
  Riding Races: Riding races combine the abilities of 
  mount and rider to determine a winner. They generally 
  follow the rules for sprint and endurance races, except as 
  described below. On the first round of the race, the rider 
  makes an initiative check, adding the mount’s initiative 
  modifier to his own. In addition, each rider must make 
  a Wisdom (Animal Handling) check, adding the result to 
  the mount’s race score during the first turn. 
  Mounts carrying a heavy load reduce their speed 
  multiplier by 10 feet when figuring their race score in a 
  sprint or in an endurance race. Constitution checks are 
  made by the mount rather than the rider; however, each 
  time the mount makes a Constitution check to determine 
  its race score, the rider also makes a Wisdom (Animal 
  Handling) check, and the rider may use the result of 
  either the mount’s check or the rider’s to determine the 
  mount’s race score for that race turn. Negative effects of 
  a failed Constitution check, such as falling or fatigue, still 
  
  14
  apply based on the result of the Constitution check itself 
  and cannot be negated by substituting the rider’s Wisdom 
  (Animal Handling) check in this way. 
  Mounted Steeplechases: These races function as a normal 
  steeplechase, but the mount must make all Dexterity 
  (Acrobatics) checks to clear the barriers along the race. For 
  animals like horses that are not particularly agile, the base 
  DC to leap such obstacles is 10, but steeplechases riding 
  great cats or similar nimble creatures might have a higher 
  base DC. 
  Each time the mount leaps a barrier, the rider must 
  succeed on a Dexterity (Animal Handling) check or thrown 
  from his mount; the DC of this check equal to the DC of 
  the Dexterity (Acrobatics) check to clear the obstacle. If 
  the mount is not trained to leap barriers, the rider must 
  coax the animal to leap over the obstacle with a successful 
  Wisdom (Animal Handling) check with a DC equal to 
  the Dexterity (Acrobatics) DC to leap the obstacle. If the 
  obstacle is on fire or is otherwise obviously dangerous, 
  this DC may be increase by 5 or even 10.
  Token Races: Some riding races involve collecting 
  a token during the course of the race, such as a flag 
  or brightly colored ring or baton, which is typically 
  suspended from a rope or otherwise is difficult to reach 
  and must be snatched without slowing down, since the 
  race requires a combination of speed and successfully 
  grabbing these tokens.
  A spectacular version of this kind of contest is the ring 
  race, wherein fully armored knights propel their gaily 
  caparisoned steeds around the racecourse while they use 
  their lances to grab beribboned rings suspended overhead 
  whose color matches their own. Each race turn, racers can 
  attempt an attack roll against AC 15 (or higher, for contests 
  aimed at higher-level contestants using smaller targets 
  more difficult to catch) to snatch a ring at full speed. 
  Trailers in a ring race gain a +2 bonus on their attack rolls, 
  as their measured pace helps them focus on the dancing 
  and swinging rings overhead. If the attack roll misses by 
  less than 5, there is a 20% chance the attacker accidentally 
  snatches a ring of the wrong color (chosen randomly). 
  A racer who already has at least one ring on their lance 
  who rolls a natural 1 on a subsequent attack roll or combat 
  maneuver check must succeed on a DC 15 Dexterity saving 
  throw or allow one of his rings already snatched to slip 
  off, losing the points he would have gained from it. 
  A ring race is scored as a typical race, with a +50 bonus 
  to the racer’s cumulative race score for each ring they’ve 
  obtained of their color and +5 for rings of other colors, 
  with an extra 50-point bonus if they collect all possible 
  rings of their color. In some races, the number of race 
  turns and the number of rings is equal, so that racers 
  must successfully grab a ring every time to obtain the best 
  score. In other ring races, the number of laps is greater 
  than the number of rings, allowing racers multiple 
  chances to collect all of their own rings or to interfere 
  with their opponents’ efforts. 
  A racer that completes the race but fails to capture 
  any rings of his own color is automatically disqualified. 
  In unscrupulous ring races, a racer can use his lance 
  to attempt a Dexterity (Sleight of Hand) contest with 
  an opponent to flick one of his opponent’s rings off 
  his lance, with a successful check removing one of the 
  opponent’s rings. 
  Swimming Races: Swim races function similarly 
  to land-based races for creatures with a swim speed; 
  however, for most land-dwelling creatures swimming 
  races use the following rules. Racers make an initiative 
  check and a Constitution check at the beginning of the 
  race, adding them together to get their base race score, 
  and each round they spend swimming, they add the 
  number of feet traveled to their race score (a successful 
  Strength (Athletics) check against a DC based on the water 
  conditions results in moving half the character’s land 
  speed). A swimmer who exceeds the Swim DC by at least 3 
  points adds a +1 to their race score. 
  After each minute of racing, a swimmer must succeed 
  on a DC 10 Constitution check or begin tiring, losing a 
  number of points from her race score equal to the amount 
  by which she failed the check. Each minute thereafter, the 
  DC of this check increases by 1.
  Each race has a target race score, and the winner of a 
  swimming race is the first racer to reach that score. If 
  more than one racer reaches that score in the same round, 
  the racer with the higher total race score at the end of 
  that round is the winner. Like running races, swimming 
  races can be organized into heats, with the top finishers in 
  each heat advancing to the next round until a champion 
  is determined. 
  Tests of Strength 
  Some folk are simply not built for speed, but they like 
  to show off their muscles in feats of strength. Combat 
  events, especially unarmed events like boxing or 
  wrestling, are commonplace as tests of strength, but 
  many competitors who are not warlike by nature or by 
  training may prefer less violent contests where they can 
  show off their mighty musculature. 
  Caber Tossing: In Scottish highland games, a caber is a 
  
  15
  tapered log nearly 20 feet long and weighing 175 pounds, 
  which must be lifted, balanced, and thrown so that the top 
  end strikes the ground first, and ideally so that the caber 
  falls directly away from the thrower.
  The competitor must first hoist the caber up off the 
  ground, requiring a successful DC 17 Strength (Athletics) 
  check. Once the caber is lifted, the contestant must then 
  balance the caber and prepare to throw it, requiring a 
  special DC 12 ability check; the contestant makes both 
  Strength and Dexterity checks and may select the better 
  result. If any of these ability checks fails, the caber is 
  dropped. Depending on the competition, a single drop 
  may eliminate a contestant, while in other competitions 
  contestants may be allowed a certain number of drops 
  before being disqualified.
  Once the caber is ready, the tosser must hurl it up in 
  the air so that it falls top-end first, requiring a ranged 
  attack (treat as AC 10, with disadvantage). If the attack 
  misses, the caber fails to land top-end up and falls to the 
  ground, scoring 0 points. To determine the direction the 
  caber falls on a successful ranged attack, roll 1d8, with a 1 
  indicating the caber falls directly away from the tosser and 
  2-8 rotating around the target in a clockwise direction. 
  The tosser can adjust this d8 result up or down by 1 for 
  point by which his attack roll exceeds the target AC.
  feat of strength and technique, such as the Greek shotput 
  or discus or the modern Olympic hammer throw. For such 
  events, each contestant makes a ranged attack roll against 
  AC 10 with disadvantage. If the attack misses, the throw 
  lands out of bounds and is not counted. If the attack roll 
  hits, the thrower additionally makes a Strength check and 
  adds the result to his attack roll to determine his score. 
  If throwing a weaponlike object, such as a dart, javelin, 
  or spear, the attack roll does not have disadvantage if the 
  thrower is proficient in the weapon. 
  Throwing an object for maximum distance requires the 
  thrower to spin, run, or lean into her throw for maximum 
  power, and the thrower must succeed on a DC 10 Dexterity 
  (Acrobatics) check after making the throw to keep her 
  balance. If the check is failed, the throw is treated as a foul 
  and is not counted.
  In most throwing contests of this kind, each competitor 
  gets a certain number of throws and keeps only their best 
  result. The winner is determined by the single farthest 
  throw. If two throwers are equal, the one with the fewest 
  fouls or out-of-bounds throws wins. 
  Tug-of-war: This simple contest involves two teams on 
  opposite sides of a field, with a rope between them tied 
  with a flag in the center. Each team has a boundary line on 
  d8 result
  Score
  1
  5 points
  2 or 8
  4 points
  3 or 7
  3 points
  4 or 6
  2 points
  5
  1 point
  A caber tossing match may be a set number of throws, 
  with the highest aggregate score winning. In the event of 
  a tie, the tosser with the fewest drops would be named the 
  winner, and if any contestants are still tied they can make 
  an additional toss against one another with the high-
  scorer (or the first successful toss without a drop) being 
  named the winner.
  Distance Throwing: While caber tossing is a very 
  specific event, similar tests of strength could feature large 
  rocks or any other heavy and unwieldy item that must 
  be lifted, balanced, and thrown at a target, and the term 
  can be used in a universal sense to indicate other similar 
  items for such events. 
  In addition, while distance does not matter in traditional 
  caber tossing, hurling an object for distance is likewise a 
  
  16
  its side, with all members of their team beyond the line, 
  and the object of the contest is to pull the flag marking 
  the center of the rope across their boundary line while the 
  opposing team strives to do the same. 
  Each team has an anchor that holds the end of the rope, 
  and fundamentally a tug-o-war is a series of Strength 
  (Athletics) contests. Compare the cumulative strength 
  bonuses of each side. The side with the most bonuses 
  grants a +1 bonus for that anchor’s Strength (Athletics) 
  check for every 4 points by which they exceed the other 
  team’s bonuses. Each anchor makes their checks, applying 
  any modifiers for their team, and compare the result. The 
  difference between the result of the checks equals the 
  number of feet the center flag is pulled toward the side 
  of the higher-rolling team at the end of that round. The 
  tug-of-war is won when either team pulls the center flag 
  over its boundary line. 
  Weightlifting: The simplest test of strength is setting up 
  progressively heavier and heavier weights for contestants 
  to lift and hold, whether lifted overhead like a modern 
  power-lifter, lifted and carried a short distance, or pulled 
  on a sledge or track. For such weightlifting contests, any 
  character can lift half their carrying capacity over their 
  head automatically. Lifting and holding heavier loads in 
  competition requires a Strength check. 
  Mock Battle 
  Many tournaments celebrate skill at arms, and in medieval 
  times the grand melee was scarcely less violent than a real 
  battle. Blunted swords and axes could still break limbs 
  and skulls and leave contestants wounded or crippled. 
  The events presented here utilize the combat rules as a 
  baseline but offer a wide variety of specialized rules for 
  ritual combat on horseback, with ranged weapons, and 
  matches in unarmed combat. 
  Jousting
  One of the most iconic events in a tourney is the joust, 
  with caparisoned knights in full armor and flowing regalia 
  testing their mettle and their skill against other peers of 
  the realm in a cacophonic clash of arms. 
  For the joust, competitors are matched in a random 
  draw. Each is equipped with a heavy horse, military saddle, 
  lance, and heavy wooden shield, with racks of extra lances 
  and shields. Riders may provide their own nonmagical 
  armor. Attacking a horse is grounds for disqualification.
  Jousters can attempt to unhorse their opponent with a 
  shove contest.
  Tactics: A jouster may choose to charge and force the 
  opponent to make a Dexterity saving throw (DC = 8 + 
  proficiency bonus + Strength or Dexterity bonus), to 
  advance and attack normally, or to use the Dodge action. 
  A jouster also can use other abilities, including class 
  features like barbarian rage. Supernatural effects and 
  spells are typically forbidden. Attacking the opponent’s 
  mount results in immediate disqualification.
  Resolution: Contestants spur their mounts forward and 
  meet in the center of the list and initiative is rolled. If either 
  contestant has an advantage in reach, that competitor has 
  advantage on this initiative check. The winner strikes 
  first, and unhorses the defender if the winner attack 
  hits. If the rider who lost initiative is unhorsed, they can 
  attempt a DC 20 Wisdom (Animal Handling) check as a 
  reaction, with their shield breaking if they fail. If the check 
  succeeds, the defender is able to get in a strike with their 
  lance against the attacker, forcing the attacker to make a 
  DC 15 Dexterity saving throw. If the stricken attacker fails 
  this saving throw, they are unhorsed. If they succeed in 
  unhorsing their opponent, that pass is a draw and both 
  contestants can remount and try another pass. 
  On any attack that hits, the lance breaks.
  The first rider to unhorse their opponent and stay 
  mounted wins the match. If after three passes neither has 
  DC
  Weight
  10
  Up to medium load
  15
  Up to heavy load
  20
  Up to heavy load x 150%
  25
  Up to heavy load x 200%
  A competition will typically begin with a minimum 
  qualifying weight (usually at least 150 pounds); those who 
  fail to lift that weight cannot compete. After that point, 
  each competitor must increase the weight after each 
  successful lift by at least 10 pounds, though they may 
  choose to increase the weight of their lift if desired. If they 
  fail a lift, they can retry the same weight. Lifters continue 
  increasing their weight as many times as desired until 
  they fail a total of three lifts, at which point the highest 
  weight they successfully lifted stands. 
  A lifter can attempt a number of lifts equal to one-
  half her Constitution score before she risks becoming 
  exhausted. For each lift after that, she must attempt a DC 
  10 Constitution check, or gain a level of exhaustion. The 
  DC of this check increases by 1 for each additional lift.
   The winner is determined by whomever had the highest 
  weight lifted; in the case of a tie, the lifter with the fewest 
  failures wins. 
  
  17
  done this, a point is scored for each shield broken and a 
  point is deducted for each lance broken. If the match is 
  still a draw, the contest continues until the tie is broken. 
  After each pass, riders take 1 round to return to the end 
  of the lists before charging again. Two squires at each end 
  of the lists use their actions to replace a rider’s lance or 
  shield as needed.
  Special Jousts: In a fantasy game, jousts could be contests 
  on flying, swimming, or even climbing mounts, given an 
  arena of the appropriate type. The rules for such jousts are 
  the same as for land-based jousts, though each mount also 
  can make a Dexterity check, as appropriate, during their 
  charge to see if they can gain an advantageous position 
  relative to their opponent’s mount. 
  In special jousts, and aerial jousts in particular, 
  flamboyance and showy aerobatics are a key part of the 
  event, and the mount with the higher opposed Dexterity 
  (Acrobatics) or Strength (Athletics) check also grants its 
  rider advantage on any combat contests. Brightly colored 
  flags, poles, or similar markers are placed at each end 
  of the jousting field to mark where fliers should make 
  their turn and approach the list for their next pass. In 
  exotic jousts, these markers might have flaming rings the 
  jousters must pass through (DC 17 Dexterity [Acrobatics] 
  check required, plus a DC 20 Wisdom (Animal Handling) 
  check to push a non-sentient mount to fly through the 
  flames), plus a DC 10 Dexterity saving throw for both rider 
  and mount to avoid catching on fire, while high-magic 
  tournaments could have even more outlandish obstacles.  
  While aerial maneuvers are expected before and after 
  each pass, aerial jousts often are held close to ground 
  level for the actual clash of lance against lance in order to 
  minimize falling damage from competitors unhorsed in 
  the joust. However, in some high-stakes tournaments the 
  joust may take place in midair at a much higher elevation, 
  with spectators watching from raised platforms, or the 
  towers of a castle, or even the sides of a canyon or ravine. 
  While weather rarely plays a role in low-level aerial jousting, 
  high winds in such high-altitude jousts may impose a 
  disadvantage on any relevant checks for both contestants. 
  
  18
  Sample Competitors: PCs wishing to compete must 
  best a hedge knight trainer in the practice lists to 
  demonstrate their basic competence. Success and an 
  entry fee (the amount depending on the size and renown 
  of the tournament, typically 10 gp for small local festivals 
  and 100 gp for grander events) grants a place in the 
  5-round, single-elimination tourney. To determine a PC’s 
  opponent, roll 1d8 and add 1 per round. 
  Winning: A jouster reaching the final four earns 1 point 
  of Renown; increased to 2 points for reaching the final 
  two, and 3 points for becoming champion. In a grand 
  tournament, the four finalists receive a war-trained light 
  or heavy horse. The two grand finalists receive 1,000 gold, 
  and the grand champion receives a suit of +1 breastplate.
  Target Shooting 
  History shows us all manner of target shooting and 
  target throwing contests, from lumberjack axe throwing 
  to barroom darts to classic Robin Hood-style archery 
  contests. Accuracy was a key life skill in hunting and 
  training for military service as well, and such contests are 
  commonplace in any festival. While the contests below are 
  described in terms of archery, they can just as easily be 
  undertaken with any kind of ranged weapon, including 
  thrown weapons, with proportionately shorter distances 
  for weapons with shorter range increments. 
  Clout Shooting: More common in the Middle Ages than 
  the target shooting we typically envision, clout shooting 
  involved launching arrows at long range in a parabolic arc 
  at a target laid at a low angle or even flat on the ground to 
  simulate loosing volleys of arrows in combat into massed 
  enemy troops or shooting over walls. The clout itself was 
  a simple wooden peg a few inches across inside a circle 
  drawn on the ground or marked with small flags and 
  that might be as small as 2-3 feet across or as large as 25 
  feet. Modern clout shooting still exists and uses the same 
  principle, but the target is more often a flag or square of 
  cloth and scoring is based on how close archers can get 
  their arrows to it. 
  A clout end has each archer shooting six arrows at the 
  clout peg or flag. If all archers shoot at the same target, 
  each shooter uses fletching that is a different color to tell 
  their arrows apart for scoring. Scoring is as follows.
  d12 Result
  Competitor
  1-4
  Hedge Knight (human fighter) Init +1, Attack + 5, Perception +0, Handle Animal +5, 
  Constitution +5, Strategy Dash and trip (+6).
  5-7
  Tourney Knight (human fighter) Init +3, Attack +7, Perception +4, Handle Animal +10, 
  Constitution +8, Strategy Dash and shove.
  8
  Sir Brian Init (human ranger) +4, Attack + 9, Perception +10, Handle Animal +13, 
  Constitution+10, Special +4 vs Humans, +2 vs Elves, Strategy Dash and Shove.
  9
  Churt Ennatal (half-orc barbarian/ranger) Init +7, Attack +10, Perception +15, Handle 
  Animal +15,  Constitution +12, Special +6 vs Humans +6, +2 vs Elves, +2 vs Dwarves, rage 
  (+2 to Attack), Strategy Dash and shove, rage.
  10
  Domm Jurga (orc barbarian) Init +0, Attack + 10, Perception +8, Handle Animal +5, 
  Constitution+10, Special greater rage (+5 Attack Strategy Dash and disarm shield, rage.
  11
  Khotio Cristobal (human fighter) Init +7, Attack + 11, Perception +5, Handle Animal +16, 
  Constitution + 8 Special Blindsight 60 ft, Strategy Attack, and shove.
  DC
  AC
  Points
  Clout
  20
  6
  Clout square
  17
  3
  Inner Circle (within 5 feet)
  14
  2
  Inner Circle (within 10 feet)
  10
  1
  If the clout is laid flat on the ground, it is considered to 
  have heavily concealment, so any shots have disadvantage 
  when done in this way.
  The top two scorers in each clout end advance to the 
  next round, or have a one-on-one end of their own, with 
  the high scorer winning their duel and the title. If they 
  remain tied after that end, they go to a sudden death duel 
  with each taking one shot at a time until the tie is broken. 
  Target Shooting: Shorter-range shooting contests 
  against vertical targets marked with concentric circles 
  around a central bull’s-eye. A target-shooting end is six 
  shots for each archer at a Medium-sized target typically 
  
  19
  
  20
  120 feet away. Each circle can be painted in alternating 
  painted rings (called circles) and unpainted rings (called 
  fields), or each could be painted a different color; those 
  listed below represent the modern archery target colors. 
  Archers score based on how close their shots come to the 
  center of the target. 
  feet alone. Grappling, shoving, and most other combat 
  contests are not allowed. After each round of combat, the 
  boxers are separated and return to their start positions. 
  Gloves: Traditional boxing is carried out with bare 
  knuckles, but in some societies gloves are used to ablate 
  the impact and reduce injury. Boxers wearing gloves 
  cannot kill their targets, and they deal only half the normal 
  amount of damage with each blow. 
  Knockout: If either competitor is rendered unconscious 
  by the reducing their opponent to 0 hit points, he is 
  knocked out and his opponent is declared the winner. If a 
  fighter confirms a critical hit during a boxing match, the 
  target must make a Constitution saving throw equal to 10 
  + the damage dealt or gain a level of exhaustion, or two 
  exhaustion levels if they fail the save by 5 or more. Rolling 
  a natural 1 on this save renders the target unconscious. 
  Any exhaustion levels gained in this way are removed 
  when the afflicted boxer finishes a long rest.
  Rounds: A boxing match can last any number of 
  rounds agreed upon by the contestants, though usually 
  a minimum of 3 rounds and a maximum of 15. These 
  rounds can be literal combat rounds, or they can be any 
  length stipulated by the combatants, though rarely longer 
  than 1 minute. 
  Scoring: If neither opponent is knocked unconscious 
  during the duration of the fight, the victor is determined 
  by a scoring system. Each competitor tallies one point 
  per hit and two points for each critical hit. In any round 
  in which a fighter scores more hits than his opponent, 
  he gains one additional bonus point. A fighter can use a 
  Dexterity (Sleight of Hand) contest to appear to land more 
  punches than he actually does; this contest is opposed by 
  the passive Perception of the judge(s) scoring the match, 
  and the check is made each round. Both the fighter and 
  the judge(s) add their proficiency bonus to these checks 
  even if they lack proficiency in the appropriate skill as 
  long as they are proficient with unarmed strikes. If a 
  fighter’s Dexterity (Sleight of Hand) check exceeds the 
  Wisdom (Perception) check of the judge(s), he is treated 
  as if he scored 1 additional hit during that round, plus 
  one additional hit for every 5 points by which his check 
  exceeded the judge’s highest Wisdom (Perception) check.
  Special Boxing Rules: Boxing can proceed using normal 
  unarmed combat rules, or it can incorporate a number of 
  specialized maneuvers and strategies.
  Bob and Weave: This is the boxing term for using the 
  Dodge action. 
  Clinch: One boxer grabs onto another as a defensive 
  maneuver to prevent his opponent from landing effective 
  Circle
  Color
  AC
  Points
  Center
  Gold
  18
  5
  Inner Field
  Red
  14
  4
  Inner Circle
  Blue
  12
  3
  Outer Field
  Black
  11
  2
  Outer Circle
  White
  10
  1
  In some tourneys, each archer shoots at their own 
  individual targets, while in other contests, pairs of archers 
  alternate shots at the same target. In such a duel, the 
  archer with the higher total score is the winner. In the 
  case of a tie, the archer with the shot closest to the center 
  point of the target wins; determine this by which archer 
  had the highest attack roll during their end. If this is still 
  a tie, each archer alternates taking one shot at a time until 
  the tie is broken. 
  Unarmed Combat Events
  While jousting and even general melee events with 
  blunted lances and swords were a staple of medieval 
  tournaments, unarmed combat events also were very 
  popular and continue to be popular to the present day. 
  Such events often featured traveling champions who 
  would take on local toughs and gallants willing to stake 
  their money for a chance in the ring with the champion. 
  Such events can be run using the standard combat rules 
  for unarmed attacks and combat contest, and this is 
  particularly appropriate in unusual unarmed events such 
  as a humanoid battling a bear, gorilla, or similar creature 
  with natural weapons of its own. However, the following 
  rules below provide a framework for the sweet science of 
  taking down an opponent with bare hands. 
  Performance Combat: Whether using standard combat 
  rules or the specialized rules described below, it is very 
  appropriate to have contestants attempt to influence the 
  crowd to their side make a DC 15 Charisma (Performance) 
  check. Success grants you advantage on your next attack as 
  you get the crowd to cheer you on.
  Boxing: Competitors are confined to a small ring, 
  usually a 15-foot square, and set to fighting. Standard 
  boxing is unarmed combat using only the hands, but many 
  cultures may strike with both hands and feet or even with 
  
  21
  punches. Treat this as a grapple contest. If the target’s 
  opposed roll is 5 or more points lower than the grappler, 
  the target is has disadvantage on attack rolls until the end 
  of next turn. A referee will usually end the grapple after 1 
  turn.
  Combination: As an action, the boxer can make two 
  attacks, but does not add their Strength bonus on either 
  attack. 
  Counterpunch: A boxer can use his reaction to attack his 
  opponent as they make their attack. This counterpunch is 
  resolved after his opponent’s attack. 
  Haymaker: A boxer can put his whole energy into a heavy 
  blow as an action, taking disadvantage on the roll in order 
  to gain a +3 bonus on damage rolls. 
  Jab: This is a standard unarmed strike.
  Low Blow: A blow below the belt is generally considered 
  against the rules, much like a head butt, and in such cases 
  making a low blow without being noticed requires a 
  successful Dexterity (Sleight of Hand) check contested by 
  the passive Perception checks of the judges as described 
  previously. If noticed, a successful low blow does not score 
  a point and results in a 1-point penalty to the attacker. 
  A successful hit with a low blow deals an additional 1d3 
  points of damage. In addition, the target must make a DC 
  8 Constitution saving throw or gain a level of exhaustion 
  that goes away after the target finishes a short rest.
  Wrestling: Wrestling is a contest of combat maneuvers, 
  especially (but not exclusively) the grapple contest. Shove 
  contests are used to take a foe to the ground and make 
  them easier to pin, while in other forms of wrestling such 
  as sumo the object is to force the opponent out of the ring. 
  Matches can be simple submission contests, wherein the 
  match continues until one wrestler is subdued through 
  maintaining a grapple for a certain number of rounds. 
  Wrestling matches typically occur in a 15-foot diameter 
  ring (which may be round or square), though larger rings 
  may be use for tag team or group wrestling matches. The 
  rules below present a formalized scoring system that can 
  be used to reward specific maneuvers and outcomes. 
  Duration: A wrestling match usually lasts a set number 
  of rounds (usually 10, 12, or 15), though the match can end 
  early if one wrestler maintains a grapple for 3 rounds. 
  If neither wrestler can maintain, the match is decided 
  on total points. If the score is tied at the end of the set 
  duration, the match continues in a sudden death format, 
  where the first wrestler to outscore his opponent in a 
  round wins the match.  
  Exhaustion: Wrestling matches take a considerable 
  amount of energy. A wrestler can wrestle for a number 
  of rounds equal to one-half his Constitution score 
  before risking exhaustion. After this time, each wrestler 
  must succeed at a DC 10 Constitution check or gain an 
  exhaustion level at the end of each round. The DC increases 
  by 1 for each round thereafter. When a wrestler gains an 
  exhaustion level, the DC resets to 10 but additional checks 
  must be made each round to avoid gaining further levels. 
  A wrestler using a Dodge action does not need to make 
  a Constitution check that round and reduces the DC of 
  subsequent checks by 1. Exhaustion levels gained are 
  never lethal and are removed after a short rest. 
  Give and Take: Scoring occurs at the end of each round 
  of a wrestling match. A grapple that is not maintained to 
  the end of the opponent’s turn scores no points. 
  Showboating: Wrestling bouts can be simple athletic 
  endeavors, or they can be grand spectacles with casts of 
  colorful costumed characters with outlandish names and 
  costumes to match, from masked luchadors or gloriously 
  spangled and sequined performers with catchphrases, 
  capes, props, and bombastic entrance music. These 
  endeavors may still be highly athletic (though in some 
  cases they may follow a prearranged script as to who wins 
  or loses a match), but a Charisma (Athletics) check can be 
  made in place of a Strength (Athletics) check. 
  Tag Team: This style of wrestling pits two teams against 
  each other, though only one wrestler from each team is on 
  the mat at a time. At any time during the match, a wrestler 
  can tag their partner and then exit the ring, while their 
  partner enters the fray in their place. The partner outside 
  the ring must stay in a specific location and cannot move 
  around the ring to get closer to their partner. 
  Team Wrestling: Some wrestling matches pit evenly 
  matched teams against one another, with all wrestlers 
  in the match at once. Scoring proceeds as described 
  below, and wrestlers may choose to combine their 
  efforts to pin and hold one of their opponents or may 
  engage in multiple one-on-one grapples simultaneously. 
  A wrestler who is grappled and held for three rounds 
  is out of the match and the bout continues until all of 
  one team’s wrestlers have been eliminated, or based on 
  the aggregate score for each team if both teams still 
  have wrestlers remaining at the end of the match. Any 
  successful point-scoring move by a wrestler counts 
  toward the aggregate total for their team. 
  Unsportsmanlike Conduct: In a wrestling match, you often 
  can escape the view of any judges or referees, and dirty 
  tricks can be used to put an opponent in a compromising 
  position and gain advantage. Using an illegal hold or an 
  
  22
  prone. Both wrestlers begin from a set position marked 
  within the ring and roll initiative at the beginning of the 
  match. In some cultures, the rules of sumo are considered 
  sacred, and any unsportsmanlike conduct noticed by the 
  judges is grounds for immediate disqualification and 
  forfeit of the match. If you use a 15-foot ring, assume 
  both wrestlers begin in the center square; if you wish a 
  bit more movement opportunity using a standard grid of 
  5-foot squares, a 20-foot ring may work better.
  In the case of a shove contest, the winner can move 
  both his opponent and himself 5 feet. If the opponent’s 
  contested check is 5 points or more lower than the attacker, 
  they are knocked prone and lose that match.
  The first wrestler to be knocked prone or forcibly moved 
  out of the ring loses the match; unlike the wrestling match 
  described above, the match ends as soon as either wrestler 
  is defeated in this way, without a chance for the defender 
  to retaliate.
  Once a wrestler is defeated, if the match is going to 
  continue, both wrestlers retake their positions at the 
  center of the mat 
  Scoring: A sumo contest typically consists of a set number 
  of matches, either within the same day or over a span of 
  days. In a single contest, two wrestlers might have five 
  matches, with the winner determined by whomever wins 
  the most individual matches. Tradition dictates that all 
  matches in the set are completed, even if one wrestler has 
  an insurmountable advantage in that set, both for the loser 
  to demonstrate stoic aplomb in defeat and to determine 
  total number of matches won if the sumo event stretches 
  over multiple days and involves multiple wrestlers, as the 
  winner of the highest aggregate total number of matches 
  at the end of the event is the grand champion of that event.
  Special Events
  While the preceding section details a broad array of 
  familiar contests from real-world history and culture, 
  this is a fantasy game and it’s eminently possible in a 
  higher-magic campaign, or one that features higher-level 
  characters, to dial up the difficulty and complexity of your 
  tournament events. These are especially appropriate if 
  your festival games happen in a specific location, where a 
  permanent stadium or arena is renowned for its famous 
  and unique challenges, but they also could be used at any 
  festival set up in the fringes of a young forest kingdom 
  where the spirit of magic and adventure is strong. 
  unsportsmanlike maneuver such as an eye gouge, groin 
  grab, strike with a closed fist, and so on without being 
  noticed requires a successful Dexterity (Sleight of Hand) 
  check opposed by the passive Perception checks of the 
  judges and your opponent. This is a bonus action, and you 
  may choose one of the following options: 
  Deal damage as if you had hit your target with your fist. 
  Give your opponent disadvantage on Strength 
  (Athletics) and Dexterity (Acrobatics) checks to avoid or 
  escape your grapple.
  Give your opponent disadvantage on its next attack roll. 
  If the dirty trick is noticed, the wrestler receives a warning 
  and his opponent gains 1 point. A second dirty trick that is 
  noticed results in the wrestler being disqualified.
  Because of the chaos and confusion of a match with 
  multiple wrestlers on a side, Dexterity (Sleight of Hand) 
  checks to perform a dirty trick combat maneuver without 
  being noticed have advantage in a team wrestling match. 
  Scoring: Scoring is checked at the end of each round:
  Escape (1 point): You succeed on a grapple contest to break 
  free from a grapple when your opponent has maintained 
  the grapple at least once or has knocked you prone.
  Hold (2 or 3 points): You succeed on a grapple contest to 
  maintain your hold your opponent. If you maintain your 
  hold for two consecutive rounds, you score 3 points. 
  Pin (victory): If you maintain a grapple for three 
  consecutive rounds, you automatically win the match. 
  Reversal (2 points): You escape a grapple and make a 
  successful grapple contest at the next available opportunity. 
  Stalling (warning, then 1 point to your opponent): If you use 
  the Dodge action, you receive a warning the first time. 
  Each time you use that action afterward, your opponent 
  receives 1 point. 
  Takedown (2 points): You knock your opponent prone 
  and succeed on a grapple contest in consecutive rounds. 
  This may be done in either order; knocking them prone 
  and then grappling them, or grappling first and then 
  knocking prone. 
  Sumo: Sumo and similar forms of wrestling do not rely 
  on grabbing an opponent, but instead of forcing them to 
  the ground or out of the ring with a shove contest. This 
  also can be accomplished with a grapple when you force 
  the opponent to move. 
  Both wrestlers begin near the center of a 15- or 20-
  foot ring, and must force their opponent back or to the 
  side 10 feet to force them out of the ring, or knock them 
  
  23
  uses her area-effect powers while moving from pillar to 
  pillar and targeting them with harm. If she sees a positive 
  pillar near filling, she uses shatter to destroy it.
  Levigud Stolikan (human male cleric of the Goddess of 
  the Dead, CR 10) Attack +9, Spells (DC 17) 6—heal (x1) 5—
  mass cure wounds (x2), 4—(x3), 3—revivify (x4), 2— (x4), 1—
  cure wounds (x4), At Will— sacred flame Strategy Levigud 
  tries to hit the largest number of pillars with his area-
  effect radiant energy, but if a pillar is close to being healed 
  he focuses touch-range cure spells on it.
  Monde Ispemon (human male sorcerer CR 11) Attack +7 
  Channeling none, Spells (DC 17) 6—heal (x1), 5— (x3), 4—
  blight (x3), 3—fly, vampiric touch (x3), 2— (x3), 1— cure wounds 
  (x4), Cantrip—chill touch (3d8), Strategy Monde lets others 
  do most of the work and tries to capture pillars that are 
  nearly filled, whether with radiant or necrotic energy. He 
  spends the first round casting fly on himself, then uses 
  cure wounds on nearly-filled positive pillars, while he flies 
  to the center of the arena and uses blight and vampiric touch 
  on negatively charged pillars.
  Winning: There are two winners in the contest. The 
  first competitor to charge a pillar is given a wand of of chill 
  touch or a healing potion that refills itself each dawn. The 
  contestant who charges the most pillars is declared the 
  grand champion and is given a wand of lesser restoration (it 
  casts lesser restoration for 1 charge, and the wand has 2 
  charges that are renewed at each dawn).
  Shooting Gallery
  Contestants are assigned positions on an archery list 300 
  feet long, with targets placed at 50 feet, 150 feet, and 300 
  feet. Each contestant may choose a shortbow, longbow, 
  light or heavy crossbow, or sling, along with 20 arrows, 
  bolts, or sling bullets.
  Contestants must hit each target at least once, but they 
  may otherwise choose their target. Each target has a vertical 
  concentric circle, an outer circle that is AC 10 (scoring 1 
  point), an inner that is AC 16 (scoring 2 points), and a bull’s 
  eye that is AC 21 (scoring 3 points). The point values are 
  increased by 1 for the second target and by 5 for the third. 
  In addition, the contest has several magical surprises. 
  Each competitor should roll 1d6 each round. On a roll 
  of 1, a gust of wind strikes them for 1 round, causing their 
  attacks to have disadvantage, and forcing a competitor to 
  make a Strength save (DC 14) or be knocked prone. On 
  a roll of 6, one of the targets (equal chance of each) is 
  surrounded by a 5-foot radius cloud of smoke for 1 round, 
  applying disadvantage to that target.
  Pillars of Life and Death
  Contestants enter a grid that is 100 feet on a side. A total 
  of 36 10-foot-tall spiraling glass columns are spaced 
  every 20 feet on the grid, including around its perimeter. 
  These pillars are sensitive to radiant and necrotic energy, 
  causing them to fill with a glowing light (radiant) or inky 
  darkness (necrotic). The pillars always attempt a saving 
  throw (with a flat bonus of +5) against effects which allow 
  a saving throw. 
  Physically, each pillar has AC 16, Damage Threshold of 
  3, and 12 hit points, and they are not subject to critical 
  hits when empty. For the purpose of radiant and necrotic 
  energy, each pillar begins at 0 hit points, brightening with 
  the respective energy type, up to 100 hit points of each. 
  Pillars can absorb both types of energy simultaneously; 
  they do not cancel one another out but accumulate 
  separately, with light and dark spiraling around the pillar. 
  Each competitor is given a colored token, and when 
  they cause a pillar to reach 100 positive or 100 negative 
  hit points, they ‘capture’ the pillar as it turns wholly 
  white (radiant) or black (necrotic) and the crystal sphere 
  mounted at the pillar’s top glows brightly in their color. 
  This is true even if another contestant has charged the 
  majority of the energy into the pillar; it is the contestant 
  who pushes the pillar beyond 100 radiant or necrotic hit 
  points that captures it (this includes creatures summoned 
  by a contestant). Captured pillars become amazingly 
  durable (AC 18, Damage Threshold 8, 180 hit points).
  Competitors may use melee, ranged, targeted, or area-
  effect abilities to charge the pillars. A contestant that 
  destroys a pillar receives one penalty point, which is 
  deducted from the number of pillars they have captured 
  when tallying the winner. A contestant that attacks another 
  competitor is disqualified.
  Cheating: If you wish to grant an unfair advantage, one 
  contestant is given a special item warded with magic aura. 
  Such items can adjust damage or confer the ability to deal 
  radiant or necrotic damage more easily. Using such an 
  item is grounds for disqualification.
  Sample Contestants: The following expert contestants 
  enter this event. Unless otherwise noted, all spells listed 
  below have a range of touch. A mass cure/inflict wounds spell 
  can target up to 4 pillars at once. Only spells relevant to 
  the contest are listed here, along with the number of slots 
  per day each character can cast. 
  Ygg Vardu (gnome female cleric of the Destroyer, CR 9) 
  Attack +9, Spells (DC 17) 6—harm (x1), 5—  (x2), 4—blight 
  (x3) 3—(x4), 2—shatter, 1—inflict wounds (x4), Strategy Ygg 
  
  24
  The top two contestants move on to a final round. The 
  master of the archery lists has secured a collection of 
  mock ioun stones, 5 painted black and 5 red. Each is AC 24, 
  10 hit points, and resistance to all damage. The ioun stones 
  orbit within a 5-foot column of light 50 feet away. Each 
  ioun stone has a separate column. Contestants are given 
  a quiver of 20 arrows, and an extra quiver is placed at 
  their starting point if they need additional ammunition. 
  Contestants roll initiative and can move and fire as they 
  wish at targets of the color assigned to them. When 
  only one target remains, the column of light fills with 
  spiraling streamers of color that grants the final target 
  an additional 10 hit points. The first to knock down all 5 
  of their targets wins.
  Cheating: If you wish to grant an unfair advantage, one 
  contestant is given a +1 bow. 
  Sample Contestants: The following expert contestants 
  enter this event:
  Vail McIlrath (human ranger CR 12) – Weapon longbow, 
  Range 120 feet, Atk +9/+9 (1d8+5). 
  Navara Kadani (elf female fighter CR 9) – Weapon 
  longbow, Range 120 feet, Atk +11/+11 (1d8+7), Strategy 
  Navara focuses her efforts on the middle target. When 
  time is nearly up, she will use an action surge to take four 
  shots in the last round.
  Florin Moyur (female halfling fighter CR 11) – Weapon 
  hand crossbow, Range 120 feet, Atk +9/+9/+9, Other 
  Crossbow Expert and Sharpshooter feat, Strategy Florin 
  focuses her efforts on the farthest target. In the final, she 
  uses her action surge to make six shots.
  Domm Jurga (male half-orc monk CR 11) – Weapon 
  sling, Range 120 feet, Atk +9 (1d8+10), Other Sharpshooter 
  feat, Strategy Hitting the nearest target as many times as 
  he can.
  Winning: The contestant with the overall high score 
  wins a pair of bracers of archery (or bracers of slinging or 
  bracers of the crossbow with an identical effect when using 
  those weapons, if that is their weapon of choice).
  Test of the Axe 
  Contestants must hew through as many 2-foot thick logs 
  (AC 15, 18 hp) as possible in one minute. The logs are 
  spaced 10 feet apart, so competitors must move from one 
  to the next once the prior log is demolished. A central 
  rack holds a large collection of handaxes, battleaxes, and 
  greataxes. Competitors may use a single axe or one in 
  either hand, as they choose.
  Cheating: If you wish to grant an unfair advantage, one 
  contestant is given an adamantine axe of their favored 
  type, disguised to look like ordinary steel. Against the logs, 
  this axe deals an additional 2d6 damage. As a quirk of the 
  contest, such an axe (of a random type) might be placed 
  among the tools available for all competitors. A DC 20 
  Intelligence (Investigation) or Wisdom (Smithing Tools) 
  check will identify its composition, but this requires an 
  action examining the axe. A dwarf has advantage on any 
  such checks. If two characters both recognize the axe’s 
  worth, or if an NPC who knows which axe it is goes for it 
  at the same time as a PC who recognizes what it is, make a 
  Strength (Athletics) contest; the winner gets the axe.
  Sample Contestants: The following expert contestants 
  enter this event.
  Domm Jurga (orc male barbarian 11) ST 20, Attacks 2 
  with greataxe +9 (1d12+8), Strategy Domm rages during 
  the first round and keeps moving to new logs as soon as 
  one is cut in half. 
  Dizonar Redd (dwarf female fighter 12) ST 18, Attacks 3 
  with dwarven waraxe +8 (1d10+4)
  Kyller Murso (human male fighter 9/barbarian 1) ST 18, 
  Attacks 3 with handaxe +9 (1d6+4)
  Quilaj Sorakka (half-orc female ranger 10) ST 18, Attacks 
  2 with battleaxe +8 (1d8+4)
  Winning: The winner is the competitor who has 
  destroyed the most logs. Partially destroyed logs only 
  count in the case of a tie, in which case the competitor 
  
  25
  whose final log had the fewest hit points remaining wins. 
  The grand champion wins a +1 adamantine axe of their 
  favored type. Second place wins a non-magical axe of their 
  choice that is made of adamantine.
  The Siege Mortis
  This unusual contest is often blended with another 
  event where the strange, the exotic, and the macabre are 
  celebrated, such as a menagerie of bizarre beasts or a 
  carnival of freaks, and is typically held at midnight. An 
  individual can take this challenge only once, though other 
  characters may attempt it as well. At the conclusion of the 
  companion spectacle, a strange thronelike chair of bronze 
  metal is placed in the center ring, and the contestant is 
  brought to sit upon the chair. Unlike the other games, 
  the contestant can bring anything they wish, but if they 
  are killed or quit the contest everything they bring within 
  them becomes property of Madame Midnight, the mistress 
  of the event and of the mystical Siege Mortis, the Seat of 
  Death. They can abort the challenge at any time, ending 
  it immediately, but if they surrender during the test they 
  walk out with only their skin. They may cast preparatory 
  spells before sitting the Siege Mortis, but spells lasting less 
  than two minutes expire before the contest begins.
  The contest begins with the contestant being seated 
  in the Siege Mortis and concentrating for two minutes. 
  During this time, Madame Midnight works the crowd, 
  calling for bets for or against the contestant. After one 
  minute, the contestant is surrounded by an illusory 
  environment (as a mirage arcane, DC 18 to disbelieve) 
  surrounded on all sides by transparent walls of force. 
  From within, the walls of force appear to extend the 
  terrain to the horizon; only on reaching the wall will 
  a contestant realize where the end of the “arena” lies. 
  Those outside the walls, however, automatically perceive 
  what transpires within with true seeing, allowing them to 
  view the proceedings without obstruction. 
  At the same time, in a different random location, three 
  or more quasi-real creatures appear, equivalent to the 
  illusory monsters created by a phantasmal force (DC 18) 
  spell. There is an equal chance of a CR 5 creature to be 
  there, usually an elemental. At the GM’s option, the power 
  of the Siege Mortis may adapt itself to provide even greater 
  challenges for higher-level characters, but its dangers 
  should never be less than those described above.
  The illusory environment can be anything, including 
  buildings, and should be suited to the creature that 
  appears. The environment provides no cover and 
  successful disbelief allows a creature to ignore any 
  perception of difficult terrain. Illusory structures, trees, 
  and the like have a quasi-real structural framework that 
  can allow a creature to hide, and even if disbelieved 
  hinders movement as difficult terrain and can be 
  climbed (DC 15). Quasi-real liquids can be swum (DC 10) 
  or walked through.
  Winning: The contest lasts for two minutes, until the 
  contestant or all quasi-real creatures are killed, or until 
  the contestant surrenders. Depending on her mood, 
  Madame Midnight may call out to the crowd to judge a 
  contestant asking for surrender and may delay until the 
  end of the round before ending the contest. Surviving 
  the Siege Mortis without slaying the enemy wins no 
  Renown, but the PC keeps her gear. Slaying the quasi-
  real creature(s) wins 1 point of Renown and a set of four 
  elemental gems, one of each type. Victory brings 2 points of 
  Renown if accomplished in 3 rounds or less of actions, 3 
  points if achieved in a single round (measured from the 
  point when the PC takes their first action).
  The Tower of Jewels
  Competitors must climb to the top of a 60-foot wooden 
  column, painted to resemble a tower, and retrieve a single 
  gemstone of their choice from a turret-shaped box at the 
  top, and climb back down without falling. The pole itself 
  has been sanded smooth and requires a DC 19 Strength 
  (Athletics) check. The top 30 feet of the pole has been 
  greased as well (DC 24). A competitor may use Athletics 
  or Acrobatics to begin their climb with a high jump, 
  requiring a DC 20 check to grab onto the pole, but they 
  may not jump down. A competitor who wishes to climb 
  naked can take off their garment and improvise a climbing 
  aid as an action, using their clothes to create the climbing 
  aid (reduce the DC of each check by 2). This can be used as 
  a 10-foot-long makeshift rope if tied to the box at the top 
  of the pole (taking an action to tie properly), reducing the 
  Climb DC to 10 for that portion of the pole. 
  The box has a simple lock that requires a DC 17 Dexterity 
  (Thieves’ Tools) check, though it would be difficult to 
  bring up a set of thieves’ tools when climbing naked. A 
  Dexterity check can be made without them, but the DC is 
  25. A competitor can also try to smash open the box (AC 16, 
  15 hp, DC 19 Strength [Athletics] check to break). 
  The box contains 6 gems, one of each worth 500, 
  100, 50, 10, 5, and 1 gp. A successful DC 19 Intelligence 
  (Investigation) can determine which is of greatest worth. 
  If the box is smashed open, the gems are scattered 
  onto the ground– the PC can catch one of them with a 
  DC 15 Dexterity saving throw, but must make a DC 19 
  Intelligence (Investigation) check as a reaction to catch 
  
  26
  the most valuable one. Any jewels which fall have a 50% of 
  shattering when they hit the ground below. A competitor 
  may palm one additional jewel with a successful Dexterity 
  (Sleight of Hand) check. If the event marshals notice (19 
  passive Perception), the competitor is disqualified; if not, 
  they keep the extra loot.
  Cheating: If you wish to grant an unfair advantage, one 
  contestant is given clues about the cut of the most valuable 
  gemstone, granting advantage on checks to pick it out.
  Ali Zirasghar (half-orc male monk CR 10) Speed 60 feet, 
  Attacks unarmed strike +8 (1d8+4), Strength 14, Dexterity 
  18, Skills Athletics +6, Acrobatics +8, Investigation +6, 
  Strategy Ali makes a running leap up the pole using Step 
  of the Wind, and climbs as best he can, using Slow Fall to 
  avoid damage if he falls. He tries to smash the box and 
  grab any jewel and get back to the finish as fast as possible.
  Jashev Derry (halfling male barbarian CR 10), Speed 40 
  feet, Attacks Strength (Athletics) check to burst box +4 
  with advantage, Strength 18, Dexterity 14, Skills Athletics 
  +8, Acrobatics +6, Investigation +1, Strategy Jashev uses 
  his impressive strength and rage to try to break the box 
  grab any jewel he can.
  Valekar Dekorma (human female barbarian CR 10) 
  Speed 40 feet, Attacks bite +9/+9 (1d4+7 when raging), 
  Strength 20, Dexterity 15, Skills Athletics +9, Acrobatics 
  +6, Investigation -1, Strategy Valekar rages and double-
  moves up the lower part of the pole. At the greased area, 
  she uses her bite as uniquely trained to create a hand-hold 
  (giving herself in ability checks related to climbing) and 
  moves at half speed until she reaches the top. 
  Zodi Kiuwa (human female rogue 10), Speed 30 feet, 
  Attacks dagger +9 (1d4+1), Strength 13, Dexterity 20, Skills 
  Athletics +5, Acrobatics +13, Investigation +6, Sleight of 
  Hand +13, Thieves Tools +13 Strategy Zodi uses masterwork 
  thieves’ tools and tries to climb carefully and select the 
  best quality gem she can.
  Winning: There are two champions: The sharpest eye is 
  given for bringing back the most valuable jewel. If more 
  than one person retrieves a 500 gp gem, the one who 
  brought it back first is the winner. The sharpest eye keeps 
  their jewel. The swiftest hand is given for coming back with 
  any jewel first, whatever its value. The swiftest hand keeps 
  their jewel and the jewels brought back by of the other 
  competitors (except for the sharpest eye).
  
  27
  The Hell Horse
  In jousting circles, legends speak of a dreadful beast who 
  roams the land to and fro, seeking whom he may devour 
  among those who embody the chivalric ideal and who 
  seek to demonstrate their purity and puissance on the 
  tournament lists. Faceless and nameless “black knights” 
  throughout the years have sought titles of achievement 
  and honor in the tourneys while keeping their identity a 
  secret, or have hidden their past shame beneath a mask 
  or hood while they sought to repair their honor. Most 
  trueborn and honorable knights avoid confrontations 
  with them for fear of besmirching their own reputation by 
  losing to an opponent of no repute (with little renown to 
  be gained even in victory), and such knights typically have 
  no recourse to compel their challenge to be answered. 
  However, for decades knights who have refused challenges 
  from nameless foes have been found murdered, their 
  bodies battered, charred, and mutilated, with scarcely a 
  trace found of their killers but a crude, sooty black mask 
  drawn in the dirt. On a few occasions, a suspect has been 
  found and even tried and condemned for such murders, 
  protesting their innocence all the way, but even after their 
  execution the respite was short before the murders began 
  again, always with the same modus operandi.
  In truth, none of those caught have been the true 
  mastermind behind this decades-long campaign of 
  terror against knights noble, valiant, and true. Each has 
  been an unwitting or unwilling catspaw of an inhuman 
  killing machine called Ashavin, a half-breed nightmare 
  from the pits of the Abyss unleashed upon the world by 
  his cunning succubus mother, Othenia. Not content to 
  lure mortals of good heart to their doom through the 
  typical sin of lust, she devised a rare plan to play upon 
  pride and wrath, seeking out those paragons of goodness 
  and mercy who sought to rise in public esteem and to 
  be inspirations to the people at large. Her bestial son 
  would instead seek them out in the guise of a common 
  steed, or recruit a rider for himself willing to help take 
  down the proud and the mighty, humiliating them on 
  the field before slaughtering them once their fame and 
  renown had been destroyed. Ashavin has recruited a long 
  succession of accomplices, both as his personal riders and 
  with a retinue of spies, informants, and allies always on 
  the lookout for new targets. 
  In a Tournament Setting: The growing fame and success 
  of the PCs, or of one of their allies, in the jousting lists 
  and in general heroics draws the attention of Ashavin 
  and his marauding minions. He devises a plot to murder 
  the target by infiltrating the jousting stables disguised as 
  an ordinary horse, suppressing his smoke and flaming 
  hooves. He attempts to lure the target into riding him, 
  replacing grooms and valets with his own minions or 
  intimidating others into sending PCs his way, making 
  excuses about why other horses cannot be used in the 
  list. Once a PC has mounted Ashavin, he uses magic to 
  attempt to swiftly kill his rider. If he succeeds, he carries 
  off the PC’s body and gear, eventually mutilating the 
  corpse to avoid raising from the dead and then leaving 
  the body nearby.
  If the PC survives but remains astride him, Ashavin plane 
  shifts to the Abyss and engages the PC in single combat; an 
  unwilling PC can resist being taken with a successful DC 
  16 Charisma saving throw. If he already has used plane shift 
  that day, he uses hide in plain sight and his ring to flee into 
  the stables, where he has stashed a scroll of teleport, using 
  it to return to his mercenary followers. After Ashavin is 
  dealt with, the tournament continues with the audience 
  shaken but enthralled by the spectacle.
  Ashavin
  Large fiend, chaotic evil
  Armor Class 18
  Hit Points 126 (12d10+60)
  Speed 60 ft.; fly 90 ft.
  Speed fly 60 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  17 (+3)
  20 (+4)
  10 (+0)
  15 (+2)
  17 (+3)
  Saving Throws DEX +8, WIS +7, CHA +8
  Skills Insight +7, Perception +7, Stealth +8
  Damage Resistances cold, lightning; bludgeoning, 
  piercing, slashing from nonmagical weapons
  Damage Immunities fire
  Senses darkvision 60 ft., passive perception 17
  Languages Abyssal, Common, Draconic, Giant, Infernal, 
  Sylvan, Telepathy 100 ft.
  Challenge 13 (10,000 XP) 
  Confer Fire Resistance. Ashavin can grant resistance to fire 
  damage to anyone riding him.
  Magic Resistance. Ashavin has advantage on saving throws 
  against spells and magical effects.
  Innate Spellcasting. Ashavin’s innate spellcasting ability 
  score is Charisma (spell save DC 16, +8 to hit with spell 
  attacks). Ashavin can innately cast the following spells 
  requiring no material components:
  
  28
  renown includes the benefits of all levels that precede it. 
  If your tournament is large, with many events, you might 
  choose to increase the Renown required to earn each of 
  the following levels of fame and esteem. Losing large 
  amounts of renown may cause your followers and cohort 
  to leave you, or at the very least to become disgruntled.
  If the PCs are simple adventurers with no direct 
  connection to a kingdom of their own or anyone else’s, 
  they may compete in tournaments for fun of it, or to 
  win prizes of money, magic, or special favors from the 
  sponsors of the tournament. Monetary prizes are listed 
  for some events above, but unless otherwise noted should 
  be commensurate to the risk involved and the treasure for 
  an encounter with a foe of a challenge rating appropriate 
  to the challenge of each event. As noted above, PCs who 
  are victorious in tournaments also can be showing mercy 
  and gentility alongside prowess and might, gaining 
  reputation and fame by drawing attention to themselves 
  and their exploits, in addition to any financial rewards 
  that accrue from their triumphs. 
  At will: detect thoughts, disguise self (as a normal horse), 
  mage hand, minor illusion
  3/day each: arcanist’s magic aura, charm person, blight, 
  suggestion
  1/day each: harm, plane shift (self and rider only)
  Actions
  Multiattack. Ashavin makes two attacks with its hooves.
  Hooves. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 22 (4d8+6) bludgeoning damage plus 10 (3d6) 
  fire damage.
  Ethereal Stride. Ashavin and up to three willing creatures 
  within 5 feet of it magically enter the Ethereal Plane 
  from the Material Plane, or vice versa.
  Tactics
  Before Combat He disguises himself as an ordinary horse 
  (or sometimes as a hippogriff or pegasus, if such exotic 
  mounts are being used nearby).
  During Combat Ashavin uses his harm spell during a 
  surprise round. He then fights unless outnumbered by at 
  four or more combatants, using Ethereal Stride to escape. 
  Morale Ashavin flees if brought below 30 hp or 
  outnumbered.
  Treasure A handy saddlebags (as haversack), scrolls of 
  raise dead and teleport, 66 pp.
  The Spoils of Victory
  Once the joust is completed, total the party’s Renown. 
  The group can recruit followers to the service of their 
  domain, who will serve as steward, castellan, war-captain, 
  high justice, bishop, court-mage, court-bard, or a similar 
  prominent role. These people are loyal to the domain as a 
  whole—not a single PC—though they follow the direction 
  of any of the PCs, in keeping with whatever hierarchy 
  the players have decided upon. The challenge rating of 
  these followers cannot exceed 2, though 90% of them will 
  be challenge rating ½ or 0. Use their Renown score to 
  determine number of followers. A group with at least 1 
  point of renown also gains a special cohort follower that 
  can be an NPC of a challenge rating 2 points lower than 
  the average level of the group. These followers and cohort 
  need not be recruited; they come forward immediately 
  from the crowds at the festival to pledge their fealty. In 
  addition, the PCs’ kingdom gains the following political 
  benefits based on their final Renown. Each level of 
  
  29
  Renown
  Benefit
  10
  Grudging Respect: PCs are acknowledged by lesser nobility nearby as the legitimate rulers of their 
  country. Larger and more established kingdoms are less convinced but decide to ignore them 
  rather than act directly against them. Some notable citizens from the surrounding kingdoms are 
  intrigued by the PCs and their kingdom, and each month for the next year, during the Event Phase 
  of running their kingdom, the PCs can roll 1d20. On a natural 20, you either receive an invitation 
  to a neighboring kingdom for a festival, or a member of another kingdom visits and prompts a 
  celebration; this is in addition to any other event that month. You have 5 followers at this level.. 
  15
  Handshake Agreement: The PCs’ kingdom gains advantage on all skill checks, Economy checks, 
  Loyalty checks, and Stability checks related to establishing embassies for one year. In addition, a 
  settlement in a nearby nation (with a total route length (TRL) of less than 20) establishes a trade 
  route. You can invest any amount of BP (up to a maximum equal to your Renown) in this trade route, 
  as if you had used a Trade Edict to establish the route, but the route is created immediately and 
  grants you a +1 bonus to Economy for one year and increases your treasury by a number of BP equal 
  to the trade route’s route modifier (RM) plus 2d4 BP for every 5 BP you invested. Your settlement 
  must have a Pier or Waterfront to benefit from a trade route that travels over water, as described 
  in Kingdoms (5E) from Legendary Games. At a personal level, your PCs make an agreement with a 
  neighboring kingdom that they can execute at any time within one year, allowing them to make 
  a single transaction up to 10,000 gp and pay 10% less than normal when purchasing an item or 
  receive 10% more than normal when selling something. You have 20 followers at this level. 
  20
  Worthy Rivals: Neighboring kingdoms unanimously acknowledge the PCs’ kingdom as a legitimate, 
  allowing automatic success on skill checks, Economy checks, Loyalty checks, and Stability checks 
  made to establish an embassy with any nation that shares a border with the PCs, and a +5 bonus 
  on such checks to establish embassies with any nation whose territory is within a number of hexes 
  of the PCs’ border equal to the PCs’ renown. This does not apply to states already at war with the 
  PCs or whose territory has been raided by the PCs, including on adventures not sanctioned by that 
  nation’s ruler. The PCs also gain advantage on such checks made to create a treaty, alliance, or trade 
  route with nations within this radius of the PCs’ kingdom. If a regional council is convened with 
  heads of state from nations in the area, the PCs will be invited to send a representative to sit on the 
  council and decide matters of mutual interest. You have 50 followers at this level.
  25
  For Our Mutual Benefit: As Renown 15 above, but in addition the kingdom offers a balanced treaty or 
  alliance, whichever the PCs desire. If the PCs opt for an alliance, their new ally offers to loan their 
  kingdom a company of 50 human scouts with a knight commander. This functions as a military 
  unit owned by the PCs’ kingdom for as long as the alliance lasts, but they do not need to pay upkeep 
  or maintenance costs, as they are paid by their ally. Accepting the army requires the PCs to make 
  a successful Loyalty check each month to avoid generating 1 point of Unrest; if they make three 
  consecutive successful checks, their citizens accept the presence of the allied army and no further 
  checks are required. 
  In addition, the PCs can make a single purchase or sale during the year of an amount up to 1,000 
  gp times their Renown, decreasing the amount they must pay or increasing the amount they earn 
  by 20%. You have 100 followers at this level.
  30
  A Crown of Laurels: The PCs are so impressive that one additional country within a number of hexes 
  equal to the PCs’ Renown also offers them a treaty or alliance, plus one additional country for every 5 
  points of Renown over 30. At the GM’s option, these countries may already be friendly or even allies, 
  seeking to form a bloc with the PCs’ kingdom. Alternatively, some of the countries offering treaties 
  or alliances may be enemies and trying to pull the PCs’ kingdom to their side. If so, one kingdom 
  may offer to cede one or more hexes of territory (including any settlements, improvements, or 
  natural features or resources in those hexes) to the PCs’ kingdom as an inducement for them to ally 
  with them rather than with their rivals. You have 150 followers at this level.
  
  30
  Appendix: Festival Edicts
  If you are using the kingdom-building rules found in 
  Kingdoms (5E), hosting a festival uses a monthly edict and 
  requires the expenditure of building points (BP). The 
  following rules for festival edicts were first published in 
  Ultimate Rulership (5E) from Legendary Games and are 
  reprinted here for ease of reference. 
  Festival Edicts
  A Festival Edict is a special edict distinct from the broader 
  Holiday Edict. Whereas a Holiday Edict declares days to 
  celebrate on the calendar across the length and breadth 
  of your kingdom, a Festival Edict is a specific, one-
  time event (though it could be repeated later) focused 
  in a particular place at a particular time for a particular 
  purpose. A Festival may be called for any reason or for 
  no reason at all and include tournaments, games, music, 
  dancing, feasting, drinking, parades, fireworks or magical 
  displays, and similar entertainments of all kinds, but each 
  one undertaken with special magnificence. 
  Festival Edicts bring great crowds of people together 
  to celebrate and are normally held in the same hex as a 
  settlement, to facilitate easy access for crowds to reach the 
  festival grounds. Festivals can, however, be hosted at any 
  Landmark special terrain. Festivals may be either civic or 
  religious in nature. 
  Cost: Festivals require a great deal of resources to pull 
  off. A festival costs 1d2 BP if held at a Landmark in the 
  countryside, 1d4 BP if held in a village, 1d8 BP if held in a 
  town, and 2d6 BP per city district if held in a city. 
  Benefit: A festival celebrated at a Landmark in the 
  countryside increases the Landmark’s bonus to Loyalty 
  by +1 for 1 year. Festivals celebrated in cities, towns, and 
  villages have the following effects.
  Civic Festival: A civic festival celebrates local traditions, 
  events, heroes, or culture, including athletic and artistic 
  competitions.  Requires Tavern (village), Theater (town), 
  Arena (city), or Landmark (located in the same hex as the 
  settlement). Effect For one month, your kingdom gains 
  
  31
  a +2 bonus to Crime and Society, and the civic festival 
  increases the effects (see below) of Arenas, Black Markets, 
  Bordellos, Dance Halls, Gambling Dens, Inns, Luxury 
  Shops, Markets, Monuments, Palaces, Parks, Shops, and 
  Taverns in that city. 
  Religious Festival: A religious festival produces an 
  outpouring of piety and pilgrimage, sometimes marked 
  with great solemnity and other times with great rejoicing. 
  Requires Shrine (village), Temple (town), Cathedral (city), 
  or Landmark (located in the same hex as the settlement). 
  Effect For one month, your kingdom gains a +2 bonus to 
  Law and Society, and the religious festival increases the 
  effects of Cathedrals, Graveyards, Inns, Luxury Shops, 
  Markets, Monuments, Parks, Shops, Shrines, and Temples 
  in that settlement are increased (see Risks). 
  Determining Success: When you issue a Festival Edict, 
  make Economy, Loyalty, and Stability checks. If all three 
  succeed, the Festival is a resounding success, doubling the 
  effects of the buildings listed above; in addition, you gain 
  the benefits of an Outstanding Success (01-50), Visiting 
  Celebrity (51-95), or both (96-00) kingdom events. 
  If two checks succeed, the Festival is a modest success, 
  increasing the effects of the listed buildings by 50% for 
  one month. Total the bonuses for all listed buildings in 
  the settlement together before applying the 50% increase, 
  rounding down; do not apply the 50% increase separately 
  to each building.
  When buildings effects are increased (whether doubled 
  or by 50%), this increase includes not only kingdom and 
  settlement attribute modifiers like Economy and Lore; 
  it also includes a doubling of Base Value and magic 
  item creation during that month. This increase allows a 
  settlement to exceed the normal maximum Base Value for 
  a settlement of its size (either doubling or increasing it 
  by 50%, as appropriate) for that month. It likewise creates 
  temporary magic item slots that are filled immediately 
  and can be used just like any other magic item slots 
  in the kingdom. However, any magic items created in 
  this fashion are available only during the month of the 
  Festival Edict and the items and their slots disappear 
  when the festival ends, being taken home by the crafters 
  and merchants who brought them to the festival.
  If only one check or no checks succeed, see Risks below. 
  Risks: Regardless of the overall success of the festival, the 
  great influx of human(oid) and mercantile traffic involved 
  creates the potential for enemy infiltration in the guise of 
  pilgrims and festival-goers, or discord and strife between 
  foreigners and locals or different groups coming together 
  in one place, or just general drunkenness and mayhem 
  should celebrants get out of control and overwhelm the 
  ability of the settlement or the kingdom’s ability to handle 
  so many people in such a small space. During any month 
  when a Festival Edict is issued, the entire kingdom takes 
  a -2 Stability penalty, and any Stability checks required 
  for the settlement or hex where the Festival is held take 
  a -4 penalty (this does not apply to the Stability check to 
  determine the success of the festival, but it does apply to 
  any kingdom events triggered by the festival). 
  Unsuccessful Festivals: If only one check succeeds, 
  the Festival is unsuccessful and grants no benefits; in 
  addition, there is a 50% chance that disgruntled citizens 
  issue a Building Demand (as the kingdom event), blaming 
  the lack of success on the absence (or presence, if they 
  demand demolition) of that building.
  If all three checks fail, the Festival is a disaster, providing 
  no benefits. The kingdom loses 1 point of Fame and gains 
  1d4-1 points of Unrest, and disaffected locals bankrupted 
  by the festival and lingering troublemakers in the wake 
  of the festival become Squatters (01-50), Vandals (51-95), or 
  both (96-00), triggering kingdom events of the appropriate 
  type.
  Natural 1: A natural 1 is always a failure on any kingdom 
  roll, and each time you roll a natural 1 on any of the three 
  kingdom checks to determine the success of the Festival 
  Edict there is a 25% non-cumulative chance of triggering 
  a dangerous settlement event. This event may be of any 
  type, but only one such event can be triggered, even if you 
  roll more than one natural 1.
  
  32
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b) “Derivative Material” means 
  copyrighted material including derivative works and translations (including 
  into other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) “Distribute” 
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d) “Open Game Content” means the game mechanic 
  and includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes Product Identity. (e) 
  “Product Identity” means product and product line names, logos and identifying 
  marks including trade dress; artifacts, creatures, characters, stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and descriptions 
  of characters, spells, enchantments, personalities, teams, personas, likenesses and 
  special abilities; places, locations, environments, creatures, equipment, magical 
  or supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity by 
  the owner of the Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs 
  that are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate 
  and otherwise create Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except as 
  described by the License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by 
  this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of 
  this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner of 
  such Trademark or Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game Content shall retain 
  all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any 
  version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission 
  from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of 
  the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Royal Tournaments (5E) © 2017, Legendary Games; Authors Jason Nelson and 
  Mike D. Welham
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors 
  Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James 
  Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based  
  on original material by E. Gary Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Cityscapes - New Settlement Options for the Pathfinder Roleplaying Game. © 2012, 
  Skortched Urf Studios; Author: Chris A. Field.
  Fursona II - New Options for Anthropomorphic Heroes. © 2012, Skortched Urf 
  Studios; Author: Chris A. Field.
  Kingdoms (5E) © 2016, Legendary Games; Author Jason Nelson.  
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Gamemastery Guide. © 2010, Paizo Publishing, LLC; 
  Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme 
  Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, 
  Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, 
  David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, 
  Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, 
  Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Ultimate Campaign © 2013, Paizo Publishing, LLC; 
  Lead Designer: Jason Bulmahn; Designers: Stephen Radney-MacFarland and Sean 
  K Reynolds; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, 
  Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin 
  McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, 
  Sean K 
  Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Steven Townshend.
  Ultimate Battle (5E) © 2016, Legendary Games; Author Jason Nelson.  
  Ultimate Rulership (5E) © 2016, Legendary Games; Author Jason Nelson.  
  
  33
  
  Days of Wine, Roses, and Glory!
  An iconic moment in fantasy fiction is the grand tournament. From the archery contests of Robin Hood 
  to the jousts of Ivanhoe, it seems like half the stories about the Middle Ages have the heroes attend such a 
  festival somewhere along the line. Whether honoring the king’s birthday, the birth of a saint, the nation’s 
  victory over its enemies, or just because it’s Midsummer’s Day, festive pavilions are raised and flags and 
  pennants flap in the rising breeze to signal that it is time for the main event to begin! However, even in 
  the real-world tournaments were about far more than bows and lances, and in a fantasy game the options 
  for what would constitute a friendly (or even not-so-friendly) competition are infinitely varied, from gritty 
  and brutal feats of raw strength to magical marvels of the highest fantasy. You’ll find athletic contests for 
  running, riding, jumping, and more, to caber tossing, target shooting, tag-team wrestling, and armored 
  ring races! From prosaic rural delights of a country fair to exotic events like the tower of  jewels and pillars 
  of  life and death, Royal Tournaments is a fantastic resource for incorporating tournaments and festivals 
  into your campaign, including an array of different tournament events and awards, some physical, some 
  magical, some social, and all delightful. Whether your players want to promote the interests of their own 
  kingdom or simply fight for glory and prizes, Royal Tournaments has everything you need to make the 
  tournaments in your campaign magnificent and memorable. Grab this 38-page Fifth Edition accessory today 
  and Make Your Game Legendary! 
  ISBN-13: 978-1973836834  
  Price: $14.99
  makeyourgamelegendary.com
  LGP336KB105E
  Fifth Edition Adventures
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Legendary Games/Forest Kingdom/Royal Tournaments.pdf