Proximo's Great Games Overview Guide
Proximo's Great Games Overview Guide
Events
The games consist of a wide variety of both official and
unofficial competitions that take place during the week-long
celebration.
The Pentathlon
The pentathlon features five individual events. It is regarded Celestial Celebrations
as the premier event for determining the best overall The Celestial Celebrations are a series of unofficial events
competitor. that accompany the Great Games during the evenings.
The five competitions include: boxing, the chakram Events take place throughout Mytros and consist of a variety
throw, the javelin throw, the stade race, and wrestling. of less reputable, although equally popular competitions.
Daily Events. One of the events takes place every day in The Celebrations Include: the Kylix Krown, the Pythorian
the morning. The top three finishers for each competition Arm, Dramatis Personae, Riddle Roundtable, and Bladder
earn points based on their placement. The overall winner is Ball.
typically decided on the 5th day of the Pentathlon after the
final event.
The Great Relay
The Great Relay is the prestige event of the Great Games. It
The Arena is a five stage relay race. In order to compete in the Great
The arena features events which pit participants in direct Relay, an athlete must have placed in a previous event.
combat against each other. There are team based events and Alternatively they may be sponsored by another winning
free for all competitions. The Arena events are some of the athlete.
most popular for betting among spectators. Events take Four teams compete in the Great Relay, with one member
place midday after the Pentathlon event concludes. typically assigned to run a single leg of the event.
The five Arena events include: the Grand Melee, the Relay Legs. The five legs of the Great Relay are: the Beach
Chariot Race, Battle of the Beasts, King of the Mountain, Run, The Underwater Swim, the Cliff Climb, the Fire Dash,
finally culminating with the Clash of the Titans. and the Harpy Cages.
Clash of the Titans. The team that advances the furthest At the end of the race, the team with the most points wins.
in the Battle of the Beasts competes in the Clash of the
Titans on the fifth day of the Games.
Rewards for the Games
The victors of the Game’s events are awarded special medals
The Individual Games that are crafted from precious metals. These medals hold
The individuals consists of a series of unrelated enormous value to collectors, but selling them is frowned
competitions for those who specialize in pursuits of a upon.
particular skill set. Events take place in the afternoon after The winner of the Pentathlon and the team that wins the
the Arena events conclude. Great Relay receive special prizes that vary from Games to
The five Individual events include: the Archery Games.
Competition, Equestrian Endeavors, the Sisyphus
Ascension, Beast Breaking, and the Gauntlet.
The Pentathlon Stade Race
The Pentathlon consists of 5 competitions over the course of Competitors engage in a foot race of 1000 feet.
5 days. Each competition awards 7 points to first place, 5 Actions: Move, Athletics, Dash
points to second place, and 3 points to 3rd place. Sprint: (Speed in squares * Optional Dash) * Athletics check
Dash: Competitors may use the Dash action at the risk of
becoming exhausted, this includes magic that provides the
Boxing ability to take a Dash action. The Dash action doubles a
Two competitors don himantes and engage in combat until contestant's speed for 1 round but requires a Constitution
one is knocked unconscious. Armor is not permitted. saving throw equal to the Athletics Check, failure means the
Himantes: Melee weapons dealing 1d6+Str mod damage. runner gains 1 level of exhaustion.
Actions: Attack Styles. Example: Theseus has a speed of 35 (7 squares). Theseus
Pythor’s Punch: Focused on attacking, make two melee uses an action to dash and his speed in squares becomes 14.
weapon attacks. He then rolls an athletics check of 15. His distance traveled
Volkan’s Guard: Focused on blocking, gain resistance until is (14 * 15) 210 feet. After he moves he must succeed at a
the start of your next turn, and make one attack. Constitution save DC 15 or gain 1 level of exhaustion.
Kyrah’s Quickness: Focused on speed, impose disadvantage
until the start of your next turn and make one attack.
Revealing: Competitors decide on an attack style in secret
and both participants reveal them at the same time.
Rounds: 3
Chakram Throw
Competitors attempt to break the most targets in 3 throws.
Actions: Thrown Attack
Targets: Competitors choose how many targets they will
attempt to break, up to a maximum of six per throw. Based
on the number chosen attacks are made with advantage,
normally, or disadvantage. On a natural 1 all remaining
targets are missed. A natural 20 counts for 2 targets if 2 still
remain.
Targets 1 2 3 4 5 6
Advantage 7+ 10+
Normal 7+ 10+ 14+ 18+
Disadvantage 7+ 10+ 13+ 16+ 19+ 21+
Javelin Throw
Competitors attempt to throw a javelin the farthest, all
participants make three attempts keeping the best.
Actions: Thrown attack, Athletics
Throwing: Competitors roll an attack roll multiplying the
result by 5 feet. The result is added to the base javelin range
of 120 ft. to determine the distance of the throw.
Special: On a natural 20 competitors roll 1d6 and add the
result to the distance.
Extended Throw: Competitors may attempt to push the Wrestling
limits of their throw by making an Athletics check. The DC
for Extended Throw is 15, if successful competitors may add Competitors participate in one on one matches. In order to
1d4 to the attack roll result plus an additional 1d4 for every 3 advance, a competitor must pin their opponent in a best of
by which they exceed the DC. If the check is a failure, roll three attempts.
1d6 and subtract the result from the attack roll. Actions: Athletics (initiate grapples), Acrobats (optional
grapple escape), Quick Escape (bonus action)
Pinning: Pinning an opponent requires two consecutive
successful grapple checks. If a target escapes a grapple, the
requirement is reset. In order to attempt to grapple a target
you cannot already be grappled.
Quick Escape: A wrestler may attempt to escape a grapple
as a bonus action using either of the standard ability checks.
However, the next contested grapple check is made with
disadvantage.
Total Rounds: 3
The Arena
Perhaps the most exciting and widely anticipated
component of the Great Games. The Arena competitions pit
the most seasoned warriors from across Thylea against each
other in a variety of contests.
The Chariot Race Chariot Damage: Damage from attacks, spells, or successful
Competitors may form teams of two and race to complete clash attempts may reduce the speed a chariot can move in a
three circuits. Participants may use any means at their round. Chariots have a total of 75 HP and three damage
disposal to attempt to disable opponents or their chariots. thresholds. At 50 hp a chariot's speed is reduced to 45 ft., At
This competition follows the same rules as the Grand Melee. 25 hp speed is reduced to 30 ft., and at 0 hp a chariot is
Attacking animals drawing the chariots is forbidden. destroyed. When a chariot is destroyed the team is
Driver: Choose from the following actions. disqualified from the competition.
Push: Make a Handle Animal or Land Vehicle check DC 16,
on a success speed is doubled this turn.
Evade: Make a Handle Animal or Land Vehicle check DC
Battle of the Beasts
12, on a success your team and chariot impose disadvantage Competitors form teams of up to five and participate in daily
on attacks and gain advantage on saving throws until the battles against increasingly difficult groups of beasts.
start of your next turn. Daily Battles: Each day competitors face a new challenge,
Clash: Make a Handle Animal or land vehicle check DC 14 more difficult than the one before. There are no restrictions
to attempt to clash with another chariot, on a success you on the use of magic or weapons. If a team loses, they are
reduce the target 1 damage threshold. eliminated from the Battle of the Beasts.
Break Bonds: Attempt to free a creature that is restrained Clash of the Titans: On the fifth day of the competition any
or suffering from a similar condition that can be ended with team(s) remaining participate in the final battle. The team
a successful saving throw. with the last remaining participant(s) standing is declared
Passenger: Choose from the following actions: the winner, there can be only one winning team.
Attack: Make an attack using a ranged weapon, thrown
weapon, spell, or melee weapon. King of the Mountain
Repair: Fix damage using a skill check, magic, or other Competitors attempt to be the sole champion to stand atop
means to repair one damage threshold. the Pedestal of Pythor for 3 consecutive rounds, as other
Encourage: Grant your team advantage on their next action competitors attempt to knock them off.
by engaging the audience with a Performance DC 15 or Shove: When adjacent to a creature at the top of the Pedestal
Acrobatics DC 18. a competitor may use the shove action to attempt to knock
Other: Other actions are subject to DM discretion. them off, a successful shove sends them tumbling to the
Weapons: participants may use any melee weapons. E\ bottom of the Pedestal.
Additionally, each team starts the competition with the Environmental Hazards: A number of environmental
following: (6) javelin, (2) bola, (2) chakram or a short bow hazards have been placed on the Pedestal to make ascending
with (12) arrows. Contestants take any combination of more difficult.
blunted or regular weapons they wish. Stinking Geysers: Concealed pressure plates release
Weapon Damage Properties geysers of noxious fumes. Anyone who triggers this trap
Bola - Thrown (range 20/60), A large or smaller must make a DC 17 Dexterity saving throw or be poisoned.
creature hit is restrained (DC 10 Strength) While poisoned a creature makes a DC 15 Constitution
Chakram 1d4 Thrown (range 120), Chakram attacks are saving throw at the end of each turn, on a success they are
made at disadvantage while moving.
no longer poisoned.
Javelin 1d6 Thrown, (range 30/120)
Greased Landing: The top of the Pedestal has been covered
Arrows 1d4 Range 80/320, Ammunition, Two-Handed
in magical grease. Any competitor who moves or starts their
turn on the top must succeed on a DC 15 Dexterity saving
throw or fall prone. A prone competitor has disadvantage on
Athletics checks to resist being shoved.
Beast Breaking
The Individual Games Participants demonstrate their mastery over beasts. First,
Games designed for individuals who have spent years competitors attempt to remain mounted on an enraged bull
training and perfecting a specific talent. for as long as possible. Then competitors attempt to corral a
lion into a cage without being mauled.
The Archery Competition Actions: Handle Animal, Acrobatics, Attack
Riding: While mounted the bull will attempt to buck the
Participants compete to achieve the highest point total. In
rider. The rider must succeed on a DC 13 Handle Animal or
Subsequent rounds the shots become more difficult. Each
Acrobatics check to remain mounted. Every subsequent
round competitors shoot 3 arrows per round.
round the DC increases by 1.
Actions: Ranged Attack, Trick Shot
Points: For every round the rider remains mounted they
Attack Result 1-11 12-16 17-22 23+ Natural 20
earn 1 point.
75 feet 0 2 4 6 8 Taming: Competitors are given a whip and shield which they
150 feet 0 3 6 9 12 can use to corral a lion. Once per round the competitor may
225 feet 0 4 8 12 16 make a DC 15 Handle Animal check or an attack result of
Trick Shots: Truly gifted competitors sometimes 18+ with a whip. On a success the lion retreats 5 feet, on a
demonstrate their exceptional ability through trick shots. failure the lion performs two attacks against the target.
Ricochet: Competitors attempt to ricochet their arrow off Points: Competitors start with 10 points, every time they
of a bronze shield before striking the target. This shot is are hit by the lion 1 point is deducted.
made with a -2 to hit, but awards an additional point. Final Scoring: The combined score at the end of both
Split Shot: Competitors attempt to split an arrow that was competitions is the contestants final score.
shot this round by another competitor. This attack is made
with disadvantage. If the result is greater than the result of The Gauntlet
the competitor, score points normally and the competitor A series of challenges which test all faculties of the
scores 0 points. Cannot be used in the final round. competitor, whoever can finish the fastest is the winner.
Triple Shot: Competitors shoot all three of their arrows in a Pole Jump: Competitors use a 30 foot pole then run,
single volley. Each roll has a cumulative -2 but awards shimmy, and jump across a moat. A DC 18 Athletics check is
additional points equal to half of those earned for the result. required to successfully clear the river. Failure means the
Blindfolded: Each attack is made at disadvantage but contestant must try again, adding 1 additional round.
scores double points if successful. During the final round Submerged Caves: Competitors swim and navigate a series
attacks suffer a -3 to hit in addition to disadvantage. of submerged caves. A DC 15 Constitution saving throw is
required to hold a breath. On a failed save competitors must
Equestrian Endeavors find a pocket of air, and try again adding 1 additional round
Participants and their chosen mount compete in a series of and requiring another saving throw.
events to determine the most talented rider in Thylea. Balance Beam: Competitors must cross a narrow beam
Actions: Athletics, Acrobatics, Handle Animal, Performance while sandbags swing across their path. A DC 17 Acrobatics
Dressage: Riders demonstrate the mastery of their mounts check is required to cross the beam without getting hit. If a
by performing a prescribed series of increasingly complex competitor is hit, they may attempt a DC 15 Dexterity save. If
movements, scoring points based on difficulty. the save succeeds, they can make another Acrobatics check,
Vaulting: Riders and their mounts perform a series of if it fails they must start again, adding 1 additional round.
tricks and navigate obstacles, requiring the rider to use a The Maze: Competitors use their insight and intuition to
combination of dexterity and athleticism to navigate. find the fastest route through the maze. A DC 20 Insight or
Jumping: Riders guide their mounts through a series of Survival check is required to navigate the maze. On a failure
jumps that become increasingly more difficult requiring a the competitor chose wrong and must try another path,
combination of athleticism and handling. adding 1 additional round. For every attempt beyond the
first, the DC is reduced by 2.
The Stone Maw: Competitors must use their investigative
The Sisyphus Stone faculties to find a trigger that opens the Stone Maw. A DC 18
The ultimate competition of strength. Individuals take turns Investigate or Arcana check is required to find the trigger
pusing a massive boulder to the top of Pythor’s Pedestal. that opens the door. On a failure the competitor is unable to
Whoever does so in the fewest lifts and moves is the winner. find the trigger, but may make a DC 15 Perception or Insight
Actions: Athletics check, adding 1 additional round. A successful Perception or
Push: A competitor must first succeed on a DC 18 Athletics Insight check reduces the DC of subsequent attempts by 2.
check to move the stone. If the stone becomes unsteady, it Honey & Vinegar: Competitors choose among their skills in
must be pushed again before it can be moved. deception, flattery, or intimidation to convince the
Move: Competitors may move 10 feet with a successful DC Scarecrow Guardian of the Gauntlet to let them pass. A DC
15 Athletics check. On a failure, move 5 feet and the 18 Deception, Persuasion, or Intimidation check is required
Sisyphus stone becomes unsteady. to bypass the Guardian. On a failure the competitor must try
Backwards Push: Competitors can move 15 feet with this again using a different skill, adding 1 additional round. If a
more difficult maneuver requiring a DC 18 Athletics check. contestant fails on all three attempts the Guardian lets them
On a failure, move 10 feet and the stone becomes unsteady. pass. As an alternative to the above actions, a competitor
Unsteady stone: If the Sisyphus stone becomes unsteady may attempt to defeat the Guardian in combat.
competitors must make a DC 17 Strength save, failure means
the Sisyphus stone rolls back to the start.
Celestial Celebrations Dramatis Personae
For some, the nightly events that accompany the Games are
more interesting and certainly more amusing. A handful of Held at the Theater of the Gods, the Dramatis Personae is a
legends have been forged at the Celestial Celebrations. competition to showcase the actors, actresses, musicians,
and poets with the most depth of talent. Each competitor
choses one or more categories to perform. All performances
The Kylix krown must be original submissions.
Hosted by the Golden God, Participants compete to see who Actions: Performance, Deception
can drink the most wine without passing out. The use of Song: A lively or sorrowful musical piece which can be
magic is not allowed during this event. instrumental, solo, or a duet.
Actions: Drink Tale: A ballad of heroic deeds and actions which is recited
Drink: Each competitor drinks the wine in the Kylix, upon to the audience, the subject of the tale may influence the
finishing their drink they must make a Constitution saving audience's reaction.
throw equal to 8 + the number of rounds elapsed. Drama: Either an original scene, historical reenactment,
Competitors must continue to drink or be disqualified. or fictional event performed by an individual or troupe.
Rounds: As many as it takes. Scoring: Participants may set their own DC. The higher the
DC the more riveting the performance, subject to DM
The Pythorian Arm discretion based on the submission.
An event that takes place at the Palaestra. Participants
compete to see who can pin opponents' arms to the table in
a best of three match. The use of magic is now allowed.
Actions: Athletics
Pin: In order to pin an opponent's arm competitors make
opposed Athletics checks. The competitor with the higher
result wins; two consecutive successes are needed in order
to pin an opponent's arm.
Bladder Ball
Bladder Ball is hosted by the Satyr’s Tail in a makeshift 40 by
20 foot mud filled arena consisting of two sides. Contestants
form teams of 5 and attempt to eliminate members of the
opposing team by hitting them with the bladder ball. There
are 5 bladerballs in each competition.
Actions: Attack, Dodge, Catch, Retrieve.
Attack: Attempt to strike a member of the opposing team
with the bladder ball with a strength or dexterity ability Riddle Roundtable
check against the target's armor class. Held as an offshoot of the Great Debates. The Riddle
Dodge: Participants Dodge to impose disadvantage against Roundtable tests the mental acuity of those who are willing
any bladder ball attacks until the start of their next turn. to wager upon their wits.
Catch: Ready an action to attempt to catch a bladder ball Riddle Me This: Anyone wishing to participate in the
that is thrown at you. Roll a strength or dexterity check with Riddle Roundtable must come prepared with their own
disadvantage, if the result equals or exceeds the attack is riddle. Each participant takes a turn reciting their riddle for
successful. A successful catch eliminates the thrower, and others to guess. Contestants guess by writing down their
allows one eliminated teammate to return to the game. response and submitting it to the Riddle Master.
Retrieve: Attempt a DC 15 Acrobatics check or DC 12 Scoring: After each participant has taken a turn reciting a
Dexterity saving throw to retrieve a bladder ball on your side riddle the Riddle Master tallies the answers and each
of the arena. On a success, move and pick up the ball, on a successful guess earns one point. The participant with the
failure fall prone upon retrieving the ball and get Muddy. most points wins.
Muddy: Any contestant who falls in the mud must end their
current turn and has disadvantage on their next attack roll.
Competitive Edge Gambling on the Games
Since the inception of the Great Games it has been a One thing that all the games have in common is gambling.
challenging endeavor to regulate the use of magic in Individuals of every station have outlets to bet on the
competitions. As such, several centuries ago it was decided competitions. Athletes cannot bet on an event in which they
that magic enhancements and equipment would be allowed are competing. Anyone who is discovered to have bet on or
in most of the official contests of the Great Games. thrown the outcome of a competition in which they are
There are a few notable exceptions: the Chariot Race only competing is tried as though they committed a capital
allows magical weapons that comply with those already offense. The guilty are sentenced to serve as an oarsman
permitted. Boxing, the Javelin Throw, the Chakram Throw, aboard a ship for a period of no less than one year.
and the Archery Competition require participants to use the Academy Bookie: The Academy sets the odds for the games
weapons they are provided. and accepts bets.
For participants to compete at the highest level, they are Accounts: Individuals wishing to bet on the games through
encouraged to seek sponsorship from a magic user who can the Academy Bookie are required to deposit funds equal to
help them unlock their true potential. the amount wagered into a holding account.
Commission: The Academy takes a commission of 10% of
all winnings for bets placed.
Even Money: A wager will provide a return or loss equal to
the amount of money bet, depending on the result. One on
one competitions typically start with even money, however
the reputation of participants may influence the odds.
Odds: Starting odds for a competition are determined by
the Academy prior to the contest. Odds are displayed as a
ratio (e.g. 5:1) which indicates the payout of the bet in
relation to how much is wagered.
Limit: Most competitions have a maximum limit on wagers
of 100 gold. The bigger events may allow higher limits.
Magical Sponsorship Other Bookies: There are some less reputable bookies who
set odds and take bets for the Great Games. Some of these
Some competitors are fortunate enough to find a sponsor for individuals and organizations may not have: commissions,
the Games. For those who are not so lucky Mytros holds a accounts, or limits, and may also set different odds. Seek
variety of opportunities to seek out such aid, although them out at your own risk.
sometimes at a price.
Nature of Magic: Magic works differently during the Great
Games. A sponsor can provide a contestant with a single
spell for the duration of an event, as long as the spell
requires concentration or has a duration of at least one
minute. Any spell that has a clause which ends the spell
when used still functions the same way.
Temple of the Five Gods: The acolytes who tend to the
Temple of the Five Gods have been known to sponsor
promising Athletes. An Acolyte can cast the following spells:
Bless, Sanctuary, and Shield of Faith.
The Dreamspun: Those willing to dedicate their
performance and possibly more to the glory of Lutheria can
gain the service of a Cult Fanatic. A Cult Fanatic can cast the
following spells: Bless, Sanctuary, Shield of Faith, Aid,
Enhance Ability, and Protection from Poison.
The Temple of Sydon: Contestants willing to fight in the
name of Sydon and provide a tithe of their winnings to the
temple are provided with a Priest to assist them. A Priest can
cast the following spells: Bless, Sanctuary, Shield of Faith,
Aid, Enhance Ability, Protection from Poison, Beacon of
Hope, and Protection from Energy.
The Academy: A participant may seek sponsorship from a The Coliseum
member of the Academy, typically in exchange for half of The Coliseum sits at the peak of Mount Volkan. It is capable
their winnings. The Academy can provide athletes with a of seating 10,000 spectators, nearly a fifth of the population
Mage to assist them in the Games. A Mage can cast the of Mytros. The proving grounds for the games are inside the
following spells: True Strike, Expeditious Retreat, Jump, caldera of the extinct volcano.
Longstrider, Mage Armor, Blur, Magic Weapon, Spider The layout of the Coliseum changes between competitions.
Climb, Haste, and Protection from Energy. Obstacles and features are added and removed based on the
Other Sponsors: There are rumors of other factions and nature of the event. Competitors are allowed to see the
individuals who have shown a willingness to sponsor layout of the Coliseum before most events.
athletes, including: the Cult of the Snake, the Neurdagon The Grand Foyer is the primary entrance to the Coliseum.
Family, Devotees of the Mother Goddess, and perhaps more. It serves as the primary hub for bets to be placed and where
spectators can purchase food and beverages.
The Eternal Hunt
The Eternal Hunt always generates new interest and creates The Dragon of a Dozen Heads: A gargantuan reptile or
a buzz during the Great Games. Stories have been told for dragon of some sort, said to always be vigilant and never
centuries about the legendary creatures that supposedly resting. If the tales are to be believed, it can swallow a gygan
reside within the caverns below Mount Volkan. whole and bathes in an enormous acid lake on the
Widely believed to be myths to scare the children of borderlands of Lutheria’s domain.
Mytros, there are some who insist that the legends are true. The Frozen Flame: Deep within the caverns of Mount
The most commonly held belief is that the last great Volkan rumors tell of a chamber of eternal winter, believed
eruption of Mount Volkan was so powerful it ripped the very to be a gateway to Boreas, the Plane of Ice. Within its
fabric of Thylea. Several minions of Erebus poured through recesses stalks the Frozen Flame that has 1001 legs which it
this rift and escaped into the caverns beneath the volcano uses to flay the skin from the bones of foolish heroes.
before it was sealed. Sydon’s Serpent: A legend that the Cult of Sydon is all too
Few of the great athletes and heroes of legend who have happy to embrace. Said to be the favored pet of Sydon that
quested after the beasts return. Whether it is because there was unleashed into the caverns of Mount Volkan just days
is truth to the rumors is unknown. The caverns are said to before the Oath of Peace was signed. If rumors can be
be an endless natural labyrinth and great care must be taken believed the creature was molded out of clay by Kentimane
to not get lost within the mountain. before Sydon brought it to life, striking it thrice with his
Rumors: The few who have returned gave conflicting lightning.
accounts of what they found.
The Eternal Watcher: a hundred eyed monstrosity that
drives anyone who looks at it mad. It is said the creature's
gaze can reduce even the mightiest hero into a blubbering
mess, doomed to wander the endless caverns beneath the
mountain; they are said to be the lucky ones.