Would appreciate anyone who can give this a whirl at their table and let me know how it goes. I've tested it at a coupe tables and feel it's solid for the most part. Thanks in advance!
The Arcane Clock
Few fair, festival, tournament or tavern games can compare to that known throughout the planes as the Arcane Clock! This magnificent game is the true test of arcane skill, precision & concentration. Though relatively new its popularity has quickly risen due to the high entertainment value it provides for onlookers. Indeed, those lucky enough to catch a duel behold the lavish illusion with sparks, pops, crackles and flame. There will never be a shortage of oohing and aahing from the crowd witnessing this spectacle. And if you do for some strange reason get no pleasure from the previously mentioned, seeing the pressure, strain and pain bestowed upon the games participants is sure to bring a sick smile upon your face!
Wait! Have you not heard of this great challenge yet? Well, why didn’t you say something earlier?! Picture this! A wizard, sorceress and druid walk into a tavern. After a few tall tales and a few flagons of ale, the three agree to test their skills against one another. A crowd encircles them as they face one another in silence. Immediately, expressions of deep focus form upon their faces, fingers stiffening into odd forms as their arms slowly whirl about. Each incoherently mutters under their breath and the crowd cheers with delight as in an instant the air crackles with energy. From smoke forms a fiery ring out of thin air in front of all three of them.
Within’ the ring a line of flame materializes up from the center, it splits apart into the what appears to be the hands of a clock and they begin to slowly rotate around what now appears to be a numberless time piece. As the hands spin at varying speeds, those witnessing now see small, burning numbers appear within’ the edges of the rings. Suddenly, there is a loud pop as a bolt of energy shoots from the wizards circle. He cries in pain as it strikes his chest but he maintains his concentration.
This goes on for several minutes. Each contestant filling more and more of the numbers on the clock or getting painfully zapped by a bolt of energy, sweat beading up on their brows. At this point the crowd has all but forgotten about their drinks and are entranced by this mental battle before them. They cry out as the wizard is once again zapped and he drops to a knee in agony, his clock fizzling into a puff of smoke.
The druid and the sorcerer press on as almost all their numbers are lit within’ the ring, just one or two missing. The hands of the clock match the whirling of their arms, their jaws clinched and the sweat now rolling down their faces. Finally, the sorceress lights up the last remaining number as her clock flashes brightly, growing bolder in size and appearing to cool into solid stone floating in the air. A loud chime is heard and she raises her fist in victory as the patrons cheer and raise their drinks in approval! The combatants shake hands and share another round of drinks. The townsfolk will talk of it for months to come.
Would you like to know how to play? Let me tell you….
This game is based on Wisdom, Intelligence or Charisma depending on the player choice. This should be whichever has the higher modifier but does not have to be. Give each player a slip of paper with the numbers one thru twelve laid out in a circle that mimics the face of a clock. Each round, have them roll 2d6 as they try to collect all 12 numbers on the face, circling those which they collect on their paper. This is done by using both face values or by adding/subtracting the two dice together. They can use their chosen modifier total to add or delete from their dice or dice total but must choose wisely. Why? Well, if you have a +4 modifier you only get up to a total of four to add/subtract to try to obtain all the numbers. In addition, the more numbers collected, the greater chance to be “zapped”. After you roll, if you you cannot circle any new numbers with your dice you will take a shock point. This is a bolt of energy that will strike forth and while painful, it causes no actual damage, only quite a bit of embarrassment. After 5 points (five zaps) you lose concentration and drop the spell, eliminating you from the contest. First to obtain all the numbers on the face of the clock OR outlast the rest of the players will win!
Round Example:
Rolled a 6 & 4. The player can take both the 6 & 4 if they have neither. They can also take 2 (6-4) OR 10 (6+4).
If they have a +1 constitution modifier then they can have have 5 (6-1 or 4+1), 7 (6+1), 3 (4-1), 11 (6+4+1), 9 (6+4-1) OR 1 (6-4-1). Using this point would mean the player is completely out an risks getting zapped going forward.
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Would appreciate anyone who can give this a whirl at their table and let me know how it goes. I've tested it at a coupe tables and feel it's solid for the most part. Thanks in advance!
The Arcane Clock
Few fair, festival, tournament or tavern games can compare to that known throughout the planes as the Arcane Clock! This magnificent game is the true test of arcane skill, precision & concentration. Though relatively new its popularity has quickly risen due to the high entertainment value it provides for onlookers. Indeed, those lucky enough to catch a duel behold the lavish illusion with sparks, pops, crackles and flame. There will never be a shortage of oohing and aahing from the crowd witnessing this spectacle. And if you do for some strange reason get no pleasure from the previously mentioned, seeing the pressure, strain and pain bestowed upon the games participants is sure to bring a sick smile upon your face!
Wait! Have you not heard of this great challenge yet? Well, why didn’t you say something earlier?! Picture this! A wizard, sorceress and druid walk into a tavern. After a few tall tales and a few flagons of ale, the three agree to test their skills against one another. A crowd encircles them as they face one another in silence. Immediately, expressions of deep focus form upon their faces, fingers stiffening into odd forms as their arms slowly whirl about. Each incoherently mutters under their breath and the crowd cheers with delight as in an instant the air crackles with energy. From smoke forms a fiery ring out of thin air in front of all three of them.
Within’ the ring a line of flame materializes up from the center, it splits apart into the what appears to be the hands of a clock and they begin to slowly rotate around what now appears to be a numberless time piece. As the hands spin at varying speeds, those witnessing now see small, burning numbers appear within’ the edges of the rings. Suddenly, there is a loud pop as a bolt of energy shoots from the wizards circle. He cries in pain as it strikes his chest but he maintains his concentration.
This goes on for several minutes. Each contestant filling more and more of the numbers on the clock or getting painfully zapped by a bolt of energy, sweat beading up on their brows. At this point the crowd has all but forgotten about their drinks and are entranced by this mental battle before them. They cry out as the wizard is once again zapped and he drops to a knee in agony, his clock fizzling into a puff of smoke.
The druid and the sorcerer press on as almost all their numbers are lit within’ the ring, just one or two missing. The hands of the clock match the whirling of their arms, their jaws clinched and the sweat now rolling down their faces. Finally, the sorceress lights up the last remaining number as her clock flashes brightly, growing bolder in size and appearing to cool into solid stone floating in the air. A loud chime is heard and she raises her fist in victory as the patrons cheer and raise their drinks in approval! The combatants shake hands and share another round of drinks. The townsfolk will talk of it for months to come.
Would you like to know how to play? Let me tell you….
This game is based on Wisdom, Intelligence or Charisma depending on the player choice. This should be whichever has the higher modifier but does not have to be. Give each player a slip of paper with the numbers one thru twelve laid out in a circle that mimics the face of a clock. Each round, have them roll 2d6 as they try to collect all 12 numbers on the face, circling those which they collect on their paper. This is done by using both face values or by adding/subtracting the two dice together. They can use their chosen modifier total to add or delete from their dice or dice total but must choose wisely. Why? Well, if you have a +4 modifier you only get up to a total of four to add/subtract to try to obtain all the numbers. In addition, the more numbers collected, the greater chance to be “zapped”. After you roll, if you you cannot circle any new numbers with your dice you will take a shock point. This is a bolt of energy that will strike forth and while painful, it causes no actual damage, only quite a bit of embarrassment. After 5 points (five zaps) you lose concentration and drop the spell, eliminating you from the contest. First to obtain all the numbers on the face of the clock OR outlast the rest of the players will win!
Round Example:
Rolled a 6 & 4. The player can take both the 6 & 4 if they have neither. They can also take 2 (6-4) OR 10 (6+4).
If they have a +1 constitution modifier then they can have have 5 (6-1 or 4+1), 7 (6+1), 3 (4-1), 11 (6+4+1), 9 (6+4-1) OR 1 (6-4-1). Using this point would mean the player is completely out an risks getting zapped going forward.