Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Minigames DND

Download as pdf or txt
Download as pdf or txt
You are on page 1of 2

• Drink rounds:

o Each player chooses any number of drinks he wants to chug, if the character is
an NPC the DM shall roll 1d6.
o The DM may choose the Con save required or may roll 1d20 for it.
o Who drinks the most wins.
o On a failed Con save there is no penalty, on the 2nd the character is dizzy rolling
with disadvantage in any Dex, Wis and Int checks until the next long rest. After
a long rest the character keeps disadvantage to any dex checks until it takes a
short rest. On the 3rd failed save the character is drunk rolling all stats with
disadvantage, and the opponent wins the contest.
o Any of the characters may quit at any time giving victory to the opposing one.
o To win the winning character must have drank at least as many drinks as the
other party, else it is considered a loss. After an opponent has quit the player
may choose to keep drinking to meet the drinks number if he had a lower one.

• Knife throwing:
o Each player must make a dex check equal to 3dex per 5feet distance to the
target.
o The targets start at 15feet (dex 9) distance and may go up to 35 feet (dex 21)
o Each player must attempt to hit the target with a knife, on a bullseye (critical)
the character gains 2 extra attempts.
o Each character starts with 3 attempts, on a success the other character must
also succeed or lose the game.
o The winner is whomever can keep hitting the longest.
o On each target range each character plays its round once, then passing to the
other, once they hit the target it is the opponents turn until they move on to a
further target.

• Obstacle race:
o Each participant rolls 5 athletic die, the winner is whomever gets the highest
total.

• Gladiator arena:
o 2 or more characters face each other, death saves are avoided.

• Gladiator bets:
o Whenever someone is fighting in an arena, you may place a bet in any of the
fighters.

• Throwing contest:
o Each participant grabs a log and tries to throw it the furthest possible, each
player rolls str, highest roll wins.
• Riddles:
o The DM places a riddle, each player ties to answer it correctly.

• Hide and seek


o 1 Character is the seeker, that character shall roll Perception.
o The other characters are to hide, each makes a stealth check.
o The seeker character may make one additional perception roll for each one
trying to hide beyond the second.

• Magic buff:
o A Magic absorbing jar that changes color as more power is poured into it is
placed in front of each participant, whom then rolls arcana.

• Improv:
o Each participant rolls Performance, the highest roll wins.

You might also like