Fairs are great places to start a campaign or individual adventure.
The usual fare…
- Jugglers
- Apprentices doing cantrip magic
- Dancing bears
- Plays and puppet shows
- Food booths
- Recipe & eating contests
Carnival Games & Contests
The heroes can play carnival games, such as rolling a ball down a slope at a target, trying to catch a greased piglet in a pen, arm wrestling, chasing a wheel of cheese down a steep hill, bobbing for apples.
Roll 1d3 to determine how good they are the game (the roll becomes their bonus). Then roll a d20 check against difficulty 20 with the bonus. On a natural 1, your attempt is so poor (or you’re beaten so badly) that you’re humiliated and must stop.
Each attempt costs 1 sp against winning some minor prize.
A game of football is something like a brawl while kicking the ball to either end of a field. Roll 1d6 for each side; higher roll gets control of the ball. Roll 1d12 to determine which player has the ball; 11 or 12 is the the hero. Roll 1d20 for the attack against AC 10; on a hit, the player rolls 1d6 hp damage. Most players have 6 hp. If you reduce a player to 0 hp, you get a kick on goal; roll an attack against AC 16 to score. Players with 0 hp are replaced to allow them to attend their injuries.
Wrestling is also a common contest.
More unusual…
- A troupe of actors reenacts legendary events that led to the loss of a treasure.
- There is a public mummy unwrapping.
- The sheriff reads a writ of outlawry against a criminal or band of adventurers.
- An outlaw is executed.
- A live monster is displayed in a cage.
- A dead monster is displayed for viewing.
- A duel is fought.
- A skirmish tournament is fought.
- A jousting tournament is held.
- An archery tournament is held.
- A fortune teller tells a hero about his or her future.
- A fortune teller has a sudden vision.



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