The Great Games are a series of athletic competitions between the kingdoms of Thylea. They began four centuries ago—a centennial celebration of the Oath of Peace (appendix D) and the end of the First War. While visiting Mytros, the party has the option to engage in the competition for a chance to win great fame and live up to their calling as the greatest warriors in Thylea.

Purpose of the Games#

The Games are held every year to honor the Oath of Peace (appendix D). Dozens of priests offer sacrifices to the Five Gods at the start of the games. The Order of Sydon have recently begun to participate in the Games also, bringing minotaur sacrifices for Sydon and Lutheria.

The Games are a political tool used by various factions to demonstrate their dominance. Because of this, the Games are officiated by a neutral party—Versi, the Oracle, whose judgment is respected by all.

Akimedes (TN Mage), the Academy’s arcane Master of Divination, attends and watches over every competition to ensure that no one cheats. He wears special bronze goggles that grant him the effects of Detect Magic and precise vision out to 400 feet. Cheating is penalized by permanent expulsion from the Games.

Rewards for the Games#

The victors of the events are awarded special medals that are crafted from precious metals. These medals hold enormous value to collectors, but selling them is frowned upon. Nevertheless, many athletes are forced to sell their medals later in life, when they are past their physical prime and coin runs short.

Every event awards three medals, one for each of the top three athletes: bronze (250 GP) for third place, adamantine (500 GP) for second place, and mithral (1,000 GP) for first place. Legend has it that the Five Gods competed in the first Great Games, and “good old Pythor won every single medal.”

illustrated quote
There is much to be gained by winning the Great Games of Mytros. First, they were born out of training exercises devised by the Dragonlords, so they may help keep your wits and reflexes sharp. Second, they are immensely popular throughout Thylea, and the names of the victors will live on throughout history. Third, it is a chance to prove to yourself that you are ready for the trials that surely lie ahead. —Kyrah, Goddess of Music
Full-page art, p.138
Full-page art — p.138

Minotaur Battle#

Recently, the Order of Sydon has started a new tradition: a battle to the death against a Minotaur of Baphomet. This sacrifice to the Titans requires five athletes to work together to take down one minotaur.

If one of the heroes wants to be involved in a sacrificial event, they can volunteer. If a hero volunteers to fight alone against the minotaur, then the other athletes will step aside. Besting a minotaur in single combat brings great honor and attracts crowds of onlookers, but there is no reward for winning other than the fame (and the pointed disapproval of Queen Vallus).

Optional Event: Bullbug#

If you want, you can replace the minotaur with Bullbug (appendix A) from the Slave Market (area M21). Bullbug calls out a challenge to the heroes to fight him. If a hero can beat him in good-natured single combat, he agrees to join their crew. While this is highly unusual, Queen Vallus overrules the protests of the Order of Sydon.

Partners#

Each contestant can choose a partner to magically augment them. This partner is allowed to use any spells available to them. Most of the lesser athletes can’t afford magical aid, while those who can afford it are supported by a Priest Acolyte (who provides the Bless spell).

Well-known athletes have access to a Mage or Priest. These spell casters prepare spells such as Bless, Enhance Ability, Longstrider, or Haste. Partners who target anyone but their chosen athlete are immediately disqualified, as is the athlete that they were aiding.

Daily Competitions#

These are the competitions that make up the Great Games. One competition is held each day, over a series of seven days, with celebrations every night.

Jumping#

A hero must first succeed in a trial jumping event against four other competitors (LN Guards) following the rules of this competition below.. Only one of the other competitors attempts to jump farther than the standard jump.

Joining the Competition#

Before you, Mount Volkan’s wide basin has been transformed into a grand stadium. Dozens of running tracks and courts have been set up for a wide variety of events. Rows of stone benches have been hewed into the mountainside, seating throngs of onlookers. Thunderous chanting, cheers, and celebratory music echo through the stadium. Both the athletes and the spectators hail from across Thylea, and they wear all sorts of exotic armor and colorful clothing.

The heroes can compete in the Games, but they must first pass a trial for each sport they’d like to compete in. These trials cost a single silver piece each and are described at the start of each of the Daily Competitions below.

The Athletes#

Every settlement in Thylea sends its best athletes to compete in the Great Games. Competing this year are the following athletes:

  • Cy. (LN Warrior Monk, appendix B, Odyssey of the Dragonlords) From the kingdom of Aresia, Cy is famed across Thylea for his accomplishments in previous Games. The citizens of Mytros hate him.

  • Egan. (LG Warrior Veteran) Representing Estoria, Egan is an older competitor with more than a dozen Games under his widening belt.

  • Falana. (CG Noble) A glamorous bard from Estoria, Falana brings a legion of adoring teen-aged fans from the outlying settlements who cheer themselves hoarse.

  • Hatria. (CE Amazon Warrior, appendix B, Odyssey of the Dragonlords) A warrior and the first ever Amazon to compete in any Games. She is aloof and treated coldly by the other competitors.

  • Jorges. (LE Soldier Captain, appendix B) From the Order of Sydon, Jorges is arrogant and pompous and has an intense dislike for the heroes, particularly those who join the Games.

  • Leyland. (CG Gladiator) Representing Mytros and a favorite of the home crowd, Leyland is considered one of the greatest athletes of this generation.

  • Pancras. (CG Oread, appendix B, Nymph) A nymph from the distant northern steppes, Pancras is quite an exotic figure. She is treated with curiosity by the other athletes.

  • Spira. (NG Soldier, appendix B) An underdog who suffered an injury five years ago and is only now recovered enough to participate. The crowd loves her. She has a Strength score of 16 (+3) and Athletics of +5.

Daily Sacrifice#

At the start of each day, animal sacrifices are made to each of the gods. These are carried out with solemnity, after requesting a moment of silence from spectators.

Competitors. In the actual jumping competition, the heroes have to compete against Spira, Leyland, Hatria and Egan. A competitor can choose to long jump normally, leaping horizontally a number of feet up to your Strength score if they move at least 10 ft. immediately before the jump.

Jumping Ahead. However, a competitor can also try to go further by making a DC 15 Strength (Athletics) check. Failure means they land 1d4 ft. short of the normal long jump’s distance. Success means they land 1d4 ft. further than the normal long jump distance. Succeding by 5 or more adds an extra 1d6 ft. to the distance as well.

Running#

To qualify for this event, a hero must first succeed in a trial event against four other competitors (two LN Guards and two CG Scouts).

Competitors. In the actual event, the heroes compete against Spira, Leyland, Hatria, and Pancras.

This is a 1,000 ft. run divided into six rounds. All of the runners must roll Initiative at the start. Whoever has the highest Initiative score gains Advantage on the first check to move into the ‘ahead’ state. This starting Advantage lasts for the first three stages of the race.

Pulling Ahead. At each stage of the race, each runner may choose to pull ahead. To pull ahead a runner must make a successful DC 15 Strength (Athletics) check. This DC increases by 1 at each subsequent stage (for example, DC 16, DC 17, etc.). Failure means the racer gains one level of Exhaustion. A successful check means that the runner is now considered to be in the ‘ahead’ state.

Once a runner has pulled ahead they must make a successful DC 15 Constitution saving throw at the end of every round. Failure means they gain one level of Exhaustion and are no longer considered ahead. When a runner has two levels of Exhaustion, they collapse and are disqualified from the race.

The Final Stage. At the sixth and final stage of the race, every runner who is considered ahead has a chance for a medal. They all must make Strength (Athletics) checks, with the highest result winning first place, and the next two taking second and third.

If there are not enough runners who are considered ahead, then after determining the finishing order with the ahead racers, repeat this with the rest of the runners except for those who have collapsed.

Javelin Throwing#

To qualify for this event, a hero must first succeed in a trial event against three young men (LG Guards) and one woman (CN Scout).

Competitors. In the actual event, the heroes compete against Falana, Leyland, Hatria, and Pancras. Each competitor makes three javelin throws and their best throw determines how they place.

Calculating Throws. Each competitor makes a Strength (Athletics) or Dexterity (Acrobatics) check (competitor’s choice), then multiplies the result by 3 and adds it to the Javelin’s range of 120 ft. For example, a result of 20 on a check would be multiplied by 3 to become 60 ft., which is then added to the Javelin’s 120 ft. for a total of 180 ft.

Discus Throwing#

To qualify for this event, a hero must first succeed in a trial event against three young men (LG Guards) and one woman (CN Scout).

Competitors. In the actual competition, the heroes will compete against Falana, Leyland, Hatria, and Jorges. Each competitor has three attempts at the discus throw. The mechanics work in the same fashion as the javelin throw, but the base range of the discus is 90 ft.

Wrestling#

To qualify for this event, a hero must prove themselves against Crusher, a drunken Black Bear who drinks large quantities of fermented honey wine before the match. Crusher is a crowd favorite.

Competitors. In the main event, the hero must wrestle against Egan (for third place), then Cy (for second place), and finally Jorges (for first place).

Winning. In order to win this event, a hero must succeed in grappling a creature twice in a row. Roll Initiative at the start. The first successful attempt means getting a hold, while the second successful attempt means getting the pin. Whenever you fail at getting the pin, you lose your hold as well.

Boxing#

To qualify for this event, a hero must defeat Smasher, another Black Bear like the one from the wrestling event. Smasher is fitted with bronze-plated gloves.

Competitors. In the main event, the hero must box against Spira (for third place), then Jorges (for second place) and finally Cy (for first place). Competitors roll Initiative and engage in combat, but are only allowed to use Unarmed Strikes. The first competitor to be reduced to 0 Hit Points is instead reduced to 1 Hit Point and has the Unconscious condition, losing the match.

The Great Relay#

The great relay is the prestige event of the Great Games. It requires teams of five to compete in a five-stage relay race. In order to compete in the Great Relay, an athlete must have placed in a previous event. Alternatively, they may be sponsored by another winning athlete.

Competing Teams#

Three teams compete besides the party, with their named contestants anchoring the fourth and fifth legs of the Great Relay. If the heroes are unable to assemble a full team, they can try to convince one of the other athletes to join them.

  • Mytros: Spira, Leyland, and three Soldiers (appendix B).

  • Estoria: Egan, Falana, and three Scouts.

  • Aresia: Jorges, Hatria, and three Toughs.

Parts of the Race#

Each member of the team must be assigned to run a leg of the relay. Once selected, they stand at the starting point of that relay and are not allowed to start running their leg until they are tagged by the team member from the previous leg.

Winning Points. At the start of each leg of the race, the athlete can choose to go at standard or fast speed. Going at standard speed earns 1 point, while going fast earns 2 points. Failing a required check for the leg at either speed results in 0 points, though the athlete still finishes the leg. These points will be totaled at the end of the relay to determine the winning team.

If any single athlete is caught or reduced to 0 Hit Points by one of the obstacles along the way, then that team loses the entire race.

First Leg: The Beach Run#

The athlete must make a dash over 300 ft. of sand. Standard speed requires a successful DC 10 Strength (Athletics) check, while fast speed raises the DC to 15.

Lions. Partway down the beach, trap-doors burst open (one for each team) spraying sand everywhere and releasing a muzzled Lion. Each lion goes for one of the sprinters and uses its Roar action. An athlete who is Frightened by the lion is out of the race. Lions have Disadvantage on attacks against athletes who are going fast.

Second Leg: The Underwater Swim#

Magic has been used to freeze over one of the mountain lakes. Each athlete must dive into a hole in the ice, swim underwater for 300 ft., and then resurface. Standard speed requires a successful DC 12 Strength (Athletics) check, while fast speed raises the DC to 18. Anyone with a Swim Speed on their character sheet has Advantage on this roll.

Third Leg: The Cliff Climb#

Each athlete must climb up a sheer cliff face. Standard speed requires a successful DC 12 Strength (Athletics) check, while fast speed raises the DC to 18. Anyone with a Climb Speed on their character sheet has Advantage on this roll.

Fourth Leg: The Fire Dash#

The athlete must sprint across a bed of hot coals and fire snakes. Standard speed requires a successful DC 10 Strength (Athletics) check, while fast speed raises the DC to 15. Standard speed causes 7 (2d6) Fire damage to the athlete while fast speed causes no damage. Anyone who fails either check takes 10 (3d6) Fire damage. There are eight Salamander Fire Snakes amongst the coals (two for each team): competitors at standard speed are attacked by two of them, while competitors at fast speed are only attacked by one of them.

Fifth Leg: The Harpy Cages#

The athletes must race across 300 ft. of beach, along which there are three bronze cages, each with a Harpy. Standard speed requires a successful DC 10 Strength (Athletics) check, while fast speed raises the DC to 15.

Harpy Songs. All Harpies use their Luring Song action, requiring each athlete to make three DC 11 Wisdom saving throws. A competitor who is Charmed by a harpy is out of the race. An athlete has Advantage on these saving throws if they cover their ears, but this adds 2 to the DC of the running check.

Ending the Race#

At the end of the race, the team with the most points wins. The crowd reacts with great enthusiasm when each team finishes the race.

The Award Ceremony#

Suddenly, there is a thunder of noise from the stands as everyone leaps to their feet and points at the sky with excitement. Descending from the clouds is a huge silver dragon. On its back rides a crowned figure, cloaked in red. The spectators cheer in unison. “It’s King Acastus! King Acastus has come to honor the victors of the Great Games!” The silver dragon touches down at the center of the colosseum and the king dismounts with a flourish, waving to the crowd with a broad smile. He carries several shiny medals in one hand and a crown of laurels in the other. Approaching the row of victorious athletes, he mounts a small stone platform where he can address the thousands of people in the stands. “PEOPLE OF MYTROS! My dear people, has this not been the most exciting contest in living memory? I have always loved the Great Games, and it has been my pleasure to continue sponsoring them, even in these darkest of days. Indeed, I believe that even the gods themselves are watching, and smiling upon us! I offer my sincerest congratulations to these fine men and women—the greatest athletes in all of Thylea!” The crowd thunders their approval, and hundreds of flowers are cast into the arena at the king’s feet.

King Acastus takes this opportunity to steal as much glory from the victors as he can. He is sensitive to what pleases the crowd, and the people of his city absolutely adore him. The king hands out the appropriate awards to the victors. The greatest athlete is awarded the Crown of Laurels (appendix C). There is no monetary reward for winning.

Treasure. The medals are cheaply-made, but they are prized by the people of Mytros and can easily be sold to merchants in the Stygian Row. The first place medal is valued at 1,000 GP, the second place medal is valued at 500 GP, and the third place medal is valued at 250 GP.

Tavern Sponsorships#

If any of the heroes were victorious, then they are approached by two tavern owners from Mytros: Ambrosia from The Siren’s Roost (area M18) and Julius from The Satyr’s Tail (area M19). They hate each other, but both of them want a sponsorship deal with the winner of the Great Games. Such an individual would attract a great deal of business to their taverns. The heroes can choose the offer they like best, or they can try to persuade Julius and Ambrosia to enter a bidding war.

Julius initially offers 1,000 GP and free wine for life, although he can be persuaded to offer as much as 3,000 GP. Ambrosia offers 1,000 GP and a night of pleasure— on the house, naturally. She will go no higher than 2,000 GP, but she points out that Julius is a greedy fool and that associating with him will tarnish the heroes’ names.