Breeders' Cup Race Order, Wagering Menu Set - BloodHorse

d100 tavern games and activities

I'm a new DM and I'm starting a campaign soon where they start in drumroll a tavern. Since my players are also new to the game itself, I want the tavern to be already fleshed out and lively to set the tone for the game, as well as get them used to making skill checks and whatnot.
A general description of the games mechanics would be very much appreciated as well! I'd also like to use all the stats so the players can get a handle of what they're good at.
  1. Spicy Hotdog Eating Competition. Five rounds of contested CON saves between competitors.
  2. Dragon's Den (Card Game). Starting bet of 2 gp, roll 5d6, and add 5 sp to the pot for every reroll. Winner is determined by the second roll.
  3. Drunkard's Roulette. Roll a d6. On a 1, you drink a tankard of something nasty. Make a CON save or become poisoned for 1d4 hours.
  4. Ball and Cup Game. Contested Perception vs Sleight of Hand.
  5. Trivia Night. Contested INT-based skill checks. Consider giving advantage if its about something the players have encountered before.
  6. Arm-wrestling Contest. Contested STR checks.
  7. Axe-throwing competition. DEX check. 3 tries/game. 1- 10 miss. 11 - 13 outer ring (1 point). 14 - 16 middle ring (2 points). 17 - 19 inner ring (3 points). 20 and above bullseye (5 points)
  8. Boulder, Parchment, Shears. Each roll a d4. 1 beats 3, 3 beats 2, 2 beats 1, and 4 is a reroll.
  9. Barrel Breaking Contest. Crush a barrel between your bare hands like a beer can. Five rounds and DC goes up each round. STR check.
  10. The Riddle Master. An old man charges 1 sp per riddle, and offers 3 sp in return for a correct answer. He will only ask each person a single riddle and only pays out 2 sp if a person gets help in solving it. (idek_mannnn)
  11. Good Old-fashioned Darts. Players roll 3d20 with DEX modifier (capped at a maximum roll of 20). and results are tallied. Highest score wins. In the event of a tie, each player is to throw a single dart blindfolded (d20 with no modifier). Highest wins. (idek_mannnn)
  12. Busy Night. The tavern is bustling with patrons and the barkeep is visibly stressed. In a moment of desperation, they ask if anyone is able to assist in serving drinks, collecting tankards and flagons, and helping out in the kitchen. 1 gp for the night's work, but any player who accepts suffers a level of exhaustion. (idek_mannnn)
  13. Mingling. CHA DC 15 or higher and someone will buy you a drink. WIS DC 15 or higher and you hear an interesting rumor. (idek_mannnn)
  14. Open Stage Night. For a mere donation of 5 cp, anyone can perform an act on the tavern stage. The outcome of a Performance check can affect the reputation of the performer in the tavern, or even in the whole town on either end of the scale. (idek_mannnn)
  15. Good Old-fashioned Tavern Brawl. No deadly damage allowed. Last man/party standing wins. (Geschichtenerzaehler)
  16. A Sophisticated Session of Chess (or any tactical game). Contested INT or Knowledge checks.(Geschichtenerzaehler)
  17. Stuff Stacking Challenge. Try to stack random objects on the head of a passed-out drunk. Sleight of Hand check starts at DC 5, increasing by 1 for each item. (Geschichtenerzaehler)
  18. Song Contest. Contested Performance checks, but the GM secretly writes down themes and modifiers to reflect the mood of the crowd ( ex: happy +2, sad -2, patriotic +1, naughty +5, epic +0). The participating players must announce what song they want to perform and the GM adds the modifier to the result. Smart players may want to make an Insight check to read the crowd before picking a song. (Geschichtenerzaehler)
  19. Halfling Toss. DC 12 STR check to lift the halfling, and every 1 above that is a foot of distance. Furthest distance wins. The area ahead is cushioned (as is the the halfling), but if they make a really high check, they may be able to get past the cushioned area. If anyone asks if this s inhumane, the answer should involve 'the event is sanctioned by the National Halfling Toss League'. (thirteeorphans)
  20. Flirting. Characters can look for intimate company. First, the player describes what kind of person they're looking for. Next, the GM determines if someone with said profile is present, but also rolls if the PC has any chance with them at all. If not, all Persuasion checks will auto-fail. If they do have a chance with the NPC, the GM decides a difficulty and a number of secret modifiers regarding the worldview, mood, and preferences of the NPC. The player then tells the GM their flirting strategy and makes a persuasion check to which the GM adds all modifiers that apply. Multiple Persuasion checks may be needed to take things...further. Alternatively: if you all have fun with it, just wing and roleplay it. (Geschichtenerzaehler)
  21. Join the Regulars. A table is reserved for frequent patrons. They discuss certain topics or just have some things in common - sports teams, activism, crafts, etc. Examples: a) A group of elderly men and women, who all happen to be veterans. They share a common experience (a war a long time ago), but talk about all sorts of things. They may share some wisdom with strangers who buy them a round. b) The Rabbit Breeder table. These guys discuss everything about rabbits: best food, how to keep them away from foxes, upcoming contests, and etc. Characters may feign interest (CHA checks) and pick up some juicy gossip beyond rabbit-business. c) The Councilors. This table is usually reserved for the mayor, councilors, and guildmasters. News and politics are discussed here. A character with respectable appearance, manners, and a convincing reason to join them (Persuasion check w/ appropriate modifiers) may join. Being seated at this table may be useful to gather pertinent information or get to know important people. (Geschichtenerzaehler)
  22. Spot the Pickpocket. Perception VS thieves' Sleight of Hand. (Geschichtenerzaehler)
  23. Avoiding "Dangers". On a wild night, one may be in danger of slipping on a spilled drink (DC 8) or ducking under a thrown keg (DC 12). Acrobatics check. (Geschichtenerzaehler)
  24. Dance-off!. Participants must make a series of skill or ability checks (let them RP which ones make sense for their character, but make it a different one each round) with one or two participants eliminated each round. (ken_NT)
  25. 2-4-24 (Dice Game). Played with 6d6. A player rolls the dice and has to keep at least one die every roll. At the end, they must have a 2, a 4, and the remaining dice must add up to a max. of 24. Not having a 2 or a 4 disqualifies the player. More Info#Variant_game) (ken_NT)
  26. Stab between the Fingers Game. More Info. DEX check, PCs choose DC. Fastest one (highest DC chosen and beat) wins. (Geschichtenerzaehler)
  27. Listen to a story. Occasionally a patron may feel like sharing an anecdote, a joke, a creepy legend etc. Example: An old sailor tells how he lost his leg in a fight against an undead pirate. An insight check may provide some information about the truthfulness of the story told. Besides this, an NPC telling a story at the bar allows the GM to set the mood for an adventure, to establish background info on the game world and adding flavor. (Geschichtenerzaehler)
  28. Checking the Bulletin board. The tavern may feature a bulletin board, which has job offers and requests, lost and found notes, public announcements, etc. Even (side-)quests are an option, if the GM wants to.
    Sidenote: An illiterate NPC may ask a PC to read them the job offers. (Geschichtenerzaehler)
  29. Trying the 'good stuff'. Characters with enough coin may want to taste the best or most interesting the house has to offer. Examples:
    a) A great local brew, that gives the one who consumes it, +1 temporary hitpoints.
    b)A greenish drink called the "Mad Alchemist". Sends the drinker on a trip where he perceives the world in exaggerated shapes and colors.
    c) The "Victory Bottle". This high quality whisky was bottled in the year of the glorious victory ... . A super pricey treat for special occasions.
    The GM may rule (depending on a CON save), that the PCs experience positive or negative side effects.
  30. Eating a special meal. There may be something interesting (and pricey) beyond the usual on the menu tonight. Examples:
    a) A hunter has brought in something rare or unusual.
    b) The house has a secret recipe, that tastes extraordinarily well.
    c) An exotic dish made from insects. A real dare.
    The GM may rule (depending on a CON save), that the PCs experience positive or negative side effects. (Geschichtenerzaehler)
  31. Buy from a peddler. A poor looking man, woman or child walks from table to table with a vendor's tray, to sell small cheap goods to patrons. Examples: Flowers, pouches, dice, socks, caps, leather grease (Geschichtenerzaehler)
  32. Take up a service offer. Similar to above, a poor looking man, woman or child walks from table to table, but in this case makes a service offer, like polishing shoes and boots, sharpening blades, making small repairs (via sewing) etc. (Geschichtenerzaehler)
  33. Inspect the trophies. The walls of the tavern may be decorated with hunting or sports or contest trophies. It tells the PCs something about what to expect in the wilderness or about the community. (Geschichtenerzaehler)
  34. Go outside. The PCs may decide to step outside for a moment. Here they might go to the loo, encounter drug dealers, couples making out, a fight, prostitutes or just people who want to take a little fresh air before heading back in. (Geschichtenerzaehler)
  35. Explore the Backroom. This area is usually off limits, but sneaking in there might be possible (Stealth vs. Perception of whoever watches the door). Secret societies, criminals meeting, illegal games and deals? Or just people who want some privacy? Maybe it's just a boring storage room? The GM is free to decide whatever interesting or not so interesting thing might happen there. (Geschichtenerzaehler)
  36. Debate. Some NPC may start a debate on basically any topic and the PCs are free to join in and share their opinion. This shouldn't end in something as dramatic as a brawl, but it can win over NPCs, hurt feelings, establish standpoints, relationships or rivalries. It's basically an attempt to incite roleplay and create future opportunities for the GM to pick up. (Geschichtenerzaehler)
  37. Explore the basement. Besides the classical "slay the rats down there"-quest, the tavern basement may have an interesting encounter or feature that ties in with the world's lore or a future plot. Examples:
    a) The winecellar is haunted. A ghost scares the bar maids and the PCs have to find out how to put it to rest.
    b) The basement is older than the tavern and features a clue to a long forgotten cult on a wall behind a barrel
    c) There is a secret passage to another building in the city.
    d) Some kind of vermin or aggressive animal or non-intelligent monster has gotten in. XP for brave adventurers. (Geschichtenerzaehler)
  38. Take in the scene. A careful observer might just learn something about the people and the place sitting back quietly and watching his or her surroundings. Examples:
    a) A table falls quiet as a patrol of the guard enters for a routine visit.
    b) A rich merchant who wears a wedding rings, shows more than just a little interest in a certain barmaid.
    c) Igrim, a young server is definitly distracted or worried by something. He's been making a lot of mistakes this evening.
    d) Two women acknowledged each others presence shortly, but avoided eye contact ever since.
    Perception or Insight checks, DC by GM's decision. (Geschichtenerzaehler)
  39. Cooking Contest. Unhappy with the food? Think you can do better? Challenge the tavern's cook to a contest! Contesting skill checks ("profession cook" or whatever it is in your edition). (Geschichtenerzaehler)
  40. Singing Wine Glasses. A tavernmaid was finishing up washing some wine glasses and was making them sing by sliding a wet finger along the rim and using different glasses filled at various levels to make different tunes. She is more than willing to say that her brother used to make songs with wine glasses, but he’s been adventuring for a while and she’d give anything just to recreate that familial feeling again. She describes different types of feelings that the songs elicited and asks the players what type of song they will try to play., where different moods will correspond to different skill checks : a) Sad - Deception, b) Happy - Performance, c) Love - Persuasion, and d) Creepy - Intimidation. DC 15 for a trinket that belonged to the brother who we learn is actually deceased. (Diamondwolf)
  41. Tankard Pong. Played exactly like beer pong. Make DEX checks starting at DC 10 working up as tankards are removed from the playfield. PCs must also make CON saves with an increasing DC as they drink to not get drunk.
  42. Tall Tales or Piss Taking. You have to give a very impossibly possible story where you did something to a collection of bullshitters. If someone calls you out, you must defend your plotline with another point whether factual or bullshit. (Th3R3493r)
  43. Card Stab. A sacrificial set of cards and knife for each player are needed and all players must have blood in their hand. The point of the game is to stab into cards as they rest on a hand and take the most amount of cards without stabbing through all of them and drawing your own blood. The one with the most speared cards on the knife without blood on the tip wins. (Th3R3493r)
  44. Coin Bounce. There are three forms of the game for each type of coin. The price of competing is coin you bounce. The coin must bounced into a mug of water and a straight shot will mean you forfeit the match. The first one to get the coin in wins unless the other side manages to double bounce the coin in on their next throw. Double bouncing the coin on the first try means the other side has already lost. (Th3R3493r)
  45. Screaming Match. Just as it is advertised. The one who screams the loudest wins. The word or sound does not matter. So, far the loudest thing yelled was "QUIET!!!" by a elderly school teacher who came in for a pint and was heard in places over a country over who unknowingly won. (Th3R3493r)
  46. Slap. Both sides just slap the other side once as hard as possible until they yield or pass out. Claw use and punching is outlawed and as long as they stand and can get up in a slow count of 5, they are still in. (Th3R3493r)
  47. Skee-ball. 3 gp to play, 3 balls. DEX check. Up to you to decide DC, but outer ring gets you 5 sp, inner ring gets you 1 gp, center gets you 2 gp.
  48. A Magician. An old wizard is using illusions to preform tricks to entertain the crowd. (Nerdypie12345)
  49. Sack Toss. Same rules as sack toss, players toss a sack into a ramp with a hole some distance away. Players may choose to compete in pairs or alone. DC 10 STR check to lift the sack and throw it, but DEX check to aim for the hole. Allows for fun scenarios where a high STR check but a low DEX, like missing the hole completely and throwing a hole through the tavern wall, or hitting an important NPC as a way of meeting them.
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