Duchy of Crestwood

Canoe Race

 

Grand Rapids River

The beginning of the race is five miles up from the lake at an accessible spot where it has been cleared and canoe rentals available. The fee waived for this event for anyone entering the Canoe Race. The first mile consists of shallow waters and small spurts of fast moving waters and gradually into the churning turbulent waters.

There are tents set up, one for food and one for drink for those waiting at the lake where the Five Mile River flows into. Picnic grove with tables and swimming allowed along the sandy shore area down from the grove.

 

 

FOOD

Fresh fish baked in the pit
Potato salad
fresh vegetables
Fruit salad
Potatoes baked in the pit
cold cooked ham, sliced for sandwiches
cold cooked turkey, sliced for sandwiches
sliced brown bread
various pies and cakes

DRINKS

Potcheen - both plain and flavored
raspberry, peach, strawberry and cherry
Potcheen Punch (milder)
Cider
Ale and Meade
Various Wines
Brandy

 

Prizes

 

Grand
400 gold along with a New Canoe loaded with Picnic Equipment such as a large basket filled with food, two bottles of wine, potcheen and goblets. Large picnic blanket, plates, utensils and linen napkins.

Second
200 gold or plus a New Canoe loaded with Picnic Equipment such as a large basket filled with food, two bottles of wine, potcheen and goblets. Large picnic blanket, plates, utensils and linen napkins.

Third
100 gold plus a large basket filled with food, two bottles of wine, potcheen and goblets. Large picnic blanket, plates, utensils and linen napkins.

Complimentary gifts for all attending include a rain slicker and a bottle of potcheen.

 

 

~Rules~

20 dice used. Those wishing to enter the race and get in the cue, will whisper the Event Runner that night. Roll of die is done before emote so you know what is cast and can roleplay it accordingly. Be creative.

There will be NPC guards along the distance ready to help anyone from the waters needing assistance. Some in boats and some along the shore with ropes and lifesavers.

First Mile:  5+ to manage the normal flowing waters, less than you have run into too shallow waters or got stuck on a sandbar. Dice 10 used for a save, needing a 4+ to be successful.

Second Mile:  8+ to manage the faster flowing waters, less than you have run into the shore or got stuck on rocks. Dice 10 used for a save, needing a 5+ to be successful.

Third Mile:  11+ to manage the widening rapid waters, less than you have capsized, run into the shore or got stuck on rocks. Dice 10 used for a save, needing a 6+ to be successful.

Fourth Mile:  14+ to manage the turbulent waters, less than you have been capsized, or smashed against the rocks. Dice 10 use for a save, needing a 7+ to be successful.

Fifth Mile - 17+ to manage the turbulent waters, less than you have been pulled off course and down another rapid flowing vein with a waterfall dumping  you in a deep pool below.. A Dice 10 use for a save, needing a 8+ to be successful. If successful, the rapids smooth out feeding into the lake below. In the case of more than one making it to the end, winner will be determined by the highest rolled die in a race across the lake (Dice100 used). If they are equal then a roll off will commence between the ones tying.

Note: If the dice required is not met and the save not met, then that person has ended their part in the race.

IF no one completes the course then the one who made it the farthest will receive the Second Prize. The one second closet the third prize.

Good Luck!