Grand Rapids Canoe Race |
|
To
be Held CrystalGoldLake
HF All
are Invited from Heathfield, Allies and Friends. Hosted
by Morgan and Faelan Callihan |
|
|
Grand Rapids River Feeds into the Crystal Gold Lake. 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 |
DRINKS
Potcheen - both plain and flavored
raspberry, peach, strawberry and cherry
Potcheen Punch (milder)
Cider
Ale and Meade
Various Wines
Brandy
|
Prizes |
|
Grand A plaque with their name and event. A Purse of 200 gold or QCoins 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 Third Complimentary gifts for all attending include a rain slicker, compliments of Xander McDonough Imports and a bottle of potcheen, compliments of Sean DeBurgh. |
|
|
~OOC Rules~ 1d20 dice used. Those wishing to enter the race and get in the cue, will IM faelanbcallihan that night. Please state in the room in (()) if you are QCCoins and whom under. Roll of die is done before text entry of action/words so you know what is cast and can role play it accordingly. Be creative. Example text for dice //roll-dice1-sides20 (or 100) or use keyword: dice roller. 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: 4+ to manage the normal flowing waters, less than you have run into too shallow waters or got stuck on a sandbar. A 1d10 use for a save, needing a 4+ to be successful. Second Mile: 6+ to manage the faster flowing waters, less than you have run into the shore or got stuck on rocks. A 1d10 use for a save, needing a 5+ to be successful. Third Mile: 8+ to manage the widening rapid waters, less than you have capsized, run into the shore or got stuck on rocks. A 1d10 use for a save, needing a 6+ to be successful. Fourth Mile: 12+ to manage the turbulent waters, less than you have been capsized, or smashed against the rocks. A 1d10 use for a save, needing a 7+ to be successful. Fifth Mile - 14+ 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 1d10 use for a save, needing a 8+ to be successful. If successful, the rapids smooth out feeding into the Crystal Gold lake area. 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 (1d100 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! |
|