Syva Challenge

The legendary Syva Challenge flying carpet race begins high above the massive cylindrical pit located at the heart of Kuoppa. Racers line up along the inside lip of the pit, readying their enchanted carpets. At the starting signal, they dive over the edge, quickly navigating down the sheer sandstone walls in a spiraling descent.   The pit walls are riddled with hazards. Rocky outcroppings jut out at odd angles, while some areas contain vortexes ready to whip racers off course. Competitors must also watch for sabotage spells cast by rivals. About two hundred feet down, natural stone rings protrude at intervals, requiring sharp maneuvers to avoid catastrophic collisions.   About two hundred feet down, the spiraling course suddenly turns straight towards the solid pit wall. This rocky facade hides a magical entrance to the grotto and shrine.   The first racer to reach the wall is able to pass directly through as if it were an illusion. The magic allows only one entrant before sealing the entrance once more. Any other racers following close behind will crash directly into unforgiving stone! Navigating the course fast enough while avoiding its perils is the key to breaching the hidden cave first and gaining access to untold mysteries.  

Race Rules

Base Movement
  • Players can take their normal movement, action, and bonus action each turn.
  • Base Speed Movement: On your turn, spend your movement to make an Acrobatics check against the carpet's Maneuverability DC. On a success, move the carpet its Base Speed. On a failure, the carpet does not move.
  • Max Speed Movement: Spend your movement and action to attempt to move at Max Speed. Make an Acrobatics check against the carpet's Maneuverability DC. On a success, move the carpet its Max Speed. On a failure, make a Strength saving throw against the carpet's Save DC. On a failed save, you fall off the carpet.
  Special Moves
  • Stabilize: As an action, you can attempt to stabilize the carpet. This grants advantage on your next Maneuverability check. This cannot be used on the same turn as Max Speed Movement.
  • Critical Success & Failures: Rolling a natural 20 on a Maneuverability check allows you to move an additional 10 feet this turn. Rolling a natural 1 gives you disadvantage on your next Maneuverability check.
Primary Related Location
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