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When someone isn't currently preforming in the talent show, the arena is transformed into an obstacle course. Anyone if free to give it a try, though it is best when done with groups. Screens with night vision allow the crowd to see what is happening during the dark obstacles.
Flaming Punching Bags: As the contestant(s) are raised to the starting platform, they find everything is pitch black. The silence is deafening. Just when they start to wonder what they are supposed to do they see it. Flaming cylinders all in a row, swinging back and forth at an irregular pattern. When they reach the bottom of their arc the fire illuminates the ground enough to reveal there is a walkway, though how wide it is, is uncertain. (Roll a d100; the highest number makes it up first, lower numbers get slowed down by the swinging bags. A roll below 40 means you get hit by at least one flaming punching bag. They hit with enough force to knock you over. Add +15 for applicable primary talent, +10 for other talent or primary skill, +5 for other skill).
Fire rock climb: Once they make it past the last flaming cylinders (those who got hit will probably have worked out they were punching bags lit on fire) they find themselves at a rock wall. They can faintly hear screaming and cheering, almost like someone turned down the volume on the crowd to just hardly audible levels. There are dimly lit circles in the wall, an ominous foreboding to what was to come once the contestant(s) started. These small lights, along with some faint and distant torchlight at the very top was the main source of illumination for the contestants making the overall ascent fairly dark. There would be one every 5 feet up, alternating sides, as the rock climb wall was 25 feet high. There were several handholds the contestant(s) could use to ascend that would alternate and has various shapes; some large and some small. As the contestant(s) went to face the next challenge, the dimly lit circles would glow red at random intervals, a few seconds before spewing flames. Flame-throwers! Though there was a pattern that could be determined if they paid attention to it." (roll a d100; the highest number makes it up first, lower numbers get slowed down by occasional fire blocking their paths or hard to ascend paths due to the varying grips. Add +15 for applicable primary talent, +10 for other talent or primary skill, +5 for other skill).
Hot coal run: Things in the arena are noticeably brighter now, a dim light filling the space. The crowd seems to be at half volume, the cheering clearly audible, but not nearly as loud as it should be. Ahead is 30ft of burning hot coals, glowing ominously in the dim light. The contestant(s) will have to run across the coals to reach the other side of this obstacle course while barefoot. To either side of the coal pit is a shallow stream of water in case the heat proves too much; but they must start over if they go into the water before reaching the other end. (roll a d100; highest makes it fastest, low means they went into the water early and hard to start over 1 or more times. Add +15 for applicable primary talent, +10 for other talent or primary skill, +5 for other skill)
Ring of fire jump: While not fully bright, the constant(s) can see fairly clearly now, and one would be easily mistaken in thinking the crowd is at full volume, though in truth it is only about 75%. Ahead there are 10 5-foot diameter rings that are about 5 feet above the ground, though only the first is on fire. The contestant(s) will have to jump through each one to reach the other end of the obstacle course. As they pass one ring, the next one in front will catch fire. This will be a test of the contestant's ability to time their jumps, control their momentum and nail the landing for the spaces in between the ring. " (roll a d100; highest number makes it through the rings first, while the lower one has setbacks such as failed jumps, taking too long to go through it, etc. Add +15 for applicable primary talent, +10 for other talent or primary skill, +5 for other skill)
Ladder Climb: The contestant(s) have reached the final obstacle! The arena has reached full light and the crowd full volume. Ahead of them is a lake of lava with only one way across. Monkey bars! The contestant(s) will find things are not so simple though. The lava bubbles and roils until a geyser shoots up! Those that are hit will quickly find it is not really lava, but a sticky, slimy mess, that makes keeping your grip all the more difficult. roll a d100; the highest number makes it across first, while the lower ones have setbacks such as the geysers getting in their way, taking too long to go through it, falling and having to swim back to the start etc. A roll below 40 means getting hit directly by one of the geysers. Add +15 for applicable primary talent, +10 for other talent or primary skill, +5 for other skill)
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