TASK 1
The dragons are people dressed up or people with pictures of dragons taped to broom handles.
They are guarding a next of eggs at the far end of the yard, and the champions have to retrieve one of the eggs.
The champions are each given a
spoon and several objects (see below) and 3-5 minutes to come up with a solution with their teams in order
to get past the dragon.
The twist-you're not
allowed to use any body parts (hand, feet, arms) to get the objects to the dragon nest. (the obvious solution is to carry the object with the spoon)
Item
1: Feather (to tickle the dragon and thus distract it from the eggs)
Item
2: Plain egg (to trick the dragon by substituting eggs)
Item
3: A small but wide book (to whack the dragon and knock it out/ distract it)
After they successfully get their eggs, the teams take two towels or blankets and have to toss the egg between the blankets in order to get back to where they started.
If there are enough
people, they can work with 2 blankets per team and race, or they have to work
together, with one blanket per team, passing back and forth.
The dragon tries to
distract them and grab the egg back while they are passing it.
If the egg breaks, they have to go back to the nest and start over with a new egg.
Once the task is over, the real dragon egg is taken and the teams are given a hollow plastic egg with a clue inside about the nature of the next task:
"Above, below, so far
or quite near?
We've taken
something you hold dear."
TASK 2
Essentially an individual treasure hunt for their stuffed animals, but with some cool clues. The stuffed pets of the champions and there assistants are taken and hidden before camp, and when the task starts, each of the 4 kids is given their first clue. Campers who are not champions or assistants can help whoever they want with their clues.
Clue 1: Your future
lies in the stars
where
you study tea leaves and Mars.
Scurry
quickly up the stair,
but
only if you dare.
This
leads upstairs to the divination/astronomy room, where their clue is written
with invisible ink. They must use the blacklight in this room in order to read
it.
Clue 2: A doorway
that does not have a door,
but
it leads to magic and so much more.
Look
between nine and ten,
catch
the train, we'll see you then!
This
leads to the front porch, Platform 9 3/4, and there they have to get their next
clue by hitting a target with a water balloon, which will cause the clue to
drop to a reachable level.
Clue 3: This clue,
so necessary to your route,
is
found where you can climb about.
On
the other side of where cars park,
this
clue is hidden among stones and bark.
This
leads to the rock wall on the side of the garage, which they will have to climb
in order to reach their next clue. Someone on the roof of the garage is
spraying them with water as they climb.
Clue 4: Your hope
will sprout
for
your friend to be out.
Search where seeds are sown
and
beautiful plants are grown
This
leads to the garden, and nearby will be a kiddie pool transformed into a pond (concept from here: http://llemonade.com/sample%20party.html .
The clues will be in capsules in the pond, and they have to fish them out.
Clue 5: This holds
the potential to fly,
but
be quick or your friend may DIE!
This
shed is smaller than Hagrid's Hut;
if
you don’t get this clue, you'll be in a rut.
This
leads to the playhouse where we store the brooms and Quidditch supplies.
Hanging in the tree next to it will be buckets full of water and each kid's
clue. They either have to pull a rope to dump the clue and water, or try to get
the bucket down using a broom.
Clue 6: This is the
place where spells are cast,
and
you are taught about the past.
Buried
deep in the ground
your
next clue will be found.
This
leads to the basement, which is the spellwork and history classroom, and there
they will find a clue written in Ancient Runes, which they must translate using
the alphabet given to them.
Final Clue: High
above the ground outside
is
the place your friend will hide.
Climb
a ladder that's outdoors,
but
do not take what isn't yours.
This
is the clue each student will receive at the sixth location they visit, and
will lead them to the top of the swing set, which is where their stuffed pet
will be.
A friendly
acromantula has created a maze of yarn like this: Take entire rolls of yarn in different colors
(one for each team) and tie a popsicle stick onto the end of each roll. One at
a time, unravel the rolls while walking (preferably outside), leaving all of
the popsicle stick ends in the same location as the starting point around
trees, under steps, etc… until the roll is finished. Have all of the teams start at the same time and follow their strings. If
you made the strings overlap at points, it will be interesting to watch the
teams untangle themselves. From http://fullblastbirthdays.com/550/awesome-activity-ideas-for-a-harry-potter-themed-birthday-party/
Each champion and assistant must follow a colored
trail of yarn until the end, where the Triwizard Cup is. Several challenges are
faced along the way, and they get one helpful hint from the counselors if they
can't get past a monster.
Note: it's hard to make sure all the strings are the same length, so to make it more fair, the kids get to choose what color they want to follow in the order they finished the previous task, so the winner last time gets first pick of yarn color (kind of like how the person in first place in the Triwizard Tournament got to have a head start into the maze in the books). That way if they end up with a longer or more tangle-y string they can't blame us.
Challenges:
Sphynx--answer the riddle to pass
Kappa--trick
it into bowing
Yeti--
repelled by fire
Hippogriff--must
be approached cautiously and with a bow
Another note: these monsters and how to beat them was focused on in the Care of Magical Creatures lesson so that they would know. The kids were pretty good at remembering!
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