Prince Percival Pineperry |
And the halfling charges.
Last Lance Attack= 20, Damage=8pts, Ride Check=22, Stay in saddle=14%.
Tarren the Dungeon Master |
Sorry. I almost got in to post but then the wife called me.
On the third charge, both Prince Percival and Sir Manfred bat each other's lances away with their shields. Neither rider takes a serious hit.
1 point for each; giving Manfred 4 points and Percival 3 in total.
As Falcon Warchild updates the rankings, Lord Kerrigan stands and applauds the chivalrous Prince Percival.
"Now, that's what I'm talking about," says Kerrigan to Sirap Hilltown.
Prince Percival Pineperry |
The halfling goes over to Sir Manfred and offers him a small handshake.
"Well Done, that first charge certainly woke mine head up. We shall follow thine progress with interest."
Then he waves to the crowd and bows to the nobility before leaving the field with Silkwind (who gets a pat and an apple).
Sir Manfred VonFalkenburg |
Sir Manfred bows deeply to Prince Percival.
"Thy chivalry does honor to us all, your highness. I shall always remember it with gratitude; and if I ever establish my own household, you shall ever be welcome there."
Sir Manfred then turns to the crowd and brandishes his lance and pennent.
"THREE CHEERS FOR PRINCE PERCIVAL! HIP HIP HURRAH!"
Prince Percival Pineperry |
The halfling waits for his manservants to ease the armour of his back and then assesses the damage and bruises he now bears. There is a huge purplish mark growing on his chest, one that is very tender to the touch.
He then tries top lift his arms and begins tho feel the aches and pains of the day.
"I think a cold bath is in order. But there may be another joust so perhaps we should wait and see. But how did we do on the joust betting. We must have made a pretty penny of that Manfred, yes?"
The servant looks a little crestfallen and his Prince begins to frown, "well? Doth thou have any explanation for me. It hath better be good or thou shalt walk up and down thine back upon Silkwind."
The trumpeteer looks at each of his fellow servants and they all look sheepish.
"You see Sire, We thought you were putting it on. We thought when you asked for the rerun of the last course that you had him and we all swtiched our bets to you Sire. Pretty much everything we had.... but you were being honourable and the Knight won."
The Prince sits down and sighs. His head in his hands.
Sir Kornelius Rowel the Second |
The halfling waits for his manservants to ease the armour of his back and then assesses the damage and bruises he now bears. There is a huge purplish mark growing on his chest, one that is very tender to the touch.
He then tries top lift his arms and begins tho feel the aches and pains of the day.
"I think a cold bath is in order. But there may be another joust so perhaps we should wait and see. But how did we do on the joust betting. We must have made a pretty penny of that Manfred, yes?"
The servant looks a little crestfallen and his Prince begins to frown, "well? Doth thou have any explanation for me. It hath better be good or thou shalt walk up and down thine back upon Silkwind."
The trumpeteer looks at each of his fellow servants and they all look sheepish.
"You see Sire, We thought you were putting it on. We thought when you asked for the rerun of the last course that you had him and we all swtiched our bets to you Sire. Pretty much everything we had.... but you were being honourable and the Knight won."
The Prince sits down and sighs. His head in his hands.
"Now, that's why I don't bet sire." says he, and tosses 3 gold pieces to each servant. "And don't spend that money on betting, lads."
"Nice run Prince Percival. I thought you had the game."
Then he turns to Lord Kerrigan and Falcon Warchild and says,"I will challenge Ehlissa."
Then he goes to Ehlissa's tent and says, "Mount your horse, my fair lady. It's time to joust!"
Kornelius goes and prepares for the joust. He sharpens his lance and tells his young squire, youngest son of the Rowel family, who is 9 years of age, "Now Jerald, you saw how those nasty little men betted, eh? Don't go betting like that. Or at least don't bet everything you have."
Jerald just responds, "Good luck Korny... uh.. I mean sire. May the lady of luck be with you!"
Tarren the Dungeon Master |
Don't worry. You just make an attack roll with a bonus for +2 charging, damage roll (in case you hit), and a ride check (in case you get hit). Do this three times, as you have three courses. You could put them in a spoiler if you want.
Jousting Mechanics:
1. Warhorses (heavy or light) will charge willingly. Other horses will only charge on a DC 20 ride check.
2. Attack role as normal for a charge (+2 attack role, with -2 to your AC. Lances do double damage on a charge).
3. Player Options:
a.) Aim at helm: -8 to attack but Ride Check = DC15+damage dealt. Diplomacy check will be required to avoid disqualification if used.
b.) Crouch defensively: -4 attack; +2 to AC.
c.) Tighten the reins (reins are held tighter, restricting shield use): = -2 to AC; +4 to ride check.
4. Wooden lances break at 15 points of damage, doing a maximum of 15 points of non-lethal damage.
5. If hit, opponents must make a Ride Check (DC=5+Damage sustained) to stay mounted.
a. 5 ranks in handle animal = +2 on ride check.
b. War saddle provides +2 to ride check.
c. If knocked unconscious, riders have a 50% chance of remaining in the saddle (75% if in a war saddle).
6. If unhorsed, Ride Check (DC15) or 1d6 damage.
Tarren the Dungeon Master |
Rules:
To win, the player must have a point advantage over their opponent after 3 courses. Contestants are allowed to re-mount if unhorsed.
Points are assigned as follows: 1 Point for hitting opponent, 1 Point for staying on the horse, 2 Points for unhorsing opponent.
If one player decides to surrender, the match is forfeited to the opponent. If there is no clear winner at the end of three courses, contestants continue until one gains a point advantage. If both players are unconscious, and there is no clear winner, the contest continues after magical healing.
Tarren the Dungeon Master |
For an example of how to post your rolls, look at this earlier post by Kornelius. ... Though this was before the new DICE BBCode tags
Kornelius Rowel's rolls:
Spoiler:COURSE ONE
Charge Attack: 1d20+7=12
Damage if hit: 1d8+4+1d8+4=18
Ride check: 1d20+6=12
COURSE TWO:
Charge Attack: 1d20+7=17
Damage if hit: 1d8+4+1d8+4=18
Ride check: 1d20+6=16
COURSE THREE:
Charge Attack: 1d20+7=18
Damage if hit: 1d8+4+1d8+4=17
Ride check: 1d20+6=16Ride check includes Handle Animal
Sir Kornelius Rowel the Second |
Kornelius nods back. He says to his horse "Let's go, Sting." He looks at the crowd and realizes something. "Oh, look! There's my dad, Sir Kornelius the First of Korvosa! And my mother, good cleric she is! Oh. There's Kargan. He looks a little... under the weather. Wet day it is, the road is covered with mud! Oh well." He looks at a trumpeteer who blows his trumpet, which signals Go! He pats his horse, Sting, and breaks into a charge...
First Course
CHARGE 1d20 + 7 ⇒ (6) + 7 = 13
DAMAGE 1d8 + 4 + 1d8 + 4 ⇒ (8) + 4 + (7) + 4 = 23
RIDE CHECK 1d20 + 6 ⇒ (20) + 6 = 26
Second Course
CHARGE 1d20 + 7 ⇒ (17) + 7 = 24
DAMAGE 1d8 + 4 + 1d8 + 4 ⇒ (4) + 4 + (8) + 4 = 20
RIDE CHECK 1d20 + 6 ⇒ (8) + 6 = 14
Third Course
CHARGE 1d20 + 7 ⇒ (1) + 7 = 8
DAMAGE 1d8 + 4 + 1d8 + 4 ⇒ (8) + 4 + (8) + 4 = 24
RIDE CHECK 1d20 + 6 ⇒ (20) + 6 = 26
Ehlissa Briez |
Ehlissa declares, "Let us see who shall be the victor, Kornelius. Now, to it!"
Fleetfoot isn't a warhorse so I've made a ride check in each case in order to charge.
Ehlissa's rolls
COURSE 1
Ride check 1d20 + 8 ⇒ (10) + 8 = 18
Attack roll 1d20 + 8 ⇒ (18) + 8 = 26
Damage 1d8 + 3 ⇒ (5) + 3 = 8 x2 = 16
COURSE 2
Ride check 1d20 + 8 ⇒ (20) + 8 = 28
Attack roll 1d20 + 8 ⇒ (8) + 8 = 16
Damage 1d8 + 3 ⇒ (5) + 3 = 8 x2 = 16
COURSE 3
Ride check 1d20 + 8 ⇒ (8) + 8 = 16
Attack roll 1d20 + 8 ⇒ (12) + 8 = 20
Damage 1d8 + 3 ⇒ (3) + 3 = 6 x2 = 12
Tarren the Dungeon Master |
Ehlissa declares, "Let us see who shall be the victor, Kornelius. Now, to it!"
Fleetfoot isn't a warhorse so I've made a ride check in each case in order to charge.
Ehlissa's rolls
** spoiler omitted **
Ehlissa will also have to make a ride check in order to stay on her horse if hit. Different check for a different purpose.
Tarren the Dungeon Master |
Knight's Challenge vs Kornelius - +1 to attacks and damage - factored in.
COURSE 1
Ehlissa:
Ride check 1d20 + 8 ⇒ (10) + 8 = 18
Attack roll 1d20 + 8 ⇒ (18) + 8 = 26
Damage 1d8 + 3 ⇒ (5) + 3 = 8 x2 = 16
Kornelius:
First Course
CHARGE 1d20 + 7 ⇒ (6) + 7 = 13
DAMAGE 1d8 + 4 + 1d8 + 4 ⇒ (8) + 4 + (7) + 4 = 23
RIDE CHECK 1d20 + 6 ⇒ (20) + 6 = 26
Kornelius spurs his horse into a frenzied charge. Clouds of dust kick up from the hard, red road beneath them. The crowd cheers the new contestant excited by what has turned out to be a surprising day of the tournament with no entries, missing contestants, and rumours of poisoned pastries. Kornelius is so excited he doesn't seem to notice that Ehlissa is not moving. Ehlissa's lance misses its mark but Kornelius strikes home, knocking Ehlissa from her horse.
(Ehlissa 0 points; Kornelius 4 points)
COURSE 2
Ehlissa:
Ride check 1d20 + 8 ⇒ (20) + 8 = 28
Attack roll 1d20 + 8 ⇒ (8) + 8 = 16
Damage 1d8 + 3 ⇒ (5) + 3 = 8 x2 = 16
Kornelius:
Second Course
CHARGE 1d20 + 7 ⇒ (17) + 7 = 24
DAMAGE 1d8 + 4 + 1d8 + 4 ⇒ (4) + 4 + (8) + 4 = 20
RIDE CHECK 1d20 + 6 ⇒ (8) + 6 = 14
After Father Zhang-gyu, an follower of Irori from Tian Xia who accompanied Lord Kerrigan on his early adventurers and trained Falcon Warchild in the martial arts, provides Ehlissa with the healing power of his deity, she returns to her horse. Fleetfoot, the dapple grey, is up to the challenge this time. They charge together and this time both Kornelius and Ehlissa hit. Both Kornelius and Ehlissa are knocked from the saddle.
(Ehlissa 3 points; Kornelius 3 points)
COURSE 3
Ehlissa:
Ride check 1d20 + 8 ⇒ (8) + 8 = 16
Attack roll 1d20 + 8 ⇒ (12) + 8 = 20
Damage 1d8 + 3 ⇒ (3) + 3 = 6 x2 = 12
Kornelius:
Third Course
CHARGE 1d20 + 7 ⇒ (1) + 7 = 8
DAMAGE 1d8 + 4 + 1d8 + 4 ⇒ (8) + 4 + (8) + 4 = 24
RIDE CHECK 1d20 + 6 ⇒ (20) + 6 = 26
When Ehlissa attempts to spur Fleetfoot into action this time, the horse refuses. Kornelius, realizing what is happening, slows his mount and lowers his lance.
The third course will be run again.
Sir Kornelius Rowel the Second |
"No problem. But you might want a horse that is more suited for jousting, next time." says Kornelius with a grin.
Kornelius Re-Done 3rd Course Rolls.
CHARGE1d20 + 7 ⇒ (19) + 7 = 26
DAMAGE1d8 + 4 + 1d8 + 4 ⇒ (7) + 4 + (8) + 4 = 23
RIDE CHECK1d20 + 6 ⇒ (8) + 6 = 14
Nerrat Dei |
Just for fun, I did the play-by-play this time. Sorry Dad :D
Ehlissa's horse gets moving, (Applause from the crowd) and they both charge. Kornelius' horse, Sting charges as if some kind of magic had been put upon him. Fleetfoot is distracted from the applause and moves in a fairly indirect path. Kornelius' lance strikes his target hard. Ehlissa misses and is knocked from her horse.
4 pts Kornelius
0 pts Ehlissa
Kornelius 11 Ehlissa 3
Sir Manfred VonFalkenburg |
Sir Manfred reclined on a camp stool near the jousting lanes, putting ice on his aching chest. Wondering who was next to joust, he craned his neck looking towards the judges platform where Falcon Warchild ran the event...
Tarren the Dungeon Master |
TRK arrives and is a bit tired, "I apologize milord for my tardiness, but something was awry."
Work load heavy; doing the work for a four lawyers; on top of that, a typhoon is again going to be passing in a few hours; it's about 150 kph
Thanks, Rev
We understand TRK. Nerrat often thinks about you and hopes all works out. It is your turn to issue a challenge against one of remaining contestants -- Manfred or Kornelius. Are you up to it or do you want someone to run you?
The Rogue Knight |