Gil goes about readying his gear for the eventual journey with his new companions, all the time wishing he were just a bit wealthier, and hoping Mikhael fairs better in the joust than the last man who went against Withred!
Gilbert, keen to prove himself useful, is overjoyed at the chance to offer advice.
“I’ve never myself been honored with an invitation to joust—not yet (!)—but I’ve observed several here at Mearcaster, and verily to aim for the helm is a fool’s errand. The victor, as in the Earl’s last course, most often delivers a center blow—mainly chief pale or fess pale, but also to the base. For defense, fuss not with thy shield position; rather, give a lean in thy saddle—this way or that—else hold steady in thy seat!”
Gilbert puffs out his cheeks in a wide smile and holds his breath, hoping to himself that his observations have been accurate.
rossik and scottenkainen , after some consideration, I think we'll upgrade to the "Chainmail Revisited: Jousting in D&D" article from The Dragon #17. It shouldn't take any more time than the standard Chainmail jousting rules even though we have to roll to hit, since each round will still consist of up to 3 passes only. If no one is unhorsed after that, then the highest tallied score wins and moves to the finalist's round.
For each pass, you'll need to select one of the eight aiming points against opponent (7 on the shield, or the helmet), and one of the six defensive positions in the saddle. The right column of the Joust Matrix determines which defensive positions you are allowed to take based on your chosen aiming point.
The ground is soft and damp, so you'll be at -2 to your roll if you take up defensive positions 2 or 3.
Thursday, 2 September (Day 47) Light rains continue.
Mikhael braces his wits with a stiff drink and struts out onto the damp parade ground with Grimolfr.
The list is already prepared for the upcoming hastilude. Down the middle is a long wooden fence, blazoned with coats of arms that depend from the rails. Two stands of seats are prepared, each covered by a pinnacled tent to keep the intermittent sprinkling off of the spectators' heads. One stand is themed with colors of red, gold, black and periwinkle, the colors of Earl Withred and his lieutenant Bertnoth. The other tent is colored green and white ("We did not know the details of your livery, good sirs, so we made do with the livery of the Earl's last contestant; please forgive the presumption.")
Rosamund is standing by her father, who is dressed in black and white stripes to act as the event's honorable marshal. She runs up to Mikhael and very publicly presents him with her satin hairband, tying it to the base of his lance. "Now you shall be fighting for my honor, how lovely!" Rosamund's father gives Mikhael a sidelong glance as he goes about his business.
============= rossik : The horses are rearing for the tilt! The herald blares his trumpet and announces the first duel. Bertnoth is first to go, facing Grimolfr!
Huscarl Bertnoth, clad in black and periwinkle, lines his horse at one end of the tilt; Grimolfr at the other. The starting trumpet blares! Grimolfr kicks his horse forward, adjusts himself in his saddle, and takes aim! (aiming point and defensive position?)
============ scottenkainen : Shortly after the first round is ended, Mikhael takes his position against Earl Withred, clad in red and gold. Rosamund waves and cheers loudly. The horses nicker and stamp; the trumpet sounds, the joust is on! (aiming point and defensive position?)
Last Edit: Apr 8, 2019 16:07:59 GMT -6 by Starbeard
Post by scottenkainen on Apr 9, 2019 7:07:31 GMT -6
Mikhael's spirits were bouyed; though he wasn't sure the satin hairband meant he was getting some serious smooching time after the joust, if he won he felt his chances were very good, and if he lost he might not care about his chances -- or anything else -- anymore.
Pass 1: aiming point - Pale Fess, position - lower helm
Soggy turf churns as your horses thunder down the list. It is immediately clear that Earl Withred's reputation for bold recklessness is well earned: he leans left in his saddle and aims for the chief pale!
Mikhael's pass: rolled 1 + 4 = 5, a miss. Withred's pass: rolled 4 + 9 = 13, a glancing blow off the shield!
Rosamund's father holds up his colorful quarterstaff and shouts, "Ducks all! Riders, take positions for the second pass!"
Last Edit: Apr 9, 2019 10:55:11 GMT -6 by Starbeard
Bertnoth seems a sober fellow, and adopts a conservative technique: lower helm, aiming fess pale.
Trumpets, and they're off! Rum-pa-rum-pa-rum-pa-rum, CLASH!
Grim's roll: 15 + 4 = 19 — CRUNCH! You unhorse your opponent, but break your lance on his shield (one more point and you'd have made a clean hit!). Bertnoth's roll: 20 + 9 =29 — He cleanly unhorses you! Neither of you are injured.
"Twenty points against nineteen, to Sir Bertnoth!" The small crowd of locals cheers wildly. You are both escorted off the field and Bertnoth prepares for the final match against whoever wins the next round.
Earl Withred comes in square in the saddle, aiming straight for the helmet. The onlookers gasp at his audacious bravado!
Mikhael's roll: 19 + 4 = 23, you unhorse your opponent! Withred's roll: 14 + 0 = 14, the lance glances harmlessly off your helmet! Your ears ring for a moment but the helm stays on.
"Twenty to ducks! The newcomer wins!" There is a great deal of murmured approval in the stands over your prowess. Withred is clearly miffed that he lost in the first round; it seems he isn't used to being shown up so easily.
"Finalists to the list!" Bertnoth sits astride his destrier at the far end, studying you intently. The man is clearly a tactician.
Bertnoth responds conservatively as well: Base, shield high, giving each other presentable targets.
Mikhael's roll: 13 + 9 = 21, a clean unhorsing! Bertnoth rolls a 6 and isn't injured. Bertnoth's roll: 18 + 4 = 22, a clean unhorsing! Mikhael rolls a 1 and suffers (d100=51) 10% of his hit points! He's down from 6 to 5.
"Twenty all, a void pass! Choose your arms!"
Looks you'll have to continue on foot. Bertnoth is walking over to select his melee weapon from a rack. Will Mikhael yield or continue on?
Your arms rack has a spare shield, dagger, and both 1- and 2-handed versions of sword, axe, mace, and flail. All weapons will do 1-6 as normal, but edges are blunted to be less lethal.
The melee will go on until someone yields or is reduced to 0 hp (KO). Each point below 0 you go is a 10% chance of being permanently injured or worse.
Last Edit: Apr 11, 2019 12:20:07 GMT -6 by Starbeard
To make it interesting, we'll say that: - On any roll divisible by 3, you lose footing in the muddy ground, giving the opponent +2 on the next attack. - On a natural 2, your shield or weapon are damaged and you have to replace it.
Bertnoth selects a hand axe and approaches. His weapon is quicker and attacks first.
Bertnoth: 9 miss // Mikhael: 4+2 miss B: 2 miss — Bertnoth's hand axe breaks!
The melee pauses while Bertnoth saunters over to his rack, taking three minutes to ponder his weapon options. Finally he returns with an arming sword and shield. He allows Mikhael the benefit of a blow before going back to initiative order.
Mikhael: 11 hit! for 1 point
Initiative still goes to Bertnoth, for having the longer weapon.
B: 10 miss // M: 7 miss B: 11 hit! for 1 point (Mikhael at 4) // M: 6 miss B: 3+2 miss // M: 7+2 hit! for 4 points
Initiative switches, since Bertnoth missed and Mikhael hit, getting inside his guard with the shorter weapon.
Mikhael: 8 hit! for 3 points // Bertnoth: 5 miss M: 7 miss // B: 7 miss M: 12 hit! for 6 points — Bertnoth makes a morale check (11) and refuses to yield! // B: 12+2 hit! for 2 points
The crowd is really getting into it.
Mikhael is now at 2 of 6 hp, and Bertnoth (a Swashbuckler, HD5+1) has taken 14 hits, and looks quite shaky. You still have the initiative, and a +2 to hit on your next attack.
Do you still want to yield now that you're below 50% hp, or will you press the advantage and fight it through?
Last Edit: Apr 13, 2019 3:59:28 GMT -6 by Starbeard
Unfortunately no, Bertnoth knocked you out of the tournament in the last round. Grim and the Earl are now grumpily sitting on the sidelines, complaining to each other about how the muddy ground made their horses temperamental and uncontrollable; with a tamed horse you surely would have won and gone on to the final round!
Post by scottenkainen on Apr 15, 2019 7:39:48 GMT -6
((Sorry, was at a convention all weekend))
Mikhael was tempted to press his advantage, but just as the mace was hovering for a downward strike -- Mikhael realized this was a good time to allow Bertnoth to save face. Mikhael staggered back as if he was seriously hurt (which was actually true anyway). "I ...yield," he said, and dropped his mace.
(The sadist in me rolled through the next rounds just to see what would've happened: a round of near misses all around, then Mikhael would have made a lucky strike and won the match! Oh well, discretion is the better part of valor.)
The spectators erupt in applause at the breathtaking show. "See there: Bravo! Simply strawberries! it's been some time since a guest has put the local lords to the test! Bravo!"
Rosamund at first seems disappointed in Mikhael for his display of self-preservation, but the overall adulation of the crowd wins her over and she gives him a coy wink.
Earl Withred announces the results of the contest: "I have been bested on the field today, fair and square; I hereby offer my Great Hall to your party for the next week as honored guests. The larder shall also be opened for you so that you might make provision for the remainder of your journey to Liberty Village. As for the sole victor of the contest: Elderman Bertnoth, please step forward! I grant you this circlet of wrought gold and garnet filigree, and my own warhorse."
Meanwhile, Rosamund's father the umpire shakes Mikhael's hand to congratulate his performance, and leans in close. "I believe my daughter is expecting a flower or token of some kind; she did honor you with a favor, after all."
(I suppose the next order of action is to consider how long you will take up the Earl on his offer. He is prepared to provide you with two weeks' worth of travel rations once you make your leave).
Post by scottenkainen on Apr 19, 2019 11:23:09 GMT -6
Mikhael looked all around. Where was he going to find a flower in this muddy field??
Then he got an idea. He trudged over to where his own quiver was hanging on a post and plucked out an arrow. He trudged over to Rosamund slowly, with his helm off so all could see how much pain he was in. And he presented the arrow to her.
"Rosamund, I am offering you arrow as token of my affection. May it remind you that I will be speeding back to you, after mission to Liberty Village, and my flight will always be straight and true."
He didn't expect smoochies now, and would be in too much pain to enjoy them anyway.
Instead, he hobbled back to his travel companions. "I am thinking I am needing day or two of rest before we head out, yes? Can someone be helping me out of armor?"