Jousting and Swords Competitions

Ithril
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Ithril
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Jousting and Swords Competitions

#1 Post by Ithril »

All mounted combat will be conducted on medium horses, provided by the Duke.

Sword Combat
Combatants will be provided small shields and specially made short swords blunted and tempered to allow for non-lethal strikes, and all horsemen in the duel wear leather armor.
The most effective way for a horseman to fight other riders with hand-to-hand weapons is to circle around his opponents, striking whenever possible. Every round, each rider makes a riding check to get himself into position for an attack. Because this contest will be only be between two opponents at a time, each check receives a +5 bonus. A character can attempt this check only once per round.
If each opponent makes successful checks and attack each other, they roll for initiative for that round; in this instance, both opponents face each others shield sides.
When a horseman makes a successful riding check against one who fails the check, roll on the following table to determine which side the attacker is facing.

Defender's Target Side
1-3 Shield side: The defender adds his shield bonus to his armor class
4-6 Front: The defender adds his shield bonus to his AC, and can return an attack in that round at -4 to hit.
7-8 Weapon side: The defender receives no shield bonus to his AC, but can return an attack in that round at -2 to hit.

A natural roll of 1 is a fumble; roll 1d20 again. If the second roll also results in a 1, it indicates the horse has been struck which is a foul and automatic loss.
The winner is determined after the best of 3 hits (highest d20 to hit roll).

Jousting
lances and armor (plate mail and a shield) will be provided to all contestants. The lances are blunted and fragile, designed to shiver in the case of a particularly solid hit.

Each player makes a regular to hit roll with the following bonuses and penalties:
Paladins gain a +1 bonus due to combat training on horseback.
All characters add their strength bonus to their hit probability
All characters add their charge bonus to their hit probability (+2)
All characters lose the benefit of their dexterity bonus to armor class when charging.

For this tournament, all characters are assumed to have horsemanship riding proficiency.

When a hit is scored, damage will be limited to 1-2 points because of the intentionally fragile nature of the weapons, any successful hit has the potential to shiver the lance, and to unhorse a foe.

Normally, a lance would need to make a saving throw roll of 13 or better to avoid shivering. If the knight struck by the lance remains firm in the saddle rather than being unhorsed by the lance charge (see below), then the lance saves vs. shivering at -2.

When struck, an opponent must make a check to avoid being unhorsed.
Save vs. unhorsing progression starts at 19 at 1st level and improves by one for every two levels gained by the contestant. For instance, the saving throw roll is 19 at 1st to 2nd level, 18 at 3rd to 4th level, 17 at 5th to 6th level, and so on.
The “attacker” who strikes the defender in the joust imposes penalties to the defender’s saving throw, due to the attacker’s strength

Defender’s strength
High strength helps a contestant avoid being overthrown by the attacker’s lance charge. The defender’s hit probability bonus due to high strength is used as the bonus to the defender’s save vs. unhorsing.

Defender’s dexterity
High dexterity helps a contestant remain in the saddle. The knight’s reaction/attacking adjustment bonus is used as the defender’s saving throw bonus. Cavaliers of dexterity 16/xx to 18/xx gain a bonus of +1 to +3 to the save vs. unhorsing.

Horsemanship skill
Superior horsemanship grants a defender a better chance to avoid falling off the mount. Paladins of 1st to 6th level gain a bonus of +1.

Attackers penalties

Attackers strength
An attacker with great strength who strikes a lance blow causes the defender to save vs. being unhorsed at a penalty. This penalty is equal to the negative of the attackers hit probability adjustment due to high strength.

The fall
Any jouster who is overthrown by the lance charge takes an additional 1d4 hp damage from the fall, due to both the height of the fall and the awkward and uncontrolled manner of the fall. In the highly unlikely event that any contestant is reduced to zero or fewer hit points by the lance blow they are automatically unhorsed, of course, with no save vs. unhorsing roll allowed.

The match
When two contestants joust, each contestant is allowed three lances. The first contestant to unhorse the opponent or to shiver all three of his or her lances against the foe is the winner of the match. If both contestants are unhorsed simultaneously, then both contestants suffer a loss in the tourney. If both shiver all three lances, then the knights must continue with a fourth or fifth lance, until a victor is found.

Unmounted Combat Swords
Opponents will face off against each other using supplied blunted and padded weapons for safety. The first combatant to score 3 hits on his opponent will be the winner of that bout. The opponent winning 2 of 3 bouts is considered victorious.

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Re: Jousting and Swords Competitions

#2 Post by Ithril »

Harker has signed up for the jousting and mounted combat competitions, as well as the sword competitions with Pebble. These are taking place on other days, but I think we can get them done separately here, and just merge them into the time stream. Mostly I'm getting antsy to go on to the next adventure, but I still need some time to finish fleshing out the entire complex.

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Re: Jousting and Swords Competitions

#3 Post by Ithril »

We'll do the jousting first. Hopefully it won't take long.

Beyond this are the tournament grounds themselves, where the joust takes place. A tilting rail runs the length of the list, serving to separate the jousting opponents from each other. The wooden gallery which has been set up along one side of the list is already crowded with the noble folk who have come to watch the spectacle.
The bright colors of their costumes and the many banners and flags bearing family coats-of-arms contribute to the festive atmosphere of the panorama. On the opposite side of the tournament grounds, across from where nobility sits, the commoners have also gathered to watch the sport. Their accommodations may be less grand, but their excitement is every bit equal to that of the gentry. Many shouts and cheers go up for their favorites
from time to time.

Several jousts have already taken place as you, Harker arrive. Your match is after some of the more experienced knights have their bouts. Inspecting your horse, you see it is a medium war horse, well protected with half-padded barding against any unexpected foul lance strikes.

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Re: Jousting and Swords Competitions

#4 Post by Ithril »

Harker PC sheet equipped for jousting:
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Harker_Jousting.rtf
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Re: Jousting and Swords Competitions

#5 Post by Ithril »

Harker's first opponent is Athelwulf, a King-Guard from Helmhall, far to the Nordt on the coast. He has journeyed far for these tournaments, and does not wish to return without reward.
Standing 6' 4" tall, this pallid skinned man has a misleading feel about him. A particularly notable feature is his bad stance. He has a wide face with a square jaw, a big nose, large ears and angled lips. His light brown eyes are little, and he has angular eyebrows. He has medium-long, straight, brown hair which is un-styled.
He has a slender neck, broad shoulders, strong arms and large hands, a broad torso with a straight waist, straight hips, muscular legs, and very large feet.
He strides upon his mount, salutes you, and prepares for the joust.

We will take this first round slower so the mechanics are easier to follow. afterwards we can try to group rolls to make things progress more quickly. the lances are provided. They ware all the same length, so initiative will not apply.

Please roll for me a 1d20 attack roll, with the following adjustments:
All contestants gain a +2 for a charge attack
Paladins gain +1 to attack
Add your strength bonus to attack, but not any dexterity bonus will not apply.

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Re: Jousting and Swords Competitions

#6 Post by snarkdogg »


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Re: Jousting and Swords Competitions

#7 Post by Ithril »

Athulwolf and Harker begin the charge. Their horses quickly gain speed. Although Harker has trained in jousting, this is his first real competition, and he is unsure of himself, the adrenaline and excitement get the better of him.
With a flaccid crash the competitors meet. Harker's lance aim is completely off the mark, and he doesn't even meet his opponent. Athulwolf, however is more on the mark, but it is only a glancing blow which slides off Harker's shoulder without any consequence.
athulwolf Jousting roll against Harker [1d20+3]=12+3=15

At the end of the jousting court, they both woah their horses, and prepare for the next charge.

Sorry about my delay. I've been working a lot of extra hours this week.
Go ahead and roll 2 attack rolls and let's get this going.

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Re: Jousting and Swords Competitions

#8 Post by snarkdogg »


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Re: Jousting and Swords Competitions

#9 Post by Ithril »

With two more non-productive rounds, Athulwolf looks visibly upset. He calls the squires over, and starts to chastise them mercilessly. they immediately start fussing about his equipment, and making some unknown adjustments. When they're done, he seems to make some more gruff commands, pointing towards you, Harker, and they quickly run over to your mount.

Your squires meet with his, and they have some conversation you can't quite understand because the helmet you're wearing really makes hearing difficult. You can hear mostly the raucous cheering in the stands, but really not much of that even.

After a few minutes, the squires together check over your mount, straps, saddle and even the linkage that helps your armor support the lance. It must be they found something had been overlooked or misfitted, and whatever adjustment they make must have been an issue, because you are more comfortable on your mount, and ready for another set of charges.

okay... I think, given the high roll required for either contestant to actually achieve a hit, that we will need to try rolling 1d10, instead of 1d20. So let's try 1d10+10, plus your character adjustments.
Give it 3 rolls, and we will see if that is tenable.

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Re: Jousting and Swords Competitions

#10 Post by snarkdogg »


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Re: Jousting and Swords Competitions

#11 Post by snarkdogg »


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Re: Jousting and Swords Competitions

#12 Post by snarkdogg »


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Re: Jousting and Swords Competitions

#13 Post by Ithril »

athulwolf Jousting roll against Harker [1d10+13]=10+13=23

athulwolf Jousting roll against Harker [1d10+13]=7+13=20

athulwolf Jousting roll against Harker [1d10+13]=3+13=16

The second set of rounds sees Harker unable to make a solid hit against Athulwolf, though Athulwolf marks Harker twice, leaving Harker in defeat, though the display was entertaining for the crowds.

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Re: Jousting and Swords Competitions

#14 Post by Ithril »

Pebble and Harker travel to the jousting arena where Harker found defeat in the jousting tournament the previous day. As he is not a well accomplished guardian in the order of The Hand of Paldon, it was not an unexpected result. Still, he was given honor for his participation. Today the field is dressed similar to the group combat that you were familiar with, armed with the standard wooden sword similar to your own, and in the armor and shield provided, much like to ones for the group combat.

I don't see any reason to break this up and deal with the combat for one of you before the other, and there is potential that you could face off against each other. Please post a bit of something, and I'll commence with the competitions.

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Re: Jousting and Swords Competitions

#15 Post by ravenn4544 »

Pebble keeps to the battle grounds and watches others practicing and sparring for any tips he can pick up. The recent combat of his own felt good and he is itching to get back in the ring and try his hand once more.

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Re: Jousting and Swords Competitions

#16 Post by snarkdogg »

Harker puts on his armor and gets a little practice with the wooden sword in before the competition.

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Re: Jousting and Swords Competitions

#17 Post by Ithril »

Preparations for the competitions are made, the rules read out to the competitors, and the combat ring made ready. soon you are divided into groups for competition, and you approach your designated sparring ring.

As you approach the indicated ring, Harker sees a familiar face. With some dismay you recognize he is one of the horsemen from Youlgraeve. He is looking over his equipment and making ready for the round, but when he looks up, he immediately recognizes you as well, unfortunately.
he immediately calls to mock you "Eah! here you are! I you making mayhem for that old wench! come here and challenge some one your own size!" He beats his leathern shield with an open hand to make a loud bang, emphasizing his contempt for you, and then prepares for the match, seemingly uninterested in any remarks you may have.

At another ring, not far away, Pebble is matched against Hellin. Ginger, shoulder-length hair slightly hangs from under his cap helmet, framing his round, lively face. Lidded brown eyes, set low within their sockets, watch as Pebble makes his preparations. It is not obvious, but he is a shield-guard for a noble of Beaulwall, a settlement near Stomanell. He is studying Pebble for a clue to victory, and he is not intimidated by what he sees.

For simplicity, I'll be using the same statistics posted for the group combat here. If you need me to, I can post them here for your convenience.
as before, roll an initiative (higher is better), and an attack roll. Don't worry about damage, unless you make a nat 20 (critical hit) or a nat 1 (critical fumble). As in the group combat, critical rolls still carry the same penalties.
Also, as this is single combat, I don't see a need for maps, so I'm not planning to post any unless you need them for something.

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Re: Jousting and Swords Competitions

#18 Post by ravenn4544 »

Pebble doesn't like the confidence of the man so he does what he knows - he attacks!

Init [1d10]=9
Attack [1d20]=18

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Re: Jousting and Swords Competitions

#19 Post by Ithril »

The timekeeper sounds the gong for Pebbles competition to begin.

Pebble gets the jump, and charges, taking Hellin by surprise. Caught somewhat unready by Pebble's onslaught, Hellin cannot defend himself effectively, and Pebble scores quickly. Hellin cannot make a counter move, and they quickly reposition as they mimic a deadly confrontation; all the more confident with the non-lethal weapons.

Score 1/0 Pebble's favor.
Roll again as before.

Way to start the new year. May all your attack rolls be as high! :)

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Re: Jousting and Swords Competitions

#20 Post by ravenn4544 »

Pebble gains confidence from his quick advantage and immediately charges again!

Init [1d10]=10
Attack [1d20]=8

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