[LA D2] The Squires' Joust [Challenge Event]
Posted: Mon Aug 28, 2017 4:11 am
The Squires' Joust
A Challenge Event
A Challenge Event
There is not a cloud in the sky as the steward of Ashford plods onto the field, an open book splayed across one hand. An apprentice scurries after him carrying a bottle of ink with a quill hurries after him, red faced. The steward stops and looks at the assembled squires, nodding slowly.
"All right, you halfwits, listen up." Plummer scans the crowd, "This here is the joust for you and your kind - the ones ain't yet become knights. Now, now - I don't want to hear whatever pitiful excuse y'might have, I'm sure I've heard 'em all afore. But how this works is you go through the course we lay out for you. Me, I grade you in this here." He nods to the tome he carries. "When all is said and done, the one whos wot do the best get my praise before Lord Ashford and, no doubt, the princes. The rest of you get squat." He laughs heartily and the apprentice chuckles along.
"And those that really impress me..." He pauses for a minute, "Well, let's just say I might just look the other way about being a knight later in the event if you were to say... come make a challenge in the big event, eh?"
He gestures to the fields, "Now - show me yer moves, eh?"
Saddle up!
"The first stage of any successful joust is getting on your horse, in full armor. If you can't do that, what good are?"
Roll an Animal Handling (Charm) test at a Challenging (9) difficulty. Gain 1 Joust Point per degree of success.
I feel the need...
"You'll have to ride fast as the wind if you want to knock anyone off their horse!"
Roll an Animal Handling (Ride) test at a Challenging (9) difficulty. Gain 1 Joust Point per degree of success.
...and they're not much bigger than that.
"Now, hit that target. Come on, lad, we haven't got all day!"
Gain 3 Joust Points. Roll Challening (9) Fighting (Spears) tests as if you were attacking at a Charge (-1D) until you've gotten three degrees of success total. For each roll after the first, lose one Joust Point. You can not proceed until you have gotten three degrees of success total on these rolls.
Two birds, one stone! Tuck and roll!
The steward throws a rock your direction, "You have to be fast, even on horseback! Bwahaha!"
Roll an Agility (Dodge) test at a Challenging (9) difficulty. Gain 1 Joust Point per degree of success. If you fail, lose one Joust Point and roll an Endurance test at a Routine (6) difficulty; failure on this roll results in an Injury.
After watching your test, the steward nods, scribbles something in his book, then shouts, "Next! Come on, you lout, we ain't got all day!"
"The first stage of any successful joust is getting on your horse, in full armor. If you can't do that, what good are?"
Roll an Animal Handling (Charm) test at a Challenging (9) difficulty. Gain 1 Joust Point per degree of success.
I feel the need...
"You'll have to ride fast as the wind if you want to knock anyone off their horse!"
Roll an Animal Handling (Ride) test at a Challenging (9) difficulty. Gain 1 Joust Point per degree of success.
...and they're not much bigger than that.
"Now, hit that target. Come on, lad, we haven't got all day!"
Gain 3 Joust Points. Roll Challening (9) Fighting (Spears) tests as if you were attacking at a Charge (-1D) until you've gotten three degrees of success total. For each roll after the first, lose one Joust Point. You can not proceed until you have gotten three degrees of success total on these rolls.
Two birds, one stone! Tuck and roll!
The steward throws a rock your direction, "You have to be fast, even on horseback! Bwahaha!"
Roll an Agility (Dodge) test at a Challenging (9) difficulty. Gain 1 Joust Point per degree of success. If you fail, lose one Joust Point and roll an Endurance test at a Routine (6) difficulty; failure on this roll results in an Injury.
After watching your test, the steward nods, scribbles something in his book, then shouts, "Next! Come on, you lout, we ain't got all day!"
Outcome
The "jouster" with the most Joust Points receives 50 gold dragons and will have a set of custom fitted set of breastplate delivered to their tent in the morning of Day 6 with their house emblem engraved on it.
The houses of the top 3 placing jousters will each receive 1 Glory.
Additionally, any jouster who ends the event with at least 5 Joust Points will be permitted a single automatic challenge attempt in the main joust, able to be used for Day 8, 9, or 10; no Status roll will be necessary for the challenge.