The Duke’s Tourney: Day Four

The Duke’s Tourney: Day Four

Players and Characters

Veli-Matti is the Referee
Michele is playing Sir Roslyn Trueheart, a Level 6 human knight errant
Jani is playing Sir Gareth Ironwill, a Level 6 human knight errant.

Morning and Afternoon: The Mêlée

Veli-Matti: The morning mist clings to the tournament field as the heralds blow their horns. Sir Roslyn and Sir Gareth, you’ve been assigned to the team of foreign knights to fight against Team Dolmenwood. Your refuges are marked by colorful pavilions at opposite ends of the field. The crowd roars as the Marshal raises his baton. This is Phase One—the Opening Gambit! The Marshal swings the baton down, and both sides charge!

Michele: Roslyn adjusts her grip on her lance and spurs her faithful charger forward. “For Strength and Honor!” she shouts her family motto.

Jani: Sir Gareth lowers his lance and charges alongside her. “Let’s show these Dolmenwood knights how we fight! Awaken Iron!”

PHASE 1: OPENING GAMBIT

Veli-Matti: First, let’s determine the Tide of Battle. Michele, roll for your team. I’ll roll for the enemy team. <Rolls a d6>. That’s a 5. 

Michele: <Rolls a d6> Four!

Veli-Matti: 4 minus 5 is -1, but that’s within the “even match” range, so no Tide shift. We start at 0. Since this is the Opening Gambit, both of you automatically select the Opening Charge action. Now, let’s see who you’re facing. <Having prerolled the enemies for each phase for both PC knights, Veli-Matti reads from the list.> Sir Roslyn is charging toward Sir Gondyw, known as the White Hart for his emblem on his shield. He is also a mercenary knight, but now fighting under the banner of House Hogwarsh. Sir Gareth’s opponent is Sir Chynce, The Hound of High-Hankle, with a red hound on his shield. 

Jani: Do we get to make Wisdom Checks to spot opportunities for charging?

Veli-Matti: In the Opening Charge, everyone starts with lances ready, so you don’t need to roll. Everyone gets to charge. Michele, roll your Jousting attack against Sir Gondyw’s Jousting AC 12, while he gets a simultaneous lance charge on you…

Michele: <Rolls a d20> Bah, 8. Plus my Total Jousting Bonus of 7… that’s — 15?

Veli-Matti: <Rolls for Sir Gondyw.> He rolled even worse, a 6, total 10. Your lance glances off his shield, but since it’s a war lance, it doesn’t shatter, like a peace lance would in a joust. He grunts at the impact, but it’s not enough to force a Save. His own lance tip wavers and goes wide, missing you completely. You both wheel around, dropping your lances and engage in the next round with your swords. 

Michele: Alright.

Veli-Matti: Meanwhile, Jani, Sir Gareth’s turn against Sir Chynce!

Jani: <Rolls a d20> 18 plus my bonus of 6 makes 24.

Veli-Matti: <Rolls for Sir Chynce> He got a 3, total 6… a clear miss for him. You connect with a Mighty Strike, make a Damage Roll!

Jani: <Rolls 2d6+1> 8 damage!

Veli-Matti: <Rolls Save Versus Hold for Sir Chynce 8> With -5 from the Mighty strike, that is definitely an unhorsing. With your lance splintering into dozens of pieces, Sir Chynce is thrown onto the ground with a crash <rolls 1d4> taking another 3 points of damage. He groans on the ground at the strength of the impact.

Jani: Does he yield?

Veli-Matti: <Rolls 2d6 for Morale> With a 6, Sir Chynce is made of stern stuff. He gets up, and snarls at you defiantly. “Come down here and finish this properly, hedge knight!” he barks, drawing his sword angrily.

Jani: Sir Gareth dismounts and draws his sword, speaking courteously. “As you wish, sir.” 

Veli-Matti: Now, with the swords drawn, we roll initiative and fight for up to three more rounds. Sir Gareth is facing Sir Chynce on foot, so no Mounted bonus for either of you. Standard combat rules, so their ACs are 18 and 17. <Initiative is rolled> They get the drop on you!

<Combat proceeds for another three rounds. Sir Gondyw and Sir Chynce are both reduced to low Hit Points but refuse to yield thanks to successful Morale rolls and the timer running out.>

Veli-Matti: That’s four rounds! The Tide of Battle sweeps you apart. Now we resolve your Mêlée Actions. Michele, roll your Dexterity Check for the Opening Charge.

Michele: <Rolls a d6> Just a 1! Plus 2 Dexterity makes 3.

Veli-Matti: That’s a failure, no Tide shift. But wait… <checks rules> Actually, with a natural 1, you become Encircled by enemy knights! Your squire flees to the refuge in panic!

Michele: Wait! Can I use the squire reroll on that Ability Check?

Veli-Matti: Yep, you’re right. Roll again.

Michele: Ack, a 2! Plus 2 Dexterity makes 4. Is that enough?

Veli-Matti: Yes, 4 is a success, giving +1 Tide shift.

Jani: My turn. <Rolls a d6> That’s a 6 on the die plus 1 Dexterity makes 7.

Veli-Matti: Excellent! That gives another +1 Tide shift. Actually, with that natural 6… Let’s say that your enemies can’t charge you in the next Phase, as you manage to catch them before they can rearm with lances. The current Tide is +2 in your favor.

Two opposing lines of mounted knights in bright armor charge each other with couched lances in a tournament mêlée.
Tuesday morning standup, but everyone brought a lance.

PHASE 2: GENERAL MÊLÉE

Veli-Matti: The battle intensifies! Let me roll for the Tide… <Rolls a d6> Six for the enemy. Your turn to roll for your team, Jani.

Jani: <Rolls a d6> Four.

Veli-Matti: 4 minus 6… that’s -2, within the even match range, so no shift. The Tide remains at +2. Now, I’ve pre-determined that the enemy is throwing in their champion this phase. Sir Osric the Gaunt, Duke’s Champion, rides onto the field to rally his comrades! That’s an Enemy Hero action, giving them -1 Tide. What are your Actions?

Michele: I want to fight him!

Veli-Matti: Sounds like a Counter Maneuver to me. Jani? 

Jani: I’ll Counter Maneuver to try to nullify that Enemy Hero action.

Veli-Matti: At least one of you ought to succeed! Now let’s see who you’re facing… Michele, since you called dibs, Sir Roslyn will fight Sir Osric himself! Sir Gareth, you’re facing Sir Blythe, The Bull of Brackenwold, another of their champions. He is a huge guy, so you don’t want to get hit by him.

Michele: Do I get a Wisdom Check to spot a charging opportunity?

Veli-Matti: Both of you roll!

Michele: <Rolls a d6> Natural 6!

Jani: <Rolls a d6> Also a 6! Plus 1 makes 7.

Veli-Matti: Incredible! You both spot perfect opportunities. The enemy knights haven’t had time to rearm with spare lances after the first clash, but you both managed to grab fresh lances from your squires! Because lances outreach their swords, you have the initiative this first combat round. Michele, you’re charging Sir Osric directly.

Michele: <Rolls a d20> 19! Plus my Jousting Bonus… 26!

Veli-Matti: <Checks the Jousting results and double-checks Sir Osric’s stats> Wow, that’s exactly 15 over his Jousting AC of 11, a Glorious Strike! He doesn’t even get a Save Versus Hold as the impact of your lance causes both the rider and the horse to crash to the ground in a hail of wood splinters. Roll for damage, and obviously, he doesn’t get to hit you back as he didn’t get into sword range.

Michele: Poor horsey! <Rolls 2d6+2> Ten damage!

Veli-Matti: <Rolls 1d4> And another 2 from the fall! He crashes to the ground but immediately springs up, his eyes blazing with surprised respect. “Well struck, lady! Now let’s see your swordwork!” Do you dismount to face him?

Michele: Of course. “Be right with you, my lord!” Sir Roslyn quips, before gracefully dismounting and throwing her reins to her squire. “My apologies for the rude introduction, but I had to get your attention somehow.”

Veli-Matti: You manage to make him chuckle… Initiative time. <Rolls a d6> And you win the initiative. The combat continues on foot while Sir Gareth tangles with Sir Blythe. Go ahead and roll your Jousting, Jani.

Jani: <Rolls a d20> 12 plus my bonus of 6 makes 18.

Veli-Matti: That connects with his breastplate, a Solid Strike! Sir Blythe needs to roll a Save Versus Hold, but takes no damage. <Rolls d20> Eleven. That’s enough for him to stay in the saddle, with a deep grunt from the impact. That means he gets to take a swipe at you with his paw… I mean, sword. <Rolls a d20> 6 plus 7 is 13, it gets deflected by your armor. Time for initiative… 

<Combat proceeds for three more rounds, with neither side gaining decisive captures but both PCs holding their own against formidable opponents, earning their respect.>

Veli-Matti: Time for Ability Checks! Make an Intelligence Check for your Counter Maneuver actions.

Michele: <Rolls a d6> A 3. Just barely failed!

Jani: <Rolls a d6> Another natural 6! Plus 1 Intelligence makes 7.

Veli-Matti: Perfect! You completely nullify the Enemy Hero Action, tying their champions up in duels. The enemy gets no Tide shift from their heroes. The Tide remains at +2. As for that roll of 6, hmm… Would you like another crack at Sir Chynce to finish what you started?

Jani: Sure!

A stained-glass-style illustration of two mounted knights clashing with sword and spear within a quatrefoil frame.

PHASE 3: SUSTAINED FIGHTING

Veli-Matti: The fighting grows more desperate! Rolling for the Tide… <Rolls a d6> That’s a 1 for the enemy. Michele, your roll.

Michele: <Rolls a d6> Also a 1!

Veli-Matti: Perfect even match—no Tide shift. <Rolls a d6 for the Enemy Action randomly> A 3! The enemy tries a Concentrated Assault, targeting isolated groups of your allies. That’s -1 Tide if unchecked. What are your Mêlée Actions?

Jani: I’ll Counter Maneuver again to stop that assault.

Michele: I want to Rally Troops to boost our momentum.

Veli-Matti: Normally, it wouldn’t be possible to Rally Troops, since the Tide is not going against you, but I will allow it. You’re fighting different opponents now. <Consults opponent’s list> Sir Roslyn faces Sir Ursequine, a tall knight with a stylized bear helmet. Jani, it’s your rematch—Sir Chynce from the first phase has found Sir Gareth again!

Jani: “We have unfinished business, Sir Chynce!”

Veli-Matti: “Indeed we do, hedge knight!” comes the snarling reply. No lances this time—straight to swordwork. Roll Initiative. Their ACs are 20 and 17. <The NPCs win Initiative and roll attacks.> For all his size, Sir Ursequine is surprisingly fast, but a roll of 3 won’t hit the side of a barn! Ah, 17 plus 3 for the Hound! <Rolls> 7 points of damage to Sir Gareth! Looks like he had a score to settle!

Jani: Ouch! <Makes Attack Roll> Mine is 14 total, not enough to hit.

Michele: <Rolls attack> 26 again, a hit! <Rolls 1d8+2 damage>—6 points!

Veli-Matti: Sir Ursequine staggers, stunned by the hit on the side of his helmet. He’s down to just 2 Hit Points, given previous bruises and hits. <Makes Morale Roll> He throws down his sword! “I yield, noble Sir! You have bested me fairly!”

Michele: Sir Roslyn accepts his surrender with grace. “I got lucky, sir.”

Veli-Matti: Sir Roslyn has captured Sir Ursequine! Do you want another opponent for the rest of the Phase?

Michele: Bring ’em on, I’m on a roll!

Veli-Matti: <Rolls a random Jousting opponent and laughs> 11. It’s your old friend, Sir Gondyw, coming to help Sir Chynce. Sir Roslyn hands the reins of Sir Ursequine’s horse to her squire and faces Sir Gondyw in combat…

<Combat continues with Sir Chynce dealing heavy damage to Sir Gareth, reducing him to very low Hit Points, with Sir Gareth unable to land a hit to finish the bloodied knight off. Sir Gondyw takes a hard hit but grimly hangs on by a thread until the time runs out.>

Veli-Matti: Four rounds are up! Both knights are bloodied but still standing. <Makes Morale Roll> They do not yield, although as soon as they can, they retreat to their refuge to nurse their bruises, barely able to stay upright. Michele, make a Charisma Check for the Rally Troops Action, with a +1 bonus for your capture.

Michele: <Rolls a d6> 4 plus 1 Charisma plus 1 for the capture makes 6. Success!

Veli-Matti: Sir Roslyn’s victory over Sir Ursequine inspires your forces! Jani, make an Intelligence Check for the Counter Maneuver.

Jani: That was brutal. I have 2 Hit Points left! <Rolls a d6> Natural 6 again! Plus 1 makes 7.

Veli-Matti: Outstanding! Sir Gareth nullifies the Concentrated Assault. Combined with Sir Roslyn’s Rally, that’s +1 total. The Tide surges to +3 — The Away Team is clearly winning this Mêlée! As for those sixes you keep rolling, I may have to come up with something else, as I am running out of ideas!

Jani: Don’t worry about it.

PHASE 4: THE SLOG

Veli-Matti: Fatigue is starting to set in now. Constitution Checks to avoid penalties!

Michele: <Rolls a d6> Natural 6! No problems there.

Jani: <Rolls a d6> 4 plus 1 makes 5. Made it!

Veli-Matti: The Tide roll… <Rolls a d6> 3 for the enemy. Jani, your turn.

Jani: <Rolls 1d6> Also a 3.

Veli-Matti: Even match again! The enemy is getting desperate. They’re throwing in their reserves—Enemy Reserves Action for -1 Tide. Led by none other than the Black Rose herself, Sir Alienor! What are your actions?

Michele: I want to Escort my Prize—Sir Ursequine—back to the Refuge.

Jani: I don’t have the Hit Points to go against another champion… I’ll Rally the Troops.

Veli-Matti: I should point out that Rally the Troops is meant for when the Tide shifts against you, and you’re currently winning… But since you rolled that natural 6 in the last Phase, I’ll allow it. Michele, make a Dexterity Check for Sir Roslyn’s Escort Action.

Michele: <Rolls a d6> Natural 6! Plus 2 makes 8!

Veli-Matti: Sir Roslyn and her squire escort Sir Ursequine to the refuge without incident! They can rearm with fresh lances there. Jani, Sir Gareth engages Sir Gwellith, one of the infamous Horns of Kolstoke. And since you deliberately avoided the Enemy Reserves, he’s already wounded too, and without a lance, same as Sir Gareth.

<Combat proceeds with Sir Gareth quickly defeating Sir Gwellith in two rounds, despite taking some damage. The longhorn is rendered unconscious.>

Veli-Matti: Jani, does Sir Gareth want a new opponent for the last two combat rounds?

Jani: No, he does not! Sir Gareth grabs to steady the knight in his saddle and together with his squire, heads back to the Refuge!

Veli-Matti: OK, you can do Escort Prize next Phase; we’ll end the combat now. Sir Roslyn is safely in the Refuge—no roll needed. Sir Gareth, make a Charisma Check for Sir Gareth’s Rally Troops attempt, plus 1 for capturing Sir Gwellith.

Jani: <Rolls a d6> 3 plus 1 Charisma plus 1 for the capture makes 5, success!

Veli-Matti: Sir Gareth’s inspired fighting rallies the troops! That’s +1 Tide, which cancels out the Enemy Reserves Action. The Tide stays at +3.

PHASE FIVE: END-GAME

Veli-Matti: This is it — the final Phase! Constitution Checks for cumulative fatigue.

Michele: <Rolls a d6> Another 6! Sir Roslyn is tireless.

Jani: <Rolls a d6> 3 plus 1 makes 4. Still hanging in there, barely.

Veli-Matti: Tide of Battle…<rolls a d6> Two for the enemy. Michele?

Michele: <Rolls a d6> Also a 2!

Veli-Matti: Dead even! The enemy makes their desperate final gambit— Attack the Standard! Sir Alienor, The Black Rose, leads the charge against your banner for -2 Tide if successful. Your actions?

Michele: I return to the field fresh and ready! I’ll Counter Maneuver against that standard attack.

Jani: I need to get Sir Gwellith back to safety. Escort Prize Action!

Veli-Matti: Sir Roslyn faces Sir Alienor directly in single combat to protect the standard. Jani, make a Dexterity Check to avoid being intercepted.

Jani: <Rolls a d6> 3 plus 1 makes 4. Just barely!

Veli-Matti: Sir Gareth spots a black-armored, horned apparition bearing down on him — Sir Braembel the Terrible! But his quick thinking and desperate spurring gets him to safety just in time. Michele, Sir Roslyn and Sir Alienor both have fresh lances. Since you are returning to the combat, you can automatically lance charge, no need for a Wisdom Check. Make your Jousting Rolls.

Michele: <Rolls a d20> 17 plus 7, 24! If her Jousting AC is 14 or below, that is a Mighty Strike!

Veli-Matti: Indeed it is! <Makes Jousting Roll for Sir Alienor> She also connects with a Mighty Strike! Roll Save Versus Hold at -5. <both knights fail> Sir Roslyn and Sir Alienor knock each other from their horses in a tremendous crash! <Damage from the hits and the fall is rolled.> Both of them get up and draw swords for the final duel!

<Combat proceeds with Sir Roslyn fighting valiantly, but Sir Alienor’s experience tells. In the last round, the Black Rose lands a decisive blow.>

Veli-Matti: Sir Alienor’s sword finds its mark— 9 damage! 

Michele: Drats! Exactly enough to drop me to zero, unconscious. Sir Roslyn fought with honor to the end.

Veli-Matti: Indeed she did! Jani, Sir Gareth made it safely to the Refuge, no Tide shift for that. Michele, since Sir Roslyn was defeated, her Counter Maneuver automatically fails. The enemy gets their -2 Tide shift, bringing the final total to +1 in your favor.

Jani: We still won overall!

Veli-Matti: You did! Despite Sir Roslyn’s capture, Team Outlander emerges victorious with a Minor Victory. The crowd roars its approval!

AFTERMATH

Veli-Matti: After the fighting ends, both Sir Osric and Sir Alienor approach your pavilion. Sir Alienor removes her helm, revealing graying hair and a battle-scarred but noble face. “Sir Roslyn fought with exceptional skill and courtesy,” she declares. “As a mark of respect, I demand only half ransom—1,000 gold instead of 2,000.”

Michele: Sir Roslyn, though bruised and battered, manages a gracious nod. “You are most honorable, Sir Alienor.”

Veli-Matti: Sir Osric steps forward. “I offer to ransom Sir Roslyn in exchange for Sir Ursequine and his equipment.” The fair estimation of Sir Ursequine and his equipment would only be about 500 gold.

Michele: “A generous offer, sir. I accept gladly.”

Veli-Matti: Sir Alienor’s eyes gleam with interest. “Tell me, Sir Roslyn, what are your plans? House Harrowmoor could use a knight of your quality. The Wood around Harrowmoor Keep is restless, teeming with crookhorn raiders.”

Michele: Sir Roslyn gestures to Sir Gareth. “If you seek tactical genius, look to my companion. His reading of the battle and timely actions were what secured our victory.”

Veli-Matti: Both Dolmenwood knights turn to Sir Gareth with newfound respect. Sir Alienor nods approvingly. “The offer extends to you as well, sir.” Sir Osric adds. “Or if the spartan accommodations in the heart of Dolmenwood are not to your liking, perhaps the Ducal court? And of course, there’s the matter of your ransom and loot for Sir Gwellith. You’ll have to sort it out with his liege, Lord Murkin. Do not let Lord Murkin get away paying any less than 500 gold; he may try to drive a hard bargain.”

Jani: Sir Gareth bows respectfully. “We are honored by your offers. Please give us a moment to confer.” Sir Gareth and Sir Roslyn move aside to talk it through… Referee, any suggestions?

Veli-Matti: If you want more combat-heavy adventure and explore Dolmenwood, take Sir Alienor’s offer. If you want more political and social adventuring, take Sir Osric’s.

Michele: I want to hit things. Let’s go with Sir Alienor’s offer.

Jani: I am fine with that. We return to them and Sir Gareth says: “We have decided to accept Sir Alienor’s offer; we would pledge our blades to the cause of safeguarding the people of Dolmenwood.”

Veli-Matti: Sir Osric frowns and begins to say: “If it is combat that you want, the Vulgar Keep…” Sir Alienor gives a short laugh. “Speaking of spartan accommodations! Osric, take a loss for once. They have made their choice.” Sir Osric looks at Sir Alienor, and is on the verge of arguing about it, but then smiles and nods towards both of you. “Indeed. I wish well for both of you, and no doubt we will cross paths at the Feast of St. Dougan just a day hence.” As Sir Osric takes his leave, Sir Alienor smiles at Sir Roslyn. “And please, have your equipment back; you’ll have the need for your armor and horse soon enough. Call it a recruitment bonus.” 

Michele: I had forgotten! Sir Roslyn stammers her thanks; she would not have wanted to lose her faithful steed.

Veli-Matti: And so ends the Grand Mêlée! Despite the loss of Sir Roslyn at the end your knights proved their worth against seasoned foreign knights. Sir Roslyn’s early victories, including unhorsing two enemy champions, and Sir Gareth’s tactical brilliance throughout all five phases secured them both gold and glory—and the respect of worthy opponents.

Michele: That was intense! I really liked how the individual opponents had personality.

Jani: The Mêlée Actions took some getting used to, but I can see how they’d become more intuitive with practice. That was a lot of fun!

Veli-Matti: I admit that I was shuffling things around a bit. Like Sir Blythe was supposed to be your enemy in Phase 3, Jani, but he fitted much better in Phase 2 with Sir Osric, so I switched him around. Rolling Sir Gondyw to come back was pure random luck, though, but it was nice to have those two knights from Phase 1 to reappear in Phase 3. Even though Sir Chynce proved that his bite is even worse than his bark!

Jani: Don’t remind me! I was unable to roll above 10!

A medieval nobleman, his wife, and a bishop dine at a high table laid with dishes and goblets while a servant approaches with a covered cup.
“Zounds! And that, my lord, is why we don’t invite the bishop!”

Evening: The Feast of Frisk

Veli-Matti: The violence of the day gives way to the flickering light of the Great Hall of the Brackenwold Castle. The knights are groaning as they sit down, the bruised muscles reminding of their existence. Roll for events.

Michele: <Rolls 1 – 1> Zero events again! Am I some kind of a social pariah? Roslyn is feeling somewhat down, so she tries to recover her composure… <Rolls CHA: 6 + 0> 

Veli-Matti: You’re successful—you are enjoying some pleasant discussion and good food. And you are having a good time.

Jani: <Rolls 2 – 1> I’ve got an event. <Rolls 1d10> A 6. Oh, for the love of…

Veli-Matti: Your friend, the bard from yesterday, has composed a new song about Sir Gareth. “Brave Sir Gareth ran away, bravely ran away away… When Sir Braembel raised his ugly head, Sir Gareth turned tail and fled!” He is singing it to the whole hall, the knights laughing and braying at the comical song. 

Jani: <Rolls CHA: 2 + 1> That’s a 3. I… I don’t handle it well. I look visible annoyed.

Veli-Matti: Yeah, you’re fuming. The table notices. You get -1 Reaction Penalty for this feast, because you couldn’t laugh off the roast. 

Bewitching Witch’s Reel

Veli-Matti: The music shifts to the Witch’s Reel. It’s a fast, chaotic dance. Dexterity rolls at -1, please.  

Michele: <Rolls DEX: 1 + 2 – 1> A 2, failure. Collision! So much for her good mood! Who did I hit?

Veli-Matti: You slam right into Sir Grennigore the Black, the half-brother of Lady Cordelia. You may recall him from the Qualification Joust, where you dropped him with a helmet strike. He narrows his slitted goat eyes and snarls: “Watch where you are going, you clumsy oaf.” Do you want to try to apologize? Charisma roll.

Michele: Yes. <Rolls CHA: 3 + 0> Is 3 enough?

Veli-Matti: No. As you try to apologize, he cuts you off. “I do not have time for inane prattles of a hedge knight. It is time that someone taught you a lesson. I shall see you tomorrow morning on the Lists for a duel.” You are pretty sure that he is bearing a grudge for the helmet hit.

Michele: What an ass! “On the morn, then, Sir Grennigore.” Roslyn replies with some steel in her voice, as her temper is tested.

Veli-Matti: You both stare one another for a moment, the hostility radiating from you both. With a stiff, short bow to one another, you break eye contact and turn back to your dance partners to continue the dance, but obviously Sir Roslyn is quite distracted. 

Jani: My turn? <Rolls DEX: 5 + 1 – 1> Success at 5! Can I make Lady Cordelia look good? 

Veli-Matti: Indeed you can. With disturbance around Roslyn and Grennigore, you managed to spin Cordelia away from the zone so gracefully that she looks like a soaring swan. The rest of the ladies are impressed. You gain +2 Reaction Bonus with her for the rest of the Tourney for making her look like the star of the ball, but it is her delighted laugh and radiant smile that follow you to your dreams… And there we will conclude the fourth day.

XP Awards

Veli-Matti: Jani, for the Mêlée, Sir Gareth managed cause or nullify four Tide shifts, for a total of 200 XP. Furthermore, you defeated Sir Gwellith Lockehorn, which is worth another 80 XP. Finally, you succeeded in the dance roll for another 5 XP, for a total of 285 XP for Day Four.

Michele, Sir Roslyn achieved two Tide shifts for 100 XP, and then forced Sir Ursequine Snape to yield, for 40 XP. Alas, no XP for colliding with people at the dance, although tomorrow’s duel might bring some. Thus, your total is 140 XP.

As for the monetary rewards, Sir Roslyn is a wash, thanks to the generosity of Sir Alienor and Sir Osric. As for Sir Gareth, we shall see how the negotiations go with the notoriously tight-fisted Lord Murkin, next time…

Running the Mêlée

1. Pre-roll the opponents. This will make it so much easier to plan ahead a bit what is going to happen, and weave a more coherent narrative. Obviously, if the previous days have generated some rivalries, those could be included here, whether player-driven (“Can I find Sir So-and-So to smash his face in?”) or referee-driven (“Hmm, this would be a nice way to emphasize the rivalry…”). Especially if the rival is wooing the attentions of the same lady, this would be a chance to prove to her which one of the knights is worthy…

2. Don’t be afraid to change things. As I alluded to in the Aftermath, I was moving opponents around to make it fit better with the events or vice versa (with Sir Osric showing up, it had to be an Enemy Champion event!). Also, since Sir Alienor was not engaged in the fourth round, I decided to reuse her in the fifth round for a climactic class of champions around the banner, with Sir Roslyn getting to test her prowess against one of the local champions. I thought it worked very well.

3. Follow up. Given how good of an account the Player-characters gave of themselves, even though they were not able to defeat the champions, they showed that they can (almost) go toe-to-toe with them. That earned them respect and recognition from the champions, which lead to the offers of employment.

4. Duration of the Mêlée. When we were first play-testing the Mêlée, it was a whole day affair, hence why this has been written from the morning to the afternoon. As it was the version published in the book, I decided not to alter that part, even though the Program itself puts it just on a single afternoon. I think the shorter Mêlée is actually better, as it is easier to conceptualize each Phase being about an hour long, rather than having it running from dusk till dawn without breaks. That being said, it might be interesting to run such a mega-Mêlée by having essentially two Mêlées back-to-back. This would make taking a break from time to time much more important, and perhaps then there would be some need to track the healing more closely as well. Perhaps the Tourney of the High Wold, famous for its bloody Mêlée, should be such an event!


See You in the Lists!

Knights of the Wood: The Duke’s Tourney contains complete rules for jousting, sorcery competitions, feasting, dancing, and everything else you could possibly need to run tournaments in Dolmenwood. Need just one of these elements? Excerpta 1: The Joust features all of your x-treme sporting needs. Excerpta 6: The Phantasmagoria shows you how to run a magical exhibition as an exciting competition; Excerpta 5: Eat, Drink, and Be Merry handles feasting, dancing, and courtly mechanics. Need to generate knightly competitors? Our free Dolmenwood Knight Generator’s got you covered. Feast details? Try our Medieval Feast Generator that more than passes the verisimilitude test!

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