Tournaments in AD&D

 

Page 1

MEDIEVAL TOURNAMENTS AND FESTIVALS IN AD&D

One of the most memorable events in the life of medieval people were the fairs and festivals. Most of the time these festivals were held to celebrate a religious holiday, but often they would be held to honor a day of importance for the king or the realm. In a D&D setting, there are many opportunities to hold such a festival. Some common reasons could be:

 

A Holy Day for any respectable religion

Birth of a child to the Royal Family

Marriage among Noble family

Anniversary of a Historic Battle

Birthday of a Hero or King now dead

New Years Day (As with the Chinese new year it need not use the same calender.)

Summer or Winter Solstice

Harvest Celebration

 

Choosing what will be celebrated is the first step to creating a festival. If you can not decide which of the above to use in a situation, just roll a d6 and let the dice decide. If necessary, just make up a holiday to match up with the roll. Numbers 7 and 8 are excluded as they must occur at a particular time, while the others could happen at any time.

The nature of the festival is to a large degree determined by the size of the city or village it is being held in. The geographic and political area will also influence what shape the celebration will take. It would be unlikely that a Knights Tourney would be held in a fishing village. A open air festival would be unlikely in a country suffering from a crippling tax. Chance also has an influence. Factors such as the weather, the mood of the people, and the affluence of the area at the time should be weighed carefully.

 

 

 

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Number of People Attending

These factors are hard to quantify, but some guidelines are:

A large city (10k or larger) will attract about 50% additional people.

A small town or village may double (100% additional) their population for the festival.

 

Add 20% if the area surrounding the town is civilized and heavily populated.

Subtract 20% if the area is rural.

Subtract 30% if the area is wilderness.

Add 10% to 20% if the city is rich or subtract that much if the city is poor.

Add 10% if celebration is for a royal birth.

Subtract 20% if the city is subjugated by a unfriendly neighbor.

Subtract 1% for every degree of daily average temperature is above or below the range from 60 deg to 80 deg.

Subtract 5% for every day it has rained within the last 4 days.

Subtract 10% for every day of snow within the last 4 days.

Add 10% if the people are happy and secure in the area.

Subtract 10% if they feel oppressed and endangered.

Add 10% if it is a holy day of a popular religion

 

 

Adding up the percentile modifiers, and applying them to the population of the town where it is being held, determine the number of additional people attending the festival. Write this number down as this figure will be used to determine what types of events and activities will be present.

 

 

 

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LIST OF EVENT TYPES

 

Combat

Jousting,

 

Macba,

Fencing

Archery

Sling

Javelin

Spear

Ax

 

Unarmed Combat

Wrestling

Sumo

Arm

Grecian

Barbarian

Boxing

Neck

 

Weight lifting

 

Racing

Horse

Dog

Foot

3 legged

Wagon Pull

Obstacle race

Swimming Race

Boating race

 

Eating and/or Drinking Contest

Singing, Story Telling, Poetry, Music

Magic

Magician's Performance,

Magician's Battle

Illusionist Performance,

Illusionist Battle

 

 

Performances

 

Parades

Dances

Dramatic Play

Satire

Skit

Cabaret

Religious

 

Olympic Games

 

Discus

Shot Put

Long Jump

Marathon Race

High Jump

 

 

Games of chance: Exhibitions:

 

 

Ring toss Livestock

 

3 Card Monty Poultry

 

Shell game Art

 

Cards Craft

 

Chess Weapons, Armor

 

Craps Selling Booths

 

Checkers Food

 

21 Drink

 

Liars dice Household goods

 

Wheel of Fortune Junk

 

Deck of Many Things Antiques, Souvenirs

 

Betting on Events Above Clothing

 

 

 

 

 

 

Page 4

PERSONALITIES - ENCOUNTERS

 

Fortune Teller

Nobleman

Pickpocket

Slumming Nobleman

Mugger

Soldiers

Bully

Assassin

Drunk

Townfolk

Whores

Rural Bumpkin

Cops

Squires

Knights

Scribe

Buffoons

Fletcher

Rowdies

Messenger

Hawkers

Blacksmiths

Pimp

Asshole

Wise Men

Foreign Dignitary

Fools

Merry Widow

Roomer Monger

Black Marketeer

Religious Fanatic

Drugs

Character Class NPC

Magic

Beggars

Information Gypsies

Fence

 

 

Rolling Attributes for Non-Player Participants

Commonly, only those who have ability scores that are better than usual will participate in a test of their skills using those attributes. Thus when rolling attributes the normal probabilities used when creating a character from scratch do not apply. When preparing a character for competition, use the following tables to generate attributes that are important to the event. Non critical ability scores (rolling for this is optional) should be rolled as normal for your world.

Large Celebration (5K to 10K additional people) roll 2d3+12 Medium

Celebration (1K to 5K additional people) roll 2d4+10 Small Celebration

(Townspeople only to 1K People) Roll 2d6+6 .PA

 

 

 

Page 5

THE BASICS

Drawing Lots

The drawing of the lots is the most common method of determining opponents in contests. The field of participants is divided into two roughly equal parts (close to the same number of levels on each side). Then each receives a "lot" (a 3" square piece of carved wood with a number engraved on it). They are colored black for group 1 that has the even numbers, and white and odd pieces for group 2. Duplicates of these lots are kept in a large metal bowl divided into three sections. Black,even on the left, white, odd on the right, and the largest which contains the lots not being used at the time.

/ \

/ \

|-------------------------

| | |

\ | /

\_________|_________/

 

From this, the lots are drawn by first those holding the white lots. They draw from the black side of the bowl. The one holding the black lot of that number is his opponent.

This may be simulated during the game in many ways. Easiest would be to have pieces of paper with numbers written on them. But dominos, Ma Jong pieces, coins, war game counters or anything similar can be easily marked with a grease pencil or washable felt pen. Using something other than a piece of paper will add to the fun.

BY ACCLAIM

Many of the subjective contests are resolved by acclaim. This is similar to a vote, but is performed by holding up fingers. The fingers and the people voting are counted, and the score is averaged. This is similar to Olympic judging of gymnastics.

 

JOUSTING

Jousting is a contest where 2 armored men on horseback attempt to knock their opponent from the saddle with a lance. This sport is often limited to those of noble birth or one who has been knighted. This may be adjusted for a particular campaign, but traditionally it is held by invitation only. Even so, if a player has the armor, horse and weapon to use, he may challenge anyone. Such a challenge may or may not be accepted (Reaction rolls apply here).

In game terms the procedure is as follows. Roll initiative between the player character and the opponent. The winner of initiative rolls to hit. If a hit is indicated, he rolls damage. This damage is similar to Macba damage, as the jousting lances are usually blunt and padded. If the lances are not "safe" then damage is as normal.

The struck opponent must then roll under the average of his strength and dexterity on 1d20 or fall from his horse and lose. If a save is indicated, the player may try to strike next, but a second save must be made as before if a hit is indicated. Otherwise he may fall off the horse, being unbalanced previously. The fighter who gets a successful hit must also save on his averaged strength and dexterity, but at a +4. If a winner is not determined in the first pass, they continue in the same way until one or the other is un-horsed, or struck unconscious.

The jousting continues until only two are left. This is considered an honor in itself, and even the loser will be well treated. Usually, this is left until the end of the festival. No other contests will be held during the final joust. This is the high point of the contests. The winner will be honored with a special ceremonial gift of money from the high noble, and will be seated on his right side during the feast that follows the festival.

 

 

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MACBA

Macba is a form of nonlethal, formalized combat using wooden swords and

padded weapons. No armor is allowed in this style of battle, but even so, only ¼ of the total damage is permanent. The other ¾ is recovered within 3 rounds. The objective is to pound your opponent unconscious, without kill him. When a persons HP are less than 0, that one is knocked out.

The battle field can be any open place. There is usually a bleacher or other seating nearby. In the initial rounds, the fighting area will be crowded, but the field will quickly be reduced. Lots are drawn for the contestants, and they are arranged by attendants evenly about the field. At the ritual phrase "If Mocba be true so may you be!" the fighting starts. As no armor or magical weapons are to be used, only ones ability and strength count in such a battle. One found using a magical item for protection or to increase strength or dexterity may be killed by the opponents as a cheat. It is not uncommon for a commoner to taunt a knight to enter Mocba as the noble will no longer have the advantage of fancy equipment. Taunting one's opponent is considered to be as much a part of the competition as the actual fighting. Though this does not affect the battle, a good taunting can give one as much honor as winning the fight!

A Mocba sword is similar in size to a long sword, and though blunt, it is far from round. It's handle is covered in leather, and is to large for a normal sized hand to grasp completely. Other weapons may be used that are closer in balance to the one normally used by that person.

Mocba is resolved in all ways like normal combat with a slight exception, which is critical hits. A 20 rolled doubles damage and a 1 indicates a save VS dex. If the save is lost, that one drops his weapon. This ends the battle.

As in jousting, matches are played in elimination rounds, with the last battle being between two final contestants. Having a cleric heal one between rounds is considered cheating, but is sometimes done secretly if the means exists.

 

 

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MISSILE WEAPONS

The procedure for resolving contests of skill using missile weapons

differs only in the range at which the contest is held. The targets are all the same size, exactly 3' in diameter. There are 5 rings marked with even spacing between them, and a 1" center. Each of these rings has its own armor class.

1) The center of the target is AC -6 ³ 6 Pts

2) The first ring is AC -4 ³ 5 Pts

3) The second ring is AC -2 ³ 4 Pts

4) The third ring is AC 0 ³ 3 Pts

5) The fourth ring is AC 1 ³ 2 Pts

6) The fifth and last ring is AC 2 ³ 1 Pt.

 

The contestants are placed in a long line and the targets are set at medium range for the missile being used. This results in a -2 to hit the target. The number of targets in the contest depends on the size of the festival; from 10 targets in a large town to 4 in a small one. The contestants step up in ranks, and are allowed 3 chances to fire. Points are scored as shown above, and they are accumulated through out the contest. Only the best score of each rank is passed to the semi-finals. The semi-finals are resolved in the same way, until the field is reduced to two. There is a final round for these two, and the DAYS total high score is calculated, resulting in a winner. In case of a tie, the target is moved out to long range for the weapon (a -5 to hit) and a last round is played.

If a person wishes to complete with a weapon different from those commonly used, he may do so, and will be placed with in with weapons that have as close as possible to the same range. Always put the player in with a longer range group if one of the same range is not available. The distance to the target is never adjusted.

 

 

Page 9

WRESTLING

Wrestling matches are enjoyed by men and as much gold is bet on

wrestling as there is on the jousting match. Here again is an area where the common man has as much chance of winning as a noble. There are many forms of wrestling, and any may be employed in the festival. Below is a listing of common forms of wrestling and the rules for playing them.

SUMO WRESTLING

The rules for this game are adapted for the AD&D system from a article written by Brian Blume. Sumo wrestling is indigenous to the Niaponese culture, but there are many fans of this sport on the mainland. It is played generally by heavy, fat men wearing little or no clothing. The wrestling takes place in a circular ring that is 23' in diameter.

The sport is very ritualized and proceeds slowly and with proper pause and deliberation between matches. There is a trio of referees, two who walk around the circle and keep watch, and one who breaks ties in rulings between the other two. The two referees walk the contestants slowly around the ring while announcing that wrestler, and adding information about previous matches the contestant has been in before. Then the wrestlers walk into the ring, throwing salt crystal on the ground before them as a luck offering to the gods. Much betting occurs during this part of the proceeding. When the Sitting Judge shouts "HOY!" the match begins.

There are 6 important attributes in Sumo wrestling.

 

Strength - Roll strength and calculate pluses to hit. This number is

considered the STRENGTH MOD

Weight - This is a score not covered in normal rules. For non-player characters, this is a modifier rolled 1d4+2. For player characters, this should be determined by a characters weight as below: 180lbs = 1, to 200lbs = 2, 220lbs = 3, 250 lbs = 4, 290lbs = 5 and 350lbs and greater is a 6. This number is the WEIGHT MOD.

Speed - Average dexterity and weight. 13 = 1, 14 = 2, 15 = 3, 16 = 4, 17 =

5, 18 = 6. This number is the SPEED MOD

Dexterity - Calculate DEXTERITY MOD as above.

Balance - Average STRENGTH and WEIGHT MODS.

 

Write these MODS on a piece of paper, and keep them hidden from opponent.

Each wrestler can perform eight different moves while wrestling. The Move modifiers determine how well he is able to perform these moves. Compute modifiers for each move based on the relevant characteristics of the wrestlers involved in a bout. Since each characteristic can be a number from 1 to 6, Move Modifiers may range from -5 to +5.

When all records have been recorded, the player and the referee each choose a maneuver from the Match Opening Chart and secretly write the move on a piece of paper. Both then reveal their moves which are considered to occur simultaneously (no roll for initiative). Calculate Move Modifiers based on each others scores. The Match Opening Chart is again consulted and the score shown is then added to the Move Mod. The result must be equal to or exceed on a roll of 1d20. If neither wrestler is thrown at this time, then the match continues using the moves and scores listed on the Continuing Match Chart. When a throw is indicated see below:

 

 

 

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THROWING

The player thrown gets a save VS Balance Mod. on 1d20. A roll lower than or equal to the Balance Mod. is a save, and the match continues as normal. If the save fails, the bout is over and that one loses. If both ware thrown and are unable to save themselves, the players must determine who fell first. Each player rolls 1d20 which is added to the Balance Mod. The one with the lower score is considered to have hit the ground first, and is the loser. If this is a tie, continue rolling till the tie is broken.

SUMO WRESTLING

Below are the various maneuvers and how to calculate the MOVE MOD:

CHARGE - Speed minus opponent's weight mod.

ATTACK - Strength minus Opponent's strength mod.

STEP ASIDE - Agility minus opponent's speed Mod.

SLAP - Strength minus opponent's weight Mod.

LEVER - Agility minus opponent's strength Mod.

LIFT - Strength minus opponent's weight Mod.

PUSH - Weight minus opponent's weight Mod.

PULL - Strength minus opponent's agility Mod.

MATCH OPENING CHART | CONTINUING MATCH CHART ------------------------------ STEP --------------------------------

CHARGE ATTACK ASIDE SLAP| LEVER LIFT PUSH PULL

VS. ------ ------ ----- ----| VS ----- ---- ---- ----

|

CHARGE 13 6 18 9 | LEVER 13 18 6 9

-- | --

ATTACK 18 13 6 12 | LIFT 6 13 18 12

-- | --

STEP ASIDE 6 18 13 15 | PUSH 18 6 13 15

-- | --

SLAP 15 12 9 13 | PULL 15 12 9 13

 

 

 

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BARBARIAN NECK WRESTLING

This sport is rare, but certainly a small contest at least will be

found in every large city. This is largely a game of strength and endurance. The hands of the contestants are held tightly behind the back and the feet are placed widely apart. The necks of the opponents are placed across each other, and when the referee shouts "GO!" each begins pushing against the other, trying to throw the other to the ground. This contest may last a long time as each round takes 2 minutes to take place. All moves are considered to occur simultaneously. Betting proceeds through out the match with the odds rising and falling as the advantage pass from one to another. A large silver flagon is the most common prize for winning such a match.

There are only 2 maneuvers available in this simple form of combat:

Strain - When straining, one attempts to force the other to the ground by brute strength. The strength of the opponent is subtracted from that of the one using this maneuver. Add 10 to this total and roll 1d20. A roll equal to or lower than this sum is considered a save and there is no effect. Push - In a push, a attempt is made to unbalance the opponent by pushing shoulder against shoulder. In this move, subtract the dexterity of the opponent from that of the pusher. Add this number to 10. A roll equal to or less than the sum above indicates a save and there is no effect.

Fatigue -

To simulate the effects of fatigue, a -1 to the constitution of both contestants is scored. When the constitution reaches 10, a additional save VS fatigue is rolled on a d10. Lower than or equal to this score is a save and there is no effect. A 10 always fails and a roll of 1 always saves. When a character fails this save, he drops to the ground from exhaustion, and the other is the winner of the match.

ARM WRESTLING

A arm wrestling is usually held in the largest tavern in the town. Any one may participate, and the rules are very simple. Only strength and constitution scores are used. Betting and drinking continue throughout the match. Both the participants and the spectators packed around the central table engage in both as loud and rowdy as they can. Fights are common.

The contestants face each other with a sturdy table between them. Both place their elbows near each other and grasp the opponents hands. The referee then holds his hands over the wrestlers hands. He counts to three, and lets go of their hands and the match begins.

Both contestants average their strength and constitution, rounding up. Percentile scores on a 18 strength add +1 to this for each 20%. each round takes 1 minute. Each round a -1 to the AVERAGE score is suffered by both contestants. When the average falls to 12 or lower, that player must roll a save on 1d12. A 12 always loses, and a 1 always wins. If the roll is lower than or equal to the average score the save is successful and the match continues. If a player fails this roll, he may attempt to over exert himself. With this option a additional save may be made. A -2 to the average score is made and the save is made again. If this roll succeeds, the match continues. The additional -2 continues for the next 2 rounds, then the player is considered to have rallied himself.

 

 

 

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BOXING

Boxing is a sport held in a square ring 20' on a side. The ring is

marked with a fence of ropes. All boxing is bare knuckled, but damage scored is similar to Macba in that only ¼ of the damage from this sport lasts longer than 3 rounds after unconsciousness. The only weapons allowed are the fists. No kicking or grabbing is allowed, and the fists must be closed. It may be that the rules are announced to be "Markesa Queenberry". In this case, there is no hitting below the belt, quarter may be asked for and given, head buts and dirty tricks are not allowed. A player of lawful alignment must always play by those rules until the opponent does a illegal action. Thereafter, even a lawful may use whatever means he think will work.

As in Sumo Wrestling, moves are noted secretly at the beginning of the turn, and revealed simultaneously. Only one move may be used per turn. There are 10 turns in a round.

Every round, the players get weaker. To reflect this, there is a -1d2 per round suffered automatically at the end of the round. Any time a 4 or better is rolled for damage, a cut is opened on the opponent. Add -1 per cut to the cumulative damage at the end of every round thereafter.

MARKESA QUEENSBURRY RULES

JAB - fighter strikes at opponents face. A hit does 1d4 of damage.

UPPERCUT - Does 1d4+1 damage, but AC is increased by 1 that round.

BODY BLOW - does 1d3 of damage, but opponents dex bonus to AC is lost.

DUCK - Reduces AC by -2, to hit roll is reduced by -2.

DODGE - Using this maneuver allows a save VS dexterity if hit. Attack that round at -4 to hit. This must be declared, may not be used after a hit is scored.

BACKPEDDLE - Retreat from opponent by walking or running backwards. AC is lowered by -5, but to hit is reduced by -8.

ROUNDHOUSE - This move add +2 to damage if a hit is scored, but to hit suffers a -2.

FLURRY - This move allow 2 hits per turn, but both are rolled at a -4 to hit.

CLINCH - If a hit is successful, the urn passes and there are no further attacks permitted by either fighter.

 

NORMAL RULES

In standard or normal rules the following moves are also permitted:

 

HEAD BUTT - Does 1d6 of damage, but to hit roll is goes up +2 for opponent.

KIDNEY PUNCH - Does 1d6 of damage, to hit roll is at -2

GROIN PUNCH - Does 1d8 of damage, but to hit roll is at a -4.

2 HANDED BLOW - Does 1d10 of damage, but to hit suffers a -4 and +2 to AC.

EYE GOUGE - Does 1d2 of damage but a successful hit means a -2 to opponents roll to hit for the next 2 rounds.

 

 

 

Page 13

BOXING DIRTY TRICKS

When all the constraints are gone and the opponents are out for blood,

the following moves may be used. Note that the seconds must roll reaction at a -20 the first time one of these moves are used. If the roll is 50% or less, they will step in and join the attack. The seconds on the other side then roll reaction at a -30%. If the roll is 50% or less they too will join the brawl.

 

SAND/DIRT IN EYES - A successful hit indicates junk in opponents eyes. No action other than trying to clear may be made until opponent makes a save VS petrifaction.

KICK - Does 1d6+2 points of damage.

TRIP - A successful hit means opponent falls down. No other action may be taken by opponent until a successful save VS Dex is made.

STOMP - May only be done if opponent has fallen down. Does 1d12 of damage.

STRANGULATION - A successful hit indicates a hand lock on opponents neck. Thereafter, no to hit roll need be made. A automatic 1d4 of damage occurs per turn until opponent breaks the hold. To break hold, subtract the strength of the one being held from that of his attacker. Add the result to dex. Then roll and score this number or lower on 1d20 to break the hold. Nothing else may be done by either until the hold is broken.

 

Other tricks may be added as invented by players, with the referee determining the results.

BRAWLING

In a brawl, all of the above moves are possible, and any weapon to hand may be used. However, a unwritten law states that a person of lawful bent will be unlikely to use a weapon unless one is used on him. Of course, all damage done by weapons is permanent! Often broken bottles and beer mugs will be used in this kind of fight. Bottles do 1d3 of perm. damage and mugs do 1d2. Chair and table legs count as clubs at 1d6. A chair does 1d6+2 damage but is -2 to hit with it. A small table does 1d8+2 damage and is -4 to hit. Other objects may be used, and the referee should deal with them using the above and other similar weapons from the weapons chart as a guide.

OTHER FORMS OF WRESTLING

It is possible that there are enough Orientals in a city that their warriors could stage a contact Kung Fo like competition. The normal rules for Oriental weaponless combat should be used, but again only ¼ of the damage taken lasts beyond the third round.

 

 

 

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WEIGHT LIFTING

Weight lifting is almost entirely a matter of strength. Only those with a 18 strength or better need apply.

Weights start at 200lbs. - add 50% to bend bars lift gates score and roll that or under to progress to the next weight. Each round, 20lbs are added to the weight. Now add just 40% to Lift Gates score. Each 20lbs subtracts 10% from the previous total. Each participant gets a single "Fault". This is a extra chance to lift the weight. There is only 1 fault allowed per person per contest. Roll for everyone every round until all have been eliminated. The last to be eliminated is the winner. In the event of a tie (both the finalists fail to lift the next weight) the weights are reduced by 20lbs and they take off 20lbs per round until a winner is determined. If a second tie occurs, the weights are increased again.

 

 

Page 15

THE OBSTACLE RACE

This event is held for fun in some of the larger fairs, and is open to

men women and children. It is run in a series of heats with 5 persons running together. These groups of five are chosen by a group of "Judges of The Race" usually consisting of low level nobility.

First, the men and women are separated. Then each of those groups are told arrange themselves in rank by height in 1 long row. Then the highest of the nobles present walks down the row. If based on age, strength, weight health or other reason the High Judge thinks the person is not well matched with those around him, the Judge will tap that one on the shoulder and point to a place in the row where that one is to be placed. When they all seem to be ranked as closely as possible by their potential, then they count from least to most in units of five. These groups of five will run together.

The winners of the first run are again ranked and divided in to equal numbered groups not to exceed 5. The winners of these races are the finalists. The winner of the last heat is considered to be the Knight of Obstacles, and is ceremonially "Knighted For The Festival" and presented with a Coin of Mythral.

In game terms, generate characters equal in number to 10% of all those attending the festival. Roll 3d6 for all but 20% and roll as normal for those. Only Str, Dex, and Con are necessary, but if desired, Int and Wis may also be used by allowing a -1% reduction from total race time for each point of Int and Wis over 13.

Not all of the obstacles below need to be used in every race. It is better to select either 6 or 9 different obstacles and use the same one more than once if a longer race is desired. Try to leave some new ones for the next festival!

The race is seldom longer than 400 yards. It is laid out as a series of cutbacks with the obstacles at the center of each long stretch. divide the number of obsticals into the length of the race and eliminate the remainder. The order of the obstacles may be chosen or determined at random by rolling 1d12 and keeping track on those rolled.

Each leg of the race is scored as they go. The first person to total the length of the race is the winner. There is 1 fault allowed per person, but the second eliminates the person from the race.

Constitution figures in to the race by slowing a person down. After the result of the obstacle has been determined, each runner rolls 1d20. Subtract the roll from the constitution of the runner. The result is added or subtracted from the total length traveled that round.

I.E. - Bill has a constitution of 15. He rolls a 10. 15-10=5 and he adds 5 to his yardage. Jane has a con of 10 and rolls a 18. 10-18=-8. She subtracts 8 from her total yardage. This is rolled on every leg.

 

 

Page 16

TYPES OF RACES

1) Hurdle - The hurdles are raised slightly for each succeeding round resulting in a even roll for all. To clear hurdle, roll 1d20 equal to or lower than the average of Str and Dex. A miss subtracts 2 yards from total and a second roll VS Dex or fall. This may put that one out of the race or simply result in a loss of 10 additional yards. 2) Mud or Water Jump - Roll dexterity or better to keep from losing footing on the slippery bank. A fail results in a fall into the muck. This costs 10 yards in total distance.

3) Hoops - These are circular rings woven from straw. There are 10 of them laid out in a regular left-right pattern. The object is to step in the middle of each ring and not move the straw. If the straw moves, it is considered a fault. If a save is made VS Dex, the ring does not move. The modifier in this case speed is chosen by each runner. Some try to streak through and chance a fault. This adds a +2 yards for every +1 to their dexterity roll they chose to suffer. Others go more slowly subtracting -2 for every -1 they subtract from their roll.

4) Ladder Climb - Roll 1d20 and subtract Dex. The result adds to or subtracts from the total yardage that round.

5) Rope Climb - A knotted rope is tied to a pole, which is tied to heavy posts at a height equal to the abilities of those in each heat. Roll Dex or lower to succeed. A fail indicates a fall from the rope. This counts as a fault. Roll 1d20 and subtract strength. The result is added/subtracted to total distance that round.

6) Level and Strait - Here is where many choose to make up time. An extra 2 yards may be added to a runners total here for each point of Str that runner is willing to sacrifice to the remaining rolls for the race. 7) Net Crawl - Make a save VS Dex. If it fails roll 1d10 and subtract that from the total run in this round. Roll saves until successful, or take a fault and continue immediately by jumping down. 8) Log Walk - A log is suspended across a shallow pit. Runners must cross this log. A save VS Dex indicates a successful crossing. A failure is a fault and the person subtracts 1d20 from the distance traveled that round. To make up time, a player may choose to move quickly across. For each 2 additional yards added to the total for the round, add 1 to the runners dexterity roll.

9) Hand Log - The runner grabs hold of a log suspended overhead and goes across the log hand over hand until he reaches the other end of the log. If a runners foot touches the ground that is a fault, and 1d10 yards are lost. 10) Mound Run - large mound has been raised in the center of the leg. The runners must go to the top and then back down again. Average speed and constitution. Roll 1d20 and subtract the average score from the roll. The result is added or subtracted from the yardage that round. 11) Stone Lift The stones used are weighed to be proportional to the ability of the runners in the heat. Each person must lift the stone till the legs are straight. A roll under strength must be rolled to lift the stone. A failure costs the runner 1d10 yards of distance. 12) Post Drive - A crude table with a thick wooden top has a iron nail is sticking up from it. A mallet is used to drive the nail into the table. It will take 3 successful Dex rolls to drive the nail completely into the table top. This may be reduced if the player chooses to use his full strength. In this case, roll a d20 and subtract strength. If the result is -5 or less, the player needs one less stroke to drive the nail home. If the result is +5 or higher, the nail breaks and it is scored a fault.

 

 

Page 17

RACES OF ALL KINDS

Practically anything from flying carpets to turtles can be raced over

distance from inches to miles. What is proposed here is a unified method for handling any kind of race the could be conceived. These rules may be added to if necessary to reflect conditions during the race.

The number of contestants will vary depending on the size of the town. As this is affected by the type of thing racing as well, the number may be arbitrarily determined or left to chance.

Three pieces of information are needed for each contestant. Strength, Dexterity and Constitution. Dice of varying denominations should be used to determine these attributes using the following examples from the chart below as examples. All three scores will be determined using the same dice rolls.

DICE ROLL DISTANCE ANIMAL

d2 2' Ant

d3 3 yrds Turtle

d4 40' Snake

d6 60' Squirrel

d8 80' Rat

d10 100' Pig

d12 60 yrds Cow

2d6 90 yrds Pig

3d6 100 yrds Average Human

2d10 NA House Cat

3d8 200 yrds Dog

3d10 NA Deer

3d12 360 yrds Horse

 

Roll dice until the attributes for all the contestants are prepared. The length of the race should be determined using multiples of the values listed under distance. Each of these lengths is considered to last a round to complete.

Each round rolls are made against each of the attributes to determine the distance traveled each round. The first contestant whose total surpasses the length of the race is considered the winner.

For non-humans except those ridden by humans, the process is fairly automatic. Low rolls are preferred. Roll the same dice as those used to roll the attributes. Subtract that roll from the attribute score. The result is a percentage. This percentage is figured against the distance of the length traveled that round. This distance is then added or subtracted from the total distance traveled thus far.

In the case of animals ridden by humans, the human may have something to do with the animals performance. First the weight of the rider is critical. For each 10lbs of the riders weight subtract 1% from the distance traveled in a round. A rider may however urge his steed to greater things. In this case roll charisma or less. A successful roll increases speed by 1d4 percent. A failure has no result unless a 20 is rolled. In that case, roll from the table below to determine what happens. 1) Steed stops. Roll percentile. This is the part of the total distance that was lost in stopping 2) Steed runs off the field on a tangent. Disqualified. 3) Steed tries to throw rider. Roll save VS Dex at a -5 or be thrown. 4) Steed slows to a canter. Reduce distance traveled by 1d4*10% 5) Steed tries to bite rider. Roll to hit. Distance traveled reduced 1d20% 6) Steed bites the horse closest to him. Roll to hit. A hit disqualifies.

 

 

PERFORMING

It could not be a festival without music. In a large town there may be

many bands of strolling players, and any tavern worth it's salt will have a minstrel for the entertainment of the guests. But in addition to this, many town have competitions, where the performers do their acts for recognition as well as for coins.

All such contests are run in a similar manner. Judging is always left to those attending. After a performance, the audience raises their hands with a number of fingers in the air. The fingers are counted and divided by the number of people attending. This number is there score. The high score is the winner. The judging in this case should be done either by random (if the player does not actually perform) or by show of fingers among the other players (if the player really read the poem for example).