The Adventures of Sir Garym
The following morning sees the beginning of the tournament. It begins with a parade of the knights, each having to ride through the lists, their shield displayed. While seemingly a simple task, it is one that requires practice, something that many knights have not done. Sir Garym, has practiced and executes the maneuver perfectly. Check in Tourney and 5 glory.
Sir Garym, rolled 7 using 1d20. Tourney.
The jousting, however, does not start off so well for Sir Garym. He draws an older knight for his first match, a Sir Cudwallen. On the first pass, the pair both score hits but their lances are shattered, neither damaging the other.
Sir Garym, rolled 15 using 1d20. Opponent. - Old Knight.
Sir Garym, rolled 6 using 1d20. Lance.
Old Knight, rolled 6 using 1d20. Lance.
Grabbing new lances from their squires, the pair turn and start forward once more. Sir Garym's lance goes wide, but Sir Cudwallen scores a blow on Sir Garym. Sir Garym is thrown back but manages to stay on his horse.
Sir Garym, rolled 19 using 1d20. Lance.
Old Knight, rolled 15 using 1d20. Lance.
Old Knight, rolled 16 using 6d6. Damage.
Sir Garym, rolled 4 using 1d20. Dexterity.
Sir Garym takes 16 - 10 = 6 damage but stays on his horse.
With two failed attempts, Sir Garym takes a moment to control his breathing, set his lance and focus on his opponent. The two charge for a third time. This time, Sir Cudwallen loses his grip on his lance, the point of which dips, hits the ground, and is wrenched from his grasp. Sir Garym scores a solid blow to the knight. Although he remains in the saddle, the old knight has received a major wound and is out of the competition.
Sir Garym, rolled 1 using 1d20. Lance.
Old Knight, rolled 20 using 1d20. Lance.
Sir Garym, rolled 21 using 6d6. Damage.
Old Knight, rolled 6 using 1d20. Dexterity.
Sir Cudwallen takes 21 - 10 = 11 damage, a major wound, and is out of the competition.
There is light applause, as this is an early match with two relative unknowns and a rather close contest. Sir Garym returns to his tent where Budfannon patches his knight's wounds. Sir Garym gets a check in Lance. Sir Garym receives 2 points of healing. Budfannon receives a check in First Aid.