Tournament Guide

JOUSTING
When jousting each contestant will get 5 lances, which will become a 5d50 roll, modifiers are added to this roll. For example:

5d50+5 Barristan Selmy

5d50+5 Jon Connington

(35+1+40+40+41)+15 Baristan Selmy: 172

(24+15+25+7+27)+5 Jon Connington: 103

If the ending difference is -5 the match would be decided by the queen of love and beauty, if it is 6-30 it is a victory, if it is 30-60 a minor injury roll is done and if its +61 you have to do a major injury/death roll.

In this case Baristan Selmy would win and as the difference is 69 a major injury roll would be made.

MELEE
Melee is much easier than jousting. For the melee you’d roll a 1d100. Lets say the threshold is 30 (Moderators establish thresholds.) Whoever does not get 30+ is eliminated from the melee. If you get half of the threshold or lower which in this case is -15 then you roll for minor injuries. If you get 2-5 then a major injury roll is made. If you get a 1 your character dies. (For live steel melees just change the roll values)

Example:

Jaime Lannister- 56

Mace Tyrell- 10

Rhaegar Targaryen- 31

Tyrion Lannister- 1

Jaime and Rhaegar pass through while you’d roll minor injuries for Mace and Tyrion dies.

Major Injury
1d20

1-4 Damaged Internal Organ

5-7 Missing Appendage

8-11 Breaking of a Major Bone (like femur or tibia)

12-14 Major Scar / Disfigurement

15-17 Missing Eye

18 Coma

19-20 Dead

Minor Injuries
1d20

1-3: fractured hand/foot

4-6: sprained ankle/wrist

7-8: broken fingers/toes

9-10: broken nose

11: temporary blindness

12-13: dislocated shoulder

14-15: dislocated knee

16-17: broken teeth

18-20: laceration/puncture wound

ARCHERY / JAVELIN
When in an archery competition all contestants will get a 1d50+(modifiers) roll with 50 being the bullseye whoever gets 50 will be the winner. If no one does or several do, then the closest 3 contestants (or all who got 50) advance to the next round.

1d50+10 Anguy

1d50 Jon Connington

Anguy: 55

Jon Connington: 15

RACING
All contestants will get several 1d30+(modifiers) rolls with the sum of all previous rolls added to the next one, the player who gets to 150 wins, if several do though those contestants will continue running until one gets to 200.

Lap 1

1d30 Robert Baratheon

1d30 Jon Connington

1d30 Robert Baratheon: 25

1d30 Jon Connington: 15

Lap 2

1d30+25 Robert Baratheon

1d30+15 Jon Connington

1d30+25 Robert Baratheon: 40

1d30+15 Jon Connington: 45

Lap 3

1d30+40 Robert Baratheon

1d30+45 Jon Connington

(22)+40 Robert Baratheon: 62

(7)+45 Jon Connington: 52

Lap 4

1d30+62 Robert Baratheon

1d30+52 Jon Connington

(27)+62 Robert Baratheon: 89

(5)+52 Jon Connington: 57

Lap 5

1d30+89 Robert Baratheon

1d30+57 Jon Connington

(20)+89 Robert Baratheon: 109

(24)+57 Jon Connington: 81

Lap 6

1d30+109 Robert Baratheon

1d30+81 Jon Connington

(26)+109 Robert Baratheon: 135

(2)+81 Jon Connington: 83

Lap 7

1d30+135 Robert Baratheon

1d30+83 Jon Connington

(8)+135 Robert Baratheon: 143

(17)+83 Jon Connington: 100

Lap 8

1d30+143 Robert Baratheon

1d30+100 Jon Connington

(27)+143 Robert Baratheon: 170

(26)+100 Jon Connington: 126

Robert Baratheon wins because he made it past 150 first.