Honour and Glory


by Mark Lain


0


Honour and Glory



by Mark Lain



Two dice, a pencil and an eraser are all you need to play this Fighting Fantasy-based cameo set in a jousting tournament.

Editors Introduction:
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Rules (if you haven't played Honour and Glory before you are going to need to read this)

Implementation Notes (cheating available through here)






rules


SKILL, STAMINA, LUCK

To determine your Initial SKILL, STAMINA, and LUCK scores:

 SKILL You are an experienced and capable jouster and are highly skilled in your field. Roll one die. If you roll a 1 your Skill is 9. If you roll a 2 or 3 your Skill is 10. Roll a 4 or 5 and your Skill is 11. If you roll a 6 your Skill is 12.

 STAMINA Roll two dice. Add 12 to the number. This is your STAMINA score.

 LUCK Roll one die. Add 6 to the number. This is your LUCK score.

For reasons that will be explained below, all your scores will change constantly during the event. You must keep an accurate record of these scores. However, never rub out your Initial scores, except on those very rare occasions when the text specifically tells you to. Although you may be rewarded additional STAMINA and LUCK points, these totals may never exceed your Initial Scores. However, your SKILL score may get temporary increases over your Initial score if the text specifically states this. SKILL reflects your general expertise in the lists; the higher the better. STAMINA score reflects your general constitution, your overall will to survive, your determination and overall fitness; the higher your STAMINA score, the longer you will be able to survive. LUCK score indicates how naturally lucky a person you are.


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JOUSTING

Jousting is by definition an extremely dangerous sport with many entrants being maimed or even killed during competitions. The risk is a fact of life for anyone who seeks the honour and glory of the lists. The tournaments of Royal Lendle use simple rules where (unless otherwise declared by Royal Decree) each bout is fought on a best of three basis, ie outcomes can be 2-0 with the third run being unnecessary or 2-1 where each combatant wins a run each before the final deciding third run takes place. A run is won by unhorsing the other contestant.

Jousts are resolved as follows:
1. Roll two dice for your opponent and add its SKILL score to the number rolled.
2. Roll two dice for yourself and add your SKILL score to the number rolled.
3. The contestant with the higher overall value has unhorsed the contestant with the lower value and has won that run. Proceed to step 4. If both values are equal, your lances have harmlessly glanced off one-another’s armour and neither rider falls – start another run from step 1 above.
4. If you are the unhorsed rider you can Test your Luck (remembering to reduce your LUCK score by 1 each time this is done) to see if you can manage to wrestle with the reins and somehow stay seated rather than falling. If you are Lucky, you take 4 Stamina points of damage for the impact of the lance but you have not lost that run. Return to stage 1 unless their STAMINA has been reduced to zero. If you are Unlucky, you must roll three dice when calculating damage in stage 5! If your opponent is unhorsed they take no STAMINA damage, but can still be knocked unconscious in stage 5.
5. Now roll two dice (unless Unlucky in stage 4) for the unhorsed combatant and divide the number rolled by two, rounding any fractions up. If you have been unhorsed, this number is the number of points of STAMINA damage you have suffered on impact with the ground. If a double six is rolled for either yourself or your opponent, then the rider is automatically knocked unconscious as their head has struck the ground and they lose the bout by default. If your STAMINA is reduced to zero during a bout then you are dead and must start again by creating a new character.
6. If the unhorsed rider is still conscious and/or alive, the score becomes 1-0 to the rider who unhorsed them. Return to stage 1 and continue the bout until either contestant has a score of 2, be it 2-1 or 2-0. If the score is 2-0 the third run is not required.

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BATTLES

You will occasionally come across sections which instruct you to fight a traditional combat. You must resolve the battle as described below:
1. Roll two dice for your opponent. Add its SKILL score. This total is the opponent’s Attack Strength.
2. Roll two dice for yourself. Add the number rolled to your current SKILL score. This total is your Attack Strength.
3. If your Attack Strength is higher than your opponent’s, you have wounded it. Proceed to step 4. If your opponent’s Attack Strength is higher than yours, it has wounded you. Proceed to step 5. If both Attack Strength totals are the same, you have avoided each other’s blows – start the next Attack Round from step 1 above.
4. You have wounded your opponent; so subtract 2 points from its STAMINA score. You may use LUCK here to do additional damage (see below). Proceed to step 6.
5. Your opponent has wounded you; so subtract 2 points from your STAMINA score. You may use LUCK to reduce the loss of STAMINA (see below). Proceed to step 6.
6. Make the appropriate adjustments to either your opponents or your own STAMINA scores (and your LUCK score if you used LUCK – see over).
7. Begin the next Attack Round, starting again at step 1 with your current SKILL score.
This sequence continues until the STAMINA score of either you or your opponent reaches zero (death). If your opponent dies, you are free to continue with your adventure.
If you die you must start all over again by creating a new character.

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LUCK

Either in battles or in other situations in which you could either be Lucky or Unlucky (details of these are given in the relevant pages themselves), you may use LUCK to make the outcome more favourable to you. However, beware! Using LUCK is a risky business and, if you are unlucky, the results could be disastrous.

The procedure for Testing your Luck is as follows: roll two dice. If the number rolled is less than or equal to your current LUCK score, you have been Lucky and the outcome will be in your favour. If the number rolled is higher than your current LUCK score, you have been Unlucky and will be penalised.
Each time you Test your Luck, you must subtract 1 point from your current LUCK score. Thus, you will soon realise that, the more you rely on your LUCK, the more risky this procedure will become.

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USING LUCK IN BATTLES

In battles, you always have the option of using your LUCK either to score a more serious wound on an opponent you have just wounded or to minimise the effects of a wound you have just received.

If you have just wounded an opponent: you may Test your Luck as described above. If you are Lucky, you have inflicted a severe wound; deduct an extra 2 points from your opponent’s STAMINA score. However, if you are Unlucky, your blow only scratches your opponent, and you deduct only 1 point from your opponent’s STAMINA (instead of scoring the normal 2 points of damage, you now only score 1).

If the opponent has wounded you: you may Test your Luck to try to minimise the wound. If you are Lucky, your opponent’s blow only grazes you; deduct only 1 point from your STAMINA. If you are Unlucky, your wound is a serious one and you must deduct 1 extra STAMINA point (i.e. a total of 3 points from your own STAMINA).
Remember: you must subtract 1 point from your LUCK score each time you Test your Luck.

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Skill
Your SKILL score may change during the course of the tournament. Occasionally a paragraph may give you instructions to increase or decrease your SKILL score.

Luck
Additions to your LUCK score may be awarded in the adventure when you have been particularly lucky or created your own luck by some other action. Details are given, where appropriate, in the paragraphs of the book. Remember that, as with STAMINA, your LUCK score may never exceed its Initial value unless specifically instructed on a page.

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background


BACKGROUND

After months of preparation and honing your skills, the day has finally come. In the company of your squire, you ride into Royal Lendle to fanfares and are amazed at the scale of the spectacle that has been prepared. The marriage of Radiana, daughter of the current ruler of the city state to an obscure Lord from Kazan is being heralded with five days of feasting and celebrations, the centrepiece of which is the Grand Wedding Tilt organised in honour of the event. Six Champions have been summoned to compete, including yourself attending as representative of the Northern regions of Allansia.

As you pass through the streets, your eyes fall on the vast variety of beings that have assembled to witness the events or to simply indulge in the revelry on offer. You are showered with flowers as you ride by the thronging masses, your pennant rustling like a sail in the pleasant Summer breeze. The tournament itself is taking place in a specially cleared area of grassland beyond the city’s eastern gate, which means you are able to bask in the attention for the considerable time it takes to pass through the heart of the city from one side to the other. When you reach the eastern gate you are shown to your pavilion by an attendant and introduced to a young blond-haired man no more than 18 years old, who is to be your runner for the three days of the tournament. A main stand has been erected and is truly spectacular, with its four corner towers topped by rustling flags and bunting. A huge tapestry of the betrothed hangs over the entrance arch and a cloth of gold weave runs from the eastern gate of the city up to the main gateway to the lists, acting as a guide route for all visitors to follow.

The preliminary heats of the tournament are tomorrow and, as it is early evening, you take the opportunity to rest on the luxurious bed that has been provided in your pavilion whilst your squire polishes your armour and lays out your weapons ready for the morning.

NOW TURN OVER


1


The next morning you don your armour, fit your great helm to your head, and gather up your wooden joust lance and shield. Your horse has been beautifully prepared by your squire. It wears a large caparisant that covers its upper body and on its head is a chanfron in your colours to match your helmet plumes. You ride out into the centre of the lists and are astounded at the sheer pageantry on display. The spectators’ area must hold at least 10000, some standing along the perimeter of the arena, others (the richer guests) seated on soft cushions lined along tiers of a wooden stand structure. Immediately facing the entrance is a large platform on which, suitably enthroned, sit the King of Royal Lendle, his daughter to his left and his soon-to-be son-in-law to his right. The main jousting area is an enclosed courtyard in the centre of the arena. The two charging tracks are divided centrally by a cloth banner showing the intertwined coats of arms of the royal houses of Royal Lendle and Kazan.
The King raises his hand in greeting to all the spectators and cheers rise as he announces the contestants one-by-one. From the darkest reaches of Titan comes a Chaos Champion, dressed in the typical black spiked armour of their ilk. Next to him stands Bloodlust Blagkurr, a Man-Orc Champion from Khul. In the centre of the row of fighters is Lord Thrombard, a dignified-looking moustachioed old-ish man who carries the colours of Salamonis. To his right is a brutish Ogre Berserker who evidently goes by the name Darkal Skullsplitter. Finally, between you and Darkal is a short and awkward-looking man from Royal Lendle itself, Sir Harold de l’Espoir.
Your horses drum their forelegs noisily on the ground in anticipation as if in reply to the crowd’s acknowledgement as each entrant is announced. All six of you raise your lances in salute as the King points to a huge chest that rests on a plinth in front of his elaborate chair: ‘More gold than you can lift awaits the victor, along with the title of Champion Of Royal Lendle.’
A huge roar of approval comes from the crowd as the first heat is drawn. You are in Group 2.

Roll one die:
If you roll 1-3, turn to 46
If you roll 4-6, turn to 39



2


Sir Harold’s prostrate form is carried from the tilt by his squire, whilst a second attendant gathers up his damaged helmet and lance. The crowd roars with approval as your hand is raised in victory. You have defeated the local favourite and now have the support of the throng who have switched their allegiance to you. You may now fight all subsequent jousts with a +1 Skill bonus for the intimidation the crowd aims at your opponents. You must now face the other entrant in this Group, the Ogre Berserker Darkal Skullsplitter. Turn to 9


3


Once you have had time to reflect on the news of the identity of your final opponent tomorrow, you take the opportunity to get some rest before tonight’s second night of feasting begins. Gain 2 Stamina points for the rest.
You head to the great banquet that tonight is even more opulent than last night’s. The food is hearty and quantitative, but you are once again careful to only eat enough to quench your natural hunger. Gain a further 4 Stamina points. You eventually slip away quietly from the by now quite rowdy feasting hall and retire to your pavilion to get a well-deserved good night’s sleep ready for your potential moment of greatest glory tomorrow. Turn to 15


4


Your lance carries Blagkurr from his horse and he travels several metres clinging onto its fist-shaped point mounting. As your horse comes to a halt, Blagkurr falls to the ground in a miserable heap, blood gushing from a chest wound. The crowd begins to chant ‘WEAR NO ARMOUR, THE GREATER THE HARM-A’ and he crawls away snarling with humiliated disgust. You are declared the winner of this bout. Turn to 10


5


The herald announces that the Chaos Champion and Lord Thrombard won through to the second round in their heat, Bloodlust Blagkurr losing to both fighters. Turn to 51


6


As you and your opponent assemble at opposite ends of the tilt, the King calls for silence and makes a surprise announcement that raises a roar of sadistic approval from the crowd:
‘My Lords and Ladies, today we change the rules very slightly to make this a blood-match to remember. Instead of playing best of three falls, we will play best of five. To the victor 1000 Gold Pieces and the title of Champion of Royal Lendle, but to the loser only death awaits at the hands of my executioner.’ The King laughs in an unexpectedly evil manner and then calls for the final joust to begin.
The bearing of the Chaotic is genuinely unsettling: his armour is entirely black and covered with threatening black spikes. His horned helmet has similar spikes protruding left and right and he wears a metal codpiece in the shape of a grisly skull. His squire removes his black cape theatrically before he mounts his dark destrier and you both line up at opposite ends of the list and set your lances in the attack position. Resolve this joust which will be played to best of five runs:

CHAOS CHAMPION SKILL 14



If you win, turn to 52
If you lose, turn to 21



7


The man falls dead in front of you. You search his body and find a purse containing 100 Gold Pieces which you can keep if you wish. You wake your squire who, having drunk more than you at the feast, has managed to sleep right through the fight, and tell him to dispose of the body with haste whilst there is still cover of night. Once this is done you return to bed, although you sleep little as you are wary of any further unwanted visitors. Lose 2 Stamina points for the lack of refreshing sleep. Now turn to 43


8


Your name is called by the King and you are invited to step forwards. Standing by his side is his daughter who holds out two brightly-coloured scarves and asks you to choose an opponent.
Do you select the gold scarf (turn to 44) or the dark blue scarf (turn to 22)?


9


Your second opponent is Darkal Skullsplitter, the Ogre Berserker. Your squire tells you that Skullsplitter entered for no reason other than the pleasure of maiming, which does not reassure you that this will be an easy contest. He wears no armour, his huge muscles rippling in the morning sun. His only clothes are leather boots and shorts, and studded leather amulets. His vicious yellowed upright tusks are stained with his breakfast and his shaven head is scarred from previous fights. You both line up at opposite ends of the list and set your lances in the attack position. Resolve this joust:

DARKAL SKULLSPLITTER SKILL 11

If you defeat this opponent, turn to 50


10


You return to your pavilion to rest and, as your squire repairs your armour and lances for tomorrow’s Final bout, an equerry parts the entrance flaps of your tent and announces the outcome of today’s second combat bout. If the Chaos Champion also reached today’s round, then he got an easy victory against his opponent and you will face him tomorrow. If Lord Thrombard got to today’s stage, then he struggled to win his second two runs after initially being unhorsed, but did ultimately win and you will fight him in the Final. Turn to 3


11


You raise your lance and train it on the charging Chaotic. As you do this the crowd starts to chant ‘DISHONOUR, DISHONOUR’ and collectively turn their hands so that their thumbs point downwards. The King shouts to you both to immediately arrest your unauthorised combat.
Do you lower your weapon in obeyance? Turn to 17
Or do you proceed with the imminent fight? Turn to 23


12


As you and your opponent assemble at opposite ends of the tilt, the King calls for silence and makes a surprise announcement that raises a roar of sadistic approval from the crowd:
‘My Lords and Ladies, today we change the rules very slightly to make this a blood-match to remember. Instead of playing best of three falls, we will play best of five. To the victor 1000 Gold Pieces and the title of Champion of Royal Lendle, but to the loser only death awaits at the hands of my executioner.’ The King laughs in an unexpectedly evil manner and then calls for the final joust to begin.
The crowd roars with pleasure as the King announces that your opponent for today will be the Man-Orc Champion, Bloodlust Blagkurr. He stands almost seven feet tall, with green skin and considerable arm and chest muscles. He wears no armour as such, other than steel spiked epaulettes and similarly spiked boots. Around his waist he wears a simple fur loincloth from which hand several human limb bones. You both line up at opposite ends of the list and set your lances in the attack position. Resolve this joust which will be played to best of five runs:

BLOODLUST BLAGKURR SKILL 12


If you win, turn to 52
If you lose, turn to 21



13


You demand to know just how much it is worth for you to leave right now and the man proffers a purse of gold. ‘There’s 100 gold in there and a further 500 awaits you once you return to your homeland. My Master knows where you hail from and his agent will be sure to deposit the money at your dwelling place at daybreak.’
600 Gold Pieces is a lot of money. Are you tempted? If so, turn to 30. Otherwise, do you attack the insolent man (turn to 27) or do you command him to leave your presence immediately (turn to 24)?


14


Your name is called by the King and you are invited to step forwards. Standing by his side is his daughter who holds out two brightly-coloured scarves and asks you to choose an opponent.
Do you select the red scarf (turn to 16) or the gold scarf (turn to 44)?


15


In the dead of night you are awakened by a ripping sound and you open your eyes to see a thin stiletto blade cutting a neat line down the back of your tent just behind your bed. You jump from the bed and, although wearing only your breeches, grab your sword from where it stands by the bed and shout ‘Identify yourself, intruder’ as a repulsive Goblin steps through the slashed hole and onto your bed, its filthy feet plastering your white sheets with mud.
‘Master sent me, oh Lord. Master said tell Lord that he must die for not listening to Master last night. Much gold was he offered and much stupid he is for not taking gold and leaving forever. Make Master proud shall I,’ and with that the Goblin launches itself at you with a piercing battle cry. You must defend yourself:

GOBLIN ASSASSIN SKILL 9 STAMINA 6

If you win, your squire, alerted by the noise, appears just in time to see the Goblin wince with pain and drop to the floor. You wipe the vile creature’s disgustingly glutinous green blood from your sword and kick its body to one side.
‘Another unwanted envoy from our friend who is desperate to see you leave the tournament, then’ the squire says with a laugh and drags the body outside.
The following morning you rise early, dress for battle, and leave your tent. With some surprise you notice that your would-be killer’s corpse has disappeared, ‘Eaten in the night by Deathhawks, no doubt’ suggests your squire, but you are not so easily dismissive of this phenomenon. Nonetheless, you clear your mind of thoughts that could detract from your final day performance and ride, for the third and final time, into the tiltyard to the rapturous applause of the crowd, which today is so huge that it reaches right up to the limit of the list on all four sides. Turn to 29


16


You are dismayed to learn that you have opted to take on the Chaos Champion today. The bearing of the Chaotic is genuinely unsettling: his armour is entirely black and covered with threatening black spikes. His horned helmet has similar spikes protruding left and right and he wears a metal codpiece in the shape of a grisly skull. His squire removes his black cape theatrically before he mounts his dark destrier and you both line up at opposite ends of the list and set your lances in the attack position. Resolve this joust:

CHAOS CHAMPION SKILL 14

If you defeat this opponent, turn to 49


17


You drop your weapon, but the Chaos Champion does not follow suit and is suddenly knocked to the ground by a blast of intense red light. You turn towards the direction that the bolt of light came from and see that the Grand Wizard of Lendle was its source, presumably secreted in the crowd in case of an unruly incident such as this. The smouldering fused remains of the Chaos Champion’s armoured body is dragged from the list, but you are horrified when the King declares you to have forfeited your victory due to your willingness to engage in illegal combat during a tournament. You are ordered to leave the city state by nightfall and are led away from the tiltyard by your squire, disgraced but alive. You may wish to enter a future tournament somewhere one day, but you will not be welcome in Royal Lendle in future.


18


Are you using Lord Thrombard’s father’s titanium lance today?
If so, turn to 38
If not, turn to 6


19


Sir Harold’s prostrate form is carried from the tilt by his squire, whilst a second attendant gathers up his damaged helmet and lance. The crowd roars with approval as your hand is raised in victory yet again. You have defeated the local favourite and now have the support of the throng who have switched their allegiance to you. You may now fight all subsequent jousts with a +1 Skill bonus for the intimidation the crowd aims at your opponents. Turn to 37


20


You are pleased to learn that the plucky Sir Harold de l’Espoir fought back to overcome Darkal Skullsplitter after initially trailing 0-1 and has successfully reached the second round. You ask that the herald passes your best wishes onto Sir Harold. Gain 1 Luck point for this honourable gesture. Now turn to 48


21


You hit the ground with a violent thud for the final time in this tournament. The crowd rushes en masse onto the list and your victorious opponent is raised aloft on its shoulders and carried away towards the smiling King. He casts you one single wry glance and waves his arm as a signal to his guards to remove you from his sight. You are unceremoniously stripped of your helmet and armour which is thrown in the mud, before you are clapped in irons and struck over the head with the pommel of a sword.
You come round in a damp foul-smelling dungeon, which will be your home for however many days it is before you are put to death, the final act of the King’s daughter’s wedding festivities. Perhaps you should have heeded the warnings from your nocturnal visitors, after all...


22


A hush falls over the crowd as the King calls for silence before announcing that today they will witness a showdown between two human champions, both hailing from Allansia. A cheer of excitement rises from the audience as you realise you will face Salamonis’ honourable hero, Lord Thrombard. He offers you his hand and you accept it and grasp his arm with your eyes lowered in the traditional Allansian gesture of mutual respect. Thrombard wishes you luck and sets off to the far end of the tilt where his squire helps him onto his horse. Whilst he is clearly advancing in years, you are well aware of the ease of his two victories yesterday and your squire warns you against complacency. You and Thrombard line up at opposite ends of the list and set your lances in the attack position. Resolve this joust:

LORD THROMBARD SKILL 10

If you defeat this opponent, turn to 28


23


Just as you are about to be engaged by the Chaotic, blasts of intense red light smash into your chests. Your last sight is of the crowd pelting you both with all manner of unpleasant ordures as you collapse face down dead in the mud. You have failed, both dead and shamed by history.


24


‘You will regret this tomorrow, mark my words. My Master will not take kindly to your ingratitude.’ The man leaves your tent with a swish of his cloak and you bed back down to sleep, making sure that the clasp on your tent entrance is secured from the inside to prevent any further intrusions. Turn to 43


25


The herald announces that Lord Thrombard and Bloodlust Blagkurr won through to the second round in their heat, the Chaos Champion somehow losing to both fighters. Turn to 51


26


As you and your opponent assemble at opposite ends of the tilt, the King calls for silence and makes a surprise announcement that raises a roar of sadistic approval from the crowd:
‘My Lords and Ladies, today we change the rules very slightly to make this a blood-match to remember. Instead of playing best of three falls, we will play best of five. To the victor 1000 Gold Pieces and the title of Champion of Royal Lendle, but to the loser only death awaits at the hands of my executioner.’ The King laughs in an unexpectedly evil manner and then calls for the final joust to begin by announcing that today they will witness a showdown between two human champions, both hailing from Allansia. You will now face Salamonis’ honourable hero, Lord Thrombard. He offers you his hand and you accept it and grasp his arm with your eyes lowered in the traditional Allansian gesture of mutual respect. Thrombard wishes you luck and sets off to the far end of the tilt where his squire helps him onto his horse. Whilst he is clearly advancing in years, your squire warns you against complacency. You and Thrombard line up at opposite ends of the list and set your lances in the attack position. Resolve this joust which will be played to best of five runs:

LORD THROMBARD SKILL 10


If you win, turn to 52
If you lose, turn to 21



27


You reach for your sword and, as you do, the man whips out a long dagger from inside his belt. He is agitated by your action and prepares to defend himself with a look of fear on his face:

NIGHT VISITOR SKILL 8 STAMINA 7


If you kill the mysterious man, turn to 7


28


In spite of a valiant attempt to grip his horse with his knees and acrobatically propel himself back into the saddle, your final blow eventually sends Thrombard flopping to the floor. As your horse comes to a halt and the King declares you the winner of this bout, Thrombard approaches you, removes his helmet and tells you that you are a truly superb jouster. He presents you with his one remaining unbroken lance which he tells you is the titanium lance his father used many years ago. He requests that you carry it in tomorrow’s Finals in his father’s honour, as Thrombard had himself intended to do had he reached that stage. Turn to 47


29


Who is your opponent in today’s Final bout?
If it is Bloodlust Blagkurr, turn to 42
If it is Lord Thrombard, turn to 26
If it is the Chaos Champion, turn to 18


30


The man presents you with a purse containing 100 Gold Pieces, as promised. You wake your squire and tell him to strike your camp immediately and prepare to set off for your homelands. Your squire tries to reason with you by reminding you of the importance of the honour of competing in the tilt, but you are unmoved. You depart under cover of darkness, wealthy but dishonoured. You can never return to Royal Lendle as long as you live.


31


You return to your pavilion to rest and, as your squire repairs your armour and lances for tomorrow’s Final bout, an equerry parts the entrance flaps of your tent and announces the outcome of today’s second combat bout. If Lord Thrombard got to today’s stage, then he struggled to win his second two runs after initially being unhorsed, but did ultimately win and you will fight him in the Final . If Bloodlust Blagkurr reached this round instead, then he primitively bludgeoned his way past today’s opponent and you will have to fight him in the Final. Turn to 3


32


You are disappointed to hear that the nauseating Ogre, Darkal Skullsplitter defeated Sir Harold de l’Espoir easily with two unhorsings in a row, but you console yourself with the fact that you will no longer have to face him again unless he reaches the final, assuming you progress that far yourself, of course. Now turn to 48


33


Your name is called by the King and you are invited to step forwards. Standing by his side is his daughter who holds out two brightly-coloured scarves and asks you to choose an opponent.
Do you select the red scarf (turn to 16) or the dark blue scarf (turn to 22)?


34


The titanium lance gives you a +2 Skill bonus for the duration of this final day’s bout. Now turn to 12


35


Your second opponent is Sir Harold de l’Espoir. Your squire tells you that Sir Harold is keen to make his name at this event, as he is relatively new to jousting and wants to make a good impression on his King. He also hopes to benefit from a partisan local following. He is easily the weakest and least experienced entrant to the tilt, so this looks to be a promising start for you. Sir Harold is of small stature, wearing bronze-coloured armour with matching bronzed upper body armour on his horse. He smiles confidently before lowering his flat helmet visor. You notice a slight quiver of anticipation in his lance arm, which suggests he may not have wanted to face you at such an early stage. You both line up at opposite ends of the list and set your lances in the attack position. Resolve this joust:

SIR HAROLD DE L’ESPOIR SKILL 8

If you defeat this opponent, turn to 19


36


You check that your sword is within easy reach and ask the man what business he would have with you at this late hour.
‘I come to make you an offer, sire. A very good offer. My Master, your most esteemed future opponent, would have you suddenly find yourself called away this very night. In return for this act you will be most generously rewarded.’
How do you respond to this blatant bribe:
Will you attack the man (turn to 27), enquire as to the value of the “reward” (turn to 13), or refuse and literally kick the man out of your tent (turn to 24)?


37


Your first day of jousting is complete and you take the chance to rest in your pavilion and tend to any wounds. Gain 3 Stamina points. Soon a herald enters and brings news of who has won in the other Group heat.
Roll on die:()
If you roll 1 or 2, turn to 41
If you roll 3 or 4, turn to 5
If you roll 5 or 6, turn to 25


38


The titanium lance gives you a +2 Skill bonus for the duration of this final day’s bout. Now turn to 6


39


Your first opponent is Sir Harold de l’Espoir. Your squire tells you that Sir Harold is keen to make his name at this event, as he is relatively new to jousting and wants to make a good impression on his King. He also hopes to benefit from a partisan local following. He is easily the weakest and least experienced entrant to the tilt, so this looks to be a promising start for you. Sir Harold is of small stature, wearing bronze-coloured armour with matching bronzed upper body armour on his horse. He smiles confidently before lowering his flat helmet visor. You notice a slight quiver of anticipation in his lance arm, which suggests he may not have wanted to face you at such an early stage. You both line up at opposite ends of the list and set your lances in the attack position. Resolve this joust:

SIR HAROLD DE L’ESPOIR SKILL 8

If you defeat this opponent, turn to 2


40


The bedraggled muscular form of Skullsplitter is helped to his feet by his squire who he knocks flying into the mud with a disgruntled snarl. He gestures obscenely at the crowd who boo and jeer him, tossing rotten fruit and other detritus in his direction. The humiliated Ogre runs from the field of competition and into his pavilion. The crowd roars with approval as your hand is raised in victory. You must now face the other entrant in this Group, Sir Harold de l’Espoir. Turn to 35


41


The herald announces that the Chaos Champion and Bloodlust Blagkurr won through to the second round in their heat, Lord Thrombard losing to both fighters. Turn to 51


42


Are you using Lord Thrombard’s father’s titanium lance today?
If so, turn to 34
If not, turn to 12


43


The next morning you present yourself once again in the lists and revel in the pomp of Day 2 of the event. The King gushes about how great an achievement it is for the four remaining champions to have reached the second round and the crowd is lapping up all his rhetoric. The noise of the assembled throng is deafening and you notice that a section of it is waving your colours today. This fills you with confidence and pride and the cheer as your name is announced is noticeably louder and more enthusiastic than yesterday’s.
Which combination of combatants progressed from Group 1?
The Chaos Champion and Bloodlust Blagkurr? Turn to 14
The Chaos Champion and Lord Thrombard? Turn to 33
Bloodlust Blagkurr and Lord Thrombard? Turn to 8


44


The crowd roars with pleasure as the King announces that your opponent for today will be the Man-Orc Champion, Bloodlust Blagkurr. He stands almost seven feet tall, with green skin and considerable arm and chest muscles. He wears no armour as such, other than steel spiked epaulettes and similarly spiked boots. Around his waist he wears a simple fur loincloth from which hangs several human limb bones. You both line up at opposite ends of the list and set your lances in the attack position. Resolve this joust:

BLOODLUST BLAGKURR SKILL 12

If you defeat this opponent, turn to 4


45


You shout ‘DISHONOUR’ to the King who nods in acknowledgement of your claim. As you do this the crowd starts to chant ‘DISHONOUR, DISHONOUR’ too and collectively turn their hands so that their thumbs point downwards. The Chaotic pays this no heed but is suddenly knocked to the ground by a blast of intense red light. You turn towards the direction that the bolt of light came from and see that the Grand Wizard of Lendle was its source, presumably secreted in the crowd in case of an unruly incident such as this. The smouldering fused remains of the Chaos Champion’s armoured body is dragged from the list and you are declared the winner of this bout. Turn to 31


46


Your first opponent is Darkal Skullsplitter, the Ogre Berserker. Your squire tells you that Skullsplitter entered for no reason other than the pleasure of maiming, which does not reassure you that this will be an easy contest. He wears no armour, his huge muscles rippling in the morning sun. His only clothes are leather boots and shorts, and studded leather amulets. His vicious yellowed upright tusks are stained with his breakfast and his shaven head is scarred from previous fights. You both line up at opposite ends of the list and set your lances in the attack position. Resolve this joust:

DARKAL SKULLSPLITTER SKILL 11

If you defeat this opponent, turn to 40



47


You return to your pavilion to rest and, as your squire repairs your armour and lances for tomorrow’s Final bout, an equerry parts the entrance flaps of your tent and announces the outcome of today’s second combat bout. If the Chaos Champion also reached today’s round, then he got an easy victory against his opponent and you will face him tomorrow. If Bloodlust Blagkurr reached this round instead, then he primitively bludgeoned his way past today’s opponent and you will have to fight him in the Final. Turn to 3


48


With two combatants already having been knocked out of the tournament, yourself and the remaining three are invited to a lavish banquet in honour of the first day of victories. The King recounts tales of his days in the lists as both a debutant and in his more experienced years and it is apparent that he was either a very prolific jouster or that he has a very vivid imagination. Food is eaten in huge quantities, and wine and grog flow freely until everyone has had their fill and the contestants begin to leave for the night. As you all must be in peak condition for tomorrow, you and your fellow jousters are restricted to enough meat, bread and wine to give you strength, but the food is of good quality and refreshes you adequately. Gain 4 Stamina points. Once you have eaten and have shared pleasantries with the King and his daughter, you make for your pavilion to sleep.

In the middle of the night, your sleep is disturbed by a rustling sound as your tent entrance flaps are parted and a shadowy figure enters in the darkness carrying a small lantern. You can make out the features of a short hook-nosed man with dark sinister eyes as he approaches you whispering your name.
Will you attack the man? Turn to 27
Or will you wait and see what he wants? Turn to 36


49


You are as amazed as the crowd when the Chaos Champion takes his second fall and the King declares you the winner. The Chaotic thumps his armoured fist at the ground, stands up, and points his finger at you: ‘No man unhorses me and lives!’ he roars, producing a black short sword from within his left leg armour. He runs at you screaming with fury.
Do you assume an en garde position and prepare to fight with your lance? Turn to 11
Or will you shout to the King in case he has not noticed this breach of list etiquette? Turn to 45


50


The bedraggled muscular form of Skullsplitter is helped to his feet by his squire who he knocks flying into the mud with a disgruntled snarl. He gestures obscenely at the crowd who boo and jeer him, tossing rotten fruit and other detritus in his direction. The humiliated Ogre runs from the field of competition and into his pavilion. The crowd roars with approval as your hand is raised in victory yet again. Turn to 37


51


The herald then declares the results of your heat. You are of course through to the next round with two straight victories, but which of your two initial opponents lost to the other?

Roll one die:
If you roll 1-3, turn to 20
If you roll 4-6, turn to 32


52


Your opponent is unhorsed for the final time in this tournament and your squire, along with a large number of spectators, runs towards you arms held high in adulation for your victory.
You are lifted from your horse and raised aloft by your adoring public, who carry you to the platform where the King has sat and observed since the event began two days ago. Amidst the cacophony of cheering you can distinguish the King telling you that a prize of 1000 Gold Pieces is yours along with a title and an estate near Royal Lendle. You are now undisputed master of the tiltyard and glory is yours.Congratulations.