Common Events at the Vionhaus Tournament
While the main events at Vionhaus are the Joust, the Duels and the Melee, open only to Knights, there a number of secondary competitions in the periphery open to the common folk.
Archery
(A Chainmail riff on Delta's post)
Open to all. Knights must contribute 100sp to the prize pool. The king has contributed 500sp.
All contestants make a single Longbow attack each round. Heroes add +2, Superheroes add +4.
| Round | Distance | Hit on 2d6 |
|---|---|---|
| 1 | 50 yards | 5+ |
| 2 | 100 yards | 6+ |
| 3 | 200 yards | 7+ |
After a hit, contestants roll 2d6 to determine their accuracy. Heroes and Superheroes add +2 and +4 as before.
| 2d6 | Ring | Score |
|---|---|---|
| 12+ | Gold | 9 |
| 10-11 | Red | 7 |
| 8-9 | Blue | 5 |
| 5-7 | Black | 3 |
| Up to 4 | White | 1 |
Before rolling, a contestant can choose to trade -1 on the first roll for +2 on the second, up to a maximum of -3 for +6.
The first, second and third place wins 1/2, 1/3 and 1/6 of the prize pool respectively.
Wrestling
Any may pay the current champion to challenge them. Commoners must pay 1sp, Knights must pay 100sp. Each round, both combatants roll 1d6 per Fighting Capacity.
| Result | Effect |
|---|---|
| Tie or 1 over | Roll again, crowd excitement +1 |
| 2 to 5 over | Win by submission |
| 6+ over | Win by throw, excitement +1 |
Before rolling, a contestant can choose to wager their wrestling dice to perform a stunt. They roll the wagered dice, on a 1-3 they lose the die, and on a 4-6 they gain one.
Best out of three matches wins. The winner becomes the new champion. Knights can trade honour as in a joust, though a knight who loses to a commoner loses honour. Crowd excitement adjusts the winner's reaction rolls among common folk for the remainder of the tournament.
Dice
(This is just Crown and Anchor, with the double and triple betting bolted on. I may have the maths wrong, but I'm pretty sure even with the 30x payout, triple bets are worse overall than just betting on a number.)
Each round, the banker rolls 3d6. Players bet coins on which numbers will turn up, gaining 1x, 2x or 3x their bid based on how many dice show the numbers they bet on.
Players can also bet on a double, which pays out 2x, and a triple, which pays out 30x.
Incorrect bets are lost.
...
Listening to: If Books Could Kill, Three Cups of Tea
Reading: Werebeasts of Hel by Asa Drake