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Post by Father on Jul 22, 2018 14:24:26 GMT 1
Following Lord Tyrell's grand hunt, those who partook may join for festivities in the grand hall, the atmosphere is relaxed and men can be allowed to behave like proper men, some daring lades might whisper the word pigs, other, less proper ones might say that out loud.
Restricted Event Only knighted individuals in good standing (Status(Reputation)+chivalry TN 12) having taken part in the great hunt are invited, stealth or deception tests at TN 12 may assist in circumventing these requirements. Once inside, characters may engage in any of the following:
Gathering of Event Points (EP), these mostly serve to impress and bond with others, you may improve the disposition towards you from knights in attendance with a combined status equal to your EP by +1. You may offer suggestions, but ultimately it's up to narrator whim.
Arm wrestling: Fighting (Brawling) TN 12 Athletics (Strength) TN 12
Success on both tests: +1 EP, each additional 2 DoS: +1 EP. Highest total DoS: +3 additional EP.
Twist: Deception(Cheat) may be used instead of your choice of these two tests.
Drinking Contests:
Poison mechanics, you can partake in a number of rounds equal to your endurance ranks before any tests are made. For each round thereafter, you suffer a test against your passive endurance with "attack dice" equal to the number of rounds exceeding your endurance ranks, this attack is repeated one hour after that round. For the sake of mechanics, it is assumed that each round occurs every 10 minutes. If the attack test succeeds, you suffer a cumulative -1D to all tests and you are knocked out if the penalty dice equals your endurance ranks, should the total amount of penalty dice reaches 3 times your ranks, you die. You may choose to quit while the going is good.
Getting to round 6 and every 2 rounds after grans +1 EP each. +3 additional EP to whoever can keep it up longest.
Gambling: The stakes to be played are either 20, 50, 100 or 210SS (1GD), you may win up to 3000SS (total, not net, which is just a bit above 14GD).
You can partake in games of chance, roll 1d6, upon achieving 3-4, you break even, upon 5 or 6 you make a profit of 1GD, else you loose your bet. Special: Characters with the lucky benefit rolls 2d6k1.
You can also partake in games of skill, making any combination of the following tests (gain +1b on each test for every two that you undertake): Awareness(Empathy) TN 12 Deception(Bluff) TN 12 Cunning(Logic) TN 12 Persuasion (Seduce) TN 12 - though expect interesting consequences for opting to distract opponents in such fashion. Take the average DoS across all tests (round down) as your result, mark the dice rolls with how many tests are taken. Your profits are equal to the DoS. A critical failure counts as -2 DoS.
Special: You may also attempt Deception(Cheat) against TN 12, on a success you may instead round your average DoS up, failure makes makes you loose your bet, critical failure gets you caught. This does not count towards gaining bonus dice to the tests.
Gain 1 EP for the 1st, 3rd, 6th etc 200SS you win in total.
Socialization. Many options exists, you may initiate simple intrigue against TN 13 up to three times, using a different technique each time, though some may not be appropriate. Note that you cannot intrigue specific individuals, but broad categories such as Blackfyre supporter, member or ally of one of the more prominent houses and so on would be available. Effects as per narrator whim.
Gain 1 EP for each DoS across all tests. But note that "aggressive" techniques (taunt, intimidate, incite) will also result in "black EP" which will be used by narrator whim to lower dispositions towards you.
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Post by Aerion Flowers on Jul 22, 2018 20:12:52 GMT 1
Jolly Good Time - Status (Rep) + Chivalry - vs. TN 12: 5d6k4+7 22 - 3 DoS - Allowed EntryArm Wrestling:Jolly Good Time - Fighting (Brawling) - vs. TN 12: 4d6 7 - Critical FailureJolly Good Time - Athletics (Endurance) - vs. TN 12: 6d6k4 15 - 1 DoSAerion is disgraced by his performance, and slinks off to try and improve his disposition through gambling and socializing. Gambling:Jolly Good Time - Gambling: 10#1d6 1 2 4 6 3 5 3 5 3 2 - Net break even (3GD total won). Let's try again. Jolly Good Time - Gambling 2: 10#1d6 3 5 5 3 4 4 6 3 1 1 - Net +1GD (6GD total Won). 3rd time's a charm. Jolly Good Time - Gambling 3: 10#1d6 3 5 6 2 1 2 5 3 2 6 - Break even again (9GD total won). Aerion's feeling lucky. Jolly Good Time - Gambling 4: 10#1d6 3 4 3 6 5 4 4 1 1 4 - Net Break Even (11GD total won). Unless total GD is what determines EP, and not just net GD, then he is likely done gambling since law of averages is just going to have him break even all the time. +1 GD (net) Won from Gambling. 11 total GD Won from Gambling. Jolly Good Time - Games of Chance - Awareness (Empathy) +1b vs. TN 12: 4d6k3 10 - 0 DoS Jolly Good Time - Games of Chance - Cunning(Logic) & Deception (Bluff) +1b vs. TN 12: 2#4d6k3 13 15 - 2 DoS total Average DoS = 2/3 round down is 0. +0 GD Won from Games of Chance Socializing:Jolly Good Time - Socializing - Persuasion (Charm) House Starling vs. TN 13: 6d6k4 17 - 1 DoS Aerion tries to make a good impression with the Companions and the men of House Starling, hoping that should it come up regarding a betrothal to Lysette, that his men would have something good to say of him. Jolly Good Time - Socializing - Persuasion (Convince) Supporters of Fire vs. TN 13: 5d6 25 - 3 DoS In talking to some supporters of the blackfyre cause, he does a decent job convincing them that a war might not be worth the losses it would bring. Jolly Good Time - Socializing - Persuasion (Bargain) vs. TN 13: 6d6k4 19 - 2 DoS Aerion tries his best to bargain with anyone who is knowledgeable about the jousts to get some information on how best to defeat each prominent rider (or who is the favourites to bet on). Having had his fill of talk and food, he gets roped in with a number of older men boasting tall tales and larger bellies. Accepting a challenge to drink with them, he gives it his best shot. Drinking Contest:
Round 1 through 4: Auto pass (Endurance 4) Round 5: Jolly Good Time - Drinking R5 vs. TN 16: 1d6 4 - Pass Round 6: Jolly Good Time - Drinking R6 vs. TN 16: 2d6 6 - Pass Round 7: Jolly Good Time - Drinking R7 vs. TN 16: 3d6 12 - Pass Round 8: Jolly Good Time - Drinking R8 vs. TN 16: 4d6 15 - Pass Round 9: Jolly Good Time - Drinking R9 vs. TN 16: 5d6 18 - Fail, -1D on tests (what tests, exactly?) Round 10: Jolly Good Time - Drinking R10 vs. TN 16: 6d6 19 - Fail, -2D on tests. Aerion calls it quits after round 10 before he drinks himself under the table, and tries to shake off the impending headache he will receive. 1 Hour later attacks (if I understand correctly) 1d6 attack won't succeed, nor will 2d6. Jolly Good Time - Drinking in an hour 1 vs. TN 16: 3d6 13 - Pass Jolly Good Time - Drinking in an hour 2 vs. TN 16: 4d6 14 - Pass Jolly Good Time - Drinking in an hour 3 vs. TN 16: 5d6 13 - Pass Jolly Good Time - Drinking in an hour 4 vs. TN 16: 6d6 25 - Fail - -3D on tests. Aerion doesn't pass out, but he is clearly three sheets to the wind and a swift breeze might spell the end for him. All in all a grand time for the young knight.
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Post by Father on Jul 22, 2018 20:41:48 GMT 1
[Oh crap, somehow the part about limits didn't show up in the gambling, so I fudged it to make Aerion's choices legal, putting the limit just above. Was supposed to be 10GD, but now it's 14 and some spare. Also added some smaller stakes available, not everyone is swimming in GP.]
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Post by Roland Cordwayner on Jul 22, 2018 22:08:35 GMT 1
In contrast to his reserved showing at Lord Karl Willum's impromptu gathering earlier at the tourney, Roland took the festivities at the Great Hall as a much needed chance to unwind. He gave a fine account of himself at the arm-wrestling, besting a number of well-known knights but attempting to be magnanimous in victory. Roland drank enough to be social. Then he realised he was enjoying his ale and needed it after a wild day, and drank a bit more than was needed to be merely social. Still, he did not push himself far enough to match the committed revelers, feeling such behaviour unknightly and fearing it would shame his fellow Companions. While only able to tie a fierce game of cyvasse with a fellow Reachman, Roland and his opponent agreed to settle the tie with a game of dice, with a gold Dragon to the winnner. Even at dice it took them a full half hour to be separated, but they departed the merrier for it. Distressed at hearing his name strongly associated with Bittersteel's agitating on behalf of Ser Daemon Blackfyre, Roland did his best to make peace with as many of King Daeron II's friends as he could. Ser Daemon would make a great king - he is King Aegon come again to look at him! However, Daeron is his father's son as proven by trial by combat. Roland's opinion on such rituals was higher where the Dragonknight had taken one side to defend the Queen, whereas he thought less of Ser Balon Blackbriar abusing sacred trial by combat to currying favour with Fireball and Ser Aegor Rivers. From there he moved among the Cordwayner knights, doing his best to convince them that Roland was still a stout Cordwayner, and to loosen their tongues of what they knew of his nephew's betrothal to Ashara Starkwood. Finally, he attempted to strike bargains with the men of House Roxton, seeking loans of manuals on swordsmanship in exchange for his own service as a tutor, or reciprocal loans. D3 - Great Hall Status + Chivalry: 3d6+4 14 - Entry permitted Arm Wrestling D3 - GH Fighting (Brawling): 5d6+1 14 D3 - GH Fighting (Brawling) - reroll 1d6: 1d6 6 = 14 - 1 + 6 = 19 - 2 DoS D3 - GH Athletics (Strength): 5d6k4 15 - 1 DoS 1 Event Point Drinking contest - taken to round 6, exceeding Endurance by 2, but 2D attack dice unable to beat passive Endurance of 16. 1 Event Point Gambling D3 - GH Gambling: 3#1d6 3 5 2 - 0 DoS Great hall - second round of gambling: 1d6 4Great hall - third round of gambling (210SS): 1d6 6Game of skill - D3 - GH Awareness (one test): 3d6 11 - 0 DoS 1 Event Point, 1GD net won Socialisation D3 - GD Persuade (Charm) - Blood Supporters: 4d6k3+4 15 - 1 DoS D3 - GH Persuade Convince/Bargain (Cordwayner/Roxton): 2#3d6+4 14 15 - 2 DoS - aiming to work some information on the fate of Roland's letters, now that I have IC suspicions on the matter from my discussions with Septon Abelar. Understand if that is beyond the scope of this event or exceeds the knowledge of those in attendance. 3 Events Points Total = 6 Event Points = 7 Status of Knights in attendance influenced. Suggestions: Ideally I'd like to improve dispositions with one "Blood" supporter, one "Fire" to guarantee opposing some former friends in the civil war. Tragedy is good drama. Equally happy if result concentrated in one higher status big hitter however, or men of the Kingsguard. Also happy with Narrator whims for wilder drama.]
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Post by Balon Blackbriar on Jul 25, 2018 7:06:57 GMT 1
The vigil for Lord Hightower had exhausted Balon. The hunt moreso. After returning from the Rosewood he went to his pavilion and slept for a brief period in a vain attempt to refresh himself. The short nap helped a little and dousing his head with cold water helped even more. By the time he emerged from his tent the encampment was abuzz with the attempt on Lady Alicent's life. Balon rolled his eyes and sighed when he learned it'd been Roland Cordwayner that'd rescued her. Before heading to the Great Hall for the gathering of knights Balon diverted to the silent procession of the murdered septa. His actions there had revitalized him in a way sleep never could. Ahhh, shitting on the Dornish. Makes me warm inside. he laughed to himself. At the hall Balon went straight for the arm wrestling, intent on doing better than his showing at the Golden Rose Inn. " Who fucking wants some!" Balon shouted as he mercilessly beat another man. A thin armed man approached. " I'll rip your fucking arm right out of the socket boy!" So contemptuous was Balon that he beat the man while drinking with his free hand. " Is there no one else!" He yelled and laughed while slapping the backs of the knights around him. Balon grew bored beating the challengers in the arm wrestling and moved over to a group of men drinking. " Now this is what I call entertainment!" He saw Aerion and Daeron and joined in the fun, seeing who could make it the longest. Daeron and Balon quit at the same time thinking it best to save themselves for tomorrow while Aerion powered on to round ten. " Look at that bastard go!" Balon was well on his way to drunk and didn't realize his terminology was literal. " To Aerion!!!" Balon led a three round cheer. Seeing his brother refuse drink caused him to make a joke or two at Titus' expense. " Don't worry Titus, you'll get short hairs on your balls soon enough!" Gambling and drinking rarely mixed well and Balon proved it to be true. Going up early he slowly lost all his winning and then some. If it bothered him he didn't seem to care singing made up songs as he lost hundreds of silver, " Dornish poison, Dornish blades, Fuck them all, that's what I say!" During the evening Balon made a point to charm and talk with anyone from House Roxton including Lord Owen if he was available. Later he tried talking to some of the Blackbriar men, in Balon's opinion too many favored the Blood. He didn't make much headway as most of them had heard his pitch before and he wasn't sober enough to be articulate. ___________________________________________________________________ Jolly Mood, Status (Reputation) + Chivalry, TN 12: 3d6k3+3 17, Success Current total EP: 10 Arm WrestlingArm Wrestling, Fighting (Brawling), TN 12: 5d6 28, 4 DoSArm Wrestling, Athletics (Strength), TN 12: 4d6 16, 1 DoSSuccess on both: +1 EP Each additional 2 DoS: +2 EP Highest total DoS: Pending Drinking ContestRound 1 - 6: Auto success (Round 5 & 6 can't equal or exceed my Passive END) Round 7: Drinking Contest, Round 7, TN 16: 3d6 13, SuccessRound 8: Drinking Contest, Round 8, TN 16: 4d6 18, Fail Making it to round 8: +2 EP GamblingJolly Mood, Gambling, 100 SS each: 7#1d6 5 4 3 4 1 3 4 Break Even (Running total = 100 SS) Jolly Mood, Gambling #2, 100 SS each: 7#1d6 5 3 5 6 2 2 2 Break Even (Running total = 400 SS) Jolly Mood, Gambling #3, 100 SS each: 7#1d6 3 6 2 4 6 1 4 Break Even (Running total = 600 SS) Jolly Mood, Gambling #4, 100 SS each: 7#1d6 1 2 6 2 5 4 5 Break Even (Running total = 900 SS) Jolly Mood, Gambling #5, 100 SS each: 7#1d6 2 5 3 3 6 4 1 Break Even (Running total = 1100 SS) Jolly Mood, Gambling #6, 100 SS each: 7#1d6 6 6 3 4 6 3 5 +400 SS (Running total = 1500 SS) Jolly Mood, Gambling #7, 100 SS each: 7#1d6 3 5 1 4 2 4 1 -200 SS (Running total = 1600 SS) Jolly Mood, Gambling #8, 100 SS each: 7#1d6 2 1 1 5 3 4 1 -300 SS (Running total = 1700 SS) Jolly Mood, Gambling #9, 100 SS each: 7#1d6 3 3 1 5 1 2 2 -300 SS (Running total = 1800 SS) Jolly Mood, Gambling #10, 100 SS each: 7#1d6 2 5 1 2 6 5 1 -100 SS (Running total = 2100 SS) Gambling Total Won: 2100 SS Gambling Net: -500 SS +4 EP SocialzationHouse Roxton Jolly Mood, Persuasion (Charm), TN 13: 5d6k3+2 16, 1 DoSHouse Blackbriar Jolly Mood, Persuasion (Convince), TN 13: 3d6k3+2 12, Fail+1 EP
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Post by Alliser on Jul 26, 2018 4:47:51 GMT 1
great hall, were a number of other Lords and their retinue were also traveling in a similar fashion. Lord Alliser nods to the gaurds at the door as he passes them, they stare at him but do not move to stop the disliked Lord from joining the others. Lord alliser enters the hall and the warmth of hundreds of bodies wafts over him. Lord Alliser unfurls his cloak with a flourish then passes it off to an unassuming page, who takes the cloak off behind the hall and into a small room, with pages like well orchestrated ants moving from the Lords that are streaming into the great hall. Lord Alliser sees a gathering a kinghts and lords, each relieved of their cloaks and attempting to show their strength of skill with joined hands. Lord Alliser gathered around with the other lords, hooting a hollering with the best of them. Here in the comradery of sport petty political differences mattered far less then who you were cheering on. Lord Alliser made a quick assessment and decides to try his arm at a table three benches down from where he was standing. Lord Alliser sits across from an unassuming man, wishing to join in the fun. Lord Alliser puts his elbow on the table, extending his hand towards the young Lord across from him and grasping his hand. The younger lord chuckles at Lord Alliser slides into the bench seat, "My the better man win" was his pointedly quiped. The hedge knight that had been starting off the wrestling looked towards the two lords and gets their acknowledgement. With a nod that he was ready Alliser locked his brown eyes with the smaller Lords blue.
"Go" commanded the hedge knight. With a flash that lord Alliser could barely comprehend, Lord Alliser felt his bum shoulder give way and Allisers hand smacked down with a crack on the wooden table. The hedge knight raised the young lords arm into the sky and declared him the winner. Alliser congratulated the lord, but nursing this sore hand retreated back into the crowd, to the chuckles of amusement of the gathered lords, and even a few sympathy winces.
Lord Alliser decided he might have better luck at the table with cards. Lord Alliser had enjoyed the such games during other festivities. He had always been rather good at games of skill, his natural ability to tell enough of the truth to be believed was always a talent.
[day 3] AJTATGH GOS awareness empathy +1 b TN 12: 7d6k4 14 1 DOS [day 3] AJTATGH GOS deception bluff 3 tests TN 12: 7d6k4 17 2 DOS [day 3] AJTATGH GOS cunning logic 3 tests TN 12: 7d6k4 17 2 DOS 5/3 = 1 GD gain [day 3] AJTATGH GOS aware emp, cun log, decep bluff, 3 test TN 12 rnd 2: 3#7d6k4 23 18 19 3 dos 2 dos 2 dos 7/3 = 2 GD gain [day 3] AJTATGH GOS aware emp, cun log, decep bluff, 3 test TN 12 rnd 3: 3#7d6k4 20 16 22 2 DOS, 1 DOS, 3 DOS 6/3 = 2 GD gain [day 3] AJTATGH GOS aware emp, cun log, decep bluff, 3 test TN 12 rnd 4: 3#7d6k4 21 12 14 2 DOS 1 DOS 1 DOS 4 / 3 = 1 GD [day 3] AJTATGH GOS aware emp, cun log, decep bluff, 3 test TN 12 rnd 5: 3#7d6k4 15 18 14 1 DOS 1 DOS 1 DOS 3 / 3 = 1 GD [day 3] AJTATGH GOS aware emp, cun log, decep bluff, 3 test TN 12 rnd 6: 3#7d6k4 21 17 15 2 dos 2 dos 1 dos 5/3 = 1 GD [day 3] AJTATGH GOS aware emp, cun log, decep bluff, 3 test TN 12 rnd 7: 3#7d6k4 20 20 23 2 DOS 2 DOS 3 DOS 7 / 3= 2 GD [day 3] AJTATGH GOS aware emp, cun log, decep bluff, 3 test TN 12 rnd 8: 3#7d6k4 19 19 21 2 DOS 2 DOS 2 DOS 6/3 = 2 GD [day 3] AJTATGH GOS aware emp, cun log, decep bluff, 3 test TN 12 rnd 9: 3#7d6k4 20 15 19 2 DOS 1 DOS 2 DOS 5/3 = 1 GD [day 3] AJTATGH GOS aware emp, cun log, decep bluff, 3 test TN 12 rnd 10: 3#7d6k4 23 18 21 3 dos 2 dos 2 dos 7 /3 = 1 gd 60 ss 14 GD = 1,3,6,9,12 = 5 EP Alliser does not join the drinking, thinking that he does not need to speak out of turn about where his house stood between the bloods and fires. He does, however, begin chatting up people from house Florent, trying to convince them that his son is worthy of the seat that was granted to him by Lord Florent. He also begins bargaining those who are sworn of Lord Caswell, trying to show how it is in both their houses interests to draw closer together. Finally he beginning charming the Redwyne , the house of his wives husband, cementing their alliance and attempting to smooth over Lord Allisers own dislike ability.
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Post by Daeron Wildfyre on Jul 26, 2018 5:04:50 GMT 1
Looking to relax before his upcoming duel on the morrow, Daeron takes his time to enjoy some revel-making with his companions and the Companions. Still riding a high from his earlier boar hunt, he took an opportunity to show off his physical strength through some good ole' fashioned arm wrestling. Though he might not have been the strongest man in attendance, he did enjoy the opportunity to humble a few of the other knights by decisively pinning their arms to the table throughout multiple bouts. When the drinking began, Daeron took a moment a few rounds in to acclaim his fellow Companion: "Hail Ser Roland, hero of the day who showed his true knightly virtues by protecting an unarmed lady against 4 cowardly assassins. Their employer should have sent 8 if they wanted to provide a decent challenge to a Kingsbridge Companion!"The drink letting his lips loosen, he permits himself a liberality: "Even though he was protecting a Dornish snake, none here can question that he is a true knight and honors his house."Having said his piece, he continues to drink, stopping only out of concern for his head in the morning, but this does not stop him from socializing with his peers. First he passes around the Companions, reminding them of the importance of knighthood in these days full of poisoners and assassins, an open appeal to the values espoused by those in the Fire faction. (Convince to persuade towards Fire). Only after working himself up among the Companions does he dare make swagger towards knights of obvious Dornish descent and badgers them, accusing them and their kin of being complicit in Lord Jon's murder, poison being a Dornish tool. Rolls:Jolly Mood-Status (Reputation)+Chivalry: 6d6k4+7 27Jolly Mood-Fighting (Brawling): 5d6 19 (2 DOS, 1 EP) Jolly Mood-Athletics (Strength): 6d6k4 19 (2 DOS, 1 EP) Auto Pass through Round 4 of Drinking Contest Jolly Mood-Drinking (Round 5) (TN 16): 1d6 2Jolly Mood-Drinking (Round 6) (TN 16): 2d6 5 (1 EP) Jolly Mood-Drinking Games (Round 7) (TN 16): 3d6 13Jolly Mood-Drinking (Round 8) (TN 16): 4d6 19 (Fail) (1 EP) -1D for being drunk, +2 for knightly chivalry Jolly Mood-Socialization (Convince) (-1D for being Drunk): 5d6k3+2 15 (1 DOS, 1 EP) Jolly Mood-Socialization (Intimidate): 5d6k3+4 17 (1 DOS, 1 EP) Results:6 EP
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Post by Mikel of Harroway on Jul 26, 2018 6:47:05 GMT 1
Entry - Jolly Good Time Status(Rep)+Chivalry v. TN 12: 3d6+5 16 - 1 DoS
Jolly Good Time Arm Wrestling Fighting (Brawling) v. TN 12: 8d6k5 17 - 2 DoS Jolly Good Time Arm Wrestling Athletics (Strength) TN 12: 6d6k4 15 - 1 DoS
Success on both: +1 EP
Automatic success through first four rounds
Jolly Good Time Drinking Contest TN 16 - R5: 1d6 3 Jolly Good Time Drinking Contest TN 16 - R6: 2d6 7
Making it to round 6: +1 EP
Gambling D3 Jolly Good Time Gambling R1: 1d6 5 (+1 GD) D3 Jolly Good Time Gambling R2: 1d6 2 (lost bet) D3 Jolly Good Time Gambling R3: 1d6 6 (+1 GD) D3 Jolly Good Time Gambling R4: 1d6 3 (broke even) D3 Jolly Good Time Gambling R5: 1d6 6 (+1 GD)
Winning 200 SS the 1st and 3rd time: +2 EP points
Game of Skill D3 Jolly Good Time Game of Skill TN 12 v. Awareness: 3d6 7 (Forgot 1b for being in two tests, will not be adding it) D3 Jolly Good Time Game of Skill: 4d6k3 9 v. TN 12
Socializing D3 Jolly Good Time Socializing Persausion (Charm) TN 13: 3d6+2 17 - 1 DoS D3 Jolly Good Time Socializing Persausion (Convince) TN 13: 3d6+2 15 - 1 DoS
+2 EP points for degrees of success
Total EP points gained: 6
Mikel entered the Great Hall with a sense of adventure as he looked on all those within. Given how things had gone this far into the tournament he wondered if there would be any surprises tonight with so many armed men of so many allegiances and intentions drinking so much with each other. He spent some time sipping at a cup of wine and making small talk as he made his way around the Hall to take in the full breadth of it. Once he had finished the lap he quietly decided to become more social tonight than he had been on the previous nights and walked up to the arm wrestling competition he had noticed earlier. The competition was good natured and full of witty banter as they tried each others strength but Mikel had proven himself to be superior, and humble in his victory.
The arm wrestling had improved his mood and he sought some further form of friendly competition. Within minutes he found himself gambling - against his better judgment. Mikel had spent a fair sum before the tournament on things he felt were necessary so choose his amounts and placed his bets carefully. After a good run he decided to find something which required more thought and less chance but was soundly outclassed twice in two such games and he decided it was the perfect time to drink.
Enjoying the drink he continued drinking and fell into a yet another form of contest. He drained six cups before he talked himself into stopping, knowing from experience how wretched jousting with a hangover could be. After that, encouraged by the effects of the drink, he become involved in more conversations and with more people. He finds that with some of the other revelers the rumors against him are brought up and he takes those who do mention it through his version of events in as calm and reassuring a manner as he can summon (Persuasion/Charm-17) He found himself keeping an eye out for any members of House Blackwood hoping to get news about what was going on back home in the Riverlands and insight as to the recent death of Ser Daven.(Persuasion/Convince-15).
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Post by Titus Blackbriar on Jul 27, 2018 11:26:28 GMT 1
The mood in the hall cut false against the the day that had passed. A poisoned Lord had been put to rest and a Septa murdered and neither’s death had been treated with dignity. Titus was in no mood for frivolities. His first joust against an experienced knight was tomorrow. He was tired, nervous and angry and he’d rather be down on the training grounds right now. But social conduct demands a presence and not wanting shame his House he joins. To an extent. Fragments of thoughts race through his head; murder, rumours of treason and civil war, his brother, tomorrows joust, the Lady Deana. Father and Mother. Needing a clear head he does not partake in the drinking nor the gambling. The more was said, the more he though and the tighter the knot in his stomach grew. Titus eventually made his way out of the hall, quietly. And headed towards the training grounds. +8 EP
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Post by Aladale Levalle on Jul 27, 2018 13:55:16 GMT 1
Not in the mood for drinking or gambling after a long day in the woods and the news about the attack on Ser Roland and Lady Alicent that spread like wildfire, Ser Aladale joined the festivities in the Great Hall for a bit of socializing and the hope for an interesting discussion or two. He talked to the various family members and retainers of House Hightower, expressing his sympathy for their loss while at the same time trying to get a feeling for the imminent power shift within the powerful house. He joined his brother in talking with House Caswell to introduce himself and establish good relations with the family from the Northern Reach. After getting roped into an arm wrestling match with a known Fire supporter, Aladale also used the opportunity trying to calm down the raised tempers hoping to prevent further blood letting if everybody kept his cool for the remainder of the Tourney. JM - Status TN12: 5d6k4+3 19Arm WrestlingJM - Fighting TN12: 4d6 10JM - Fighting Reroll 1: 1d6 4 Total 13 JM - Athletics TN12: 3d6 10+ 2 BotA = 13 +1 EP SocialisationFind out about the power balance within House Hightower after Lord Jon's death: JM - Convince (House Hightower) TN13: 7d6k5 17 +3 from chivalry = 20 Improve relations with House Caswell: JM - Charm (House Caswell) TN13: 7d6k5 17 +3 from chivalry = 20 Calm fire supporters to refrain from any more aggressive actions during the Tourney after the death of Lord Hightower and the septa: JM - Bargain (Fire Supporters) TN13: 5d6 12 +3 from chivalry = 15 +5 EP Total: 6 EP
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Post by Cleyton Bolton on Jul 28, 2018 3:04:39 GMT 1
Status (Reputation) + Chivalry for entry: 3d6k3+3 13 - 1 DoS Allowed Entry After a long day CLeyton is looking forward to have some fun, but he won't be joining the drinking contest he rather wake up in decent shape than a hang over from the seven hells for company, and the first thing that gathers his attention is the arm wrestling competition. Fighting (Brawling) Arm Wrestle: 4d6k4 14Athletics (Strength): 4d6k4 10Cleyton technique is fairly decent and is not lacking in strength, but it seems today it failed which cracked a few laughs from himself and others. While the drinking competition begins Cleyton is drawn to a more interesting section of the Great Hall where gambling is taking place and decides to join and make a friend or two. Round 1 - Gambling 50ss: 5#1d6 1 2 6 1 5 - lost 50ss Round 2 - Gambling 50ss: 5#1d6 1 2 2 4 5 - lost 100ss Round 3 - Gambling 50ss: 5#1d6 5 6 4 2 1 - Broke even Round 4 - Gambling 50ss: 5#1d6 4 5 5 4 5 - Won 150ss Round 5 - Gambling 50ss: 5#1d6 2 6 5 6 2 - won 50ss Total Earnings: 50ss occ: thanks orkoss, got some pocket change at least. After an initial bout of bad luck Cleyton stubbornness and luck slowly came back and got enough back to pay his debt and a bit extra, which prompted him to quit while he was still ahead getting a couple of glares, but all he could do was smile, shrug, and walk away with his drink. Socialization Persuasion (Charm): 4d6k3+3 16 - 2DoS Cleyton looks around for the Hutcheson's in order to get closer or at least gain a favorable impression with them, if he is going to pursue lady Tanselle later on in a more serious way. EP Total = 2 (ooc: Orokos gives with one hand and takes with the other.)
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Post by Ser Donnel Blackbriar on Jul 29, 2018 12:59:28 GMT 1
Ser Donnel comes out of courtesy, although he is bone tired from the hunt earlier. He shows his face to those he knows, but puts little effort into finding new aquaintances. He reaffirms his support to the Hightowers after the scandal in the sept, but the man he speaks to seems more interested in the ale than in ser Donnel. Ser Donnel stays for as short as possible, without seeming rude, before he leaves to find more productive ways to spend his night.
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Post by Balon Blackbriar on Jul 30, 2018 21:25:23 GMT 1
Added IC fluff to my original post to reflect a few rolls.
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Post by Addam Velaryon on Aug 1, 2018 16:34:20 GMT 1
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Post by Father on Aug 5, 2018 20:31:19 GMT 1
+1 Disposition with:
Aerion: Ser Vardis of Kingsbridge Lord Addison Appleton Ser Aerion Baratheon Ser Desmond Bridges
Roland: Lord Bryce Bridges
Balon: Lord Owen Roxton Lord Walgrave Oakheart Ser Jonothor Wellbeck
Alliser: Lord Reynald Florent Ser Roland Redwyne
Daeron: Lord Walgrave Oakheart Ser Vardis of Kingsbridge -1: Ser Dagos Manwoody
Mikel: Lord Quentyn Blackwood
Titus: Ser Aemon Flowers Ser Aerion Baratheon
Aladale: Lord Armond Caswell
Cleyton: Lord Flement Hutcheson
Donnel: Gormon Peake
Addam: Ser Aubrey Ambrose Bittersteel
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