Friday, March 30, 2012

An imposter Knight!

A cry goes up following the joust of Sir Donnal and Sir Theon! The squire of Sir Theon has found the young knight tied up in his tent! As the "fake" Sir Theon is dragged from the field, his helm is removed to reveal the former squire of Sir Eusyram, Polg!

He has tried to steal glory (and more importantly gold from the knights of the tourney!

Round 4 has been delayed until the real Sir Theon is allowed to compete honestly and fairly against Sir Donnal!

(It was found that I blundered in determining the results of this joust, so we are going to replay it).

Thursday, March 29, 2012

Day 3 of the tourney is complete...

Here are the results from day 3. We have 5 knights advancing to the 4th day (actually Jeff Rients' knight is advanced to the 5th round as a bye due to the odd number of knights). So far this has been great fun to run and watch develop.

You can also download the results from my sidebar in the download section.

Wednesday, March 28, 2012

Day 2 of the Tourney is complete.

Here is the action from day 2 of the tourney, 8 knights advance to round 3, and 1 skips straight to 4 due to a draw causing an odd number of knights (knight with highest win / xp count moved on to 4 - Sir William (the turtle) Rocastle.

Download the PDF, here, or on my sidebar.

I am going to have to tweak some rules already, after this tourney as somethings are bugging me about the system. But I am not going to make it more complicated than it needs to be (after all, I am doing all of the paper work - and it is enough).

Tuesday, March 27, 2012

Day 1 of the Tourney is complete.

For those that wish to see the results, I have posted a pdf here, and on my sidebar in the Downloads sesction.

Friday, March 23, 2012

Still time to join the lists!

Sunday (Mar 25th) is the deadline (at 23:59 EDT) for anyone who wishes to submit a Knight for the FlailSnails Jousting Tourney. (Just search Google+ for FlailSnails Jousting Field to find me). You can submit a knight via email to me at: mike.davison317 AT

Here is the final draft of the rules.

Also, I encourage anyone joining to use the Heraldry Coat of Arms creator at the Inkwell site here.

The pairings will be drawn on Monday (Mar 26th) and sent out to the list, so 1st passes should begin Monday afternoon.

The reward for Champion is 100gp per Knight (currently at 1,900gp). 2nd Place will get 1/2 of that, and 3rd gets 1/2 of 2nd place prize.

Ransom must be paid by the loser of each joust, so I expect a lot of penniless knights after the tourney that will need to adventure to buy their way back to the next tourney.

Here is map of the local area, known as The Blessed Realms of Normandie, any similarities between Normandie and the real Normandy is purely coincidental, I assure you.

Monday, March 19, 2012

FlailSnails Jousting Tournament!

I have tweaked the Chain Mail jousting rules and plan to start a play-by-post tourney, you can find my rules for Knight generation here, and squire & retinue generation here. Each "pass" both Knights will send me their Aiming point and defensive posture and I will determine the results. I will award xp based on the points earned each joust and of course there will be "cash" prizes (that is in-game prizes) for the Champion of the Lists.

You can find me on G+ as Mike Davison (my image is a cat with glowing eyes), or email me at mike.davison317 AT gmail DOT com.

Thursday, March 8, 2012

My answers to 20 Questions...

1.       Ability scores generation method?
3d6 in order
2.       How are death and dying handled?
 Death below 0, 0 is roll on table (by me) but depending on results could still be in the fight.
3.       What about raising the dead?
Yes by powerful clerics.
4.       How are replacement PCs handled?
This is FlailSnails, they appear as needed.
5.       Initiative: individual, group, or something else?
Group initiative.
6.       Are there critical hits and fumbles? How do they work?
Double damage on natural 20. No fumbles.
7.       Do I get any benefits for wearing a helmet?
Yes on the Special 0 hit points table.
8.       Can I hurt my friends if I fire into melee or do something similarly silly?
Yes, random determination for misses.
9.       Will we need to run from some encounters, or will we be able to kill everything?
Run is always a good option.
10.   Level-draining monsters: yes or no?
Hell yes.
11.   Are there going to be cases where a failed save results in PC death?
Oh hell yes.
12.   How strictly are encumbrance & resources tracked?
Not strictly, I expect everyone to have and use some common sense.
13.   What's required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
No training, yes automatically, only after an adventure never during a session.
14.   What do I get experience for?
Typical stuff, killing monsters, collecting & spending treasure, and some bonuses for good role-playing or travelling to new places.
15.   How are traps located? Description, dice rolling, or some combination?
A little of both.
16.   Are retainers encouraged and how does morale work?
Yes, and morale works as per Labyrinth Lord rules.
17.   How do I identify magic items?
A sage or Detect Magic will work.
18.   Can I buy magic items? Oh, come on: how about just potions?
No, not even potions.
19.   Can I create magic items? When and how?
At high levels maybe, will cross that bridge when we come to it.
20.   What about splitting the party?
On G+ sessions, no I wouldn’t recommend it.