(514-05-18) Sir Merryn's Joust
Summary: Sir Merryn de Pitton squares off in his joust against a knight of Carlion
Date: 514-05-18
Related: None
merryn 


Success
You check your tourney at 7, you rolled 2.

The jousting is beginning to wind down, and rather late on the lists is a young Pitton knight, Sir Merryn. As his pairing is announced he guides his charger out onto the grounds. His shield bears his family crest, but tied around the arm bearing his lance is a favor, a kerchief in yellow and red. The young knight is at least outwardly calm, his steed reflecting his mood. It would take a sharp eye and familiarity to spot the slight tension gripping him about the drawn pairing. He sits upright in his saddle, jaw set firm, peering down towards the other end of the jousting field, waiting for his opponent to appear.

The knight that rides up opposite from Merryn seems to have some standing with the court at Carlion, as noise rises up from the viewing stands as he comes around on his own slightly larger charger, his lance and armor obviously of a finer make than that of the young Salisbury knight across from him. There's not shortness of confidence from this side of the field as the two take their positions and get ready for the charge.

Success
You check your lance at 15, you rolled 9.
Success
Idris makes a check for Notable Knight's lance at 16, he rolled 15.
Idris rolls 6d6 and gets (2 6 5 5 1 3) for a total of: (22)
Success
You check your horsemanship at 15, you rolled 9.

The two knights charge, lances dropping as they ride towards each other, dust kicking up behind them. Merryn's lance fails to connect with the other knight, though a heavy bang signals the other knight's lance smashed along Sir Merryn's shield, scraping along the painted lion on its face and leaving the younger knight slightly off balance. With a bit of luck he manages to regain his balance on his saddle as both horses are brought about for another pass. The more established knight looking a bit consternated at the fact his younger opponent is still seated, though Merryn just looks more determined to make a good showing on this next pass, adjusting his grip on his weapon.

Failed.
You check your lance at 15, you rolled 18.
Success
Idris makes a check for Notable Knight's Lance at 16, he rolled 1.
Idris rolls 6d6 and gets (1 3 2 5 4 3) for a total of: (18)
Success
You check your horsemanship at 15, you rolled 14.

Perhaps Merryn took more abuse to his shield arm in the pass than he let on, or realized. His lance drops low as he gets closer to the other knight, just barely avoiding sticking in the ground but no where near to striking on target. His shield however takes another blow for him with another loud crack that echoes across the field. One thing can be said for Sir Merryn de Pitton, he's stubborn. This time he's relatively quick at regaining his balance.

The other knight as he turns about for the next pass is looking less dismayed and more annoyed at the audacious tenacity of his opponent staying on his horse but unable to land a blow. Neither knight wastes time in coming about, lances once more aimed for each other, horses getting only a moment to breathe before being urged by the spurs of their riders once more.

Failed.
You check your lance at 15, you rolled 16.
Success
Idris makes a check for Notable Knight's Lance at 16, he rolled 7.
Idris rolls 6d6 and gets (5 5 1 6 5 2) for a total of: (24)
Critical Success!
You check your horsemanship at 15, you rolled 15.

It's beginning to sound like a thunderstorm, the repeated cracking of lance on shield. One might not be blamed to think Merryn may be enjoying taking this punishment. Though he certainly seems to be getting used to it. He barely shudders in his saddle as he takes a third blow from the lance, his own once more missing his now downright annoyed opponent. Merryn twists his arm to give a good look at his shield as he reaches the far end of the grounds, tsking softly at the three gouges marring up the sleeping lion painted on it. But glad for it being there. He takes a deep breath as he brings his charger around, calmly watching his opponent nearly strangling his grip on the lance. And then the ba-da-dum of hooves charging across the bare earth rings out once more.

Success
You check your lance at 15, you rolled 12.
Success
Idris makes a check for Notable Knight's Lance at 16, he rolled 2.
Merryn rolls 6d6 and gets (5 4 1 1 6 3) for a total of: (20)
Success
Idris makes a check for Notable Knight's Horsemanship at 16, he rolled 11.

Each pass seems to bring more and more luck to Sir Merryn, and this time he's the one to land a clean shot on his opponent. His lance marring the painted falcon on the other knight's shield his own spared from the abuse this time. Now he seems eager to push his advantage, and the more established knight feels the need to prove once and for all this young upstart isn't going to get the better of him. Just as the dirt begins to settle it's kicked up again.

Success
You check your lance at 15, you rolled 6.
Success
Idris makes a check for Notable Knight's Lance at 16, he rolled 5.
Merryn rolls 6d6 and gets (1 4 6 6 6 6) for a total of: (29)
Success
Idris makes a check for Notable Knight's Horsemanship at 16, he rolled 12.
Success
You check your lance at 15, you rolled 11.
Success
Idris makes a check for Notable Knight's Lance at 16, he rolled 10.
Merryn rolls 6d6 and gets (3 1 2 1 6 6) for a total of: (19)
Failed.
Idris makes a check for Notable Knight's Horsemanship at 16, he rolled 17.

Both knights seem locked in an unwinnable back and forth of pass and strike, and each time Merryn is once more a little bit ontop, the first pass nearly unseats the poor knight who seems to be letting his emotions get the better of him, the pass leaving the tip of Sir Merryn's lance broken. There's a pause as he casts aside the lance, taking another from a quickly approaching squire, giving the two knights a chance to eye eachother warrily across the field.

Fresh lance in hand, they're once more on their headlong charge against eachother. One final crack of thunder as they Merryn's lance once more strikes a keen blow, and three is a blessed number for him. Three hits taken and he remains seated, three blows delivered and the other knight loses his seating upon his steed, landing with a heavy clamor on the ground.

Sir Merryn is in almost too muh of a shock to remember what he should do in the actual case of victory, but luckily his horse takes a quick lap around the field with minimal guidance, leaving him before the royal box to make his bow to the king and queen.

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