Scenarios: 1. Duel 2. Attempted Arrest (Melee) 3. Collecting a Feast 4. Intercept the Treaty 5. Musketeer's and Cardinal's Guard (Melee) 6. Save the King!
(If the tournament ends in a tie, the Berfrois will be tasked to give 1 pt each to the fighter who was the most chivalrous, entertaining, and had the best death.)
"The Tale of the Musketeer"
Scene 1. The Duel
Upon entering Paris our young and brash hero has found himself challenged to a duel. The duel is set for first blood.
Winning by non-fatal blow, the winner will receive 4 écu. Winning by fatal blow, the winner will receive 2 écu. A double non-fatal shot will result in 1 écu given to each duelist. A double fatality and a loss will afford the losers no écu this day.
Scene 2. Attempted Arrest (Melee)
With the duel done our hero rides to continue on his adventures. He notices that he is being followed by a group of the Cardinal's men. He rides to a group of musketeers and dismounts. The Cardinal's men arrive and dismount. The leader tells the musketeer to surrender peacefully for dueling within city gates is a crime. The Cardinal's men pull their swords and the Musketeers pull theirs' as one of them yells… (Marshall will yell `All for One!' to start the melee).
If the Musketeers successfully evade arrest by defeating the Cardinal's Guard, or the Cardinal's Guard successfully take in the fugitive Musketeers (dead or alive), each member of the triumphant team, dead or alive, shall be awarded 3 écu. To each member who is still alive, without wound, 1 additional écu will be awarded.
Scene 3. Collecting a Feast
After the battle with the Cardinal's Guard, the Musketeers find themselves parched and in need of celebration, but they are low on écus after a very unwise bet that was made and lost. They enter the inn and concoct a plan that will provide a good meal.
The winner of the staged fight will receive 3 écus plus a écu for each item pilfered, except for the bottle of wine, which is worth 2 écus. The loser will receive no écus. Once the fight is done, no more items can be pilfered.
Scene 4: Intercept the Treaty
A couple of days ride to Calle pass and our hero finds himself aboard a tall-ship. He knows that the treasonous treaty is aboard this ship. All of a sudden one of the deckhands jumps out at him. A fight ensues and our hero finds himself on a narrow beam as he fights, one false move or to retreat too far and he will fall off the beam into the water.
Defeating the deckhand by a fatal blow and successfully intercepting the treaty the victor will be awarded 4 écus. Defeating the deckhand by forcing him off the beam or by dismemberment, the victor will be awarded 2 écus.
Scene 5: The Musketeers and Cardinal's Guards Meet Again (Melee)
The intercepted treaty promises a show of power by the Cardinal. Our hero gallops back to Paris, spreading the word to all Musketeers, as he goes. A grand presentation is about to take place as the King celebrates his birthday and the Musketeers assemble disguised in the crowd that had gathered. From out of nowhere a shot rings out nearly missing the King. The Musketeers make their way to the courtyard. The Cardinal's Guard also assembles, drawing their swords. From the mass of Musketeers comes the cry… (Marshall will yell `Save the King' to start the melee).
If the Musketeers successfully get past the Cardinal's Guard, or the Cardinal's Guard successfully fight off the fugitive Musketeers (dead or alive), each member of the triumphant team, dead or alive, shall be awarded 3 écu. To each member who is still alive, without wound, 2 additional écus will be awarded.
Scene 6: Save the King!
Our hero has made it past the Cardinal's Guard and only has one left between him and the King. Will our hero save the day or will the Cardinal gain ultimate power?
The victor who saves the King will receive 5 écus. To do so with a fatal blow will reward the victor 2 additional écus. To do so with a non-fatal blow (dismemberment) an additional 1 écu will be awarded.
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