1. Notes

Code Duello

Rules

Aregrionno has a long history of sanctioned duels. The rules of these duels have also been adopted widely among those sailing Cradle Bay.

The Official Code

  • Duels occur in public, outside, during daylight hours.
  • Each participant fights alone and can receive no help from outside sources.
  • Each participant declares a second, who acts as a witness and ensures both participants obey the rules.
  • Each participant fights with the same or similar weapons, determined and agreed to by both parties before the duel begins.
  • The participants decide between themselves what armor and shields are allowed.
  • No magical items or effects can be used before or during the duel to aid its participants. Any participant found benefiting from magic forfeits the duel and is declared dishonorable.
  • The duel lasts until one of the participants bleeds, surrenders, or is unable to continue.

Depending on the rules of the duel, the winner can be the first one to score three touchesto the blood, or to the death.

The role of the Second is to:

  • Negotiate on behalf of the duelists to set the rules, time, and place of the duel. They could even negotiate peace, avoiding the duel.
  • Act as a witness and ensure both participants obey the rules.
  • Take the place of an ill, injured, or cowardly duelist.
  • Notify the next of kin when death occurs, and tend the body of their fallen comrade.

The Flow of a Duel

1. Intimidation

Begin the duel with an intimidation round to allow either opponent the chance to earn a boon to start the duel.

Each participant in the duel makes their choice of a Charisma (Intimidation) or Charisma (Performance) check, contested by their opponent’s Charisma (Intimidation) or Charisma (Performance) check. Other skills such as Insight or Investigation can also be used if applied creatively.

The winner of the contest gains 1d4 to their first attack roll.

2. First Initiative

After intimidation, both sides roll Initiative

  • If one party rolls above 15, and the other doesn't, they gain Advantage on their first attack.
  • If both parties roll above 15, the highest roller gains Advantage on their first attack.
  • If neither parties roll above 15, no one gains Advantage.

3. Choosing a tactic

At the start of each round, both sides must choose their tactic for that round; either Push, Parry or Feint. Each chooses secretly and reveals simultaneously, like 'rock-paper-scissors'. 

  • PARRY BEATS PUSH, as the parrying character turns away the obvious attacks of the push. The character who parried gets +3 AC.
  • PUSH BEATS FEINT, as the aggressive push forward batters through the attempts at finesse. The character who pushed does +3 damage if they hit.
  • FEINT BEATS PARRY, as the feinting characters create openings to strike past their enemy’s guard. The character who feinted gets +3 to hit.
  • IF BOTH SIDES PARRY, then the duel becomes a defensive stand-off. Both characters get +3 AC.
  • IF BOTH SIDES PUSH, then they just batter at each other furiously for the round. Both characters do +3 damage if they hit.
  • IF BOTH SIDES FEINT, then the duel becomes a complex dance of strikes and counters. Both characters get +3 to hit.

Types of Duels

There are generally 3 types of duels:

  • 3 Touches (alternatively, 5 touches): Use the rules as described, but do not use damage rolls. The +3 damage of Push counts as 2 touches.
  • To The Blood: Use the rules as described. The first character to reach half HP loses.
  • To The Death: Use the rules as described. Whoever goes down, must make their Death Saves unassisted. If they die, they die.