The Canterbury Tales BATTLE ROYALE (Rounds 4 and 5)

Part 1 can be found here, and an explanation for all this can be found here.



ALIVE: Squire, Doctor, Franklin, Cleric, Friar, Chaucer, Yeoman, Plowman, All Five Tradesmen, Manciple, Shipman, Monk, Nun, Sergeant of Law, Wife of Bath, Pardoner, Reeve, Miller, Knight, Merchant

DEAD: Cook, Parson, Summoner

TEAM KNIGHT: Knight, Squire, Yeoman, Nun, Franklin, Sergeant of Law, Wife of Bath, Merchant, Friar

TEAM TRADESMEN: Haberdasher, Carpenter, Dyer, Candle Maker, Weaver, Doctor, Manciple

The Squire joins his father to flank the Monk. His attack, however, is only a roll of 6; not only is the Squire inexperienced, but the Monk’s dexterity gained from riding aides him in this battle.

The Doctor moves behind the protection of the Dyer and the Carpenter, not willing to stick his neck out to engage the Miller. It turns out no one does, since he is a frightening man.

The Franklin admits he has no weapon, and that he needs to get it back from the Friar if they mean to have any advantage over the Knight. He joins the Nun over by the Yeoman, waiting for a chance to talk to the Friar one on one.

The Cleric joins the Knight’s group. The Wife of Bath puts forth their backstabbing plan to the Cleric. Though the Wife is charismatic, the Cleric’s morality comes first (Translation: she rolled a 1 on her check). The Cleric not only opposes this plan, but he opposes it so drastically that he yells to the Yeoman that they’re planning on killing them. The Yeoman, however, rolls a 4 in Perception, and cannot hear the Cleric over the din of battle and the Franklin talking over the Cleric.

The Friar stabs at the Pardoner. He misses with a 7; his years begging did not prepare him for combat.

Chaucer continues to remain unnoticed.

Though the Friar missed the Pardoner, the Yeoman hits him with a 14, dealing 2 damage in the process. Now with an arrow in his arm, the Pardoner is 1 point of health away from unconsciousness.

The Plowman rolls a natural 20, followed by a 4, in waking up. He gains one point of health back and now uses his well-earned strength to fight back against the dogs.

The Tradesmen form a formation around the doctor and Manciple. They agree to move in turn. In the sense of the game, this means that the Doctor and the Manciple will forgo their next turns so that all seven men can move as a simultaneous group.

The Shipman, eager to fight and willing to take on the bigger targets, approaches the Squire so that the Squire is now flanked by him and the Monk. Yet his attack roll is a 1, followed by a 10. He misses the Squire, almost dropping his dagger in the process.

The Monk is used to hunting from afar, not up close. He calls back his dogs, only one of which can arrive close enough to the Squire to attack. The distracted and inexperienced squire, now flanked by three people, takes a bite from the dog (roll: 14) and eats two points of damage. The Monk tries to flee, terrified that three of the most powerful people in the room were now approaching him. The Monk was not a wise man; valuing worldly pleasures over dedicated thought; and this was his worst move yet. He triggered three Attacks of Opportunities from the Knight, the Squire, and the Shipman (who won’t let an opportunity pass) respectively. The Knight misses (rolling a 1 followed by a 17), the Squire hits (with an 18, dealing 2 points of damage with a short sword), and the Shipman hits (a 15, with 4 damage dealt.) The Monk’s retreat ends with him only five feet away, flat on his face and unconscious.

The Nun hears the Cleric’s cries, and moves to try and console the Cleric. She uses her position as a woman of faith to give her argument validity. She only rolls a 7. Both the Cleric and the Nun are moral, and only one of them is suggesting an immoral action.

The Sergeant of Law takes the more direct approach: he moves up to the Cleric and tries to cover his mouth shut. Both men are inexperienced with combat, but the help of his allies (and a roll of 13) results in the Sergeant of Law holding the Cleric in place and placing a hand over the student’s mouth.

The Wife of Bath uses her Charisma to calm the Cleric down. She rolls a 10. It’s not enough to convince the Cleric, but her feminine wiles at least keep him from biting the Sergeant of Law’s hand.

The Pardoner, with his last remaining strength, swings his relics at the Friar. He rolls a natural 20, followed by a 12, resulting in double damage. The God that the Pardoner abandoned is with him it seems, for he rolls maximum damage (6) and just manages to knock the Friar unconscious with a devastating blow to the head. The Friar falls at the Pardoner’s feet.

The Reeve fails his Stabilization roll with a 6, bleeding out a point of damage as a result. But it makes no difference, for the Miller bends down and punches the Reeve’s face in, destroying his life along with his teeth.

The Knight, instead of going after a defenseless Monk, steps forward North and swings his sword at the Dog attacking his son. He rolls a 3; in panic over his son’s life, he misses the dog.

The Merchant approaches the Yeoman and tells him that the Cleric planned to attack his group. The Merchant’s high standing (and bluff roll of 17) is enough to convince the Yeoman (with a Sense Motive roll of 6) to trust them. The Yeoman still needs to deal with the Pardoner, though, and tells the Merchant to take the dagger out of his sheath and deal with the problem himself. The Merchant helps himself to the Yeoman’s weapon.

Scan 10


ALIVE: Squire, Doctor, Franklin, Cleric, Friar, Chaucer, Yeoman, Plowman, All Five Tradesmen, Manciple, Shipman, Monk, Nun, Sergeant of Law, Wife of Bath, Pardoner, Miller, Knight, Merchant

DEAD: Cook, Parson, Summoner, Reeve

TEAM KNIGHT: Knight, Squire, Yeoman, Nun, Franklin, Sergeant of Law, Wife of Bath, Merchant, Friar

TEAM TRADESMEN: Haberdasher, Carpenter, Dyer, Candle Maker, Weaver, Doctor, Manciple

The Squire trades attacks with the Shipman. Once again, his inexperience and his time spent learning music instead give him only a 4 for a roll, resulting in a miss.

The Franklin is about to rush in to defend the Friar, but then he sees the impeccable Yeoman ready one more shot with his longbow.

The Cleric breaks free of the Sergeant of Law’s bounds with a roll of 12, and shouts to the Yeoman again. The Yeoman, rolling a 2 for perception, once again does not hear him. The Cleric tries to run, but he’s grabbed again by the Nun in an Attack of Opportunity.

The Friar, rolling a 5 on the Fortitude save, begins bleeding out.

Chaucer continues to watch.

The Yeoman breathes slowly; this next shot may decide a man’s life. He rolls: a natural 20, followed by a 17. His longbow shot on the Pardoner only does 3 damage (the lowest possible he could get), it pins him to the floor by an arrow in his foot. The Pardoner collapses in pain.

The Plowman now sees the dogs that threatened his life attack the life of another. With the strength that comes from years of hard work, he charges Dog Two and attempts to kick it. He misses with a roll of 7, but it gains the dog’s attention. Perhaps, thinks the Plowman, this will be all I need.

The Tradesmen Team now notice a knife, however rusty it may be, in a dead man’s hands. They move in formation eastward, planning to take the knife and add it to their collection.

The Shipman’s roll of 4 fails to hit the Squire with his Knife.

The Monk’s wounds stabilize, keeping him alive for now. His second Dog’s bite (a roll of 4) fails to hit the Plowman, whose hands and keeping the dog’s jaw shut. Dog 3 and 1 move in to snap at the Squire. Only Dog 3 hits with a 15, with a bite straight on the neck that deals 5 damage. Dog 1 normally wouldn’t hit, but his outflanked opponent doesn’t concentrate on all his attackers, allowing the Dog to hit with a 10 and deal 3 damage. The Squire falls, unconscious.

The Nun continues to hold the Cleric in place for when the Merchant arrives with a knife.

The Sergeant of Law tries to reapply his grip with a roll of 8, but fails to get his hands on the thin Cleric.

The Wife of Bath’s Diplomacy roll of 19 means that, with a kiss of trust, she convinces the Cleric to stop resisting and listen to her. The Cleric may not agree with the Wife’s plan, but his studies taught him that women are the fairer sex, and that they should reach a compromise that doesn’t let any of these women see bloodshed.

The Pardoner, with a roll of 20 followed by 10, actually heals a point of health, though his wounds are too grevious for him to regain consciousness yet.

Now that the Miller’s finished with his rival, he’s looking for something he can do that’ll be worth a braggart’s tale in the bar. His new mission: take out the knight. He walks down south, towards the mess of men and dogs in that corner of the room.

The Knight, in a cry of anguish seeing his son in peril, steps over his son’s body. This provokes two Attacks of Opportunity from the dogs (only one hits with a 18, dealing 3 damage), this position allows him to take blows that would normally be reserved for his son. His swing at Dog Three connects with a 16, resulting in 7 damage and one detached dog leg.

The Merchant walks back to the Cleric. The Wife of Bath tries to tell him that the Cleric will listen to reason, but she rolls a 1 followed by a 15. The Merchant knew bargains, but was always bad at money management- he knew plans, and would stick to them even if it ended badly for him. His stab in the chest of the Cleric deals 4 damage, enough to send the weak and book-oriented Cleric into a state on unconsciousness over a pool of blood.

Scan 11

To be continuedright now!


2 thoughts on “The Canterbury Tales BATTLE ROYALE (Rounds 4 and 5)

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