The Canterbury Tales BATTLE ROYALE (Rounds 9-13)

The IntroductionPart 1Part 2Part 3. Part 4.

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ROUND 9

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

DEAD: Cook, Parson, Summoner, Reeve, Dog Three, Plowman, Pardoner

TEAM KNIGHT: Knight, Squire, Yeoman, Wife of Bath, Merchant

TEAM TRADESMEN: Haberdasher, Carpenter, Dyer, Candle Maker, Weaver, Doctor, Manciple, Sergeant of Law, Franklin, Nun

The Squire stabilizes.

Franklin engages in total defense.

The Cleric bleeds out some more.

The Friar, in another miracle, rolls a natural 20, another natural 20, and a fifteen. The Doctor’s cure worked, and now he’s sitting pretty with 3 whole hit points available. He joins the team of the man who saved him.

Chaucer watches.

The Yeoman’s slash against the Miller is effective: he rolls a 14, and deals 4 damage to him.

The Tradesmen move in to the scuffle between the Yeoman and the Miller. The Carpenter misses the Yeoman with a 6, but the Haberdasher hits him with an 18 and deals 4 damage. The Carpet Maker hits the Miller with a 15 and deals 2 damage. The Manciple and the Doctor watch on, protected by the group.

The Shipman ignores the Knight’s request, but his swing with a knife misses with a 4.

As the Monk’s health yet again worsens, Dog 1 takes a fateful bite at the Knight. It just misses with an 11, hitting the Knight’s shield once again.

The Nun, the Sergeant of Law, and the Wife of Bath watch the battles.

The Miller, engaged, takes a swing at the Yeoman. Its 15 easily hits, now that the Yeoman’s distract by 4 total foes. He deals 5 damage with a savage punch.

The Knight, somehow still alive, hits the dog with his sword and kills it. Now, breaths away from death, there’s only one foe in between him and the death of his son.

The Merchant runs from the battle, and receives an Attack of Opportunity from the Carpenter ( A successful stab of 15, dealing 4 damage). He now guards over the Cleric.

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ROUND 10

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

DEAD: Cook, Parson, Summoner, Reeve, Dog Three, Dog One Plowman, Pardoner

TEAM KNIGHT: Knight, Squire, Yeoman, Wife of Bath, Merchant

TEAM TRADESMEN: Haberdasher, Carpenter, Dyer, Candle Maker, Weaver, Doctor, Manciple, Sergeant of Law, Franklin, Nun

The Squire loses a hit point.

Franklin engages in Total Defense.

The Cleric loses another hit point.

The Friar, realizing that his knife is gone, asks the Dyer for a Knife. His bluff (21) hides from the Dyer’s Sense Motive (6) that he will use this later on on him if he can. The Friar agrees to take the Dyer’s position in the formation.

Chaucer watches.

The Yeoman slashes the Miller with his knife, rolling a 17 and dealing 3 points of damage. The Miller is now bleeding profusely.

The Carpenter and the Haberdasher continue their assault on the Yeoman. Only the Haberdasher hits with an 18, but it deals 4 damage, enough to bring the Yeoman to his knees. The Carpet Maker, with a roll of 19 and dealing 2 damage, also brings the Miller to his knees. This is when, under the direction of the Manciple, the Friar and the Weaver swing around to deal extra blows to the Miller and the Yeoman. Even a 12 from the Weaver can hit the overflanked Yeoman- those 4 points of damage send the Yeoman into unconsciousness. The Friar is not as good with a weapon, however, and only rolls a 3, still not good enough for the also overflanked Miller.

The Shipman rolls a 16 on his attack. He only needs one attack, straight into the eye of the Knight. The Knight collapses, its brave soul finally gone to heaven.

The Monk’s fleshy body bleeds out even more; one more failed Fortitude save, and he’ll be gone. His last remaining greyhound walks over to him to lick his wounds.

The Nun, the Sergeant of Law, and the Wife of Bath watch the battles.

The Miller, in anger, takes a swing at the Friar, hitting with a 12 and dealing 4 damage. The Friar falls into unconsciousness again.

The Merchant tries to heal the Cleric, but once again makes things worse with his amateur bleeding techniques.

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ROUND 11

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

DEAD: Cook, Parson, Summoner, Reeve, Dog Three, Dog One, Plowman, Pardoner, Knight

TEAM KNIGHT: Squire, Yeoman, Wife of Bath, Merchant

TEAM TRADESMEN: Haberdasher, Carpenter, Dyer, Candle Maker, Weaver, Doctor, Manciple, Sergeant of Law, Franklin, Nun

            The Squire, underneath his father’s dead body, loses another point of health.

Franklin engages in Total Defense.

The Oxford Cleric actually rolls a total of zero (due to negative Fortitude Save numbers) and loses two hit points.

The Friar also fails to stabilize and loses a hit point.

Chaucer, for once, moves. He moves to to the East, within reach of the dead Knight.

The Yeoman, loyal to the end, takes a possibly final swing at the Miller. His roll of 9 is good enough in this situation. He deals 6 damage, bringing the Miller into a state of unconsciousness.

The Carpet Maker kills the Miller. The Haberdasher gives a final stab to the Yeoman, and the Carpenter and the Weaver decapitate the Yeoman with their knives. The Dyer takes his knife back from the Friar, and tells the Doctor to not bother with healing the Friar for now.

The Shipman reaches down and snaps the neck of the Squire, ensuring his death.

The Monk fails his final Fortitude save and dies.

The Nun, the Sergeant of Law, and the Wife of Bath watch the battles.

The Merchant, with a critical failure in Heal, ends up draining the life from the Cleric.

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ROUND 12

ALIVE: Doctor, Franklin, Friar, Chaucer, All Five Tradesmen, Manciple, Shipman, Nun, Sergeant of Law, Wife of Bath, Merchant, Dog Two

DEAD: Cook, Parson, Summoner, Reeve, Dog Three, Dog One, Plowman, Pardoner, Knight, Squire, Yeoman, Monk, Miller, Cleric

TEAM KNIGHT: Wife of Bath, Merchant

TEAM TRADESMEN: Haberdasher, Carpenter, Dyer, Candle Maker, Weaver, Doctor, Manciple, Sergeant of Law, Franklin, Nun

The Franklin engages in Total Defense.

The Friar stabilizes.

Chaucer watches.

The Tradesmen, the Manciple, and the Doctor moves towards the Shipman in the southeast corner. On the way, the Manciple picks up the Yeoman’s dagger.

The Shipman finds an opening in the Tradesmen’s line of defense where he can attack the Doctor. But before he does, he picks up the Knight’s long sword from the Knight’s dead body. Now in range to attack the Shipman, he rolls a 18 on his attack and deals 2 damage via slicing off a finger.

The Nun watches the battle. So does the Sergeant of Law.

The Wife of Bath approaches the final ongoing fight, still keeping a safe distance.

The Merchant cries out in horror over what he has done.

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ROUND 13

ALIVE: Doctor, Franklin, Friar, Chaucer, All Five Tradesmen, Manciple, Shipman, Nun, Sergeant of Law, Wife of Bath, Merchant, Dog Two

DEAD: Cook, Parson, Summoner, Reeve, Dog Three, Dog One, Plowman, Pardoner, Knight, Squire, Yeoman, Monk, Miller, Cleric.

TEAM KNIGHT: Wife of Bath, Merchant

TEAM TRADESMEN: Haberdasher, Carpenter, Dyer, Candle Maker, Weaver, Doctor, Manciple, Sergeant of Law, Franklin, Nun

The Franklin follows the Wife of Bath down South, looking to see what she’s up to.

The Friar breathes in and out, still alive.

Chaucer makes his move. He walks over to the pile of corpses on the Southeast end of the room and picks up the Squire’s short sword. He then makes a Hide check (17, considering he’s hiding underneath them) to hide amongst the dead bodies.

The Experts surround the Shipman and let him have it. The Haberdasher misses with a 7. The Dyer hits with an 8 due to flanking, and deals 1 damage. The Carpet Maker hits with a 9, dealing another 1 damage. The Weaver hits with an 18 and deals 3 damage, a meaty stabs instead of the minor cuts given by his allies. The Carpenter rolls a 3, normally a miss but at this point easy to hit since the Shipman has nowhere to maneuver to. He deals 4 damage. The Doctor also hits with a 4, and deals 3 damage. The Manciple deals the final stab, a stab that snuffs the life out of the Shipman.

The Nun and the Sergeant of Law watch on.

The Wife of Bath moves to the south of the Tradesmen and tells them that The Sergeant of Law, the Nun, and the Franklin were all planning on killing her. Her Diplomacy roll of 8 does little to convince- her seductive ways are no match for a group of men devoted to their wives.

The Merchant weeps in despair.

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Read the finale here!

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