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Subject: Knights of Camelot PBF #1 - Turn 7 rss

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Daniel U. Thibault
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PK1 (cedric18) : Sir Cedric of Armorica - céleste


PK2 (Jimcampanella) : Sir Vincent of Alriva – azure


PK 3 (OneTinSoldier) : Sir Philippe de la Garde - gules


PK 4 (mmesich) : Sir Morholt the Younger – vert


PK 5 (Inclement) : Sir Franklin of Bernicia – or


PK6 (Cundiff) : Sir Cunliffe of Hollin-Wycoller – cendrée


PK7 (lionsden112002) : Sir Aaron of Calontir – purpure
 
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Daniel U. Thibault
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Sir Cedric of Armorica must continue on his way to his Adventure. The path is Devon-Cornwall.

Sir Vincent of Alriva must continue towards his Adventure. The path is Strangore-Gore-Norfolk.

Sir Philippe is in Hampshire and was last seen headed to Camelot.

Sir Morholt the Younger has been charged with escorting Lady Enid to Canterbury. He has this turn to request anything else from his liege. Or he could get underway.

Sir Cunliffe of Hollin-Wycoller has this turn and the next to try and get a friendly response from the lady's castle. Sir Franklin cheers him on.

Sir Aaron of Calontir reaches the Northumberland Castle of the lady he's been charged to free. He must choose between appealing to her jailor and storming the castle.

* Sir Cedric of Armorica - done
* Sir Vincent of Alriva - done
* Sir Philippe de la Garde - done
* Sir Morholt the Younger – done
* Sir Franklin of Bernicia – done
* Sir Cunliffe of Hollin-Wycoller – done
* Sir Aaron of Calontir - done

Turn 8 is this way.
 
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James Campanella
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We will continue to our destination.
 
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James Campanella
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Jimcampanella wrote:


We will continue to our destination.


Strangore -> Gore -> Norfolk and the White Hart

 
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Daniel U. Thibault
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Jimcampanella wrote:
Jimcampanella wrote:


We will continue to our destination.


Strangore -> Gore -> Norfolk and the White Hart

Encounter on 1-3. Strangore. (d6) 1d6 = (3) = 3 (Encounter) 1d6 + 1d6 = (4) + (6) = 10 = Goodly Hermit Man

A Goodly Hermit Man is a reclusive, wandering priest of nature (though there is a small chance he may turn out to be an evil Druid). If a PK does not avoid a Goodly Hermit Man, the Hermit's reaction must be randomly determined. All Hermits have a WL of 1 and use one die when attacking (though they never initiate combat). If a Goodly Hermit Man assigns a Penance, the PK will gain the amount of VP indicated for performing the Penance. If a Penance is refused, the PK refusing it will lose 12 VP.

Avoid, attack (gasp!) or await?
 
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James Campanella
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Urhixidur wrote:
Jimcampanella wrote:
Jimcampanella wrote:


We will continue to our destination.


Strangore -> Gore -> Norfolk and the White Hart

Encounter on 1-3. Strangore. Urhixidur previously rolled 1d6 = (3) = 3 ((d6)) Urhixidur previously rolled 1d6 + 1d6 = (4) + (6) = 10 ((Encounter)) = Goodly Hermit Man

A Goodly Hermit Man is a reclusive, wandering priest of nature (though there is a small chance he may turn out to be an evil Druid). If a PK does not avoid a Goodly Hermit Man, the Hermit's reaction must be randomly determined. All Hermits have a WL of 1 and use one die when attacking (though they never initiate combat). If a Goodly Hermit Man assigns a Penance, the PK will gain the amount of VP indicated for performing the Penance. If a Penance is refused, the PK refusing it will lose 12 VP.

Avoid, attack (gasp!) or await?


Once again we'll avoid.

Luck today: 1d6 = (6) = 6

And my avoidence: 1d6 = (6) = 6
 
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  • 1029662. Jimcampanella
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James Campanella
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My work shift is done. I'll check online in about a half hour.
 
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Daniel U. Thibault
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Jimcampanella wrote:
My work shift is done. I'll check online in about a half hour.

I'm a little sad you avoided the Hermit. They're an excellent source of VPs.
 
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Urhixidur wrote:
Sir Cedric of Armorica must continue on his way to his Adventure. The path is Devon-Cornwall.

Let's move Sir Cedric on cruise control. Encounter on 1-3. Devon. (d6) 1d6 = (5) = 5 Cornwall. (d6) 1d6 = (3) = 3 (Encounter) 1d6 + 1d6 = (4) + (2) = 6 = d6 Brigands.

As Sir Cedric and his men-at-arms catch a glimpse of their destination on the horizon, (d6) 1d6 = (2) = 2 brigands jump out of the bushes on either side of the road and try to...hold them up.

(For brigands I roll customw{3:1;6:2;3:3;2:4;2:5;2:6;1:7;1:8}; ideally the follow-on rolls should be reduced to account for the chit already drawn from the 'cup', but it's simpler to draw from an infinite-capacity cup)

Brigand WLs: (Brigand) customw{3:1;6:2;3:3;2:4;2:5;2:6;1:7;1:8} = (2) = 2, (Brigand) customw{3:1;6:2;3:3;2:4;2:5;2:6;1:7;1:8} = (5) = 5

Brigands are highwaymen and scoundrels who terrorize travelers and common folk. Only a Knight's long lance and sharp sword can stand against these villains and make the countryside safe. If a PK does not avoid encountered Brigands, they will automatically attack. A Brigand has 2 attack dice. If Brigands are victorious in combat, they will rob the Player Knight and his group of all equipment.

Attack or avoid?
 
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James Campanella
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Urhixidur wrote:
Jimcampanella wrote:
My work shift is done. I'll check online in about a half hour.

I'm a little sad you avoided the Hermit. They're an excellent source of VPs.


I avoided the encounter. Since I didn't actually have it, do I get to continue movement.
 
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Daniel U. Thibault
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Jimcampanella wrote:
Urhixidur wrote:
Jimcampanella wrote:
My work shift is done. I'll check online in about a half hour.

I'm a little sad you avoided the Hermit. They're an excellent source of VPs.


I avoided the encounter. Since I didn't actually have it, do I get to continue movement.


Actually, no. As soon as an encounter is triggered, the turn is done for, regardless of whether it's avoided or not. You can think of it this way: you spent time avoiding the hermit by going around, and lost enough time doing so that your movement ended.
 
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Michael Mesich
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Sir Morholt the Younger will request Men-at-Arms to accompany us way to the other end of the world.

Luck of the Day: 1d6 = (1) = 1
 
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mmesich wrote:
Sir Morholt the Younger will request Men-at-Arms to accompany us way to the other end of the world.

Luck of the Day: mmesich previously rolled 1d6 = (1) = 1

Obviously a successful request.

The Men-at-Arms are Sirs Helior, Sagramore of the Round Table, and Danome.




Turn complete.

 
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Phil Garland
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Sir Philippe de la Garde

Let's see what the day holds for us!

Luck of the Day:1d6 = (2) = 2

On to Camelot then! I might be so low that no one will notice me, but even a newly minted knight can beg a boon from the great Arthur!
 
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OneTinSoldier wrote:


Sir Philippe de la Garde

Let's see what the day holds for us!

Luck of the Day: OneTinSoldier previously rolled 1d6 = (2) = 2

On to Camelot then! I might be so low that no one will notice me, but even a newly minted knight can beg a boon from the great Arthur!


Camelot's reaction: (2d6) 1d6 + 1d6 = (6) + (6) = 12 = Friendly, shows magic gateway. The friendly Castle offers to let the PK use a magic gateway to Faerie. If the offer is accepted, the PK may move there on the next turn.

Recall that Camelot's reaction is to be checked each time, unless King Arthur's reaction to a Request is an 8+, in which case Camelot Castle will remain friendly to the PK for the remainder of the game.

As you ponder the offer of Faerie, the castellan asks you if you want to meet Arthur.
 
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Urhixidur wrote:
OneTinSoldier wrote:


Sir Philippe de la Garde

Let's see what the day holds for us!

Luck of the Day: OneTinSoldier previously rolled 1d6 = (2) = 2

On to Camelot then! I might be so low that no one will notice me, but even a newly minted knight can beg a boon from the great Arthur!


Camelot's reaction: Urhixidur previously rolled 1d6 + 1d6 = (6) + (6) = 12 ((2d6)) = Friendly, shows magic gateway. The friendly Castle offers to let the PK use a magic gateway to Faerie. If the offer is accepted, the PK may move there on the next turn.

Recall that Camelot's reaction is to be checked each time, unless King Arthur's reaction to a Request is an 8+, in which case Camelot Castle will remain friendly to the PK for the remainder of the game.

As you ponder the offer of Faerie, the castellan asks you if you want to meet Arthur.


"Meet the King!" I gasp out hoarsely. "YES! I mean, yes if it please his highness..."

(My young knight may be too much the fanboy)
 
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OneTinSoldier wrote:
Urhixidur wrote:
OneTinSoldier wrote:


Sir Philippe de la Garde

Let's see what the day holds for us!

Luck of the Day: OneTinSoldier previously rolled 1d6 = (2) = 2

On to Camelot then! I might be so low that no one will notice me, but even a newly minted knight can beg a boon from the great Arthur!


Camelot's reaction: Urhixidur previously rolled 1d6 + 1d6 = (6) + (6) = 12 ((2d6)) = Friendly, shows magic gateway. The friendly Castle offers to let the PK use a magic gateway to Faerie. If the offer is accepted, the PK may move there on the next turn.

Recall that Camelot's reaction is to be checked each time, unless King Arthur's reaction to a Request is an 8+, in which case Camelot Castle will remain friendly to the PK for the remainder of the game.

As you ponder the offer of Faerie, the castellan asks you if you want to meet Arthur.


"Meet the King!" I gasp out hoarsely. "YES! I mean, yes if it please his highness..."

(My young knight may be too much the fanboy)


And your request is...?

You can ask for a Dwarf (Arthurian Dwarves are hardier than ordinary ones), an Adventure, or Men-at-Arms (Arthur, unlike other kings, grants d6 Men-at-Arms).

If Arthur does not grant the Request he will assign you a task to prove your merit. You may not refuse the task. Once you have attempted the task, you may return to test Arthur's Reaction again. If the task has been successfully completed, Camelot will be friendly upon your return and you will gain +1 on the next Arthur Reaction. If you fail to complete the task, Camelot and King Arthur will not be friendly and a new Castle Reaction must be determined.
 
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Phil Garland
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Urhixidur wrote:
OneTinSoldier wrote:
Urhixidur wrote:
OneTinSoldier wrote:


Sir Philippe de la Garde

Let's see what the day holds for us!

Luck of the Day: OneTinSoldier previously rolled 1d6 = (2) = 2

On to Camelot then! I might be so low that no one will notice me, but even a newly minted knight can beg a boon from the great Arthur!


Camelot's reaction: Urhixidur previously rolled 1d6 + 1d6 = (6) + (6) = 12 ((2d6)) = Friendly, shows magic gateway. The friendly Castle offers to let the PK use a magic gateway to Faerie. If the offer is accepted, the PK may move there on the next turn.

Recall that Camelot's reaction is to be checked each time, unless King Arthur's reaction to a Request is an 8+, in which case Camelot Castle will remain friendly to the PK for the remainder of the game.

As you ponder the offer of Faerie, the castellan asks you if you want to meet Arthur.


"Meet the King!" I gasp out hoarsely. "YES! I mean, yes if it please his highness..."

(My young knight may be too much the fanboy)


And your request is...?

You can ask for a Dwarf (Arthurian Dwarves are hardier than ordinary ones), an Adventure, or Men-at-Arms (Arthur, unlike other kings, grants d6 Men-at-Arms).

If Arthur does not grant the Request he will assign you a task to prove your merit. You may not refuse the task. Once you have attempted the task, you may return to test Arthur's Reaction again. If the task has been successfully completed, Camelot will be friendly upon your return and you will gain +1 on the next Arthur Reaction. If you fail to complete the task, Camelot and King Arthur will not be friendly and a new Castle Reaction must be determined.


My lord, I beg an adventure to prove myself!
 
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OneTinSoldier wrote:
Urhixidur wrote:

And your request is...?

You can ask for a Dwarf (Arthurian Dwarves are hardier than ordinary ones), an Adventure, or Men-at-Arms (Arthur, unlike other kings, grants d6 Men-at-Arms).

If Arthur does not grant the Request he will assign you a task to prove your merit. You may not refuse the task. Once you have attempted the task, you may return to test Arthur's Reaction again. If the task has been successfully completed, Camelot will be friendly upon your return and you will gain +1 on the next Arthur Reaction. If you fail to complete the task, Camelot and King Arthur will not be friendly and a new Castle Reaction must be determined.


My lord, I beg an adventure to prove myself!


Arthur's reaction (2d6) 1d6 + 1d6 = (5) + (5) = 10 = Task: Attend Court. The friendly King Arthur will grant the Request if the PK will attend an upcoming court ceremony at Camelot. To perform this task, the PK must lose 2 turns.

On the plus side, Camelot is now permanently friendly to you.

On the minus side, you will miss your opportunity at Faerie.

Thus endeth your turn.
 
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  • 1030035. Urhixidur
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For a permanently friendly Camelot, I'll gladly forgo Faerie. Mayhap I'll find another gate somewhere!
 
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Urhixidur wrote:
Urhixidur wrote:
Sir Cedric of Armorica must continue on his way to his Adventure. The path is Devon-Cornwall.

Let's move Sir Cedric on cruise control. Encounter on 1-3. Devon. Urhixidur previously rolled 1d6 = (5) = 5 ((d6)) Cornwall. Urhixidur previously rolled 1d6 = (3) = 3 ((d6)) Urhixidur previously rolled 1d6 + 1d6 = (4) + (2) = 6 ((Encounter)) = d6 Brigands.

As Sir Cedric and his men-at-arms catch a glimpse of their destination on the horizon, Urhixidur previously rolled 1d6 = (2) = 2 ((d6)) brigands jump out of the bushes on either side of the road and try to...hold them up.

(For brigands I roll customw{3:1;6:2;3:3;2:4;2:5;2:6;1:7;1:8}; ideally the follow-on rolls should be reduced to account for the chit already drawn from the 'cup', but it's simpler to draw from an infinite-capacity cup)

Brigand WLs: Urhixidur previously rolled customw{3:1;6:2;3:3;2:4;2:5;2:6;1:7;1:8} = (2) = 2 ((Brigand)) , Urhixidur previously rolled customw{3:1;6:2;3:3;2:4;2:5;2:6;1:7;1:8} = (5) = 5 ((Brigand))

Brigands are highwaymen and scoundrels who terrorize travelers and common folk. Only a Knight's long lance and sharp sword can stand against these villains and make the countryside safe. If a PK does not avoid encountered Brigands, they will automatically attack. A Brigand has 2 attack dice. If Brigands are victorious in combat, they will rob the Player Knight and his group of all equipment.

Attack or avoid?




As Brigands are a scourge upon society and it is the bounden duty of all true knights to protect the helpless, we will attack them.

I will have my mascot attack the first brigand and I will attack the second brigand.

Brigand #1 WL: 2 Combat roll 2d6 = (2 + 3) = 5

Stag WL: 4 Combat roll 2d6 = (6 + 3) = 9

The brigand is slain by my trusty mascot.


Brigand #2 WL: 5 Combat roll 2D6 = (4 + 3) = 7

Sir Cedric WL: 5 Combat roll 3d6 = (1 + 6 + 1) = 8


Brigand #2 WL: 4 Combat roll 2d6 = (2 + 1) = 3

Sir Cedric WL: 5 Combat roll 3d6 = (3 + 4 + 2) = 9

I slay the second brigand. I gain gain 7 Chivalry Points and 2 Virtue Points, giving me the following scores:

CP: 57

VP: 7

VL: 9

WL: 5


 
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Ken Van Pelt
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"Jailor! Oh Jailor!, release the lady you hold in your donjon."

Luck of the day:1d6 = (6) = 6

Jailor says:1d6 + 1d6 = (5) + (5) = 10
 
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lionsden112002 wrote:


"Jailor! Oh Jailor!, release the lady you hold in your donjon."

Luck of the day: lionsden112002 previously rolled 1d6 = (6) = 6

Jailor says: lionsden112002 previously rolled 1d6 + 1d6 = (5) + (5) = 10


"Hello m'lady, I am Sir Aaron at your service."
 
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Another soggy night was spent at the inn with no name, nor had the village one. It was just one of those little muddy spots in a road above a stream where easy grazing of cattle afforded a small living for the few who lived there about. Setting forth once more Sir Franklin whispered in Sir Thomas' ear, "what, sir knight, do you intend should we again meet Sir Kay?" A very grim thin smile met Franklin's view. "Well, Sir Franklin, the man has been enough of a nuisance. Arthur's foster brother or not I intend killing him no matter why he's there. I was civil yesterday. Today I'm not feeling so beneficent. And I don't intend to attack him alone in some damned fool joust. If a man is dangerous enough to kill, best to do it expeditiously. I intend all 8 of us take him apart piece by piece. None of this one on one heroics will attend. Valor is for the foolish. I've been at war too long. There's either life or death. That's all there is to it. So, if he's in our way, we kill him. I hope that doesn't discomfit you."

Luck of the Day: 1d6 = (3) = 3
 
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  • 1030145. Cundiff
  • 1d6 =
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  • Mon Jan 30, 2017 6:06 am
Daniel U. Thibault
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cedric18 wrote:



As Brigands are a scourge upon society and it is the bounden duty of all true knights to protect the helpless, we will attack them.

I will have my mascot attack the first brigand and I will attack the second brigand.

Brigand #1 WL: 2 cedric18 previously rolled 2d6 = (2 + 3) = 5 (Combat roll)

Stag WL: 4 cedric18 previously rolled 2d6 = (6 + 3) = 9 (Combat roll)

The brigand is slain by my trusty mascot.


Brigand #2 WL: 5 cedric18 previously rolled 2D6 = (4 + 3) = 7 (Combat roll)

Sir Cedric WL: 5 cedric18 previously rolled 3d6 = (1 + 6 + 1) = 8 (Combat roll)


Brigand #2 WL: 4 cedric18 previously rolled 2d6 = (2 + 1) = 3 (Combat roll)

Sir Cedric WL: 5 cedric18 previously rolled 3d6 = (3 + 4 + 2) = 9 (Combat roll)

I slay the second brigand. I gain gain 7 Chivalry Points and 2 Virtue Points, giving me the following scores:

CP: 57
VP: 7
VL: 9
WL: 5

Well done! (Although I was little worried at how low your lance rolls were...)

This ends your turn.
 
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