Turn 10, part 1. Score: 4-13.
Mines advances to the Red's flag square, earning a point for his team while
Righteous respawns one square over.
No Name crosses right back into blue territory earning sweet, sweet advancement xp again.
Runs moves forward as
Pats and
Dreamer square off in what is clearly an incredibly effective guarding duel in different squares.
Turn 10, part 2. Score: 5-13.
Pats tackles towards his own half, but both
Dreamer and
Runs advance into Red territory together, moving out of his range.
No Name advances further relishing the delicious advancement xp.
Righteous tackles the flag square as
Mines picks up the flag.
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Mines receives no bonuses and suffers no penalties,
Righteous gets a 10% tackle bonus, but suffers no penalties.
Mines wins on 1-8,
Righteous wins on 9-20.
Roll:
8!
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[21:01:37] <See_a_Moose> Mines v. Righteous roll
[21:01:38] <See_a_Moose> !roll 1d20 pm
[21:01:38] <BotWalter> You rolled 1d20+0 : You got [8 |Total: 8]
Mines manages to just avoid
Righteous 's tackle, earning another point for his team and 1xp for himself.
Blue Team
Mines Flags: 4xp
Dreamer: 4xp
Bravely Runs Away 5 xp
Red Team
Has No Name 9xp
Pats Dragons 12xp (must return to his side before earning more advancement xp), Suffers a 5% penalty for missing a tackle.
Righteous Charger - 9xp, Suffers a 5% penalty for missing a tackle.
Next moves due by 8:00PM EST on Wednesday (about 46 hours from now), I will update tomorrow if everyone gets me their moves on time.
As for the extra xp for guessing what I'm doing, you won't get the xp just for guessing what I did this turn. You need to guess what I'm doing next, what I did this turn leads into what I'm going to do next turn.
On a different note, I think I've figured out something for the first mission, I just need to do a bunch of prep work to figure out if I can do what I want to do.