Day
11
Goblins
and the Octopus are prowling, although the Goblins don't stop by
the Realm today. The Black Knight and the Elf are joined at the
Vault by the Druid and Berserker, who do not seem to be in a friendly
mood: they block the Elf before he can move -- but not before the
Black Knight hides, readies his Mace, and dons the Garb of Speed
that he pulled out of the Vault. Over at the Pool, the Amazon finds
a treasure before he decamps with the accursed Cloven Hoof so that
the White Knight can pull the Jade Shield out of the Pool after
hiding to avoid the Octopus. The Witch King does some more R and
R in the forest.
Around
the Altar, the Wizard finds out that he isn't nearly formidable
enough to get the instigator of the Revolt to throw his lot in with
him, or even to get the Food/Ale delivery people to follow him.
To top it off, he finds he misunderstood the instructions on the
Flying Carpet he found. The Captain, getting his hired leader to
hold all his possessions, runs over to pick up the Food/Ale people,
promising them that he will take them to the Guard house, and then
returns to the Altar to do some more searching. Meanwhile the Escort
Party are getting restless as the Witch/Tremendous Flying Dragon
does some more searches at the Altar. "Where is that nice old
woman who promised to take us to the Guard house, and what is this
Dragon doing pawing over the Altar?"
A short and deadly combat period! The Berserker and Druid, distracted
in their stand-off with the Elf, are surprised by the Black Knight
who breaks out of the woods and, accelerated by his Garb of Speed,
charges the Berserker. With no time to prepare to repel the attack,
the Berserker throws his Great Ax and helmet into the woods so they
won't fall into the hands of the Black Knight and prepares to meet
his death. The Elf notches up an arrow on his Light Bow, but the
Druid, with his prepared Magic chit, casts "Stones Fly"
that outreaches the Bow and kills the Elf before he can let the
arrow fly. The Black Knight's alerted Mace fells the Berserker,
and the Druid, helpless against the armored Knight, runs out of
the clearing.
BIRDSONG
The Witch's Absorb Essence is activated by the Black magic from
the Toadstool Circle. She will spend the day as a Tremendous Flying
Dragon.
DAYLIGHT
Monster
Roll=3
(Ogres, Goblins, and the Octopus are prowling.)
Soldiers: Follow the Captain
Valdemort, the Witch King, at Borderland 2
M-MW2 / M-MW4 / R-V4 / SPX* / SP(Enchant V4) / SP(Enchant IV3)
Moves to Maple Woods 4
Rests Magic V4*
Enchants Magic V4* to Black magic
Enchants Magic IV3* to Purple magic
Nothing arrives
Lothar,
the Black Knight, at Mountain 3 (site of Vault)
H / A / S / S / S
Hides(4,1)
Alerts Mace
Loots the Vault(6,4). Takes nothing.
Loots the Vault(6,5). Takes nothing.
Loots the Vault(5,2). Takes the 5th treasure in Vault.
Activates the Garb of Speed.
Nothing arrives.
Blaize,
the Amazon, at Cliff 6 (site of Pool)
H / S / S / S / S / M-CL3*
Receives location of CL6-CL3 secret passage from White Knight.
Hides(2,3)
Loots Pool(5,4)+1(Cloven Hoof)=6. Takes nothing.
Loots Pool(6,2)+1(Cloven Hoof)=7. Takes nothing.
Loots Pool(3,3)+1(Cloven Hoof)=4. Takes 4th treasure in Pool. Fatigues
FIght M4*.
Loots Pool(4,2)+1(Cloven Hoof)=5. Takes nothing.
Moves to CL3 with her accursed Cloven Hoof.
Octopus arrives at Pool.
Inigo Balboa, the SHQ, at the House at Evil Valley 5
M-LE4 / M-LE1 / S / S / S
Moves to Ledges 1, site of Altar
Receives from Captain:
Flowers of rest
Golden Arm Band
Girtle of Energy
Bejeweled Dwarf Vest
Royal Sceptre
Two Treasures
Light Sword
Brestplate
Loots the Altar(5,5). Takes nothing.
Loots the Altar(3,2). Discovers Toadstool Circle (already discovered).
Loots the Altar(6,1). Takes nothing.
Nothing arrives.
Naal Han Artal, the Druid, at Mountain 6
H / A / MM3 / MM3 / S
Hides(2)
Alerts Magic II3*
Moves to Mountain 3 (site of Vault)
Searches on Locate Table(6,4). Finds nothing.
At end of turn, blocks the Elf, becoming unhidden.
Nothing arrives.
Iftandir, the Elf, at Mountain 3 (site of Vault)
H* / S / S / S / S / S
Blocked by Druid.
Nothing arrives.
The White Knight, at Cliff 6 (site of Pool)
H / R* / S / S / S / S
Hides(3,2). Just before being seen by Octopus!
Rests Fight H5*.
Loots Pool(6,1). Takes nothing.
Loots Pool(3,2). Takes Jade Shield. Fatigues Fight H5*.
Loots Pool(6,4). Takes nothing.
Loots Pool(6,3). Takes nothing.
Nothing arrives. Octopus slithers around clearing looking for the
human it senses is somewhere around the Pool.
Ogion, the Wizard, at Ledges 1 (site of Altar)
(Take REVOLT) M-LE4 / M-EV5 / (Take FOOD/ALE) SPX / SP / FLY-DV
Cannot pick up Revolt chit (does not have enough Notoriety)
Moves to EV5
Cannot pick up Food/Ale chit (does not have enough Notoriety)
Enchants Magic IV4* to Purple magic.
Activates Flying Carpet.
Plays enchanted Magic IV4* Purple magic to energize Flying Carpet.
Magic IV4* reverts to ordinary Magic chit and fatigues.
Cannot Fly to Dark Valley (not same or adjacent tile). Illegal move
canceled. Stays in Evil Valley 5.
Nothing arrives.
Captain Alatriste, at Ledges 1 (site of Altar)
M-LE4 / M-EV5 (Take Food/Ale) / M*-LE4 / M-LE1 / S / S
Moves to Evil Valley 5
Picks up Food/Ale chit, losing 5 Notoriety points.
Moves back to Altar.
Loots Altar(2,2). Takes 2nd treasure in Altar.
Loots Altar(6,3). Takes nothing.
Nothing arrives.
Ur-Berek,
the Berserker
R / R / R*/ M-MN3 / M-MN3 / S
Rests back Move H4** and Fight T6*
Moves to Mountain 3
Blocked by Elf
Nothing arrives.
Crookshanks,
the Familiar
S / S
Peers in Cavern 2(5,2). Finds clues.
Peers in Cavern 2(5,3). Finds clues.
Nothing arrives.
Hermione,
the Witch
S / S / S / S / S
Loots the Altar(3,2). Finds nothing.
Loots the Altar(4,2). Finds nothing.
Loots the Altar(5,4). Finds nothing.
Loots the Altar(3,1). Finds nothing.
Loots the Altar(5,3). Finds nothing.
Nothing arrives.
EVENING
Mountain 3, site of Vault
A tense stand-off, as the unhidden Elf faces off with unhidden Berserker
and the unhidden Druid, who has alerted a Magic II chit. The Black
Knight is hidden somewhere in the clearing with his Mace alerted
and wearing his brand-new Garb of Speed.
Cliff 6, site of Pool
The White Knight is hidden along the edge of the Pool, waiting for
his armor to dry off and watching the Octopus slithering around
looking for him.
Cliff 3
The Amazon gets ready to throw the Cloven Hoof as far into the bushes
as she can.
Evil Valley 5
The Wizard is not battling his friends, the Patrol.
Ledges 1, site of Altar
The Captain and his hired men hang around the fire telling war stories
while the Witch, in her scalely form, listens in. The Escort Party
complain to the Food/Ale delivery people about how they were promised
a guide to the Guard house days ago and haven't make any progress
at all.
Maple
Wood 4
The Witch King spends a quiet evening in the woods, planning incantations.
COMBAT
Mountain 3
The Druid is unhidden with alerted Magic II chit. The Berserker
is unhidden and unalerted. The Black Knight is hidden with alerted
Mace (and Garb of Speed activated). The Elf is unhidden and unalerted.
Round
1
1.
Encounter Step: The Encounter Step activities begin with the first
character to move during the day (even if he is not in the clearing)
and go around the board in order ("board order" is the
order that is listed on the web page -- the same order that we built
the board in). So, since the Witch King was the first to move during
the day, the Encounter Step order is Druid, Berserker, Black Knight,
Elf.
a.
Luring: none (characters can't lure other characters)
b. Random Assignment: none (no denizens to assign)
c. Deployment/Charging:
i. Druid does not charge
ii. Berserker does not charge
iii. Black Knight becomes unhidden and charges the Berserker with
his Move H5*
(converted to Move H4* by Garb of Speed).
iv. Elf does not charge.
d.
Actions:
i. Druid casts "Stones Fly" with prepared Magic II3* (speed=0)
and Gray magic from enchanted Magic II3* chit (fatigues).
ii. Berserker cannot do any actions since he has no action chits
faster than the Black Knight's speed=4 Move chit that is on his
sheet. Regardless of the action chits on his sheet, a character
can, however, activate/deactive one item or abandon as many items
as he wishes. The Berserker chooses to abandon his Great Ax and
helmet.
iii. BlacK Knight does not do any actions. (A character who charges
cannot do an action.)
iv. The Elf alerts his Light Bow with his Fight M4 chit.
2.
Melee Step
a. Selecting Targets: (In random order)
i. Elf targets the Druid
ii. Druid targets the Elf
iii. Black Knight targets the Berserker
iv. Berserker targets the Elf
b. Spell Effects:
"Stones Fly" takes effect and directs four L* attacks
at Elf. They must hit in Attacks/Maneuvers, like any ordinary attack.
c. Attack/Maneuvers: (played secretly and simultaneously)
Black Knight plays alerted Mace with Fight H6 (converted to Fight
H5 by Garb of Speed) in Swing, and, since he is not targeted, doesn't
play a maneuver.
Berserker plays Dagger with Fight T4** in Swing and Move H6 in Duck.
Elf plays alerted Light Bow with Fight L3* in Thrust and maneuvers
with Move M4 in Duck
Druid plays prepared "Stones Fly" attack (speed=0) in
Thrust and Maneuvers with Move L3* in Dodge.
(See image)
d. Repositioning/Change Tactic: none
e. Resolving Attacks:
Druid hits Elf by undercutting
Elf hits Druid by undercutting
Black Knight hits Berserker by undercutting
Berserker misses
f. Inflicting Harm: In order of weapon length on Round 1: "Stones
Fly" (length=15), Light Bow (length=14), Mace (length=1), Dagger
(length=0)
Druid's "Stones Fly" inflicts four L* attacks
First stone=Light damage+one sharpness star+Missile Table roll(4,3)(decrease
one level)=Light harm, equaling Elf's vulnerability. Elf is KILLED.
Rest of "Stone's Fly" attacks are canceled. Druid's Magic
II3* chit fatigues.
Elf's attack is canceled due to his death.
Black Knight's Mace inflicts Medium harm+one level for Fight chit
that exceeds weapon weight=Heavy harm, equaling Berserker's vulnerability.
Berserker is KILLED. Black Knight's Mace becomes unalerted.
Berserker's attack is cancelled.
3.
Fatigue Step: none
Druid
takes Elf's Light Bow and 10 gold and gains the Elf's 8 Notoriety.
Black Knight takes Berserker's 10 gold and gains the Berserker 3
Notoriety.
Round 2
1.
Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions: Druid play Move L3* to run away toward MN6. He must
start Day 12 with two moves to either Mountain 6 or Mountain 3 (mountain
clearings require two move phases to enter).
Combat ends in clearing.
MIDNIGHT
Witch's
Absorb Essence remains energized by Black magic from Toadstool Circle.
Day 12 Daylight
Orders are due Saturday at 1pm EDT.
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