Day
13
Bats
are prowling, but they're all dead. A bad day in the Realm for hiding.
The Druid persists in trying to get back to the Vault, and once
again finds himself unhidden somewhere in the vicinity of the hidden
Black Knight. The Witch King moves over to avail himself of the
SHQ's Flowers of Rest to rest his fatigued chits, and nearly passes
Inigo Balboa on the roadway leading to the Small Campfire. Balboa
finds the Amazon already ensconced at the Campfire after picking
up a pony and a Spear that someone left lying around the clearing.
Later the Captain and the Witch (in her normal form for a change)
show up as well. The Pilgrim and the Elf both head for the Statue,
where Iftanrel tries his hand at reading runes without success.
The White Knight spends a long day diving unsuccessfully into the
Pool, while the Wizard stretches himself out hidden in the rocks
and takes a long nap.
In
combat, the Druid runs away again, and Balboa and the Captain redistribute
the load of treasures.
BIRDSONG
Followers:
Witch follows Captain
Soldiers follow SHQ
DAYLIGHT
Monster
Roll=6
(Bats and Visitors are prowling. Ghosts prowl every day.)
Naal
Han Artal, the Druid, on the pathway between Mountain 3 and Mountain
6
M-MN6 / M-MN6 / H / M-MN3 / M-MN3
Moves to Mountain 6
Fails to hide(6)
Moves to Mountain 3
Nothing arrives.
Blaize,
the Amazon, at Cliff 6 (site of Pool)
M-CF3* / M-CF5 / H / M-MW5 / S / S
Moves to Cliff 5
Fails to hide(6,3)
Moves to Maple Woods 5
Loots pile of abandoned items(6,1). Takes 6th item in pile, M5/M3*
pony. Activates pony.
Loots pile of abandoned items(4,4). Takes 4th item in pile, Spear.
Nothing arrives.
Iftanrel,
the Elf, at Deep Woods 2 (site of Statue)
H* / H / S / S / S / S
Fails to hide(6,4)
Hides(2,1)
Searches on Locate Table(3,2). Finds hidden passages. (None in clearing.)
Searches on Locate Table(4,2). Finds Statue.
Reads Runes on Statue(4,1). Awakens top spell in Statue. Spell placed
on bottom of spells.
Reads Runes on Statue(6,5). Nothing.
Nothing arrives.
Valdemort, the Witch King, at Maple Woods 5 (site of Small Campfire)
H / SPX / SP* (Enchant IV4) / M-OW4 / M-OW2 / M-L3
Fails to hide(6,5)
Enchants Magic IV4* to Purple magic.
Moves to Ledges 2.
Falls asleep as soon as he enters the clearing with the Flowers
of Rest.
Nothing arrives.
The White Knight, at Cliff 6 (site of Pool)
R* / S* / S / S / S / S / S
Rest Fight H5*
Loots Pool(4,4). Takes nothing. The Wizard learns the location of the Pool by spying.
Loots Pool(3,2). Takes nothing.
Loots Pool(4,1). Takes nothing.
Loots Pool(5,5). Takes nothing.
Loots Pool(5,2). Takes nothing.
Loots Pool(6,1). Takes nothing.
Nothing arrives.
Inigo
Balboa, the SHQ, at Ledges 3
Balboa: H / M-OW2 / M-OW4 / M-MW5 / S (loot)
Fails to hide(6,2)
Moves to Maple Woods 5.
Loots pile of abandoned items(3,1). Takes 3rd item in pile, Spear.
Nothing arrives.
Ogion,
the Wizard, at Cliff 6 (site of Pool)
H / H / H / H / H (no orders received)
Hides(4,1)
Remaining Hide phases canceled.
Crookshanks, the Familiar, at Cavern 1
S / S
Searches on Peer Table(4,2). Finds Hidden Enemies.
Searches on Peer Table(4,4). Finds Hidden Enemies.
Captain
Alatriste, at Bad Valley 5 (site of Chapel)
M*-MW4 / M-NW2 / M-PW2 / M-OW2 / M-OW4 / M-MW5
Moves to Maple Woods 5.
Nothing arrives.
Hermione,
the Witch, at Bad Valley 5 (site of Chapel)
Follows Captain.
Put back on board at end of Captain's turn.
Nothing arrives.
Lothar,
the Black Knight, at Mountain 3 (site of Vault)
H / S / S / S / S
Hides(5,2)
Loots Vault(3,2). Finds nothing.
Loots Vault(3,1). Finds nothing.
Loots Vault(3,1). Finds nothing.
Loots Vault(3,2). Finds nothing.
Nothing arrives.
Brother Matthew, the Pilgrim, at Linden Wood 5
H / R / R / M-DW6 / M-DW2
Hides(5,3)
Rests Magic I4*
Rest Magic I6*
Moves to Deep Woods 2
Nothing arrives.
SUNSET
The
Witch King awakes with all his chits rested back to active.
EVENING
Mountain 3, site of Vault
Deja vu! The Druid is unhidden in the clearing with the hidden Black
Knight.
Maple Woods 5, site of Small Campfire
The Amazon, Captain, Witch, and all the Soldiers are unhidden in
the clearing. The Escort Party and the Food and Ale guys are starting
to wonder where they are going. "Are we there yet?"
Deep Woods 2, site of Statue
The Elf and the Pilgrim are both hidden.
Cliff 6, site of Pool
The Wizard is hidden and the White Knight is unhidden in clearing.
COMBAT
Mountain
3
Round
1
1.
Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Druid plays Move L4 to run out of clearing towards Mountain 6. He
must start Day 14 by moving to either MN3 or MN6.
2.
Melee Step: none
3.
Fatigue Step: none
Combat
ends in clearing.
Maple
Woods 5
No
combat rounds.
At
the end of combat, SHQ gives the Captain all the items he is carrying
except one.
The
Captain activates:
Breastplate
Spear
Bejeweled Dwarf Vest
Royal Sceptre
Girtle of Energy
Crystal Ball
Golden Arm Band
The
Flowers of Rest are always activated.
The
Captain carries two treasures and his Short Sword inactivated.
MIDNIGHT
Day
13 ends. Grey magic gathers in the air and monsters are on the move.
Day 14 Daylight
Orders are due Monday at 9pm EST.
Monsters regenerate and there is Grey magic in every clearing for
the entire day.
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