Day
18
The
characters push back the unknown frontiers of the Realm today, and
still don't discover the Lost City. The Wizard uses his Purple magic
to activate the Flying Carpet and fly across the board to Crag 2
where he turns up signs of Serpents and Spiders. The Druid moves
into Caves and finds signs of Trolls and Bats. The White Knight
finally pulls the Gold Helmet out of the Pool before heading off
to greener pastures, and Black Knight pops out of a cave and confronts
the remaining Ax Goblin. The Witch King, moving away from the House,
passes by the Toadstool Circle and is transformed into a Tremendous
Dragon, and "World Fades" is activated by the Black magic
there. At nightfall, he is sneaking up on two Vipers, moving on
tippy-claws. The Witch, the Captain, and his hired help start collecting
the items around the Inn, and the Captain is considering retiring
to raise workhorses and ponies. The Escort Party and the Food/Ale
guys are becoming frantic with impatience: "When are we going
to get to the Guard house?!"
In
combat, the Witch King/Tremendous Dragon attacks out of hiding to
kill one Viper, hides again using "World Fades," and,
while the other Viper hisses and looks around to see where that
Dragon went, the Witch King attacks again out of hiding and kills
Viper 2. At the end of the round the Witch King uses "World
Fades" to hide again. Elsewhere, the Black Knight uses his
Living Sword to skewer the Goblin, the Captain exchanges items with
the Witch and SHQ, and the Wizard flies away out of the clearing
on his Flying Carpet.
BIRDSONG
No
followers today.
DAYLIGHT
Monster
Roll=1
Dragons are prowling
Captain
Alatriste, on roadway between Curst Valley 5 and Linden Woods 5
M-CV5 / S* / S / S / S / S (loot)
Moves to the Inn at Curst Valley 5
Loots pile of abandoned items(1,1). Takes top item, Spear.
Activates Spear.
Loots pile of abandoned items(2,3). Takes 3rd item, breastplate.
Activates breastplate.
Loots pile of abandoned items(6,4). Takes 6rd item, T8/H6* workhorse.
Loots pile of abandoned items(4,1). Takes 4rd item, shield.
Activates shield.
Loots pile of abandoned items(3,3). Takes 3rd item, helmet.
Nothing arrives.
Blaize, the Amazon, at Evil Valley 5 (site of House)
H / H / H / H / H (no orders received).
Hides(4,1).
Remaining hide phases canceled.
Nothing arrives.
Ogion, the Wizard, at Maple Woods 5 (site of Small Campfire)
FL-BL / FL-DV / FL-CRAG (land) / H / R
Plays Purple chit from enchanted Magic IV4* to activate Flying Carpet.
Flying Carpet is activated for rest of day. Magic IV4* fatigues.
Flies to Borderland.
Flies to Dark Valley.
Flies to Crag.
Lands in random clearing(CR2).
Hides(5,2).
Rests back Magic IV4*
At end of turn, reveals Dank M and Slither 6. Nothing arrives.
Iftanrel, the Elf, at Bad Valley 5 (site of Chapel)
M-BV2/ H* / M-AV4 / M-MW4 / M-MW2 / M-CV4
Moves to Bad Valley 2.
Fails to hide(6,5).
Moves to Curst Valley 4.
Nothing arrives.
Naal Han Artal, the Druid, at Awful Valley 1
M-CS2 / H
Moves to Caves 2.
Fails to hide(6).
At end of turn, turns up chits Stink C and Flutter 1.
Nothing arrives.
Inigo Balboa, the SHQ, at Curst Valley 5 (site of Inn)
S / S / S / S / S
Loots pile of abandoned items(3,1). Takes 3rd item in pile, H7/H6*
workhorse.
Gives workhorse to Captain.
Loots pile of abandoned items(4,3). Takes 4th item in pile, M6/L6*
workhorse.
Gives workhorse to Captain.
Loots pile of abandoned items(5,5). Takes 5th item in pile, M6/M5*
workhorse.
Gives workhorse to Captain.
Loots pile of abandoned items(5,2). Takes 5th item in pile, M4/M3*
pony.
Gives pony to Captain.
Loots pile of abandoned items(5,3). Takes 5th item in pile, M5/M4*
pony.
Nothing arrives.
Crookshanks, the Familiar, at Deep Woods 2 (site of Statue)
S / S / S / S / S
Peers(6,1). Finds nothing.
Peers(4,3). Finds hidden enemies.
Peers(5,3). Finds clues.
Peers(4,4). Finds hidden enemies.
Peers(5,5). Finds clues.
Nothing arrives.
Hermione,
the Witch, at Curst Valley 5 (site of Inn)
S / S / S / S / S
Gives Gold to Captain.
Loots pile of abandoned items(4,1). Takes 4th item in pile, H7/M5**
workhorse.
Gives workhorse to Captain.
Loots pile of abandoned items(2,1). Takes 2nd item in pile, Spear.
Gives Spear to Captain.
Loots pile of abandoned items(6,3). Takes 6th item in pile, treasure.
Gives treasure to Captain.
Loots pile of abandoned items(6,1). Takes 6th item in pile, treasure.
Gives treasure to Captain.
Loots pile of abandoned items(6,4). Takes 6th item in pile, treasure.
Nothing arrives.
Valdemort, the Witch King, at Evil Valley 5 (site of House)
H / M-L4 / M-L1*(Pony) / M-L6 / M-L3 / M-OW2
Hides(5,3).
Moves to Ledges 1.
Black magic from Toadstool Circle changes Witch King into Tremendous
Dragon for rest of day and activates "World Fades" as
well.
Moves to OW2 where the Vipers do not see him, as he slips through
the woods being careful not to snort smoke.
Nothing arrives
Brother
Matthew, the Pilgrim, at Deep Woods 2 (site of Statue)
H / S / S / S / S
Hides(5,5).
Loots the Statue using Deft Gloves(4). Takes nothing.
Witch's Familiar, who has found hidden enemies, finds the location
of the Statue by spying. Witch learns location of Statue telepathically.
Loots the Statue using Deft Gloves(1). Takes top treasure in Statue.
No more items to loot in the Statue.
Nothing arrives.
Lothar,
the Black Knight, at Borderland 3
M BL6 / M BL1
Moves to Borderland 1
Blocked by Ax Goblin!
Nothing arrives.
The White Knight, at Cliff 6 (site of Pool)
S / S* (spectacles) / M-CL1 / M-CL1 / M-EV4
Loots Pool(6,5). Finds nothing.
Loots Pool(1,1). Takes top treasure in pool, Gold Helmet. Fatigues
Fight H5* for effort of diving in Pool.
Activates Gold Helmet.
Moves to Evil Valley 4.
Nothing arrives.
EVENING
Borderland 1
The Black Knight is unhidden and face-to-face with a lone Ax Goblin.
Oak Woods 2
The Witch King is hidden and transmorphized into a Tremendous Dragon.
There are two Vipers in the clearing.
Curst Valley 5
The Witch, Captain, and the Soldiers are unhidden with a diminishing
pile of items.
Deep Woods 2
The Pilgrim and the Witch's Familiar are hidden in the clearing.
Crag 2
The Wizard is alone and hidden.
Evil Valley 5
The Amazon is hidden after hanging around the House all day.
Evil Valley 4
The White Knight spends a quiet evening in a peaceful valley clearing.
COMBAT
Oak
Woods 2
Witch King is hidden in clearing with two light-side-up Vipers (M4**/4)
Round
1
1.
Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions: none
2.
Melee Step
a. Selecting Targets
Witch King targets Viper 1, becoming unhidden.
b. Spell Effects: none
c. Attacks/Maneuvers
Viper 1 is in the red CHARGE&THRUST box on its own sheet.
Witch King/Tremendous Dragon attacks with his body in Smash and
head in Swing. Need no maneuver because he isn't being attacked
(not that the Vipers could hurt him anyway!)
d. Repositioning/Change Tactics
Viper repositioning roll=3(bottom box unchanged).
Viper1 moves to DODGE&SWING and doesn't change tactics(5,2).
(See
image)
e.
Resolving Attacks
WK/TD head hits by matching direction.
WK/TD body misses
Viper1 is not attacking (neither is Viper2)
f. Inflicting Harm
WK/TD inflicts Tremendous harm on Viper1, exceeding the Viper's
Medium vulnerability. Viper1 is KILLED.
3.
Fatigue Step: none
Witch
King receives 1 Fame and 2 Notoriety for killing Viper1.
At
end of round there are no denizen's on the Witch King's sheet. He
uses "World Fades" to make hide roll(5,4). The Witch King
becomes hidden once more.
Round 2
1.
Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions: none
2.
Melee Step
a. Selecting Targets
Witch King targets Viper 2, becoming unhidden.
b. Spell Effects: none
c. Attacks/Maneuvers
Viper 2 is in the red CHARGE&THRUST box on its own sheet.
Witch King/Tremendous Dragon attacks with his body in Smash and
head in Swing. No maneuver.
d. Repositioning/Change Tactics
Viper repositioning roll=3(bottom box unchanged).
Viper2 moves to DODGE&SWING and doesn't change tactics(3,2).
(See
image above)
e.
Resolving Attacks
WK/TD head hits by matching direction.
WK/TD body misses
Viper2 is not attacking
f. Inflicting Harm
WK/TD inflicts Tremendous harm on Viper2. Viper2 is KILLED.
3.
Fatigue Step: none
The
Witch King receives 2 Fame and 4 Notoriety for his 2nd victim of
the day.
At
end of round there are no denizen's on the Witch King's sheet. He
uses "World Fades" to make hide roll(5,4). The Witch King
becomes hidden once more.
Combat ends in clearing. Witch King earns 3 Fame and 6 Notoriety
for killing two Vipers.
Borderland
1
Unhidden Black Knight faces off against light-side-up Ax Goblin
(L4*/3)
Round 1
1.
Encounter Step
a. Luring: none
b. Randon Assignment: Goblin is assigned to attack Black Knight
c. Deployment/Charging: none
d. Actions: none (Black Knight does not have Move or Fight chit
faster than Goblin's move time=3)
2.
Melee Step
a. Selecting Targets: Black Knight targets Goblin
b. Spell Effects: none
c. Attacks/Maneuvers:
Goblin goes in red CHARGE&THRUST box on Black Knight's sheet.
Black Knight plays Move H5* (increased to H4* by Garb of Speed)
in Charge.
Black Knight plays unalerted Living Sword with Fight M5 in Smash.
Suite of armor covers all directions and shield covers Duck.
d. Repositioning/Change Tactics
Goblin Repositioning roll=3(bottom box unchanged).
Goblin moves to DODGE&SWING and doesn't change tactics(3,1).
(See
image)
e.
Resolving Attacks
Goblin and Black Knight both miss. Living Sword turns alerted side
up by missing in combat.
f. Inflicting harm: none
3.
Fatigue Step: none
Goblin
remains assigned to attack Black Knight
Round
2
1.
Encounter Step
a. Luring: none
b. Randon Assignment: none
c. Deployment/Charging: none
d. Actions: none
2.
Melee Step
a. Selecting Targets: Black Knight targets Goblin
b. Spell Effects: none
c. Attacks/Maneuvers:
Goblin goes in red CHARGE&THRUST box on Black Knight's sheet.
Black Knight plays Move H5* (increased to H4* by Garb of Speed)
in Charge.
Black Knight plays unalerted Living Sword with Fight M5 in Smash.
Suite of armor covers all directions and shield covers Duck.
d. Repositioning/Change Tactics
Goblin Repositioning roll=4(no change).
Goblin stays in CHARGE&THRUST and doesn't change tactics(1,1).
(See
image)
e.
Resolving Attacks
Goblin hits by matching directions.
Black Knight hits by undercutting.
f.
Inflicting harm: (In order of attack speed after Round 1)
Black Knight's Living Sword (attack speed=2) hits first, causing
Light damage + one sharpness star + one level for Fight chit that
exceeds weapon weight = Heavy harm.
Harm exceeds Goblins Medium vulnerability. Goblin is KILLED and
its attack is canceled. Living Sword becomes unalerted by hitting
in combat.
3. Fatigue Step: none
Combat
ends. Black Knight gets 1 Fame and 1 Notoriety for killing Goblin.
Crag
2
Wizard is alone and hidden in clearing. Flying Carpet is active
until Midnight.
Round 1
1.
Encounter Step
a. Luring: none
b. Random Asignment: none
c. Deployment/Charging: none
d. Actions: Wizard plays Magic Carpet Fly M2 to fly away toward
Linden Woods, becoming unhidden. He must land randomly in either
Crag or Linden Woods as his first action on Day 19.
Combat
ends in clearing.
Curst
Valley 5
Captain, Witch, and SHQ are in clearing.
At
end of combat, Captain gives give M4/M3* Pony and H7/H6* Horse to
the Witch. Witch gives treasure to Captain. SHQ gives M5/M4* pony
and Gold to Captain.
Captain activates helmet, Girtle of Energy, and Golden Arm Band.
Witch activates M4/M3* pony.
Combat ends in clearing.
MIDNIGHT
Witch
King's "Absorb Essence" and "World Fades" fall
inert.
Wizard's Flying Carpet becomes inert. Wizard heads toward the ground.
Day 19 Daylight
Orders are due Tuesday at 5pm EST.
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