Day
19
The
Captain and Witch clean out the pile of abandoned items at the Inn
while the Escort Party and the Food/Ale guys continue to complain.
At the end of the day, the Black Knight arrives and loots a workhorse
that can't carry him. After he takes the workhorse, the Witch, who
uses her familiar to see hidden enemies, blocks him from looting
further. The Witch King scares up some Ghosts, Amazon visits the
Large Campfire, Wizard lands and moves toward High Pass, the Elf
can't find any secret paths, and the White Knight goes mountain
climbing.
In
combat, the Witch King stamps out two Ghosts, and a potentially
tense situation at the Inn is resolved peacefully when the Witch
remedies the Black Knight's "Disgust" curse and the Captain
gives him a workhorse to send him on his way.
BIRDSONG
No
Followers today
DAYLIGHT
Monster
Roll=2
Serpents, Demons, and the Woodfolk are prowling. The Ghosts are
always prowling.
Valdemort, the Witch King, at Oak Woods 3
M-PW2 / M-NW2*(Pony) / R-V2 / SPX / SP* / M-NW4 / M-BV5*(Pony) /
M-BV2 / M-AV4*(Pony)
Becomes unhidden.
Moves to Nut Woods 2
Rests Magic V2*
Enchants Magic V2* to Black magic.
Moves to Awful Valley 4
At end of turn, Ghosts move from AV1 to AV4 and block Witch King.
Crookshanks, the Familiar, at Deep Woods 2 (site of Statue)
M-DW6 / M-LW5 / M-CV5 / S / S
Moves to Curst Valley 5.
Peers(6,5). Finds nothing.
Peers(4,2). Finds hidden enemies. Witch can see hidden enemies in
Curst Valley 5.
Nothing arrives.
"Ah, there you are, kitty."
Hermione,
the Witch, at Curst Valley 5 (site of Inn)
S / S / S / S / S
Loots pile of abandoned items(4,1). Takes 4th item in pile, treasure.
Gives treasure to Captain.
Loots pile of abandoned items(3,3). Takes 3rd 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(6,6). Takes 6th item in pile, treasure.
Gives treasure to Captain.
Loots pile of abandoned items(6,5). Takes 6th item in pile, treasure.
Nothing arrives.
"When are we going to go to the Guard house!" say the
Escort Party.
The
White Knight, at Evil Valley 4
H / M-M5 / M-M5 / M-M6 / M-M6 / R* / S*(Magic Spectacles)
Fails to hide(6,4).
Moves to Mountain 6.
Rests Fight H5*.
Peers(5,4). Finds clues.
Nothing arrives.
Iftanrel,
the Elf, at Curst Valley 4
H* / H / M-DW6 / S / S / S
Hides(5,3).
Cancels additional hide roll.
Moves to Deep Woods 6.
Peers(5,4). Finds clues.
Peers(6,6). Finds nothing.
Peers(5,1). Finds clues.
Nothing arrives.
Captain Alatriste, at Curst Valley 5 (site of Inn)
S* / S / S / S / S / S
Loots abandoned items(6,1). Takes 6th item in pile, treasure.
Loots abandoned items(3,2). Takes 3rd item in pile, treasure.
Loots abandoned items(4,1). Takes 4th item in pile, treasure.
Loots abandoned items(1,1). Takes top item in pile, Short Sword.
Loots abandoned items(4,3). Takes 4th item in pile, treasure.
Loots abandoned items(4,1). Takes 4th item in pile, treasure.
Nothing arrives.
Brother Matthew, the Pilgrim, at Deep Woods 2 (site of Statue)
H / H / H / H / H (No orders received.)
Hides(4,4).
Remainder of Hide phases canceled.
Nothing arrives.
Inigo Balboa, the SHQ, at Curst Valley 5 (site of Inn)
S / S / S / S / S
Loots abandoned items(6,2). Takes nothing.
Loots abandoned items(6,6). Takes nothing.
Loots abandoned items(5,2). Takes nothing.
Loots abandoned items(4,1). Takes nothing.
Loots abandoned items(5,3). Takes nothing.
Nothing arrives.
Ogion, the Wizard, in midair between Crag and Linden Woods tiles
H / M-LW4 / M-CV5 / S / S
Lands in clearing 2.
Hides(5,1).
Moves to Linden Woods 4.
Cannot move to Curst Valley 5.
Peers(2,2). Finds clues and paths.
Peers(4,2). Finds hidden enemies.
Nothing arrives.
Naal Han Artal, the Druid, at Caves 2
H / M-AV1
Hides(2).
Moves to Awful Valley 1.
Nothing arrives.
Blaize, the Amazon, at Evil Valley 5 (site of House)
Activate power gauntlets, and pony is activated
R / R / M-LE4 / M-LE1* (pony) / M-LE6 / MLE3* (pony) / M-OW2 / M-PW2*
(pony) /
M-NW2* (stamina) / M-NW4* (pony)
Rests fight M3**.
Gallops to Nut Woods 4 (Large Campfire).
Nothing arrives.
Lothar, the Black Knight, at Borderland 1
H / M-CV2 / M-CV5 / S / S
Hides(3,3).
Moves to Curst Valley 5(Inn).
Loots abandoned items(1,1). Takes top item, L5/L4* workhorse.
Witch blocks Black Knight, using her Familiar's discovery of hidden
enemies to locate the hidden Knight. The Black Knight becomes unhidden
and his turn ends.
Nothing arrives.
EVENING
Curst Valley 5 (Inn)
A tense moment at the OK Coral. The Captain, Soldiers, Witch, and
recently blocked Black Knight are in the clearing. All are unhidden
and a little on edge.
Awful Valley 4
The Ghosts,light-side-up (H4/4), have blocked the unhidden Witch
King, and boy, are they going to be surprised!
COMBAT
Curst Valley 5(Inn)
Round 1
1.
Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Witch casts "Remedy" with Magic VIII4* and Grey magic
from enchanted tile.
2.
Melee Step
a. Selecting Targets: Witch targets Black Knights "Disgust"
curse.
b. Spell Effects: Black Knight's "Disgust" curse is broken.
Witch's Magic VIII4* fatigues.
Combat rounds end.
Captain
gives H7/M5* workhorse to Black Knight. Black Knight activates H7/M5*
workhorse.
Captain gives four treasures to Witch.
Witch activates Shielded Lantern and Shoes of Stealth.
Awful
Valley 4
Round 1
1.
Encounter Step
a. Luring: none
b. Random Assignment: both Ghosts are assigned to Witch King
c. Deployment/Charging: none
d. Actions: Witch King plays Black magic from enchanted Magic V2*
to activate "Absorb Essence." Magic V2* fatigues and Witch
King turns into a Tremendous Dragon, scaring the hell out of the
Ghosts.
2.
Melee Step
a. Selecting Targets: Witch King targets Ghost1
b. Spell Effects: none
c. Attacks/Maneuvers:
Ghost1 goes into CHARGE&THRUST on Witch King's sheet.
Ghost2 goes into DODGE&SWING on Witch King's sheet.
Witch King/Dragon plays body to attack in Smash and head (T4 side
up) to attack in Swing.
Witch King declines to play a maneuver.
d. Repositioning/Change Tactics:
Ghost repositioning roll=5(move down).
Ghost1 moves to DODGE&SWING and changes tactics to L2/2 side(6,4).
Ghost2 moves to DUCK&SMASH and changes tactics to L2/2 side(6,4).
(See
image)
e.
Resolving Attack:
Ghost1 and Ghost2 hit by undercutting.
Witch King/Tremendous Dragon's head hits by matching directions,
body misses.
f. Inflicting Harm:
WK/TD's head does tremendous harm. Ghost1 is KILLED.
Ghost2 cannot harm WK/TD.
3.
Fatigue Step: none
Round 2
1.
Encounter Step: nothing
2.
Melee Step
a. Selecting Targets: Witch King targets Ghost2
b. Spell Effects: none
c. Attacks/Maneuvers:
Ghost2 goes into CHARGE&THRUST on Witch King's sheet.
Witch King/Dragon plays body to attack in Smash and head (T4 side
up) to attack in Swing.
Witch King declines to play a maneuver.
d. Repositioning/Change Tactics:
Ghost repositioning roll=1(upper box unchanged).
Ghost2 stays in CHARGE&THRUST and doesn't change tactics(3,1).
(See image)
e.
Resolving Attack:
Ghost2 hit by undercutting.
Witch King/Tremendous Dragon misses.
f. Inflicting Harm:
Ghost2 cannot harm WK/TD.
3.
Fatigue Step: none
Round
3
1.
Encounter Step: nothing
2.
Melee Step
a. Selecting Targets: Witch King targets Ghost2
b. Spell Effects: none
c. Attacks/Maneuvers:
Ghost2 goes into CHARGE&THRUST on Witch King's sheet.
Witch King/Dragon plays body to attack in Smash and head (T4 side
up) to attack in Swing.
Witch King declines to play a maneuver.
d. Repositioning/Change Tactics:
Ghost repositioning roll=6(move up).
Ghost2 moves to DUCK&SMASH and doesn't change tactics(3,2).
(See image)
e.
Resolving Attack:
Ghost2 hit by undercutting.
Witch King/Tremendous Dragon body hits (head misses).
f. Inflicting Harm:
Ghost2 cannot harm WK/TD.
WK/TD body causes Heavy harm. Ghost2 is KILLED.
3. Fatigue Step: none
Combat ends in clearing. Witch King earns 2*1 + 2*2 = 6 Notoriety.
MIDNIGHT
Witch
King's "Absorb Essence" falls inert.
Day 20 Daylight
Orders are due Saturday at 9pm EST.
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