Day
22
New
weather in Realm: cool days that end early as the days grow shorter.
The White Knight and Amazon clean up all the treasures on the ground
at the Vault, as the Amazon staggers around with the Golden Icon
and Great Ax that she hasn't enough strength to carry. The Witch
King takes a pony ride back to Borderlands. The Black Knight reverses
directions to Maples woods. The wizard has slipped right under the
legs of the Tremendous Spider at the Cairns, and the Pilgrim is
moving in that direction. And a convention is occuring at the Statue
at Deep Woods 2, with the hidden Elf and his alerted Light Bow having
a wealth of potential targets, but not the Druid or the Soldiers
who are hidden. The Captain and Witch, who are also at the Statue
but not hidden, have a funny twitching feeling between their shoulder
blades, and the Witch scans around the clearing with Magic Sight
from the Phantom Glass, seeing all hidden enemies with armor/weapon
counters or Treasure Cards.
The
tense standoff in Deep Woods 2 resolves itself into an uneventful
combat period, and midnight falls on another day in the Realm.
BIRDSONG
Soldiers
follow SHQ
DAYLIGHT
Monster
Roll=6.
Bats and the Visitors/Missions are prowling.
Valdemort,
the Witch King, at Mountain 6
M-M5 / M-M5* (Pony) / M-M2 / M-M4*(Pony) / S / M-BL2 / M-BL3*(Pony)
Moves to Mountain 4.
Searches using Magic Sight(5,4). No chits to discover.
Moves to Borderland 3.
Nothing arrives.
Captain
Alatriste, at Dark Valley 5, site of Guard house
H* / H / M-DV2 / M-CV1*(pony) / M-CV4 / M-DW6*(pony) / M-DW2
Fails to hide(6,4).
Fails to hide(6,3).
Moves to Deep Woods 2.
Nothing arrives.
Ogion,
the Wizard, at High Pass 1
H / R / M-HP5 / M-HP5
Hides(5,5).
Rest Magic II4*.
Moves to High Pass 5.
Nothing arrives.
The
White Knight, at Mountain 3, site of Vault
H / S / S / S / S* (Magic Spectacles) / R*
Fails to hide(6,2).
Loots pile of abandoned treasures(5,4). Takes nothing.
Loots pile of abandoned treasures(5,6). Takes nothing.
Loots pile of abandoned treasures(2,2). Takes Helmet.
Loots pile of abandoned treasures(3,1). Takes nothing.
Rests Fight H4**. Fatigues Fight H4* to make change.
Nothing arrives.
Lothar, the Black Knight, at Nut Woods 2
M-NW4 / M-BV5 / M-BV2 / M-AV4 / M-MW4* (workhorse)
Moves to Maple Woods 4
Nothing arrives.
Inigo Balboa, the SHQ, at Deep Woods 6
H / H / H / M-DW2
Hides(3,1).
Subsequent hides canceled.
MOves to Deep Woods 2.
Nothing arrives.
Iftanrel,
the Elf, at Deep Wood 2, site of Statue
H* / A / S / S / S
Hides(4,2).
Alerts Light Bow.
Peers(6,2). Finds nothing.
Peers(5,1). Finds clues.
Peers(6,2). Finds nothing.
Nothing arrives.
Brother
Matthew, the Pilgrim, at Linden Woods 5
H / M-LW4 / M-HP2 / M-HP2
Hides(4,3).
Moves to High Pass 2.
Nothing arrives.
Crookshanks, the Familiar, at Deep Woods 6
M-DW2 / S / S / S
Moves to Deep Woods 2.
Peers(2,1). Finds clues and paths.
Peers(5,2). Finds clues.
Peers(2,2). Finds clues and paths.
Nothing arrives.
Hermione, the Witch, at Deep Woods 6
M-DW2 / S / S / S
Moves to Deep Woods 2.
Activates Phantom Glass.
Searches using Magic Sight(3,2). Treasure cards. No Treasure Cards
at sight. Finds hidden enemies that have treasure cards.
Searches using Magic Sight(2,1). Counters. No counters in clearing.
Finds hidden enemies who have weapon, armor, or horse counters.
Searches using Magic Sight(6,1). Finds nothing.
Nothing arrives.
Naal Han Artal, the Druid, at Maple Woods 2
H / M-CV4 / M-DW6 / M-DW2
Hides(2).
MOves to Deep Woods 2.
Nothing arrives.
Blaize,
the Amazon, at Mountain 3
H / S / S / S
Activates Elusive Cloak.
Hides(4,1)
Loots abandoned items(6,1). Takes nothing.
Loots abandoned items(2,1). Takes Golden Icon.
Loots abandoned items(1,1). Takes Great Ax.
Nothing arrives.
EVENING
Deep
Woods 2
Elf is hidden with alerted Light Bow. Druid is hidden. Witch is
unhidden and has found hidden enemies with Treasure Cards and armor/weapon/horse
counters. Captain is unhidden. Soldiers and SHQ are hidden.
The Elf can see the Witch and Captain. The Druid can see the Witch
and Captain. SHQ can see the Witch and Captain. The Captain can
see only the Witch. The Witch can see the Captain, the Elf (because
of his weapon counter), and the Druid (because of his Treasure card).
COMBAT
Deep Woods 2
Round
1
1.
Encounter Step:
Since the Witch King was the "first character" of the
day, the order of
the Encounter Step is:
1.
Druid
2. Witch
3. Elf
4. Captain/SHQ
No luring can go on because there are no unhired denizens in the
clearing.
There is also no random assignment. So the first activity is
c. Deployment/Charging: Neither the Druid, Witch, Elf, nor Captain
Charge or Deploy hired natives.
d.
Actions:
The Druid does not do any action
The Witch plays Black magic from her enchanted Magic V5* (fatigues)
to activate Absorb Essence. The Witch transmorphizes into a Tremendous
Flying Dragon.
The Elf does no action
The Captain does no action
2.
Melee Step
a.
Selecting Targets: (random order)
The Elf selects no target
The Captain selects no target
The Witch selects no target
The Druid selects no target
3. Fatigue Step: none
Combat ends after one more uneventful round.
Mountain
3
At
the end of combat the Amazon gives the Golden Icon and the Great
Ax to the White Knight.
MIDNIGHT
The
Witch's Absorb Essence falls inert and the Witch returns to her
normal form.
Day 23 Daylight
Orders are due Tuesday at 9pm EST.
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