Day
5
Giants
and Trolls are prowling again, but amazingly none come to the board.
The Berserker, however, has a problem with the Troll from the Vault,
who has wandered over to see who the intruder in its tile is. Elsewhere,
the Captain and his hired SHQ clean out the Hoard, the Witch lands
and turns up the Large Campfire, the Elf, Black Knight, and Wizard
go traveling through the woods, and the Amazon and White Knight
close in on the Pool. The Witch King boldly marches right into a
group of Goblins sitting around sharpening their Axes.
In
combat, the Druid gets a glimpse of a path in Crag and the Ax Goblins
get their payback and are nearly decimated after nine rounds of
combat by the transmorphized Witch King. But the Realm loses its
first character as the Berserker fails to match directions with
the Tremendous Troll and is hit in Round 1, surviving only due to
his Tremendous berserk vulnerability. Unfortunately the Tremendous
Troll's annhilating speed=2 attack in Round 2 is unavoidable and
unsurvivable. Michael can restart at the Inn on Day 6 Birdsong as
a reincarnated Berserker or another available character.
DAYLIGHT
Followers:
Black Knight follows Elf.
Monster
Roll=4
(Giants, Trolls, Ghosts, and Lancers are prowling.)
Iftandir,
the Elf (at Deep Woods 2)
H / M-DW6 / M-CV4 / M-MW2 / M-MW4
Fails to hide(6,2)
Moves to Maple Woods 4
Nothing arrives
Lothar,
the Black Knight (at Deep Woods 2)
F Elf
Put back on board at Maple Woods 4
Nothing arrives
Ogion, the Wizard (on roadway between BV5 and BV2)
M-BV5 / M-NW4 / M-NW2 / M-PW2
Moves to Pine Woods 2
Reveals Bones W
Nothing arrives.
Crookshanks, the Familiar (in Caves 5)
M-DW4 / M-DW1
Moves to Deep Woods 1
Nothing arrives
Hermione, the Witch (in midair between Ledges and Oak Woods)
Fly-OW / R-V5* / R-V6* / M-NW2
Flies to Oak Woods. Lands in Clearing 5.
Rest Magic V5* and Magic V6*
Moves to NW2
Reveals Stink W. Large Campfire is in Nut Woods 4.
Nothing arrives.
Berek,
the Berserker (at Curst Valley 4)
M-MW2 / M-BL2 / M-MN4 / A
Moves to Mountain 4
Alerts Berserk** chit to go Berserk
At end of move, Tremendous Troll moves to MN4 and blocks Berserker.
Inigo
Balboa, the SHQ (at Ledges 6, site of Hoard)
S / S / S / S
Searches on Locate Table(4,3). Discovers Hoard.
Gives location of Hoard to Captain.
Loots Hoard (6,2) Takes 6th treasure in Hoard
Loots Hoard (4,2) Takes 4th treasure in Hoard
Loots Hoard (3,1) Takes 3rd treasure in Hoard
Nothing arrives.
Naal Han Artal, the Druid (on roadway between DW2 and DW5)
M-DW5 / H / R / R
Moves to Deep Woods 5
Hides(1)
Rests back Move L2**
Nothing arrives.
The White Knight (at Cliff 3)
H / M-CL6 / M-CL6 / S
Hides(5,4)
Moves to Cliff 6
Searches on Locate Table(5,4). Finds nothing.
Nothing arrives.
Captain Alatriste (at Ledges 6, site of Hoard)
S / S / S / S
Loots Hoard(6,5) Takes 6th treasure in Hoard
(Flower of Rest activate and radiate Gold magic throughout clearing.)
Loots Hoard(5,2) Takes 5th treasure in Hoard
Loots Hoard(3,1) Takes 3rd treasure in Hoard
Loots Hoard(3,1) Takes 3rd treasure in Hoard
Nothing arrives.
Blaize, the Amazon (at Borderland 6)
M-BL4 / M-CL4 / M-CL4*
Moves to Cliff 4
Nothing arrives.
Valdemort, the Witch King (at Borderland 3)
M-BL6 / M-BL1
Moves to Borderland 1
Blocked by Ax Goblins
Nothing arrives.
EVENING
BORDERLAND 1
The Witch King is unhidden and blocked by Ax Goblins
MOUNTAIN 4
Berserker is unhidden and blocked by Tremendous Troll
COMBAT
DEEP WOODS 5
Druid is alone in clearing.
Round
1
1.
Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions: Druid casts "Talk to a Wise Bird" with Magic
II3* and Gold magic from enchanted tile.
2.
Melee Step
a. Target Selection: Druid targets himself, becoming unhidden
b. Spell Effects: Druid rolls on Peer table in Crag 3 (3,3) Finds
Hidden Enemies and Paths. Finds CR2-CR3 hidden path. Magic II3*
fatigues.
c. Attack/Maneuvers: none
d. Repositioning/Change Tactics: none
e. Resolving Attacks: none
f. Inflicting Harm: none
3.
Fatigue Step: none
Combat
ends
MOUNTAIN
4
Berserker is unhidden and Berserk in clearing with light-side-up
Tremendous Troll (H4/4).
Round
1
1. Encounter Step:
a. Luring: none
b. Random Assignment: T Troll is assigned to Berserker
c. Deployment: none
d. Actions: none
2.
Melee step:
a. Selecting Targets: Berserker targets T Troll
b. Spell Effects: none
c. Attacks/Maneuvers:
T Troll goes in CHARGE&THRUST
Berserker plays unalerted Great AX with Fight T4* in Smash. Plays
Move H5* (two asterisk limit) in Duck, protected by helmet.
(See image.)
d.
Repositioning Change Tactics:
Troll repositioning roll=1 (top box unchanged). Troll Stays in CHARGE&THRUST.
Tremendous monsters do not roll to change tactics. (Same image as
above.)
e. Resolving Attacks:
Troll hits by undercutting (H4 attack faster than H5* maneuver).
Berserker does not match directions or undercut --> miss! Great
Ax turns alerted side up.
f. Inflicting Harm: T Troll misses helmet and inflicts Heavy harm
on Berserker. Since the Berserker is has Tremendous vulnerablity
due to being Berserk, the H harm causes only a wound. T Troll flips
to red-side-up!
3.
Fatigue Step:
Berserker fatigues Fight H4* and wounds Move H6.
Red-side-up
T Troll remains assigned to Berserker.
Round
2
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions: none
2.
Melee Step
a. Selecting Targets: Berserker targets T Troll
b. Spell Effects: none
c. Attacks/Maneuvers:
Red-side-up T Troll goes in CHARGE&THRUST.
Berserker plays alerted Great AX with Fight T4* in Smash. Plays
Move H5* (two asterisk limit) in Duck, protected by helmet.
(See image.)
d. Repositioning/Change Tactics:
Troll repositioning roll=1 (top box unchanged). Troll stays in CHARGE&THRUST.
Tremendous monsters do not roll to change tactics.
(same image as above).
e.
Resolving Attacks:
T Troll attack speed=2 undercuts Berserker's maneuver speed=5. Troll
hits.
Berserker attack speed=4 undercuts T Troll's move speed=6. Berserker
hits.
f. Inflicting Harm:
After Round 1, attacks inflict harm in order of attack speed. T
Troll's attack (speed=2) hits first. Berserker is KILLED and his
attack is canceled! T Troll turns red-side-down.
3. Fatigue Step: none.
Combat ends with Tremendous Troll picking over the Berserker's bones.
Great Ax and helmet are abandoned in clearing. Michael may restart
at Inn at Birdsong on Day 6 with reincarnated Berserker or other
available character.
BORDERLAND
1
Witch King is unhidden with five surprised and hostile Ax Goblins.
Goblins are all light-side-up (L4*/3)
Round
1
1.
Encounter Step
a. Luring: none
b. Random Assignment: All five Goblins assigned to attack Witch
King
c. Deployment: none
d. Actions: Witch King plays enchanted Magic V4* chit to create
Black magic and energize Absorb Essence. Magic V4* chit fatigues,
Witch King becomes transformed into Tremendous Giant.
2.
Melee Step
a. Selecting Targets: Witch King selects Goblin1 as target.
b. Spell Effects: none
c. Attacks/Maneuvers:
G1, G2 go in CHARGE&THRUST. G3, G4 go in DODGE&SWING. G5
goes in DUCK&SMASH.
Witch King maneuvers with Giants move speed=5 in Duck. Attacks with
Giant's H5 body in Smash. Uses Giant's club (T4 side) as second
attack in Swing.
(See image)
d. Repositioning/Change Tactics:
Goblin repositioning roll=3 (bottom box unchanged). G1, G2 move
to DODGE&SWING. G3, G4 move to CHARGE&THRUST. G5 stays in
DODGE&SWING. Change Tactics: G1, G2 = (4,2), no change. G3,
G4 = (6,2), flip to dark side (M4/4). G5 = (4,1), no change.
(see image)
e. Resolving Attacks:
G1, G2, G3, G4, G5 all hit Witch King/Giant by undercutting (G5
matches directions as well).
Witch King/Giant's club hits G1.
Witch King/Giant's body misses.
f. Inflicting Harm:
Club hits first (longest weapon first in Round 1). Inflicts T harm.
Goblin1 is KILLED. Goblins hit next. G2, G5 inflict Light harm +
one sharpness star = Medium harm. Do not affect Witch King/Giant's
Tremendous vulnerability. G3, G4 inflict Medium harm + one sharpness
star = Heavy harm. Do not affect Witch King/Giant's Tremendous vulnerabilty.
3.
Fatigue Step: none
G2,
G3, G4, G5 stay assigned to Witch King/Giant. G2, G5 stay on light
side, G3, G4 on dark side.
Witch
King gets 1 Fame and 1 Notoriety
Round 2
1.
Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions: none
2.
Melee Step:
a. Selecting Targets: Witch King/Giant selects G2 as target.
b. Spell Effects: none
c. Attacks/Maneuvers:
G2 goes in CHARGE&THRUST. G3, G4 go in DODGE&SWING. G5 goes
in DUCK&SMASH.
Witch King maneuvers with Giants move speed=5 in Duck. Attacks with
Giant's H5 body in Smash. Uses Giant's club (T4 side) as second
attack in Swing.
(See image)
d. Repositioning/Change Tactics:
Goblin repositioning roll=4 (no change). Change tactics: G2=(2,1),
no change. G3,G4=(6,1), flip to light side (L4*/4). G5=(6,5), flips
to dark side.
(See image)
e. Resolving Attacks:
Goblins all hit by undercutting or matching.
Witch King/Giant misses with both body and club.
f. Inflicting Harm: Goblins inflict Medium (G1, G3, G4) or Heavy
(G5) harm. Witch King/Giant is unharmed.
3.
Fatigue Step: none
Goblins
stay assigned to Witch King/Giant. G2, G3, G4 on light side, G5
on dark side.
Round 3
1.
Encounter Step: Goblins remain assigned to Witch King/Giant, no
activities
2.
Melee Step:
a. Selecting Targets: Witch King/Giant selects G2 as target.
b. Spell Effects: none
c. Attacks/Maneuvers:
G2 goes in CHARGE&THRUST. G3, G4 go in DODGE&SWING. G5 goes
in DUCK&SMASH.
Witch King maneuvers with Giants move speed=5 in Duck. Attacks with
Giant's H5 body in Smash. Uses Giant's club (T4 side) as second
attack in Swing.
d. Repositioning/Change Tactics:
Goblin repositioning roll=6 (shift up). G2 moves to DUCK&SMASH,
G5 moves to DODGE&SWING, G3, G4 move to CHARGE&THRUST Change
tactics: G2=(6,3), flips to dark side. G3,G4=(5,3), Stay on light
side G5=(5,2), stays on dark side.
(See image)
e. Resolving Attacks:
Goblins all hit by undercutting or matching.
Witch King/Giant hits G2 with body, misses with club.
f. Inflicting Harm: Goblins inflict Medium (G1, G3, G4) or Heavy
(G5) harm. Witch King/Giant is unharmed. Giant inflicts H5 = Heavy
harm. Goblin2 is KILLED.
3. Fatigue Step: none
Goblins
remain assigned to Witch King/Giant, on light or dark side as they
finished round.
Witch King gets (1 Fame + 1 Notoriety)*(2nd victim of day) = 2 Fame
+ 2 Notoriety
Round 4
1.
Encounter Step: no change. G3, G4, G5 remain assigned to Witch King/Giant
2.
Melee Step:
a. Selecting Targets: Witch King/Giant selects G3 as target.
b. Spell Effects: none
c. Attacks Maneuvers:
G3 goes in CHARGE&THRUST, G4 goes in DODGE&SWING, G5 goes
in DUCK&SMASH.
Witch King maneuvers with Giants move speed=5 in Duck. Attacks with
Giant's H5 body in Smash. Uses Giant's club (T4 side) as second
attack in Swing.
d. Repositioning/Change Tactics:
Goblin repositioning roll=4 (no change). Change tactics: G3=(4,4)
stays light side up, G4=(5,6) flips to dark side, G5=(6,2) flips
to light side.
(See image)
e. Resolving Attacks:
Goblins all hit by undercutting. Witch King/Giant misses with both
body and club.
f. Inflicting Harm: Goblins do no harm
3.
Fatigue Step: none
G3,
G4, G5 stay assigned.
Round 5
1. Encounter Step: no change. G3, G4, G5 remain assigned to Witch
King/Giant
2.
Melee Step:
a. Selecting Targets: Witch King/Giant selects G3 as target.
b. Spell Effects: none
c. Attacks Maneuvers:
G3 goes in CHARGE&THRUST, G4 goes in DODGE&SWING, G5 goes
in DUCK&SMASH.
Witch King maneuvers with Giants move speed=5 in Duck. Attacks with
Giant's H5 body in Smash. Uses Giant's club (T4 side) as second
attack in Swing.
d. Repositioning/Change Tactics:
Goblin repositioning roll=5 (shift down). G3 moves to DODGE&SWING,
G4 moves to DUCK&SMASH, G5 moves to CHARGE&THRUST Change
tactics: G3=(3,4) stays light side up, G4=(4,3) stays on dark side,
G5=(4,1) stays on light side.
(See image)
e. Resolving Attacks:
G3, G4, G5 hit by undercutting/matching.
Witch King/Giant hits with club, body misses.
f. Inflicting Harm: G3, G4, G5 do no harm. Club does Tremendous
harm. G3 is KILLED
3.
Fatigue Step: none
G4,
G5 remain assigned. Witch King gets (1 Fame + 1 Notoriety)*(3nd
victim of day) = 3 Fame + 3 Notoriety
Round 6
1. Encounter Step: no change. G4, G5 remain assigned to Witch King/Giant
2.
Melee Step:
a. Selecting Targets: Witch King/Giant selects G4 as target.
b. Spell Effects: none
c. Attacks Maneuvers:
G4 goes in CHARGE&THRUST, G5 goes in DODGE&SWING
Witch King maneuvers with Giants move speed=5 in Duck. Attacks with
Giant's H5 body in Smash. Uses Giant's club (T4 side) as second
attack in Swing.
d. Repositioning/Change Tactics:
Goblin repositioning roll=1 (top box unchanged). G4 stays in CHARGE&THRUST,
G5 moves to DUCK&SMASH. Change tactics: G4=(5,2) stays on dark
side, G5=(5,3) stays on light side.
(See image)
e. Resolving Attacks:
G4, G5 hit by undercutting/matching.
Witch King/Giant misses with club and body.
f. Inflicting Harm: G4, G5 do no harm.
3.
Fatigue Step: none
G4,
G5 remain assigned.
Round 7
1. Encounter Step: no change. G4, G5 remain assigned to Witch King/Giant
2.
Melee Step:
a. Selecting Targets: Witch King/Giant selects G4 as target.
b. Spell Effects: none
c. Attacks Maneuvers:
G4 goes in CHARGE&THRUST, G5 goes in DODGE&SWING
Witch King maneuvers with Giants move speed=5 in Duck. Attacks with
Giant's H5 body in Smash. Uses Giant's club (T4 side) as second
attack in Swing.
d. Repositioning/Change Tactics:
Goblin repositioning roll=5 (shift down). G4 moves to DODGE&SWING,
G5 moves to DUCK&SMASH. Change tactics: G4=(6,3) flips to light
side, G5=(6,5) flips to dark side.
(See image)
e. Resolving Attacks:
G4, G5 hit by undercutting/matching.
Witch King/Giant hits G4 with club
f. Inflicting Harm: G4, G5 do no harm. Club does Tremendous harm.
G4 is KILLED.
3.
Fatigue Step: none
G5
remains assigned. Witch King gets (1 Fame + 1 Notoriety)*(4nd victim
of day) = 4 Fame + 4 Notoriety
Round
8
1. Encounter Step: no change. G5 remains assigned to Witch King/Giant
2.
Melee Step:
a. Selecting Targets: Witch King/Giant selects G5 as target.
b. Spell Effects: none
c. Attacks Maneuvers:
G5 goes in CHARGE&THRUST
Witch King maneuvers with Giants move speed=5 in Duck. Attacks with
Giant's H5 body in Smash. Uses Giant's club (T4 side) as second
attack in Swing.
d. Repositioning/Change Tactics:
Goblin repositioning roll=4 (no change). G5 stays in to CHARGE&THRUST.
Change tactics: G5=(4,3) stays on dark side.
e. Resolving Attacks:
G5 hit by undercutting.
Witch King/Giant misses
f. Inflicting Harm: G5 does no harm.
3.
Fatigue Step: none
G5
remains assigned.
Round 9
1. Encounter Step: no change. G5 remains assigned to Witch King/Giant
2.
Melee Step:
a. Selecting Targets: Witch King/Giant selects G5 as target.
b. Spell Effects: none
c. Attacks Maneuvers:
G5 goes in CHARGE&THRUST
Witch King maneuvers with Giants move speed=5 in Duck. Attacks with
Giant's H5 body in Smash. Uses Giant's club (T4 side) as second
attack in Swing.
d. Repositioning/Change Tactics:
Goblin repositioning roll=1 (top box unchanged). G5 stays in CHARGE&THRUST.
Change tactics: G5=(3,1) stays on dark side.
e. Resolving Attacks:
G5 hit by undercutting.
Witch King/Giant misses
f. Inflicting Harm: G5 does no harm.
3.
Fatigue Step: none
Combat ends after two rounds with no kills, wounds, or fatigue.
Witch King gets 1 + 2*1 +3*1 +4*1 = 10 Fame and 10 Notoriety
Goblin5 looks around at the shattered bodies of his comrades and
withdraws across the clearing to think things over.
LEDGES
6
After
combat, SHQ gives three treasures to the Captain, who activates
the Girtle of Energy, the Golden Arm Band, the Bejeweled Dwarf Vest,
and the Royal Sceptre, along with the Flowers of Rest.
MIDNIGHT
"Absorb
Essence" falls inert and Witch King returns to normal form.
Goblin5 picks up Ax, but then thinks better of it.
Day 6 Daylight
Orders due Wednesday at 9pm EDT
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