Day
7
Monster
Regeneration day arrives and the Bats and the Visitor/Missions are
prowling. The Visitors and Missions all change character, and the
Escort Party arrives at the Altar where the Captain and his hired
Soldiers and the Witch have their hands full with five Giant Bats.
The Wizard, put to sleep by the Flowers of Rest, awakens at Sunset
hidden in the clearing and watches with interest to see what will
transpire. The White Knight and Amazon, hidden, watch a Giant Bat
swoop overhead as they search unsuccessfully for the Pool. The Elf
and Black Knight arrive at the base of the Cliff, and the Elf finds
the secret passage just before the Bat swoops down on them where
they are hidden in the rocks. The Berserker and the Druid move into
Maple Woods, and the Witch King travels the Realm as Mist. The Witch
receives a telepathic message from her Familiar, and she sees two
hidden paths in Deep Woods.
In
combat, the characters quickly make the board Bat-free. In Ledges
1, the Witch lures five Bats and then activates her "Absorb
Essence," turning her into a Tremendous Flying Dragon which
is invulnerable to Bats. She and the Captain then eliminate the
Bats in five rounds of combat, after which the Captain runs out
of the clearing carrying the Flowers of Rest. In Cliff 3, the Black
Knight stays hidden while the Elf downs their Bat with one shot
from hiding and brings Bat steaks back to their camp.
BIRDSONG
Monster
Roll=6
(Bats and the Visitors/Missions are prowling)
Purple
magic appears in all clearings in the Realm. The Witch King's "Melt
into Mist" spell is activated, and the Witch King is tranmorphized
into Mist.
Monster
Regeneration: all prowling monsters return to where they began the
game. (The Bats are all on the Appearance Chart already.) The Visitors/Mission
chits all flip over: Raid on Company, Pillage on Woodfolk, Food/Ale
on Patrol, War on Bashkars, Escort Party on Enchanted Meadow/Altar,
Revolt on Toadstool Cirle/Shrine.
Followers
The Black Knight follows the Elf
The Druid follows the Berserker
DAYLIGHT
Valdemort, the Witch King (at Curst Valley 2)
M-CV5 / M-LW5 / M-DW6 / M-CV4
Transmorphized into Mist, the Witch King cannot block or be blocked.
Moves to Curst Valley 4
Nothing arrives
The White Knight (at Cliff 6, site of the Pool)
H / S / S / S
Hides(4,1)
Searches on Locate Table for Pool(5,2). Finds nothing.
Searches on Locate Table for Pool(3,2). Finds passage (already discovered).
Searches on Locate Table for Pool(5,3). Finds nothing.
At end of turn, Giant Bat drawn by Bones M arrives in Cliff 6.
Ur-Berek,
the Berserker (at Linden Woods 5, surrounded by Wolf carcasses)
H / M-DW6 /M-CV4 / M-MW2 /R*
Hides(3,1)
Moves to Maple Woods 2
Rests back Move H4**, fatiguing Move H5* to make change.
Nothing arrives.
Naal
Han Artal, the Druid (at Linden Woods 5)
Follow (Berserker)
Hides and follows Berserker to Maple Woods 2
Rests Fight L2 ** and fatigues Magic VIII4* chit to make change.
Placed back on board after Berserker ends move.
Nothing arrives
Crookshanks,
the Familiar (at Deep Woods 6)
S / S / S / S
Searches on Peer Table(4,1)(2,1)(5,5)(5,1)
Finds Hidden Enemies, Clues, and Paths. Finds DW6-DW3 (Enchanted)
and DW6-DW4 (Enchanted) hidden paths.
Nothing arrives.
Hermione, the Witch (at Pine Woods 2)
M-OW2 / M-LE3 / M-LE6 / M-LE1
Moves to Ledges 1 (site of Altar)
At end of move Ruins M draws two Giant Bats to Ledges 1, blocking
Witch, Captain, and SHQ. Howl 5 draws three Giant Bats to Ledges
5.
THe Escort Party appears at the Altar.
Captain
Alatriste (at Ledges 1)
S / S / S / S
Blocked! Turn canceled.
At end of turn, three Giant Bats from Ledges 5 move to Ledges 1
and block Captain, Witch, and SHQ.
Inigo
Balboa, the SHQ (at Ledges 1)
S / S / S / S
Blocked! Turn canceled.
Nothing else arrives.
Blaize,
the Amazon (at Cliff 6, site of Pool)
H / H / S / S
Hides(5,3)
Second Hide canceled.
Searches on Locate Table for Pool(6,4). Finds nothing.
Searches on Locate Table for Pool(5,3). Finds nothing.
Nothing else arrives.
Iftandir,
the Elf (at Maple Woods 5)
H* / M-CL5 / M-CL3 / S / S
Hides(5,1)
Moves to Cliff 3
Searches on Locate Table(3,1). Finds secret passage to CL6.
Searches on Locate Table(5,2). Finds nothing
Giant Bat moves from Cliff 6 to Cliff 3!
Lothar, the Black Knight (at Maple Woods 5)
Follow (Elf)
Follows Elf to Cliff 3
Put back on board at end of Elf's turn.
Nothing else arrives.
Ogion, the Wizard, at Ledges 3
H / H / M-LE1/ S (Locate... Altar)
Hides(4,1)
Second Hide roll canceled.
Moves through hidden path to Ledges 1, site of Altar (and 5 Giant
Bats!)
As soon as Wizard enters Ledges 1, the Captain's Flowers of Rest
put him to sleep, resting back his fatigued Magic II4* and Magic
II3* and canceling his Search Phase.
Nothing else arrives.
SUNSET
Elf's
"Persuade" spell expires and his Magic III4* chit fatigues.
The Lancers try to figure out what they were doing partying with
the Elf last night.
EVENING
CLIFF
3
The Black Knight and Elf are hidden in the clearing with a Giant
Bat.
LEDGES
1 (site of Altar)
The Witch, Captain, and soldiers are unhidden and blocked by five
Giant Bats.
The Wizard wakes up, hidden in the clearing with all his chits rested.
COMBAT
CLIFF
3
Witch, Captain, and Soldiers are unhidden in clearing with five
Giant Bats, light-side-up (M2/3).
Round 1
1. Encounter Step
a. Luring: Witch lures all five Bats
b. Random Assignment: none
c. Deployment: Captain does not deploy Soldiers
d. Actions: Witch plays Black magic from enchanted Magic V6* to
activate Absorb Essence. Witch becomes Tremendous Flying Dragon.
Magic V6* fatigues.
2.
Melee Step
a. Selecting Targets: Witch targets Bat1. Captain targets Bat1.
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch distributes Bats among red boxes:
B1 and B2 are in CHARGE&THRUST
B3 and B4 are in DODGE&SWING
B5 is in DUCK&SMASH
Witch attacks with body in Thrust and head (T3 side up) in Swing,
and plays no maneuver.
Captain attacks with Light Sword and Fight M4* in Smash.
(see image)
d.
Repositioning/Change Tactics:
Bat repositioning roll=2 (middle box unchanged)
B2, B2 move to DUCK&SMASH. Change Tactics roll=(6,5). Flip to
M3/2 side.
B5 moves to CHARGE&THRUST. Change Tactics roll=(1,3). Stays
on M2/3 side.
B3, B4 stay in DODGE&SWING. Change Tactics roll=(6,6). Flip
to M3/2 side.
(see image)
e.
Resolving Attacks:
All Bats hit Witch/TFD by undercutting/matching directions.
Captain hits Bat1. Witch/TFD misses with both head and body.
f. Resolving Harm:
Bats do Medium harm to Witch/TFD, with no effect on TFD's Tremendous
and armored vulnerability.
Captain causes Light harm + one sharpness star + one level for Fight
chit exceeding weight of weapon = Heavy harm. Bat1 is KILLED.
3.
Fatigue Step: none
Bat2
(M3/2), Bat3(M3/2), Bat4(M3/2), and Bat 5(M2/3) stay assigned to
Witch/TFD.
Captain gets 3 Fame and 3 Notoriety for killing Bat1.
Round 2
1.
Encounter Step: no activities
2.
Melee Step:
a. Selecting Targets: Witch and Captain target Bat2
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch distributes Bats among red boxes:
B2, B3 in CHARGE&THRUST
B4 in DODGE&SWING
B5 in DUCK&SMASH
Witch attacks with body in Thrust and head (T3 side up) in Swing,
and plays no maneuver.
Captain attacks with Light Sword and Fight M4* in Smash.
d. Repositioning/Change Tactics
Bat repositioning roll=5 (shift down):
B2, B3 move to DODGE&SWING. Change Tactics=(4,1), stay on M3/2
side
B4 moves to DUCK&SMASH. Change Tactics=(4,2), stays on M3/2
side.
B5 moves to CHARGE&THRUST. Change Tactics=(2,2), stays on M2/3
side
(See image)
e.
Resolving Attacks:
All Bats hit. Witch/TFD head hits. Captain and Witch/TFD body miss.
f. Inflicting Harm:
Bats cause no harm to Witch/TFD. Witch/TFD head causes Tremendous
harm. Bat2 is KILLED.
3.
Fatigue Step: none.
Witch
get 3 Fame and 3 Notoriety for killing Bat2.
Bats remain assigned to Witch.
Round 3
1.
Encounter Step: no activities
2.
Melee Step:
a. Selecting Targets: Witch and Captain target Bat3
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch distributes Bats among red boxes:
B3 in CHARGE&THRUST
B4 in DODGE&SWING
B5 in DUCK&SMASH
Witch attacks with body in Thrust and head (T3 side up) in Swing,
and plays no maneuver.
Captain attacks with Light Sword and Fight M4* in Smash.
d. Repositioning/Change Tactics
Bat repositioning roll=3 (bottom box unchanced):
B3 move to DODGE&SWING.
B4 moves to CHARGE&THRUST.
B5 stays in DUCK&SMASH.
Change Tactics are irrelevant
e.
Resolving Attacks:
All Bats hit. Witch/TFD head hits. Captain and Witch/TFD body miss.
f. Inflicting Harm:
Bats cause no harm to Witch/TFD. Witch/TFD head causes Tremendous
harm. Bat3 is KILLED.
3.
Fatigue Step: none.
Witch
get 6 Fame and 6 Notoriety for killing Bat3 as her second victim
of the day.
Bats remain assigned to Witch.
Round
4
1.
Encounter Step: no activities
2.
Melee Step:
a. Selecting Targets: Witch and Captain target Bat4
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch distributes Bats among red boxes:
B4 in CHARGE&THRUST
B5 in DODGE&SWING
Witch attacks with body in Thrust and head (T3 side up) in Swing,
and plays no maneuver.
Captain attacks with Light Sword and Fight M4* in Smash.
d. Repositioning/Change Tactics
Bat repositioning roll=5 (shift down):
B4 move to DODGE&SWING.
B5 moves to DUCK&SMASH.
Change Tactics are irrelevant
e.
Resolving Attacks:
All Bats hit. Witch/TFD head hits. Captain and Witch/TFD body miss.
f. Inflicting Harm:
Bats cause no harm to Witch/TFD. Witch/TFD head causes Tremendous
harm. Bat3 is KILLED.
3.
Fatigue Step: none.
Witch
get 9 Fame and 9 Notoriety for killing Bat4 as her third victim
of the day.
Bats remain assigned to Witch.
Round 5
1.
Encounter Step: no activities
2.
Melee Step:
a. Selecting Targets: Witch and Captain target Bat5
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch distributes Bats among red boxes:
B5 in CHARGE&THRUST
Witch attacks with body in Thrust and head (T3 side up) in Swing,
and plays no maneuver.
Captain attacks with Light Sword and Fight M4* in Smash.
d. Repositioning/Change Tactics
Bat repositioning roll=3 (bottom box unchanced):
B5 move to DODGE&SWING.
Change Tactics are irrelevant
e.
Resolving Attacks:
All Bats hit. Witch/TFD head hits. Captain and Witch/TFD body miss.
f. Inflicting Harm:
Bats cause no harm to Witch/TFD. Witch/TFD head causes Tremendous
harm. Bat5 is KILLED.
3.
Fatigue Step: none.
Witch
get 12 Fame and 12 Notoriety for killing Bat3 as her fourth victim
of the day.
Bats remain assigned to Witch.
Round 6
1.
Encounter Step:
Captain plays Move M4 to run out of clearing toward Ledges 6. He
must start Day 8 with a move to either Ledges 1 or Ledges 6.
Combat ends in clearing.
Captain gets 3 Fame and 3 Notoriety.
Witch gets 3*1 + 3*2 + 3*3 + 3*4 = 30 Fame and 30 Notoriety.
CLIFF
3
Black Knight and Elf are hidden in clearing with Giant Bat.
Round 1
1.
Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions: Elf alerts Light Bow with Fight M4*
2.
Melee Step
a. Selecting Targets: Elf targets Giant Bat, becoming unhidden.
b. Spell Effects: none
c. Attacks/Maneuvers:
Bat goes in CHARGE&THRUST on its own Melee Sheet.
Elf attacks with alerted Light Bow and Fight L3* in Thrust. Elf
plays no maneuver since he's not being attacked by Bat.
(see image)
d.
Repositioning/Change Tactics:
Bat repositioning roll=3 (bottom box unchanged). Moves to DODGE&SWING
and doesn't change tactics(5,2).
(see image)
e.
Resolving Attacks:
Elf hits by undercutting. Bat is not attacking.
f. Inflicting Harm:
Elf inflicts Light harm + two sharpness stars + Missile Table roll
[(3)=no change] = Heavy harm. Bat is KILLED.
3.
Fatigue Step: none
Elf
gets 3 Fame and 3 Notoriety for killing Bat.
Combat
ends in clearing.
MIDNIGHT
The
Witch's "Absorb Essence" permanent spell falls inert and
she returns to her usual form.
Day 8 Daylight
Orders due Tuesday at 9pm EDT
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