| Day 
              12 Bats are prowling again and the Pilgrim and White Knight scare up 
              one in Crag, but fortunately they are both hidden. The group in 
              Cavern emerge into the daylight in Deep Woods and immediately stumble 
              on the Cairns. In Ruins, the gang of four breaks up with the Swordsman 
              and Sorceror heading off toward Ledges while the Berserker takes 
              one last loot of the Hoard, discovers the Mouldy Skeleton, and receives 
              an Ill Health curse. Three magical pieces of armor appear on the 
              pile at the Hoard, but Rungnir is already on his way out of the 
              clearing and can't take advantage of this fortune. The Witch King 
              in Ledges has no more success with Magic Sight at the Shrine, but 
              his Phantasm moves into Ruins and enchants the tile, just in time 
              for Kael, the Black Knight, to walk into a tree trying to take a 
              path that no longer exits.
 In combat, the White Knight takes one mighty swing with his Morning 
              Star, matches directions with the Giant Bat, and kills it. At the 
              end of combat the mysterious Knight raises his visor to wipe his 
              brow and reveals his identity as Sir Duncan the Tall! Elsewhere 
              the Swordsman activates the Royal Scepter along with his workhorse, 
              the Witch King casts "Phantasm" again, and the Sorceror 
              casts "Dissolve Spell" on his "Melt into Mist" 
              spell, breaking the spell.
  
    BIRDSONG R2, R3, R4, & R5 follow SwordsmanPilgrim follows White Knight
 Dwarf follows Wizard.
 O2 follows White Knight
 O1 and O3 follow Pilgrim
 DAYLIGHT Monster Roll=6Bats and the Visitors/Missions are prowling.
 Tiago Espadafiada, the SWORDSMAN, at Ruins 4.
 M-RU6* (workhorse) / M-RU3 / M-OW2
 Chooses to move first.
 Moves to Ruin 6 (workhorse becomes inactive)
 Moves to Oak Woods 2
 Nothing arrives.
 Rungnir, the BERSERKER, at Ruins 6, site of HoardS / M-RU4 / R*
 Loots Hoard(2,2). Finds 2nd treasure in Hoard, the Mouldy Skeleton. 
              Gets Curse(4,2)=Ill Health. Berserker cannot do a Rest phase. Three 
              treasure counters (Jade Shield, Silver Breastplate, and Gold helmet) 
              are added to Hoard's Treasures.
 Moves to Ruins 4.
 Cannot rest because of Ill Health curse.
 Nothing arrives.
 Tim, the SORCEROR, on roadway between Ruins 6 and Ruins 3M RU-3 / R / R / SPX* / SP / SP
 Moves to Ruins 3
 Activates the Golden Armband
 Rests Magic IV3*
 Rests Magic IV5*
 Prepares to cast an enchantment
 Enchants Magic IV5* to Purple magic.
 Enchanges Magic IV4* to Purple magic.
 Nothing arrives.
 Phantasm, at Ledges 4M-OW2 / M-RU3 / SPX / SP / S
 Moves to Ruins 3
 Enchants Ruins tile with Witch Kings Magic IV3* chit and Purple 
              magic from the Dragon Essence. (Nothing fatigues.)
 Searches on Peer Table(6,2). Finds nothing.
 Raq'nyvarkryn, the WITCH KING, at Ledges 4
 R / S / S / S / Tr
 Rests Magic VI3*
 Searches with Magic Sight(2,1)=Counters. No counters in clearing.
 Searches with Magic Sight(5.2)=Chits. No undiscovered chits in clearing.
 Searches with Magic Sight(6,2)=nothing.
 Trades with Crone to buy spell(4,4)=No deal.
 Nothing arrives.
 Faramir, the CAPTAIN, at Cavern 4
 Doesn't need to record orders due to Timeless Jewel
 Moves to Cavern 1
 Moves to Deep Woods 5
 Turns up Cairns 5 and Stink M
 Nothing arrives.
 GHQ, the hired HQ, at Cavern 4Follows the Captain
 Moves to Deep Woods 5
 Put back on board after Captain's turn.
 Nothing arrives.
 The WHITE KNIGHT, at Dark Valley 5, site of ChapelH / M-LW2 / M-CV4 / M-CG2 / M-CG2
 Hides(5,1)
 Moves to Crag 2
 Reveals Ruins M and Slither 3
 At end of turn a Giant Bat, drawn by Ruins M, moves to Crag 2.
 Preston, the PILGRIM, at Dark Valley 5, site of ChapelFollows White Knight
 Hides
 Moves to Crag 2
 Put back on board after White Knights turn, very carefully to avoid 
              revealing himself to Giant Bat.
 Nothing else arrives.
 Gondaff, the WIZARD, at Cavern 4
 M-CN1 / M-DW5
 Moves to Deep Woods 5.
 Nothing arrives.
 Balin, the DWARF
 Follow Wizard
 Follows Wizard to Deep Wood 5.
 Put on board after Wizard's move.
 Nothing arrives.
 Kael, the BLACK KNIGHT, at Ruins 6, site of HoardM-RU4 / M-RU1
 Moves to Ruins 4
 Can't move to Ruins 1 because he hasn't discovered the secret path 
              on the enchanted side of the Ruins tile.
 Nothing arrives.
 SUNSET Witch Kings "Phantasm" spell expires. Magic VI2* fatigues. EVENING
 Crag 2
 The White Knight and Pilgrim and their hired muscle are hidden from 
              the Giant Bat that is flying around their clearing.
 Ruins 4The Black Knight and Berserker are unhidden and cut off by hidden 
              paths and secret passages.
 Ruins 3The unhidden Sorceror shares the clearing with the Black Knight's 
              Phantasm which fades away at Sunset.
 Oak Woods 2The Swordsman and his band, having slipped through the Ruins cave 
              before the enchantment,
 are unhidden and within a stones throw of the Shrine and the Crone.
 Deep Woods 5The Wizard, Dwarf, and the Captain with his hired men are unhidden 
              in the clearing with the Cairns.
     COMBAT Oak Woods 2Swordsman is unhidden with his hired Rogues.
 At end of combat, Swordsman activates the Royal Scepter and the 
              L4/L5 workhorse. Crag 2
 The White Knight and his hireling, O2, and the Pilgrim and his hirelings, 
              O1 and O3, are all hidden. There is a Giant Bat, light-side-up (M2/3) 
              in the clearing.
 Round 11. Encounter Step
 a. Luring: none
 b. Random Assignment: none
 c. Deployment: none
 d. Actions: White Knight alerts Morning Star with Fight H6
 2. Melee Stepa. Selecting Targets: The White Knight becomes unhidden and targets 
              the Giant Bat.
 b. Spell Effects: none
 c. Attacks/Maneuvers:
 Bat goes in Charge&Thrust on own sheet. Bat is not attacking 
              this round.
 White Knight plays alerted Morning Star with Fight T5* in Swing.
 (See image) 
 d. Repositioning/Change Tactics:Bat repositioning roll=5(shift down). Bat moves to Dodge&Swing 
              and changes tactics(6,5).
 (See image) 
 e. Resolving Attacks:White Knight hits by matching directions.
 f. Inflicting Harm:White Knight inflicts Tremendous harm due to "Wish for Strength." 
              Giant Bat is KILLED. "Wish for Strength" expires.
 3. Fatigue Step: none White Knight earns 3 Fame and 3Notoriety for killing Giant Bat.
 Combat ends in clearing.
 At the end of combat the White Knight raises his visor to wipe 
              his brow and reveals his identity as Sir Duncan the Tall!   Ledges 4 (Shrine)Witch King is unhidden and alone.
 Round 11. Encounter Step
 a. Luring: none
 b. Random Assignment: none
 c. Deployment/Charging: none
 d. Actions:
 Witch King casts "Phantasm" with Magic VI3* and Purple 
              magic from Dragon Essence.
 2. Melee Stepa. Selecting Targets: Witch King targets himself.
 b. Spell Effects:"Phantasm" goes into effect, creating a new Phantasm until 
              Sunset on Day 13. Magic VI3* is committed to spell until it expires.
 Combat ends in clearing.   Ruins 3Sorceror is alone in clearing.
 Round 1 1. Encounter Stepa. Luring: none
 b. Random Assignment: none
 c. Deployment/Charging: none
 d. Actions:
 Sorceror casts "Dissolve Spell" using Magic VI5* and Purple 
              magic from enchanted Magic IV4* chit (fatigues).
 2. Melee Stepa. Selecting Targets: Sorceror targets "Melt into Mist" 
              spell.
 b. Spell effects:
 "Dissolve Spell" breaks "Melt into Mist." Magic 
              VI6* chit committed to "Melt into Mist" fatigues when 
              spell expires. "Disolve Spell" expires; Magic VI5* chit 
              fatigues.
 3. Fatigue Step: none Combat ends in clearing.
   MIDNIGHTAll is quiet in the Realm.
   Day 13 Daylight 
              orders due Friday, August 13, 5pm EDT. |