| Day 
              13 Bats are prowling for the third day in a row, but make themselves 
              scarse again. The Wizard, Dwarf, Captain, and the hired GHQ search 
              all over their clearing but, with their eyes accustomed to the dark 
              Caverns, are unable to find the Cairns in 14 Search phases. The 
              White Knight and Pilgrim abandon the Crag and head over toward Cliff. 
              The Black Knight and Berserker, with their way west blocked by an 
              undiscovered hidden path, return to the Hoard where the Black Knight 
              finds two pieces of magical armor. In the meantime, the Swordsman 
              and Sorceror, with weapons and magic chits alerted, move to the 
              Shrine where the Swordsman does a little trading with the Crone 
              and then blocks the Witch King, who has been transformed into a 
              Flying Demon by the Black Magic on the Swordsman's Cloven Hoof. 
              The Witch King's Phantasm slips away and enchants the Ledges tile. In combat, the Sorceror and Swordsman's evil intentions are foiled 
              by the Witch King who, transmorphized into a Flying Demon, flys 
              out of the clearing before he can be targeted by the Sorceror's 
              "Dissolve Spell." The Witch King spends the night in midair 
              between the Ledges and Ruins tiles and must land in a random clearing 
              in one of the two tiles as his first phase on Day 14.
 
    R2, R3, R4, and R5 follow SwordsmanR1, R6, and R7 follow Berserker
 O1 and O3 follow Pilgrim
 O2 follows the White Knight
 Pilgrim follows White Knight
 DAYLIGHT Monster Roll=6Bats are prowling for the third day in a row!
 Tiago Espadafiada, the SWORDSMAN, at Oak Woods 2
 H / H / H / A(Thrusting Sword) / M-LE4*(workhorse) / TR(sell )
 Chooses to move first
 Fails to hide(6,4).
 Fails to hide(6,5).
 Fails to hide(6,1).
 Alerts Thrusting Sword.
 Moves to Ledges 4
 Black Magic from Cloven Hoof energizes the Witch King's "Absorb 
              Essence" and "World Fades" permanent spells. The 
              Witch King turns into a Flying Demon!
 Swordsman sells to Crone:
 Cloven Hoof (4 gold)
 Gripping Dust (3 gold)
 Gloves of Strength (8 gold)
 M6/M5* workhorse (10 gold)
 Receives 25 gold from Crone.
 Blocks Witch King/Tremendous Demon
 Nothing arrives.
 Rungnir, the BERSERKER, at Ruins 4
 M-RU6* (workhorse) / S / S
 Moves to Ruins 6 (site of Hoard)
 Workhorse becomes inactive
 Loots Hoard(6,1). Finds nothing.
 Loots Hoard(6,4). Finds nothing.
 Nothing arrives.
 Tim, the SORCEROR, at Ruins 3R / R / R / A / M-OW2 / M-LE4* (workhorse)
 Rest Magic IV4*
 Rests Magic VI5*
 Rests Magic VI6*
 Alerts (prepares) Magic VI6*
 Moves to Ledges 4
 Nothing arrives.
 Witch King's Phantasm at Ledges 4M-LE1 / SPX / SP / S / S
 Phantasm cannot be blocked.
 Moves to Leges 1
 Prepares to cast an enchantment
 Enchants Ledges tile using Witch Kings Magic IV3* chit and Purple 
              magic from the Dragon Essence.
 Searches on Peer Table(4,2). Finds hidden enemies.
 Searches on Peer Table(5,2). Finds clues.
 Nothing arrives.
 Raq'nyvarkryn, the WITCH KING, at Ledges 4, site of Shrine
 Blocked by Swordsman.
 Faramir, the CAPTAIN, at Deep Woods 5, site of CairnsDoesn't write orders due to Timeless Jewel
 Searches on Locate table(3,1)=Passages. No passages in clearing.
 Searches on Locate table(6,2). Finds nothing.
 Searches on Locate table(6,3). Finds nothing.
 Searches on Locate table(6,4). Finds nothing.
 Searches on Locate table(6,4). Finds nothing.
 Nothing arrives.
 The WHITE KNIGHT, at Crag 2
 M-CV4 / M-CV1 / M-BL1 / M-BV4/ M-BV1
 Moves to Bad Valley 1
 Nothing arrives.
 Preston, the PILGRIM, at Crag 2Follow White Knight
 Moves to Bad Valley 1.
 Put back on board after White Knight's turn.
 Nothing arrives.
 Gondaff, the WIZARD, at Deep Woods 5, site of CairnsR / SPX / SP / S / S
 Rests Magic IV4*
 Prepares to cast an enchantment
 Enchants Magic IV4* to Purple magic.
 Searches on Locate Table(3,1)=Passages. No passages in clearing.
 Searches on Locate Table(5,2). Finds nothing.
 Nothing arrives.
 Kael, the BLACK KNIGHT, at Ruins 3
 M-RU6* (workhorse) / S / S
 Moves to Ruins 6
 Loots the Hoard(2,1). Takes Silver Breastplate.
 Loots the Hoard(2,1). Takes Jade Shield.
 Nothing arrives.
 Balin, the DWARF, at Deep Woods 5, site of Cairns
 S / S
 Searches on Locate Table(6,5). Finds nothing.
 Searches on Locate Table(6,3). Finds nothing.
 GHQ, the hired HQ, at Deep Woods 5, site of CairnsS / S / S / S / S
 Searches on Locate Table(6,1). Finds nothing.
 Searches on Locate Table(6,2). Finds nothing.
 Searches on Locate Table(5,2). Finds nothing.
 Searches on Locate Table(5,3). Finds nothing.
 Searches on Locate Table(6,2). Finds nothing.
 Nothing arrives.
   SUNSET Witch King's "Phantasm" spell expires, and his Magic 
              VI3* chit fatigues.    EVENING Ruins 6
 Black Knight and Berserker are unhidden.
 Ledges 4
 Swordsman and Sorceror are unhidden in clearing. Witch King is unhidden 
              and has been transmorphized into a Flying Demon. Sorceror has a 
              prepared Magic VI* chit.
 Deep Woods 5Dwarf, Wizard, Captain, and Captains hired Guardsmen are all unhidden.
 Bad Valley 1
 Pilgrim and White Knight are unhidden.
   COMBAT
 Ledges 4
 Swordsman and Sorceror are unhidden. The Swordsman has alerted his 
              Thrusting Sword and the Sorceror has alerted a Type VI Magic chit. 
              The Witch King is unhidden and is tranformed into a Flying Demon.
 Round 1
 1. Encounter Stepa. Luring: none
 b. Random Assignment: none
 c. Deployment/Charging: none
 d. Actions: (Starting with first character, Swordsman, and proceeding 
              in "board order")
 Sorceror casts "Dissolve Spell" with alerted Magic VI6* 
              chit and Purple magic from Dragon Essence.
 Witch King flys away towards Ruins with Flying Demons speed=3 move 
              speed. He spends the night in midair between Ledges and Ruins tiles 
              and must land at random in either tile as his first phase on Day 
              14.
 2. Melee Stepa. Selecting Targets: There are no spells in effect in the clearing 
              for the Sorceror to target.
 b. Spell Effects:
 "Dissolve Spell," having no target, expires. Magic VI6* 
              chit fatigues.
 3. Fatigue Step: none Combat ends in clearing. MIDNIGHT Witch King's "Absorb Essence" becomes inert and Witch 
              King turns back into his normal form in midair. All weapons become 
              unalerted.
      Day 14 Daylight 
              orders due Wednesday, August 18, 9pm EDT. |