| Day 
              14 Grey color magic in every clearing today! A regeneration day causes all the Goblins, Ogres, and the Patrol 
              to be regenerated onto the Appearance Chart, but, perhaps remembering 
              their previous experience, they are cautious and do not appear on 
              the board. The Swordsman retires to Nut Woods to attempt to rehire 
              his Rogues when the Witch King, transmorphized into Flying Demon, 
              drops in. The White Knight and Pilgrim discover the Lost Castle 
              in Cliff where it has lain hidden for eons: the Lair surrounded 
              by many monster sounds. The Dwarf finally locates the Cairns and 
              gives the location to the Captain, who along with his indefatigable 
              GHQ, loots out 5 treasures. Meanwhile the Sorceror sells the Black 
              Book to the Crone, who gives him 50 gold for the treasured volume, 
              and then retires to the Small Campfire to wait for woodland natives. 
              The Black Knight and Berserker, faced with a blank rock wall, look 
              unsuccessfully for the hidden path out of the clearing. In combat, the characters in Pine Woods do a Marx brothers act, 
              with the Swordsman deploying his natives against the Witch King/Flying 
              Demon and running out of the clearing, followed by closely by the 
              Raq'nyvarkryn who flys away in the other direction leaving the Rogues 
              looking around the clearing wondering where everyone went. The weather is worsening with Showers turning to steady Rain. Week 
              3 is shortened to six day, each with 2 basic and 2 sunlight phases. 
              Day 15 is skipped and natives walk off the job all over the board 
              as their contracts run out. O3, R2, R4, R5, R6, R7, and the Guard 
              all roll out their tents and go into retirement.
  
 BIRDSONG
 R1, R6, and R7 follow BerserkerR2, R3 follow Swordsman
 G1, G2 follow Captain
 O1, O3 follow Pilgrim
 O2 follows White Knight
 DAYLIGHT Monster Roll=3Wolves, Goblins, Ogres, the Octopus, and the Patrol (plus the Ghosts) 
              are prowling today.
 Regeneration day means all the Goblins, the Ogres, and the Patrol 
              are regenerated and put back on the appearance chart, so Row 3 of 
              the appearance chart looks like it did when the game began.
 Tiago Espadafiada, the SWORDSMAN, at Ledges 4M-OW2 / M-RU3 / M-RU5 / M-RU1 / M-NW5*(workhorse) / HR / HR*(Sceptre)
 Chooses to move first.
 Followed by R2 and R3, leaves R4 and R5 behind.
 Moves to Nut Woods 5.
 Attempts to hire R3(6,6)=no deal.
 Attempts to hire R3(2,2)=PriceX2. Hires R3 for 4 gold.
 Nothing arrives.
 Gondaff, the WIZARD, at Deep Woods 5S / S / S / S
 Searches on Locate Table(6,1). Finds nothing.
 Searches on Locate Table(6,3). Finds nothing.
 Searches on Locate Table(5,3). Finds nothing.
 Searches on Locate Table(2,1). Passages and clues. No passages in 
              the clearing.
 Searches on Locate Table(6,4). Finds nothing.
 Nothing arrives.
 Rungnir, the BERSERKER, at Ruins 6M-RU4/ S
 Moves to Ruins 4
 Searches on Peer Table(4,1). Finds hidden enemies.
 Nothing arrives.
 Kael, the BLACK KNIGHT, at Ruins 6
 M-RU4 / S (Peer for Hidden Path)
 Moves to Ruins 4
 Searches on Peer Table(6,1). Finds nothing.
 Nothing arrives.
 The WHITE KNIGHT, at Bad Valley 1
 H / M-CL4 / M-CL4 / M-CL6 / M-CL6
 Fails to hide(6,3).
 Moves to Cliff 6
 Reveals Bones M, Lost Castle (Slither 6, Roar 6, Patter 5, Roar 
              4, Lair 3)
 Nothing arrives.
 Preston, the PILGRIM, at Bad Valley 1
 H / M-CL4 / M-CL4 / M-CL6 / M-CL6
 Hides(5,5). Pilgrims and followers hide.
 Moves to Cliff 6
 Nothing arrives.
 Tim, the SORCEROR, at Ledges 4TR / M-OW2* (workhorse) / M-OW5 / SPX* / SP / R / R
 Sells Black Book to Crone for special price of 50 gold.
 Moves to Small Campfire in Oak Woods 5
 Enchants Magic IV4* to Purple magic.
 Rests Magic IV4*
 Rests Magic VI6*
 Nothing arrives
 Balin, the DWARF, at Deep Woods 5
 S / S
 Searches on Locate Table(3,2)=Passages. No secret passages in clearing.
 Searches on Locate Table(4,2)=Discover chits. Discovers the Cairns.
 Nothing arrives.
 Faramir, the CAPTAIN, at Deep Woods 5
 S / S / S / S / S
 Receives location of Cairns from the Dwarf
 Loots the Cairns(5,2). Takes 5th treasure in Cairns. Fatigues ?.
 Loots the Cairns(2,1). Takes 2th treasure in Cairns. Fatigues ?.
 Loots the Cairns(5,3). Takes 5th treasure in Cairns. Fatigues ?.
 Loots the Cairns(3,1). Takes 3th treasure in Cairns. Fatigues ?.
 Loots the Cairns(4,1). Takes nothing. Fatigues ?.
 Nothing arrives.
 Raq'nyvarkryn, the WITCH KING, in midair between the Ledges and 
              Ruins tilesFL-RU / FL-NW / FL-CL / H / R / R
 Flies into Ruins. Lands at random in clearing 6. (Cave clearing.)
 Uses Black magic from enchanted Magic V3* to to activate Absorb 
              Essence and transmorphize into the Winged Demon. Magic V3* chit 
              fatigues.
 Flies into Nut Woods.
 Since cannot execute more than two phases on turn when cave is entered, 
              turn ends after second phase.
 Witch King lands at random in clearing 5 of Oak Woods.
 Nothing arrives.
 GHQ, the hired HQ, at Deep Woods 5
 S / S / S / S
 Receives location of Cairns from Dwarf.
 Loots the Cairns(3,3). Takes 3rd treasure in Cairns.
 Loots the Cairns(6,5). Takes nothing.
 Loots the Cairns(5,5). Takes nothing.
 Loots the Cairns(1,1). Takes top treasure in Cairns.
 Loots the Cairns(6,1). Takes nothing.
 Nothing arrives.
 EVENING Deep Woods 5
 Dwarf, Wizard, Captain, and Guard are all unhidden.
 Ruins 4Black Knight and Berserker are unhidden.
 Cliff 6
 White Knight and O2 are unhidden. Pilgrim, O1, and O3 are unhidden.
 Oak Woods 5 (Small Campfire)
 Sorceror is unhidden.
 Nut Woods 5
 Swordsman, R2, and R3 are unhidden. Witch King is unhidden and transmorphized 
              into Flying Demon.
   COMBAT Nut Woods 5
 Swordsman and his two Rogue hirelings, R2 and R3, are unhidden in 
              the clearing with the unhidden Witch King, who has dropped out of 
              the sky transmorphized into a Flying Demon.
 Round 1
 1. Encounter Step (Swordsman goes first on each activity since 
              he was the first character of the day.)a. Luring: none
 b. Random Assignment: none
 c. Deployment/Charging:
 Swordsman deploys R2(T*3/5 side up) and R3(M*5/3 side up) against 
              Witch King/Flying Demon
 d. Actions:
 Swordsman plays Move L2** to run away towards RU1.
 Witch King uses Flying Demon's Fly 3 to fly away toward Awful Valley.
 2. Melee Step: none 3. Fatigue Step: Swordsman fatigues Move L3* Combat ends in clearing. Deep Woods 5
 At end of combat, Captain receives two treasures from GHQ and activates 
              Handy Gloves.   MIDNIGHT The Witch King's "Absorb Essence" spell falls inert and 
              the Witch King finds himself in midair without wings again.Natives O3, R4, R5, R6, and R7 become unhired.
 The weather for Week 3 is Rain(4,4). Six days per week with two 
              basic and two sunlight phases per day. Day 15 is skipped. R2 and 
              the Guard become unhired. Day 16 Daylight 
              orders due Monday, August 23, 5pm EDT. |