| Day 
              18   The Black Knight shares the location of the Lair with his buddies, 
              the Swordsman and Berserker, and together they loot the site down 
              to the last treasure. The White Knight and Pilgrim arrive hidden 
              in the clearing later in the day, locate the Lair on their own, 
              but find it nearly empty. The Dwarf and Captain follow the Wizard 
              along a hidden path toward the Caves, but GHQ, arriving in the Caves 
              before them, finds only monster signs and sounds and is blocked 
              by six Ax Goblins. The Sorceror gets his hirelings to follow him 
              this time and heads off toward Ruins where he un-enchants the tile 
              to its original side. The Witch King does R&R to create more 
              color magic, and forturnately doesn't draw any monsters this day. 
              As evening falls, the Swordsman, Berserker, and Black Knight feel 
              that their clearing is more crowded than it was, but they can't 
              see anyone else. In combat, the GHQ falls victim to the Ax Goblins, and in Cliff 
              3 an apparently stalled negotiation is hastened to a successful 
              conclusion when the White Knight and Pilgrim alert their weapons. 
              After two uneventful but suspense-filled rounds of combat, the White 
              Knight runs away into the secret passage, and the Swordsman, after 
              negotiating with a talking bush, gives the Good Book to the still-hidden 
              Pilgrim in exchange for the Power Gauntlets and 6 gold. The Pilgrim 
              then activates the Good Book and the Swordsman activates the Power 
              Gauntlets. Elsewhere the Captain gives the Toadstool Ring, with 
              its extra Spell phase, to the Wizard. 
   BIRDSONG O1 follows PilgrimO2 follows White Knight
 Dwarf follows Wizard
 Captain, G1, and, G2 follow Wizard
 R5, R4 follow Sorceror
 DAYLIGHT
 Monster Roll=3Ogres, Wolves, Goblins, the Octopus, the Patrol, and the Ghosts 
              are prowling.
 Tiago Espadafiada, the SWORDSMAN, at Cliff 3, site of Lair
 S / S / S / S
 Chooses to move first
 Receives location of Lair from Black Knight
 Gives location of CL3-CL6 Secret Passage to Black Knight and Berserker.
 Loots the Lair(2,2). Takes 2nd treasure from top.
 Loots the Lair(3,3). Takes 3rd treasure from top.
 Loots the Lair(6,5). Takes nothing.
 Loots the Lair(3,3). Takes 3rd treasure from top.
 Nothing arrives.
 Raq'nyvarkryn, the WITCH KING, at Mountain 4.H / R / R / SPX* / SP
 Hides(5,3)
 Rests Magic V3*
 Rests Magic V3*
 Enchants Magic V3* to Black magic
 Nothing arrives.
 Gondaff, the WIZARD, at Deep Woods 5, site of Cairns.
 M-DW4 / M-DW1 / R / T
 Moves to Deep Woods 4
 Moves to Deep Wood 1 using Hidden Path.
 Rests Magic II4*
 No native groups available to Trade with.
 Nothing arrives.
 Faramir, the CAPTAIN, at Deep Woods 5, site of Cairns.Follows Wizard
 Moves to Deep Wood 2
 (Discovers DW4-DW1 Hidden Path)
 Rests Move M4*
 Put back on board after Wizards turn.
 Nothign arrives.
 Balin, the DWARF, at Deep Woods 5, site of Cairns.Follows Wizard
 Moves to Deep Woods 2
 (Discovers DW4-DW1 Hidden Path)
 Rests Fight T5**
 Put back on board after Wizard's turn.
 Nothing arrives.
 Rungnir, the BERSERKER, at Cliff 3, site of Lair.S / S / S / S
 Receives location of Lair from Black Knight
 Loots Lair(5,2). Takes nothing.
 Loots Lair(5,5). Takes nothing.
 Loots Lair(3,2). Takes 3rd treasure in Lair.
 Loots Lair(3,1). Takes 3rd treasure in Lair.
 Nothing arrives.
 Sir Duncan the Tall, the WHITE KNIGHT, at Cliff 6
 H / H / R* (Health) / M-CL3 / S
 Hides(4,1).
 Cancels hide roll.
 Rests Fight H5*
 Moves to Cliff 3.
 Searches on Locate Table(4,3). Discovers Lair.
 Nothing arrives.
 Kael, the BLACK KNIGHT, at Cliff 3, site of LairS / S / S / S
 Loots Lair(2,1). Takes 2nd treasure in Lair.
 Loots Lair(5,3). Takes nothing.
 Loots Lair(6,4). Takes nothing.
 Loots Lair(5,1). Takes nothing.
 Nothing arrives.
 GHQ, the hired HQ, at Deep Woods 6
 M-DW1 / M-CA2
 Moves to Caves 2
 At end of turn reveals Flutter 1 and Ruins C
 Six Ax Goblins drawn by Ruins C arrive in Caves 2 and block GHQ.
 Preston, the PILGRIM, at Cliff 6.H / H / M-CL3 / S
 Fails to hide(6,4).
 Hides(5,3).
 Moves to Cliff 3.
 Received location of Lair from White Knight.
 Loots Lair(6,2). Takes nothing.
 Nothing arrives.
 Tim, the SORCEROR, at Ledges 4, site of Shire.
 M-OW2* (workhorse) / M-RU3 / M-RU5 / M-RU1 / SPX* / SP
 Moves to Ruin 1
 Enchants Ruins tile back to Green side using Magic IV3* and Purple 
              magic from enchanted Magic IV4* (fatigues).
 Nothing arrives.
 EVENING
 Cliff 3
 Berserker, Black Knight, and Swordsman (with R2 and R3) are unhidden. 
              Pilgrim, White Knight, 02, and O3 are hidden.
 Caves 2GHQ is unhidden and blocked by 6 Ax Goblins.
 Deep Woods 1Dwarf, Wizard, Captain, G1, and G2 are unhidden.
 Ruins 1Sorcerer, R3, and R4 are unhidden.
 Mountain 4
 Witch King is hidden.
 
 COMBAT Caves 2GHQ is unhidden. Six Ax Goblins are light side up (L4/3)
 Round 1 1. Encounter Stepa. Luring: none
 b. Random Assignment: All six Ax Goblins are assigned to attack 
              GHQ
 c. Deployment/Charging: none
 d. Actions: none
 2. Melee Stepa. Selecting Targets: GHQ selects Goblin1 as target.
 b. Spell Effects: none
 c. Attack/Maneuvers:
 GHQ goes in Duck&Smash red box on own sheet
 Goblin1 goes is put in Duck Maneuver box as GHQ's target
 Goblin2 is placed in Smash attack circle
 Goblin3 is placed in Swing Attack circle
 Goblin4, Goblin5, and Goblin6 are placed in Thrust Attack circle
 (All Attack circles must be filled)
 (See image) 
 d. Repositioning/Change TacticsGoblin1 repositioning roll=5(move right).
 Goblin1 moves to Charge Maneuver box and doesn't change tactics(2,1).
 Attacking Goblins repositioning roll=1(top box unchanged).
 Goblin2 goes to Swing and changes tactics to M4/4 (6,4).
 Goblin3 goes to Smash and doesn't change tactics (3,1).
 Goblin4-Goblin6 stay in Thrust and change tactics to M4/4 (6,4)
 GHQ, on his own sheet, does not reposition or change tactics
 (See image) 
 e. Resolving AttacksGHQ misses
 Goblin1 hits by undercutting
 Goblin3 hits by matching directions
 Goblin2 hits by undercutting
 Goblin4-Goblin6 hit by undercutting
 f. Inflicting Harm:Goblin1 does Light damage + Fumble Table[(4,1)-1(speed differential)+4(doesn't 
              match directions=7(decrease one level)]=Negligible harm.
 Goblin2 does Medium damage + Fumble Table[(5,1)-1(speed differential)+4(doesn't 
              match directions)=8(decrease one levels)]=Light harm.
 Goblin3 does Light damage + Fumble Table[(3,1)-1(speed differential)=2(increase 
              one level)]=Medium harm.
 Goblin4 does Medium damage + Fumble Table[(6,6)-1(speed differential)+4(doesn't 
              match directions)=9(decrease two levels)]=Negligible harm.
 Goblin5 does Medium damage + Fumble Table[(3,2)-1(speed differential)+4(doesn't 
              match directions)=6(no change)]=Medium harm.
 Goblin6 does Medium damage + Fumble Table[(6,2)-1(speed differential)+4(doesn't 
              match directions)=9(decrease two levels)]=Negligible harm.
 3. Fatigue Step: none All denizens become unassigned. Goblin2 and Goblin4-Goblin6 remain 
              dark side up. Round 2
 1. Encounter Stepa. Luring: none
 b. Random Assignment: All six Ax Goblins are assigned to attack 
              GHQ
 c. Deployment/Charging: none
 d. Actions: none
 2. Melee Stepa. Selecting Targets: GHQ selects Goblin1 as target.
 b. Spell Effects: none
 c. Attack/Maneuvers:
 GHQ goes in Duck&Smash red box on own sheet
 Goblin1 goes is put in Duck Maneuver box as GHQ's target
 Goblin2 is placed in Smash attack circle
 Goblin3 is placed in Swing Attack circle
 Goblin4, Goblin5, and Goblin6 are placed in Thrust Attack circle
 (All Attack circles must be filled)
 d. Repositioning/Change TacticsGoblin1 repositioning roll=1(left box unchanged).
 Goblin1 moves to Dodge Maneuver box and doesn't change tactics(4,2).
 Attacking Goblins repositioning roll=2(middle box unchanged).
 Goblin2 goes to Thrust and doesn't change tactics(5,1).
 Goblin3 stays in Swing and doesn't change tactics(4,1).
 Goblin4-Goblin6 move to Smash and don't change tactics(5,1)
 GHQ, on his own sheet, does not reposition or change tactics
 (See image) 
 e. Resolving AttacksGHQ misses
 Goblin1 hits by undercutting
 Goblin3 hits by undercutting
 Goblin2 hits by undercutting
 Goblin4-Goblin6 hit by matching directions
 f. Inflicting Harm:Goblin1 does Light damage + Fumble Table[(5,6)-1(speed differential)+4(doesn't 
              match directions=9(decrease two levels)]=Negligible harm.
 Goblin2 does Medium damage + Fumble Table[(4,1)-1(speed differential)+4(doesn't 
              match directions)=7(decrease one levels)]=Light harm.
 Goblin3 does Light damage + Fumble Table[(5,4)-1(speed differential)+4(doesn't 
              match direcitons)=8(decrease one level)]=Negligible harm.
 Goblin4 does Medium damage + Fumble Table[(1,1)-1(speed differential)=0(increase 
              two levels)]=Tremendous harm exceeds GHQ's Heavy vulnerabilty. GHQ 
              is KILLED.
 Goblin5 and Goblin6 attacks are canceled.
 3. Fatigue Step: none Combat ends in Caves 2 with the triumphant Goblins trying on GHQ's 
              armor. Guard treasures stay on Setup Card until GHQ regenerates. 
              The Captain loses 6 Notoriety for the death of his hired hand.       Cliff 3
 The Black Knight, Berserker, Swordsman (and his hired Rogues, R2 
              and R3) are unhidden. The White Knight, Pilgrim, O1, and O2 are 
              hidden.
 Round 11. Encounter Step: Each activity is done starting with the first 
              character move during the day (the Swordsman) and continuing around 
              in "board order" (the same order we used to build the 
              board), skipping characters who are not in the clearing. Thus the 
              order of activities is:
 1. Swordsman
 2. White Knight
 3. Pilgrim
 4. Black Knight
 5. Berserker
 a: Luring: no unhired denizens to lureb. Random Assignment: no unhired denizens to assign
 c. Deployment/Charging: none of the characters elects to charge 
              or deploy natives
 d. Actions:
 Swordsman does no action
 White Knight alerts Morning Star with Fight H6
 Pilgrim alerts Spear with Fight M5
 Black Knight does no action
 Berserker does no action
 2. Melee Step (random order):Swordsman does not target anyone
 Black Knight does not target anyone
 Berserker does not target anyone
 Pilgrim does not target anyone
 White Knight does not target anyone
 3. Fatigue Step: none Round 2
 1. Encounter Step: (Swordsman, White Knight, Pilgrim, Black Knight, 
              Berserker)a. Luring: none
 b. Random Assignment: none
 c. Deployment/Charging: none
 d. Actions:
 Swordsman activates the Good Book
 The White Knight plays Move H6 to run out of clearing toward Cliff 
              6. He spends the night in the secret passage and must begin Day 
              19 with one move to Cliff 3 or two move phases to Cliff 6.
 Pilgrim unalerts his Spear
 Black Knight does nothing
 Berserker does nothing.
 2. Melee Step: no one selects a target 3. Fatigue Step: none Combat rounds end due to two uneventful rounds. The Swordsman trades 
              the Good Book to the hidden Pilgrim for the Power Gauntlets and 
              6 gold.     Deep Woods 1 The Captain gives the Hidden Ring to the Wizard, who activates it.
   MIDNIGHT Midnight falls on a peaceful Realm.       
 Day 19 Daylight 
              orders due Tuesday, September 28, 9pm EDT. |