| Day 
              2  Goblins arrive in abundance today, and the characters deal with 
              the natives to try to equip themselves to venture out into the dangerous 
              Realm. The Witch King's phantasm explores the Cliff while the Witch 
              King himself flies into Cavern, lands, and hears three troups of 
              Goblins arrives in different clearings. At the Chapel, the Order 
              seem about to let the Morning Star go, but finally refuse the White 
              Knight and Pilgrim's price. At the Guardhouse the Guard turn down 
              the Wizard and Dwarf, but agree to serve with the Captain for two 
              weeks. At the Inn, the Swordsman gets an investment from the Berserker 
              and hires one Great Axman, but the other turns down both the Swordsman 
              and the Berserker. The Sorceror hides and reveals nothing, while 
              the Black Knight arrives at the end of the day with his Mace at 
              the ready. In the evening, the Patrol ride up and steer clear of 
              the Black Knight, but they cause trouble with the Sorceror before 
              patching things up, insult the Berserker, and challenge the Swordsman. 
              It looks like an interesting evening is in store at the Inn! In combat the four characters at the Inn, along with their six 
              hired Rogues, make quick work of the Patrol. Despite the odds in 
              their favor, they decline to challenge the watchful Rogue HQ and 
              Great Axman and fall to scrambling for the Patrol's abandoned goodies 
              instead. At the Chapel, the weaponless White Knight casts "Small 
              Blessing" and gains a "Wish for Strength" on his 
              dagger.  
 Followers: none. Monster Roll=3
 Wolves, Ogres, Goblins, the Octopus, and the Patrol are prowling. 
              Ghosts always prowl.
 Tiago Espadafiada, the SWORDSMAN, on pathway between DV5 and NW3
 M-DV5 / HR / HR / HR
 Chooses to go first
 Moves to Inn at Dark Valley 5
 Receives 4 gold from Berserker
 Attempts to hire R2(3,2)=Price X2. Hires R2 for 8 gold.
 Attempts to hire R1(6,2)=No deal.
 Attempts to hire R1(2,1)=Price X2.
 Patrol arrives at Inn.
 Gondaff, the WIZARD, on pathway between CN2 and EV5.M-EV5, T, HR, HR
 Moves to Evil Valley 5
 Receives helmet from Captain.
 Sells helmet to Guard for 5 gold.
 Receives 2 gold from Captain.
 Attempts to hire Guard(6,2)=no deal.
 Attempts to hire Guard(5,1)=Price x4. No deal.
 Nothing arrives.
 Phantasm, at Nut Woods 4M-NW5 / M-CL5 / S / S
 Moves to Cliff 5
 Searchs on Peer Table(3,1)=Hidden enemies and paths. Finds CL5-CL2 
              hidden path.
 Searchs on Peer Table(5,2)=Clues. Witch King looks at chits in Cliff.
 Nothing arrives.
 Raq'nyvarkryn, the WITCH KING, at Nut Woods 4FL-AV / FL-CN / H / H
 Plays Magic V4* chit to enable Broomstick.
 Flies to Awful Valley.
 Flies to Cavern.
 Lands at random in clearing 1.
 Broomstick spell expires and Magic V4* fatigues.
 Turn ends because can't have more than two phases on a turn in which 
              you enter a cave.
 Hide phases canceled.
 At end of turn, 6 Ax Goblins arrive in CN2 (drawn by Patter 2), 
              6 Spear Goblins arrive in CN4 (drawn by Howl 4), and 6 Great Sword 
              Goblins arrive in CN5 (drawn by Howl 5).
 Balin, the DWARF, on pathway between CN2 and EV5.
 M-EV5 / HR
 Moves to Evil Valley 5 (Guardhouse)
 Receives 17 gold from Wizard.
 Attempts to hire Guard(6,3)=no deal.
 Nothing arrives.
 Tim, the SORCEROR, at Bad Valley 5 (Inn)
 H / H / H / H (no orders received).
 Hides(3,2).
 Remainder of hide phases canceled.
 Nothing arrives.
 Kael, the BLACK KNIGHT, at Borderland 2
 M-NW2 / A / H / M-BV5
 Moves to Nut Woods 2.
 Alerts Mace.
 Fails to hide(6,5).
 Moves to Bad Valley 5 (Inn).
 Nothing arrives.
 Faramir, the CAPTAIN, at Evil Valley 5 (Guardhouse)
 T / HR / HR / HR / HR*
 Cancels trade phase.
 Receives 27 gold from Dwarf.
 Attempts to hire the Guard(6,3)=no deal.
 Attempts to hire the Guard(2,2)=PriceX2. Hires Guard for 24 gold.
 Cancels hire phase.
 Nothing arrives.
 Preston, the PILGRIM, at Dark Valley 5 (Chapel)
 R / T / T / T
 Rests back Magic I6*.
 Receives Great Sword from White Knight
 Sells Great Sword to Order for 10 gold.
 Attempts to buy Morning Star from Order(6,6)=PriceX4. No deal.
 Attempts to buy Morning Star from Order(5,1)=PriceX4. No deal.
 Nothing arrives.
 Rungnir, the BERSERKER, at Bad Valley 5 (Inn)
 HR / HR / HR / A / R*
 Receives 4 gold from Swordsman.
 Attempts to hire R1(6,4)=no deal.
 Attempts to hire R1(6,5)=no deal.
 Attempts to hire R1(6,2)=no deal.
 Alerts Great Ax.
 No chits to rest.
 Nothing arrives.
 The WHITE KNIGHT, at Dark Valley 5 (Chapel)
 R* / T / T / T / T
 Rests Magic I5** (fatiguing Fight H5* to make change.)
 Receives 14 gold from Pilgrim.
 Trades with Order for Morning Star(2,1)-1=1(Opportunity).
 Rolls again on Ally column(4,1)-1=3=PriceX2. No deal.
 Trades with Order for Morning Star(5,2)-1=4=PriceX3. No deal.
 Trades with Order for Morning Star(2,2)-1=1(Opportunity).
 Rolls again on Ally column(5,2)-1=4=PriceX3. No deal.
 Nothing arrives.
 SUNSET Phantasm spell expires. Witch King's Magic VI3* fatigues. EVENING
 Bad Valley 5 (Inn)
 Berserker is unhidden with his hirlings, R6 and R7.
 The Swordsman is unhidden with his hirlings, R5, R4, R3, and R2.
 The Black Knight is unhidden with his Mace alerted.
 The Sorceror is hidden.
 The Patrol, RHQ and R1 are unhired and in the clearing.
 The Rogues are not battling their friends, the Swordsman and Berserker, 
              the Sorceror(5,4) or the Black Knight(3 - Fear advantage).
 The Patrol are not battling the Black Knight(3) or the Sorceror(6,2)(3,3), 
              but they Insult the Berserker(4,2) and Challenge their enemy the 
              Swordsman(2,2).
 Dark Valley 5 (Chapel)White Knight and Pilgrim are unhidden with Order and Lancers. Lancers 
              are not battling the Pilgrim(5,5) or their friend, the White Knight. 
              Order is not battling their friends, the White Knight or Pilgrim.
 Evil Valley 5 (Guardhouse)The Dwarf and Wizard are unhidden, as are the Captain and his hirelings, 
              the Guard.
 Cavern 1The Witch King is unhidden and alone, and very unnerved by all the 
              howling and pattering Goblins.
   COMBAT Bad Valley 5 (Inn)
 The Swordsman and Berserker accept the Challenge and do not accept 
              the Insult. The Berserker and Swordsman are battling the Patrol. 
              The Patrol are light-side-up and their horses start out walking 
              side up.
 Round 1
 1. Encounter Step a. Luring: Swordman goes first:
 R5 (M3/4) lures P1.
 R3 (M5/3) lures P2.
 R2 (T3/5) lures PHQ.
 (see image)
 
 b. Random Assignment: none c. Deployment:Swordsman goes first:
 Deploys R4(L**1/4) to attack P1. P1 goes to own sheet with R4 as 
              attacker. R5, alone on own sheet, moves to P1's sheet as last attacker.
 Berserker goes next:Deploys R6(M3*/5) to attack P2. P2 goes to own sheet with R6 as 
              attacker. R4, alone on own sheet, moves to P2's sheet as last attacker.
 Deploys R7(M3*/5) to attack PHQ. PHQ goes to own sheet with R7 
              as attacker. R2, along on own sheet, moves to PHQ's sheet as last 
              attacker.(See image)
 
 d. Actions:Swordsman goes first. Alerts Thrusting Sword with Fight L4.
 Sorceror cast Fiery Blast with Magic IV3* and Purple magic from 
              enchanted Magic IV4* (fatigues).
 2. Melee StepPatrol horses turn over to galloping side.
 a. Selecting Targets:Patrol target last (top) attacker on sheet. Target (R4, R3, and 
              R2) moves to Charge maneuver box.
 Characters select targets in random order:
 Berserker targets PHQ
 Swordsman targets P1
 Sorceror targets P1, P2, PHQ
 Black Knight targets P2
 b. Spell Effects: "Fiery Blast" is launched. Attack spells 
              must hit like weapons in Attack/Maneuvers. c. Attacks/Maneuvers:P1's sheet:
 P1 goes in Charge&Thrust, horse goes in Dodge&Swing.
 R5 goes in Charge box, R4 goes in Thrust circle.
 Swordsman plays Thrusting Sword with Fight M3** in Swing circle.
 P2's sheet:P2 goes in Charge&Thrust, horse goes in Dodge&Swing.
 R3 goes in Charge box, R6 goes in Thrust circle.
 Black Knight plays alerted Mace with Fight H6 in Smash circle.
 PHQ's sheet:PHQ goes in Charge&Thrust, horse goes in Dodge&Swing.
 R2 goes in Charge box, R7 goes in Thrust circle.
 Berserker plays alerted Great Ax with Fight H5 in Swing circle.
 Sorceror attacks P1, P2, and PHQ with Magic IV3* Fiery Blast in 
              Thrust direction.(see image)
 
 d. Repositioning/Change TacticsP1's sheet:
 P1 repositioning roll=5(shift down). P1 moves to Dodge&SWing, 
              horse moves to Duck&Smash.
 P1 change tactics roll=(5,4). P1 does not change tactics.
 R5 repositioning roll=1(left box unchanged). R5 stays in Charge 
              box.
 R5 change tactics roll=(4,4). R5 does not change tactics.
 R4 repositioning roll=6(shift up). R4 moves to Smash circle.
 R4 change tactics roll=(4,2). R4 does not change tactics.
 P2's sheet:P2 repositioning roll=5(shift down). P2 moves to Dodge&Swing, 
              horse moves to Duck&Smash.
 P2 change tactics roll=(3,2). P2 does not change tactics.
 R3 repositioning roll=6(shift left). R3 moves to Duck box.
 R3 change tactics roll=(5,3). R3 does not change tactics.
 R6 repositioning roll=6(shift up). R6 moves to Smash circle.
 R6 change tactics roll=(4,1). R6 does not change tactics.
 PHQ's sheet:PHQ repositioning roll=3(bottom box unchanged). PHQ moves to Dodge&Swing, 
              horse moves to Charge&Thrust.
 PHQ change tactics roll=(5,2). PHQ does not change tactics.
 R2 repositioning roll=1(left box unchanged). R2 stays in Thrust 
              box.
 R2 change tactics roll=(5,3). R2 does not change tactics.
 R7 repositioning roll=6(shift up). R7 moves to Smash circle.
 R7 change tactics roll=(6,6). R7 flips to L3*/4 side.
 (See image) 
 e. Resolving attacks:P1's sheet:
 Sorceror's Fiery Blast hits by undercutting horse.
 R4 hits by matching direcitons.
 R5 hits by Undercutting horse.
 Swordsman hits by undercutting horse.
 P1 misses R5.
 P2's sheet:Sorceror's Fiery Blast hits by undercutting horse.
 R3 hits by matching directions.
 R6 hits by Undercutting horse.
 Black Knight hits by matching directions.
 P2 misses.
 PHQ's sheet:Sorceror's Fiery Blast hits by matching directions.
 R2 hits by matching directions.
 R7 hits by undercutting horse.
 Dwarf hits by undercutting horse.
 PHQ hits by undercutting R2.
 f. Inflicting Harm (in order of weapon length in Round 1):P1's sheet:
 R4 (length=14) hits first. Causes L + 2 sharpness stars=H damage 
              + Missile Table[(4,2)-6(horse move)+1(bow speed)=-1]increase three 
              levels=T++ damage. P1's horse is KILLED.
 Sorceror's Fiery Blast(length=13) hits next. Causes L + 3 sharpness 
              stars- one sharpness star(armored native)=Heavy damage + Missile 
              Table[(5,1)-3(advantage over horse speed)-0(advantage over rider 
              speed)+8(intercepts neither horse nor rider)=10]negligible damage. 
              P1 is unharmed.
 Swordsman(length=4) hits next. Causes L + 1 sharpness star - one 
              sharpness star(armored native) + one level for Fight chit exceeding 
              weapon weight=M + Fumble Table[(5,5)-3(speed advantage over horse)-0(speed 
              advantage over rider)+4(fails to intercept horse)=6](no change)=Medium 
              damage. P1 is KILLED by Swordsman. Thrusting Sword becomes unalerted.
 P2's sheet: Sorceror's Fiery Blast (length=13) hits first. Causes L + 3 sharpness 
              stars - one sharpness star(armored native)=Heavy damage + Missile 
              Table[(5,3)-3(advantage over horse)-0(advantage over rider)+8(fails 
              to intercept horse or rider)=10]neglible harm.
 R6 (length=4) hits next. Causes M + one sharpness star = Heavy 
              damge + Fumble Table[(3,1)-3(advantage over horse)+4(fails to intercept 
              horse)=4]no change=Heavy harm. P2's horse is KILLED. R3 (length=3) hits next. Causes M + one sharpness star - one sharpness 
              star(armored native)=Medium damage + Fumble Table[(6,6)-1(advantage 
              over horse)=5]no change=Medium damage. P2 is KILLED by R3. Black Knight's attack is canceled. Mace stays alerted. PHQ's sheet:Sorceror's Fiery Blast (length=13) hits first. Cause L + 3 sharpness 
              stars - one sharpness star(armored native)=Heavy damage + Missile 
              Table[(4,4)-2(advantage over horse)-0(advantage over rider)+4(fails 
              to intercept rider)=6]decrease 2 levels=Light damage. PHQ is unharmed.
 R2 (length=5, speed=3) hits next. Causes T + 1 sharpness star=T+ 
              damage + Fumble Table[(5,1)-2(advantage over horse)=3]increase one 
              level=T++ PHQ's horse is KILLED. Berserker (length=5, speed=4) hits next. Causes H + 1 sharpness 
              star - one sharpness star(armored native)=Heavy damage + Fumble 
              Table[(6,5)-1(advantage over horse)+1(advantage over rider)+4(fails 
              to intercept horse)=10]Negligible harm.  R7(length=4) hits next. Causes L + one sharpness star - one sharpness 
              star(armored target)=Light damage + Fumble Table[(1,1) -2(advantage 
              over horse)+4(fails to intercept horse)=3]increase one level=Medium 
              harm. PHQ is KILLED by R7. Patrol's items are scattered over the 
              ground. 3. Fatigue StepSwordsman Fatigues Fight M4* for playing two fight asterisks.
 Combat ends in clearing. Swordsman get 3 Notoriety and 2 gold for own kill + 3 Notoriety 
              and 0 gold for R3's kill = 6 Notoriety + 2 gold.
 Berserker gets 3 Notoriety for R7's kill.
   Dark Valley 5 (Chapel)White Knight and Pilgrim are unhidden with the Order and Lancers
 Round 1
 1. Encounter Stepa. Luring: none
 b. Random Assignment: none
 c. Deployment: none
 d. Actions:
 White Knight casts "Small Blessing" using Magic I5** and 
              White magic from Chapel.
 2. Melee Stepa. Selecting Targets:
 White Knight selects himself
 b. Spell Effects:
 White Knight rolls on Wish Table(6,2)=Wish for Strength. Magic I5** 
              fatigues.
 Combat ends in clearing.
   MIDNIGHT Weapons become unalerted.
 
 Day 3 Daylight 
              orders due Thursday, July 1, 5pm EDT. |