| Day 
              20    The last treasure location appears as the Swordsman, Berserker, 
              and Black Knight cautiously enter the tunnel in High Pass and arrive 
              at the site of the Pool in High Pass 6, almost as if they knew it 
              was there! Nearby, the Wizard, followed by the Captain and Dwarf, 
              enchants Maple Woods to create a path to the House. In the evening 
              the Captain and Wizard are hanging out with their friends, the Soldiers, 
              when there is a commotion on the other side of the clearing where 
              the Soldiers have insulted the Dwarf. The Sorceror alerts a Type 
              IV magic chit before he moves through Awful Valley where he and 
              his hirelings are blocked by the two Ghosts, who finally have someplace 
              to prowl to. The Witch King hangs out in Mountain 4 and rest up 
              and re-enchants from his struggle with the Bats, and the Pilgrim 
              learns one spell from the Good Book and awakens another as the White 
              Knight pokes around fruitlessly through the Lair. In combat, the Dwarf lets discretion be the better part of valor, 
              accepting the Soldiers insult and losing 5 Notoriety points. The 
              Sorceror and his hired hands quickly rid the Realm of the two Ghosts, 
              with the Rogue Archer's arrow just killing Ghost1 just before the 
              Sorceror's all-consuming fiery blast sweeps the clearing clean.
  
 BIRDSONG
 Followers:Berserker, Black Knight, R2, and R3 follow Swordsman
 Captain, Dwarf, G1, and G2 follow Wizard
 O2 follows White Knight
 O1 follows Pilgrim
 R4 and R5 follow Sorceror
 DAYLIGHT Monster Roll=5(Spiders, the Imp, and the Bashkars are prowling, in addition to 
              the ever-restless Ghosts.)
 Tiago Espadafiada, the SWORDSMAN, at Bad Valley 1M-BV4*(workhorse) / M-HP3 / M-HP6
 Chooses to move first
 Moves to High Pass 6
 At end of turn, turns up Dank C and Pool 6.
 Nothing arrives.
 Rungnir, the BERSERKER, at Bad Valley 1Follows Swordsman
 Moves to HP6.
 Put back on board after Swordsman's turn.
 Nothing arrives.
 Kael, the BLACK KNIGHT, at Bad Valley 1Follows Swordsman
 Moves to HP6.
 Put back on board after Swordsman's turn.
 Nothing arrives.
 Sir Duncan the Tall, the WHITE KNIGHT, at Cliff 3, site of Lair.H / S / S / S
 Hides(3,1)
 Loots Lair(6,2). Finds nothing.
 Loots Lair(5,1). Finds nothing.
 Loots Lair(6,6). Finds nothing.
 Nothing arrives.
 Preston, the PILGRIM, at Cliff 3, site of Lair.
 H / S / S / S
 Hides(4,1)
 Reads Runes on Good Book(1). Awakens and learns spell from Good 
              Book.
 Reads Runes on Good Book(6). Learns nothing.
 Reads Runes on Good Book(4). Awakens spell from Good Book.
 Nothing arrives.
 Gondaff, the WIZARD, at Maple Woods 4SPX* (Toadstool Ring) / SP / M-MW2 / M-CV2 / M-CV5
 Receives gold from Dwarf.
 Prepares to cast an enchantment.
 Enchants Maple Woods back to green side using Gold magic from the 
              tile and Magic III3* chit.
 Moves to House in Curst Valley 5.
 Nothing arrives.
 Balin, the DWARF, at Maple Woods 4Follows Wizard.
 Moves to House.
 Put back on board after Wizard's turn.
 Nothing arrives.
 Faramir, the CAPTAIN, at Maple Woods 4Follows Wizard.
 Moves to House.
 Put back on board after Wizard's turn.
 Nothing arrives.
 Raq'nyvarkryn, the WITCH KING, at Mountain 4
 R / R / R / SPX* / SP
 Rests Magic IV4*
 Rests Magic VI3*
 Rests Magic V3*
 Enchants Magic V3* to Black magic.
 Nothing arrives.
 Tim, the SORCEROR, at Ruins 4
 A / M-RU1 / M-RU2 / M-AV1 / M-AV4
 Alerts Magic IV4*
 Moves to Awful Valley 4
 At end of turn, two Ghosts move to Awful Valley 4 and block Sorceror.
 EVENING Curst Valley 5 (House)
 The Dwarf, Wizard, and Captain are unhidden. The Dwarf runs into 
              some trouble with the Soldiers(6.2), who Insult him(4,2). The Wizard 
              and Captain are not battling their friends the Soldiers.
 Awful Valley 4The Sorceror and his hired Rogues are unhidden and blocked by two 
              Ghosts.
 High Pass 6
 The Swordsman, Berserker, and Black Knight are unhidden.
 Mountain 4The Witch King is unhidden.
   COMBAT Curst Valley 5 (House)
 The Dwarf accepts the Soldiers' Insult and loses 5 Notoriety. A 
              tense joviality is recreated in the clearing and the day ends uneventfully.
 Awful Valley 4
 The Sorceror and two Rogue hirelings are unhidden and blocked by 
              two Ghosts, H4/4 side up. The Sorceror has a prepared Magic IV chit.
 Round 1
 1. Encounter Stepa. Luring: R4 Archer lures Ghost1, R5 Assassin lures Ghost2
 b. Random Assignment: none
 c. Deployment/Charging: none
 d. Actions: Sorceror casts "Fiery Blast" with alerted 
              Magic IV4* chit using Purple magic from enchanted Magic IV4* chit 
              (fatigues).
 2. Melee Stepa. Selecting Targets: Sorceror targets both Ghosts.
 b. Spell Effects: "Fiery Blast" takes effect, launching 
              a magical attack against the two Ghosts
 c. Attacks/Maneuvers:R4's Sheet:
 R4 goes in Dodge&Swing red box, L**/4 side up
 Ghost1 goes in Charge maneuver box
 Sorceror's "Fiery Blast" goes in Smash attack circle.
 R5's sheet:R5 goes in Dodge&Swing red box, M3/4 side up
 Ghost2 goes in Charge maneuver box
 Sorceror's "Fiery Blast" goes in Smash attack circle.
 d. Repositioning/Change Tactics:R4's Sheet:
 Ghost1 repositioning roll=4(no change). Ghost1 stays in Charge and 
              doesn't change tactics(4,4).
 R4, on his own sheet, does not reposition or change tactics.
 R5's Sheet:Ghost2 repostioning roll=6(move up). Ghost2 moves to Duck maneuver 
              box and doesn't change tactics(3,2).
 R5, on his own sheet, does not reposition or change tactics.
 (See image) 
 e. Resolving Attacks:R4 hits Ghost1 by undercutting
 R5 hits Ghost2 by undercutting
 Sorceror hits Ghost1 by undercutting and Ghost2 by matching directions.
 Ghost1 and Ghost2 miss
 f. Inflicting Harm (in order of weapon length in Round 1):R4's Light Bow (length=14) hits Ghost1 first.
 Inflicts Light damage + two sharpness stars=Heavy damage + Missile 
              Table[(4)-3(speed differential)+4(doesn't match directions)=5(decrease 
              one level)]=Medium damage. Ghost 1 is KILLED. Sorceror's attack 
              is canceled.
 Sorceror's "Fiery Blast" (length=13) hits next.Inflicts Light damage + three sharpness stars=Tremedous damage + 
              Missile Table[(5,5)-4(speed differential=1(increase three levels)]=Tremendous+++ 
              damage. Ghost2 is KILLED. R5's attack is canceled. Magic IV4* chit 
              is fatigued.
 3. Fatigue Step: none. Sorceror receives 2 Notoriety for killing Ghost2 plus 2 Notoriety 
              for R4 killing Ghost1.
 Combat ends in clearing. MIDNIGHT
 All is peaceful in the Realm.   Day 21 Daylight 
              orders are due Wednesday, October 13, 9pm EDT. |