| Day 
              21 Purple magic suffuses every clearing in the board, and the Dragons 
              regenerat to prowl all day long. The Pilgrim seems to have misplaced 
              his bifocals and can't make out the runes on the Good Book. Compounding 
              his frustration, he fails to hide and is blocked by a Heavy Dragon 
              and a Tremendous Dragon that he has no trouble seeing. The Wizard 
              attempts to trade with the Soldiers and turns up the Flowers of 
              Rest that put his companions, the Dwarf and Captain, to sleep. With 
              his friends snoozing away in the corner, the Wizard plies the Soldiers 
              with liquor, but is unable to persuade them to part with any of 
              their treasures at an agreeable price. The Sorceror uses the free 
              Purple magic to apply a little redecorating to the center of the 
              board by enchanting two woods tiles to their gold side (in honor 
              of the approaching autumn?). In the High Pass caves the Berserker 
              is able to discover the Pool and show the location to the Swordsman. 
              The Swordsman finds the Remains of the Thief with the Living Sword 
              and the Sacred Grail (which activates and begins to radiate White 
              magic) but curses Tiago Espadafiada with an Ashes curse. In his 
              second attempt, the Swordsman discovers the Enchanted Meadow. The 
              Witch King, in the meantime, returns to where he dropped the Blasted 
              Jewel but fails to locate it with his magic sight, and is blocked 
              by two Flying Dragons. In combat the characters seem to have mastered the monster problem. 
              The White Knight's Morning Star takes out the Tremendous Dragon, 
              the Pilgrim's hired hand handles the Heavy Dragon, and the Witch 
              King activates "Absorb Essence" and surprises the daylights 
              out of the two Flying Dragons by transmorphizing into a Tremendous 
              Demon and ripping them to pieces. 
 BIRDSONG R4 and R5 follow Sorceror.O1 follows Pilgrim
 O2 follows White Knight
 Purple magic suffuses every clearing in the Realm.
 DAYLIGHT
 Monster Roll=1 Dragons and the Company are prowling.
 Regeneration day: Flying Dragons and Tremendous Flying Dragon regenerate 
              on Setup Card.
 Balin, the DWARF, at Curst Valley 5, site of House
 H / R
 Gives Glimmering Ring to Wizard who activates it.
 Trades Eye of Moon to Captain for Power Boots.
 Hides(5,5).
 Rest back Fight T4**.
 Nothing arrives.
 Gondaff, the WIZARD, at Curst Valley 5, site of House.
 S / T / T / H
 Reads Runes on Glimmering Ring(6). Learns nothing.
 Trades with Soldiers. Turns up the Flowers of Rest. Gold magic fills 
              clearing, and Dwarf and Captain fall asleep, resting their fatigued 
              chits.
 Buys drinks for Soldiers for 4 gold and trades for a treasure(5,3)=PriceX4. 
              Treats as "No Deal."
 Buys drinks for Soldiers for 4 gold and trades for a treasure(6,3)=PriceX4. 
              Treats as "No Deal."
 Cancels Hire phase.
 Nothing arrives.
 Raq'nyvarkryn, the WITCH KING, at Mountain 4
 M-MN2 / S / S / S
 Moves to Mountain 2
 Searches with Magic Sight(4,2)=Perceive Spell. No unlearned spells 
              in clearing.
 Searches with Magic Sight(5,3)=Discover chits. No undiscovered sites 
              in clearing.
 Searches with Magic Sight(2,1)=Counters. No weapon or armor counters 
              in clearing.
 At end of turn, two Heavy Flying Dragons drawn by Flutter sound 
              arrive in clearing and block Witch King.
 Kael, the BLACK KNIGHT, at High Pass 6, site of Pool.Searches on Locate Table(5,3). Finds nothing.
 Searches on Locate Table(6,1). Finds nothing.
 Nothing arrives.
 Tim, the SORCEROR, at Awful Valley 4M-MW5 / SPX / SP / M-MW4 / M-LW4 / SP
 Moves to Maple Woods 5
 Enchants Maple Woods tile to enchanted side using Magic IV3* and 
              Purple magic present in entire board.
 Moves to Linden Woods 4
 Enchants Linden Woods tile to enchanted side using Magic IV3* and 
              Purple magic present in entire board.
 At end of turn, Ruins W chit is revealed in Linden Woods.
 Nothing arrives.
 Preston, the PILGRIM, at Cliff 3, site of LairH / S / S / S
 Fails to hide(6,3).
 Read Runes on Good Book(6). Learns nothing.
 Read Runes on Good Book(6). Learns nothing.
 Read Runes on Good Book(6). Learns nothing.
 At end of turn, a Tremendous Dragon drawn fy the Lair arrives at 
              Cliff 3 and blocks Pilgrim, and a Heavy Dragon is drawn to CL6 by 
              Flutter.
 Sir Duncan the Tall, the WHITE KNIGHT, at Cliff 3
 H / S / S / S
 Hides(4,3).
 Loots the Lair(2,1). Takes nothing.
 Loots the Lair(5,2). Takes nothing.
 Loots the Lair(6,6). Takes nothing.
 At end of turn Heavy Dragon moves from Cliff 6 to Cliff 3 and blocks 
              Pilgrim.
 Faramir, the CAPTAIN, at Curst Valley 5, site of House.
 Doesn't write move (Timeless Jewel).
 Put to sleep by Flowers of Rest and loses turn.
 Rungnir, the BERSERKER, at High Pass 6, site of Pool.S / S
 Searches on Locate Table(6,4). Finds nothing.
 Searches on Locate Table(1,1)=Choice. Discovers Pool.
 Nothing arrives.
 Tiago Espadafiada, the SWORDSMAN, at High Pass 6, site of Pool.S / S
 Chooses to move last.
 Receives location of Pool from Berserker.
 Loots Pool(2,2). Takes 2nd treasure in Pool=Remains of Thief. Takes 
              Living Sword and treasure=Sacred Grail, which activates and radiates 
              White magic to clearing. Gets Curse(5,3)=Ashes. Recorded gold is 
              worthless and cannot be spent. Fatigues Move M4* for looting treasure 
              from Pool.
 (Black Knight discovers Pool by spying on Swordsman.)
 Loots Pool(2,1). Takes 2nd Treasure in Pool=Enchanted Meadow. Swordsman 
              discovers location of Enchanted Meadow. Enchanted Meadow card goes 
              back on bottom of pile.
 Nothing arrives.
 SUNSETDwarf and Captain wake up at Sunset with all their fatigued chits 
              rested.
 EVENING
 Cliff 3
 The White Knight and O2 are hidden. The Pilgrim and O1 are unhidden 
              and blocked by Tremendous Dragon (red-side-down) and Heavy Dragon 
              (H4/4).
 Mountain 2
 The Witch King is unhidden and blocked by two Flying Dragons (H4/4).
 High Pass 6, site of Pool
 Berserker, Black Knight, and Swordsman are unhidden.
 Curst Valley 5, site of House
 The Dwarf, Captain, and Wizard are all unhidden, with the Dwarf 
              and Captain anxious to find out from Wizard what happened while 
              they were asleep.
 Linden Woods 5
 Sorceror is alone, unhidden, and surrounded by Gold and Purple magic.
 
 COMBAT Mountain 2
 Witch King battles two Heavy Flying Dragons, light-side-up (H4/4).
 Round 11. Encounter Step
 a. Luring: none
 b. Random Assignment: both Flying Dragons are assigned to attack 
              Witch King.
 c. Deployment/Charging: none
 d. Actions: Witch King plays Black magic from enchanted Magic V3* 
              to activate "Absorb Essence." Witch King turns into Flying 
              Demon. Enchanted Magic V3* fatigues.
 2. Melee Stepa. Selecting Targets: Witch King/Flying Demon targets Dragon1
 b. Spell effects: none
 c. Attacks/Maneuvers:Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
 Dragon2 goes in Dodge&Swing red box on Witch King's sheet.
 Witch King/Flying Demon goes in Charge Maneuver box.
 d. Repositioning/Change Tactics:Dragon Repositioning Roll=5(shift down).
 Dragon1 goes to Dodge&Swing and changes tactics to L4/3(6,5)
 Dragon2 goes to Duck&Smash and doesn't change tactics(3,1).
 (See image) 
 e. Resolving Attacks: All miss f. Inflicting Harm: none 3. Fatigue: none
 Dragons remain assigned to Witch King. Dragon1 is dark side up 
              (L4/3), Dragon2 is light-side up (H4/4) Round 2
 1. Encounter Step: none
 2. Melee Stepa. Selecting Targets: Witch King/Flying Demon targets Dragon2
 b. Spell effects: none
 c. Attacks/Maneuvers:Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
 Dragon2 goes in Dodge&Swing red box on Witch King's sheet.
 Witch King/Flying Demon goes in Charge Maneuver box.
 d. Repositioning/Change Tactics:Dragon Repositioning Roll=3(lower box unchanged).
 Dragon1 goes to Dodge&Swing and doesn't change tactics
 Dragon2 goes to Charge&Thrust and changes tactics to L4/3(6,4).
 (See image) 
 e. Resolving Attacks: WK/FD hits Dragon2 by matching directions
 Dragon2 hits WK/FD by matching directions
 Dragon1 misses
 f. Inflicting Harm (in order of attack speed in Round 2):
 WK/FD hits first with Power of Pit attack(6,3)=Rust. Dragon2 is 
              unaffected. WK/FD turns red-side up.
 Dragon2 hits next. Inflicts Light harm + Fumble Table[(6,1)+1(speed 
              differential)=7(reduce one level)]=Negligible harm. WK/FD is unharmed.
 3. Fatigue: none
 Combat does not end because WK/FD is red-side up. He has picked 
              up Dragon 2 and has it locked in a death-grip! Round 31. Encounter Step: none
 2. Melee Stepa. Selecting Targets: Witch King/Flying Demon targets Dragon2
 b. Spell effects: none
 c. Attacks/Maneuvers:Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
 Dragon2 goes in Dodge&Swing red box on Witch King's sheet.
 Witch King/Flying Demon goes in Charge Maneuver box.
 d. Repositioning/Change Tactics:Dragon Repositioning Roll=5(shift down).
 Dragon1 goes to Dodge&Swing and doesn't change tactics(2,3).
 Dragon2 goes to Charge&Thrust and doesn't change tactics(5,3).
 (See image) 
 e. Resolving Attacks: All miss. f. Inflicting Harm: None 3. Fatigue: none
 Dragons remain assigned to WK/FD. WK/FD remains red-side-up. Combat 
              continues. Round 41. Encounter Step: none
 2. Melee Stepa. Selecting Targets: Witch King/Flying Demon targets Dragon2
 b. Spell effects: none
 c. Attacks/Maneuvers:Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
 Dragon2 goes in Dodge&Swing red box on Witch King's sheet.
 Witch King/Flying Demon goes in Charge Maneuver box.
 d. Repositioning/Change Tactics:Dragon Repositioning Roll=1(top box unchanged).
 Dragon1 stays in Dodge&Swing and doesn't change tactics(2,3).
 Dragon2 goes to Duck&Smash and doesn't change tactics(5,2).
 (See image) 
 e. Resolving Attacks: All miss. f. Inflicting Harm: None 3. Fatigue: none
 Dragons remain assigned to WK/FD. WK/FD remains red-side-up. Combat 
              continues. Round 5
 1. Encounter Step: none
 2. Melee Stepa. Selecting Targets: Witch King/Flying Demon targets Dragon2
 b. Spell effects: none
 c. Attacks/Maneuvers:Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
 Dragon2 goes in Dodge&Swing red box on Witch King's sheet.
 Witch King/Flying Demon goes in Charge Maneuver box.
 d. Repositioning/Change Tactics:Dragon Repositioning Roll=6(shift up).
 Dragon1 goes to Duck&Smash and changes tactics to H4/4(6,3).
 Dragon2 goes to Charge&Thrust and changes tactics to H4/4(6,2).
 (See image) 
 e. Resolving Attacks:WK/FD and Dragon2 hit by matching directions
 Dragon1 misses.
 f. Inflicting Harm (in order of attack speed): Dragon2 hits first. Inflicts Heavy harm + Fumble Table[(2,1)+2(speed 
              differential)=4(no change)]=Heavy harm. WK/FD is not harmed due 
              to Tremendous vulnerability.
 WK/FD hits next and automatically kills Dragon2. WK/FD turns red-side 
              down.
 3. Fatigue: none Witch King earns 5 Fame and 5 Notoriety for killing Dragon2Dragon1 remain assigned to WK/FD light-side up (H4/4)
 Round 61. Encounter Step: none
 2. Melee Stepa. Selecting Targets: Witch King/Flying Demon targets Dragon1
 b. Spell effects: none
 c. Attacks/Maneuvers:Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
 Witch King/Flying Demon goes in Charge Maneuver box.
 d. Repositioning/Change Tactics:Dragon Repositioning Roll=6(shift up).
 Dragon1 goes to Duck&Smash and doesn't change tactics(4,1).
 (See image)
 
 e. Resolving Attacks:WK/FD hits by undercutting.
 Dragon1 misses.
 f. Inflicting Harm: Witch King inflicts Power of Pit attack(6,3)=Rust. Dragon1 is unaffected. 
              WK/TD flips to red-side up.
 3. Fatigue: none Dragon1 remain assigned to WK/FD. WK/FD remains red-side up.  Round 7
 1. Encounter Step: none
 2. Melee Stepa. Selecting Targets: Witch King/Flying Demon targets Dragon1
 b. Spell effects: none
 c. Attacks/Maneuvers:Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
 Witch King/Flying Demon goes in Charge Maneuver box.
 d. Repositioning/Change Tactics:Dragon Repositioning Roll=2(middle box unchanged).
 Dragon1 goes to Duck&Smash and doesn't change tactics(3,1).
 (See image)
 
 e. Resolving Attacks: Both miss. f. Inflicting Harm: None 3. Fatigue: none
 Dragon1 remain assigned to WK/FD. WK/FD remains red-side up. Combat 
              does not end with Tremendous monster red-side-up. Round 8
 1. Encounter Step: none
 2. Melee Stepa. Selecting Targets: Witch King/Flying Demon targets Dragon1
 b. Spell effects: none
 c. Attacks/Maneuvers:Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
 Witch King/Flying Demon goes in Charge Maneuver box.
 d. Repositioning/Change Tactics:Dragon Repositioning Roll=1(top box unchanged).
 Dragon1 stays in Charge&Thrust and doesn't change tactics(5,4).
 (See image) 
 e. Resolving Attacks:WK/FD and Dragon1 both by matching directions.
 f. Inflicting Harm (in order of attack speed): Dragon1 inflicts Heavy harm + Fumble Table[(4,1)+2(speed differential)=6(no 
              change)]=Heavy harm. WK/FD is not harmed.
 WK/FD hits next, automatically killing Dragon1
 3. Fatigue: none Witch King earns 10 Fame and 10 Notoriety for killing Dragon1 as 
              second victim of the day. Combat ends in clearing. Cliff 3
 Tremendous Dragon (H5/6 - head=H4) and Heavy Dragon (H4/4) are in 
              clearing with unhidden Pilgrim and his hireling O1, and hidden White 
              Knight and his hireling O2.
 Round 1
 1. Encounter Stepa. Luring:
 O1 lures Heavy Dragon, horse walking side up (6)
 O2 lures Tremendous Dragon, horse walking side up (7)
 b. Random Assignment: none
 c. Deployment/Charging: none
 d. Actions: White Knight alerts Morning Star with Fight H6
 2. Melee StepHorses flip to galloping side
 a. Selecting Targets: White Knight targets Tremendous Dragon.
 b. Spell Effects: none
 c. Attacks/Maneuvers:O1's Sheet:
 Heavy Dragon goes in Charge&Thrust.
 O1 goes in Charge Maneuver box, T5*/5 side up. Horse is in Charge 
              Maneuver box, galloping(4*).
 O2's Sheet:Tremendous Dragon(H5/6) goes in Charge&Thrust. Head (H4) goes 
              in Dodge&Swing.
 O2 goes in Charge Maneuver box, T5*/6 side up. Horse is in Charge 
              Maneuver box, galloping (5*).
 White Knight attacks in Swing with alerted Morning Star adn Fight 
              T5*.
 (See image.) 
 d. Repositioning/Change Tactics:O1's Sheet:
 Repositioning roll=6(move up).
 Heavy Dragon moves to Duck&Smash and doesn't change tactics(5,3).
 O2's Sheet:Repositioning roll=3(bottom box unchanged).
 Tremendous Dragon moves to Dodge&Swing.
 Head moves to Charge&Thrust and doesn't change tactics(4,3).
 (See image.) 
 e. Resolving Attacks:White Knight and T Dragon head hit by matching directions.
 O2 hits by undercutting.
 O1, Heavy Dragon, and T Dragon body miss.
 f. Inflicting Harm (in order of weapon length on Round 1): Dragon head (length=9) hits first. Causes H harm + Fumble Table[(6,5)-1(speed 
              differential over horse move time)=5(no change)]=Heavy harm. O2's 
              horse, with Tremedous vulnerability, is not hurt. O2's Broadsword(length=7) hits next. Causes Tremendous harm + one 
              sharpness star - one sharpness star for armored monster + Fumble 
              Table[(6,4)-1(speed differential)+4(doesn't match directions)=9(decrease 
              two levels)]=Medium harm. Tremendous Dragon is not harmed. White Knight's Morning Star(length=6) hits next. Causes Heavy harm 
              + one level for Fight chit exceeding weapon weight + Fumble Table[(4,3)-3(speed 
              differential)=1(increase two levels)]=Tremendous++. Tremendous Dragon 
              is KILLED. Morning Star becomes unalerted. 3. Fatigue Step: none White Knight earns 10 Fame and 10 Notoriety for killing Tremendous 
              Dragon. Heavy Dragon remains assigned to O1.   Round 2 1. Encounter Step: no actions. O1's horse is walking side up. 2. Melee StepO1's horse flips to galloping side(4).
 a. Selecting Targets: noneb. Spell Effects: none
 c. Attacks/Maneuvers:Heavy Dragon goes in Charge&Thrust box.
 O1 and horse go in Charge Maneuver box.
 d. Repositioning/Change Tactics:Dragon repositioning roll=6(move up).
 Dragon moves to Duck&Smash and doesn't change tactics(1,1).
 (See image) 
 e. Resolving Attacks: All miss. f. Inflicting Harm: none 3. Fatigue Step: none
 Heavy Dragon remains assigned to O1. Round 3
 1. Encounter Step: O1's horse is walking side up.d. Actions: White Knight alerts Morning star with Fight H4**
 2. Melee StepO1's horse flips to galloping side(4).
 a. Selecting Targets: noneb. Spell Effects: none
 c. Attacks/Maneuvers:Heavy Dragon goes in Charge&Thrust box.
 O1 and horse go in Charge Maneuver box. O1 is T5*/5 side up. Horse 
              is in Charge Maneuver box, galloping(4*).
 d. Repositioning/Change Tactics:Dragon repositioning roll=4(no change).
 Dragon stays in Charge&Thust and changes tactics to M4/3 (6,4).
 (See image) 
 e. Resolving Attacks: O1 and Dragon both hit by matching directions. f. Inflicting Harm (in order of speed):Heavy Dragon (speed=4) hits first. Inflicts Medium harm + Fumble 
              Table[(3,1)+0(speed differential)=3(increase one level)]=Heavy harm. 
              O1's warhorse is not harmed.
 O1 (speed=5) hits next. Inflicts Tremendous harm + one sharpness 
              star - one sharpness star for armored target + Fumble Table[(6,6)+2(speed 
              differential)=8(decrease one level)]=Heavy harm. Heavy Dragon is 
              KILLED.
 3. Fatigue Step:
 White Knight fatigues Fight H5*.
 Pilgrim earns 5 Fame and 5 Notoriety for O1's kill. Combat ends in clearing.
 Curst Valley 5
 Captain gives Flying Carpet to Wizard, who activates it. MIDNIGHT
 Witch King reverts to normal form as "Absorb Essence" 
              goes inert.
 All weapons become unalerted.
 Purple magic fades in every clearing in Realm.
 The weather for the next week is (2,1)=Special. The weather is 
              Beautiful. Seven full days, each with 2 Basic and 3 Sunlight phases.   Day 22 Daylight 
              orders are due Sunday, October 23, 9pm EDT. |