| Day 
              24   A day of surprises. At daybreak Raq'nyvarkryn the Witch King uses 
              Black magic to activate "Absorb Essence" and transmorphize 
              himself into the Tremendous Demon. Using the Demon's flying ability, 
              he flies over to Oak Woods and lands in a quiet clearing completely 
              disconnected from the rest of the Realm. The Sorcerer hides himself 
              carefully and moves to the Chapel where OHQ is looking to battle 
              him, while the Berserker arrives at the Inn just as the Patrol ride 
              up, and, hearing that Rungnir has been there, start turning the 
              Inn inside out to find and fight him. The Pilgrim and White Knight 
              move to the Altar and, while the White Knight hides himself, the 
              Pilgrim noses around the previously discovered Altar and loots a 
              treasure. Looking up from his new-found item, he find that the clearing 
              is suddenly very crowded as the Captain has arrived with the Wizard, 
              Dwarf, Swordsman, and two Guardsmen in tow. In the evening the Swordsman and Dwarf, hearing suspicious noises 
              in the woods, alert their weapons, but as nothing untoward happens 
              to their little group, they all sit down to share tea with the Pilgrim. 
              The White Knight drinks his tea alone in the woods. Over in Oak 
              Woods 5 the Witch King/Flying Demon flies out of the clearing toward 
              the Ledges tile with a tremendous rustle of leather wings. At midnight 
              the Witch King's "Absorb Essence" spell falls inert while 
              he is in midair, and the Sorceror's "Ill Health" curse 
              is removed at the chapel. The Patrol and OHQ get tired of their 
              fruitless searching and stop battling the Berserker and Sorceror. 
              Their terms of hire up, O1 and O2 set up camp at the Altar and pointedly 
              ignore their former employers, the Pilgrim and White Knight. 
   BIRDSONG
 G1 and G2 follow CaptainDwarf follows Captain
 Wizard follows Captain
 Swordsman follows Captain
 O1 follows Pilgrim
 O2 follows White Knight
 R4 and R5 follow Sorcerer
 DAYLIGHT
 Monster roll=3(Wolves, Ogres, Goblins, the Octopus, and the Patrol are prowling.)
 Raq'nyvarkryn, the WITCH KING, at Mountain 2
 F-DW / F-CN / F-LE / F-OW / H
 Plays Black magic from enchanted Magic V3* to activate Absorb Essence.
 Transmorphizes into Flying Demon. Magic V3* returns to normal Magic 
              chit and fatigues.
 Flies into Deep Woods
 Flies into Cavern
 Flies into Ledges
 Flies into Oak Woods
 Lands at random in clearing 5
 Fails to hide(6,4)
 Nothing arrives.
 Rungnir, the BERSERKER, at Maple Woods 2H / H / M-BL2 / M-NW2 / M-BV5 (Inn)
 Hides(4,3)
 Second Hide Phase canceled
 Moves to the Inn in BV5
 The Patrol appear at the Inn.
 Preston, the PILGRIM, at Cliff 4
 M-BV1 / M-BV4 / M-BL1 / S / S
 Moves to Borderland 1
 Loots the Altar(6,4). Takes nothing.
 Loots the Altar(2,2). Takes second treasure at Altar.
 Nothing arrives.
 Sir Duncan the Tall, the WHITE KNIGHT, at Cliff 4M-BV1 / M-BV4 / M-BL1 / H / H
 Moves to Borderland 1.
 Hides(3,3)
 Second Hide Phase canceled.
 Nothing arrives.
 Faramir, the CAPTAIN, at High Pass 6M-HP3 / M-BV4 / M-BL1* (Seven-League Boots)
 Receives workhorse from Wizard
 Moves to High Pass 3
 Moves to Bad Valley 4
 Activates workhorse
 Moves to Borderland 1
 Nothing arrives
 Tiago Espadafiada, the SWORDSMAN, at High Pass 6Follows Captain
 Moves to Borderland 1
 Nothing arrives.
 Gondaff, the WIZARD, at High Pass 6Wizard Follows Captain.
 Gives workhorse to Captain.
 Moves to Borderland 1.
 Nothing arrives.
 Balin, the DWARF, at High Pass 6Follow Captain
 Moves to Borderland 1
 Nothing arrives.
 Tim, the SORCERORH / H / SPX* / SP / SP / M-DV5* (workhorse) / S
 Hides(5,2)
 Second Hide Phase canceled.
 Prepares to do an enchantment
 Enchants Magic IV3* to Purple magic
 Enchants second Magic IV3* to Purple magic
 Moves to Dark Valley 5 (Chapel)
 Loots abandoned items(6,6). Takes nothing.
 Nothing arrives.
 EVENING Dark Valley 5 (the Chapel)The Sorceror is hidden in the clearing, but OHQ seems to know he 
              is in the area and is looking around to battle him(6,3).
 Bad Valley 5 (the Inn)
 The Patrol search the Inn looking to battle the hidden Berserker(6,3).
 Oak Woods 5
 The Witch King is unhidden and wondering where everyone else is 
              and how he can get there from where he is.
 Borderland 1 (the Altar)
 The White Knight and his hireling O2 are hidden. The Captain and 
              his hirelings G1 and G2, the Wizard, the Swordsman, and the Dwarf 
              are all unhidden and very surprised to have come upon the unhidden 
              Pilgrim and his hireling, O1.
   COMBAT Borderland 1 (the Altar) Round 1 1. Encounter Stepa. Luring: none (no unhired natives or monsters)
 b. Random Assignment: none (ditto)
 c. Deployment/Charging: none of the characters charge. The Pilgrim, 
              White
 Knight, and the Captain decline to deploy their hired natives.
 d. Actions:
 Swordsman: Alerts his Living Sword with Fight L4 chit
 Captain: Does no action
 White Knight: Alerts Morning Star with Fight H6
 Pilgrim: Does no action.
 Dwarf: Hearing a suspicious sound in the woods, the Dwarf alerts 
              his Great Ax with Fight H6.
 Wizard: Does no action.
 2. Melee Stepa. Selecting Targets:
 Preston, the PILGRIM, does not target anyone
 Gondaff, the WIZARD, does not target anyone
 Faramir, the CAPTAIN, does not target anyone
 Sir Duncan the Tall, the WHITE KNIGHT does not target anyone
 Tiago Espadafiada, the SWORDSMAN, does not target anyone.
 Balin, the DWARF, does not target anyone.
 After an uneventful second round, combat ends in Borderland 1 Oak Woods 5 The Witch King/Flying Demon flies away out of the clearing toward 
              the Ledges tile. He will land in a random clearing in Oak Woods 
              or Ledges at the beginning of his turn tomorrow. MIDNIGHT The Witch King's absorb essence falls inert while he is in mid-air, 
              and he begins his fall toward a random clearing in either Oak Woods 
              or Ledges. The Sorceror's "Ill Health" curse is removed at the Chapel.
 The Patrol give up looking for the Berserker, and OHQ calms down 
              and stops battling the Sorceror.
 The O1 and O2's term of hire expire and they become unhired.
 All weapons become unalerted.
 
 
 Day 25 Daylight 
              orders are due Wednesday, December 15, 9pm EDT. |