| Day 
              25 Bats are prowling, but none come to the board. The Witch King lands 
              next to the Crone and creates some color magic. But he has a little 
              problem with the Crone's Cloven Hoof which will convert him into 
              the Flying Demon if he enters the clearing. The Sorceror reenchants 
              Linden Woods and moves to Linden Woods 5. The Captain leads his 
              friends to the Chapel where he is unable to strike a bargain on 
              an item he fancies, but sells 93 gold worth of items to OHQ. The 
              Pilgrim and White Knight fail to find anything else at the Altar, 
              and the Berserker moves into Borderland. In combat, the band of characters at the Chapel set upon the OHQ 
              as soon as the sun sets. In the melee that follows, OHQ kills one 
              of the Captain's hired Guardsman before he loses his mount and succumbs 
              to the flurry of assaults. The coup de grace is administered by 
              the Swordsman as his preternaturally speedy Living Sword finds a 
              vital chink in the OHQ's armor. 
 BIRDSONG
 G1 and G2 follow the Captain.The Swordsman, Dwarf, and Wizard follow the Captain.
 R4 and R5 follow the Sorceror.
 DAYLIGHT
 Monster Roll=6Bats and Visitors/Missions are prowling.
 Raq'nyvarkryn, the WITCH KING, in mid-air between Oak Woods and 
              Ledges
 F-LE / H / R / SPX* / SP / TR
 Flies into Ledges tile and lands at random in Clearing 1
 Hides(5,1)
 Rests Magic V3*
 Prepares to do an enchantment
 Enchants Magic V3* to Black magic.
 No one in clearing to Trade with.
 Nothing arrives.
 Tim, the SORCEROR, at Dark Valley 5, site of Chapel
 M-LW2 / M-LW4 / R / SPX* / SP / M-LW5 / A
 Moves to Linden Woods 4
 Rests Magic IV4*
 Prepares to do an enchantment
 Enchants Linden Woods to enchanted side using Magic IV4* and color 
              magic from enchanted Magic IV3* (fatigues).
 Moves to Linden Woods 5.
 Cancels Alert Phase since Wolves are not prowling.
 Nothing arrives.
 Preston, the PILGRIM, at Borderland 1, site of Altar
 H / S / S / S / S
 Hides(4,3)
 Loots the Altar(6,4). Takes nothing.
 Loots the Altar(5,2). Takes nothing.
 Loots the Altar(6,6). Takes nothing.
 Loots the Altar(5,4). Takes nothing.
 Nothing arrives.
 Faramir, the CAPTAIN, at Borderland 1, site of AltarH / S / M-CV1* (workhorse) / M-CV4* (7-League Boots) / L-LW2 / M-DV5 
              / T* (Reputation) / T
 Hides(4,2)
 Searches on Peer Table(5,2). Finds clues.
 Moves to Chapel.
 Receives gold from Wizard.
 Trades with OHQ to buy item(5,4)=No Deal.
 Receives Suit of Armor, Helmet, and Mace from Dwarf.
 Trades with OHQ. Sells to OHQ:
 Suit of Armor (17 gold)
 Mace (6 gold)
 Helmet (5 gold)
 H6*/H7 workhorse (11 gold)
 Timeless Jewel (34 gold)
 Eye of the Moon (13 gold)
 Seven-League Boots (5 gold)
 Poultice of Health (2 gold)
 Receives 93 gold.
 Nothing arrives.
 Gondaff, the WIZARD, at Borderland 1, site of AltarFollow Captain
 Hides
 Arrives at Chapel
 Gives gold to Captain
 Put back on board after Captain's turn.
 Nothing arrives.
 Tiago Espadafiada, the SWORDSMAN, at Borderland 1, site of Altar
 Follow Captain
 Hides
 Arrives at Chapel
 Put back on board after Captain's turn.
 Nothing arrives.
 Balin, the DWARF, at Borderland 1, site of Altar
 Dwarf will follow the Captain.
 Hides
 Arrives at Chapel
 Gives Suit of Armor, Helmet, and Mace to Captain
 Put back on board after Captain's turn.
 Nothing arrives.
 Sir Duncan the Tall, the WHITE KNIGHT, at Borderland 1, site of 
              AltarH / H / A / S / S
 Hides(3,1)
 Cancels Hide Phase
 Alerts Morning Star
 Loots Altar(5,1). Takes nothing.
 Loots Altar(6,3). Takes nothing.
 Nothing arrives.
 Rungnir, the BERSERKER, at Bad Valley 5, site of Inn
 H / H / M-NW2 / M-BL2 / M-BL3
 Hides(4,2)
 Moves to Borderland 3.
 Nothing arrives.
   EVENING
 Dark Valley 5 (the Chapel)OHQ has just finished trading with the hidden Captain and his hidden 
              friends, G1, G2, the Swordsman, Wizard, and Dwarf.
 The Captain(5,4) is not battling the Order.
 The Swordsman (4,2) is not battling the Order.
 The Dwarf (4,2) is not battling the Order.
 The Wizard (4,1) is not battling the Order.
 Borderland 1 (the Altar)The Pilgrim and White Knight are hidden and not battling their friends 
              O1 and O2.
 Borderland 3
 The Berserker is hidden and alone.
 Ledges 1The Witch King is alone and unhidden.
   COMBAT Dark Valley 5
 Round 1 1. Encounter Stepa. Luring: none
 b. Random Assignment: none
 c. Deployment: G1 and G2 become unhidden and are deployed by the 
              Captain against OHQ, T4*/6 side up. The Order is battling the Captain 
              and his hirelings for the rest of the day.
 d. Actions:
 Swordsman: Alerts Living Sword with Fight L4
 Captain: Nothing
 Dwarf: Alerts Great Ax with Fight H6
 Wizard: Nothing
 2. Melee StepOHQ's horse flips to galloping side
 a. Selecting Targets:Captain becomes unhidden and targets OHQ.
 Swordsman becomes unhidden and targets OHQ. The Order is battling 
              the Swordsman for the rest of the day.
 Dwarf becomes unhidden and targets OHQ. The Order is battling the 
              Dwarf for the rest of the day.
 b. Spell Effects: none
 c. Attacks/Maneuvers:
 OHQ targets G2, the last hired native put on his sheet. G1 is an 
              additional attacker.
 Captain attacks OHQ in Swing with Ax and Fight H5* chit.
 Swordsman attacks OHQ in Swing with Living Sword and Fight M4.
 Dwarf attacks OHQ's horse in Swing with Fight T6*.
 (See image)
 
 d. Repositioning/Change Tactics:OHQ Repositioning Roll=3(bottom box unchanged)
 OHQ moves to DODGE&SWING, horse moves to CHARGE&THRUST.
 OHQ change tactics roll=(6,4). OHQ changes tactics to T4*/6.
 G1 repositioning roll=2(middle box unchanged).
 G1 moves to Smash circle and doesn't change tactics(4,3).
 G2 repositioning roll=1(left box unchanged)
 G2 stays in Charge maneuver box and doesn't change tactics(5,1)
 (See image)
 
 e. Resolving Attacks:G2 hits by matching directions with horse.
 OHQ hits by undercutting G2.
 Swordsman hits by undercutting horse.
 G1, Captain, and Dwarf miss. The Captain's Ax becomes alerted.
 f. Inflicting Harm (in order of weapon length in Round 1):G2 (Great Sword length=8) hits first. Causes Tremendous harm + one 
              sharpness star - one sharpness star for armor on warhorse = Tremendous 
              harm + Fumble Table[(4,1)+1(speed differential)=5(no change)]=Tremendous 
              harm. OHQ's warhorse is KILLED.
 OHQ (Broadsword length=7) hits next. Causes Tremendous harm + one 
              sharpness star - one sharpness star for G2's armor = Tremendous 
              harm + Fumble Table[(5,1)-2(speed differential)+4(doesn't match 
              directions)=7(decrease one level)]=Heavy harm. G2 is KILLED. Swordsman (Thrusting Sword length=4) hits next. Causes Light harm 
              + one sharpness star - one sharpness star for OHQ's armor + one 
              level for Fight chit exceeding weapon weight=Medium harm + Fumble 
              Table[(3,2)+4 for not matching directions with warhorse -1(speed 
              differential for horse) - 4 (speed differential for OHQ)=2(increase 
              one level)]=Heavy harm. OHQ is not harmed. Living Sword becomes 
              unalerted. 3. Fatigue StepNo Fight or Move chits fatigue.
 Disengagement: OHQ and G1 become unassigned. OHQ remains dark side 
              up. Captain loses 6 Notoriety for the death of his hired native.    Round 2 1. Encounter Stepa. Luring: none
 b. Random Assignment: OHQ is randomly assigned to attack the Captain.
 c. Deployment: G1 is deployed against OHQ, T4*/6 side up. OHQ goes 
              to his own sheet and G1 is the lone attacker on the sheet.
 d. Actions:
 The Swordsman alerts the Living Sword with Fight L4
 The Dwarf activates the Garb of Speed
 2. Melee Stepa. Selecting Targets:
 OHQ on his own sheet is targeting G1.
 Dwarf, Captain, and Swordsman target OHQ
 b. Spell Effects: none
 c. Attacks/Maneuvers:OHQ goes in CHARGE&THRUST on own sheet, T4*/6 side up.
 G1 goes in Charge Maneuver square on OHQ's sheet
 Swordman attacks OHQ with alerted Living Sword and Fight M4 in Swing
 Captain attacks OHQ with alerted Ax and Fight H5* in Swing
 Dwarf attacks OHQ with alerted Great Ax and Fight T5** (=Fight T3 
              from Garb of Speed) in Thrust.
 (See image.)
 
 d. Repositioning/Change Tactics:OHQ repositioning roll=5(move down). OHQ moves to DODGE&SWING 
              and doesn't change tactics(4,2).
 G1 repositioning roll=6(move up). G1 moves to Duck Maneuver square 
              and doesn't change tactics(4,2).
 (See image.)
 
 e. Resolving Attacks:OHQ hits by undercutting.
 G1 hits by undercutting.
 Dwarf hits by undercutting.
 Captain hits by matching directions.
 Swordsman hits by matching directions.
 f. Inflicting Harm (in order of attack speed in Round 2 and following):Swordsman (alerted Living Sword speed=2) hits firsts. Causes Light 
              harm + one sharpness star - one sharpness star for armored target 
              + one level for Fight chit exceeding weapon weight = Medium harm 
              + Fumble Table[(4,2) - 4 (speed differential) = 0(increase two levels)]=Tremendous 
              harm. OHQ is KILLED. Order's possessions are abandoned in clearing.
 All other attacks are canceled. 3. Fatigue Step:
 Dwarf fatigues Fight T6* for playing Fight chit with two asterisks.
 Swordsman earns 12 Notoriety and 8 Gold for killing OHQ.
 Combat ends in clearing.
 MIDNIGHT All weapons become unalerted. Swordsman's "Ashes" curse is lifted at the Chapel. 
 Day 26 Daylight 
              orders are due Thursday, December 30, 9pm EST. |