| Day 
              28 
 On the final day, Spiders, the Rogues, and the Imp regenerate. The 
              Captain heads off to the cliffs for adventure, but only hears a 
              spider in the distance. Elsewhere no monsters arrive to bother the 
              characters. The Pilgrim and the Wizard each learn a spell, the Sorceror 
              enchants the Caves tile, the Witch King drops a couple of Great 
              Treasures and moves away from the Small Campfire just before the 
              Bashkars would have ridden up. The Swordsman and the Dwarf hide 
              at the Chapel and watch as the Berserker rolls into the clearing 
              - just after the Wizard alerts a Type IV magic chit! The White Knight 
              hides out in the Woods.
 At night, the Berserker hears the sound of a Thrusting Sword steathily 
              drawn somewhere in the woods and grabs up his Great Ax, but nothing 
              comes of the excitement. The Wizard lets his prepared spell fizzle 
              out, and the players rest, exhausted by their perilous month in 
              the Realm.
 
 BIRDSONG Gold Magic is in every clearing on the board. G1 follows Captain. DAYLIGHT Monster Roll=5.(Spiders, the Imp, Bashkars, and Rogues are Prowling.)
 Tremendous Spider, three Heavy Spiders, and Imp regenerate to the 
              Set Up Card. The Rogues (the red garrison group) regenerate at the 
              Inn at the same time the Bashkars (red natives) regenerate. All 
              unhired Rogues return to where they started the game and regenerate 
              at the Inn.
 Tiago Espadafiada, the SWORDSMAN, at Dark Valley 5, the Chapel
 H / H / H / H / R(Fight L3*)
 Chooses to move first
 Hides(2,1).
 Remaining Hide Phases canceled.
 Rests Fight L3*
 Nothing arrives.
 Faramir, the CAPTAIN, at Bad Valley 4.A / M-BV1 / M-CL4 / M-CL4 / M-CL6
 Alerts Spear
 Moves to Cliff 4
 Can't move to Cliff 6 (takes two move phases to move to mountain clearing)
 Giant Spider appears in Cliff 5, drawn by Patter 5.
 Balin, the DWARF, at Dark Valley 5, the ChapelT / H
 No natives Leaders to Trade with. Trade Phase canceled.
 Hides(4,3).
 Nothing arrives.
 Sir Duncan the Tall, the WHITE KNIGHT, at Linden Woods 2H / H / H / H / H (no orders received)
 Hides(3,1)
 Remainder of Hide Phases canceled.
 Nothing arrives.
 Preston, the PILGRIMm at Dark Valley 5, the Chapel
 T / S / S / S / S
 No Hired Leaders to Trade with. Trade Phase canceled.
 Reads Runes on Good Book(3)=Awaken and Learn Spell. Learns spell 
              on Good Book
 Reads Runes on Good Book(4)=Awaken Spell. All spells on Good Book 
              are already awakened.
 Reads Runes on Good Book(4)=Awaken Spell. All spells on Good Book 
              are already awakened.
 Read Runes on Good Book(6)=nothing.
 Nothing arrives.
 Gondaff, the WIZARD at Dark Valley 5, the ChapelH / H / A / S / S
 Hides(3,2).
 Second Hide Phase canceled.
 Alerts Magic IV3*
 Reads Runes on Scroll of Nature(2)=Learn and awaken Spell. Learns 
              last spell on Scroll of Nature.
 Activates Glowing Gem.
 Reads Runes on Glowing Gem(6)=Learns nothing.
 Nothing arrives.
 Tim, the SORCEROR, at Caves 2A / SPX* / SP
 Alerts Magic IV4*
 Uses Magic IV4* chit and Purple magic from enchanted Magic IV5* 
              chit (fatigues) to enchant tile.
 Nothing arrives.
 Raq'nyvarkryn, the WITCH KING, at Oak Woods 4 (Small Campfire)
 M-OW5/ H / H / SPX* / SP / SP
 Abandons the Dragon Essence and Blasted Jewel.
 Moves to Oak Woods 5
 Hides(5,4).
 Cancels Hide Phase.
 Prepares to cast enchantment.
 Enchants Magic IV4* to Purple.
 Enchangs Magic IV4* to Purple.
 Nothing arrives.
 Rungnir, the BERSERKER, at Borderland 1, site of Altar.
 H/ M-CV1 / M-CV4 / M-LW2 / M-DV3
 Moves to Chapel.
 Nothing arrives.
 EVENING Oak Woods 5
 The Witch King is all alone.
 Caves 2
 The Sorceror and his hired Rogues are all alone.
 Cliff 4
 The Captain and his hired G1 can see a Spider down below, but they 
              can't get to it and vise versa.
 Linden woods 2
 The White Knight is hidden.
 Dark Valley 5 (the Chapel)
 The Wizard, Swordsman, and Dwarf are hidden, and the Wizard has 
              an alerted Magic IV chit. The Pilgrim and Berserker are unhidden 
              and feeling a little exposed.
 
 COMBAT Dark Valley 5 (the Chapel)The Wizard, Swordsman, and Dwarf are hidden, and the Wizard has 
              an alerted Magic IV chit. The Pilgrim and the Berserker are unhidden.
 Round 1
 1. Encounter Step (beginning with "first character," 
              the Swordsman, and continuing around in "board order.")a. Luring: none
 b. Random Assignment: none
 c. Deployment/Charging: none
 d. Actions:
 Swordsman alerts Living Sword with Fight L4.
 Pilgrim does nothing
 Dwarf does nothing
 Berserker alerts Great Ax with Fight H5
 Wizard does nothing.
 2. Melee Step (in random order)a. Selecting Targets:
 The Pilgrim does not target anyone.
 The Wizard does not target anyone.
 The Dwarf does not target anyone.
 The Berserker does not target anyone.
 The Swordsman does not target anyone.
 Round 2 A second uneventful round ends combat for the day. The Wizard's 
              prepared Magic IV chit fatigues.
   MIDNIGHT The Berserker's "Ill Health" curse is broken at the Chapel. All spells are broken, characters must abandon items that they 
              (or their horses) cannot carry, and Victory Points are calculated. 
 Victory Points 
              will be calculated and posted by Feb 28. |