| Day 
              3    After a hard day of haggling, the Order sell the Pilgrim their 
              Morning Star as a weapon for the White Knight. The Captain fails 
              to hide and leads his band into the Caverns where the receive a 
              warm reception from the Imp, three trolls, and six Ax Goblins. In 
              the next clearing the Witch King is hidden and listening to the 
              pleasantries being exchanged. At the Inn the Swordsman and and Black 
              Knight pick up some of the possessions that the Patrol HQ dropped 
              after his unfortunate accident with the characters and their hired 
              Rogues, and the Berserker borrows money from the Sorceror and hires 
              the last Rogue Axman. The Rogue HQ, with his band of henchmen hired 
              away and surrounded by four characters greedily looking at his horses, 
              chooses this moment to challenge the Black Knight and battle the 
              Sorceror! In combat, the characters at the Inn make quick work of the security-stripped 
              RHQ. RHQ is halfway over to teach the Black Knight some respect 
              when he looks back and realizes that his henchmen are going to sit 
              this one out under the trees and watch their employers deal with 
              the belligerent HQ. The one-sided battle is over quickly in a blast 
              of fire from the Sorceror before the RHQ even gets within range 
              of the Black Knight's Mace, and the Rogues' treasures and workhorses 
              are abandoned in the clearing. In Cavern 2, the Wizard's prepared 
              "Fiery Blast" takes out two Trolls and four Goblins, and 
              the remaining monsters are quickly removed by the other characters 
              and their hired muscle. 
  
   Followers:
 Guard follow CaptainDwarf follows Captain
 Wizard follows Captain
 Monster Roll=5
 Spiders, the Imp, and the Bashkars are prowling. Ghosts are always 
              prowling.
 DAYLIGHT
 Tiago Espadafiada, the SWORDSMAN, at Bad Valley 5 (Inn)
 R / S / S / S
 Chooses to go first.
 Rests Fight M4*
 Loots pile of abandoned items(3,1). Takes a treasure.
 Loots pile of abandoned items(4,1). Takes nothing.
 Loots pile of abandoned items(3,3). Takes a treasure.
 Nothing arrives.
 Preston, the PILGRIM. at Dark Valley 5 (Chapel)
 T / T / T / T
 Receives 14 gold from White Knight.
 Trades with Order for Morning Star(4,1)=PriceX3. No deal.
 Trades with Order for Morning Star(4,3)=PriceX3. No deal.
 Trades with Order for Morning Star(5,5)=PriceX4. No deal.
 Trades with Order for Morning Star(2,1)=PriceX1. Purchases Morning 
              Star for 8 gold.
 Nothing arrives.
 The WHITE KNIGHT, at Dark Valley 5 (Chapel)R* / T / T / T / T
 Takes 6 gold and Morning Star from Pilgrim.
 Rests Fight H5*
 Trades with Lancers for Spear(5,1)-1=PriceX3. No deal.
 Trades with Lancers for Spear(5,5)-1=PriceX3. No deal.
 Trades with Lancers for Spear(2,1)-1=Opportunity(6,5)-1=PriceX4. 
              No deal.
 Trades with Lancers for Spear(2,3)-1=PriceX2. No deal.
 Nothing arrives.
 Tim, the SORCEROR, at Bad Valley 5 (Inn)S / S / S / A (IV3*)
 Gives 10 gold to Berserker.
 Loots pile of abandoned items(4,2). Takes nothing.
 Loots pile of abandoned items(4,4). Takes nothing.
 Loots pile of abandoned items(5,3). Takes nothing.
 Alerts Magic IV3* chit
 Nothing arrives.
 Rungnir, the BERSERKER, at Bad Valley 5 (Inn)
 HR / HR / HR / S(LOOT) / R*
 Attempts to hire R1(6,5)=No deal.
 Attempts to hire R1(4,3)=Pricex3. Hires R1 for 12 gold.
 Cancels hire phase.
 Loots the abandoned items(4,3). Takes nothing.
 Nothing arrives.
 Raq'nyvarkryn, the WITCH KING, at Cavern 1
 H / M-CN3
 Hides (5,3)
 Moves to Cavern 3
 The Imp, drawn by the Statue, arrives in CN2.
 Faramir, the CAPTAIN, at Evil Valley 5 (Guardhouse)
 A / H* / M-CN2
 Alerts Ax
 Fails to hide(4,6)
 Moves to CN2
 Blocked by Ax Goblins, T Troll, H Trolls, and Imp!
 Nothing else arrives (what more trouble could you ask for?)
 GHQ, the hired HQ, at Evil Valley 5 (Guardhouse)Follow Captain
 Alerts nothing
 Fails to hide
 Moves to CN2
 Put back on board at end of turn and blocked by Goblins, Trolls, 
              and Imp.
 Nothing else arrives.
 Gondaff, the WIZARD, at Evil Valley 5 (Guardhouse)
 Follow Captain
 Alerts Magic IV3* chit
 Fails to hide
 Moves to CN2
 Put back on board at end of turn and blocked by Goblins, Trolls, 
              and Imp.
 Nothing else arrives.
 Balin, the DWARF, at Evil Valley 5 (Guardhouse)
 Follow Captain
 Alerts Great Ax
 Fails to hide
 Moves to CN2
 Put back on board at end of turn and blocked by Goblins, Trolls, 
              and Imp.
 Nothing else arrives.
 Kael, the BLACK KNIGHT, at Bad Valley 5 (Inn)S / S / S / S
 Loots pile of abandoned items(2,1). Takes breastplate.
 Loots pile of abandoned items(5,4). Takes nothing.
 Loots pile of abandoned items(4,3). Takes nothing.
 Loots pile of abandoned items(5,1). Takes nothing.
 Nothing arrives.
 EVENING Cavern 2
 The Dwarf, captain, Wizard, and the Guard are unhidden in the clearing 
              with three Trolls, six Ax Goblins, and the Imp. The Dwarf and Captain 
              have alerted their weapons and the Wizard has alerted a Type IV 
              magic chit.
 Cavern 3
 The Witch King is hidden and listening to the rumbling in the next 
              clearing.
 Bad Valley 5 (the Inn)The Swordsman, Berserker, Black Knight, and Sorceror are in the 
              clearing with the Rogue HQ. The Rogues HQ is not battling his friends, 
              the Swordsman or Berserker, but he challenges the Black Knight(6)(5) 
              and battles the Sorceror (6,5)(6,1), who has spent the last few 
              hours preparing a Type IV Magic chit.
 Dark Valley 5 (Chapel)The White Knight and Pilgrim are unhidden. Neither are battling 
              their friends, the Order. The Pilgrim is not battling the Lancers(4,2).
   COMBAT Bad Valley 5 (Inn)
 The Black Knight accepts RHQ's challenge. RHQ is light-side-up (M3*/4) 
              and battling the Black Knight and the Sorceror. The Black Knight, 
              Sorceror, Swordsman, and Berserker are unhidden in the clearing. 
              The Sorceror has prepared a Magic IV chit.
 Round 1
 1. Encounter Stepa. Luring: Black Knight lures RHQ
 b. Random Assignment: none
 c. Deployment/Charging: none
 d. Actions:
 Sorceror cast "Fiery Blast" with alerted Magic IV3* chit 
              and Purple magic from enchanted Magic IV4* chit (converts back to 
              regular Magic chit and fatigues).
 2. Melee Stepa. Selecting Targets:
 Sorceror and Black Knight target RHQ
 b. Spell Effects:
 "Fiery Blast" takes effect, launching a magical attack 
              on RHQ
 c. Attacks/Maneuvers:
 RHQ is placed in Charge&Thrust on Black Knight's sheet
 Black Knight plays Move H6 in Duck, armor in armor oval, breastplate 
              in breastplate oval, and shield to cover duck. He plays his Mace 
              with Fight M3** in Smash.
 Sorceror plays alerted Fiery Blast (speed=0) in Swing direction.
 Berserker plays Great Ax with Fight T5* in Thrust direction.
 (see image)
 
 d. Repositioning/Change Tactics:
 RHQ repositioning roll=2 (middle box unchanged). RHQ moves to Duck&Smash.
 RHQ change tactics roll=(5,3). RHQ does not change tactics.
 (see image) 
 e. Resolving Attacks:Black Knight hits by matching directions
 Sorceror hits by undercutting
 RHQ hits by matching directions
 Berserker misses
 f. Inflicting Harm (in order of weapon length in Round 1):f. Inflicting Harm (in order of weapon length in Round 1):
 Sorceror's Fiery Blast (length=13) hits first. Inflicts Light damage 
              + 3 sharpness stars=Tremendous + Missile Table[(6,3)-4(speed advantage 
              of alerted spell over RHQ move time + 4(doesn't intercept)=6] decrease 
              two levels = Medium harm. RHQ is KILLED. Rogue items are abandoned 
              in clearing. Sorceror's Magic IV3* chit fatigues.
 Black Knight's attack is canceled.
 RHQ's attack is canceled.
 
 3. Fatigue Step:Black Knight fatigues Fight M4* for playing two Fight asterisks 
              during round.
 Combat ends in clearing. Sorceror earns 2 Notoriety and 1 gold 
              for killing RHQ. Cavern 3
 Witch King is hidden and alone in clearing.
 Round 1 1. Encounter Stepa. Luring: none
 b. Random Assignment: none
 c. Deployment: none
 d. Actions:
 Witch King casts Broomstick with Magic V2* (committed to spell) 
              and Black magic from enchanted Magic V3* chit (fatigues).
 2. Melee Stepa. Selecting Targets:
 Witch King targets himself, becoming unhidden.
 b. Spell Effects:
 Magic V2* becomes Fly chit which the Witch King can use to fly.
 3. Fatigue Step: none Combat ends in clearing. Cavern 2
 The Wizard, Dwarf, and Captain are unhidden in the clearing. They 
              and the Captain's hired natives, the Guard, are blocked by two light-side-up 
              Heavy Trolls (M4/4), a light-side-up Tremendous Troll (H4/4), the 
              light-side-up Imp (VII2/2), and six light-side-up (L4/3) Ax Goblins. 
              The Captain and Dwarf have alerted their weapons and the Wizard 
              has alerted a Magic IV3 chit.
 Round 1
 1. Encounter Stepa. Luring:
 GHQ lures the Imp
 G1 lures the Tremendous Troll
 G2 lures a Heavy Troll (HTroll1)
 Dwarf lures Heavy Troll 2 and all six Goblins
 b. Random Assignment: none
 c. Deployment: none
 d. Actions:
 Wizard casts "Fiery Blast" with alerted Magic IV3* and 
              Purple magic from enchanted Magic IV4* chit (fatigues).
 2. Melee Stepa. Selecting Targets:
 Dwarf targets the T Troll
 Captain targets the Imp
 Sorceror targets all the monsters!
 b. Spell Effects:
 Fiery Blast takes effect and launches a magical attack at all the 
              monsters in clearing.
 c. Attacks/Maneuvers:
 GHQ's sheet:GHQ goes in Charge&Thrust red box, T4/6 side up.
 Imp goes in Charge maneuver box. Imp is GHQ's target and is attacking 
              GHQ.
 Captain's plays alerted Ax with Fight H5* in Swing
 Wizard plays alerted Fiery Blast in Smash
 G1's sheet:
 G1 goes in Dodge&Swing red box, T4/6 side up.
 T Troll goes in Charge maneuver box.
 Dwarf plays Great Ax with Fight T6* in Thrust.
 Wizard attacks with alerted Fiery Blast in Smash
 G2's sheet:
 G2 goes in Charge&Thrust red box, T4/6 side up.
 H Troll1 goes in Charge maneuver box.
 Wizard attacks with alerted Fiery Blast in Smash.
 Dwarf's sheet:Dwarf plays Duck T3* in Duck with helmet covering Duck direction.
 Goblin1&Goblin2 go in Charge&Thrust, Goblin3&Goblin4 
              go in Dodge&Swing, Goblin5&Goblin6 go in Duck&Smash.
 H Troll2 goes in Charge&Thrust.
 Wizard attacks with alerted Fiery Blast in Smash.
 (See image)   
 d. Repositioning/Change Tactics:
 GHQ's Sheet:Imp repositioning roll=5(move right). Imp moves to Dodge and doesn't 
              change tactics(5,1).
 GHQ doesn't reposition or change tactics because he is on his own 
              sheet.
 G1's Sheet:Repositioning roll=6(move left). T Troll moves to Duck. (T Monsters 
              don't change tactics randomly).
 G1 doesn't reposition or change tactics because he is on his own 
              sheet.
 G2's Sheet:Repositioning roll=1(left box unchanged). H Troll1 stays in Charge 
              and doesn't change tactics(3,3).
 G2 doesn't reposition or change tactics because he is on his own 
              sheet.
 Dwarf's Sheet:Repositioning roll=5(move right).
 Goblin1&Goblin2 and H Troll2 move to Dodge&Swing and don't 
              change tactics(4,3).
 Goblin3&Goblin4 move to Duck&Smash and don't change tactics(3,2).
 Goblin5&Goblin6 move to Charge&Thrust and don't change tactics(4,3)
 (See image) 
 e. Resolving Attacks:Imp hits GHQ by undercutting.
 Captain hits Imp by matching directions.
 T Troll hits G1 by undercutting.
 G2 hits H Troll1 by matching directions.
 H Troll1 hits G2 by matching directions.
 Goblin3&Goblin4 hit Dwarf by matching directions.
 Wizard hits all monsters by undercutting.
 f. Inflicting Harm (in order of weapon length in Round 1): Imp (length=17) hits first. Curse has no effect on GHQ. Wizard's Fiery Blast (length=13) hits next inflicting harm on targets 
              as below:.
 Imp: Inflicts Light harm + 3 sharpness stars=Tremendous + Missile 
              Table[(6,4)-2(speed differential)+4(doesn't intercept)=8]wound. 
              Imp is unharmed.T Troll: Inflicts Light harm + 3 sharpness stars - one sharpness 
              star for armor=Heavy + Missile Table[(6,5)-4(speed differential)=2]increase 
              two levels=T+. Tremendous Troll is KILLED.
 H Troll1: Inflicts Light harm + 3 sharpness stars - one sharpness 
              star for armor=Heavy + Missile Table[(6,5)-4(speed differential)+4(doesn't 
              match directions)=6]decrease two levels=Light harm. H Troll1 is 
              unharmed.
 H Troll2: Inflicts Light harm + 3 sharpness stars - one sharpness 
              star for armor=Heavy + Missile Table[(3,2)-4(speed differential)+4(doesn't 
              match directions)=3]increase one levels=Tremendous harm. H Troll2 
              is KILLED.
 Goblin1: Inflicts L+3=Tremendous harm+Missile Table[(6,4)-3(speed 
              differential)+4(doesn't match directions)=7]decrease three levels=Light 
              harm. Goblin1 is unharmed.
 Goblin2: Inflicts L+3=Tremendous harm+Missile Table[(2,2)-3(speed 
              differential)+4(doesn't match directions)=3]increase one level=T+ 
              harm. Goblin2 is KILLED.
 Goblin3: Match directions. Goblin3 is KILLED.
 Goblin4: Match directions. Goblin4 is KILLED.
 Goblin5: Missile Table[(6,1)-3(speed differential)+4(doesn't match 
              directions)=7]decrease three levels=Light harm. Goblin5 is unharmed.
 Goblin6: Missile Table[(3,2)-3(speed differential)+4(doesn't match 
              directions)=4]no change=Tremendous harm. Goblin6 is KILLED.
 Guard's attacks (Great Sword length=8) hit next.GHQ and G1's attacks are canceled because targets are killed.
 G2 inflicts T harm + one sharpness star - one sharpness star (armor)=Tremendous 
              harm + Fumble Table[(3,1)-0 (speed differential)]increase one level=T+ 
              harm. H Troll1 is KILLED.
 Captain's attack (Ax length=2) hits next.
 Inflicts Medium harm + one sharpness star + one level for Fight 
              chit exceeding weapon weight=Tremendous harm + Fumble Table[(6,2)+3 
              (speed differential)=9]decrease two levels=Medium harm. Imp is KILLED. 
              Captain's Ax is unalerted.
 T Troll's attack is canceled because T Troll is killed.
 H Troll1's attack is canceled because H Troll1 is killed.
 Goblin3&Goblin4 attacks are canceled because they are killed.
 3. Fatigue Step:Dwarf fatigues an asterisk for playing two Fight or Move asterisks 
              in Round.
 Captain gains 5 Fame and 5 Notoriety for G2 killing H Troll1 and 
              2 Fame and 1 Notoriety for killing the Imp.Wizard gains 1*8 + 2*5 + 3*1 + 4*1 + 5*1 + 6*1= 36 Fame and Notoriety 
              for killing T Troll, H Troll 2, Goblin2, Goblin3, Goblin4, and Goblin6.
 Round 2
 Goblin1 and Goblin5 remain on Dwarf's sheet, light-side-up (L4/3).
 1. Encounter Stepa. Luring:
 G1 lures Goblin1
 G2 lures Goblin5
 b. Random Assignment: none
 c. Deployment:
 GHQ is deployed against Goblin 5. Goblin5 moves to his own sheet 
              with GHQ as an attacker. G2, now alone on his own sheet, moves to 
              Goblin5's sheet as the last attacker.
 d. Actions:
 Captain alerts Ax with Fight M5
 2. Melee Phasea. Selecting Targets:
 G2, the last attacker, is selected as Goblin5's target. GHQ is additional 
              attacker.
 Wizard targets Goblin 5
 Captain targets Goblin 1
 Dwarf targets Goblin 1
 b. Spell Effects: none
 c. Attacks Maneuvers: G1's Sheet:G1 in Charge&Thrust
 Goblin1 in Charge maneuver box
 Captain attacks with alerted Ax and Fight M3** in Swing
 Dwarf attacks with Great Ax and Fight T6* in Smash
 Goblin5's Sheet:Goblin5 in Charge&Thrust.
 G2 is in Charge maneuver box
 GHQ is in Thrust attack circle
 Wizard attacks with Staff and Fight M5 in Smash
 (See image) 
 d. Repositioning/Change Tactics G1's Sheet:Goblin1 repositioning roll=2(middle box unchanged).
 Goblin1 moves to Duck and doesn't change tactics(5,3).
 G1, on own sheet, doesn't reposition or change tactics.
 Goblin5's Sheet:Goblin5 repositioning roll=2(middle box unchanged).
 Goblin5 moves to Duck&Smash and doesn't change tactics(6,4).
 G2's repositioning roll=5(shift right).
 G2 moves to Dodge maneuver box and doesn't change tactics(4,2).
 GHQ's repositioning roll=5(shift down).
 GHQ moves to Swing attack circle and doesn't change tactics(2,1).
 (See image) 
 e. Resolving Attacks:Dwarf hits by matching directions.
 Goblin1 hits by undercutting.
 Goblin5 hits by undercutting.
 Wizard hits by matching directions.
 f. Inflicting Harm (in order of attack speed in Round 2+): G1's sheet:Dwarf (speed=4, length=5) hits first.
 Inflicts Heavy harm + one sharpness star + one level for Fight chit 
              exceeding weapon weight = Tremendous+ + Fumble Table[(6,1) + 1(speed 
              differential)=7]decrease one level=Tremendous. Goblin1 is KILLED. 
              Dwarf's Great Ax becomes unalerted.
 Goblin1's attack is canceled.
 Goblin5's sheet:Goblin5 (speed=4) hits first.
 Inflicts Light harm + one sharpness star - one sharpness star for 
              armor=Light + Fumble Table[(6,6)-2(speed differential)+4(doesn't 
              match direction)=8]decrease one level=negligible. G2 is unharmed.
 Wizard (speed=5) hits next.
 Inflicts Light harm + one level for Fight chit exceeding weapon 
              weight = Medium + Fumble Table [(6,6)+2(speed differential)=8]decrease 
              one level=Light harm. Goblin5 is not harmed.
 3. Fatigue StepCaptain fatigues Fight M4* for two Fight asterisks used.
 Goblin5 becomes unassigned.Dwarf earns 1 Fame and 1 Notoriety for 
              killing Goblin1 as first victim of the day.
 
 Round 3
 Goblin5 is unassigned and light-side-up. 1. Encounter Stepa. Luring: Goblin5 is lured by G1
 b. Random Assignment: none
 c. Deployment:
 G2 deployed to attack Goblin5. Goblin5 goes to own sheet with G2 
              and G1 as attackers.
 GHQ deployed to attack Goblin5.
 d. Actions:
 Dwarf alerts Great Ax with Fight H6
 2. Melee Stepa. Selecting Targets:
 Goblin5 targets last attacker, GHQ
 Dwarf, Wizard, and Captain target Goblin5
 b. Spell Effects: none
 c. Attacks/Maneuvers:
 Goblin5 goes in Charge&Thrust red square on own sheet.
 GHQ goes in Charge maneuver box.
 G2 goes in Thrust attack circle.
 G1 goes in Swing attack circle.
 Dwarf plays alerted Great Ax with Fight T6* in Thrust attack circle.
 Captain plays alerted Ax with Fight M4* in Swing attack circle.
 Wizard plays staff with Fight M3* in Smash attack circle.
 (See image) 
 d. Repositioning/Change Tactics:Goblin5 repositioning roll=5(shift down).
 Goblin5 moves to Dodge&Swing and doesn't change tactics(1,1).
 GHQ repositioning roll=6(shift left).
 GHQ moves to Duck and doesn't change tactics(3,3).
 G2 repositioning roll=6(shift up).
 G2 moves to Smash and doesn't change tactics(4,3).
 G1 repositioning roll=4(no change)
 G1 stays in Swing and doesn't change tactics(2,1).
 (See image) 
 e. Resolving Attacks:Goblin5 hits by undercutting
 G1 hits by matching
 Captain hits by matching
 d. Inflicting Harm (in order of attack speed, weapon length breaks 
              ties):G1 (speed=4, length=8) hits first.
 Inflicts Tremendous harm + one sharpness star = Tremendous+ + Fumble 
              Table[(6,5)+1(speed disadvantage)=7]decrease one level=Tremendous. 
              Goblin5 is KILLED.
 3. Fatigue Step: none Captain gets 1 Fame and 1 Notoriety for G1's kill.
   Round 4 Actions: The Wizard plays Move M5 to run out of clearing toward 
              EV5. He will spend the night on the pathway between CN2 and EV5 
              and must begin Day 4 with a move to one or the other clearing.
 Combat ends in clearing.
 MIDNIGHT
 All weapons become unalerted.
   Day 3 Daylight 
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