| Day 
              4    The characters at the Inn spend the day running around corraling 
              horses and picking up items off the ground like a birthday party 
              after the pinata. In the meantime the White Knight and Pilgrim march 
              from the Chapel to the Altar and turn up a Tremendous Demon who 
              shies away from the Pilgrim's saintly presence but blocks the Knight 
              and starts some sort of evil incantations. The Witch King flies 
              into Oak Woods and lands at the Small Campfire where he is joined 
              in the evening by the Woodfolk. The Dwarf and the Captain stay in 
              the Caverns, carefully hidden, and the Dwarf discovers the Statue, 
              while the Wizard takes a stroll above ground to rest and prepare 
              his magic. In combat, the Pilgrim sends his hired Knight O3 out to do combat 
              with the Demon. O3 shrugs off a white-knuckle "Power of the 
              Pit" attack and is picked up by the Demon, but matches directions 
              in Round 2 and dispatches the Demon back to the nether regions from 
              which it came. The characters at the Inn do some horse trading and 
              the day comes to an end.
 
 Followers:
 Pilgrim follows White Knight
 GHQ and Guard follow Dwarf
 Captain follows the Dwarf
 O3 follows Pilgrim
 Monster Roll=2
 Vipers, Serpents, Demons, and the Woodfolk (plus the Ghosts) are 
              prowling.
 (Note: Wizard ran out of Cavern 2 back toward the Guardhouse at 
              the end of combat on Day 3.) DAYLIGHT
 Tiago Espadafiada, the SWORDSMAN, at Bad Valley 5 (the Inn)Chooses to go first
 S / S / S / S
 Loots pile of abandoned items(6,5). Takes H7/M5* workhorse.
 Loots pile of abandoned items(6,6). Takes M6/M5* workhorse.
 Loots pile of abandoned items(4,3). Takes L5/L4* workhorse.
 Loots pile of abandoned items(6,4). Takes treasure.
 Nothing arrives.
 Tim, the SORCEROR, at Bad Valley 5 (the Inn)S / S / S / S
 Loots pile of abandoned items(2,1). Takes H7/H6* workhorse.
 Loots pile of abandoned items(4,2). Takes treasure.
 Loots pile of abandoned items(6,2). Takes nothing.
 Loots pile of abandoned items(6,1). Takes nothing.
 Nothing arrives.
 Gondaff, the WIZARD, on pathway between Cavern 2 and Evil Valley 
              5M-EV5 / R / SPX / SP
 Moves to Guardhouse
 Rests Magic IV4* chit
 Prepares to cast an enchantment
 Enchants Magic IV4* to Purple Magic.
 Nothing arrives.
 Raq'nyvarkryn, the WITCH KING, at Cavern 3Fly-LE / Fly-OW
 Flies to Ledges.
 Flies to Oak Woods.
 Lands at random in Oak Woods 4. Fly chit (Magic V2*) fatigues.
 Reveals Smoke W. Small Campfire is located at OW4.
 At end of turn the Woodfolk appear at the Small Campfire in OW4.
 Rungnir, the BERSERKER, at Bad Valley 5 (the Inn)
 S (Loot) / S (Loot) / S (Loot) / S (Loot) / R*
 Loots pile of abandoned items(3,1). Takes T8/H6* workhorse.
 Loots pile of abandoned items(3,1). Takes nothing.
 Loots pile of abandoned items(6,4). Takes nothing.
 Loots pile of abandoned items(5,2). Takes nothing.
 Nothing arrives.
 Kael, the BLACK KNIGHT, at Bad Valley 5 (the Inn)
 S / S / S / S
 Loots pile of abandoned items(4,1). Takes nothing.
 Loots pile of abandoned items(2,3). Takes nothing.
 Loots pile of abandoned items(4,4). Takes nothing.
 Loots pile of abandoned items(5,1). Takes nothing.
 Nothing arrives.
 The WHITE KNIGHT, at Dark Valley 5 (the Chapel)R* / M-LW2 / M-CV4 / M-CV1 / M-BL1
 Rests Magic I5**, fatigues Fight H5* to "make change."
 Move to Borderland 1
 T Demon arrives from Setup Card, drawn to Altar, and blocks White 
              Knight.
 Preston, the PILGRIM, at Dark Valley 5Follows WHITE KNIGHT
 Moves to Borderland 1.
 Put on board after White Knight's move. Demons do not block the 
              Pilgrim.
 Balin, the DWARF, at Cavern 2 (Statue)H / S (Statue 1 die)
 Hides(5)
 Searches on Locate Table(4). Discovers Statue.
 Nothing arrives.
 Faramir, the CAPTAIN, at Cavern 2 (Statue) Follow DWARF
 Hides.
 Put back on board after Dwarf's turn.
 Nothing arrives.
 GHQ, the hired HQ, at Cavern 2 (Statue)
 Follows DWARF
 Hides.
 Put back on board after Dwarf's turn.
 Nothing arrives.
   EVENING Bad Valley 5 (the Inn)
 The Swordsman, Berserker, Black Knight, and Sorceror are unhidden 
              and adjusting the stirrups on their new horses.
 Borderland 1 (Altar)The Pilgrim, the White Knight, and O3 are unhidden in clearing with 
              Tremendous Demon, light-side-up.
 Cavern 2 (Statue)The Dwarf, Captain, and the Guard are all hidden.
 Evil Valley 5 (Guardhouse)Wizard is alone and unhidden.
 Oak Wood 5 (Small Campfire)The Witch King is unhidden and is not battling the Woodfolk(2,1). 
              The Woodfolk are light-side-up (-/2).
   COMBAT Bad Valley 5 (the Inn)
 The Swordsman gives H7/M5* workhorse and treasure to Black Knight. 
              Black Knight trades H7/M5* horse to Sorceror for H7/H6* workhorse. 
              The Black Knight, Sorceror, and Berserker activate their workhorses. 
              The Swordsman activates his L5/L4* horse.
 Borderland 1 (the Altar)
 Pilgrim, White Knight, and O3 are unhidden in clearing with T Demon, 
              V2/4 side up.
 Round 1 1. Encounter Stepa. Luring: O3, light-side-up (H4/6) lures T Demon. Horse is walking 
              side up (7).
 b. Random Assignment: none
 c. Deployment: none
 d. Actions: White Knight alerts Morning Star with Fight H6
 2. Melee StepO3's horse flips to galloping side (4*)
 a. Selecting Targets:
 O3 targets T Demon and v. v.
 b. Spell Effects: none
 c. Attacks/Maneuvers:
 O3 and horse are put in Charge&Thrust red box.
 T Demon goes in Charge maneuver box.
 (See image) 
 d. Repositioning/Change TacticsDemon repositioning roll=2(middle box unchanged).
 Demon moves to Duck maneuver box. (T monsters don't roll for changing 
              tactics.)
 Since he is on his own sheet, O3 does not roll for repositioning 
              or changing tactics.
 (See image) 
 e. Resolving AttacksDemon hits by undercutting.
 O3 misses.
 f. Inflicting HarmDemon's Power of the Pit attack hits O3(6,3)=Rust. (Does not affect 
              hired natives.) Demon turns red-side-up and has O3 in his clutches.
 3. Fatigue Step: none T Demon remains assigned to O3 as they are locked in a duel to 
              the death! Round 2 1. Encounter StepO3's horse in on walking side(7)
 a. Luring: none
 b. Random Assignment: none
 c. Deployment: none
 d. Actions: none
 2. Melee Step:O3's horse flips to galloping side(4)
 a. Selecting Targets: none
 b. Spell Effects: none
 c. Attacks/Maneuvers:
 O3 and horse are played in Charge&Thrust red box. O3 is light 
              side up (H4*/6).
 T Demon, red-side-up (4/4), goes in Charge maneuver box.
 (See image) 
 d. Repositioning/Change TacticsDemon repostioning roll=1(left box unchanged).
 Demon stays in Charge box. No change tactics roll for T monsters.
 Since he is on his own sheet, O3 does not roll for repositioning 
              or changing tactics.
 (See image) 
 e. Resolving AttacksO3 hits Demon
 Demon hits O3
 f. Inflicting Harm (in order of speed in round 2, weapon length 
              breaks ties)O3 (speed=4, weapon length=7) hits before Demon (speed=4, weapon 
              length on red side=0)
 O3 inflicts Heavy harm + one sharpness star = Tremendous + Fumble 
              Table[(6,1)+0(speed differential)=6]no change = Tremendous harm. 
              Demon is KILLED. Demon's attack is canceled.
 3. Fatigue Step: none Pilgrim gets 8 Fame and 8 Notoriety for O3's kill of Tremendous 
              Demon. Combat ends in clearing.
 No other combat activities. MIDNIGHTAlerted weapons become unalerted.
 
 Day 5 Daylight 
              orders due Sunday, July 11, 9pm EDT. |