| Day 
              5  Monsters swarm over the board again. While the Sorceror stays behind 
              resting up his magic, the Swordsman, Black Knight, and Berserker 
              set off on a journey and run into Ogres that block the Black Knight. 
              The Swordsman and Berserker are hidden in the woods watching the 
              encounter. Over in Cavern, the Dwarf, Captain, and GHQ try to loot 
              the Statue. The Captain pulls out and dons the Elusive Cloak, but 
              his exclamation of delight is a little too loud and draws 12 prowling 
              Goblins who block him, GHQ, the Dwarf, and the Wizard when he arrives 
              from the Guardhouse after resting a Magic chit. In Borderlands, 
              the Pilgrim and White Knight finally locate the Altar and the Pilgrim 
              draws out a treasure. The Witch King moves away from the uncertain 
              companionship at the Small Campfire to rest and prepare color magic. In combat, the Swordsman and Berserker unleash their army of hired 
              Rogues against the Ogres who are quickly eliminated in one round. 
              Over in the Cavern, the Wizard launches a Fiery Blast to kill four 
              Goblins and, while the Captain uses his new Elusive Cloak to elude 
              the attacking Goblins, the Wizard picks off another four with his 
              staff. The Dwarf and the Captain clean up the rest with their axes 
              and with the cold steel of the Captain's dagger. Off by himself, 
              the Witch King creates a Phantasm to move and search on Day 6 and 
              casts "World Fades" on himself. 
 Followers:
 Guard follow GHQ
 R2, R3, R4, R5 to follow Swordsman
 Berserker follows Swordsman
 R1, R6, and R7 follow Berserker
 DAYLIGHT
 Monster Roll=3Goblins, Wolves, Ogres, and the Octopus are prowling.
 Tiago Espadafiada, the SWORDSMAN, at Bad Valley 5 (the Inn)
 H / M-NW2 / M-BL2 / M-MW2 / M-MW4*(workhorse)
 Chooses to go first
 Hides(3,3)
 Moves to Maple Woods 4
 Turns up Bones W. Two Ogres arrive in Maple Woods 4 from Setup Card.
 Rungnir, the BERSERKER, at Bad Valley 5 (the Inn)
 Follow Swordsman
 Hides
 Moves to Maple Wood 4
 Put back on board at end of Swordsman's turn.
 Nothing else arrives.
 Faramir, the CAPTAIN, at Cavern 2
 S/S
 Receives location of Statue from Dwarf
 Becomes unhidden
 Loots Statue(6,3). Takes nothing.
 Loots Statue(2,1). Takes treasure. Activates Elusive Cloak.
 At end of turn six Spear Goblins and six Great Sword Goblins move 
              from CN4 and CN6 to CN2 and block Captain.
 Balin, the DWARF, at Cavern 2
 S/S
 Becomes unhidden.
 Loots Statue(5). Takes nothing.
 Blocked by Goblins.
 Nothing else arrives.
 GHQ, the hired HQ, at cavern 2S / S
 Discovers location of Statue by spying on Dwarf and Captain.
 Becomes unhidden.
 Loots Statue(6,5). Takes nothing.
 Blocked by Goblins.
 Nothing else arrives.
 The WHITE KNIGHT, at Borderland 1 (the Altar)R* (Health) / S / S / S / S
 Rests Fight H5*
 Fails to locate Altar(6,5).
 Fails to locate Altar(6,3).
 Locates passages(3,3). No passages to locate
 Locates passages and sees clues(2,2). No passages to locate.
 Nothing arrives.
 Tim, the SORCEROR, at Bad Valley 5 (the Inn)
 R / R / R / R / M-NW2* (workhorse)
 Rests Magic IV3*, Magic IV3*, Magic IV4*, and Magic IV4*.
 Moves to Nut Woods 2.
 Nothing arrives.
 Raq'nyvarkryn, the WITCH KING, at Oak Woods 4 (Small Campfire)
 M-OW2 / R / R / SPX* / SP
 Moves to Oak Woods 2
 Rests Magic V4*
 Rests Magic V2*
 Prepares to do an enchantment
 Enchants Magic V4* to Black magic.
 Nothing arrives.
 Preston, the PILGRIM, at Borderland 1 (the Altar)
 S / S / S / S
 Attempts to locate Altar(5,2). Finds nothing.
 Attempts to locate Altar(1,1). Choice=Locates Altar.
 Gives location of Altar to White Knight.
 Loots Altar(5,2). Takes nothing.
 Loots Altar(3,2). Takes treasure.
 Nothing arrives.
 Gondaff, the WIZARD, at Evil Valley 5 (Guardhouse)R / M-CN2
 Rest Magic IV3* chit
 Moves to Cavern 2
 Blocked by Goblins
 Nothing else arrives.
 Kael, the BLACK KNIGHT, at Bad Valley 5 (the Inn)M-NW2*(workhorse) / M-BL2 / M-MW2 / M-MW4 / R
 Moves to Maple Woods 4
 Blocked by Ogres
 Rest phase canceled.
 Nothing else arrives.
 EVENING Cavern 2
 The Captain, GHQ, Dwarf, and the Wizard are all unhidden and blocked 
              by six Spear Goblins, light-side up (-/3), and six Great Sword Goblins, 
              light-side up (H6*/3).
 Maple Woods 4The Black Knight is unhidden and blocked by two Orgres (T5/5 side 
              up). The Swordsman and Berserker and their hirelings are hidden 
              in the clearing.
 Borderland 1 (the Altar)
 The Pilgrim and White Knight are unhidden.
 Oak Woods 2
 The Witch King is unhidden and alone.
 Nut Woods 2
 The Sorceror is alone an unhidden.
   COMBAT Maple Woods 4
 Black Knight is unhidden and blocked by two Ogres (T5/5 side up). 
              Swordsman and Berserker are hidden in clearing.
 Round 1 1. Encounter Stepa. Luring:
 R4(L**1/4 side up) lures Ogre1
 R5(M*3/4) lures Ogre2
 c. Deployment:
 Swordsman deploys R2(T*3/5) attacks Ogre1
 Swordsman deploys R3(L*3/4) attacks Ogre2
 Ogre1 and Ogre 2 move to their own sheets. R4 and R5, alone on own 
              sheet, move to Ogre's sheets after R2 and R3.
 Berserker deploys R1 against Ogre1 and R6 and R7 against Ogre2. 
              No side specified, so random side used (R1, R7, and R6 light side 
              up).
 d. Actions:
 Swordsman alerts Thrusting Sword with Fight L4
 Black Knight alerts Mace with Fight M5
 2. Melee Step a. Selecting Targets:Ogre1 selects last attacker R1 as target
 Ogre2 selects last attacker R7 as target
 Swordsman targets Ogre2
 Berserker targets Ogre1
 Black Knight targets Ogre1
 c. Attacks/Maneuvers:Ogre1's Sheet:
 R1 (H5*/4) goes in Dodge maneuver box
 R4 (L**1/4) goes in Swing Circle
 R2 (T3*/4) goes in goes in Thrust Circle
 Black Knight's alerted Mace with Fight H6 goes in Smash circle
 Berserker's unalerted Great Ax with Fight H4* goes in Thrust circle
 Ogre2's Sheet:R7 (M3*/5) goes in Dodge maneuver box
 R5 (M3*/4) goes in Swing Circle
 R3 (L3*/4) goes in goes in Charge Box in Thrust Circle
 R6 (M3*/5) goes in Thrust Circle
 Swordsman plays Thrusting Sword with Fight L3* in Smash Circle
 (See image) 
 d. Repositioning/Change Tactics:
 Ogre1's sheet:
 Ogre1 repositioning roll=5(shift down).
 Ogre1 moves to Dodge&Swing and doesn't change tactics(5,2).
 R1 repositioning roll=5(shift left)
 R1 moves to Duck maneuver box and doesn't change tactics(2,1)
 Attacking natives repositioning roll=4(no change).
 R2 stays in Thrust circle and doesn't change tactics(4,3).
 R4 stays in Swing circle and doesn change tactics (3,2)
 Ogre2's sheet:Ogre2 repositioning roll=2(middle box unchanged).
 Ogre 2 moves to Duck&Smash and doesn't change tactics(5,1).
 R7's repositioning roll=2(middle box unchanged).
 R7 stays in Dodge maneuver box and changes tactics(6,5).
 Attacking natives repositioning roll=6(move up).
 R3 and R6 move to Smash and don't change tactics(5,1)
 R5 moves to Thrust and don't change tactics(4,3)
 (See image) 
 e. Resolving Attacks:
 Berserker and R2 hit Ogre1 by matching directions
 R4 hits Ogre1 by undercutting
 Black Knight hits Ogre1 by undercutting
 R3, R6, and Swordsman hit Ogre2 by matching directions
 R5 and R7 hit Ogre2 by undercutting
 Ogre1, Ogre2, and R1 miss
 f. Inflicting Harm(in order of weapon length in Round 1, speed 
              breaks ties):R4 (length=14) hits first. Cause Light+two sharpness stars=Heavy 
              damage+Missile Table[(6)-4(speed differential)+4(doesn't match directions)=6]decrease 
              2 levels=Light harm. Ogre1 is unharmed.
 R2 hits next (length=5, speed=3). Causes Tremendous harm+one sharpness 
              star=T+ harm + Fumble Table[(5,3)-2(speed differential)=3]increase 
              one level=Tremendous++. Ogre1 is KILLED.
 R6 and Swordsman(length=4, speed=3) hit next, simultaneously.
 R6 causes Medium harm + one sharpness star=Heavy harm+Fumble Table[(4,1)-2(speed 
              differential)=2]increase one level=Tremendous harm. Ogre2 is KILLED.
 Swordsman causes Light harm + one sharpness star=Medium harm+Fumble 
              Table[(6,5)-2(speed differential)=4]no change=Medium harm. Swordsman 
              KILLS Ogre2 simultaneously with R6.
 All other attacks are canceled because target is killed.
 3. Fatigue Step: none Swordsman get 2 Notoriety for R2's kill of Ogre1 and 1 Notoriety 
              for share of Ogre2's kill. Berserker gets 1 Notoriety for R6's share 
              of Ogre2's kill. Combat ends in clearing. Cavern 2
 Captain, Wizard, Dwarf, and Guard are all unhidden with six Great 
              Sword Goblins (H6*/3) and six Spear Goblins (-/3). The Captain has 
              activated his Elusive Cloak. Round 1
 1. Encounter Stepa. Luring:
 Dwarf lures all Great Sword Goblins
 Captain lures all Spear Goblins
 b. Random Assignment: none
 c. Deployment: none
 d. Actions:
 Wizard casts Fiery Blast with Magic IV3* and color magic from enchanted 
              Magic IV4* chit (fatigues)
 2. Melee Stepa. Selecting Targets:
 Wizard targets all Goblins
 Dwarf targets GS1
 Captain targets GS1
 b. Spell Effects:
 Fiery Blast goes into effect, launching magical attack against all 
              Goblins
 c. Attacks/Maneuvers:
 Dwarf's sheet:
 Dwarf plays Duck T3 in Duck with helmet covering Duck direction.
 GS1&GS2 are in Charge&Thrust
 GS3&GS4 are in Dodge&Swing
 GS5&GS6 are in Duck&Smash
 Dwarf's Great Ax with Fight H6 is played in Thrust direction
 Captain's sheet:Captain plays Move M5 in Duck
 Brestplate covers Charge and Dodge
 Shield covers Duck
 SG1&SG2 are in Charge&Thrust
 SG3&SG4 are in Dodge&Swing
 SG5&SG6 are in Duck&Smash
 Captain plays Ax with Fight M4* in Swing directions
 (See image) 
 d. Repositioning/Change Tactics:Dwarf's sheet:
 GS Goblin repositioning roll=1(top box unchanged)
 GS1&GS2 stay in Charge&Thurst and don't change tactics(4,1)
 GS3&GS4 move to Duck&Smash and change tactics(6,1).
 GS5&GS6 move to Dodge&Swing and don't change tactics(4,2)
 Captain's Sheet:SG repositioning roll=5(move down)
 SG1&SG2 move to Dodge&SWing and don't change tactics(5,3).
 SG3&SG4 move to Duck&Smash and don't change tactics(4,4).
 SG5&SG6 move to Charge&Thurst and don't change tactics(5,4).
 (See image) 
 e. Resolving Attacks:Wizard hits GS3&GS4 and SG3&SG4 by matching directions.
 Dwarf hits GS1 by matching directions.
 Captain misses and Ax becomes alerted.
 GS3&GS4 hit Dwarf by matching directions.
 All other Goblins miss or don't attack.
 f. Inflicting Harm (order of length in Round 1):
 Fiery Blast hits first.
 Inflicts Light damage + three sharpness star = Tremendous + Missile 
              Table.
 GS3: Missile Table[(4,3)-2(speed differential)=2]increase two levels. 
              GS3 is KILLED.
 GS4: Missile Table[(3,1)-2(speed differential)=1]increase three 
              levels. GS4 is KILLED.
 SG3: Missle Table[(6,3)-0(speed differential)=6]decrease two levels=Medium. 
              SG3 is KILLED.
 SG4: Missile Table[(5,5)-0(speed differential)=5]decrease one level=Heavy. 
              SG4 is KILLED.
 Magic IV3* chit fatigues.
 Dwarf's Great Ax hits next.Inflicts Heavy damage+one sharpness star+Fumble Table[(4,3)+3(speed 
              differential)=7]decrease one level=Heavy damage. GS1 is KILLED.
 Great Ax becomes unalerted.
 3. Fatigue Step: none Wizard get 1*1 + 2*1 + 3*1 +4*1=10 Fame and 10 Notoriety for killing 
              GS3, GS4, SP3, and SP4.Dwarf gets 1 Fame and 1 Notoriety for killing GS1
 Three GS Goblins (GS2, GS5, and GS6) remain assigned to DwarfFour Spear Goblins(SG1, SG2, SG5, and SG6) remain assigned to Captain.
 Round 2All Goblins are on their light side. Captains Ax is alerted, Dwarf's 
              Great Ax is unalerted.
 1. Encounter Stepa. Luring: The Captain lures the three surviving Great Sword Goblins 
              away from the Dwarf who join the four Spear Goblins on his sheet.
 b. Random Assignment: none
 c. Deployment: none (the Guard decide to sit this one out)
 d. Actions:
 The Dwarf alerts his Great Ax with Fight H6
 2. Melee Step
 a. Selecting Targets:
 Captain, Dwarf, and Captain all target Goblin GS2
 b. Spell Effects: none
 c. Attacks/Maneuvers:
 Captain puts GS5, GS6, SG1, SG2, and SG5 in Charge&Thrust, GS2 
              in Dodge&Swing, and SG6 in Duck&Smash.
 Captain maneuvers with Move M5 in Dodge maneuver box.
 Captain attacks with alerted Ax and Fight M4* in Thrust attack circle.
 Wizard attacks with staff and Fight M3* in Swing attack circle.
 Dwarf attacks with Great Ax and Fight H6 in Smash attack circle.
 (See image) 
 d. Repositioning/Change Tactics:Goblin repositioning roll=3(lower box unchanged)
 GS5, GS6, SG1, SG2, and SG5 move to Dodge&Swing and don't change 
              tactics(4,1).
 GS2 moves to Charge&Thrust and doesn't change tactics(3,2)
 SG6 stays in Duck&Smash and doesn't change tactics(1,1)
 Since all the attacks against him are slower than speed=4, Captain 
              uses his Elusive Cloak to move his maneuver to the Charge box. (See image) 
 e. Resolving Attacks:GS2 hits by matching directions.
 Captain hits by matching directions.
 All others miss. (Wizard's Staff becomes alerted, which makes no 
              difference.)
 f. Inflicting Harm (in order of attack speed for Round 2 and following):Captain (speed=4) hits first. Inflicts Medium harm + one sharpness 
              star = Heavy + Fumble Table[(6,6)+1(speed differential)=7]decrease 
              one level = Medium harm. GS2 is KILLED. Ax becomes unalerted.
 3. Fatigue Step: none Captain earns 1 Fame and 1 Notoriety for killing GS2 Round 3
 All Goblins remain assigned to Captain, light-side-up.
 1. Encounter Step:a. Luring: none
 b. Random Assignment: none
 c. Deployment: none
 d. Actions: Captain inactivates Ax and fights on with his dagger.
 2. Melee Step:a. Selecting Targets:
 Captain, Dwarf, and Wizard target SG6
 b. Spell Effects: none
 c. Attacks/Maneuvers:
 Captain puts GS6, SG1, SG2, and SG5 in Charge&Thrust, GS5 in 
              Dodge&Swing, and SG6 in Duck&Smash.
 Captain maneuvers with Move M5 in Dodge maneuver box.
 Captain attacks with dagger and Fight M4* in Thrust attack circle.
 Wizard attacks with alerted Staff and Fight M3* in Swing attack 
              circle.
 Dwarf attacks with alerted Great Ax and Fight H6 in Smash attack 
              circle.
 (See image) 
 d. Repositioning/Change Tactics:Goblin Repositioning Roll=4(no change)
 GS6, SG1, SG2, and SG5 stay in Charge&Thrust and change tactics(6,6).
 GS5 stays in Dodge&Swing and doesn't change tactics(5,4)
 SG6 stays in Duck&Smash and doesn't change tactics(3,1)
 Captain uses Elusive Cloak to shift his maneuver to Duck maneuver 
              box. (See image) 
 e. Resolving Attacks:Dwarf hits by matching directions.
 All others miss.
 f. Inflicting Harm:Dwarf inflicts Heavy harm + one sharpness star = Tremendous harm 
              + Fumble Table[(3,3)+0(speed differential)=3]increase one level 
              = Tremendous+ harm. SG6 is KILLED. Great Ax becomes unalerted.
 3. Fatigue Step: noneDwarf gets 2 Fame and 2 Notoriety for killing SG6 as second victim 
              of the day.
 Round 4All Goblins assigned to Captain, SG1, SG2, SG5, and GS6 dark-side 
              up. GS5 light-side up.
 1. Encounter Step:Dwarf alerts Ax.
 2. Melee Step:a. Selecting Targets: Captain, Wizard, and Dwarf target SG5
 c. Attack/Maneuvers:Captain puts GS6, SG1, and SG2 in Charge&Thrust, GS5 in Dodge&Swing, 
              and SG5 in Duck&Smash.
 Captain maneuvers with Move M5 in Dodge maneuver box.
 Captain attacks with dagger and Fight M4* in Thrust attack circle.
 Wizard attacks with alerted Staff and Fight M3* in Swing attack 
              circle.
 Dwarf attacks with alerted Great Ax and Fight H6 in Smash attack 
              circle.
 d. Repositioning/Change Tactics:Goblin repositioning roll=5(shift down)
 GS6, SG1, and SG2 move to Dodge&Swing and don't change tactics(5,4)
 GS5 moves to Duck&Swing and doesn't change tactics(4,4)
 SG5 moves to Charge&Thrust and doesn't change tactics(5,3)
 Captain uses Elusive Cloak to move his maneuver to Charge maneuver 
              box. (See image) 
 e. Resolving Attacks:
 SG5 hits by matching directions.
 Captain hits by matching directions.
 Wizard and Dwarf hit by undercutting.
 f. Inflicting Harm:Wizard (speed=3) hits first. Causes Light harm + one level for Fight 
              chit exceeding weapon weight = Medium harm + Fumble Table[(4,2)-2(speed 
              differential)+4(doesn't match directions)=6]no change=Medium harm. 
              SG5 is KILLED. All other attacks are canceled. (Staff becomes unalerted.)
 3. Fatigue Step: none Wizard gets 5 Fame and 5 Notoriety for killing SG5 as fifth victim 
              of the day. Round 5
 By same tactics, Wizard matches directions and kills SG2. Wizard gets 6 Fame and 6 Notoriety for killing SG2 as sixth victim 
              of the day. Round 6
 By same tactics, Captain matches directions and kills SG1. Captain gets 2 Fame and 2 Notoriety for killing SG1 as second victim 
              of the day. Round 7
 Wizard matches direction and kills GS6. Wizard gets 7 Fame and 7 Notoriety for killing GS6 as seventh victim 
              of the day. Round 8
 Wizard matches direction and kills GS5 Wizard gets 8 Fame and 8 Notoriety for killing GS5 as eighth victim 
              of the day. Combat ends in clearing. Wizard earns 36 Fame and 36 NotorietyCaptain earns 3 Fame and 3 Notoriety
 Dwarf earns 3 Fame and 3 Notoriety
   Oak Woods 2Witch King is alone and unhidden.
 Round 1 1. Encounter Stepa. Luring: none
 b. Random Assignment: none
 c. Deployment/Charging: none
 d. Actions:
 Witch King casts "Phantasm" with Magic VI3* and Purple 
              magic from enchanted Magic IV4* chit (fatigues).
 2. Melee Stepa. Selecting Targets: Witch King targets himself.
 b. Spell Effects: Witch King creates "Phantasm" which 
              can move and search on Day 6. Magic VI3* is dedicated to the spell 
              until it expires at Sunset on Day 6.
 Round 2
 1. Encounter Stepa. Luring: none
 b. Random Assignment: none
 c. Deployment/Charging: none
 d. Actions:
 Witch King cast "World Fades" with Magic VI4* and Black 
              magic from enchanted Magic V4* chit (fatigues).
 2. Melee Stepa. Selecting Targets: Witch King targets himself.
 b. Spell Effects: Permanent spell "World Fades" is active 
              on Witch King. Magic VI4* is dedicated to the Spell until it is 
              broken.
 Combat ends in clearing.
 MIDNIGHT"World Fades" falls inert.
 All weapons become unalerted.
 
 Day 6 Daylight 
              orders due Thursday, July 16, 9pm EDT. |