| Day 
              6    More treasure sites revealed and discovered today. In a clever 
              bit of timing, the Swordsman and his buddies, the Black Knight and 
              Berserker, wait for the Sorceror to arrive and change the paths 
              in Maple woods, and then they head down to Ruins where they turn 
              up the Hoard and a hungry Tremendous Troll. In Caverns, the Dwarf 
              and Wizard stay behind to loot the Statue and rest while the Captain 
              and his hired GHQ move further into the Cavern and discover the 
              Vault. One of the Captain's hired men breaks down the door, but 
              in his first rush in, the Captain doesn't find any treasure. The 
              Pilgrim and White Knight pull another treasure out of the Altar, 
              and the Witch King sends Phred his phantasm off to Ledges in search 
              of gold while Raq'nyvarkryn takes a little R&R in Oak Woods. In combat, the group in Ruins 2 swarm all over the Tremendous Troll 
              and he is simultaneously dispatched by the two hired Rogue Axmen. 
              The Witch King fires up his "Broomstick" spell again. 
 Monster Roll=4
 Giants and Trolls (and those busy Ghosts) are prowling.
 Followers:R7, R6, and R1 follow Berserker
 R5, R4, R3, and R2 follow the Swordsman
 Black Knight follows Swordsman
 Berserker follows Swordsman
 G1 and G2 follow Captain
 DAYLIGHT
 Tim, the SORCEROR, at Nut Woods 2SPX* / SP / M-BL2* (workhorse) / M-MW2 / M-MW4 / SP
 Prepares to do enchantment
 Enchants Magic IV4* to Purple magic.
 Moves to Maple Woods
 Uses Purple magic from enchanted Magic IV4* (which fatigues) and 
              aother Magic IV4* to enchant Maple Woods tile. Maple Woods tile 
              flips to enchanted side. Paths appear where none were before!
 Nothing arrives.
 Tiago Espadafiada, the SWORDSMAN, at Maple Woods 4choose to move after the Sorceror
 H / M-MW5 / M-AV4 / M-AV1 / M-RU2 *(workhorse)
 Fails to hide(6,4)
 Moves, along with all followers, to Ruins 2
 At end of move reveals chits, Bones C and Hoard 6.
 Tremendous Troll, draw by Bones C, arrives at Ruins 2 and blocks 
              Swordsman, Black Knight, and Berserker.
 Kael, the BLACK KNIGHT, at Maple Woods 4Follow Swordsman
 Fails to hide.
 Moves to Ruins 2.
 Put back on board at end of Swordsman turn and blocked by T Troll.
 Nothing else arrives.
 Rungnir, the BERSERKER, at Maple Woods 4
 Follow Swordsman
 Fails to hide.
 Moves to Ruins 2.
 Put back on board at end of Swordsman turn and blocked by T Troll.
 Nothing else arrives.
 GHQ, the hired HQ, at Cavern 2
 M-CN3 / S
 Moves to Cavern 3.
 Locates Vault(4,2)
 Nothing arrives.
 Balin, the DWARF, at Cavern 2S / S
 Loots the Statue(3). Takes nothing.
 Loots the Statue(2). Takes 2nd treasure from top.
 Nothing arrives.
 The WHITE KNIGHT, at Borderland 1
 S/S /S /S/R*
 Loots Altar(5,3). Takes nothing.
 Loots Altar(2,1). Takes 2nd treasure from top.
 Loots Altar(5,4). Takes nothing.
 Loots Altar(5,5). Takes nothing.
 Nothing arrives.
 Preston, the PILGRIM, at Borderland 1
 S / S / S/ S
 Loots Altar(3,1). Takes nothing.
 Loots Altar(3,2). Takes nothing.
 Loots Altar(5,2). Takes nothing.
 Loots Altar(4,3). Takes nothing.
 Nothing arrives.
 Gondaff, the WIZARD, at Cavern 2R / R
 Rests Magic IV3* chit.
 Rests Magic IV4* chit.
 Nothing arrives.
 Faramir, the CAPTAIN, at Cavern 2M-CN3 / S
 Moves to Cavern 3
 Receives location of Vault from GHQ
 Uses Tremendous strength of G1 and G2 following him to break open 
              the Vault.
 Loots Vault(6,6). Takes nothing.
 Nothing arrives.
 Witch King's Familiar, at Oak Woods 2
 M-LE4 / S / S / S
 Moves to Ledges 4
 Peers(4,4). Finds hidden enemies.
 Peers(6,1). Finds nothing.
 Peers(5,2). Finds clues.
 Raq'nyvarkryn, the WITCH KING
 R / R / R / SPx* / SP
 Rests Magic V3*
 Rests Magic V3*
 Rests Magic V4*
 Enchants Magic V3* to black magic.
 Nothing arrives.
 EVENING
 Cavern 3 (Vault)
 The Captain and his hired Guardmen are unhidden in clearing.
 Cavern 2 (Statue)
 The Dwarf and Wizard are unhidden in clearing
 Maple Woods 4
 The Sorceror is unhidden and wondering where his friends all went.
 Ruins 2The Swordsman, Black Knight, Berserker and various hired Rogues 
              are all unhidden and blocked by a Tremendous Troll.
 Borderlands 1 (Altar)
 The White Knight, the Pilgrim, and Preston's hired O3 are unhidden.
 
   COMBAT Ruins 2
 The unhidden Swordsman, Black Knight, and Berserker, along with 
              their hired Rogues prepare battle against the light-side-up (H4/4) 
              Tremendous Troll.
 Round 1 1. Encounter Stepa. Luring:
 R2(T3*/5) lures T Troll
 c. Deployment:Swordsman deploys R5(M3*/4) against T Troll
 T Troll moves to own sheet with R5 and R2 as attackers
 Swordsman deploys R4(L1**/4) against T Troll
 Swordsman deploys R3(M5*/3) against T Troll
 Berserker deploys R1(T3*/5) against T Troll
 Berserker deploys R6(M3*/5) against T Troll
 Berserker deploys R7(L3*/4) as last attacker against T Troll
 d. Actions:Berserker alerts Great Ax with Fight H5.
 Black Knight alerts Mace with Fight M5
 2. Melee Step
 a. Selecting Targets:
 Black Knight, Berserker, and Swordsman target the T Troll
 c. Attacks/Maneuvers:Tremendous Troll attacks R7 on own sheet:
 T Troll goes in Charge&Thrust red square
 R7 is in the Dodge maneuver square
 R2 and R3 are placed in in Thrust attack circle
 R6 and R4 are placed in Swing attack circle
 R1 and R5 are placed in Smash attack circle
 Swordsman plays Thrusting Sword with Fight M? in Thrust
 Berserker plays Great Ax fight Fight T5* in Swing
 Black Knight plays alerted mace with Fight H6 in Smash
 (See image) 
 d. Repositioning/Change TacticsT Troll repositioning roll=5(shift down)
 T Troll moves to Dodge&Swing. (Tremendous monsters don't change 
              tactics randomly.)
 R7 repositioning roll=4(no change)
 R7 remains in Dodge and changes tactics(6,3)
 Attacking denizens repositioning roll=5(shift down)
 R2 and R3 move to Swing and don't change tactics(5,1).
 R4 and R6 move to Smash and don't change tactics(4,2).
 R1 and R5 move to Thrust and don't change tactics(4,2).
 (See image) 
 e. Resolving Attacks
 T Troll hits by matching directions
 R7 hits by matching directions
 R2 hits by matching directions
 R3 hits by matching directions
 Berserker hits by matching directions
 R1, R4, R5, R6, and Black Knight hit by undercutting.
 Swordsman misses
 f. Inflicting Harm (in order of weapon length, speed breaks ties):R4 hits first (length=14).
 Inflicts Light harm + two sharpness stars - one star for armored 
              target = Medium harm + Missile Table[(4)-3(speed differential)+4(doesn't 
              match directions)=5]decrease one level=Light harm. T Troll is unharmed.
 R1 and R2 hit next, simultaneously (length=5, speed=3)R1 inflicts Tremendous harm + one sharpness star - one star for 
              armored target = Tremendous harm + Fumble Table[(3,1)-1(speed differential)+4(doesn't 
              match directions)=6]no change = Tremendous harm. T Troll is KILLED.
 T2 inflicts Tremendous harm + one sharpness star - one star for 
              armored target = Tremendous harm + Fumble Table[(2,1)-1(speed differential)=1]increase 
              two levels = Tremendous++ harm. T Troll is doubly KILLED.
 Other attacks are canceled. 3. Fatigue Step: none Swordsman gets 4 Fame and 4 Notoriety for R2's share of kill.Berserker gets 4 Fame and 4 Notoriety for R1's share of kill.
 Combat ends in clearing.
   Oak Woods 2Witch King is alone and unhidden in clearing.
 Round 1 1. Encounter Stepa. Luring: none
 b. Random Assignment: none
 c. Deployment: none
 d. Actions:
 Witch King casts Broomstick with Magic V4* and Black magic from 
              enchanted Magic V3* chit (fatigues).
 2. Mellee Stepa. Selecting Targets:
 Witch King targets himself
 b. Spell Effects:
 Magic V4* becomes Fly chit, committed to the Broomstick spell. It 
              can be used later to fly during the day or to fly away or maneuver 
              during combat.
 3. Fatigue Step: none Combat ends in clearing.
 Day 7 Daylight 
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