| Day 
              9  The weather for Week 2 is "Showers," 6 days/week with 
              2 Basic and 3 Sunlight phases/day. Day 8 is skipped. The showery weather draws out Dragons. The Berserker, Swordsman, 
              Sorceror, and Black Knight all crowd into the cave where the Hoard 
              is and are surprised by a Tremendous Flying Dragon. The Witch King 
              is all alone at the Shrine when two Flying Dragons drop by. The 
              White Knight and Pilgrim clean up the litter dropped by the quarrelsome 
              Lancers. The Captain and GHQ go exploring and pull treasures out 
              of the Vault while they wait to be reunited with their friends the 
              Dwarf and Wizard.  In combat, the Witch King activates Absorb Essence and uses the 
              Flying Demon's form to take out the two Heavy Flying Dragons after 
              16 rounds of combat. The posse at the Hoard swarms over the Tremendous 
              Flying Dragon and quickly finishes it off with the Swordsman's R2 
              taking the honors alone this time. The Pilgrim renews the "Wish 
              for Strength" for himself and the White Knight, the Dwarf takes 
              a look at the weather chit with the Eye of the Moon, and the Wizard 
              casts "Blazing Light" to give himself and his comrades 
              an extra phase in the caves tomorrow. At the end of the day, after 
              a general passing around of treasures, the Captain activates the 
              Timeless Jewel that GHQ looted from the Vault. While it is active 
              the Captain does not have to pre-record his move.
 
 Wizard follows Dwarf
 R7, R6, and R1 follow Berserker
 R5, R4, R3, and R2 follow Swordsman
 G1 and G2 follow Captain
 BIRDSONG Monster Roll=1Dragons, the Company, and the Ghosts are prowling.
 DAYLIGHT
 Balin, the DWARF, at Cavern 2, site of Statue
 M-CN6 / M-CN3
 Moves to Cavern 3
 Nothing arrives.
 Gondaff, the WIZARD, at Cavern 2, site of StatueFollows Dwarf
 Moves to Cavern 3
 Put on board after Dwarf's turn.
 Nothing arrives.
 Faramir, the CAPTAIN, at Cavern 3, site of Vault
 S / S
 Loots the Vault(3,1). Takes the 3rd treasure in Vault.
 Loots the Vault(5,3). Takes nothing.
 Nothing arrives.
 Preston, the PILGRIM, on pathway between DV5 and LW2
 M-DV5 / S / S / S / S
 Moves to DV5
 Loots pile of abandoned items(6,6). Takes treasure.
 Loots pile of abandoned items(5,5). Takes treasure.
 Loots pile of abandoned items(6,3). Takes nothing.
 Loots pile of abandoned items(3,2). Takes Spear.
 Nothing arrives.
 The WHITE KNIGHT, at DV5, the ChapelR* / S / S / S / S / S
 Rest Magic I5**. Fatigues Fight H5* to make change.
 Loots pile of abandoned items(5,4). Takes nothing.
 Loots pile of abandoned items(5,1). Takes nothing.
 Loots pile of abandoned items(5.2). Takes nothing.
 Loots pile of abandoned items(6,5). Takes nothing.
 Loots pile of abandoned items(2,1). Takes Spear.
 Nothing arrives.
 Raq'nyvarkryn, the WITCH KING, at Ledges 4, site of ShrineSPX* / SP / S / S / S / R
 Prepares to do an enchantment
 Enchants Magic V3* to Black magic.
 Searches with Magic Sight(5,3). Discovers Shrine.
 Searches with Magic Sight(5,4). Already discovered Shrine.
 Searches with Magic Sight(2,2)=Counters. No weapon, armor, or horse 
              counters in clearing.
 Rests Magic V3*
 At end of turn two Flying Dragons drawn by Smoke M arrive at Shrine 
              and block Witch King.
 Tim, the SORCEROR, at Ruins 1M-RU4 *(workhorse) / M-RU6 / S
 Moves to Ruins 6.
 Attempt to Locate(4,3). Discovers Hoard!
 At end of turn, Tremendous Flying Dragon arrives at Hoard and blocks 
              Sorceror.
 Rungnir, the BERSERKER, at Ruins 1
 M-RU4 *(workhorse) / M-RU6 / S
 Moves to Ruins 6.
 Blocked by Tremendous Flying Dragon.
 Nothing else arrives.
 GHQ, the hired HQ
 S / S
 Loots Vault(4,3). Takes nothing.
 Loots Vault(1,1). Takes top treasure in pile.
 Nothing arrives.
 Kael, the BLACK KNIGHTM-RU4 *(workhorse) / M-RU6 / S
 Moves to Ruins 6.
 Blocked by Tremendous Flying Dragon.
 Nothing else arrives.
 Tiago Espadafiada, the SWORDSMAN
 Chooses to go last.
 M-RU4 *(workhorse) / M-RU6 / S
 Moves to Ruins 6.
 Blocked by Tremendous Flying Dragon.
 Nothing arrives.
 EVENING
 Dark Valley 5 (Chapel)White Knight and Pilgrim are unhidden and not battling their friends 
              the Order.
 Ledges 4 (Shrine)Witch King is unhidden and blocked by two Flying Dragons.
 Ruins 6 (Hoard)Swordsman, Berserker, Black Knight, and Sorceror (and their hired 
              natives) are all unhidden and blocked by the Tremendous Flying Dragon.
 Cavern 3 (Vault)Dwarf, Wizard, Captain, and the Guard are unhidden.
 
   COMBAT Ledges 4
 The Witch King is unhidden and blocked by two Flying Dragons, light-side-up 
              (H4/4).
 Round 1 1. Encounter Stepa. Luring: none
 b. Random Assignment:
 Both Flying Dragons assigned to Witch King.
 c. Deployment/Charging: none
 d. Action:
 Witch King plays Black magic from enchanted Magic V3* to activate 
              "Absorb Essence." Black magic chit returns to regular 
              Magic chit and fatigues. Witch King takes on the form of the Flying 
              Demon.
 2. Melee Stepa. Selecting Targets: Witch King targets Flying Dragon1
 b. Spell Effects: none
 c. Attacks/Maneuvers:Witch King puts Flying Dragon1 in Charge&Thrust and Flying Dragon2 
              in Dodge&Swing.
 Witch King plays maneuver (3) in Dodge and attack (V3) in Swing.
 d. Repositioning/Change Tactics:Dragons repositioning roll=4(no change).
 Dragon1 stays in Charge&Thrust and changes tactics to L4/3 side(6,4).
 Dragon2 stays in Dodge&Swing and changes tactics to L4/3 side(6,3).
 (See image) 
 e. Resolving Attacks:Dragon2 hits by matching directions.
 Dragon1 and Witch King/Demon miss.
 f. Inflicting Harm:Dragon2 inflicts Light damage + Fumble Table[(6,3)+1(speed differential)=7]reduce 
              one level = Negligible harm. Witch King/Demon is unharmed.
 3. Fatigue Step: none Dragons remain assigned to Witch King. Round 2Both Dragons are assigned to Witch King, L4/3 side up.
 1. Encounter Stepa. Luring: none
 b. Random Assignment: none
 c. Deployment/Charging: none
 d. Action: none
 2. Melee Step
 a. Selecting Targets: Witch King targets Flying Dragon1
 b. Spell Effects: none
 c. Attacks/Maneuvers:Witch King puts Flying Dragon1 in Charge&Thrust and Flying Dragon2 
              in Dodge&Swing.
 Witch King plays maneuver (3) in Dodge and attack (V3) in Swing.
 d. Repositioning/Change Tactics:Dragons repositioning roll=6(move up).
 Dragon1 moves to Duck&Smash and doesn't change tactics(2,1).
 Dragon2 moves to Charge&Thrust and doesn't change tactics(4,3).
 e. Resolving Attacks: All miss. f. Inflicting Harm: None 3. Fatigue Step: none
 Dragons remain assigned to Witch King. Round 3
 Both Dragons are assigned to Witch King, L4/3 side up.
 1. Encounter Step: no activities 2. Melee Step
 a. Selecting Targets: Witch King targets Flying Dragon1
 b. Spell Effects: none
 c. Attacks/Maneuvers:Witch King puts Flying Dragon1 in Charge&Thrust and Flying Dragon2 
              in Dodge&Swing.
 Witch King plays maneuver (3) in Dodge and attack (V3) in Swing.
 d. Repositioning/Change Tactics:Dragons repositioning roll=3(bottom box unchanged).
 Dragon1 moves to Dodge&Swing and doesn't change tactics(3,1).
 Dragon2 moves to Charge&Thrust and doesn't change tactics(4,3).
 (See image) 
 e. Resolving Attacks:Demon and Dragon 1 hit by matching directions.
 Dragon 2 misses.
 f. Inflicting Harm:
 Demon (speed=3) hits first. Power of Pit attack affects Dragon1(5,3)=Forget. 
              Dragon1 doesn't have anything to forget. Demon picks up Dragon1 
              and flips over to red-side-up(5/2).
 Dragon hits next. Causes Light harm + Fumble Table[(4,4)+2(speed 
              differential)=6]no change = Light harm. Witch King/Demon is unharmed.
 3. Fatigue Step: none
 Dragons remain assigned to Witch King.   Round 4Witch King/Demon is red-side up and has picked up Dragon1. Dragon 
              2 is assigned to Witch King, L4/3 side up.
 1. Encounter Step: no activities 2. Melee Step
 a. Selecting Targets: Witch King targets Flying Dragon1
 b. Spell Effects: none
 c. Attacks/Maneuvers:Witch King puts Flying Dragon1 in Charge&Thrust and Flying Dragon2 
              in Dodge&Swing.
 Witch King plays maneuver (2) in Dodge and attack (5) in Swing.
 d. Repositioning/Change Tactics:Dragons repositioning roll=2(middle box unchanged).
 Dragon1 moves to Duck&Smash and doesn't change tactics(4,3).
 Dragon2 stays in Dodge&Swing and changes tactics(6,5).
 (See image) 
 e. Resolving Attacks: Dragon2 hits by matching directions.
 Demon and Dragon1 miss.
 f. Inflicting Harm: Dragon2 causes Heavy harm + Fumble Table[(4,2)+2(speed 
              differential)=6]no change = Heavy harm. Witch King/Demon is unharmed. 3. Fatigue Step: none
 Dragons remain assigned to Witch King. 
 All attacks miss in Round 5 and Round 6 Round 7
 Witch King/Demon is red-side up and has picked up Dragon1. Dragon 
              2 is assigned to Witch King, H4/4 side up.
 1. Encounter Step: no activities 2. Melee Step
 a. Selecting Targets: Witch King targets Flying Dragon1
 b. Spell Effects: none
 c. Attacks/Maneuvers:Witch King puts Flying Dragon1 in Charge&Thrust and Flying Dragon2 
              in Dodge&Swing.
 Witch King plays maneuver (2) in Dodge and attack (5) in Swing.
 d. Repositioning/Change Tactics:Dragons repositioning roll=3(bottom box unchanged).
 Dragon1 moves to Dodge&Swing and doesn't change tactics(5,4).
 Dragon2 moves to Charge&Thrust and changes tactics to L4/3(6,3).
 (See image) 
 e. Resolving Attacks: Witch King/Demon and Dragon1 hit by matching directions.
 Dragon2 misses.
 f. Inflicting Harm:Dragon1 (speed=4) hits first. Causes Light harm + Fumble Table[(6,6)+2(speed 
              differential)=8]reduce one level=Negligible harm. Witch King/Demon 
              is unharmed.
 Witch King/Demon (speed=5) hits next automatically killing Dragon1. 
              Flying Demon turns red-side-down.
 3. Fatigue Step: none
 Witch King gets 5 Fame and 5 Notoriety for killing Flying Dragon.Dragon2 remains assigned to Witch King.
   The Witch King/Demon hits and picks up Dragon2 in Round 8, and 
              they remain locked in a duel to the death until they match directions 
              on Round 16.   Round 16The WK/Demon is red-side-up and has picked up Dragon2.  Dragon2 is light-side-up (H4/4).
 1. Encounter Step: none 2. Melee Stepc. Attacks/Maneuvers:
 Dragon2 is placed in Charge&Thrust
 WK/Demon plays maneuver(2) in Dodge and attack(5) in Swing.
 d.Repositioning/Change Tactics:Dragon2 repositioning roll=5(move down)
 Dragon2 moves to Dodge&Swing and doesn't change tactics(5,4).
 (See image) 
 e. Resolving Attacks: WK/Demon and Dragon2 both hit by matching directions.
 f. Inflicting Harm:Dragon2 (speed=4) hits first. Inflicts Heavy harm + Fumble Table[(6,6)+2(speed 
              differential)=8]reduce one level = Medium harm. WK/Demon is unharmed.
 WK/Demon (speed=5) hits next. Dragon2 is KILLED. WK/Demon turns 
              red-side-down.
 3. Fatigue Step: none Witch King gets 10 Fame and 10 Notoriety for killing Dragon2 as 
              his 2nd victim of the day. Combat ends in clearing.
   Ruins 6 (Hoard)Swordsman, Berserker, Black Knight, Sorceror, and hired Rogues are 
              unhidden and blocked by Tremendous Flying Dragon.
 Round 1 1. Encounter Stepa. Luring:
 Berserker: R1(T3*/5) lures TFD
 c. Deployment:
 Berserker deploys R6(M3*/5) against TFD
 Berserker deploys R7(M3*/5) against TFD
 Swordsman deploys R4(L1**/4) against TFD
 Swordsman deploys R5(M3*/4) against TFD
 Swordsman deploys R2(T3*/5) against TFD
 Swordsman deploys R3(M5*/3) as last attacker against TFD
 d. Actions:Sorceror cast "Fiery Blast" with Magic IV3* and Purple 
              magic from enchanted Magic IV5* (fatigues).
 Berserker alerts Great Ax with Fight H5.
 Swordsman alerts Thrusting Sword with Fight L4.
 Black Knight alerts Mace with Fight M5
 2. Melee Stepa. Selecting Targets:
 Sorceror, Berserker, Swordsman, and Black Knight target TFD.
 c. Attacks/Maneuvers:R3 is in the Dodge maneuver square
 R2 and R5 are placed in Thrust attack circle
 R4 and R7 are placed in Swing attack circle
 R1 and R6 are placed in Smash attack circle
 Sorceror attacks with Fiery Blast in Thrust
 Swordsman attacks with alerted Thrusting Sword and Fight M4* in 
              Thrust
 Berserker attacks with alerted Great Ax and Fight T5* in Swing
 Black Knight attacks with alerted Mace and Fight H6 in Smash
 (See image) 
 d. Repositioning/Change TacticsTFD repositioning roll=2(middle box unchanged).
 TFD body moves to Duck&Smash, head stays in Dodge&Swing 
              and doesn't change tactics(2,1).
 R3 repositioning roll=1(left box unchanged).R3 moves to Duck maneuver box and doesn't change tactics(5,4).
 Attacking denizen's repositioning roll=2(middle box unchanged).R5 and R2 move to Smash and don't change tactics(4,3).
 R1 and R6 move to Thrust and change tactics to H5/4 and L3/4(6,3).
 R4 and R7 stay in Swing and don't change tactics(5,1).
 (See image) 
 e. Resolving AttacksTFD body hits R3 by matching directions
 Black Knight, R2, R5, and R3 hit by matching directions.
 Sorceror, R4, R6, and R7 hit by undercutting.
 Berserker, Swordsman, and R1 miss.
 f. Inflicting Harm (in order of weapon length in Round 1):R4 (length=14) hits first. Causes Light harm + two sharpness stars 
              - one sharpness star for armored target = Medium damage + Missile 
              Table[(6)-3(speed differential)+4(doesn't match directions)=7]decrease 
              three levels = Negliglible harm. TFD thinks it might have been bit 
              by a mosquito.
 Sorceror's Fiery Blast (length=13) hits next. Cause Light harm 
              + three sharpness stars - one sharpness star for armored target 
              = Heavy damage + Missile Table[(5,5)-1(speed differential)+4(doesn't 
              match directions)=8] = wound. TFD feels a little tingle of static 
              electricity. Sorcerors Magic IV3* fatigues. R2 (length=5) hits next. Causes Tremendous harm + one sharpness 
              star - one sharpness star for armored target = Tremendous harm + 
              Fumble Table[(6,3)-1(speed differential)=5]no change = Tremendous 
              harm. TFD is killed. All other attacks are canceled. 3. Fatigue Step: none
 Swordsman gets 12 Fame and 12 Notoriety for R2's kill. At the end of rounds of combat, the Sorceror gives the location 
              of the Hoard to the Swordsman, Berserker, and Black Knight. Combat ends in clearing.   Dark Valley 5 (Chapel)
 Round 1 1. Encounter Step:White Knight casts "Small Blessing" with Magic I5** and 
              White magic from Chapel Clearing
 Pilgrim casts "Small Blessing" with Magic I6* and White 
              magic from Chapel clearing
 2. Melee Stepa. Selecting Targets:
 White Knight targets himself
 Pilgrim targets himself
 b. Spell Effects:White Knight gets Wish(5,5)=Health. Fatigued Fight T5* and Fight 
              H5* chits and wounded Fight H5* are rested and returned to play. 
              Magic I5** chit fatigues.
 Pilgrim gets wish(6,6)=Strength. Pilgrim's next Fight or Gloves 
              card that hits inflicts Tremendous damage. Magic I6* chit fatigues.
 3. Fatigue Step: none Round 2
 1. Encounter Step:Pilgrim casts "Small Blessing" with Magic I4* and White 
              magic from Chapel clearing.
 2. Melee Stepa. Selecting Targets:
 Pilgrim targets White Knight
 b. Spell Effects:White Knight get wish(6,6)=Strength. White Knight's next Fight or 
              Gloves card that hits inflicts Tremendous damage. Magic I4* chit 
              fatigues.
 3. Fatigue Step: none Combat rounds end.
 Pilgrim and White Knight exchange treasures. Pilgrim activates Power 
              Gauntlets, White Knight activates Regent of Jewels..
   Cavern 3 (Vault)Captain, GHQ, Dwarf, and Wizard are unhidden.
 Round 1 1. Encounter Step d. Actions:Dwarf uses Eye of Moon and Grey magic in clearing from Golden Icon 
              to cast Eye of Moon spell
 Wizard cast "Blazing Light" using Magic IV4* chit and 
              Purple magic from Caverns tile
 2. Melee Step
 a. Selecting Targets:
 Dwarf selects next weeks weather chit a2 target of Eye of Moon
 Wizard selects the CN3 clearing as the target of Blazing Light
 b. Spell Effects:Dwarf looks at weather chit for Week 3.
 "Blazing Light" goes into effect. Magic IV4* is committed 
              to spell until Sunset on Day 10.
 Combat ends in clearing.
 Captain gives the Golden Icon and another treasure to the Dwarf.GHQ gives two treasures to Captain. The Captain activates the Timeless 
              Jewel freeing him from the obligation of pre-recording his move.
 MIDNIGHT All weapons become unalerted.Witch King's "Absorb Essence" becomes inert. Witch King 
              assumes his usual form.
    Day 10 Daylight 
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