| DAY 6  The Swordsman spends the day honing his silver tongue on the Company until they finally succomb to his charms, joining his remaining two Rogues in a merry band. He lets the Witch slip by him on the way to his former trading partners... a momentary kindness he may regret later. Mandrake continues to awaken powerful magicks among his newly found items, and marches bravely into a clearing full of goblins with only a lone archer at his side, while the Amazon, more prudently hidden, watches in disbelief. The Borderlands fills up with travelers, as the White Knight searches for a safe diving spot into the Pool and the Wizard, Captain, and hirelings make it over the mountain pass safely.  The Sorceror completes a handy trade with Eduinae and continues his plunder of the Hoard, while the unlucky Witch-King is thwarted from joining in by the pesky spider patrolling its entrance. The Hoard proves its evil nature once again by coughing up a cursed skeleton, adorned with precious armor too heavy for any of its current plunderers to carry. Elf feels the emanations of magic disturbing the Deep Woods, and successfully locates the Shrine, before a black cat slips into the clearing, just a little too late to spy on his search. Eduinae packs up and leaves the Hoard for now, joining the kitty in the Deep Woods, where she feels more at home.  The seemingly unassuming Witch turns into a Dragon and terrorizes the Lancers and Woodfolk, leaving only one savvy horseman alive. The smell of roasting flesh and sound of crunching bones can be heard well into the night as the Dragon sates itself and creates a new Hoard out of the natives' belongings. Mandrake raises a strangely shaped instrument to his lips and plays an even stranger tune, which seems to pacify the Goblins and lull them to sleep. Once they are safely (and loudly) snoring, he conjures a small being of purple magic to help him in the next day's affairs. Eduinae passes a pleasant evening with the Elf, reminiscing about her homeland and hopeful that he will help her explore what these Deep Woods may hold. The Spider at the Hoard becomes ever more frustrated and hungry as the second adventurer that was to be his prey turns into uncatchable, unbiteable mist.  
 Birdsong Monster Roll: 4Giants, Trolls, Lancers, and Ghosts Prowling
 Daylight Ogre follows ElfR4 follows Magician
 Captain and Guards follow Wizard
 Swordsman (Inn)HR/HR/HR/HR/HR
 Tries to hire Company (5,1) declines offer
 Tries to hire Company (3,6) no deal
 Tries to hire Company (4,4) declines offer
 Tries to hire Company (5,4) declines offer
 Hires Company (2,2) for Price x2 = 32G
 Nothing arrives
 Magician (LD5)S/*M BL5/M BL3
 - Activates Book of Lore
 Reads Runes in Book of Lore [4,1] awakens a Spell
 Moves to BL5
 Moves to BL3
 - Blocked by 6 Goblins with Axes
 Nothing arrives
 Witch-King (LD3)H/M LD6/S/S/S
 Doesn't hide (1,6)
 Moves to LD6
 - Blocked by H Spider
 Remaining phases cancelled
 Nothing arrives
 
 Amazon (CN2)
 *M BL2/H/M BL3
 *Moves to BL2
 Hides (2,4)
 Moves to BL3
 Nothing arrives
 White Knight (BL6)S/S/*R
 Locates (3,3) nothing
 Locates (4,5) nothing
 Nothing to rest
 Nothing arrives
 Elf (DW6)M DW4/H*/H/S/S/S
 Moves to DW4
 *Doesn't hide (6,4)
 Hides (4,2)
 Locates (3,6) nothing
 Locates (6,4) nothing
 Locates (4,3) Shrine
 Nothing arrives
 
 Sorceror (LD6)
 H/S/S/S/S
 - Trades Shoes of Stealth to Eduinae for Camouflage Kit (Allows  a character to hide during a Hide phase, during Sunset, or after a round of combat - three applications are provided. Hiding is automatically successful unless applied between rounds of combat, then must roll a Hide roll for success.)
 Hides using Camouflage Kit
 Loots Hoard (2,2) finds Treasure
 Loots Hoard (3,5) finds Toadstool Circle
 Loots Hoard (4,5) finds
Toadstool Circle
 Loots Hoard (3,3) finds Mouldy Skeleton
 - Gets Curse of (3,5) Ashes
 - Gold Helmet, Silver Breastplate and Jade Shield added to Hoard
 Nothing arrives
 
 Wizard (HP4)
 H/H/M HP2/M HP2/M BL1
 Doesn't hide (6,6)
 Hides (1,3)
 Moves to HP2
 Moves to HP2
 Moves to BL1
 Nothing arrives
 Familiar (LD6)M LD3/M OW4/M OW2/M DW5/M DW4
 Moves to LD2
 Moves to OW4
 Moves to OW2
 Moves to DW5
 Moves to DW4
 
 Witch (LD2)
 M DV5/M DV2/M NW5/M MW5/M LW5
 Moves to DV5
 Moves to DV2
 Moves to NW5
 Moves to MW5
 Moves to LW5
 Nothing arrives
 Eduinae (LD6)Moves to LD3
 Moves to OW4
 Moves to OW2
 Moves to DW5
 Moves to DW4
 Sunset  Maleficent receives a decidedly less friendly welcome at the campfire than the suave Swordsman did before her, enduring insults from the Lancers (4,2). Rather than risk the same from the more deadly Woodfolk, Maleficent sweetens her countenance by pouring them all a round of drinks, which she procured at the Inn on the way here (3G).  Mandrake gulps and brings the Beast Pipes to his lips, hoping he can figure out how to play this thing in time... while the Amazon tries to figure out what she can do to help, or indeed, whether she should help. The Elf and his Ogre are lulled to sleep by the sound of a beautiful elven maiden singing sadly of lost companions and forests sacrified to the ravages of war. Witch-King sigh exasperatedly at the Spider and prepares to blast it to smithereens, while Sparrowhawk curses his curses. Surveying the nasty natives arrayed around her in a ring, Maleficent is glad she carries black magic chocolates with her at all times, for those spear-point, near-death emergencies. White Knight shivers in the dampness of the caves, while the Captain, Wizard and their men spend a relatively pleasant evening in the lowlands. The Swordsman and his men have one last rowdy bash at the Inn, after which the innkeeper will be only too glad to rid himself of all these inconsiderate adventurers, who couldn't even be bothered to spend their gold on drinks. Evening Borderland 3   Round 1 
 Encounter Step
 6 Goblins with Axes are assigned to Magician
 Magician casts Deal with Goblins using Beast Pipes and grey Magic II3*
 - Magic II3* fatigues
 Melee StepDeal with Goblins takes effect
 - 6 Goblins with Axes are pacified and become unassigned
 Round 2  
 Encounter Step
 Magician casts Phantasm using Magic VI4* and purple Magic IV3*
 - Magic IV3* fatigues
 Melee StepPhantasm takes effect
 - A Phantasm appears in BL3
 - Magic VI4* is dedicated to the spell
 Ledges 6  Round 1 
 Encounter Step
 H Spider is assigned to Witch-King
 Witch-King activates Melt into Mist using purple Magic IV4*
 - Magic IV4* fatigues
 Melee StepNothing happens
 Small Campfire (LW5) Witch ignores the taunts of the Lancers and they begin battling her
 Round 1  
 Encounter Step
 Witch lures LHQ
 L1, L2, L3 assigned to Witch
 Witch activates Transform using black Magic V5*
 - Witch turns into T Flying Dragon
 - Magic V5* fatigues
 Melee StepTFD targets LHQ and places LHQ in the same direction as his horse
 TFD moves in Smash/Duck
 TFD Head attacks light-side-up in Thrust
 LHQ flips over (4,6), he and his horse move in (6) Duck/Smash
 L1 flips over (2,6) and attacks in (2) Thrust
 L2 doesn't flip (1,5) and attacks in (2) Swing
 L3 flips over (3,6) and attacks in Smash
 TFD, LHQ, L1, and L3 hit
 LHQ and L1 hit first, do M damage, not harming TFD
 L3 hits next, does M damage, not harming TFD
 TFD hits last, kills LHQ's Pony
 Round 2 
 Encounter Step
 TFD lures LHQ
 L1, L2, L3 assigned to TFD
 Melee StepTFD targets LHQ
 TFD moves in Smash/Duck
 TFD Head attacks light-side-up in Thrust
 LHQ flips over (5,6), and moves in (6) Duck/Smash
 L1 doesn't flip (5,2) and attacks in (3) Swing
 L2 flips over (6,4) and attacks in (5) Smash
 L3 flips over (6,2) and attacks in Thrust
 TFD, LHQ, L1 and L2 hit
 LHQ and L1 hit simultaneously for H and M damage, not harming TFD
 TFD hits next, killing LHQ
 L2 hits last, does H damage, not harming TFD
 Witch receives 4N and 2G for killing LHQLancers' treasures are abandoned in the clearing
 Round 3 
 Encounter Step
 TFD lures L3
 L1 and L2 assigned to TFD
 Melee StepTFD targets L3 and places his horse in the same direction
 TFD moves in Smash/Duck
 TFD Head attacks light-side-up in Thrust
 L1 flips over (4,6) and attacks in (3) Swing
 L2 flips over (2,6) and attacks in (6) Smash
 L3 doesn't flip (1,3) and moves in (4) Dodge/Swing
 L2 hits, does M damage, not  harming TFD
 Round 4 
 Encounter Step
 TFD lures L2
 L1 and L3 assigned to TFD
 Melee StepTFD targets L2 and places his horse in the same direction
 TFD moves in Smash/Duck
 TFD Head attacks light-side-up in Thrust
 L1 doesn't flip (1,2) and attacks in (3) Swing
 L2 doesn't flip (1,3) and moves in (2) Charge/Thrust
 L3 flips over (3,6) and attacks in (6) Smash
 TFD, TFD Head, and L3 hit
 TFD Head hits first, kills L2's Pony
 TFD hits next, kills L2
 L3 hits last, does M damage, not harming TFD
 Witch receives 8N and 2G for killing L2 Round 5 
 Encounter Step
 TFD lures L3
 L1 assigned to TFD
 Melee StepTFD targets L3 and places his horse in the same direction
 TFD moves in Smash/Duck
 TFD Head attacks light-side-up in Thrust
 L1 doesn't flip (3,1) and attacks in (1) Thrust
 L3 doesn't flip (2,1) and moves in (4) Swing/Dodge
 All miss
 Round 5 
 Encounter Step
 L1 and L3 are assigned to TFD
 Melee StepTFD targets WHQ
 Woodfolk begin battling Witch
 TFD moves in Smash/Duck
 TFD Head attacks light-side-up in Thrust
 L1 doesn't flip (1,3) and attacks in (1) Thrust
 L3 flips over (1,6) and attacks in (5) Smash
 WHQ flips over (2,6) and moves in (6) Smash/Duck
 TFD, TFD Head, WHQ, and L3 hit
 WHQ hits first, does (4) M damage, not harming TFD
 TFD Head hits next, kills WHQ
 L3 hits last, does H damage, not harming TFD
 Witch receives 12N and 2G for killing WHQWoodfolk's belongings are abandoned in the clearing
 Round 6 
 Encounter Step
 L1 and L3 are assigned to TFD
 W1 and W2 are assigned to TFD
 Melee StepTFD targets W1
 TFD moves in Smash/Duck
 TFD Head attacks light-side-up in Thrust
 L1 doesn't flip (1,1) and attacks in (2) Thrust
 L3 doesn't flip (4,1) and attacks in (4) Smash
 W1 doesn't flip (4,3) and moves in (1) Charge/Thrust
 W2 doesn't flip (3,1) and doesn't attack
 TFD Head and L3 hit
 TFD Head kills W1
 L3 does H damage, not harming TFD
 Witch receives 16N and 2G for killing W1 Round 7 
 Encounter Step
 L1 and L3 are assigned to TFD
 W2 is assigned to TFD
 Melee StepTFD targets W2
 TFD moves in Smash/Duck
 TFD Head attacks light-side-up in Thrust
 L1 doesn't flip (2,1) and attacks in (2) Thrust
 L3 flips over (4,6) and attacks in (4) Smash
 W2 doesn't flip (1,1) and moves in (1) Charge
 TFD Head and L3 hit
 TFD Head kills W2
 L3 does M damage, not harming TFD
 Witch receives 20N and 2G for killing W2 Round 8 
 Encounter Step
 L1 and L3 are assigned to TFD
 Melee StepTFD targets L3, putting him and his Pony in the same box
 TFD moves in Smash/Duck
 TFD Head attacks light-side-up in Thrust
 L1 doesn't flip (4,1) and attacks in (5) Smash
 L3 doesn't flip (5,3) and moves in (5) Smash/Duck
 TFD, L1, and L3 hit
 TFD hits first, kills L3's Pony
 L3 hits next, does M damage, not harming TFD
 L1 hits last, does H damage, not harming TFD
 Round 9 
 Encounter Step
 L1 and L3 are assigned to TFD
 Melee StepTFD targets L3
 TFD moves in Smash/Duck
 TFD Head attacks light-side-up in Thrust
 L1 doesn't flip (3,1) and attacks in (1) Thrust
 L3 doesn't flip (4,4) and moves in (4) Swing/Dodge
 TFD and TFD Head hit
 TFD Head hits first, kills L3
 Witch receives 24N and 2G for killing L3  Round 10 
 Encounter Step
 L1 is assigned to TFD
 Melee StepTFD targets L1, putting him and his Pony in the same box
 TFD moves in Smash/Duck
 TFD Head attacks light-side-up in Thrust
 L1 doesn't flip (1,1) and moves in (3) Swing/Dodge
 All miss
 Round 10 
 Encounter Step
 L1 is assigned to TFD
 Melee StepTFD targets L1, putting him and his Pony in the same box
 TFD moves in Smash/Duck
 TFD Head attacks light-side-up in Thrust
 L1 doesn't flip (4,2) and moves in (4) Swing/Dodge
 All miss
 Combat ends due to inactivity  Midnight Nothing happens  |