Day
12
Two
new characters restart at the Inn. An Elf, Iftanrel, makes a half-hearted
attempt to trade with the Rogues before he heads into Deep Woods
where the legendary Statue is supposed to be located. Brother Matthew
the Basher takes a short trip into the woods, where he hides and
prepares for his evening prayers.
In
the meantime, Captain Alariste leads the flying Witch/Tremendous
Flying Dragon to the Chapel where she hopes to have her curses removed.
She attempts to buy drinks to assuage the Order, but realizes too
late that she can't open her purse with her hands transmorphized
into Dragon claws. The Order, who apparently still recognize her
as their adversary, challenge her, and she backs down, losing 5
Fame. The Black Knight hides and loots the Vault again, finding
the Remains of the Thief with the Living Sword, a Large Treasure,
and 20 gold pieces, but receiving the curse of Disgust. He examines
the treasure and finds the Golden Icon which activates and begins
radiating Grey magic into the clearing. At the end of his turn,
a Heavy Spider arrives which blocks the Druid as he enters the clearing.
The Wizard finally figures out how to run his Flying Carpet and
takes a ride over to Cliff where he drops in directly on top of
the Octopus at the Pool. The White Knight and Amazon watch from
hiding to see how the Wizard is going to handle this! The Witch
King enchants Maple Woods to create a path to move to the Small
Campfire where the unsuspecting Lancers sitting around the fire
greet him nonchalantly. At the end of his turn, his allies the Bashkars
ride up on their ponies.
In
combat, the Pilgrim casts "Small Blessing" and gets a
"Wish for Strength" which will cause his next attack to
inflict Tremendous harm. The Black Knight kills a Heavy Spider,
the White Knight kills the Octopus, and the Witch King transforms
into a Tremendous Dragon and annhilates six Bashkars and four Lancers
for a total of 220 Notoriety points!
BIRDSONG
The Witch's Absorb Essence is energized by the Toadstool Circle.
The Witch will spend the entire day transmorphized into a Tremendous
Flying Dragon.
Followers:
Soldiers Follow SHQ
Witch Follows the Captain
DAYLIGHT
Monster Roll=5
(Spiders and the Bashkars are prowling.)
Crookshanks,
the Familiar, at Caves 2
M-CS3 / M-CS1
Moves to Caves 1
Nothing arrives.
Captain
Alatriste, at Ledges 1
M-LE3 / M-OW2 / M-PW2 /M-NW2 / M-NW4 / M*-BV5
Gives treasure to SHQ
Moves to the Chapel at Bad Valley 5, making use of bonus move at
the Large Campfire dwelling.
Nothing arrives.
Hermione,
the Witch, at Ledges 1
Follows Captain to the Chapel, flying low over the tree tops to
keep Alariste in sight.
Valdemort, the Witch King, at Maple Woods 4.
R / SPX* / SP / SP / M-MW5 / T
Rests Magic IV4*
Enchants Magic V2* to Black magic.
Enchants Maple Woods tile with Magic IV4* and Purple magic from
enchanted Magic IV3* (fatigues). Maple Woods flips to the enchanted
side.
Moves to Small Campfire in Maple Woods 5
Trades with the Lancers(4,1). No deal.
At end of turn the Bashkars arrive at the Small Campfire
Blaize, the Amazon, at Cliff 3
H / R / R / R / MCL6* / MCL6
Abandons Cloven Hoof
Hides(4,2)+1(Cloven Hoof)=5
Rests Move M3*
Rest Move M3*
Rests Fight M4*
Moves to Cliff 6, sneaking in without attracting the Octopus's attention.
Nothing arrives
Brother Matthew, the Pilgrim
Starts at Inn with staff from Soldiers and Magic I6* enchanted to
White Magic.
M-LW5 / H / H / H / H
Moves to Linden Woods 5
Hides(4,3).
Remaining Hides phases canceled.
Nothing arrives
Ogion,
the Wizard, at Evil Valley 5
R / R / SPX / SP / FLY-Cliff
Activates Flying Carpet with Purple magic from enchanted Magic IV3*
(fatigues)
Rests Magic IV4*
Rests Magic IV3*
Enchants Magic IV4* to Purple magic
Fly to Cliff tile.
Lands in Clearing 6.
Blocked by Octopus.
Nothing arrives.
Lothar,
the Black Knight, at Mountain 3
H / S / S / S / S
Hides(5,4)
Loots Vault(2,2). Takes 2nd treasure.
Finds Remains of the Thief. Takes Living Sword, Large Treasure,
20 gold pieces. Rolls for Curse(6,1) = Disgust. Black Knight's Fame
is worthless. Large Treasure is the Golden Icon which activates
and radiates Gray magic into the clearing.
Loots Vault(5,1). Takes nothing.
Loots Vault(5,2). Takes nothing.
Loots Vault(3,3). Takes 3rd treasure in Vault.
At end of turn, Heavy Spider is drawn to Mountain 3 from Appearance
Chart by Stink M.
Inigo Balboa, the SHQ, at Ledges 1
H / H / S / S (loot the Altar) / M-LE3
Hides(5,1).
Remaining Hide phase canceled.
Loots Altar(6,3). Takes nothing.
Loots Altar(1,1). Takes top treasure in Altar.
Moves to Ledges 3.
Nothing arrives.
The
White Knight, at Cliff 6.
H / H / R* / S / S / S / S*
Hides(2,1)
Remaining hide canceled.
Rests Fight H5*
Loots Pool(5,4). Takes nothing.
Loots Pool(4,2). Takes nothing.
Loots Pool(6,4). Takes nothing.
Loots Pool(6,1). Takes nothing.
Nothing arrives.
Naal Han Artal, the Druid, on path between Mountain 3 and Mountain
6.
MM6 / MM6 / H / MM3 / MM3
Moves to Mountain 6.
Fails to hide(6).
Moves to Mountain 3.
Blocked by Heavy Spider.
Nothing else arrives.
Iftanrel,
the Elf, starts over at Inn.
Takes Light Bow from Woodfolk and starts with Magic III3* and Magic
III4* enchanted.
H* / H / T / M-LW5 / M-DW6 / M-DW2
Hides(5,3).
Remaining hide roll canceled.
Trades for item from Rogues(3,3). Pricex4 = no deal.
Moves to Deep Woods 2.
Nothing arrives.
EVENING
Bad Valley 5, site of Chapel
The Captain is not battling the Order(4,4).
The Witch, transmorphized, can't buy drinks for the Order. The Order
recognize her as their adversary, the Witch, and issue a challenge(5,4).
The Witch pays 5 Fame points and the evening ends uneventfully in
sullen silence.
The Escort Party and the Food/Ale guys complain to each other about
how long this trip is taking.
Cliff
6, site of Pool.
The Wizard is unhidden and blocked by the Octopus. The White Knight
and Amazon are hidden in the clearing.
Mountain 3
The Druid is unhidden and blocked by a Heavy Spider. The Black Knight
is hidden in the clearing.
Maple Wood 5
Despite the fact that they are unfriendly, the Witch King is not
battling the Lancers(2,1). He is also not battling his allies, the
Bashkars.
Linden Woods 5
The Pilgrim is hidden in the woods.
Deep Woods 2, site of Statue
The Elf is hidden around the Statue.
"I seem to remember this from a previous life..."
Ledges 3
The SHQ and his men, heavy laden with treasures, camp on the edge
of the forest.
COMBAT
Linden
Woods 5
Pilgrim is alone and hidden.
Round 1
1.
Encounter Step:
Pilgrim casts Small Blessing using Magic I4* and White magic from
enchanted Magic I6* (fatigues).
2.
Melee Step:
a. Selecting Targets: Pilgrim targets himself, becoming unhidden.
b. Spell Effects: Pilgrim rolls on the Wish Table(6,3). Gets "Wish
for Strength." Next Fight chit or Gloves card Pilgrim plays
that hits will inflict Tremendous harm.
Combat
ends in clearing.
Mountain
3
Druid is unhidden with light-side-up Heavy Spider(L4/3). Black Knight
is hidden in clearing.
Round 1
1.
Encounter Step
a. Luring: none
b. Random Assignment: Heavy Spider is assigned to Druid
c. Deployement/Charging: none
d. Actions:
The Druid plays his Move L2** to run away toward Mountain 6. The
Heavy Spider is left with no target to attack.
The Black Knight deactivates his Mace and activates the Living Sword.
2.
Melee Step
a. Selecting Targets: The Black Knight does not select a target.
b. Spell Effects: none
c. Attacks/Maneuvers: none
d. Repositioning/Change Tactics: none
e. Resolving Attacks: none
f. Inflicting Harm: none
3.
Fatigue Step
The Druid fatigues Move L3* for playing two move asterisks.
Round 2
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Black Knight alerts Living Sword
2.
Melee Step
a. Selecting Targets: Black Knight becomes unhidden and targets
Heavy Spider.
b. Spell Effects: none
c. Attacks/Maneuvers:
Heavy Spider goes in CHARGE&THRUST red box on own sheet
Black Knight plays Living Sword with Fight M4* in Thrust
d. Repositioning/Change Tactics:
H Spider repositioning roll=6(move up). H Spider moves to DUCK&SMASH
and doesn't change tactics.
(See image)
e. Resolving Attacks
Black Knight hits by undercutting.
H Spider is not attacking.
f. Inflicting Harm:
Black Knight inflicts Light harm+one sharpness star+one level for
Fight chit that exceeds weapon weight=Heavy harm. Heavy Spider is
KILLED. Living Sword becomes unalerted.
3. Fatigue Step: none
Combat ends in clearing. Black Knight gets 3 Fame and 3 Notoriety.
Cliff 6
The Wizard is unhidden in the clearing with the light-side-up Octopus(L4/2).
The Amazon and the Black Knight are hidden in the clearing.
Round
1
1.
Encounter Step
a. Luring: The Amazon becomes unhidden and lures the Octopus
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Wizard casts Lightning Bolt with Magic IV3* and Purple magic from
enchanted Magic IV4* (fatigues).
2.
Melee Step
a. Selecting Targets:
The Wizard targets the Octopus.
The White Knight becomes unhidden and targets the Octopus.
b. Spell Effects: Lightning Bolt takes effect and launches an M***
speed=3 attack against the Octopus. This must hit in Attacks/Maneuvers
like any ordinary attack.
c. Attacks/Maneuvers:
The Octopus goes in CHARGE&THRUST on Amazon's Sheet.
The White Knight plays his Great Sword with Fight H4** in Smash
The Wizard directs his speed=3 magical attack in Swing.
The Amazon maneuver with Move M4 in Duck.
d. Repositioning/Change Tactics:
Octopus repositioning roll=2 (middle box unchanged). Octopus moves
to DUCK&SMASH (Tremendous monsters do not roll for changing
tactics.)
(See image)
e.
Resolving Attacks:
Octopus hits Amazon by matching directions.
White Knight hits Octopus by matching directions.
Wizard misses. Magic IV3* fatigues.
f. Inflicting Harm: (In order of weapon length in Round 1 -- Great
Sword length=8, Octopus length=0 (tooth/claw) ).
Great Sword inflicts Heavy Damage+one sharpness star=Tremendous
damage. Octopus is KILLED.
Octopus attack is canceled.
3.
Fatigue Step:
White Knight fatigues Fight H5*
Combat ends in clearing. White Knight gets 8 Fame and 8 Notoriety.
At
end of combat, the Amazon gives the Wizard 10 gold plus her Short
Sword for the Wizard's Ax.
Maple
Woods 5
Witch King is alone and unhidden with Lancers and Bashkars, all
light-side-up
1. Encounter Step:
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions:
Witch King plays Black magic from enchanted Magic V2* to energize
Absorb Essence. The Witch King immediately assumes form of Tremendous
Giant!
2.
Melee Step
a. Selecting Targets: Witch King targets Bashkar B4. Witch King
is battling Bashkars for rest of day.
b. Spell Effects: none
c. Attacks/Maneuvers:
B4 goes in CHARGE&THRUST on own sheet. Horse (dark-side-up)
goes in DODGE&SWING.
Witch King attacks with body in Duck and head (T4-side-up) in Swing.
d. Repositioning/Change Tactics:
Bashkar 4's repositioning roll=2(middle box unchanged). B4 moves
to DUCK&SMASH and doesn't change tactics(2,2). Horse stays in
DODGE&SWING.
(See image)
e.
Resolving Attacks:
Witch King's head hits by matching directions with B4's horse.
B4 is not attacking.
f. Inflicting Harm:
Witch King inflicts Tremendous harm on B4's horse. B4's horse is
KILLED. Witch King/Tremendous Dragon turns red-side-up and picks
up B4.
3.
Fatigue Step: none
B4
remains in the claws of the Witch/TD.
Round 2
1.
Encounter Step: none
2.
Melee Step:
a. Selecting Targets: Witch King targets B4.
b. Spell Effects: none
c. Attacks Maneuvers:
B4 goes in Charge Maneuver box on Witch King/Tremendous Dragon's
sheet.
Witch King plays body in DUCK&SMASH and head in DODGE&SWING.
Rest of Bashkars and horses are distributed among the grey attack
circles.
d. Repositioning/Change Tactics:
B4 reposition roll=1. Left box unchanged. B4 stays in Charge and
doesn't change tactics(5,3).
(See image)
e. Resolving Attacks:
Witch King misses with both body and head.
All Bashkars hit by undercutting.
f. Inflicting Harm: none of Bashkars can hurt Tremendous and armored
vulnerability of Witch King/Tremedous Dragon.
3.
Fatigue Step: none
All
Bashkars remain assigned to Witch King. B4 remains in clutches of
Witch King/TD.
Rounds
3 through M
Combat
cannot end while Witch King/TD is red side up. Ultimately B4 will
be KILLED. Witch King/TD turns red-side-down. Witch King gains 4
Notoriety and 2 Gold.
Round
M+1
1.
Encounter Step: none
2.
Melee Step
a. Selecting Targets: Witch King targets Bashkar B2.
b. Spell Effects: none
c. Attacks/Maneuvers:
B2 goes in CHARGE&THRUST. B2's horse goes in DODGE&SWING.
Witch King/TD plays body in Duck box and head in Swing maneuver
box.
Other Bashkars and horses are distributed around red boxes.
d. Repositioning/Change Tactics:
B2 repositioning roll=5 (shift down). B2 goes to DODGE&SWING.
Horse goes to DUCK&SMASH.
(See image)
e.
Resolving Attacks:
Witch/TD body hits B2's horse. Witch/TD turns red-side-up and picks
up B2.
All Bashkars hit but cannot hurt Witch King.
f. Inflicting Harm:
Witch King/TD's body does H damage and kills B2's horse.
Bashkars do no damage to Tremendous/armored Witch King/TD.
3.
Fatigue Step: none
All Bashkars remain assigned to Witch King/TD.
Round
M+2 through Round N
Combat
cannot stop with Tremendous monster red-side-up. Witch King/TD will
eventually hit and kill B2.
Witch King gets 2*4=8 Notoriety and 2 gold for 2nd victim of the
day.
Round N+1 through N+I
Witch
King targets B1. Plays body in Duck and head in Dodge. B1 goes in
CHARGE&THRUST, horse goes in DODGE&SWING.
Repositioning roll=2(middle box unchanged).
Witch King's head hits and kills horse. Witch King turns red-side
up and picks up B1.
B1 is eventually killed.
Witch
King gets 3*4=12 Notoriety and 2 gold for 3rd victim of day.
Round
N+I+1
Witch King targets B3. Plays body in Duck and head in Dodge. B3
goes in CHARGE&THRUST, horse goes in DODGE&SWING.
Repositioning roll=1 (top box unchanged).
Witch King's body hits and kills horse. Witch King turns red-side
up and picks up B3.
B3 is eventually killed.
Witch
King gets 4*4=16 Notoriety and 2 gold for 4th victim of day.
Round Q
Witch
King targets Lancer 1 and is battling Lancers for rest of day.
Plays body in Duck and head in Dodge. L1 goes in CHARGE&THRUST,
horse goes in DODGE&SWING.
Repositioning roll=3(bottom box unchanged).
Witch King misses.
Round Q+1
The
Lancers join the surviving Bashkars attacking on the Witch King's
sheet.
Witch King targets Lancer 1.
Plays body in Duck and head in Dodge. L1 goes in CHARGE&THRUST,
horse goes in DODGE&SWING.
Repositioning roll=5(shift down). All the Lancers hit the Witch King/TD
by undercutting, but their M* and H* attacks cannot harm the Witch
King/TD's Tremendous armored vulnerability.
Witch King hits and kills L1's horse and picks up L1, turning red-side-up.
L1 is eventually killed.
Witch King gets 5*4=20 Notoriety and 2 gold for 5th victim of day.
Round
R
Witch King targets Lancer 2.
Plays body in Duck and head in Dodge. L2 goes in CHARGE&THRUST,
horse goes in DODGE&SWING.
Repositioning roll=2(middle box unchanged).
Witch King/TD hits and kills L2's horse. L2 is picked up and eventually
killed.
Witch
King gets 6*4=24 Notoriety and 2 gold for 6th victim of day.
Round
S
Witch King targets Lancer 3.
Plays body in Duck and head in Dodge. L3 goes in CHARGE&THRUST,
horse goes in DODGE&SWING.
Repositioning roll=5(shift down).
Witch King/TD hits and kills L3's horse. L3 is picked up and eventually
killed.
Witch
King gets 7*4=28 Notoriety and 2 gold for 7th victim of day.
Round T
Witch King targets Lancer LHQ.
Plays body in Duck and head in Dodge. LHQ goes in CHARGE&THRUST,
horse goes in DODGE&SWING.
Repositioning roll=4(no change).
Witch King/TD hits and kills LHQ's horse. LHQ is picked up and eventually
killed.
Witch
King gets 8*4=32 Notoriety and 2 gold for 8th victim of day. Lancer
possessions are spilled out over clearing.
Round U
Witch
King targets Bashkar 5.
Plays body in Duck and head in Dodge. B5 goes in CHARGE&THRUST,
horse goes in DODGE&SWING.
Repositioning roll=1(top box unchanged).
Witch King/TD hits and kills B5's horse. B5 is picked up and eventually
killed.
Witch
King gets 9*4=36 Notoriety and 2 gold for 9th victim of day.
Round
V
Witch
King targets Bashkar BHQ.
Plays body in Duck and head in Dodge. BHQ goes in CHARGE&THRUST,
horse goes in DODGE&SWING.
Repositioning roll=1(top box unchanged).
Witch King/TD hits and kills LHQ's horse. BHQ is picked up and eventually
killed.
Witch
King gets 10*4=40 Notoriety and 2 gold for 10th victim of day. Bashkars
possessions are spilled out over the clearing.
Combat ends in clearing.
Witch King gets 4+8+12+16+20+24+28+32+36+40=220 Notoriety and 20
gold.
MIDNIGHT
Witch's
curses are removed at the Chapel. Witch's Absorb Essence falls inert.
Day 13 Daylight
Orders are due Thursday at 9pm EST.
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