Day
14
There is Grey magic all over the board, and Giants and Trolls regenerate
along with the Lancers and prowl during the day. The Wizard and
White Knight attract a T Giant while the Witch King discovers the
Hoard. The Captain, Amazon, and Inigo Balboa, the SHQ, corral most
of the ponies and pick up most of the treasures at the Small Campfire.
At the end of their turn a new group of Lancers ride in, figure
out where those items came from, and insult the Witch and Captain.
The Elf gets a curse, but successfully learns a spell at the Statue,
while the Pilgrim gets up late and wastes the day. Over in Mountain
3, the Black Knight finally pulls one of the last two treasures
out of the Vault, but he is blocked by a Tremendous Troll and a
Giant while still carrying the Golden Icon. The Druid stealthily
enters the clearing while hidden this time.
In
combat, the Druid becomes unhidden and lures and runs from the Tremendous
monsters in Mountain 3, allowing the Black Knight time to abandon
the Golden Icon so that he can run away on Round 2. The Wizard and
the White Knight nearly collide with each other running down the
secret passage to get away from the Giant. And in Maple Woods 5,
the Witch tranmorphizes into a Tremendous Flying Dragon and teaches
the Lancers better manners by killing them all. "A lot more
peaceful around these parts now," she says.
BIRDSONG
Grey
Magic appears in every clearing on the board!
No followers today.
DAYLIGHT
Monster
Roll=4
Giants, Trolls, and the Lancers are prowling today. All the Giants,
Trolls, and Lancers regenerate and return to the Appearance Chart.
Ogion, the Wizard, at Cliff 6 (site of the Pool)
R / R / SPX / SP / S
Rests Magic IV4* and Magic IV3*
Converts Magic IV4* to Purple magic.
Loots Pool(4,1). Takes nothing.
At end of turn a Tremendous Giant appears and blocks the Wizard
and the White Knight.
The White Knight, at Cliff 6 (site of the Pool)
R* / S* / S / S / S / S / S
Blocked by Tremendous Giant.
Lothar, the Black Knight, at Mountain 3 (site of the Altar)
H / S / S / S / S
Fails to hide(6,4).
Loots Vault(2,1). Takes 2nd treasure.
Loots pile of abandoned items(6,3). Takes nothing.
Loots pile of abandoned items(6,5). Takes nothing.
Loots pile of abandoned items(5,3). Takes nothing.
At end of turn, Tremendous Troll, drawn by Vault, appears at Mountain
3 from Appearance Chart and blocks Black Knight. A Tremendous Giant,
drawn by Stink M appears, and blocks Black Knight.
Valdemort, the Witch King, at Ledges 3
H / M-L6 / S / S / S
Fails to hide(6,6).
Moves to Ledges 6 (site of Hoard).
Searches using Magic Sight(6,4). Finds nothing.
Searches using Magic Sight(3,1). The Witch King knows there are
Treasure Cards about, but hasn't found the Hoard yet!
Searches using Magic Sight(5,5). Finds the Hoard.
Nothing arrives.
Inigo Balboa, the SHQ, at Maple Woods 5 (Small Campfire)
M-OW4 / M-MW5 / S / S / S
Receives Flowers of Rest from Captain, gives treasure to Captain.
Moves to Oak Woods 4
Drops Flowers of Rest
Moves to Maple Woods 5.
Loots pile of abandoned items(2,2). Takes 2nd item in pile (Spear).
Loots pile of abandoned items(3,1). Takes 3rd item in pile (M5/M4*
Pony).
Loots pile of abandoned items(6,2). Takes 6th item in pile (Treasure).
At end of turn Lancers ride up to Small Campfire
"Hey, where are our cousins, and why are all their possessions
scattered on the ground?"
Captain
Alatriste, at Maple Woods 5 (Small Campfire)
S / S / S / S / S / S* (loot)
Gives Crystal Ball to Witch, and receives treasure from SHQ.
Loots pile of abandoned items(4,1). Takes 4th item in pile(M5/M2*
Pony).
Activates M5/M2* Pony.
Loots pile of abandoned items(5,4). Takes 5th item in pile(Treasure).
Loots pile of abandoned items(2,1). Takes 2th item in pile(M4/M3*
Pony).
Loots pile of abandoned items(6,4). Takes nothing.
Loots pile of abandoned items(6,1). Takes nothing.
Loots pile of abandoned items(6,1). Takes nothing.
Nothing arrives.
Blaize,
the Amazon, at Maple Woods 5 (Small Campfire)
H / S / S / S / S
Hides(4,3).
Loots pile of abandoned items(6,3). Takes nothing.
Loots pile of abandoned items(3,2). Takes 3rd item in pile (M4/L3*
Pony).
Loots pile of abandoned items(1,1). Takes top item in pile (Spear).
Loots pile of abandoned items(2,1). Takes 2nd item in pile(Treasure).
Nothing arrives.
Naal
Han Artal, the Druid, on the path between Mountain 3 and Mountain
6
M-MN6 / M-MN6 / H / M-MN3 / M-MN3
Move to Mountain 6.
Hides(2).
Moves to Mountain 3.
Nothing else arrives.
Crookshanks,
at Caves 1
M-LW2 / M-DV4
Moves to Dark Valley 4.
Nothing arrives.
Hermione, the Witch, at Maple Woods 5 (Small Campfire)
S / S / S / S / S
Loots pile of abandoned items(5,1). Takes nothing.
Loots pile of abandoned items(5,3). Takes nothing.
Loots pile of abandoned items(5,2). Takes nothing.
Loots pile of abandoned items(6,4). Takes nothing.
Loots pile of abandoned items(4,1). Takes nothing.
Nothing arrives.
Brother
Matthew, the Pilgrim, at Deep Woods 2 (site of Statue)
H / H / H / H / H (No orders received).
Fails to hide(6,4).
Fails to hide(6,1).
Hides(4,3).
Remaining Hide phases cancelled.
Nothing arrives.
Iftanrel,
the Elf, at Deep Woods 2 (site of Statue)
H* / H / S / S / S / S
Fails to hide(6,3).
Fails to hide(6,1).
Reads Runes(6,2). Learns nothing.
Pilgrim discovers location of Statue by spying.
Reads Runes(5,5). Curse!(5,4) Elf receives curse of Ashes. Recorded
Gold is worthless.
Reads Runes(3,1). Learn Spell. Learns top spell at Statue. Top spell
goes to bottom.
Reads Runes(6,3). Learns nothing.
Nothing arrives.
EVENING
Mountain 3
Black Knight is unhidden and blocked by Tremendous Troll and Tremendous
Giant (and carrying an item too heavy to move with!) The Druid is
hidden in the clearing.
Cliff
6
The White Knight and the Wizard are unhidden and blocked by a Tremendous
Giant.
Maple
Woods 5
The Amazon is hidden (and, in any case, not battling his friends
the Lancers). The Captain runs into some Trouble with the Lancers(6,1)
and they Insult him (4,1). The Witch is Insulted by the Lancers
as well(4,1). The Witch and Captain refuse to pay the 5 Notoriety
for the insult. The Lancers are battling the Witch and the Captain
for the rest of the day!
The Escort Party and Food/Ale guys protest, "When are we going
to leave for the Guard house?"
Deep Woods
2
The Elf is unhidden and the Pilgrim is hidden in
the clearing.
COMBAT
Mountain
3
The Black Knight is unhidden in the clearing with the light-side-up
Tremendous Troll (H4/4) and the light-side-up Tremendous Giant (H5/5).
The Giant's club is also light side up (H6). The Druid is hidden
in the clearing.
Round 1
1.
Encounter Step
a. Luring: The Druid becomes unhidden and lures the T Troll and
the T Giant
b. Random Assignment: None
c. Deployment/Charging: None
d. Actions:
Druid plays Move L2** to run away toward Mountain 6. The T Troll
and Giant are left without any targets for this round. The Druid
must start Day 15 by moving to either MN3 or MN6.
The Black Knight abandons the Golden Icon.
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. Inflicting Harm: none
3.
Fatigue Step
Druid fatigues Move L2** and brings back Move L3* to "make
change."
Round 2
1.
Encounter Step
a. Luring: none
b. Random Assignment: The T Troll and the T Giant are assigned to
attack the Black Knight
c. Deployment/Charging: none
d. Actions:
Black Knight plays Move H4** (converted to Move H3** by Garb of
Speed) to run away toward Mountain 3. The T Troll and T Giant are
left unassigned. The Black Knight must start Day 15 by moving to
either MN3 or MN6.
2.
Melee Step: none
3.
Fatigue Step
Black Knight fatigues Move H5* for playing two Move asterisks.
Combat ends in clearing.
Cliff 6
A light-side-up Tremendous Giant (H5/5, club H6) is in the clearing
with the unhidden Wizard and White Knight.
Round 1
1.
Encounter Step
a. Luring: none
b. Random Assignment:
Wizard(5,1), White Knight(4,4)
Tremendous Giant is assigned to Wizard
c. Deployment/Charging: none
d. Actions:
Wizard plays Move M4* to run away toward CL3.
White Knight plays Move H6 to run away toward CL3.
Both Wizard and White Knight must start Day 15 with move to either
CL6 or CL3.
Combat
ends in clearing.
Maple Woods 5
The
Captain and the Witch are battling the Lancers. The Amazon is hidden
in the clearing. The Lancers are light-side-up. The Captain's hired
Soldiers (SHQ, S1, S2, S3) are also in the clearing.
Round 1
1.
Encounter Step
a. Luring: The Witch lures all the Lancers onto her sheet.
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
The Captain alerts his Spear with Fight H6
The Witch plays Black magic chit (enchanted Magic V5*). Magic V5*
fatigues. Witch transmorphizes into Tremendous Flying Dragon! Lancers
nearly fall off their ponies.
2.
Melee Step
All Lancer horses turn dark ("galloping") side up.
a.
Selecting Targets
Witch targets LHQ.
Captain does not select a target.
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch distributes Lancers and horses among the boxes on her sheet:
LHQ, L1, and L3's horse go in CHARGE&THRUST
L2, L1's horse and LHQ's horse go in DODGE&SWING
L3 and L2's horse go in DUCK&SMASH
The Witch attacks with body in Swing (light side up=M3/4). Plays
second attack with head (dark side up=T3) in Thrust. She plays no
maneuver.
d. Repositoning/Change Tactics
Lancer repositioning roll=2(middle box unchanged).
LHQ, L1, and Horse_3 go to DUCK&SMASH. L1 changes tactics.
L3 and Horse_2 go to CHARGE&THRUST.
L2, Horse_1, and Horse_HQ stay in DODGE&SWING.
(See
image)
e.
Resolving Attacks:
All Lancers hit by undercutting.
Witch hits LHQ by matching directions with Horse_HQ with body.
f. Inflicting Harm:
None of Lancer M* or H* attacks can harm Witch/TFD's Heavy and armored
vulnerability.
Witch/TFD M3 hits and KILLS Horse_HQ. Witch/TFD picks up LHQ and
turns red-side-up.
3.
Fatigue Step: none
Witch/TFD moves to own sheet with LHQ as target. All other Lancers
become extra attackers on Witch/TFD's sheet.
Round 2
1.
Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions: none
2.
Melee Step
a. Selecting Targets
Witch stays red-side-up and continues to target the horseless LHQ
b. Attacks/Maneuvers
Witch/TFD body, red-side-up, goes in DODGE&SWING on own sheet.
No maneuver.
Head goes in CHARGE&THRUST as extra attack.
LHQ goes in Charge maneuver box.
Other Lancers and horses are distributed in the attack circles.
c. Repositioning/Change Tactics:
LHQ repositioning roll=2 (middle box unchanged). LHQ moves to Duck
maneuver box.
Other Lancer repositioning/change tactics rolls are irrelevent.
(See
image)
d.
Resolving Attacks:
All Lancers hit by undercutting.
Witch/TFD body and head both miss.
e. Inflicting Harm:
Lancers cannot hurt Witch/TFD.
3. Fatigue Step: none
Lancers
stay assigned to Witch/TFD. LHQ remains in Witch/TFD's grasp.
Round 3
1.
Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions: none
2.
Melee Step
a. Selecting Targets
Witch stays red-side-up and continues to target the horseless LHQ
b. Attacks/Maneuvers
Witch/TFD body, red-side-up, goes in DODGE&SWING on own sheet.
No maneuver.
Head goes in CHARGE&THRUST as extra attack.
LHQ goes in Charge maneuver box.
Other Lancers and horses are distributed in the attack circles.
c. Repositioning/Change Tactics:
LHQ repositioning roll=6 (shift up). LHQ moves to Duck maneuver
box.
Other Lancer repositioning/change tactics rolls are irrelevent.
d. Resolving Attacks:
All Lancers hit by undercutting.
Witch/TFD body and head both miss.
e. Inflicting Harm:
Lancers cannot hurt Witch/TFD.
3.
Fatigue Step: none
Combat
cannot end while T Monster is red-side-up. Lancers stay assigned
to Witch/TFD. LHQ remains in Witch/TFD's grasp.
Round 4
1.
Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions: none
2.
Melee Step
a. Selecting Targets
Witch stays red-side-up and continues to target the horseless LHQ
b. Attacks/Maneuvers
Witch/TFD body, red-side-up, goes in DODGE&SWING on own sheet.
No maneuver.
Head goes in CHARGE&THRUST as extra attack.
LHQ goes in Charge maneuver box.
Other Lancers and horses are distributed in the attack circles.
c. Repositioning/Change Tactics:
LHQ repositioning roll=4 (no change). LHQ stays in Charge maneuver
box.
Other Lancer repositioning/change tactics rolls are irrelevent.
(See image)
d.
Resolving Attacks:
All Lancers hit by undercutting.
Witch/TFD head hits LHQ.
e. Inflicting Harm:
LHQ is KILLED. Witch/TFD turns red-side-down. Lancers cannot hurt
Witch/TFD.
3.
Fatigue Step: none
Witch
gets 4 Notoriety and 2 Gold for first victim of day.
Lancers remain assigned to Witch/TFD.
Round
5
1.
Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions: none
2.
Melee Step
a. Selecting Targets
Witch targets L1
b. Attacks/Maneuvers
L1 goes in DUCK&SMASH, Horse_1 goes in DODGE&SWING
Other Lancers and horses are distributed in other red boxes.
Witch/TFD plays body in Swing and Head in Thrust. Plays no maneuver.
c. Repositioning/Change Tactics:
Lancer repositioning roll=3 (lower box unchanged).
L1 stays in DUCK&SWING.
Horse_1 moves to CHARGE&THRUST
Other Lancer repositioning/change tactics rolls are irrelevent.
(See
image)
d.
Resolving Attacks:
All Lancers hit by undercutting.
Witch/TFD Head hits Horse_1 by matching directions
e. Inflicting Harm:
Horse_1 is KILLED. Witch/TFD turns red-side-up.
Lancer attacks cannot harm Witch/TFD.
3.
Fatigue Step: none
L1
is picked up by Witch/TFD. Other Lancers continue to attack.
Since combat cannot end with red-side-up Tremendous monster, L1
is eventually KILLED. Witch/TFD turns red-side-down. Lancers remain
assigned to Witch/TFD.
Witch gets 2*4=8 Notoriety and 2 Gold for second victim of the day.
Round
M
Witch
targets L3.
L3
goes in CHARGE&THRUST.
Horse_3 goes in DODGE&SWING
Witch body attacks in Swing.
Witch head attacks in Thrust.
Repositioning roll=3(bottom box unchanged).
L3 goes to DODGE&SWING. Horse_3 goes to CHARGE&THRUST.
Witch head matches direction with Horse_3. Horse_3 is KILLED and
L3 is picked up by Witch/TFD.
L3
is eventually KILLED.
Witch
gets 3*4=12 Notoriety and 2 Gold for her third Victim of the day.
Round
N
Witch
targets L2, undercuts and KILLS Horse 2.
L2 is picked up and eventually killed.
Witch
gets 4*4=16 Notoriety and 2 Gold for her fourth victim of the day.
Combat
ends in clearing.
Witch
gets 4 + 8 + 12 + 16 = 40 Notoriety and 8 Gold.
Captain,
Witch, and SHQ exchange items. SHQ gives M5/M4* pony to Witch, one
treasure and Spear to Captain, and keeps one treasure. The Captain
gives one treasure to the Witch.
MIDNIGHT
The
Witch returns to her normal form as her "Absorb Essence"
spell becomes inert. The Captain's Spear becomes unalerted.
The
new weather for Week 3 is same as Week 2: Special(2,1)=Autumn Summer,
7 days/week, 2 basic and 3 sunlight phases each day.
Day 14 Daylight
Orders are due Saturday at 1pm EST.
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