Day
21
Regeneration
day. Purple magic all over the board turns the Witch King into Mist,
and the Bats and Ghosts come back to life. The Witch drops by the
Guard house, where the the relieved Escort Party pay her off and
complain to the Food/Ale guys about their trip, and then heads off
to Deep Woods where she is reunited with her familiar and the Soldiers.
The Captain lingers on at the Guard house after dropping off the
Food/Ale guys and buys some Reflecting Grease from the Guard, but
they do not jump at his off-hand offer of employment. The Amazon
completes an epic full-board gallop on her pony right into the clearing
with the Tremendous Troll and Tremendous Giant, who immediately
block her. But they do not notice the White Knight who has slipped
into the clearing with his Great Sword alerted. The Pilgrim decides
against entering High Pass through the caves and moves around toward
the mountain entrance, where the Wizard is creeping closer to the
Tremendous Spider at the Cairns. The Black Knight travels confidently
through the woods on his new horse, the Druid stops in a woods clearing
to enchant up some more Grey magic, and the Elf lays in ambush for
something at the Statue, but leaves the tips of his pointy shoes
in plain sight.
In
combat by this stage of the game, the monsters are mere playthings
for teams of characters, as the White Knight and Amazon finish off
the Tremendous Troll and Tremendous Giant, but the Amazon's faithful
pony dies in the struggle. A change of weather finishes the day
as the Purple magic vanishes and cool air blows in.
BIRDSONG
Purple Magic in every clearing on the board today. Witch King's
Melt into Mist is activated and the Witch King is tranmorphized
into Mist.
Soldiers
follow SHQ
DAYLIGHT
Monster
Roll=6
Bats and Visitor/Mission chits are prowling. Ghosts are always prowling.
Monster
Regeneration Day!
All Bats return from the dead pile to the Appearance Chart and prowl
all day long.
Ghosts return to life at Awful Valley 5
The Visitor/Mission chits flip.
Raid (on Company) become Crone.
Pillage (on Woodfolk) becomes Scholar.
War (on Bashkars) becomes Conquer.
Crookshanks,
the Familiar at Curst Valley 5 (the Inn)
M-LW5 / M-DW6 / S / S
Moves to Deep Woods 6.
Searches on Peer Table(6,5). Finds nothing.
Searches on Peer Table(6,6). Finds nothing.
Hermione,
the Witch, at Curst Valley 5 (the Inn)
M-LW5 / M-DW6* (pony) / M-CV4 / M-CV1* (pony) / M-DV2 / M-DV5* (pony)
/ M-DV2 / M-CV1* (pony) / M-CV4 / M-DW6* (pony)
Moves to Guardhouse and drops off Escort Party. Collects 32 gold.
Regains 5 Notoriety.
Moves to Deep Woods 6. "There you are kitty..."
Nothing arrives.
"Thank heavens we've finally arrived--and none too soon!"
say the Escort Party. "That had to be the worst trip in history.
Here are your 32 gold. If we need to do it again, don't call us,
we'll call you."
Ogion, the Wizard, at Linden Woods 4
H / M-HP4 / M-HP4 / M-HP1 / M-HP1
Hides(5,4).
Moves to High Pass 1.
Nothing arrives.
Brother Matthew, the Pilgrim, at Deep Woods 3
H / M-DW5 / M-DW2 / M-DW6 / M-LW5
Hides(5,5).
Moves to Linden Woods 5.
Nothing arrives.
Captain Alatriste, at Curst Valley 5, site of Inn.
M-LW5 / M-DW6* (pony) / M-CV4 / M-CV1* (pony) / M-DV2 / M-DV5* (pony)
/ T* (Reputation) / T / HR
Moves to Guard house at Dark Valley 5.
Drops off Food/Ale guys. Regains 5 Notoriety and collects 26 gold.
Sells Royal Sceptre and Golden Crown to Guard for 58 gold and gains
40 Fame for returning items to their rightful owners.
Trades with Guard(2,1)=Price x2. Buys Reflecting Grease for 6 gold.
Attempt to hire Guard(4,3)=Price x3. No deal.
Nothing arrives.
Inigo
Balboa, the SHQ, at Curst Valley 5, site of Inn.
H / H / H / M-LW5 / M-DW6
Hides(4,3).
Remaining Hides ignored.
Moves to Deep Woods 6 with Soldiers following.
Nothing arrives.
Lothar,
the Black Knight, at Maple Woods 4
H / M-AV4 / M-BV2 / M-BV5 / M-NW5 / M-NW2* (workhorse)
Hides(5,1)
Moves to Nut Woods 2.
Nothing arrives.
Valdemort,
the Witch King, at Borderland 3
M-BL2 / M-M4 / M-M6 / M-M6 / H
Moves along hidden path without discovering it to Mountain 6.
Fails to hide(6,2).
Nothing arrrives.
Iftanrel, the Elf
H* / M-DW6 / M-DW2 / A / S / S
Fails to hide(6,4).
Moves to Deep Woods 2.
Alerts Light Bow.
Peers(4,3). Finds hidden enemies.
Peers(6,5). Finds nothing.
Nothing arrives.
Blaize, the Amazon
M-DW6 / M-CV4 (pony) / M-MW2 / M-BL2 (pony) / M-MO4 / M-MO2 (pony)
/ M-MO5 /
M-MO5 (pony) / M-MO6 / M-MO6 (pony) / M-MO3 (stamina) / M-MO3 (pony)
Moves to Mountain 3.
Blocked by Tremendous Giant and Tremendous Troll.
Nothing else arrives.
The White Knight
H / S / S (magic specs) / A / M-M3 / M-M3
Hides(3,3).
Peers(5,5). Finds clues.
Peers(6,1). Find nothing.
Alerts Great Sword.
Moves to Mountain 3.
Nothing arrives.
Naal Han Artal, the Druid
M-MW2 / H / SPX / SP / Sp
Moves to Maple Woods 2.
Hides(2).
Enchants Magic II3* to Grey Magic.
Enchants Magic II3* to Grey Magic.
Nothing arrives.
EVENING
Mountain 3
The Amazon is unhidden and blocked by the Tremendous Giant and Tremendous
Troll. The White Knight is hidden in the clearing with an alerted
Great Sword.
Dark Valley 5
The Captain hangs around the Guard house regaling his friends, the
Guard, with stories of his exploits and hoping that they will be
more receptive to his offer of employment tomorrow.
COMBAT
Mountain
3
Amazon is unhidden, with unalerted Ax and Power Gauntlets active.
White Knight is unhidden with Great Sword alerted. Tremendous Giant
and Tremendous Troll are both light-side-up.
Round 1
1.
Encounter Step
a. Luring: Amazon lures T Giant and T Troll
b. Random Assignment: none
c. Deployment: none
d. Actions:
Amazon alerts Ax with Fight M3**
2.
Melee Step
a. Selecting Targets: Amazon targets Giant. White Knight targets
Troll, becoming unhidden.
b. Spell Effects: none
c. Attacks/Maneuvers:
Giant goes in CHARGE&THRUST on Amazon's sheet.
Club goes in DODGE&SwING on Amazon's sheet.
Troll goes in DUCK&SMASH on Amazon's sheet.
Amazon plays pony on M3* side as maneuver and attacks with alerted
Ax and Power Gauntlets Fight H4. She plays breastplate and helmet
as defensive armor.
White Knight plays alerted Great Sword with Fight T5* in Smash and
plays no maneuver.
(see image)
d.
Repositioning/Change Tactics:
Monster repositioning roll=1 (top box unchanged).
Club moves to DUCK&SMASH and doesn't change tactics(5,4).
T Troll moves to DODGE&SWING. T monsters don't roll for change
tactics.
(see image)
e.
Resoving Attacks:
Giant's club hits by matching direction.
Amazon hits by undercutting Giant.
White Knight, Troll, and Giant body miss.
f. Inflicting Harm: (In Round 1, attacks hit in order of length.)
Giant's club (length=8) hits first, inflicting H damage on pony.
Pony is KILLED!
Amazon's Ax (length=2) hits next, inflicting M damge + one sharpness
star + one level for Fight effort (H4) that exceeds weapon weight
= Tremendous harm. T Giant is KILLED! Ax becomes unalerted.
3.
Fatigue Step:
Amazon fatigues Fight M4* for using two Fight asterisks to alert
Ax in Encounter Step.
T Troll
remains assigned to Amazon.
Round
2
1.
Encounter Step: no activities
2.
Melee Step
a. Selecting Targets:
White Knight targets T Troll.
Amazon does not select a target.
b. Spell Effects: none
c. Attacks/Maneuvers:
T Troll goes in CHARGE&THRUST on Amazon's sheet
Amazon maneuvers with Move M4 in Duck.
White Knight Smashes with Great Sword and Fight T4**.
d. Repositioning/Change Tactics:
Monster repositioning roll=4(no change).
T Troll remains in CHARGE&THRUST. (See image.)
e. Resolving Attacks:
T Troll and White Knight both miss.
f. Inflicting Harm: none
3.
Fatigue Step
White Knight fatigues Fight H5* for playing two Fight asterisks.
T Troll
remains assigned to Amazon
Round
3
1. Encounter Step: no activities
2.
Melee Step
a. Selecting Targets:
White Knight targets T Troll.
Amazon does not select a target.
b. Spell Effects: none
c. Attacks/Maneuvers:
T Troll goes in CHARGE&THRUST on Amazon's sheet
Amazon maneuvers with Move M4 in Duck.
White Knight Smashes with Great Sword and Fight T4**.
d. Repositioning/Change Tactics:
Monster repositioning roll=6(shift up).
T Troll moves to DUCK&SMASH.
(see image)
e.
Resolving Attacks:
T Troll and hits Amazon by matching directions.
White Knight hits T Troll by matching directions.
f. Inflicting Harm: in order of attack speed (length breaks ties
after Round 1)
White Knight (attack speed=4, weapon length=8) hits before T Troll
(attack speed=4, weapon length=0).
White Knight inflicts H harm + one sharpness star - one sharpness
star for armored target + one harm level for Fight chit exceeding
weapon weight = Tremendous harm. Tremendous Troll is KILLED. T Troll's
attack is canceled. Great Sword becomes unalerted.
3.
Fatigue Step
White Knight fatigues Fight H4** and makes change by activating
Fight H5*.
Amazon get 8 Fame and 8 Notoriety for killing T Giant
White Knight gets 8 Fame and 8 Notoriety for killing T Troll.
Amazon
activates M5/L3* pony.
Combat ends in clearing.
MIDNIGHT
All
alerted weapons become unalerted. Purple magic falls inert over
the board, and the Witch King precipitates out of Mist. A change
of weather is in the air. Weather for Week 4 is Cool(6,6). Seven
days in week with 2 Basic and 2 Sunlight phases per day.
Day 22 Daylight
Orders are due Monday at 9pm EST.
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