Day
25
After
lying undiscovered for eons of time, the Lost City is revealed!
The Witch activates "Absorb Essence," transmorphizing
into a Tremendous Flying Dragon, and flies carrying the Captain
and her Familiar over High Pass into the Caverns, where they land
and turn up the Lost City, including the Lair in Clearing 5 and
the Shrine in Clearing 4. In the meantime, the Elf approaches the
Lost City through the tunnel under High Pass, leaving the pursuing
Druid outside the tunnel entrance. Up on High Pass, the characters
glance up to watch the Captain riding a Tremendous Flying Dragon
streak over their tile, and then get back to business. The Black
Knight arrives at the Cairns with his Living Sword alerted, the
Pilgrim searches fruitlessly for the treasure site, and the Wizard
rests his Magic chits and alerts a Magic IV* chit. By evening the
characters are watching each other warily while storm clouds gather
overhead. The Witch King closes in on the Statue, but finds the
other characters have flown the coop. The Amazon enters the cool
caves in Borderland, and the White Knight arrives at the Chapel,
greets his friends the Order warmly, and gratefully throws the heavy
Golden Icon to the ground.
In
combat, the Black Knight with his alerted Living Sword charges the
helpless Pilgrim who casts "Small Blessing" and is blessed
with a vision of the Holy Grail before he is run through by the
Black Knight's sword and dies. The Wizard casts another "Lightning
Bolt" which strikes the Black Knight's workhorse, but the horse
(now nick-named "Sparky") survives. The Black Knight turns
to finish off the other mage, but the Wizard fires up his Flying
Carpet and flies away out of the clearing. In Deep Woods 6, the
Witch King dissolves his "Melt into Mist" spell, and at
Midnight the White Knight's "Ashes" curse is removed at
the Chapel.
BIRDSONG
Witch follows the Captain
Soldiers follow SHQ
Familiar follows Witch
DAYLIGHT
Monster
Roll=5
(Spider, the Imp, and the Bashkars are prowling--a completely empty
row on the Setup Chart!)
Lothar,
the Black Knight, at High Pass 4
A / M-HP1 / M-HP1 / M-HP5 / M-HP5* (workhorse)
Alerts Living Sword
Moves to High Pass 5
Nothing arrives.
Valdemort,
the Witch King, at Linden Woods 4
SPX / SP* / S / S / M-LW5 / M-DW6* (Pony)
Enchants Magic V2* to Black magic
Searches with Magic Sight(6,5). Finds nothing.
Searches with Magic Sight(3,3). Treasure cards. Finds hidden enemies
who are carrying Treasure cards.
Moves to Deep Woods 6.
Nothing arrives.
Brother
Matthew, the Pilgrim, at High Pass 5 site of Cairns.
S / S / S / S
Searches on Locate Table(5,4). Finds nothing.
Searches on Locate Table(5,1). Finds nothing.
Searches on Locate Table(5,5). Finds nothing.
Searches on Locate Table(6,5). Finds nothing.
Nothing arrives.
Blaize, the Amazon, at Borderland 3
M-BL6* (stamina) / H / H
Moves to Borderland 6
Hides(4,1).
Second Hide Phase canceled.
Nothing arrives.
Iftanrel,
the Elf, at Deep Woods 3
M-HP6 / H* / M-HP3
Moves to High Pass 6.
Hides(4,3).
Moves to High Pass 3.
Nothing arrives.
The
White Knight, At Maple Woods 2
M-MW4 / M-AV4 / M-BV2 / M-BV5
Moves to Bad Valley 5, site of Chapel and home of his friends, the
Order.
Nothing arrives.
Ogion,
the Wizard, at High Pass 5, site of Cairns.
H / R / R / A
Fails to hide(6,1).
Rests Magic IV3*.
Rests Magic IV4*.
Alerts Magic IV4*.
Nothing arrives.
Inigo Balboa, the SHQ, at Deep Woods 2, site of Statue.
H / H / M-DW5 / M-DW3
Hides(1,1).
Second Hide Phase canceled.
Moves to Deep Woods 3.
Captain
Alatriste, at Deep Woods 2, site of Statue.
R / F-High Pass / F-Cavern / H*
Gives all horses to Witch.
Gets Shielded Lantern and Shoes of Stealth from Witch.
Rests nothing.
Witch plays enchanted Magic V6* to activate "Absorb Essence"
and transmorphize into Tremendous Flying Dragon.
Captain uses follower's (Witch/TFD's) flying strength to fly to
High Pass and then to Cavern.
Lands at random in Cavern 1.
Turn ends because he lands in cave clearing after having already
used a Sunlight phase.
Turns up chits: Dank C and Lost City (Shrine 4, Lair 3, Patter 5,
Flutter 2, and Patter 2).
Nothing arrives.
Hermione, the Witch, at Deep Woods 2, site of Statue.
Follows Captain.
Takes all horses from Captain. Give Captain Shielded Lantern and
Shoes of Stealth.
Rests Magic V5* chit.
Plays Black magic from enchanted Magic V5* at beginning of Captain's
second phase to activate "Absorb Essence." Transmorphizes
self and all possessions (including horses), into a Tremendous Flying
Dragon.
Follows Captain to Cavern 1
Put back on board after Captain's turn.
Nothing arrives.
Imameen Elf-Slayer, the Druid, at Deep Woods 2
M-DW5 / H / A / M-DW3
Moves to Deep Woods 5
Hides(3).
Alerts Dagger.
Moves to Deep Woods 3.
Nothing arrives.
EVENING
High Pass 5
The Black Knight, the Pilgrim, and the Wizard are all unhidden and
eyeing each other warily. The Wizard has an Alerted Magic IV chit.
Thunder clouds crackle ominously overhead.
Deep
Woods 3
The Druid and the Soldiers are both hidden in the clearing.
Caverns
1
The Captain, the Witch, and her Familar try to accustom their eyes
to the pitch black Cavern.
Bad
Valley 5
The White Knight is unhidden and not battling his friends, the Order.
COMBAT
High
Pass 5
Black Knight, Wizard, and Pilgrim are all unhidden. Black Knight
has alerted Living Sword. Wizard has alerted Magic IV4* chit.
Round 1
1.
Encounter Step (Black Knight first, then Wizard, then Pilgrim)
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: Black Knight charges Pilgrim with Move H5*
(changed to Move H4* by Garb of Speed)
Wizard and Pilgrim do not charge
d. Actions:
Black Knight does not do any action (cannot since he is charging)
Wizard casts "Lightning Bolt" with Magic IV3* and Purple
magic from
enchanted tile
Pilgrim casts "Small Blessing" with Magic I4* and White
magic from
enchanted Magic I6* (fatigues)
2.
Melee Step
a. Selecting Targets: (random order)
Pilgrim targets himself
Wizard targets Black Knight
Black Knight targets Pilgrim
b. Spell Effects: (in order of Magic chit speed)
Wizard's Attack Spell "Lightning Bolt" goes into effect.
It must hit in Attack/Maneuvers like ordinary attack.
Pilgrim's "Small Blessing" goes into effect. Pilgrim immediately
rolls on "Simple Wish" Table(3,1). Result "I Wish
for a Vision." Pilgrim can look at Treasure cards in any one
box on the Setup Card.
c. Attacks/Maneuvers:
Black Knight plays Thrusting Sword in Thrust with Fight M5, and
maneuvers with workhorse in Dodge
Pilgrim plays Move M4* on Dodge.
Black Knight plays workhorse (H7) on Dodge to maneuver and alerted
Thusting Sword on Thrust with Fight M5.
Wizard plays Attack spell in Thrust direction with Magic IV3* and
maneuvers in Charge with his Fly M2 Flying Carpet.
(see
image)
d.
Resolving Attacks:
Wizard hits by undercutting
Black Knight hits by undercutting
e. Inflicting Harm (in order of weapon length in Round 1):
Wizard's "Lightning Bolt" (length=18) hits first inflicting
harm on Black Knight's workhorse. Spell causes Medium damage + three
sharpness star + Missile Table=(6,3) (decrease three levels) = Medium
damage. Workhorse is not harmed. Magic IV3* chit fatigues.
Black Knight's Thrusting Sword hits next, causing Light damage +
one sharpness star + one level for fight chit exceeding weapon weight
= Heavy harm. Pilgrim is KILLED. Black Knight takes Pilgrim's gold
and possessions and earns Notoriety equal to Pilgrim's 6 Notoriety
points. Living Sword becomes unalerted.
3.
Fatigue Step: None
Round
2
a.
Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Black Knight does not do any action.
Wizard flies away out of clearing toward the Cavern tile. He must
begin Day 26 by landing at random in either High Pass or Caverns.
Combat ends in clearing.
Deep
Woods 6
Witch King is alone and unhidden in clearing.
Round 1
1.
Encounter Step
Witch King casts "Dissolve Spell" with Magic VI3* chit
and Purple magic from enchanted Magic IV4* chit (fatigues).
2.
Melee Step
Witch King targets "Melt into Mist" spell.
"Melt into Mist" spell is broken and Magic VI4* chit dedicated
to spell fatigues. Magic VI3* chit used to cast "Dissolve Spell"
also fatigues.
3.
Fatigue Step: none
Combat ends in clearing.
MIDNIGHT
White Knight's "Ashes" curse is removed at Chapel.
Wizard's alerted Magic IV4* chit fatigues.
Day 26 Daylight
Orders are due Tuesday at 9pm EST.
|