Day
26
Goblin
and Ogres are prowling and they come to the board en masse. The
Witch has just enough time to create more Black magic before the
Captain, bored with following while the Witch completes her hocus-pocus,
practices a few sword strokes against his shield and draws 12 Spear
and Great Sword Goblins down on the hapless pair. The Elf, working
his way through the caves, and the Wizard who drops down from the
sky on his Flying Carpet, hear the commotion echoing through the
Caverns. The Black Knight, temporarily alone after driving off his
competitors, discovers the Cairns and pulls out a treasure. But
the Witch King, driving his pony hard, gallops along the ridge in
High Pass toward the Cairns and the Black Knight. A new Berserker,
Snorri Gundarchuksson, starts at the Inn and heads out into Deep
Woods, and the Druid takes a deep breath and sets out into the caves
in pursuit of his quarry, the Elf. The Amazon enters the empty Ruins,
and the White Knight sells everything to the Order except the Golden
Icon, and--completely defenseless and lugging the Tremendous weight
of the Icon--stumbles onto two Ogres who are delighted that dinner
has dropped by.
In
combat, another character is lost as Ogre 2 sneaks up behind and
smashes the White Knight with his club while the White Knight is
trying to take out Ogre 1 with his Dagger. The Ogres fry up Knight
steaks and wonder what to do with the big golden statue. Elsewhere,
the Witch pops a Black magic chit, transmorphizes into a Tremendous
Flying Dragon, and flies away from the surprised Goblins while the
Captain slips out the back door, and the Witch King casts a spell
to create an extra Phantasm to do some searching for him on Day
27.
BIRDSONG
Soldiers
follow SHQ
Captain follows the Witch
DAYLIGHT
Monster
Roll=3
(Wolves, Ogres, and Goblins are prowling.)
Inigo
Balboa, the SHQ, at Deep Woods 3
M-HP6 / M-HP3
Moves to High Pass 3.
Nothing arrives.
Lothar,
the Black Knight, at High Pass 5
H / S / S / S
Hides(5,5).
Searches for Cairns on Locate Table(5,2). Finds nothing.
Searches for Cairns on Locate Table(4,2). Discovers Cairns!
Loots Cairns with Deft Gloves(3). Takes 3rd treasure in Cairns.
Fatigues one asterisk.
Nothing arrives.
Crookshanks,
the Familiar, at Cavern 1
S / S
Peers(3,2). Finds hidden enemies and paths.
Peers(5,2). Finds clues.
Nothing arrives.
Hermione,
the Witch, at Cavern 1
EM / E (SPX / SP)
Receives Shoes of Stealth and Shielded Lantern from Captain at the
beginning of turn.
Enchant V6* chit to Black magic.
At end of turn, six Spear Goblins appear at Cavern 2, drawn by Patter
2, and six Great Sword Goblins appear at Cavern 5, drawn by Patter
5.
Captain Alatriste, at Cavern 1
Follows Witch
Gives Shoes of Stealth and the Shielded Lantern to the Witch at
beginning of Witch's first phase.
Twiddles his thumbs while he waits for the Witch to do her hocus-pocus
to create Black magic.
Put back on board at end of Witch's turn.
Six Spear Goblins from Cavern 2 and six Great Sword Goblins from
Cavern 5 move to Cavern 1 and block Witch and Captain.
Valdemort, the Witch King, at Deep Woods 6
M-LW5 / M-LW4*(Pony) / M-HP2 / M-HP2*(Pony) / M-HP4 / M-HP4*(Pony)
/ M-HP1/ M-HP1*(Pony)
Moves to High Pass 1
Nothing arrives.
Imameen Elf-Slayer, the Druid, at Deep Woods 3.
H / M-HP6
Fails to hide(6).
Moves to High Pass 6.
Nothing arrives.
Snorri Gundarchuksson, a Berserker, begins at Inn in Curst Valley
5
Takes helmet from Soldiers and Great Ax from pile of abandoned items
in Mountain 4.
A / M-LW5 / M-DW6 / M-DW2
Alerts Great Ax.
Moves to Deep Woods 2.
Nothing arrives.
Blaize, the Amazon, at Borderland 6
A / M-BL1 / M-RN3* (stamina)
Inactivates Spear and activates Medium Ax.
Alerts Ax.
Moves to Ruins 3.
Nothing arrives.
The White Knight
T / M-NW4 / M-NW2 / M-PW2
Sells to OHQ:
Gold Helmet 30 g
Jade Shield 20 g
Suit of armor 17 g
Helmet 5 g
Great Ax 8 g
Great Sword 10 g
Battle Bracelets 12 g
Magic Spectacles 6 g
Black Book 10 g
Receives a total of 118 Gold.
Moves to Pine Woods 2.
At end of turn two Ogres, drawn by Bones W, appear in Pine Woods
2 and block the nearly-naked White Knight.
Iftanrel,
the Elf
M-CN2 / H* / M-CN3
Moves to Cavern 2. Notices a strong smell of recently departed Goblins.
Hides(2,1)
Moves to Cavern 3.
Nothing arrives.
Ogion,
the Wizard
(Land Caverns) R / R
Lands at random in clearing CN6.
Rest Magic IV3* and Magic IV4*
Nothing arrives.
EVENING
Caverns 1
The Captain and Witch are unhidden and blocked by 12 Spear and Great
Sword Goblins. The Goblins are all light-side-up ( -/3 and H6*/3).
Nut Woods 2
The White Knight, with no armor or weapons and carrying the Tremendous
weight of the Golden Icon, is unhidden with two light-side-up Ogres
(T5/5).
COMBAT
High
Pass 1
Witch King is alone and unhidden in clearing.
Round
1
1.
Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions
Witch King casts "Phantasm" with Magic VI2* (dedicated
to spell) and Purple magic from enchanted tile
2.
Melee Step
a. Selecting Targets:
Witch King targets himself.
b. Spell Effects:
"Phantasm" goes into effect. The Witch King has a ethereal
being that he can control on Day 27 to Move and Peer.
3.
Fatigue Step: none
Combat
ends in clearing.
Cavern 1
Witch, Witch's Familiar, and the Captain are in the clearing with
6 Spear Goblins and 6 Great Sword Goblins. Witch and Captain are
unhidden.
Round 1
1.
Encounter Step
a. Luring: Witch lures all 12 Goblins onto her sheet
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Witch plays Black magic from enchanted Magic V6* chit (fatigues)
to transmorphize into Tremendous Flying Dragon.
Witch uses TFD's "Fly 4" move time (since she has no flying
monsters or Fly chits on her sheet) to fly away out of clearing
toward Linden Woods. She must begin Day 27 by landing at random
in either Cavern or Linden Woods.
The Captain plays Move M5 to stroll out of the clearing in a dignified
manner toward Linden Woods 2.
Combat
ends in clearing. The Familiar wonders where everyone has gone and
why they've left her alone with all these unpleasant Goblins.
Pine
Woods 2
The White Knight is unhidden and blocked by two Ogres. The Ogres
are on their light side (T5/5), and the White Knight is carrying
the Tremendous weight of the Golden Icon.
Round
1
1.
Encounter Step
a. Luring: none
b. Random Assignment: Both Ogres are assigned to White Knight's
sheet
c. Deployment/Charging: none
d. Actions: The White Knight does not play a Fight or Move chit,
so he can abandon the Golden Icon in clearing.
2.
Melee Step
a. Selecting Targets: White Knight targets Ogre 1
b. Spell Effects: none
c. Attacks/Maneuvers:
Ogre 1 goes in CHARGE&THRUST red box on White Knight's sheet
Ogre 2 goes in DODGE&SWING red box on White Knight's sheet
White Knight plays Move H5* as maneuver in Duck, and attacks with
his Dagger with Fight H6 in Thrust.
d. Repositioning/Change Tactics:
Ogre repositioning roll=1 (top box unchanged).
Ogre 1 stays in CHARGE&THRUST and doesn't change tactics(3,2).
Ogre 2 moves to DUCK&SMASH and doesn't change tactics(2,2).
(See
image)
e.
Resolving Attacks:
White Knight hits Ogre 1 by matching directions.
Ogre 2 hits the White Knight by matching directions.
f. Inflicting Harm (in order of weapon length in Round 1, speed
breaks ties):
Ogre 2's attack (length=0, speed=5) hits before the White Knight's
attack (Dagger length=0, speed=6).
Ogre 2 causes T damage and the White Knight is KILLED.
Combat ends in clearing.
MIDNIGHT
Witch's
"Absorb Essence" becomes inert and she transmorphizes
back into her usual shape while in mid-air between the Cavern and
Linden Woods tiles.
Day 27 Daylight
Orders are due Tuesday at 9pm EST.
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