Day
27
The
White Knight, still nameless but now dead, decides not to restart
on Day 27. Dragons are prowling and the Wizard draws one to the
Lair, where the Elf crawls around very carefully and tries to discover
the Lair without letting the Tremendous Dragon find him! The Druid
and Inigo Balboa and his Soldiers put on the brakes and stop in
the High Pass tunnel where they can hear the Dragon pacing back
and forth in Cavern 3 and the Goblins carousing in Cavern 1. Meanwhile,
up on the High Pass ridge, the Witch King moves to High Pass 5,
discovers the Cairns, and, after his Phantasm reveals the Black
Knight's hiding place, blocks the Black Knight. The Witch lands
in Linden Woods, is reunited with her friend the Captain, and uses
her Crystal Ball to remotely enchant the Caverns tile, while the
Amazon moves cautiously through Ruins, watching out for Trolls.
The Berserker, startled by a squirrel in the Deep Woods, alerts
his Great Ax and goes Berserk, hacking and chopping at the innocent
trees!
In
combat, the situation in High Pass 5 resolves itself in a weirdly
anti-climatic fashion. After blocking the Black Knight, the Witch
King ignores Lothar completely and wanders over to tend to his tired
pony. The Black Knight, pale and shaken from expecting to encounter
a Tremendous Dragon, runs out of the clearing.
BIRDSONG
Soldiers
follow SHQ
DAYLIGHT
Monster
Roll=1
(Dragons are prowling!)
Valdemort, the Witch King, (and Phantasm) at High Pass 1
Phantasm: S / S / M-HP5 / M-HP5
Witch King: R-VI3 / M-HP5 / M-HP5*(Pony) / S / S
Phantasm
Peers(4,4). Finds hidden enemies.
Peers(3,2). Finds hidden enemies and paths.
Moves to High Pass 5.
Nothing arrives.
Witch
King
Rests Magic VI3*.
Moves to High Pass 5.
Searches using Magic Sight(1,1). Choice! Chooses "discover
chits." Discovers location of Cairns.
Searches using Magic Sight(5,1). Discovers chits.
Blocks Black Knight who he can see because of Phantasm's finding
hidden enemies. Black Knight becomes unhidden.
Nothing arrives.
Blaize,
the Amazon, at Ruins 3.
A / M-RN5 / M-RN4* (stamina)
Alerts Ax
Moves to Ruins 4.
Nothing arrives.
Captain
Alatriste, on roadway between Cavern 1 and Linden Woods 2.
Moves to Linden Woods 2.
Hides(5,1).
Nothing arrives.
Imameen
Elf-Slayer, the Druid, at High Pass 6
H / M-HP3
Hides(3).
Moves to High Pass 3.
Nothing arrives.
Crookshanks,
the Familiar, at Cavern 1
M-CN3 / S
Moves to Caverns 3
Peers(5,1). Sees Clues.
Nothing arrives.
Hermione,
the Witch, in mid-air between Caverns and Linden Woods tiles.
M-LW4 / EM / E / RE-CN1 / M-LW2*
Lands at random in Linden Woods 2.
Cannot move to Linden Woods 4. Illegal move canceled.
Prepares to cast an enchantment.
Enchants Magic II3* to Grey magic.
Uses Crystal Ball to do Remote Enchantment phase. Uses Magic II2*
and Grey magic from enchanted Magic II3* (fatigues) to enchant Caverns
tile.
Illegal move canceled (already in Linden Woods 2).
Nothing arrives.
Ogion,
the Wizard, at Cavern 6.
EM / E
Enchants Magic II chit into Grey color magic.
At end of turn, Tremendous Dragon arrives at Lair and starts looking
around for trouble!
Inigo Balboa, the SHQ, at High Pass 3.
H / H
Fails to hide(6,4).
Hides(5,5).
Nothing arrives.
Iftanrel, the Elf, at Cavern 3.
H* / H / S
Hides(2,1).
Second Hide Phase canceled.
Searches on Locate Table(6,4). Finds nothing.
Nothing arrives.
Lothar, the Black Knight, at High Pass 5.
H / M-HP1 (x2) / M-HP4 (x2) with workhorse
Blocked by Witch King!
Nothing arrives.
Snorri Gundarchuksson, a Berserker, at Deep Woods 2
M-DW5 / M-DW3 / A / A / R*
Moves to Deep Woods 3.
Alerts Great Ax.
Goes Berserk! Berserk chit fatigues.
Rest Berserk** chit. Fatigues Fight T6* to make change.
Nothing arrives.
EVENING
High Pass 5, site of Cairns
The Black Knight is unhidden and blocked by the Witch King (also
unhidden) and his infernal Phantasm.
Cavern 3, site of Lair
The Elf is hidden under the tail of the Tremendous Dragon.
High Pass 3
The Druid and the Soldiers are all hidden in the clearing.
Linden Woods 2
The Witch is unhidden and the Captain is hidden in the clearing.
COMBAT
High
Pass 5
The Black Knight faces off against the Witch King, both unhidden.
Round 1
1.
Encounter Step
(The Witch King is the "first character" and goes first
in the Encounter Step.)
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging:
The Witch King does not charge.
The Black Knight does not charge.
d. Actions:
The Witch King does not do any actions or activate any permanent
spells.
The Black Knight plays Move H5* to run out of the clearing toward
High Pass 1. He must start Day 28 by moving to either High Pass
1 or High Pass 5.
Combat ends in clearing.
MIDNIGHT
All alerted weapons become unalerted. The Berserker calms down and
stops being berserk.
Day 28 Daylight
Orders are due Tuesday at 9pm EST.
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