Day
4
Dragons
appear on the board! The Amazon slips past the Ax Goblins and avoids
an arriving Heavy Dragon that blocks the Witch King on his way through
the tile. The Captain and his hirelings put on the brakes and return
to the Hoard, attracting the Tremendous Flying Dragon. Fortunately
they are all hidden and the Dragon flies off to block the Witch
when she lands in Ledges after a ride on her Broomstick. The Druid
enchants Deep Woods, changing the paths and confounding the orders
of the other characters in Deep Woods. The Berserker appears confused
by the shifting paths, but manages to exit Deep Woods into the safety
of Curst Valley. The Elf, heading for High Pass, fails to hide,
bumps into a newly-relocated enchanted tree, and attracts the two
Heavy Flying Dragons that block him, the Druid, and the Black Knight.
The Wizard arrives at the Chapel, but quarrels with the Knights
of the Order who gather together on their horses to give battle
to the peace-loving old man. The White Knight finds a secret passage
to the legendary Pool.
By
evening, characters are faced off against Dragons and quarrelsome
natives all over the board.
In
combat, the characters improve their battle averages against the
hapless Dragons. The Wizard beats a hasty retreat away from the
Chapel with the Knights of the Order, incensed by the old guy's
misguided attempts at humor, in hot pursuit. The Witch King deftly
pops a Black chit to transform back into a Tremendous Giant, who
beats the hell out of the Heavy Dragon. In Deep Woods 2, the Druid,
Elf, and Black Knight face off against the two Heavy Flying Dragons.
Final score: Characters 2, Dragons 0. And in Ledges 5, the Witch
absorbs the Tremendous Flying Dragon and, in an enormous rustle
of wings and cloud of smoke, flies away out of the clearing.
Monster
Roll=1
(Dragons, Ghosts, and the Company are Prowling)
Followers:
Black Knight follows the Elf
Soldiers follow the Captain
DAYLIGHT
Blaize, the Amazon (in Ruins 3)
H / M-BL1 / M-BL6*
Hides(5,2)
Moves to BL6
Heavy Dragon appears in BL3, drawn from Appearance Chart by Slither
3
Captain
Alatriste (in Ledges 3)
H / H / M-LE6 / S (look for the Hoard)
Fails to hide(6,1)
Hides(5,2)
Moves to Ledges 6
Searches on Locate Table(6,2). Finds nothing.
Tremendous Flying Dragon appears in Ledges 6, drawn from Appearance
Chart by Hoard.
Inigo Balboa, the SHQ (in Ledges 3)
Follows Captain
Put back on board, hidden under the Dragon's feet, at end of Captains
turn.
Nothing else arrives.
Crookshanks, the Familiar (in Caves 5)
S / S
Peers in Caves 5 (3,1) Finds hidden enemies and paths
Peers in Caves 5 (2,2) Finds clues and paths
Nothing arrives
Hermione, the Witch (in Evil Valley 4)
R / A / F-LE / M-LE6
Rests Magic V4*
Alerts nothing
Flies to Ledges
Lands in Clearing 5
(Magic V6* committed to Broomstick fatigues)
No path to Ledges 6, phase canceled.
At end of turn, Tremendous Flying Dragon moves to Ledges 5 and blocks
Witch
Ogion,
the Wizard (at Maple Woods 2)
M-MV4/M-AV4/M-BV2/M-BV5
Moves to Bad Valley 5 (site of Chapel)
Nothing arrives
Naal Han Artal, the Druid (at Deep Woods 2)
H / SPX / SP / R
Fails to Hide (6)
Prepares to do an enchantment
Enchants Deep Woods using Magic II3* and Gray color from enchanted
Magic II3* (fatigues)
Gold color magic appears in all the clearings of Deep Woods and
a mysterious shifting of paths occurs.
Rests back Magic II3*
At end of turn, Dragons from Appearance Chart are not drawn to map
by Smoke M chit due to Druid's "Peace with Nature" special
advantage.
Berek, the Berserker (at Deep Wood 6)
H/A/M-DW1/M-CV4
Fails to hide (6,3)
Alerts Great Ax
Cannot move to Deep Woods 1 by paths in enchanted tile, phase canceled
Moves to Curst Valley 4
Nothing arrives
The
White Knight (at Cliff 3)
S / S / S / S
Searches on Locate Table(4,3). No site chits in Cliff 3.
Searches on Locate Table(2,2). Finds secret passage, CL3-CL6
Searches on Locate Table(5,2). Finds nothing
Searches on Locate Table(6,1). Finds nothing
Valdemort,
the Witch King (at Mountain 4)
R-V3* / SPX / SP* (enchant V3*) / M-BL2 / M-BL3
Rest Magic V3*
Prepares to do enchantment
Enchants Magic V3* to Black Magic.
Moves to Borderlands 3. Blocked by Heavy Dragon.
Nothing else arrives.
Iftandir,
the Elf (at Deep Woods 2)
H* / M HP6 / M HP3
Fails to hide(6,4)
No path to High Pass 6. Phase canceled.
No path to High Pass 3. Phase canceled.
At end of turn, two Heavy Flying Dragons are drawn from Appearance
Chart to Deep Woods 2 by Smoke M chit, blocking Elf, Druid, and
Black Knight.
Lothar,
the Black Knight (at Deep Woods 2)
Follow Elf
Placed on board at end of Elf's turn.
Blocked by Heavy Flying Dragons.
Nothing else arrives.
EVENING
DEEP
WOODS 2
Elf, Black Knight, and Druid are blocked by two Heavy Flying Dragons
BORDERLAND
3
Witch King is blocked by Heavy Dragon
LEDGES 5
Witch is blocked by Tremendous Flying Dragon
BAD VALLEY 5 (Chapel)
Wizard is battled by the Order! (6,1)(6,1)
COMBAT
BAD
VALLEY 5
Wizard is unhidden and battled by the Knights of the Order. The
Knights are light-side-up (H4/6, H5/5, H4/6, and H6/4) and their
horses are walking (7, 7, 6, 5).
Round
1
1.
Encounter Step
a. Luring: none
b. Random Assignment: OHQ, O1, O2, and O3 are assigned to Wizard's
sheet
c. Deployment: none
d. Actions: Wizard plays Move M4* chit to run out of clearing toward
Bad Valley 2. He must begin Day 5 with a Move phase to either BV2
or BV5.
2.
Melee Step: none
3.
Fatigue Step: none
Combat ends with no characters or hired natives in clearing.
BORDERLAND 3
Witch King is unhidden with Heavy Dragon. Dragon is light side up
(H4/4).
Round
1
1.
Encounter Step
a. Luring: none
b. Random Assignment: Heavy Dragon is assigned to Witch King's sheet
c. Deployment: none
d. Actions: Witch King plays enchanted Magic V3* Black magic chit
to energize "Absorb Essence" permanent spell. Magic V3*
chit fatigues; Witch King assumes form of Tremendous Giant.
2.
Melee Step
a. Selecting Targets: Witch King targets the very surprised Heavy
Dragon
b. Spell Effects: none
c. Attacks/Maneuvers:
Heavy Dragon goes in red CHARGE&THRUST box. Witch King maneuvers
in Duck with T Giant's move speed=5, and attacks in Smash with T
Giant's body H5 fight. Witch King plays Giant's club on T4 side
in Swing as second attack.
d. Repositioning/Change Tactics:
Heavy Dragon repositioning roll=2 (middle box unchanged). Dragon
moves to DUCK&SMASH. Change Tactics roll=(4,4) No change.
(See image.)
e.
Resolving Attacks: Dragon hits Witch King/Giant by matching directions
and by undercutting. Witch King/Giant body hits by matching directions.
Club misses.
f. Inflicting Harm: Dragon hits first (same length=tooth/claw=0;
speed breaks tie). Dragon does not hurt Witch King/Giant's tremendous
vulnerability. Witch King/Giant hits next. H5 attack causes Heavy
harm. Heavy Dragon is KILLED.
3.
Fatigue Step: none
Combat
ends in clearing. Witch King gets 5 Fame and 5 Notoriety.
DEEP
WOODS 2
The Elf, the Druid, and the Black Knight are unhidden in clearing
with two frisky Heavy Flying Dragons, light-side-up (H4/4).
Round 1
1.
Encounter Step (each step in "board order" starting with
"first player," the Amazon)
a. Luring:
Black Knight does not lure.
Elf does not lure.
Druid lures two Dragons onto his sheet.
b. Random Assignment: none
c. Deployment: none
d. Actions:
Black Knight alerts Mace with Fight M5
Elf alerts Light Bow with Fight M4
Druid runs away toward Deep Woods 5 with Move L2**. He must start
Day 5 with a Move phase to either DW5 or DW2. Dragons leave Druid's
sheet and become unassigned.
2.
Melee Step
a. Selecting Targets: (random order)
Black Knight targets Dragon1
Elf targets Dragon2
b. Spell Effects: none
c. Attacks/Maneuvers:
Dragon1 goes in CHARGE&THRUST box in its own sheet.
Dragon2 goes in CHARGE&THRUST box on its own sheet.
Black Knight attacks with alerted Mace and Fight H6 in Smash direction.
Elf attacks with alerted Light Bow and Fight L3* in Thrust directions.
d. Repositioning/Change Tactics:
Dragon1 repositioning roll=3 (bottom box unchanged). Dragon1 goes
to DODGE&SWING. Dragon1 change tactics roll=(2,3). No change.
Dragon2 repositioning roll=1 (top box unchanged). Dragon2 stays
in CHARGE&THRUST. Dragon2 change tactics roll=(2,3). No change.
(See image)
e.
Resolving Attacks:
Black Knight hits Dragon1 by undercutting. Elf hits Dragon2 by undercutting
and matching directions. Dragons are not attacking.
f. Inflicting Harm:
Black Knight's Mace inflicts M harm + one level for Fight chit that
exceeds weapon weight = Heavy harm. Heavy Dragon1 is KILLED. Black
Knight's Mace becomes unalerted.
Elf's Light Bow inflicts L harm + two levels for sharpness stars
- one sharpness star for hitting armored Dragon + Missile Table
roll = 5 (decrease two levels) = Negliglible harm. Dragon2 wonders
if he has been bitten by a mosquito.
3.
Fatigue Step: Druid fatigues Move L2** and activates Move L3* to
"make change."
Dragon2
stays on his light side (H4/4), unassigned but looking around to
see where all the commotion in the clearing is coming from.
Round 2
1.
Encounter Step
a. Luring: none
b. Random Assignment: Elf=(4,3); Black Knight=(6,3). Dragon2 is
assigned to Black Knight.
c. Deployment: none
d. Actions:
Black Knight plays Fight M3** to alert Mace.
Elf plays Fight M4 to alert Light Bow.
2.
Melee Step
a. Selecting Targets: Elf and Black Knight both target Dragon2 who
advances into the cross-fire.
b. Spell Effects: none
c. Attacks/Maneuvers:
Dragon2 is placed in CHARGE&THRUST red box on Black Knight's
sheet.
Black Knight plays alerted mace with Fight H6 in Smash, maneuvers
with Move H6 in Charge. Plays shield to defend Swing.
Elf plays Light Bow with Fight L3 in Thrust.
d. Repositoning/Change Tactics:
Dragon2 repositioning roll=6 (shift up). Dragon2 moves to DUCK&SMASH.
Change tactics roll=(2,1), no change.
(See image)
e.
Resolving Attacks:
Elf hits by undercutting
Black Knight by undercutting and matching directions.
Dragon2 hits by undercutting.
f. Inflicting Harm: (In Round 2 and following, attacks hit in order
of speed with length breaking ties.)
Elf's speed=1 attack hits first, causing Light harm + two sharpness
stars - one sharpness star for Dragon's armor + Missile Table Roll=2
(increase one level) = Heavy damage. Dragon2 is KILLED.
Black Knight and Dragon2's attacks are canceled.
3.
Fatigue Step: Black Knight fatigues Fight M4* for playing two Fight
asterisks
Combat ends in clearing with Dragons vanquished. Black Knight gets
5 Fame and 5 Notoriety. Elf gets 5 Fame and 5 Notoriety.
LEDGES
5
The Witch is unhidden with a very hostile Tremendous Flying Dragon.
Dragon (M3/4) and head (M3) are both on their light side.
Round
1
1.
Encounter Step
a. Luring: none
b. Random Assignment: Dragon is assigned to Witch's sheet, smoke
pouring from his nostrils in anticipation.
c. Deployment: none
d. Actions: Witch casts "Absorb Essence" with Magic V4*
chit (committed to spell) and Black magic from enchanted Magic V5*
chit (fatigues)
2.
Melee Step
a. Selecting Targets: Witch targets the Tremendous Flying Dragon.
b. Spell Effects: Witch takes on form of TFD.
c. Attack/Maneuvers: none
d. Repositioning/Change Tactics: none
e. Resolving Attacks: none
f. Inflicting Harm: none
3.
Fatigue Step: none
Round 2
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions: Witch, in form of Tremendous Flying Dragon, flies away
out of clearing toward Oak Woods. She will fly to either Ledges
or Oak Woods and land in her first phase on Day 5.
Combat ends in empty clearing with the mountain creatures wondering
what they just saw.
MIDNIGHT
The
Witch King and Witch resume their normal visages as their Absorb
Essence spells become inert. All weapons become unalerted.
Day 5 Daylight
Orders due Friday at 11am EDT
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