Day
1
Lots of excitement in the Realm today! At the Chapel, the Pilgrim
hires O3, but the Order don't seem to want to part with their Morning
Star despite the White Knight's entreaties. At the Guardhouse The
Captain trades in his Short Sword for a shiny new Ax but can't get
the Guard to sell a helmet for the Dwarf. Undaunted, the Dwarf heads
off into the caverns with his friend the Wizard and discovers the
Lost City! At the end of the Day the Dwarf and Wizard are cowering
under a ledge near the Statue, trying to avoid the three Trolls
snuffling around the clearing looking for them. The Black Knight
explores into Borderland and turns up the Altar, and the Witch King
enchants Nut Woods, cutting off the characters at the Inn. The Berserker
and Swordsman hire up five of the Rogues and the Sorceror hides
and alerts a Type VI magic chit.
In combat, the Wizard and Dwarf's nerves give out and they run
scrambling out the Cavern toward daylight. The Swordsman lets discretion
be the better part of valor and ambles, casually yet briskly, out
of the clearing at the Inn, leaving his hirelings behind. The Witch
King creates a Broomstick and a Phantasm for himself, the Sorceror
melts into Mist, and the Pilgrim and White Knight cast "Small
Blessing." The Pilgrim gains a "Wish for Strength"
making his Staff glow with latent energy. The White Knight teleports
O1 to the Chapel (where he already was!)
Monster Roll=4
Giants, Trolls, and the Lancers are Prowling. Ghosts are always
prowling.
Followers:
Wizard Follows Dwarf
DAYLIGHT
Preston, the PILGRIM, at the Chapel (DV5)
T / T / HR / HR
Receives Great Sword and 10 Gold from White Knight
(5,5) No deal
(5,4) No deal
(3,3) Hires O3 for 16 gold
(5,6) No deal
The Lancers arrive at the Chapel.
Faramir, the CAPTAIN, at the Guardhouse (EV5)
T / T / T / T / T
Trades for Ax(4,3)=Price X3. Trades in Short Sword and 8 gold for
Ax.
Takes 10 Gold from Dwarf.
Trades for helmet(5,2)=PriceX4. No deal.
Trades for helmet(6,5)=No deal.
Trades for helmet(4,2)=PriceX3. No deal.
Trades for helmet(6,5)=No deal.
Nothing arrives.
Balin, the DWARF, at the Guardhouse (EV5)
M-CN2 / H
Receives 10 gold back from Captain.
Moves to Cavern 2.
Hides(5).
Reveals Stink C and Lost City: Howl 5, Howl 4, Vault 3, Patter 2,
Statue 2.
Two Heavy Trolls, drawn by Stink C from the Setup Card to Cavern
2, snuffle around the clearing looking for the humans they can smell
but not see. Tremendous Troll arrives at Vault.
Gondaff, the WIZARD, at the Guardhouse (EV5)
Follows Dwarf
Moves to Cavern 2.
Hides.
At end of move, T Troll moves from Vault at CN3 to CN2 and joins
the other Trolls searching for the humans.
The WHITE KNIGHT, at the Chapel (DV5)
T / T / HR / HR
Receives Great Sword and 4 gold from Pilgrim.
Trades with Lancers for treasure (4,4)-1(Honor)=3. Price X2=no deal.
Trades with Order for Morning Star (6,1)-1(Honor)=5. Price X4=no
deal.
Cancels two hire phases.
Nothing arrives.
Tim, the SORCEROR, at the Inn (BV5)
H / H / H / A
Hides(2,2).
Rest of Hide phases canceled.
Alerts Magic VI6*
Nothing arrives.
Kael, the BLACK KNIGHT,at the Inn (BV5)
M-NW2 / H / A / M-BL2
Gives 10 Gold to Swordsman.
Moves to Nut Woods 2.
Hides(2,1).
Alerts Mace.
Moves to Borderland 2.
Reveals Altar 1 and Smoke C. Nothing arrives.
Raq'nyvarkryn, the WITCH KING, at Awful Valley 5
M-NW4/ H / R / SPX* / SP
Plays Purple magic from enchanted Magic IV3*. Purple magic chit
reverts to ordinary magic chit and fatigues.
Fails to hide(6,6).
Rest Magic IV3*.
Prepares to cast an enchantment.
Enchants Nut Woods tile Using Magic IV3* and Purple magic from enchanted
Magic IV4* (fatigues).
Reveals Dank W. Nothing arrives.
Rungnir, the BERSERKER, at the Inn (BV5).
H / HR / HR / HR / R*
Hides(4,2).
Attempts to hire R7(6,4)=No deal.
Attempts to hire R7(4,1)=Price X3. Hires R7 for 3 gold.
Attempts to hire R6(4,3)=Price X3. Hires R6 for 3 gold.
Nothing arrives.
Tiago Espadafiada, the SWORDSMAN, at the Inn (BV5).
Chooses to go last.
HR / HR / HR / HR
Attempts to hire R5(3,1)=Price X2. Hires R5 for 2 gold.
Attempts to hire R4(4,3)=Price X3. Hires R4 for 6 gold.
Attempts to hire R3(2,1)=Price X2. Hires R3 for 4 gold.
Attempts to hire R2(4,3)=Price X3. No deal.
Nothing arrives.
EVENING
Bad Valley 5 (Inn)
Berserker and Sorceror are hidden, Swordsman is unhidden. Sorceror
is not battling the Rogues(5,1).
Dark Valley 5 (Chapel)
The Pilgrim and White Knight are unhidden. Neither are battling
their friends the Order. The Pilgrim is not battling the Lancers(5,4).
Nut Woods 4
The Witch King is unhidden and alone.
Evil Valley 5 (Guardhouse)
The Captain is unhidden and not battling his friends, the Guard.
Cavern 2
The Dwarf and Wizard are hidden. There are two Heavy Trolls and
a Tremendous Troll in the clearing.
COMBAT
Cavern 2
Dwarf and Wizard are hidden in clearing with three Trolls, all light-side-up.
Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions:
Wizard plays Move M5 and the Dwarf plays Move H6 to run out of clearing
toward Evil Valley 5, becoming unhidden. They spend the night on
the pathway between EV5 and CN2 and must record a move phase to
either EV5 or CN2 as their first activity of Day 2.
Combat ends in clearing.
Nut Woods 4
The Witch King is alone in the woods.
Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions:
Witch King casts "Broomstick" using Magic V4 and Black
magic from Enchanted Magic V3* (fatigues).
2. Melee Step
a. Selecting Targets: Witch King targets himself.
b. Spell Effects: Magic V4 is converted to Fly 1 chit and remains
committed to spell until it is used.
Round 2
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions:
Witch King casts "Phantasm" using Magic VI3 and Purple
magic from enchanted Magic IV3* chit.
2. Melee Step:
a. Selecting Targets: Witch King targets himself.
b. Spell Effects: Witch King has control of phantasm for until Sunset
of Day 2. Magic VI3* is committed to spell until spell expires.
Combat ends in clearing.
Bad Valley 5
Sorceror and Berserker are hidden, Swordsman is unhidden. Three
unhired and five hired Rogues are unhidden. The Rogues are not battling
anyone.
Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions:
The Sorceror casts "Melt into Mist" with alerted Magic
VI6* chit and Purple magic from enchanted Magic IV4* chit (fatigues).
The Swordsman plays Move L3* to run out of clearing toward Nut Woods
2. He spends the night on the pathway between the two clearings
and must use his first phase on Day 2 to move to BV5 or NW2.
2. Melee Step
a. Selecting Targets: Sorceror targets himself
b. Spell Effects: the Sorceror transmorphizes into Mist. His Magic
VI6* chit is committed to spell until the spell expires.
Dark Valley 5 (Chapel)
The White Knight and Pilgrim are unhidden in clearing. They are
not battling the Order or the Lancers.
Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions:
Pilgrim casts "Small Blessing" with Magic I6* and White
magic from clearing.
White Knight casts "Small Blessing" with Magic I5** and
White magic from clearing.
2. Melee Step
a. Pilgrim targets himself. White Knight targets himself.
b. Spell Effects:
Pilgrim rolls on "Wishes Table" (6,3)="Wish for Strength."
Next Fight causes Tremendous Harm. Pilgrim's "Small Blessing"
spell expires, Magic I6* fatigues.
White Knight rolls on "Wishes Table" (2,1)="Wish
You Were Elsewhere." Teleports O1 to where it started game.
O1 reappears at Chapel and wonders what just happened to him. White
Knight's "Small Blessing" spell expires, Magic I5** fatigues.
Combat ends in clearing.
MIDNIGHT
"Melt into Mist" falls inert and the Sorceror percipitates
from the Mist.
All weapons become unalert.
Day 2 Daylight
orders due Saturday, June 26, 5pm EDT.
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