Day
11
Bats are prowling, but one more day goes by with no monsters appearing.
While the group in Caverns feel their way through the passages away
from the empty Vault, the White Knight and Pilgrim trade with and
hire the Order. The Swordman hauls his accursed Cloven Hoof out
of the clearing so that the the Black Knight and Sorceror can pull
treasures out of the Hoard, and the Witch King finds the Dragon
Essence, the Blasted Jewel, and learns a spell with his Magic Sight.
In the evening, the Witch King casts "Phantasm" and the
Swordman activates his workhorse. All else is quiet.
GHQ, G1, G2 follow Captain
R1, R6, R7 follow Berserker
R2, R3, R4, R5 follow Swordsman
Dwarf follows Wizard
Captain follows Wizard
BIRDSONG
Monster Roll=6
Bats and Visitors/Missions are prowling, along with those ever-busy
Ghosts.
DAYLIGHT
Tiago Espadafiada, the SWORDSMAN, at Ruins 6, site of Hoard
S / M-RU4
Chooses to move first
Loots Hoard(5,4)+1(Cloven Hoof)=6. Takes nothing.
Moves to RU4
Nothing arrives.
The WHITE KNIGHT, at Dark Valley 5 site of Chapel
R / HR / HR / TR / TR / TR
Receives some gold from Pilgrim.
Rests Fight H5*
Attempts to Hire O2(6,2)-1(Honor)=5. Pricex4=no deal.
Attempts to Hire O2(2,1)-1(Honor)=1. Opportunity.
Accepts PriceX2 and hires O2 for 16 gold.
Trades for H4/H6 warhorse(6,4)-1(Honor)=5. PriceX4=no deal.
Trades for H4/H6 warhorse(4,1)-1(Honor)=3. PriceX2. Buys H4/H6 warhorse
for 36 gold.
Gives H4/H6 warhorse to Pilgrim.
Trades for H4/T7 warhorse(5,1)-1(Honor)=4. PriceX3=no deal.
Nothing arrives.
Preston, the PILGRIM, at Dark Valley 5 site of Chapel
HR / HR / HR / HR / HR
Receives gold from White Knight
Attempts to hire O1(5,3)=PriceX4. No deal.
Attempts to hire O1(3,1)=PriceX2. No deal.
Attempts to hire O1(4,2)=PriceX3. No deal.
Attempts to hire O1(1,1)=Boon. Hires O1 for PriceX1=8 gold.
Attempts to hire OHQ(6,3)=PriceX4. No deal.
Nothing arrives.
GHQ, the hired HQ, at Cavern 3, site of Vault
Follows Captain.
Raq'nyvarkryn, the WITCH KING, at Ledges 4, site of Shrine
S / S / S / S / S
Searches using Magic Sight(3,1)=Treasure cards. Takes top treasure
from Shrine.
Activates Blasted Jewel.
Searches using Magic Sight(4,1)=Perceive spell. Learns spell on
Blasted Jewel.
Searches using Magic Sight(5,4)=Discover chits. No new chits to
discover.
Searches using Magic Sight(3,3)=Treasure cards. Takes top treasure
from Shrine.
Activates Dragon Essence. Purple magic suffuses through the clearing.
Searches using Magic Sight(5,4)=Discover chits. No new chits to
discover.
At end of turn, Crone appears, drawn by Shrine.
Gondaff, the WIZARD, at Cavern 3, site of Vault
M-CN6 / M-CN4
Moves to Cavern 4.
Nothing arrives.
Balin, the DWARF, at Cavern 3, site of Vault
Follows Wizard.
Moves to Cavern 4.
Put back on board after Wizard's move.
Nothign arrives
Faramir, the CAPTAIN, at Cavern 3, site of Vault
Follows Wizard
Moves to Cavern 4.
Nothing arrives.
Kael, the BLACK KNIGHT, at Ruins 6, site of Hoard
S / S
Loot Hoard(2,1). Takes 2nd treasure in Hoard.
Loot Hoard(5,5). Takes nothing.
Nothing arrives.
Tim, the SORCEROR, at Ruins 6, site of Hoard
S / S
Loot Hoard(6,1). Takes nothing.
Loot Hoard(3,3). Takes 3nd treasure in Hoard.
Nothing arrives.
Rungnir, the BERSERKER, at Ruins 6, site of Hoard
S / S
Loot Hoard(6,6). Takes nothing.
Loot Hoard(5,3). Takes nothing.
Nothing arrives.
EVENING
Ledges 4 (Shrine)
The Witch King is unhidden with the Crone.
Ruins 6 (Hoard)
The Berserker, Black Knight, and Sorceror are unhidden.
Ruins 4
The Swordman is unhidden with his accursed Cloven Hoof.
Cavern 4
The Dwarf, Wizard, and Captain are unhidden.
Dark Valley 5 (Chapel)
The White Knight and Pilgrim are unhidden and not battling their
friend, the OHQ.
COMBAT
Ledges 4 (Shrine)
Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions: Witch King casts Phantasm, using Magic VI2* and Purple
magic from Dragon Essence.
2. Melee Step
a. Selecting Targets: Witch King targets himself
b. Spell Effects: Witch King creates phantasm that can move, peer,
and cast enchantments until Sunset on Day 12. Magic VI2* is dedicated
to spell until the spell expires at Sunset.
3. Fatigue Step: none
Combat ends in clearing.
Ruins 4
Swordsman activates workhorse at end of combat.
Ruins 6
Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions:
Sorceror plays Move M5 to run out of clearing toward RU3.
Combat ends in clearing.
MIDNIGHT
All is quiet in the Realm.
Day 12 Daylight
orders due Monday, August 9, 9pm EDT.
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