Day
12
Bats are prowling again and the Pilgrim and White Knight scare up
one in Crag, but fortunately they are both hidden. The group in
Cavern emerge into the daylight in Deep Woods and immediately stumble
on the Cairns. In Ruins, the gang of four breaks up with the Swordsman
and Sorceror heading off toward Ledges while the Berserker takes
one last loot of the Hoard, discovers the Mouldy Skeleton, and receives
an Ill Health curse. Three magical pieces of armor appear on the
pile at the Hoard, but Rungnir is already on his way out of the
clearing and can't take advantage of this fortune. The Witch King
in Ledges has no more success with Magic Sight at the Shrine, but
his Phantasm moves into Ruins and enchants the tile, just in time
for Kael, the Black Knight, to walk into a tree trying to take a
path that no longer exits.
In combat, the White Knight takes one mighty swing with his Morning
Star, matches directions with the Giant Bat, and kills it. At the
end of combat the mysterious Knight raises his visor to wipe his
brow and reveals his identity as Sir Duncan the Tall! Elsewhere
the Swordsman activates the Royal Scepter along with his workhorse,
the Witch King casts "Phantasm" again, and the Sorceror
casts "Dissolve Spell" on his "Melt into Mist"
spell, breaking the spell.
BIRDSONG
R2, R3, R4, & R5 follow Swordsman
Pilgrim follows White Knight
Dwarf follows Wizard.
O2 follows White Knight
O1 and O3 follow Pilgrim
DAYLIGHT
Monster Roll=6
Bats and the Visitors/Missions are prowling.
Tiago Espadafiada, the SWORDSMAN, at Ruins 4.
M-RU6* (workhorse) / M-RU3 / M-OW2
Chooses to move first.
Moves to Ruin 6 (workhorse becomes inactive)
Moves to Oak Woods 2
Nothing arrives.
Rungnir, the BERSERKER, at Ruins 6, site of Hoard
S / M-RU4 / R*
Loots Hoard(2,2). Finds 2nd treasure in Hoard, the Mouldy Skeleton.
Gets Curse(4,2)=Ill Health. Berserker cannot do a Rest phase. Three
treasure counters (Jade Shield, Silver Breastplate, and Gold helmet)
are added to Hoard's Treasures.
Moves to Ruins 4.
Cannot rest because of Ill Health curse.
Nothing arrives.
Tim, the SORCEROR, on roadway between Ruins 6 and Ruins 3
M RU-3 / R / R / SPX* / SP / SP
Moves to Ruins 3
Activates the Golden Armband
Rests Magic IV3*
Rests Magic IV5*
Prepares to cast an enchantment
Enchants Magic IV5* to Purple magic.
Enchanges Magic IV4* to Purple magic.
Nothing arrives.
Phantasm, at Ledges 4
M-OW2 / M-RU3 / SPX / SP / S
Moves to Ruins 3
Enchants Ruins tile with Witch Kings Magic IV3* chit and Purple
magic from the Dragon Essence. (Nothing fatigues.)
Searches on Peer Table(6,2). Finds nothing.
Raq'nyvarkryn, the WITCH KING, at Ledges 4
R / S / S / S / Tr
Rests Magic VI3*
Searches with Magic Sight(2,1)=Counters. No counters in clearing.
Searches with Magic Sight(5.2)=Chits. No undiscovered chits in clearing.
Searches with Magic Sight(6,2)=nothing.
Trades with Crone to buy spell(4,4)=No deal.
Nothing arrives.
Faramir, the CAPTAIN, at Cavern 4
Doesn't need to record orders due to Timeless Jewel
Moves to Cavern 1
Moves to Deep Woods 5
Turns up Cairns 5 and Stink M
Nothing arrives.
GHQ, the hired HQ, at Cavern 4
Follows the Captain
Moves to Deep Woods 5
Put back on board after Captain's turn.
Nothing arrives.
The WHITE KNIGHT, at Dark Valley 5, site of Chapel
H / M-LW2 / M-CV4 / M-CG2 / M-CG2
Hides(5,1)
Moves to Crag 2
Reveals Ruins M and Slither 3
At end of turn a Giant Bat, drawn by Ruins M, moves to Crag 2.
Preston, the PILGRIM, at Dark Valley 5, site of Chapel
Follows White Knight
Hides
Moves to Crag 2
Put back on board after White Knights turn, very carefully to avoid
revealing himself to Giant Bat.
Nothing else arrives.
Gondaff, the WIZARD, at Cavern 4
M-CN1 / M-DW5
Moves to Deep Woods 5.
Nothing arrives.
Balin, the DWARF
Follow Wizard
Follows Wizard to Deep Wood 5.
Put on board after Wizard's move.
Nothing arrives.
Kael, the BLACK KNIGHT, at Ruins 6, site of Hoard
M-RU4 / M-RU1
Moves to Ruins 4
Can't move to Ruins 1 because he hasn't discovered the secret path
on the enchanted side of the Ruins tile.
Nothing arrives.
SUNSET
Witch Kings "Phantasm" spell expires. Magic VI2* fatigues.
EVENING
Crag 2
The White Knight and Pilgrim and their hired muscle are hidden from
the Giant Bat that is flying around their clearing.
Ruins 4
The Black Knight and Berserker are unhidden and cut off by hidden
paths and secret passages.
Ruins 3
The unhidden Sorceror shares the clearing with the Black Knight's
Phantasm which fades away at Sunset.
Oak Woods 2
The Swordsman and his band, having slipped through the Ruins cave
before the enchantment,
are unhidden and within a stones throw of the Shrine and the Crone.
Deep Woods 5
The Wizard, Dwarf, and the Captain with his hired men are unhidden
in the clearing with the Cairns.
COMBAT
Oak Woods 2
Swordsman is unhidden with his hired Rogues.
At end of combat, Swordsman activates the Royal Scepter and the
L4/L5 workhorse.
Crag 2
The White Knight and his hireling, O2, and the Pilgrim and his hirelings,
O1 and O3, are all hidden. There is a Giant Bat, light-side-up (M2/3)
in the clearing.
Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions: White Knight alerts Morning Star with Fight H6
2. Melee Step
a. Selecting Targets: The White Knight becomes unhidden and targets
the Giant Bat.
b. Spell Effects: none
c. Attacks/Maneuvers:
Bat goes in Charge&Thrust on own sheet. Bat is not attacking
this round.
White Knight plays alerted Morning Star with Fight T5* in Swing.
(See image)
d. Repositioning/Change Tactics:
Bat repositioning roll=5(shift down). Bat moves to Dodge&Swing
and changes tactics(6,5).
(See image)
e. Resolving Attacks:
White Knight hits by matching directions.
f. Inflicting Harm:
White Knight inflicts Tremendous harm due to "Wish for Strength."
Giant Bat is KILLED. "Wish for Strength" expires.
3. Fatigue Step: none
White Knight earns 3 Fame and 3Notoriety for killing Giant Bat.
Combat ends in clearing.
At the end of combat the White Knight raises his visor to wipe
his brow and reveals his identity as Sir Duncan the Tall!
Ledges 4 (Shrine)
Witch King is unhidden and alone.
Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Witch King casts "Phantasm" with Magic VI3* and Purple
magic from Dragon Essence.
2. Melee Step
a. Selecting Targets: Witch King targets himself.
b. Spell Effects:
"Phantasm" goes into effect, creating a new Phantasm until
Sunset on Day 13. Magic VI3* is committed to spell until it expires.
Combat ends in clearing.
Ruins 3
Sorceror is alone in clearing.
Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Sorceror casts "Dissolve Spell" using Magic VI5* and Purple
magic from enchanted Magic IV4* chit (fatigues).
2. Melee Step
a. Selecting Targets: Sorceror targets "Melt into Mist"
spell.
b. Spell effects:
"Dissolve Spell" breaks "Melt into Mist." Magic
VI6* chit committed to "Melt into Mist" fatigues when
spell expires. "Disolve Spell" expires; Magic VI5* chit
fatigues.
3. Fatigue Step: none
Combat ends in clearing.
MIDNIGHT
All is quiet in the Realm.
Day 13 Daylight
orders due Friday, August 13, 5pm EDT.
|