Day
13
Bats are prowling for the third day in a row, but make themselves
scarse again. The Wizard, Dwarf, Captain, and the hired GHQ search
all over their clearing but, with their eyes accustomed to the dark
Caverns, are unable to find the Cairns in 14 Search phases. The
White Knight and Pilgrim abandon the Crag and head over toward Cliff.
The Black Knight and Berserker, with their way west blocked by an
undiscovered hidden path, return to the Hoard where the Black Knight
finds two pieces of magical armor. In the meantime, the Swordsman
and Sorceror, with weapons and magic chits alerted, move to the
Shrine where the Swordsman does a little trading with the Crone
and then blocks the Witch King, who has been transformed into a
Flying Demon by the Black Magic on the Swordsman's Cloven Hoof.
The Witch King's Phantasm slips away and enchants the Ledges tile.
In combat, the Sorceror and Swordsman's evil intentions are foiled
by the Witch King who, transmorphized into a Flying Demon, flys
out of the clearing before he can be targeted by the Sorceror's
"Dissolve Spell." The Witch King spends the night in midair
between the Ledges and Ruins tiles and must land in a random clearing
in one of the two tiles as his first phase on Day 14.
R2, R3, R4, and R5 follow Swordsman
R1, R6, and R7 follow Berserker
O1 and O3 follow Pilgrim
O2 follows the White Knight
Pilgrim follows White Knight
DAYLIGHT
Monster Roll=6
Bats are prowling for the third day in a row!
Tiago Espadafiada, the SWORDSMAN, at Oak Woods 2
H / H / H / A(Thrusting Sword) / M-LE4*(workhorse) / TR(sell )
Chooses to move first
Fails to hide(6,4).
Fails to hide(6,5).
Fails to hide(6,1).
Alerts Thrusting Sword.
Moves to Ledges 4
Black Magic from Cloven Hoof energizes the Witch King's "Absorb
Essence" and "World Fades" permanent spells. The
Witch King turns into a Flying Demon!
Swordsman sells to Crone:
Cloven Hoof (4 gold)
Gripping Dust (3 gold)
Gloves of Strength (8 gold)
M6/M5* workhorse (10 gold)
Receives 25 gold from Crone.
Blocks Witch King/Tremendous Demon
Nothing arrives.
Rungnir, the BERSERKER, at Ruins 4
M-RU6* (workhorse) / S / S
Moves to Ruins 6 (site of Hoard)
Workhorse becomes inactive
Loots Hoard(6,1). Finds nothing.
Loots Hoard(6,4). Finds nothing.
Nothing arrives.
Tim, the SORCEROR, at Ruins 3
R / R / R / A / M-OW2 / M-LE4* (workhorse)
Rest Magic IV4*
Rests Magic VI5*
Rests Magic VI6*
Alerts (prepares) Magic VI6*
Moves to Ledges 4
Nothing arrives.
Witch King's Phantasm at Ledges 4
M-LE1 / SPX / SP / S / S
Phantasm cannot be blocked.
Moves to Leges 1
Prepares to cast an enchantment
Enchants Ledges tile using Witch Kings Magic IV3* chit and Purple
magic from the Dragon Essence.
Searches on Peer Table(4,2). Finds hidden enemies.
Searches on Peer Table(5,2). Finds clues.
Nothing arrives.
Raq'nyvarkryn, the WITCH KING, at Ledges 4, site of Shrine
Blocked by Swordsman.
Faramir, the CAPTAIN, at Deep Woods 5, site of Cairns
Doesn't write orders due to Timeless Jewel
Searches on Locate table(3,1)=Passages. No passages in clearing.
Searches on Locate table(6,2). Finds nothing.
Searches on Locate table(6,3). Finds nothing.
Searches on Locate table(6,4). Finds nothing.
Searches on Locate table(6,4). Finds nothing.
Nothing arrives.
The WHITE KNIGHT, at Crag 2
M-CV4 / M-CV1 / M-BL1 / M-BV4/ M-BV1
Moves to Bad Valley 1
Nothing arrives.
Preston, the PILGRIM, at Crag 2
Follow White Knight
Moves to Bad Valley 1.
Put back on board after White Knight's turn.
Nothing arrives.
Gondaff, the WIZARD, at Deep Woods 5, site of Cairns
R / SPX / SP / S / S
Rests Magic IV4*
Prepares to cast an enchantment
Enchants Magic IV4* to Purple magic.
Searches on Locate Table(3,1)=Passages. No passages in clearing.
Searches on Locate Table(5,2). Finds nothing.
Nothing arrives.
Kael, the BLACK KNIGHT, at Ruins 3
M-RU6* (workhorse) / S / S
Moves to Ruins 6
Loots the Hoard(2,1). Takes Silver Breastplate.
Loots the Hoard(2,1). Takes Jade Shield.
Nothing arrives.
Balin, the DWARF, at Deep Woods 5, site of Cairns
S / S
Searches on Locate Table(6,5). Finds nothing.
Searches on Locate Table(6,3). Finds nothing.
GHQ, the hired HQ, at Deep Woods 5, site of Cairns
S / S / S / S / S
Searches on Locate Table(6,1). Finds nothing.
Searches on Locate Table(6,2). Finds nothing.
Searches on Locate Table(5,2). Finds nothing.
Searches on Locate Table(5,3). Finds nothing.
Searches on Locate Table(6,2). Finds nothing.
Nothing arrives.
SUNSET
Witch King's "Phantasm" spell expires, and his Magic
VI3* chit fatigues.
EVENING
Ruins 6
Black Knight and Berserker are unhidden.
Ledges 4
Swordsman and Sorceror are unhidden in clearing. Witch King is unhidden
and has been transmorphized into a Flying Demon. Sorceror has a
prepared Magic VI* chit.
Deep Woods 5
Dwarf, Wizard, Captain, and Captains hired Guardsmen are all unhidden.
Bad Valley 1
Pilgrim and White Knight are unhidden.
COMBAT
Ledges 4
Swordsman and Sorceror are unhidden. The Swordsman has alerted his
Thrusting Sword and the Sorceror has alerted a Type VI Magic chit.
The Witch King is unhidden and is tranformed into a Flying Demon.
Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions: (Starting with first character, Swordsman, and proceeding
in "board order")
Sorceror casts "Dissolve Spell" with alerted Magic VI6*
chit and Purple magic from Dragon Essence.
Witch King flys away towards Ruins with Flying Demons speed=3 move
speed. He spends the night in midair between Ledges and Ruins tiles
and must land at random in either tile as his first phase on Day
14.
2. Melee Step
a. Selecting Targets: There are no spells in effect in the clearing
for the Sorceror to target.
b. Spell Effects:
"Dissolve Spell," having no target, expires. Magic VI6*
chit fatigues.
3. Fatigue Step: none
Combat ends in clearing.
MIDNIGHT
Witch King's "Absorb Essence" becomes inert and Witch
King turns back into his normal form in midair. All weapons become
unalerted.
Day 14 Daylight
orders due Wednesday, August 18, 9pm EDT.
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