Day
14
Grey color magic in every clearing today!
A regeneration day causes all the Goblins, Ogres, and the Patrol
to be regenerated onto the Appearance Chart, but, perhaps remembering
their previous experience, they are cautious and do not appear on
the board. The Swordsman retires to Nut Woods to attempt to rehire
his Rogues when the Witch King, transmorphized into Flying Demon,
drops in. The White Knight and Pilgrim discover the Lost Castle
in Cliff where it has lain hidden for eons: the Lair surrounded
by many monster sounds. The Dwarf finally locates the Cairns and
gives the location to the Captain, who along with his indefatigable
GHQ, loots out 5 treasures. Meanwhile the Sorceror sells the Black
Book to the Crone, who gives him 50 gold for the treasured volume,
and then retires to the Small Campfire to wait for woodland natives.
The Black Knight and Berserker, faced with a blank rock wall, look
unsuccessfully for the hidden path out of the clearing.
In combat, the characters in Pine Woods do a Marx brothers act,
with the Swordsman deploying his natives against the Witch King/Flying
Demon and running out of the clearing, followed by closely by the
Raq'nyvarkryn who flys away in the other direction leaving the Rogues
looking around the clearing wondering where everyone went.
The weather is worsening with Showers turning to steady Rain. Week
3 is shortened to six day, each with 2 basic and 2 sunlight phases.
Day 15 is skipped and natives walk off the job all over the board
as their contracts run out. O3, R2, R4, R5, R6, R7, and the Guard
all roll out their tents and go into retirement.
BIRDSONG
R1, R6, and R7 follow Berserker
R2, R3 follow Swordsman
G1, G2 follow Captain
O1, O3 follow Pilgrim
O2 follows White Knight
DAYLIGHT
Monster Roll=3
Wolves, Goblins, Ogres, the Octopus, and the Patrol (plus the Ghosts)
are prowling today.
Regeneration day means all the Goblins, the Ogres, and the Patrol
are regenerated and put back on the appearance chart, so Row 3 of
the appearance chart looks like it did when the game began.
Tiago Espadafiada, the SWORDSMAN, at Ledges 4
M-OW2 / M-RU3 / M-RU5 / M-RU1 / M-NW5*(workhorse) / HR / HR*(Sceptre)
Chooses to move first.
Followed by R2 and R3, leaves R4 and R5 behind.
Moves to Nut Woods 5.
Attempts to hire R3(6,6)=no deal.
Attempts to hire R3(2,2)=PriceX2. Hires R3 for 4 gold.
Nothing arrives.
Gondaff, the WIZARD, at Deep Woods 5
S / S / S / S
Searches on Locate Table(6,1). Finds nothing.
Searches on Locate Table(6,3). Finds nothing.
Searches on Locate Table(5,3). Finds nothing.
Searches on Locate Table(2,1). Passages and clues. No passages in
the clearing.
Searches on Locate Table(6,4). Finds nothing.
Nothing arrives.
Rungnir, the BERSERKER, at Ruins 6
M-RU4/ S
Moves to Ruins 4
Searches on Peer Table(4,1). Finds hidden enemies.
Nothing arrives.
Kael, the BLACK KNIGHT, at Ruins 6
M-RU4 / S (Peer for Hidden Path)
Moves to Ruins 4
Searches on Peer Table(6,1). Finds nothing.
Nothing arrives.
The WHITE KNIGHT, at Bad Valley 1
H / M-CL4 / M-CL4 / M-CL6 / M-CL6
Fails to hide(6,3).
Moves to Cliff 6
Reveals Bones M, Lost Castle (Slither 6, Roar 6, Patter 5, Roar
4, Lair 3)
Nothing arrives.
Preston, the PILGRIM, at Bad Valley 1
H / M-CL4 / M-CL4 / M-CL6 / M-CL6
Hides(5,5). Pilgrims and followers hide.
Moves to Cliff 6
Nothing arrives.
Tim, the SORCEROR, at Ledges 4
TR / M-OW2* (workhorse) / M-OW5 / SPX* / SP / R / R
Sells Black Book to Crone for special price of 50 gold.
Moves to Small Campfire in Oak Woods 5
Enchants Magic IV4* to Purple magic.
Rests Magic IV4*
Rests Magic VI6*
Nothing arrives
Balin, the DWARF, at Deep Woods 5
S / S
Searches on Locate Table(3,2)=Passages. No secret passages in clearing.
Searches on Locate Table(4,2)=Discover chits. Discovers the Cairns.
Nothing arrives.
Faramir, the CAPTAIN, at Deep Woods 5
S / S / S / S / S
Receives location of Cairns from the Dwarf
Loots the Cairns(5,2). Takes 5th treasure in Cairns. Fatigues ?.
Loots the Cairns(2,1). Takes 2th treasure in Cairns. Fatigues ?.
Loots the Cairns(5,3). Takes 5th treasure in Cairns. Fatigues ?.
Loots the Cairns(3,1). Takes 3th treasure in Cairns. Fatigues ?.
Loots the Cairns(4,1). Takes nothing. Fatigues ?.
Nothing arrives.
Raq'nyvarkryn, the WITCH KING, in midair between the Ledges and
Ruins tiles
FL-RU / FL-NW / FL-CL / H / R / R
Flies into Ruins. Lands at random in clearing 6. (Cave clearing.)
Uses Black magic from enchanted Magic V3* to to activate Absorb
Essence and transmorphize into the Winged Demon. Magic V3* chit
fatigues.
Flies into Nut Woods.
Since cannot execute more than two phases on turn when cave is entered,
turn ends after second phase.
Witch King lands at random in clearing 5 of Oak Woods.
Nothing arrives.
GHQ, the hired HQ, at Deep Woods 5
S / S / S / S
Receives location of Cairns from Dwarf.
Loots the Cairns(3,3). Takes 3rd treasure in Cairns.
Loots the Cairns(6,5). Takes nothing.
Loots the Cairns(5,5). Takes nothing.
Loots the Cairns(1,1). Takes top treasure in Cairns.
Loots the Cairns(6,1). Takes nothing.
Nothing arrives.
EVENING
Deep Woods 5
Dwarf, Wizard, Captain, and Guard are all unhidden.
Ruins 4
Black Knight and Berserker are unhidden.
Cliff 6
White Knight and O2 are unhidden. Pilgrim, O1, and O3 are unhidden.
Oak Woods 5 (Small Campfire)
Sorceror is unhidden.
Nut Woods 5
Swordsman, R2, and R3 are unhidden. Witch King is unhidden and transmorphized
into Flying Demon.
COMBAT
Nut Woods 5
Swordsman and his two Rogue hirelings, R2 and R3, are unhidden in
the clearing with the unhidden Witch King, who has dropped out of
the sky transmorphized into a Flying Demon.
Round 1
1. Encounter Step (Swordsman goes first on each activity since
he was the first character of the day.)
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging:
Swordsman deploys R2(T*3/5 side up) and R3(M*5/3 side up) against
Witch King/Flying Demon
d. Actions:
Swordsman plays Move L2** to run away towards RU1.
Witch King uses Flying Demon's Fly 3 to fly away toward Awful Valley.
2. Melee Step: none
3. Fatigue Step: Swordsman fatigues Move L3*
Combat ends in clearing.
Deep Woods 5
At end of combat, Captain receives two treasures from GHQ and activates
Handy Gloves.
MIDNIGHT
The Witch King's "Absorb Essence" spell falls inert and
the Witch King finds himself in midair without wings again.
Natives O3, R4, R5, R6, and R7 become unhired.
The weather for Week 3 is Rain(4,4). Six days per week with two
basic and two sunlight phases per day. Day 15 is skipped. R2 and
the Guard become unhired.
Day 16 Daylight
orders due Monday, August 23, 5pm EDT.
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