Day
19
Bats are prowling and three of them interupt the Witch King's R&R.
The Swordsman and his band pass by the White Knight in the Secret
Passage and head into Bad Valley. The White Knight and the Pilgrim
move cautiously into the empty Cliff 3 clearing and the Pilgrim
learns one of the spells on the Good Book. The Wizard, followed
by the Dwarf and Captain, moves into the enchanted Maple Woods.
The Sorceror returns to the unhired group of Rogues in Ruins 4,
but they are not interested in joining Tim's hired natives. In the
evening they continue their defiance by insulting the Sorceror,
who has been negotiating from hiding.
In combat, the Sorceror returns insults from hiding, but the unhired
Rogues can't find him to do anything about it, and combat ends uneventfully.
Over in Mountain 4, the Witch King activates Absorb Essence and
carries away one Bat with Power of the Pit and grabs and rips the
other two dangerous denizens apart with tooth and claw, earning
18 Fame and 18 Notoriety for the feat.
BIRDSONG
The Black Knight, Berserker, R2, and R3 follow the Swordsman.
The Captain, Dwarf, G1, and G2 follow the Wizard
R4 and R5 follow the Sorceror
DAYLIGHT
Monster Roll=6 (Bats, Ghosts, and Visitor/Missions are prowling)
Tiago Espadafiada, the SWORDSMAN, at Cliff 3 (site of Lair)
M-CL6*(horse) / M-CL6 / M-CL4 / M-CL4 / M-BV1
Chooses to move first
Moves to Bad Valley 1
Nothing arrives
Rungnir, the BERSERKER, at Cliff 3 (site of Lair)
Follows the Swordsman
Moves to Bad Valley 1
Put back on the board after the Swordsman's move.
Nothing arrives
Kael, the BLACK KNIGHT, at Cliff 3 (site of Lair)
Follows Swordsman
Moves to Bad Valley 1
Put back on board after the Swordsman's move
Nothing arrives
Sir Duncan the Tall, the WHITE KNIGHT, in Secret Passage between
Cliff 3 and Cliff 6
M-CL3 / H / H / A / R
Moves to Cliff 3
Hides(2,1)
Second Hide roll canceled.
Alerts Morning Star
Rests Fight H5*
Nothing arrives.
Gondaff, the WIZARD, at Deep Woods 1
M-EV4 / M-EV1 / M-LW5 / M-MW4
Moves to Maple Wood 4
Nothing arrives
Faramir, the CAPTAIN, at Deep woods 1
Follows Wizard
Moves to Maple Woods 4
Put back on board after Wizard's move
Nothing arrives.
Balin, the DWARF, at Deep Woods 1
Follow Wizard
Moves to Maple Woods 4
Put back on board after Wizard's move
Nothing arrives
Tim, the SORCEROR, at Ruins 1
H / SPX / SP / M-RU4 / HR / HR
Hides(5,1)
Prepares to cast an enchantment
Enchants Magic IV4* to Purple magic
Moves to RU4
Attempts to hire R7(4,3)=No deal
Attempts to hire R7(5,5)=No deal
Nothing arrives.
Preston, the PILGRIM, at Cliff 3
H / H / S / S
Fails to hide(6,4).
Hides(2,2).
Reads Runes(6)=Nothing
Reads Runes(1)=Learns and awakens top spell on Good Book.
Nothing arrives.
Raq'nyvarkryn, the WITCH KING, at Mountain 4
R / R / R / R
Rests Magic VI2*
Rests Magic VI3*
Rests Magic IV3*
Rests Magic IV4*
At the end of turn three Bats move from Mountain 3 to Mountain 4
and block Witch King.
Nothing else arrives.
EVENING
Mountain 4
The witch King is unhidden and blocked by three Giant Bats.
Cliff 3
The Pilgrim and White Knight are hidden.
Ruins 4
The Sorcerer is unhidden and runs into some trouble with the unhired
Rogues(6,1) who Insult him (4,4).
Bad Valley 1
The Swordsman, Black Knight, and Berserker are unhidden.
Maple Woods 4
The Wizard, Dwarf, and Captain are unhidden.
COMBAT
Ruins 4
Sorceror and his hired Rogues are hidden and battling the unhired
Rogues R1, R6, and R7.
Round 1
1. Encounter Step
a. Luring: none
b. Random Assigment: Unhired Rogues are not assigned to hidden characters/hirelings
c. Deployment/Charging: none
d. Actions: none
2. Melee Step:
a. Selecting Targets: Sorceror does not select a target
b. Spell Effects: none
c. Attacks/Maneuvers: none
d. Resolving Attacks: none
e. Inflicting Harm: none
3. Fatigue Step: none
Round 2 goes exactly as Round 1 and combat ends after two rounds
with no kills, wounds, spells cast, or chits fatigued.
Mountain 5
The Witch King is unhidden and has three Giant Bats on his sheet,
light-side-up (M2/3).
Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: three Bats are assigned to Witch King
c. Deployment/Charging: none
d. Actions:
Witch King plays Black magic from enchanted Magic V3* to activate
Absorb Essence and turn into Flying Demon.
Witch King attempt to fly away toward Deep Woods.
Stumble Table roll=(5,3)-0(move time advantage)+3(number of attackers)=8.
Attempt to fly away is unsuccessful.
2. Melee Step
a. Selecting Targets:
Witch King targets Bat1
b. Spell Effects: None
c. Attacks/Maneuvers:
Bat1 goes in Charge&Thrust
Bat2 goes in Dodge&Swing
Bat3 goes in Duck&Smash
Witch King moves in Charge and attacks in Thrust.
d. Repositioning/Change Tactics:
Bat repositioning roll=1 (top box unchanged)
Bat1 stays in Charge&Thurst and changes tactics to M3/2 (6,4).
Bat2 goes to Duck&Smash and doesn't change tactics(5,5).
Bat3 goes to Dodge&Swing and changes tactics to M3/2 (6,1).
(See image)
e. Resolving Attacks:
Witch King/Flying Demon hits by matching directions
Bat1 hits by matching directions
Bat2 hits by undercutting
Bat3 misses
f. Inflicting Harm (in order of weapon length):
Witch King/Demon's Power of Pit hits first(2,2)="Carried Away."
Bat1 is instantly killed and its attack canceled.
Bat2 inflicts Medium harm + Fumble Table[(5,4)-1(speed differential)+4(doesn't
match directions)=8(decrease one level)]=Light harm. Does not harm
Witch King/Demon's Tremendous vulnerability.
3. Fatigue Step: none
Witch King gets 3 Fame and 3 Notoriety for killing Bat1
Bat2 (M2/3) and Bat3(M3/2) remain assigned to Witch King
Round 2
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Witch King attempt to fly away toward Deep Woods using fly speed
3.
Stumble Table=(6,4)+1(move speed disadvantage over Bat3)+2(number
of attackers)=9. Attempt to fly away is unsuccessful.
2. Melee Step
a. Selecting Targets: Witch King targets Bat2
b. Spell Effect: none
c. Attacks/Maneuvers:
Bat2 goes in Charge&Thrust
Bat3 goes in Dodge&Swing
Witch King attacks in Thrust and maneuvers in Charge
d. Repositioning/Change Tactics:
Bat repositioning roll=1(top box unchanged).
Bat2 stays in Charge&Thrust and changes tactics to M3/2 (6,4).
Bat3 moves to Duck&Smash and doesn't change tactics(5,3).
(See image)
e. Resolving Attacks:
Bat2 hits by matching directions
Witch King/Flying Demon hits by matching directions
Bat3 misses
f. Inflicting Harm (in order of attack speed):
Bat2 hits first and inflicts Medium harm + Fumble Table[(5,1)+0(speed
differential)]=5(no change)]=Medium harm. Witch King is unharmed.
Witch King hits next. Power of Pit(4,2)=Blight. Bat2 is unaffected.
Witch King/Flying Demon turns red side up.
3. Fatigue Step: none
Bat2 (M3/2) and Bat3 (M3/2) remain assigned to Witch King.
Round 3
1. Encounter Step: no activities
2. Melee Step
a. Selecting Targets:
Witch King remains on red-side-up and continues to target Bat2
c. Attacks/Maneuvers:
Bat2 goes in Charge&Thrust, Bat3 goes in Dodge&Swing
Witch King/Flying Demon maneuvers in Charge, attacks in Thrust
d. Repositioning/Change Tactics:
Bat repositioning roll=1(top box unchanged).
Bat2 staying in Charge&Thrust and doesn't change tactics(5,4).
Bat3 moves to Duck&Smash and doesn't change tactics(4,4).
(See image)
e. Resolving Attacks:
Bat2 and Witch King/Flying Demon hit by matching directions
Bat3 misses
f. Inflicting Harm (in order of attack speed):
Bat2 inflicts Medium harm + Fumble Table[(5,1)+1(speed diferential)=6(no
change)]=Medium harm. Does not harm WK/FD's tremendous vulnerability.
Witch King hits next and automatically kills Bat2. Flips back to
red-side-down.
3. Fatigue Step: none.
Witch King gets 6 Fame and 6 Notoriety for killing Bat2 as his
second victim of the day.
Bat3 (M3/2) learns nothing from the demise of his fellows and remains
committed to Witch King/Flying Demon.
Round 4
1. Encounter Step: no activities
2. Melee Step:
a. Selecting Targets: WK/FD targets Bat3
c. Attacks/Maneuvers:
Bat3 goes in Charge&Thrust box.
WK/FD attacks in Thrust and maneuvers in Charge
d. Repositioning/Change Tactics:
Bat3 repositioning roll=3(bottom box unchanged).
Bat3 moves to Dodge&Swing and changes tactics(6,2) to M2/3.
(See image)
e. Resolving Attacks:
Bat3 hits by undercutting
WK/FD misses
f. Inflicting Harm:
Bat3 inflicts Medium harm + Fumble Table[(6,5)-1(speed differential)+4(does
not match directions)=9(decrease two levels)]=Negligible harm. WK/FD
is unharmed.
3. Fatigue Step: none
Round 5
1. Encounter Step: no activities
2. Melee Step:
a. Selecting Targets: WK/FD targets Bat3
c. Attacks/Maneuvers:
Bat3 goes in Charge&Thrust box.
WK/FD attacks in Thrust and maneuvers in Charge
d. Repositioning/Change Tactics:
Bat3 repositioning roll=1(top box unchanged).
Bat3 stays in Charge&Thrust and doesn't change tactics(3,1).
(See image)
e. Resolving Attacks:
Bat3 and WK/FD both hit by matching directions
f. Inflicting Harm (in order of attack speed):
Bat3 inflicts Medium harm + Fumble Table[(5,3)-1(speed differential)=4(no
change)]=Medium harm. WK/FD is unharmed.
Witch King/Flying Demon hits with Power of Pit attack(6,4)=Rust.
Bat3 is uneffected. WK/FD turns red-side-up
3. Fatigue Step: none
Combat does not end because WK/FD is red-side-up.
Round 6
1. Encounter Step: no activities
2. Melee Step:
a. Selecting Targets: WK/FD targets Bat3
c. Attacks/Maneuvers:
Bat3 goes in Charge&Thrust box.
WK/FD attacks in Thrust and maneuvers in Charge
d. Repositioning/Change Tactics:
Bat3 repositioning roll=4(unchanged).
Bat3 stays in Charge&Thrust and doesn't change tactics(3,3).
(See image)
e. Resolving Attacks:
Bat3 and WK/FD both hit by matching directions
f. Inflicting Harm (in order of attack speed):
Bat3 inflicts Medium harm + Fumble Table[(6,4)-0(speed differential)=6(no
change)]=Medium harm. WK/FD is unharmed.
Witch King/Flying Demon automatically kills Bat3.
3. Fatigue Step: none
Witch King gets 9 Fame and 9 Notoriety for killing Bat3 as his
third victim of the day.
Combat ends in clearing.
MIDNIGHT
The Witch King's "Absorb Essence" spell falls inert and
the Witch King returns to his usual form.
Day 20 Daylight
orders are due Tuesday, October 5, 9pm EDT.
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