Day
20
The last treasure location appears as the Swordsman, Berserker,
and Black Knight cautiously enter the tunnel in High Pass and arrive
at the site of the Pool in High Pass 6, almost as if they knew it
was there! Nearby, the Wizard, followed by the Captain and Dwarf,
enchants Maple Woods to create a path to the House. In the evening
the Captain and Wizard are hanging out with their friends, the Soldiers,
when there is a commotion on the other side of the clearing where
the Soldiers have insulted the Dwarf. The Sorceror alerts a Type
IV magic chit before he moves through Awful Valley where he and
his hirelings are blocked by the two Ghosts, who finally have someplace
to prowl to. The Witch King hangs out in Mountain 4 and rest up
and re-enchants from his struggle with the Bats, and the Pilgrim
learns one spell from the Good Book and awakens another as the White
Knight pokes around fruitlessly through the Lair.
In combat, the Dwarf lets discretion be the better part of valor,
accepting the Soldiers insult and losing 5 Notoriety points. The
Sorceror and his hired hands quickly rid the Realm of the two Ghosts,
with the Rogue Archer's arrow just killing Ghost1 just before the
Sorceror's all-consuming fiery blast sweeps the clearing clean.
BIRDSONG
Followers:
Berserker, Black Knight, R2, and R3 follow Swordsman
Captain, Dwarf, G1, and G2 follow Wizard
O2 follows White Knight
O1 follows Pilgrim
R4 and R5 follow Sorceror
DAYLIGHT
Monster Roll=5
(Spiders, the Imp, and the Bashkars are prowling, in addition to
the ever-restless Ghosts.)
Tiago Espadafiada, the SWORDSMAN, at Bad Valley 1
M-BV4*(workhorse) / M-HP3 / M-HP6
Chooses to move first
Moves to High Pass 6
At end of turn, turns up Dank C and Pool 6.
Nothing arrives.
Rungnir, the BERSERKER, at Bad Valley 1
Follows Swordsman
Moves to HP6.
Put back on board after Swordsman's turn.
Nothing arrives.
Kael, the BLACK KNIGHT, at Bad Valley 1
Follows Swordsman
Moves to HP6.
Put back on board after Swordsman's turn.
Nothing arrives.
Sir Duncan the Tall, the WHITE KNIGHT, at Cliff 3, site of Lair.
H / S / S / S
Hides(3,1)
Loots Lair(6,2). Finds nothing.
Loots Lair(5,1). Finds nothing.
Loots Lair(6,6). Finds nothing.
Nothing arrives.
Preston, the PILGRIM, at Cliff 3, site of Lair.
H / S / S / S
Hides(4,1)
Reads Runes on Good Book(1). Awakens and learns spell from Good
Book.
Reads Runes on Good Book(6). Learns nothing.
Reads Runes on Good Book(4). Awakens spell from Good Book.
Nothing arrives.
Gondaff, the WIZARD, at Maple Woods 4
SPX* (Toadstool Ring) / SP / M-MW2 / M-CV2 / M-CV5
Receives gold from Dwarf.
Prepares to cast an enchantment.
Enchants Maple Woods back to green side using Gold magic from the
tile and Magic III3* chit.
Moves to House in Curst Valley 5.
Nothing arrives.
Balin, the DWARF, at Maple Woods 4
Follows Wizard.
Moves to House.
Put back on board after Wizard's turn.
Nothing arrives.
Faramir, the CAPTAIN, at Maple Woods 4
Follows Wizard.
Moves to House.
Put back on board after Wizard's turn.
Nothing arrives.
Raq'nyvarkryn, the WITCH KING, at Mountain 4
R / R / R / SPX* / SP
Rests Magic IV4*
Rests Magic VI3*
Rests Magic V3*
Enchants Magic V3* to Black magic.
Nothing arrives.
Tim, the SORCEROR, at Ruins 4
A / M-RU1 / M-RU2 / M-AV1 / M-AV4
Alerts Magic IV4*
Moves to Awful Valley 4
At end of turn, two Ghosts move to Awful Valley 4 and block Sorceror.
EVENING
Curst Valley 5 (House)
The Dwarf, Wizard, and Captain are unhidden. The Dwarf runs into
some trouble with the Soldiers(6.2), who Insult him(4,2). The Wizard
and Captain are not battling their friends the Soldiers.
Awful Valley 4
The Sorceror and his hired Rogues are unhidden and blocked by two
Ghosts.
High Pass 6
The Swordsman, Berserker, and Black Knight are unhidden.
Mountain 4
The Witch King is unhidden.
COMBAT
Curst Valley 5 (House)
The Dwarf accepts the Soldiers' Insult and loses 5 Notoriety. A
tense joviality is recreated in the clearing and the day ends uneventfully.
Awful Valley 4
The Sorceror and two Rogue hirelings are unhidden and blocked by
two Ghosts, H4/4 side up. The Sorceror has a prepared Magic IV chit.
Round 1
1. Encounter Step
a. Luring: R4 Archer lures Ghost1, R5 Assassin lures Ghost2
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions: Sorceror casts "Fiery Blast" with alerted
Magic IV4* chit using Purple magic from enchanted Magic IV4* chit
(fatigues).
2. Melee Step
a. Selecting Targets: Sorceror targets both Ghosts.
b. Spell Effects: "Fiery Blast" takes effect, launching
a magical attack against the two Ghosts
c. Attacks/Maneuvers:
R4's Sheet:
R4 goes in Dodge&Swing red box, L**/4 side up
Ghost1 goes in Charge maneuver box
Sorceror's "Fiery Blast" goes in Smash attack circle.
R5's sheet:
R5 goes in Dodge&Swing red box, M3/4 side up
Ghost2 goes in Charge maneuver box
Sorceror's "Fiery Blast" goes in Smash attack circle.
d. Repositioning/Change Tactics:
R4's Sheet:
Ghost1 repositioning roll=4(no change). Ghost1 stays in Charge and
doesn't change tactics(4,4).
R4, on his own sheet, does not reposition or change tactics.
R5's Sheet:
Ghost2 repostioning roll=6(move up). Ghost2 moves to Duck maneuver
box and doesn't change tactics(3,2).
R5, on his own sheet, does not reposition or change tactics.
(See image)
e. Resolving Attacks:
R4 hits Ghost1 by undercutting
R5 hits Ghost2 by undercutting
Sorceror hits Ghost1 by undercutting and Ghost2 by matching directions.
Ghost1 and Ghost2 miss
f. Inflicting Harm (in order of weapon length in Round 1):
R4's Light Bow (length=14) hits Ghost1 first.
Inflicts Light damage + two sharpness stars=Heavy damage + Missile
Table[(4)-3(speed differential)+4(doesn't match directions)=5(decrease
one level)]=Medium damage. Ghost 1 is KILLED. Sorceror's attack
is canceled.
Sorceror's "Fiery Blast" (length=13) hits next.
Inflicts Light damage + three sharpness stars=Tremedous damage +
Missile Table[(5,5)-4(speed differential=1(increase three levels)]=Tremendous+++
damage. Ghost2 is KILLED. R5's attack is canceled. Magic IV4* chit
is fatigued.
3. Fatigue Step: none.
Sorceror receives 2 Notoriety for killing Ghost2 plus 2 Notoriety
for R4 killing Ghost1.
Combat ends in clearing.
MIDNIGHT
All is peaceful in the Realm.
Day 21 Daylight
orders are due Wednesday, October 13, 9pm EDT.
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