Day
21
Purple magic suffuses every clearing in the board, and the Dragons
regenerat to prowl all day long. The Pilgrim seems to have misplaced
his bifocals and can't make out the runes on the Good Book. Compounding
his frustration, he fails to hide and is blocked by a Heavy Dragon
and a Tremendous Dragon that he has no trouble seeing. The Wizard
attempts to trade with the Soldiers and turns up the Flowers of
Rest that put his companions, the Dwarf and Captain, to sleep. With
his friends snoozing away in the corner, the Wizard plies the Soldiers
with liquor, but is unable to persuade them to part with any of
their treasures at an agreeable price. The Sorceror uses the free
Purple magic to apply a little redecorating to the center of the
board by enchanting two woods tiles to their gold side (in honor
of the approaching autumn?). In the High Pass caves the Berserker
is able to discover the Pool and show the location to the Swordsman.
The Swordsman finds the Remains of the Thief with the Living Sword
and the Sacred Grail (which activates and begins to radiate White
magic) but curses Tiago Espadafiada with an Ashes curse. In his
second attempt, the Swordsman discovers the Enchanted Meadow. The
Witch King, in the meantime, returns to where he dropped the Blasted
Jewel but fails to locate it with his magic sight, and is blocked
by two Flying Dragons.
In combat the characters seem to have mastered the monster problem.
The White Knight's Morning Star takes out the Tremendous Dragon,
the Pilgrim's hired hand handles the Heavy Dragon, and the Witch
King activates "Absorb Essence" and surprises the daylights
out of the two Flying Dragons by transmorphizing into a Tremendous
Demon and ripping them to pieces.
BIRDSONG
R4 and R5 follow Sorceror.
O1 follows Pilgrim
O2 follows White Knight
Purple magic suffuses every clearing in the Realm.
DAYLIGHT
Monster Roll=1
Dragons and the Company are prowling.
Regeneration day: Flying Dragons and Tremendous Flying Dragon regenerate
on Setup Card.
Balin, the DWARF, at Curst Valley 5, site of House
H / R
Gives Glimmering Ring to Wizard who activates it.
Trades Eye of Moon to Captain for Power Boots.
Hides(5,5).
Rest back Fight T4**.
Nothing arrives.
Gondaff, the WIZARD, at Curst Valley 5, site of House.
S / T / T / H
Reads Runes on Glimmering Ring(6). Learns nothing.
Trades with Soldiers. Turns up the Flowers of Rest. Gold magic fills
clearing, and Dwarf and Captain fall asleep, resting their fatigued
chits.
Buys drinks for Soldiers for 4 gold and trades for a treasure(5,3)=PriceX4.
Treats as "No Deal."
Buys drinks for Soldiers for 4 gold and trades for a treasure(6,3)=PriceX4.
Treats as "No Deal."
Cancels Hire phase.
Nothing arrives.
Raq'nyvarkryn, the WITCH KING, at Mountain 4
M-MN2 / S / S / S
Moves to Mountain 2
Searches with Magic Sight(4,2)=Perceive Spell. No unlearned spells
in clearing.
Searches with Magic Sight(5,3)=Discover chits. No undiscovered sites
in clearing.
Searches with Magic Sight(2,1)=Counters. No weapon or armor counters
in clearing.
At end of turn, two Heavy Flying Dragons drawn by Flutter sound
arrive in clearing and block Witch King.
Kael, the BLACK KNIGHT, at High Pass 6, site of Pool.
Searches on Locate Table(5,3). Finds nothing.
Searches on Locate Table(6,1). Finds nothing.
Nothing arrives.
Tim, the SORCEROR, at Awful Valley 4
M-MW5 / SPX / SP / M-MW4 / M-LW4 / SP
Moves to Maple Woods 5
Enchants Maple Woods tile to enchanted side using Magic IV3* and
Purple magic present in entire board.
Moves to Linden Woods 4
Enchants Linden Woods tile to enchanted side using Magic IV3* and
Purple magic present in entire board.
At end of turn, Ruins W chit is revealed in Linden Woods.
Nothing arrives.
Preston, the PILGRIM, at Cliff 3, site of Lair
H / S / S / S
Fails to hide(6,3).
Read Runes on Good Book(6). Learns nothing.
Read Runes on Good Book(6). Learns nothing.
Read Runes on Good Book(6). Learns nothing.
At end of turn, a Tremendous Dragon drawn fy the Lair arrives at
Cliff 3 and blocks Pilgrim, and a Heavy Dragon is drawn to CL6 by
Flutter.
Sir Duncan the Tall, the WHITE KNIGHT, at Cliff 3
H / S / S / S
Hides(4,3).
Loots the Lair(2,1). Takes nothing.
Loots the Lair(5,2). Takes nothing.
Loots the Lair(6,6). Takes nothing.
At end of turn Heavy Dragon moves from Cliff 6 to Cliff 3 and blocks
Pilgrim.
Faramir, the CAPTAIN, at Curst Valley 5, site of House.
Doesn't write move (Timeless Jewel).
Put to sleep by Flowers of Rest and loses turn.
Rungnir, the BERSERKER, at High Pass 6, site of Pool.
S / S
Searches on Locate Table(6,4). Finds nothing.
Searches on Locate Table(1,1)=Choice. Discovers Pool.
Nothing arrives.
Tiago Espadafiada, the SWORDSMAN, at High Pass 6, site of Pool.
S / S
Chooses to move last.
Receives location of Pool from Berserker.
Loots Pool(2,2). Takes 2nd treasure in Pool=Remains of Thief. Takes
Living Sword and treasure=Sacred Grail, which activates and radiates
White magic to clearing. Gets Curse(5,3)=Ashes. Recorded gold is
worthless and cannot be spent. Fatigues Move M4* for looting treasure
from Pool.
(Black Knight discovers Pool by spying on Swordsman.)
Loots Pool(2,1). Takes 2nd Treasure in Pool=Enchanted Meadow. Swordsman
discovers location of Enchanted Meadow. Enchanted Meadow card goes
back on bottom of pile.
Nothing arrives.
SUNSET
Dwarf and Captain wake up at Sunset with all their fatigued chits
rested.
EVENING
Cliff 3
The White Knight and O2 are hidden. The Pilgrim and O1 are unhidden
and blocked by Tremendous Dragon (red-side-down) and Heavy Dragon
(H4/4).
Mountain 2
The Witch King is unhidden and blocked by two Flying Dragons (H4/4).
High Pass 6, site of Pool
Berserker, Black Knight, and Swordsman are unhidden.
Curst Valley 5, site of House
The Dwarf, Captain, and Wizard are all unhidden, with the Dwarf
and Captain anxious to find out from Wizard what happened while
they were asleep.
Linden Woods 5
Sorceror is alone, unhidden, and surrounded by Gold and Purple magic.
COMBAT
Mountain 2
Witch King battles two Heavy Flying Dragons, light-side-up (H4/4).
Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: both Flying Dragons are assigned to attack
Witch King.
c. Deployment/Charging: none
d. Actions: Witch King plays Black magic from enchanted Magic V3*
to activate "Absorb Essence." Witch King turns into Flying
Demon. Enchanted Magic V3* fatigues.
2. Melee Step
a. Selecting Targets: Witch King/Flying Demon targets Dragon1
b. Spell effects: none
c. Attacks/Maneuvers:
Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
Dragon2 goes in Dodge&Swing red box on Witch King's sheet.
Witch King/Flying Demon goes in Charge Maneuver box.
d. Repositioning/Change Tactics:
Dragon Repositioning Roll=5(shift down).
Dragon1 goes to Dodge&Swing and changes tactics to L4/3(6,5)
Dragon2 goes to Duck&Smash and doesn't change tactics(3,1).
(See image)
e. Resolving Attacks: All miss
f. Inflicting Harm: none
3. Fatigue: none
Dragons remain assigned to Witch King. Dragon1 is dark side up
(L4/3), Dragon2 is light-side up (H4/4)
Round 2
1. Encounter Step: none
2. Melee Step
a. Selecting Targets: Witch King/Flying Demon targets Dragon2
b. Spell effects: none
c. Attacks/Maneuvers:
Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
Dragon2 goes in Dodge&Swing red box on Witch King's sheet.
Witch King/Flying Demon goes in Charge Maneuver box.
d. Repositioning/Change Tactics:
Dragon Repositioning Roll=3(lower box unchanged).
Dragon1 goes to Dodge&Swing and doesn't change tactics
Dragon2 goes to Charge&Thrust and changes tactics to L4/3(6,4).
(See image)
e. Resolving Attacks:
WK/FD hits Dragon2 by matching directions
Dragon2 hits WK/FD by matching directions
Dragon1 misses
f. Inflicting Harm (in order of attack speed in Round 2):
WK/FD hits first with Power of Pit attack(6,3)=Rust. Dragon2 is
unaffected. WK/FD turns red-side up.
Dragon2 hits next. Inflicts Light harm + Fumble Table[(6,1)+1(speed
differential)=7(reduce one level)]=Negligible harm. WK/FD is unharmed.
3. Fatigue: none
Combat does not end because WK/FD is red-side up. He has picked
up Dragon 2 and has it locked in a death-grip!
Round 3
1. Encounter Step: none
2. Melee Step
a. Selecting Targets: Witch King/Flying Demon targets Dragon2
b. Spell effects: none
c. Attacks/Maneuvers:
Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
Dragon2 goes in Dodge&Swing red box on Witch King's sheet.
Witch King/Flying Demon goes in Charge Maneuver box.
d. Repositioning/Change Tactics:
Dragon Repositioning Roll=5(shift down).
Dragon1 goes to Dodge&Swing and doesn't change tactics(2,3).
Dragon2 goes to Charge&Thrust and doesn't change tactics(5,3).
(See image)
e. Resolving Attacks: All miss.
f. Inflicting Harm: None
3. Fatigue: none
Dragons remain assigned to WK/FD. WK/FD remains red-side-up. Combat
continues.
Round 4
1. Encounter Step: none
2. Melee Step
a. Selecting Targets: Witch King/Flying Demon targets Dragon2
b. Spell effects: none
c. Attacks/Maneuvers:
Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
Dragon2 goes in Dodge&Swing red box on Witch King's sheet.
Witch King/Flying Demon goes in Charge Maneuver box.
d. Repositioning/Change Tactics:
Dragon Repositioning Roll=1(top box unchanged).
Dragon1 stays in Dodge&Swing and doesn't change tactics(2,3).
Dragon2 goes to Duck&Smash and doesn't change tactics(5,2).
(See image)
e. Resolving Attacks: All miss.
f. Inflicting Harm: None
3. Fatigue: none
Dragons remain assigned to WK/FD. WK/FD remains red-side-up. Combat
continues.
Round 5
1. Encounter Step: none
2. Melee Step
a. Selecting Targets: Witch King/Flying Demon targets Dragon2
b. Spell effects: none
c. Attacks/Maneuvers:
Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
Dragon2 goes in Dodge&Swing red box on Witch King's sheet.
Witch King/Flying Demon goes in Charge Maneuver box.
d. Repositioning/Change Tactics:
Dragon Repositioning Roll=6(shift up).
Dragon1 goes to Duck&Smash and changes tactics to H4/4(6,3).
Dragon2 goes to Charge&Thrust and changes tactics to H4/4(6,2).
(See image)
e. Resolving Attacks:
WK/FD and Dragon2 hit by matching directions
Dragon1 misses.
f. Inflicting Harm (in order of attack speed):
Dragon2 hits first. Inflicts Heavy harm + Fumble Table[(2,1)+2(speed
differential)=4(no change)]=Heavy harm. WK/FD is not harmed due
to Tremendous vulnerability.
WK/FD hits next and automatically kills Dragon2. WK/FD turns red-side
down.
3. Fatigue: none
Witch King earns 5 Fame and 5 Notoriety for killing Dragon2
Dragon1 remain assigned to WK/FD light-side up (H4/4)
Round 6
1. Encounter Step: none
2. Melee Step
a. Selecting Targets: Witch King/Flying Demon targets Dragon1
b. Spell effects: none
c. Attacks/Maneuvers:
Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
Witch King/Flying Demon goes in Charge Maneuver box.
d. Repositioning/Change Tactics:
Dragon Repositioning Roll=6(shift up).
Dragon1 goes to Duck&Smash and doesn't change tactics(4,1).
(See image)
e. Resolving Attacks:
WK/FD hits by undercutting.
Dragon1 misses.
f. Inflicting Harm:
Witch King inflicts Power of Pit attack(6,3)=Rust. Dragon1 is unaffected.
WK/TD flips to red-side up.
3. Fatigue: none
Dragon1 remain assigned to WK/FD. WK/FD remains red-side up.
Round 7
1. Encounter Step: none
2. Melee Step
a. Selecting Targets: Witch King/Flying Demon targets Dragon1
b. Spell effects: none
c. Attacks/Maneuvers:
Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
Witch King/Flying Demon goes in Charge Maneuver box.
d. Repositioning/Change Tactics:
Dragon Repositioning Roll=2(middle box unchanged).
Dragon1 goes to Duck&Smash and doesn't change tactics(3,1).
(See image)
e. Resolving Attacks: Both miss.
f. Inflicting Harm: None
3. Fatigue: none
Dragon1 remain assigned to WK/FD. WK/FD remains red-side up. Combat
does not end with Tremendous monster red-side-up.
Round 8
1. Encounter Step: none
2. Melee Step
a. Selecting Targets: Witch King/Flying Demon targets Dragon1
b. Spell effects: none
c. Attacks/Maneuvers:
Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
Witch King/Flying Demon goes in Charge Maneuver box.
d. Repositioning/Change Tactics:
Dragon Repositioning Roll=1(top box unchanged).
Dragon1 stays in Charge&Thrust and doesn't change tactics(5,4).
(See image)
e. Resolving Attacks:
WK/FD and Dragon1 both by matching directions.
f. Inflicting Harm (in order of attack speed):
Dragon1 inflicts Heavy harm + Fumble Table[(4,1)+2(speed differential)=6(no
change)]=Heavy harm. WK/FD is not harmed.
WK/FD hits next, automatically killing Dragon1
3. Fatigue: none
Witch King earns 10 Fame and 10 Notoriety for killing Dragon1 as
second victim of the day.
Combat ends in clearing.
Cliff 3
Tremendous Dragon (H5/6 - head=H4) and Heavy Dragon (H4/4) are in
clearing with unhidden Pilgrim and his hireling O1, and hidden White
Knight and his hireling O2.
Round 1
1. Encounter Step
a. Luring:
O1 lures Heavy Dragon, horse walking side up (6)
O2 lures Tremendous Dragon, horse walking side up (7)
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions: White Knight alerts Morning Star with Fight H6
2. Melee Step
Horses flip to galloping side
a. Selecting Targets: White Knight targets Tremendous Dragon.
b. Spell Effects: none
c. Attacks/Maneuvers:
O1's Sheet:
Heavy Dragon goes in Charge&Thrust.
O1 goes in Charge Maneuver box, T5*/5 side up. Horse is in Charge
Maneuver box, galloping(4*).
O2's Sheet:
Tremendous Dragon(H5/6) goes in Charge&Thrust. Head (H4) goes
in Dodge&Swing.
O2 goes in Charge Maneuver box, T5*/6 side up. Horse is in Charge
Maneuver box, galloping (5*).
White Knight attacks in Swing with alerted Morning Star adn Fight
T5*.
(See image.)
d. Repositioning/Change Tactics:
O1's Sheet:
Repositioning roll=6(move up).
Heavy Dragon moves to Duck&Smash and doesn't change tactics(5,3).
O2's Sheet:
Repositioning roll=3(bottom box unchanged).
Tremendous Dragon moves to Dodge&Swing.
Head moves to Charge&Thrust and doesn't change tactics(4,3).
(See image.)
e. Resolving Attacks:
White Knight and T Dragon head hit by matching directions.
O2 hits by undercutting.
O1, Heavy Dragon, and T Dragon body miss.
f. Inflicting Harm (in order of weapon length on Round 1):
Dragon head (length=9) hits first. Causes H harm + Fumble Table[(6,5)-1(speed
differential over horse move time)=5(no change)]=Heavy harm. O2's
horse, with Tremedous vulnerability, is not hurt.
O2's Broadsword(length=7) hits next. Causes Tremendous harm + one
sharpness star - one sharpness star for armored monster + Fumble
Table[(6,4)-1(speed differential)+4(doesn't match directions)=9(decrease
two levels)]=Medium harm. Tremendous Dragon is not harmed.
White Knight's Morning Star(length=6) hits next. Causes Heavy harm
+ one level for Fight chit exceeding weapon weight + Fumble Table[(4,3)-3(speed
differential)=1(increase two levels)]=Tremendous++. Tremendous Dragon
is KILLED. Morning Star becomes unalerted.
3. Fatigue Step: none
White Knight earns 10 Fame and 10 Notoriety for killing Tremendous
Dragon. Heavy Dragon remains assigned to O1.
Round 2
1. Encounter Step: no actions. O1's horse is walking side up.
2. Melee Step
O1's horse flips to galloping side(4).
a. Selecting Targets: none
b. Spell Effects: none
c. Attacks/Maneuvers:
Heavy Dragon goes in Charge&Thrust box.
O1 and horse go in Charge Maneuver box.
d. Repositioning/Change Tactics:
Dragon repositioning roll=6(move up).
Dragon moves to Duck&Smash and doesn't change tactics(1,1).
(See image)
e. Resolving Attacks: All miss.
f. Inflicting Harm: none
3. Fatigue Step: none
Heavy Dragon remains assigned to O1.
Round 3
1. Encounter Step: O1's horse is walking side up.
d. Actions: White Knight alerts Morning star with Fight H4**
2. Melee Step
O1's horse flips to galloping side(4).
a. Selecting Targets: none
b. Spell Effects: none
c. Attacks/Maneuvers:
Heavy Dragon goes in Charge&Thrust box.
O1 and horse go in Charge Maneuver box. O1 is T5*/5 side up. Horse
is in Charge Maneuver box, galloping(4*).
d. Repositioning/Change Tactics:
Dragon repositioning roll=4(no change).
Dragon stays in Charge&Thust and changes tactics to M4/3 (6,4).
(See image)
e. Resolving Attacks: O1 and Dragon both hit by matching directions.
f. Inflicting Harm (in order of speed):
Heavy Dragon (speed=4) hits first. Inflicts Medium harm + Fumble
Table[(3,1)+0(speed differential)=3(increase one level)]=Heavy harm.
O1's warhorse is not harmed.
O1 (speed=5) hits next. Inflicts Tremendous harm + one sharpness
star - one sharpness star for armored target + Fumble Table[(6,6)+2(speed
differential)=8(decrease one level)]=Heavy harm. Heavy Dragon is
KILLED.
3. Fatigue Step:
White Knight fatigues Fight H5*.
Pilgrim earns 5 Fame and 5 Notoriety for O1's kill.
Combat ends in clearing.
Curst Valley 5
Captain gives Flying Carpet to Wizard, who activates it.
MIDNIGHT
Witch King reverts to normal form as "Absorb Essence"
goes inert.
All weapons become unalerted.
Purple magic fades in every clearing in Realm.
The weather for the next week is (2,1)=Special. The weather is
Beautiful. Seven full days, each with 2 Basic and 3 Sunlight phases.
Day 22 Daylight
orders are due Sunday, October 23, 9pm EDT.
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