Day
4
The characters at the Inn spend the day running around corraling
horses and picking up items off the ground like a birthday party
after the pinata. In the meantime the White Knight and Pilgrim march
from the Chapel to the Altar and turn up a Tremendous Demon who
shies away from the Pilgrim's saintly presence but blocks the Knight
and starts some sort of evil incantations. The Witch King flies
into Oak Woods and lands at the Small Campfire where he is joined
in the evening by the Woodfolk. The Dwarf and the Captain stay in
the Caverns, carefully hidden, and the Dwarf discovers the Statue,
while the Wizard takes a stroll above ground to rest and prepare
his magic.
In combat, the Pilgrim sends his hired Knight O3 out to do combat
with the Demon. O3 shrugs off a white-knuckle "Power of the
Pit" attack and is picked up by the Demon, but matches directions
in Round 2 and dispatches the Demon back to the nether regions from
which it came. The characters at the Inn do some horse trading and
the day comes to an end.
Followers:
Pilgrim follows White Knight
GHQ and Guard follow Dwarf
Captain follows the Dwarf
O3 follows Pilgrim
Monster Roll=2
Vipers, Serpents, Demons, and the Woodfolk (plus the Ghosts) are
prowling.
(Note: Wizard ran out of Cavern 2 back toward the Guardhouse at
the end of combat on Day 3.)
DAYLIGHT
Tiago Espadafiada, the SWORDSMAN, at Bad Valley 5 (the Inn)
Chooses to go first
S / S / S / S
Loots pile of abandoned items(6,5). Takes H7/M5* workhorse.
Loots pile of abandoned items(6,6). Takes M6/M5* workhorse.
Loots pile of abandoned items(4,3). Takes L5/L4* workhorse.
Loots pile of abandoned items(6,4). Takes treasure.
Nothing arrives.
Tim, the SORCEROR, at Bad Valley 5 (the Inn)
S / S / S / S
Loots pile of abandoned items(2,1). Takes H7/H6* workhorse.
Loots pile of abandoned items(4,2). Takes treasure.
Loots pile of abandoned items(6,2). Takes nothing.
Loots pile of abandoned items(6,1). Takes nothing.
Nothing arrives.
Gondaff, the WIZARD, on pathway between Cavern 2 and Evil Valley
5
M-EV5 / R / SPX / SP
Moves to Guardhouse
Rests Magic IV4* chit
Prepares to cast an enchantment
Enchants Magic IV4* to Purple Magic.
Nothing arrives.
Raq'nyvarkryn, the WITCH KING, at Cavern 3
Fly-LE / Fly-OW
Flies to Ledges.
Flies to Oak Woods.
Lands at random in Oak Woods 4. Fly chit (Magic V2*) fatigues.
Reveals Smoke W. Small Campfire is located at OW4.
At end of turn the Woodfolk appear at the Small Campfire in OW4.
Rungnir, the BERSERKER, at Bad Valley 5 (the Inn)
S (Loot) / S (Loot) / S (Loot) / S (Loot) / R*
Loots pile of abandoned items(3,1). Takes T8/H6* workhorse.
Loots pile of abandoned items(3,1). Takes nothing.
Loots pile of abandoned items(6,4). Takes nothing.
Loots pile of abandoned items(5,2). Takes nothing.
Nothing arrives.
Kael, the BLACK KNIGHT, at Bad Valley 5 (the Inn)
S / S / S / S
Loots pile of abandoned items(4,1). Takes nothing.
Loots pile of abandoned items(2,3). Takes nothing.
Loots pile of abandoned items(4,4). Takes nothing.
Loots pile of abandoned items(5,1). Takes nothing.
Nothing arrives.
The WHITE KNIGHT, at Dark Valley 5 (the Chapel)
R* / M-LW2 / M-CV4 / M-CV1 / M-BL1
Rests Magic I5**, fatigues Fight H5* to "make change."
Move to Borderland 1
T Demon arrives from Setup Card, drawn to Altar, and blocks White
Knight.
Preston, the PILGRIM, at Dark Valley 5
Follows WHITE KNIGHT
Moves to Borderland 1.
Put on board after White Knight's move. Demons do not block the
Pilgrim.
Balin, the DWARF, at Cavern 2 (Statue)
H / S (Statue 1 die)
Hides(5)
Searches on Locate Table(4). Discovers Statue.
Nothing arrives.
Faramir, the CAPTAIN, at Cavern 2 (Statue)
Follow DWARF
Hides.
Put back on board after Dwarf's turn.
Nothing arrives.
GHQ, the hired HQ, at Cavern 2 (Statue)
Follows DWARF
Hides.
Put back on board after Dwarf's turn.
Nothing arrives.
EVENING
Bad Valley 5 (the Inn)
The Swordsman, Berserker, Black Knight, and Sorceror are unhidden
and adjusting the stirrups on their new horses.
Borderland 1 (Altar)
The Pilgrim, the White Knight, and O3 are unhidden in clearing with
Tremendous Demon, light-side-up.
Cavern 2 (Statue)
The Dwarf, Captain, and the Guard are all hidden.
Evil Valley 5 (Guardhouse)
Wizard is alone and unhidden.
Oak Wood 5 (Small Campfire)
The Witch King is unhidden and is not battling the Woodfolk(2,1).
The Woodfolk are light-side-up (-/2).
COMBAT
Bad Valley 5 (the Inn)
The Swordsman gives H7/M5* workhorse and treasure to Black Knight.
Black Knight trades H7/M5* horse to Sorceror for H7/H6* workhorse.
The Black Knight, Sorceror, and Berserker activate their workhorses.
The Swordsman activates his L5/L4* horse.
Borderland 1 (the Altar)
Pilgrim, White Knight, and O3 are unhidden in clearing with T Demon,
V2/4 side up.
Round 1
1. Encounter Step
a. Luring: O3, light-side-up (H4/6) lures T Demon. Horse is walking
side up (7).
b. Random Assignment: none
c. Deployment: none
d. Actions: White Knight alerts Morning Star with Fight H6
2. Melee Step
O3's horse flips to galloping side (4*)
a. Selecting Targets:
O3 targets T Demon and v. v.
b. Spell Effects: none
c. Attacks/Maneuvers:
O3 and horse are put in Charge&Thrust red box.
T Demon goes in Charge maneuver box.
(See image)
d. Repositioning/Change Tactics
Demon repositioning roll=2(middle box unchanged).
Demon moves to Duck maneuver box. (T monsters don't roll for changing
tactics.)
Since he is on his own sheet, O3 does not roll for repositioning
or changing tactics.
(See image)
e. Resolving Attacks
Demon hits by undercutting.
O3 misses.
f. Inflicting Harm
Demon's Power of the Pit attack hits O3(6,3)=Rust. (Does not affect
hired natives.) Demon turns red-side-up and has O3 in his clutches.
3. Fatigue Step: none
T Demon remains assigned to O3 as they are locked in a duel to
the death!
Round 2
1. Encounter Step
O3's horse in on walking side(7)
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions: none
2. Melee Step:
O3's horse flips to galloping side(4)
a. Selecting Targets: none
b. Spell Effects: none
c. Attacks/Maneuvers:
O3 and horse are played in Charge&Thrust red box. O3 is light
side up (H4*/6).
T Demon, red-side-up (4/4), goes in Charge maneuver box.
(See image)
d. Repositioning/Change Tactics
Demon repostioning roll=1(left box unchanged).
Demon stays in Charge box. No change tactics roll for T monsters.
Since he is on his own sheet, O3 does not roll for repositioning
or changing tactics.
(See image)
e. Resolving Attacks
O3 hits Demon
Demon hits O3
f. Inflicting Harm (in order of speed in round 2, weapon length
breaks ties)
O3 (speed=4, weapon length=7) hits before Demon (speed=4, weapon
length on red side=0)
O3 inflicts Heavy harm + one sharpness star = Tremendous + Fumble
Table[(6,1)+0(speed differential)=6]no change = Tremendous harm.
Demon is KILLED.
Demon's attack is canceled.
3. Fatigue Step: none
Pilgrim gets 8 Fame and 8 Notoriety for O3's kill of Tremendous
Demon.
Combat ends in clearing.
No other combat activities.
MIDNIGHT
Alerted weapons become unalerted.
Day 5 Daylight
orders due Sunday, July 11, 9pm EDT.
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