Day
5
Monsters swarm over the board again. While the Sorceror stays behind
resting up his magic, the Swordsman, Black Knight, and Berserker
set off on a journey and run into Ogres that block the Black Knight.
The Swordsman and Berserker are hidden in the woods watching the
encounter. Over in Cavern, the Dwarf, Captain, and GHQ try to loot
the Statue. The Captain pulls out and dons the Elusive Cloak, but
his exclamation of delight is a little too loud and draws 12 prowling
Goblins who block him, GHQ, the Dwarf, and the Wizard when he arrives
from the Guardhouse after resting a Magic chit. In Borderlands,
the Pilgrim and White Knight finally locate the Altar and the Pilgrim
draws out a treasure. The Witch King moves away from the uncertain
companionship at the Small Campfire to rest and prepare color magic.
In combat, the Swordsman and Berserker unleash their army of hired
Rogues against the Ogres who are quickly eliminated in one round.
Over in the Cavern, the Wizard launches a Fiery Blast to kill four
Goblins and, while the Captain uses his new Elusive Cloak to elude
the attacking Goblins, the Wizard picks off another four with his
staff. The Dwarf and the Captain clean up the rest with their axes
and with the cold steel of the Captain's dagger. Off by himself,
the Witch King creates a Phantasm to move and search on Day 6 and
casts "World Fades" on himself.
Followers:
Guard follow GHQ
R2, R3, R4, R5 to follow Swordsman
Berserker follows Swordsman
R1, R6, and R7 follow Berserker
DAYLIGHT
Monster Roll=3
Goblins, Wolves, Ogres, and the Octopus are prowling.
Tiago Espadafiada, the SWORDSMAN, at Bad Valley 5 (the Inn)
H / M-NW2 / M-BL2 / M-MW2 / M-MW4*(workhorse)
Chooses to go first
Hides(3,3)
Moves to Maple Woods 4
Turns up Bones W. Two Ogres arrive in Maple Woods 4 from Setup Card.
Rungnir, the BERSERKER, at Bad Valley 5 (the Inn)
Follow Swordsman
Hides
Moves to Maple Wood 4
Put back on board at end of Swordsman's turn.
Nothing else arrives.
Faramir, the CAPTAIN, at Cavern 2
S/S
Receives location of Statue from Dwarf
Becomes unhidden
Loots Statue(6,3). Takes nothing.
Loots Statue(2,1). Takes treasure. Activates Elusive Cloak.
At end of turn six Spear Goblins and six Great Sword Goblins move
from CN4 and CN6 to CN2 and block Captain.
Balin, the DWARF, at Cavern 2
S/S
Becomes unhidden.
Loots Statue(5). Takes nothing.
Blocked by Goblins.
Nothing else arrives.
GHQ, the hired HQ, at cavern 2
S / S
Discovers location of Statue by spying on Dwarf and Captain.
Becomes unhidden.
Loots Statue(6,5). Takes nothing.
Blocked by Goblins.
Nothing else arrives.
The WHITE KNIGHT, at Borderland 1 (the Altar)
R* (Health) / S / S / S / S
Rests Fight H5*
Fails to locate Altar(6,5).
Fails to locate Altar(6,3).
Locates passages(3,3). No passages to locate
Locates passages and sees clues(2,2). No passages to locate.
Nothing arrives.
Tim, the SORCEROR, at Bad Valley 5 (the Inn)
R / R / R / R / M-NW2* (workhorse)
Rests Magic IV3*, Magic IV3*, Magic IV4*, and Magic IV4*.
Moves to Nut Woods 2.
Nothing arrives.
Raq'nyvarkryn, the WITCH KING, at Oak Woods 4 (Small Campfire)
M-OW2 / R / R / SPX* / SP
Moves to Oak Woods 2
Rests Magic V4*
Rests Magic V2*
Prepares to do an enchantment
Enchants Magic V4* to Black magic.
Nothing arrives.
Preston, the PILGRIM, at Borderland 1 (the Altar)
S / S / S / S
Attempts to locate Altar(5,2). Finds nothing.
Attempts to locate Altar(1,1). Choice=Locates Altar.
Gives location of Altar to White Knight.
Loots Altar(5,2). Takes nothing.
Loots Altar(3,2). Takes treasure.
Nothing arrives.
Gondaff, the WIZARD, at Evil Valley 5 (Guardhouse)
R / M-CN2
Rest Magic IV3* chit
Moves to Cavern 2
Blocked by Goblins
Nothing else arrives.
Kael, the BLACK KNIGHT, at Bad Valley 5 (the Inn)
M-NW2*(workhorse) / M-BL2 / M-MW2 / M-MW4 / R
Moves to Maple Woods 4
Blocked by Ogres
Rest phase canceled.
Nothing else arrives.
EVENING
Cavern 2
The Captain, GHQ, Dwarf, and the Wizard are all unhidden and blocked
by six Spear Goblins, light-side up (-/3), and six Great Sword Goblins,
light-side up (H6*/3).
Maple Woods 4
The Black Knight is unhidden and blocked by two Orgres (T5/5 side
up). The Swordsman and Berserker and their hirelings are hidden
in the clearing.
Borderland 1 (the Altar)
The Pilgrim and White Knight are unhidden.
Oak Woods 2
The Witch King is unhidden and alone.
Nut Woods 2
The Sorceror is alone an unhidden.
COMBAT
Maple Woods 4
Black Knight is unhidden and blocked by two Ogres (T5/5 side up).
Swordsman and Berserker are hidden in clearing.
Round 1
1. Encounter Step
a. Luring:
R4(L**1/4 side up) lures Ogre1
R5(M*3/4) lures Ogre2
c. Deployment:
Swordsman deploys R2(T*3/5) attacks Ogre1
Swordsman deploys R3(L*3/4) attacks Ogre2
Ogre1 and Ogre 2 move to their own sheets. R4 and R5, alone on own
sheet, move to Ogre's sheets after R2 and R3.
Berserker deploys R1 against Ogre1 and R6 and R7 against Ogre2.
No side specified, so random side used (R1, R7, and R6 light side
up).
d. Actions:
Swordsman alerts Thrusting Sword with Fight L4
Black Knight alerts Mace with Fight M5
2. Melee Step
a. Selecting Targets:
Ogre1 selects last attacker R1 as target
Ogre2 selects last attacker R7 as target
Swordsman targets Ogre2
Berserker targets Ogre1
Black Knight targets Ogre1
c. Attacks/Maneuvers:
Ogre1's Sheet:
R1 (H5*/4) goes in Dodge maneuver box
R4 (L**1/4) goes in Swing Circle
R2 (T3*/4) goes in goes in Thrust Circle
Black Knight's alerted Mace with Fight H6 goes in Smash circle
Berserker's unalerted Great Ax with Fight H4* goes in Thrust circle
Ogre2's Sheet:
R7 (M3*/5) goes in Dodge maneuver box
R5 (M3*/4) goes in Swing Circle
R3 (L3*/4) goes in goes in Charge Box in Thrust Circle
R6 (M3*/5) goes in Thrust Circle
Swordsman plays Thrusting Sword with Fight L3* in Smash Circle
(See image)
d. Repositioning/Change Tactics:
Ogre1's sheet:
Ogre1 repositioning roll=5(shift down).
Ogre1 moves to Dodge&Swing and doesn't change tactics(5,2).
R1 repositioning roll=5(shift left)
R1 moves to Duck maneuver box and doesn't change tactics(2,1)
Attacking natives repositioning roll=4(no change).
R2 stays in Thrust circle and doesn't change tactics(4,3).
R4 stays in Swing circle and doesn change tactics (3,2)
Ogre2's sheet:
Ogre2 repositioning roll=2(middle box unchanged).
Ogre 2 moves to Duck&Smash and doesn't change tactics(5,1).
R7's repositioning roll=2(middle box unchanged).
R7 stays in Dodge maneuver box and changes tactics(6,5).
Attacking natives repositioning roll=6(move up).
R3 and R6 move to Smash and don't change tactics(5,1)
R5 moves to Thrust and don't change tactics(4,3)
(See image)
e. Resolving Attacks:
Berserker and R2 hit Ogre1 by matching directions
R4 hits Ogre1 by undercutting
Black Knight hits Ogre1 by undercutting
R3, R6, and Swordsman hit Ogre2 by matching directions
R5 and R7 hit Ogre2 by undercutting
Ogre1, Ogre2, and R1 miss
f. Inflicting Harm(in order of weapon length in Round 1, speed
breaks ties):
R4 (length=14) hits first. Cause Light+two sharpness stars=Heavy
damage+Missile Table[(6)-4(speed differential)+4(doesn't match directions)=6]decrease
2 levels=Light harm. Ogre1 is unharmed.
R2 hits next (length=5, speed=3). Causes Tremendous harm+one sharpness
star=T+ harm + Fumble Table[(5,3)-2(speed differential)=3]increase
one level=Tremendous++. Ogre1 is KILLED.
R6 and Swordsman(length=4, speed=3) hit next, simultaneously.
R6 causes Medium harm + one sharpness star=Heavy harm+Fumble Table[(4,1)-2(speed
differential)=2]increase one level=Tremendous harm. Ogre2 is KILLED.
Swordsman causes Light harm + one sharpness star=Medium harm+Fumble
Table[(6,5)-2(speed differential)=4]no change=Medium harm. Swordsman
KILLS Ogre2 simultaneously with R6.
All other attacks are canceled because target is killed.
3. Fatigue Step: none
Swordsman get 2 Notoriety for R2's kill of Ogre1 and 1 Notoriety
for share of Ogre2's kill. Berserker gets 1 Notoriety for R6's share
of Ogre2's kill.
Combat ends in clearing.
Cavern 2
Captain, Wizard, Dwarf, and Guard are all unhidden with six Great
Sword Goblins (H6*/3) and six Spear Goblins (-/3). The Captain has
activated his Elusive Cloak.
Round 1
1. Encounter Step
a. Luring:
Dwarf lures all Great Sword Goblins
Captain lures all Spear Goblins
b. Random Assignment: none
c. Deployment: none
d. Actions:
Wizard casts Fiery Blast with Magic IV3* and color magic from enchanted
Magic IV4* chit (fatigues)
2. Melee Step
a. Selecting Targets:
Wizard targets all Goblins
Dwarf targets GS1
Captain targets GS1
b. Spell Effects:
Fiery Blast goes into effect, launching magical attack against all
Goblins
c. Attacks/Maneuvers:
Dwarf's sheet:
Dwarf plays Duck T3 in Duck with helmet covering Duck direction.
GS1&GS2 are in Charge&Thrust
GS3&GS4 are in Dodge&Swing
GS5&GS6 are in Duck&Smash
Dwarf's Great Ax with Fight H6 is played in Thrust direction
Captain's sheet:
Captain plays Move M5 in Duck
Brestplate covers Charge and Dodge
Shield covers Duck
SG1&SG2 are in Charge&Thrust
SG3&SG4 are in Dodge&Swing
SG5&SG6 are in Duck&Smash
Captain plays Ax with Fight M4* in Swing directions
(See image)
d. Repositioning/Change Tactics:
Dwarf's sheet:
GS Goblin repositioning roll=1(top box unchanged)
GS1&GS2 stay in Charge&Thurst and don't change tactics(4,1)
GS3&GS4 move to Duck&Smash and change tactics(6,1).
GS5&GS6 move to Dodge&Swing and don't change tactics(4,2)
Captain's Sheet:
SG repositioning roll=5(move down)
SG1&SG2 move to Dodge&SWing and don't change tactics(5,3).
SG3&SG4 move to Duck&Smash and don't change tactics(4,4).
SG5&SG6 move to Charge&Thurst and don't change tactics(5,4).
(See image)
e. Resolving Attacks:
Wizard hits GS3&GS4 and SG3&SG4 by matching directions.
Dwarf hits GS1 by matching directions.
Captain misses and Ax becomes alerted.
GS3&GS4 hit Dwarf by matching directions.
All other Goblins miss or don't attack.
f. Inflicting Harm (order of length in Round 1):
Fiery Blast hits first.
Inflicts Light damage + three sharpness star = Tremendous + Missile
Table.
GS3: Missile Table[(4,3)-2(speed differential)=2]increase two levels.
GS3 is KILLED.
GS4: Missile Table[(3,1)-2(speed differential)=1]increase three
levels. GS4 is KILLED.
SG3: Missle Table[(6,3)-0(speed differential)=6]decrease two levels=Medium.
SG3 is KILLED.
SG4: Missile Table[(5,5)-0(speed differential)=5]decrease one level=Heavy.
SG4 is KILLED. Magic IV3* chit fatigues.
Dwarf's Great Ax hits next.
Inflicts Heavy damage+one sharpness star+Fumble Table[(4,3)+3(speed
differential)=7]decrease one level=Heavy damage. GS1 is KILLED. Great Ax becomes unalerted.
3. Fatigue Step: none
Wizard get 1*1 + 2*1 + 3*1 +4*1=10 Fame and 10 Notoriety for killing
GS3, GS4, SP3, and SP4.
Dwarf gets 1 Fame and 1 Notoriety for killing GS1
Three GS Goblins (GS2, GS5, and GS6) remain assigned to Dwarf
Four Spear Goblins(SG1, SG2, SG5, and SG6) remain assigned to Captain.
Round 2
All Goblins are on their light side. Captains Ax is alerted, Dwarf's
Great Ax is unalerted.
1. Encounter Step
a. Luring: The Captain lures the three surviving Great Sword Goblins
away from the Dwarf who join the four Spear Goblins on his sheet.
b. Random Assignment: none
c. Deployment: none (the Guard decide to sit this one out)
d. Actions:
The Dwarf alerts his Great Ax with Fight H6
2. Melee Step
a. Selecting Targets:
Captain, Dwarf, and Captain all target Goblin GS2
b. Spell Effects: none
c. Attacks/Maneuvers:
Captain puts GS5, GS6, SG1, SG2, and SG5 in Charge&Thrust, GS2
in Dodge&Swing, and SG6 in Duck&Smash.
Captain maneuvers with Move M5 in Dodge maneuver box.
Captain attacks with alerted Ax and Fight M4* in Thrust attack circle.
Wizard attacks with staff and Fight M3* in Swing attack circle.
Dwarf attacks with Great Ax and Fight H6 in Smash attack circle.
(See image)
d. Repositioning/Change Tactics:
Goblin repositioning roll=3(lower box unchanged)
GS5, GS6, SG1, SG2, and SG5 move to Dodge&Swing and don't change
tactics(4,1).
GS2 moves to Charge&Thrust and doesn't change tactics(3,2)
SG6 stays in Duck&Smash and doesn't change tactics(1,1)
Since all the attacks against him are slower than speed=4, Captain
uses his Elusive Cloak to move his maneuver to the Charge box.
(See image)
e. Resolving Attacks:
GS2 hits by matching directions.
Captain hits by matching directions.
All others miss. (Wizard's Staff becomes alerted, which makes no
difference.)
f. Inflicting Harm (in order of attack speed for Round 2 and following):
Captain (speed=4) hits first. Inflicts Medium harm + one sharpness
star = Heavy + Fumble Table[(6,6)+1(speed differential)=7]decrease
one level = Medium harm. GS2 is KILLED. Ax becomes unalerted.
3. Fatigue Step: none
Captain earns 1 Fame and 1 Notoriety for killing GS2
Round 3
All Goblins remain assigned to Captain, light-side-up.
1. Encounter Step:
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions: Captain inactivates Ax and fights on with his dagger.
2. Melee Step:
a. Selecting Targets:
Captain, Dwarf, and Wizard target SG6
b. Spell Effects: none
c. Attacks/Maneuvers:
Captain puts GS6, SG1, SG2, and SG5 in Charge&Thrust, GS5 in
Dodge&Swing, and SG6 in Duck&Smash.
Captain maneuvers with Move M5 in Dodge maneuver box.
Captain attacks with dagger and Fight M4* in Thrust attack circle.
Wizard attacks with alerted Staff and Fight M3* in Swing attack
circle.
Dwarf attacks with alerted Great Ax and Fight H6 in Smash attack
circle.
(See image)
d. Repositioning/Change Tactics:
Goblin Repositioning Roll=4(no change)
GS6, SG1, SG2, and SG5 stay in Charge&Thrust and change tactics(6,6).
GS5 stays in Dodge&Swing and doesn't change tactics(5,4)
SG6 stays in Duck&Smash and doesn't change tactics(3,1)
Captain uses Elusive Cloak to shift his maneuver to Duck maneuver
box.
(See image)
e. Resolving Attacks:
Dwarf hits by matching directions.
All others miss.
f. Inflicting Harm:
Dwarf inflicts Heavy harm + one sharpness star = Tremendous harm
+ Fumble Table[(3,3)+0(speed differential)=3]increase one level
= Tremendous+ harm. SG6 is KILLED. Great Ax becomes unalerted.
3. Fatigue Step: none
Dwarf gets 2 Fame and 2 Notoriety for killing SG6 as second victim
of the day.
Round 4
All Goblins assigned to Captain, SG1, SG2, SG5, and GS6 dark-side
up. GS5 light-side up.
1. Encounter Step:
Dwarf alerts Ax.
2. Melee Step:
a. Selecting Targets: Captain, Wizard, and Dwarf target SG5
c. Attack/Maneuvers:
Captain puts GS6, SG1, and SG2 in Charge&Thrust, GS5 in Dodge&Swing,
and SG5 in Duck&Smash.
Captain maneuvers with Move M5 in Dodge maneuver box.
Captain attacks with dagger and Fight M4* in Thrust attack circle.
Wizard attacks with alerted Staff and Fight M3* in Swing attack
circle.
Dwarf attacks with alerted Great Ax and Fight H6 in Smash attack
circle.
d. Repositioning/Change Tactics:
Goblin repositioning roll=5(shift down)
GS6, SG1, and SG2 move to Dodge&Swing and don't change tactics(5,4)
GS5 moves to Duck&Swing and doesn't change tactics(4,4)
SG5 moves to Charge&Thrust and doesn't change tactics(5,3)
Captain uses Elusive Cloak to move his maneuver to Charge maneuver
box.
(See image)
e. Resolving Attacks:
SG5 hits by matching directions.
Captain hits by matching directions.
Wizard and Dwarf hit by undercutting.
f. Inflicting Harm:
Wizard (speed=3) hits first. Causes Light harm + one level for Fight
chit exceeding weapon weight = Medium harm + Fumble Table[(4,2)-2(speed
differential)+4(doesn't match directions)=6]no change=Medium harm.
SG5 is KILLED. All other attacks are canceled. (Staff becomes unalerted.)
3. Fatigue Step: none
Wizard gets 5 Fame and 5 Notoriety for killing SG5 as fifth victim
of the day.
Round 5
By same tactics, Wizard matches directions and kills SG2.
Wizard gets 6 Fame and 6 Notoriety for killing SG2 as sixth victim
of the day.
Round 6
By same tactics, Captain matches directions and kills SG1.
Captain gets 2 Fame and 2 Notoriety for killing SG1 as second victim
of the day.
Round 7
Wizard matches direction and kills GS6.
Wizard gets 7 Fame and 7 Notoriety for killing GS6 as seventh victim
of the day.
Round 8
Wizard matches direction and kills GS5
Wizard gets 8 Fame and 8 Notoriety for killing GS5 as eighth victim
of the day.
Combat ends in clearing.
Wizard earns 36 Fame and 36 Notoriety
Captain earns 3 Fame and 3 Notoriety
Dwarf earns 3 Fame and 3 Notoriety
Oak Woods 2
Witch King is alone and unhidden.
Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Witch King casts "Phantasm" with Magic VI3* and Purple
magic from enchanted Magic IV4* chit (fatigues).
2. Melee Step
a. Selecting Targets: Witch King targets himself.
b. Spell Effects: Witch King creates "Phantasm" which
can move and search on Day 6. Magic VI3* is dedicated to the spell
until it expires at Sunset on Day 6.
Round 2
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Witch King cast "World Fades" with Magic VI4* and Black
magic from enchanted Magic V4* chit (fatigues).
2. Melee Step
a. Selecting Targets: Witch King targets himself.
b. Spell Effects: Permanent spell "World Fades" is active
on Witch King. Magic VI4* is dedicated to the Spell until it is
broken.
Combat ends in clearing.
MIDNIGHT
"World Fades" falls inert.
All weapons become unalerted.
Day 6 Daylight
orders due Thursday, July 16, 9pm EDT.
|