Day
7
Day 7 dawns with Gold magic in every clearing and the Demons and
Woodfolk regenerate and return to the the Setup Card. Tim, the Sorceror,
catches up with his friends the Swordsman, Berserker, and Black
Knight in Ruins where they are getting ready to enter the cave where
the Hoard lies. The Captain and his hired GHQ both pull treasures
out of the Vault. The Captain's treasure is the Golden Icon which
activates and radiates Grey magic into the clearing. It is worth
100 gold if it can be sold, but unfortunately with its tremendous
weight it is too heavy for the Captain or his hirelings to carry.
The Dwarf finds the last treasure in the Statue and the Wizard enchants
the Cavern tile to create Purple magic in each clearing, but his
friends the Captain and GHQ are farther away through the enchanted
passages. The Pilgrim and White Knight return to the Chapel where
the Lancers immediately quarrel with the Pilgrim and battle him
in the evening. The Witch King discovers the Shrine and attracts
a Flying Demon, but fortunately the Witch King is hidden!
In combat, the Witch King casts Absorb Essence on the Flying Demon.
The Witch King's incorporeal form disappears and a Cheshire cat
grin appears on the face of the absorbed Flying Demon. The White
Knight and Pilgrim quickly remove two of the Lancers with their
"Wish for Strength"'s, while the stolid O3 unhorses L1
in Round 1, but LHQ damages the White Knight's armor. On the next
round, the Pilgrim lures L2 and runs away while the White Knight
and stolid O3 kill L1. O3 and the White Knight finally finish off
L2 and his pony, but O3 loses his warhorse. At the end of the day,
the White Knight casts "Small Blessing," gaining a "Wish
for Vision" and seeing the contents of the Lair.
BIRDSONG
Gold magic is present in every clearing of the board.
Followers
R1, R6, and R7 Follow Berserker
R2, R3, R4, and R5 Follow Swordsman
Berserker Follows Swordsman
O3 Follows Pilgrim
G1, G2 follow Captain
Monster Roll=2
Serpents, Demons, and the Woodfolk are prowling.
Regeneration Day: All prowling denizens regenerate and return to
where they began the game. The Demon comes back to life and returns
to the Setup Card. The Woodfolk return to the Setup Card.
DAYLIGHT
Tiago Espadafiada, the SWORDSMAN, at Ruins 2.
Swordsman chooses to move first
H / H / H / A / M RU1 *(workhorse)
Hides(4,4) along with all followers.
Cancels two Hide phases.
Alerts Thrusting Sword.
Moves to Ruins 1 using workhorse.
Nothing arrives.
Rungnir, the BERSERKER, at Ruins 2.
Follow Swordsman
Hides along with following Rogues.
Alerts Great Ax.
Moves to Ruins 2.
Put on board after Swordsman's turn.
Nothing arrives.
Faramir, the CAPTAIN, at Cavern 3, site of Vault.
S / S
Loots Vault(5,3). Takes 5th treasure in Vault.
Golden Icon activates and supplies Grey color magic to clearing.
Loots Vault(5,4). Takes nothing.
Nothing arrives.
Kael, the BLACK KNIGHT, at Ruins 2.
M-RU1* (Workhorse) / R / S / S / S
Moves to Ruins 1, using workhorse.
Rests Fight M4*
Searches on Peer Table(6,4). Finds nothing.
Searches on Peer Table(4,3). Finds hidden enemies.
Searches on Peer Table(5,4). Finds clues.
Nothing arrives.
Raq'nyvarkryn, the WITCH KING, at Oak Woods 2
R / SPX* / SP / H / M-LE4
Rests Magic V3* chit.
Prepares to do enchantment.
Enchants V3* to Black magic.
Hides(4,3)
Moves Ledges 4.
Turns up Smoke M and Shrine 4
Flying Demon moves from Setup Chart to Shrine.
Preston, the PILGRIM, at Borderland 1 (Altar)
M-CV1 / M-CV4 / M-LW2 / M-DV5
Moves to Dark Valley 5 (Chapel)
GHQ, the hired HQ, at Cavern 3 (Vault)
S / S
Loots Vault(6,3). Takes nothing.
Loots Vault(2,1). Takes 2nd treasure at Vault.
Nothing arrives.
Tim, the SORCEROR, at Maple Woods 4
M-MW5 / M-AW4 / M-AV1 / M-RU2 / M-RU1
Moves to Ruins 1
Nothing arrives.
Gondaff, the WIZARD, at Cavern 2, site of Statue
SPX / SP
Prepares to cast an enchantment
Enchants Cavern tile using Grey magic from enchanted Magic II4*
chit (fatigues) and Magic II3* chit.
Nothing arrives.
Balin, the DWARF, at Cavern 2, site of Statue.
S / S
Loots the Statue(5). Takes nothing.
Loots the Statue(1). Takes top treasure at statue.
Nothing arrives.
The WHITE KNIGHT, at Borderland 1, site of Altar
M-CV1 / M-CV4 / M-LW2 / M-DV5
Moves to Dark Valley 5 (Chapel)
Nothing arrives.
EVENING
Dark Valley 5 (Chapel)
White Knight and Pilgrim are unhidden with Order and Lancers. The
White Knight is not fighting his friends the Order or the Lancers.
The Pilgrim is not fighting his allies the Order. He runs into trouble
with the Lancers(6,1) who then battle him(6,4).
Ruins 1
The Swordman and Berserker are hidden with all their hired Rogues.
The Sorceror and Black Knight are unhidden.
Cavern 2 (Statue)
The Wizard and Dwarf are unhidden.
Cavern 3 (Vault)
The Captain and GHQ are unhidden.
Ledges 4 (Shrine)
The Witch King is hidden in the clearing with the Flying Demon (light-side-up).
COMBAT
Ledges 4
The Witch King is hidden and there is a Flying Demon in the clearing.
Round 1
1. Encounter Step
a. Luring: none
b. Random Assigment: none
c. Deployment: none
d. Actions:
Witch King casts "Absorb Essence" with Magic V2 and Black
magic from Magic V3* chit. Color magic chit reverts to ordinary
Magic chit and fatigues.
2. Melee Step
a. Selecting Targets:
Witch King targets the Flying Demon, becoming unhidden.
b. Spell Effects:
Witch King absorbs the essence of the Flying Demon, taking on its
form and the Witch King's normal incorporeal form vanishes.
c. Attacks/Maneuvers: none
d. Repositioning: none
e. Resolving attacks: none
f. Inflicting Harm: none
3. Fatigue Step: none
Combat ends in clearing.
Dark Valley 5 (Chapel)
Pilgrim is battling Lancers who are light side up with their ponies
on the "walking" side.
Round 1
1. Encounter Step
a. Luring:
White Knight lures LHQ, L2 & L3. The White Knight is battling
the Lancers for the rest of the day.
O3 lures L1, O3's warhorse placed Speed 7 side up.
The unarmored Pilgrim lures nothing.
b. Random Assignment: none
c. Deployment: none
d. Actions: none
2. Melee Step
All native horses turn over to galloping side.
a. Selecting Target:
White Knight targets L3 (not pony).
Pilgrim targets LHQ (not pony).
O3 targets L1's pony (natives always target horse first).
b. Spell Effects: none
c. Attacks/Maneuvers:
O3's Sheet:
O3 and warhorse are placed in Charge/Thrust.
L1 in is Charge, Pony in Dodge.
White Knight's Sheet:
LHQ in Charge/Thrust & Pony in Dodge.
L2 in Dodge/Swing & Pony in Duck.
L3 in Duck/Smash & Pony in Charge
White Knight attack w/ Morning Star, Fight H6 & Wish for Strength
in Swing.
Maneuvers with Move H4** in Dodge.
Pilgrim attacks w/ Staff, Fight M2** & Wish for Strength in
Thrust.
(See image)
d. Repositioning/Change Tactics:
O3's sheet:
Denizen repositioning roll=3(left box unchanged)
L1 moves to Dodge; pony to Charge. L1 does not change tactics(4,2).
O3, on own sheet, does not reposition or change tactics.
White Knight's sheet:
Denizen repositioning roll=5(shift down)
LHQ and Pony3 move to Dodge&Swing. LHQ changes tactics to M3*/4
(6,4).
L2 and PonyHQ move to Duck&Smash. L2 changes tactics to H4*/4
(6,5).
L3 and Pony2 move to Charge&Thrust. L3 does not change tactics.
(See image)
e. Resolving Attacks:
O3 hits L1 by matching directions
L1 misses
White Knight hits L3 by matching directions with Pony3
Pilgrim hits LHQ by undercutting PonyHQ
LHQ hits White Knight by matching directions
L2 and L3 miss
f. Inflicting Harm(in order of weapon length):
LHQ (length=10) hit first.
LHQ inflicts Medium harm + one sharpness star - one sharpness star
for armored target = Medium harm + Fumble Table[(4,1)-1(speed differential)=3]increase
one level=Heavy harm. White Knight's armor is damaged and he takes
one wound.
Pilgrim (length=9) hits next.
Pilgrim inflicts Tremendous harm due to "Wish for Strength."
LHQ is KILLED. "Wish for Strength" expires.
O3 (Length=7) hits next.
O3 inflicts Heavy harm + one sharpness star = Tremendous harm +
Fumble Table[(6,2)+3(speed differential=9)]decrease two levels=Medium
harm. L1's pony is KILLED.
White Knight (length=6) hits next.
White Knight inflicts Tremendous harm due to "Wish for Strength."
L3 is KILLED. "Wish for Strength" expires. Morning Star
remains unalerted.
3. Fatigue Step:
White Knight wounds Fight H5* and fatigues Move T6*.
Pilgrim fatigues Fight M3*.
Pilgrim gets 4 Notoriety and 2 gold for killing LHQ. Lancers' possessions
are abandoned in clearing.
White Knight gets 4 Notoriety and 2 gold for killing L3.
Round 2
L2, dark-side-up (H4*/4), and pony, light-side-up (5) remain assigned
to White Knight. L1, H6*/2, is unassigned, Pony1 is dead.
1. Encounter Step
a. Luring:
Pilgrim lures L2
O3 lures L1 away from White Knight, warhorse speed 7 side up.
b. Random Assignment: none
c. Deployment: none
d. Actions:
White Knight alerts Morning Star with Fight H6
Pilgrim runs away toward Linden Woods 2, using Move M4*. He must
move to either LW2 or DV5 on phase 1 of Day 8. L2 becomes unassigned.
2. Melee Step
All native horses turn over.
a. Selecting Targets:
White Knight targets L1
L2 targets O3's warhorse (natives always target horses first)
O3 targets L1.
b. Spell Effects: none
c. Attacks/Maneuvers:
O3's sheet
O3 goes in Charge/Thrust, H4* side up. Warhorse is placed in Dodge.
L1 is placed in Charge.
White Knight attacks with alerted Morning Star and Fight T4* in
Swing.
d. Repositioning/Change Tactics:
L1 repositioning roll=4(no change)
L1 stays in Charge. L2 doesn't change tactics(3,1).
O3 on his own sheet doesn't reposition or change tactics
(See image)
e. Resolving Attacks:
O3 hits by matching directions.
L1 misses
White Knight misses.
f. Inflicting Harm:
O3 inflicts Heavy harm + one sharpness star = Tremendous harm +
Fumble Table[(4,3)+2(speed differential)=6]no change = Tremendous
harm. L1 is KILLED.
3. Fatigue Step: none
Pilgrim gets 4 Notoriety for O3's kill.
All denizens are unassigned
Round 3
L2 is dark-side-up (H4*/4) and unassigned. Pony is walking side
up (5).
1. Encounter Step
a. Luring: O3 lures L2. O3's warhorse 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
Native horses flip over to galloping sides.
a. Selecting Targets:
O3 targets L2
White Knight targets L2
c. Attacks/Maneuvers:
O3's sheet:
O3 is Charge&Thrust, warhorse in on Dodge&Swing.
L2 is on Charge&Thrust, Pony2 is on Dodge&Swing
White Knight attacks L2 with alerted Morning Star and Fight T5*
in Swing.
d. Repositioning/Change Tactics:
O3's Sheet:
L2 respostioning roll=5(move right)
L2 moves to Dodge box, Pony2 moves to Duck box.
L2 doesn't change tactics(5,5).
(See image)
e. Resolving Attacks:
L2 hits O3 by matching directions
White Knight hits L2 by undercutting.
O3 misses
f. Inflicting Harm:
White Knight(speed=3) hits first. Inflicts Heavy harm + one level
for Fight chit exceeding weapon weight = Tremendous harm + Fumble
Table[(6,3)-1(speed differential)+4(doesn't match directions)=9]decrease
two levels = Medium harm. Pony2 is KILLED. Morning Star becomes
unalerted.
L2 (speed=4) hits next. Inflicts Heavy harm + one sharpness star
- one sharpness star for armored target = Heavy harm + Fumble Table[(1,1)+0(speed
differential)=1]increase two levels=Tremendous+. O3's warhorse is
KILLED.
3. Fatigue Step: none.
Denizen's become unassigned.
Round 4
L2 is dark-side-up (H4*/4) and unassigned.
1. Encounter Step
a. Luring: O3 lures L2
b. Random Assignment: none
c. Deployment: none
d. Actions: White Knight alerts Morning Star with Fight H6.
2. Melee Step
a. Selecting Targets: White Knight targets L2
c. Attacks/Maneuvers:
O3 is in Charge&Thrust, H4*/6 side up.
L2 is in Charge maneuver box, H4*/4 side up.
White Knight plays alerted Morning Star in Swing with Fight T5*.
d. Repositioning/Change Tactics:
L2 repositioning roll=6(move left).
L2 moves to Duck maneuver box and changes tactics(6,1) to M4*/3.
(See image)
e. Resolving Attacks:
L2 hits by undercutting.
O3 and White Knight miss.
f. Inflicting Harm:
L2 inflicts Medium harm + one sharpness star - one sharpness star
for armored target = Medium harm + Fumble Table[(6,5)-2(speed differential)+4(doesn't
match directions)=8]decrease one level = Light harm. O3 is unharmed.
3. Fatigue Step: none
Denizens become unassigned
Round 5
L2 is light-side-up (M4*/3) and unassigned.
1. Encounter Step
a. Luring: O3 lures L2
b. Random Assignment: none
c. Deployment: none
d. Actions: none
2. Melee Step
a. Selecting Targets: White Knight targets L2
c. Attacks/Maneuvers:
O3 is in Charge&Thrust, H4*/6 side up.
L2 is in Charge maneuver box, M4*/3 side up.
White Knight plays alerted Morning Star in Swing with Fight T5*.
d. Repositioning/Change Tactics:
L2 repositioning roll=4(no change).
L2 stays in Charge maneuver box and doesn't changes tactics(5,3).
(See image)
e. Resolving Attacks:
L2 and O3 hit by matching directions
White Knight misses
f. Inflicting Harm:
L2 (speed=4, length=10) hits first. L2 inflicts Medium harm + one
sharpness star - one sharpness star for armored target = Medium
harm + Fumble Table[(5,2)-2(speed differential)=3]increase one level
= Heavy harm. O3 is unharmed.
O3 (speed=4, length=7) hits next. O3 inflicts Heavy harm + one
sharpness star = Tremendous harm + Fumble Table[(6,6)+1(speed differential)=7]decrease
one level = Heavy harm. L2 is KILLED.
3. Fatigue Step: none
Pilgrim gets 4 Notoriety for O3's kill.
Round 6
All Lancers have been killed.
1. Encounter Step:
White Knight casts "Small Blessing" with Magic I5** and
White magic from Chapel clearing.
2. Melee Step:
a. Selecting Targets: White Knight targets himself.
b. Spell Effects: White Knight rolls on Wish Table(3,2). "Wish
for Vision." White Knight looks at one treasure location. Magic
I5** fatigues.
Combat ends in clearing. Pilgrim gets 12 Notoriety and 2 gold.
White Knight gets 4 Notoriety and 2 gold.
MIDNIGHT
Weapons become unalerted. Witch King's "Absorb Essence"
falls inert.
New weather=Showers(5,4). Six days/week. 2 basic and 3 sunlight
phases/day. Day 8 is skipped.
Day 9 Daylight
orders due Monday, July 26, 9pm EDT.
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