Day
9
The weather for Week 2 is "Showers," 6 days/week with
2 Basic and 3 Sunlight phases/day. Day 8 is skipped.
The showery weather draws out Dragons. The Berserker, Swordsman,
Sorceror, and Black Knight all crowd into the cave where the Hoard
is and are surprised by a Tremendous Flying Dragon. The Witch King
is all alone at the Shrine when two Flying Dragons drop by. The
White Knight and Pilgrim clean up the litter dropped by the quarrelsome
Lancers. The Captain and GHQ go exploring and pull treasures out
of the Vault while they wait to be reunited with their friends the
Dwarf and Wizard.
In combat, the Witch King activates Absorb Essence and uses the
Flying Demon's form to take out the two Heavy Flying Dragons after
16 rounds of combat. The posse at the Hoard swarms over the Tremendous
Flying Dragon and quickly finishes it off with the Swordsman's R2
taking the honors alone this time. The Pilgrim renews the "Wish
for Strength" for himself and the White Knight, the Dwarf takes
a look at the weather chit with the Eye of the Moon, and the Wizard
casts "Blazing Light" to give himself and his comrades
an extra phase in the caves tomorrow. At the end of the day, after
a general passing around of treasures, the Captain activates the
Timeless Jewel that GHQ looted from the Vault. While it is active
the Captain does not have to pre-record his move.
Wizard follows Dwarf
R7, R6, and R1 follow Berserker
R5, R4, R3, and R2 follow Swordsman
G1 and G2 follow Captain
BIRDSONG
Monster Roll=1
Dragons, the Company, and the Ghosts are prowling.
DAYLIGHT
Balin, the DWARF, at Cavern 2, site of Statue
M-CN6 / M-CN3
Moves to Cavern 3
Nothing arrives.
Gondaff, the WIZARD, at Cavern 2, site of Statue
Follows Dwarf
Moves to Cavern 3
Put on board after Dwarf's turn.
Nothing arrives.
Faramir, the CAPTAIN, at Cavern 3, site of Vault
S / S
Loots the Vault(3,1). Takes the 3rd treasure in Vault.
Loots the Vault(5,3). Takes nothing.
Nothing arrives.
Preston, the PILGRIM, on pathway between DV5 and LW2
M-DV5 / S / S / S / S
Moves to DV5
Loots pile of abandoned items(6,6). Takes treasure.
Loots pile of abandoned items(5,5). Takes treasure.
Loots pile of abandoned items(6,3). Takes nothing.
Loots pile of abandoned items(3,2). Takes Spear.
Nothing arrives.
The WHITE KNIGHT, at DV5, the Chapel
R* / S / S / S / S / S
Rest Magic I5**. Fatigues Fight H5* to make change.
Loots pile of abandoned items(5,4). Takes nothing.
Loots pile of abandoned items(5,1). Takes nothing.
Loots pile of abandoned items(5.2). Takes nothing.
Loots pile of abandoned items(6,5). Takes nothing.
Loots pile of abandoned items(2,1). Takes Spear.
Nothing arrives.
Raq'nyvarkryn, the WITCH KING, at Ledges 4, site of Shrine
SPX* / SP / S / S / S / R
Prepares to do an enchantment
Enchants Magic V3* to Black magic.
Searches with Magic Sight(5,3). Discovers Shrine.
Searches with Magic Sight(5,4). Already discovered Shrine.
Searches with Magic Sight(2,2)=Counters. No weapon, armor, or horse
counters in clearing.
Rests Magic V3*
At end of turn two Flying Dragons drawn by Smoke M arrive at Shrine
and block Witch King.
Tim, the SORCEROR, at Ruins 1
M-RU4 *(workhorse) / M-RU6 / S
Moves to Ruins 6.
Attempt to Locate(4,3). Discovers Hoard!
At end of turn, Tremendous Flying Dragon arrives at Hoard and blocks
Sorceror.
Rungnir, the BERSERKER, at Ruins 1
M-RU4 *(workhorse) / M-RU6 / S
Moves to Ruins 6.
Blocked by Tremendous Flying Dragon.
Nothing else arrives.
GHQ, the hired HQ
S / S
Loots Vault(4,3). Takes nothing.
Loots Vault(1,1). Takes top treasure in pile.
Nothing arrives.
Kael, the BLACK KNIGHT
M-RU4 *(workhorse) / M-RU6 / S
Moves to Ruins 6.
Blocked by Tremendous Flying Dragon.
Nothing else arrives.
Tiago Espadafiada, the SWORDSMAN
Chooses to go last.
M-RU4 *(workhorse) / M-RU6 / S
Moves to Ruins 6.
Blocked by Tremendous Flying Dragon.
Nothing arrives.
EVENING
Dark Valley 5 (Chapel)
White Knight and Pilgrim are unhidden and not battling their friends
the Order.
Ledges 4 (Shrine)
Witch King is unhidden and blocked by two Flying Dragons.
Ruins 6 (Hoard)
Swordsman, Berserker, Black Knight, and Sorceror (and their hired
natives) are all unhidden and blocked by the Tremendous Flying Dragon.
Cavern 3 (Vault)
Dwarf, Wizard, Captain, and the Guard are unhidden.
COMBAT
Ledges 4
The Witch King is unhidden and blocked by two Flying Dragons, light-side-up
(H4/4).
Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment:
Both Flying Dragons assigned to Witch King.
c. Deployment/Charging: none
d. Action:
Witch King plays Black magic from enchanted Magic V3* to activate
"Absorb Essence." Black magic chit returns to regular
Magic chit and fatigues. Witch King takes on the form of the Flying
Demon.
2. Melee Step
a. Selecting Targets: Witch King targets Flying Dragon1
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch King puts Flying Dragon1 in Charge&Thrust and Flying Dragon2
in Dodge&Swing.
Witch King plays maneuver (3) in Dodge and attack (V3) in Swing.
d. Repositioning/Change Tactics:
Dragons repositioning roll=4(no change).
Dragon1 stays in Charge&Thrust and changes tactics to L4/3 side(6,4).
Dragon2 stays in Dodge&Swing and changes tactics to L4/3 side(6,3).
(See image)
e. Resolving Attacks:
Dragon2 hits by matching directions.
Dragon1 and Witch King/Demon miss.
f. Inflicting Harm:
Dragon2 inflicts Light damage + Fumble Table[(6,3)+1(speed differential)=7]reduce
one level = Negligible harm. Witch King/Demon is unharmed.
3. Fatigue Step: none
Dragons remain assigned to Witch King.
Round 2
Both Dragons are assigned to Witch King, L4/3 side up.
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Action: none
2. Melee Step
a. Selecting Targets: Witch King targets Flying Dragon1
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch King puts Flying Dragon1 in Charge&Thrust and Flying Dragon2
in Dodge&Swing.
Witch King plays maneuver (3) in Dodge and attack (V3) in Swing.
d. Repositioning/Change Tactics:
Dragons repositioning roll=6(move up).
Dragon1 moves to Duck&Smash and doesn't change tactics(2,1).
Dragon2 moves to Charge&Thrust and doesn't change tactics(4,3).
e. Resolving Attacks: All miss.
f. Inflicting Harm: None
3. Fatigue Step: none
Dragons remain assigned to Witch King.
Round 3
Both Dragons are assigned to Witch King, L4/3 side up.
1. Encounter Step: no activities
2. Melee Step
a. Selecting Targets: Witch King targets Flying Dragon1
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch King puts Flying Dragon1 in Charge&Thrust and Flying Dragon2
in Dodge&Swing.
Witch King plays maneuver (3) in Dodge and attack (V3) in Swing.
d. Repositioning/Change Tactics:
Dragons repositioning roll=3(bottom box unchanged).
Dragon1 moves to Dodge&Swing and doesn't change tactics(3,1).
Dragon2 moves to Charge&Thrust and doesn't change tactics(4,3).
(See image)
e. Resolving Attacks:
Demon and Dragon 1 hit by matching directions.
Dragon 2 misses.
f. Inflicting Harm:
Demon (speed=3) hits first. Power of Pit attack affects Dragon1(5,3)=Forget.
Dragon1 doesn't have anything to forget. Demon picks up Dragon1
and flips over to red-side-up(5/2).
Dragon hits next. Causes Light harm + Fumble Table[(4,4)+2(speed
differential)=6]no change = Light harm. Witch King/Demon is unharmed.
3. Fatigue Step: none
Dragons remain assigned to Witch King.
Round 4
Witch King/Demon is red-side up and has picked up Dragon1. Dragon
2 is assigned to Witch King, L4/3 side up.
1. Encounter Step: no activities
2. Melee Step
a. Selecting Targets: Witch King targets Flying Dragon1
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch King puts Flying Dragon1 in Charge&Thrust and Flying Dragon2
in Dodge&Swing.
Witch King plays maneuver (2) in Dodge and attack (5) in Swing.
d. Repositioning/Change Tactics:
Dragons repositioning roll=2(middle box unchanged).
Dragon1 moves to Duck&Smash and doesn't change tactics(4,3).
Dragon2 stays in Dodge&Swing and changes tactics(6,5).
(See image)
e. Resolving Attacks:
Dragon2 hits by matching directions.
Demon and Dragon1 miss.
f. Inflicting Harm: Dragon2 causes Heavy harm + Fumble Table[(4,2)+2(speed
differential)=6]no change = Heavy harm. Witch King/Demon is unharmed.
3. Fatigue Step: none
Dragons remain assigned to Witch King.
All attacks miss in Round 5 and Round 6
Round 7
Witch King/Demon is red-side up and has picked up Dragon1. Dragon
2 is assigned to Witch King, H4/4 side up.
1. Encounter Step: no activities
2. Melee Step
a. Selecting Targets: Witch King targets Flying Dragon1
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch King puts Flying Dragon1 in Charge&Thrust and Flying Dragon2
in Dodge&Swing.
Witch King plays maneuver (2) in Dodge and attack (5) in Swing.
d. Repositioning/Change Tactics:
Dragons repositioning roll=3(bottom box unchanged).
Dragon1 moves to Dodge&Swing and doesn't change tactics(5,4).
Dragon2 moves to Charge&Thrust and changes tactics to L4/3(6,3).
(See image)
e. Resolving Attacks:
Witch King/Demon and Dragon1 hit by matching directions.
Dragon2 misses.
f. Inflicting Harm:
Dragon1 (speed=4) hits first. Causes Light harm + Fumble Table[(6,6)+2(speed
differential)=8]reduce one level=Negligible harm. Witch King/Demon
is unharmed.
Witch King/Demon (speed=5) hits next automatically killing Dragon1.
Flying Demon turns red-side-down.
3. Fatigue Step: none
Witch King gets 5 Fame and 5 Notoriety for killing Flying Dragon.
Dragon2 remains assigned to Witch King.
The Witch King/Demon hits and picks up Dragon2 in Round 8, and
they remain locked in a duel to the death until they match directions
on Round 16.
Round 16
The WK/Demon is red-side-up and has picked up Dragon2. Dragon2 is light-side-up (H4/4).
1. Encounter Step: none
2. Melee Step
c. Attacks/Maneuvers:
Dragon2 is placed in Charge&Thrust
WK/Demon plays maneuver(2) in Dodge and attack(5) in Swing.
d.Repositioning/Change Tactics:
Dragon2 repositioning roll=5(move down)
Dragon2 moves to Dodge&Swing and doesn't change tactics(5,4).
(See image)
e. Resolving Attacks:
WK/Demon and Dragon2 both hit by matching directions.
f. Inflicting Harm:
Dragon2 (speed=4) hits first. Inflicts Heavy harm + Fumble Table[(6,6)+2(speed
differential)=8]reduce one level = Medium harm. WK/Demon is unharmed.
WK/Demon (speed=5) hits next. Dragon2 is KILLED. WK/Demon turns
red-side-down.
3. Fatigue Step: none
Witch King gets 10 Fame and 10 Notoriety for killing Dragon2 as
his 2nd victim of the day.
Combat ends in clearing.
Ruins 6 (Hoard)
Swordsman, Berserker, Black Knight, Sorceror, and hired Rogues are
unhidden and blocked by Tremendous Flying Dragon.
Round 1
1. Encounter Step
a. Luring:
Berserker: R1(T3*/5) lures TFD
c. Deployment:
Berserker deploys R6(M3*/5) against TFD
Berserker deploys R7(M3*/5) against TFD
Swordsman deploys R4(L1**/4) against TFD
Swordsman deploys R5(M3*/4) against TFD
Swordsman deploys R2(T3*/5) against TFD
Swordsman deploys R3(M5*/3) as last attacker against TFD
d. Actions:
Sorceror cast "Fiery Blast" with Magic IV3* and Purple
magic from enchanted Magic IV5* (fatigues).
Berserker alerts Great Ax with Fight H5.
Swordsman alerts Thrusting Sword with Fight L4.
Black Knight alerts Mace with Fight M5
2. Melee Step
a. Selecting Targets:
Sorceror, Berserker, Swordsman, and Black Knight target TFD.
c. Attacks/Maneuvers:
R3 is in the Dodge maneuver square
R2 and R5 are placed in Thrust attack circle
R4 and R7 are placed in Swing attack circle
R1 and R6 are placed in Smash attack circle
Sorceror attacks with Fiery Blast in Thrust
Swordsman attacks with alerted Thrusting Sword and Fight M4* in
Thrust
Berserker attacks with alerted Great Ax and Fight T5* in Swing
Black Knight attacks with alerted Mace and Fight H6 in Smash
(See image)
d. Repositioning/Change Tactics
TFD repositioning roll=2(middle box unchanged).
TFD body moves to Duck&Smash, head stays in Dodge&Swing
and doesn't change tactics(2,1).
R3 repositioning roll=1(left box unchanged).
R3 moves to Duck maneuver box and doesn't change tactics(5,4).
Attacking denizen's repositioning roll=2(middle box unchanged).
R5 and R2 move to Smash and don't change tactics(4,3).
R1 and R6 move to Thrust and change tactics to H5/4 and L3/4(6,3).
R4 and R7 stay in Swing and don't change tactics(5,1).
(See image)
e. Resolving Attacks
TFD body hits R3 by matching directions
Black Knight, R2, R5, and R3 hit by matching directions.
Sorceror, R4, R6, and R7 hit by undercutting.
Berserker, Swordsman, and R1 miss.
f. Inflicting Harm (in order of weapon length in Round 1):
R4 (length=14) hits first. Causes Light harm + two sharpness stars
- one sharpness star for armored target = Medium damage + Missile
Table[(6)-3(speed differential)+4(doesn't match directions)=7]decrease
three levels = Negliglible harm. TFD thinks it might have been bit
by a mosquito.
Sorceror's Fiery Blast (length=13) hits next. Cause Light harm
+ three sharpness stars - one sharpness star for armored target
= Heavy damage + Missile Table[(5,5)-1(speed differential)+4(doesn't
match directions)=8] = wound. TFD feels a little tingle of static
electricity. Sorcerors Magic IV3* fatigues.
R2 (length=5) hits next. Causes Tremendous harm + one sharpness
star - one sharpness star for armored target = Tremendous harm +
Fumble Table[(6,3)-1(speed differential)=5]no change = Tremendous
harm. TFD is killed.
All other attacks are canceled.
3. Fatigue Step: none
Swordsman gets 12 Fame and 12 Notoriety for R2's kill.
At the end of rounds of combat, the Sorceror gives the location
of the Hoard to the Swordsman, Berserker, and Black Knight.
Combat ends in clearing.
Dark Valley 5 (Chapel)
Round 1
1. Encounter Step:
White Knight casts "Small Blessing" with Magic I5** and
White magic from Chapel Clearing
Pilgrim casts "Small Blessing" with Magic I6* and White
magic from Chapel clearing
2. Melee Step
a. Selecting Targets:
White Knight targets himself
Pilgrim targets himself
b. Spell Effects:
White Knight gets Wish(5,5)=Health. Fatigued Fight T5* and Fight
H5* chits and wounded Fight H5* are rested and returned to play.
Magic I5** chit fatigues.
Pilgrim gets wish(6,6)=Strength. Pilgrim's next Fight or Gloves
card that hits inflicts Tremendous damage. Magic I6* chit fatigues.
3. Fatigue Step: none
Round 2
1. Encounter Step:
Pilgrim casts "Small Blessing" with Magic I4* and White
magic from Chapel clearing.
2. Melee Step
a. Selecting Targets:
Pilgrim targets White Knight
b. Spell Effects:
White Knight get wish(6,6)=Strength. White Knight's next Fight or
Gloves card that hits inflicts Tremendous damage. Magic I4* chit
fatigues.
3. Fatigue Step: none
Combat rounds end.
Pilgrim and White Knight exchange treasures. Pilgrim activates Power
Gauntlets, White Knight activates Regent of Jewels..
Cavern 3 (Vault)
Captain, GHQ, Dwarf, and Wizard are unhidden.
Round 1
1. Encounter Step
d. Actions:
Dwarf uses Eye of Moon and Grey magic in clearing from Golden Icon
to cast Eye of Moon spell
Wizard cast "Blazing Light" using Magic IV4* chit and
Purple magic from Caverns tile
2. Melee Step
a. Selecting Targets:
Dwarf selects next weeks weather chit a2 target of Eye of Moon
Wizard selects the CN3 clearing as the target of Blazing Light
b. Spell Effects:
Dwarf looks at weather chit for Week 3.
"Blazing Light" goes into effect. Magic IV4* is committed
to spell until Sunset on Day 10.
Combat ends in clearing.
Captain gives the Golden Icon and another treasure to the Dwarf.
GHQ gives two treasures to Captain. The Captain activates the Timeless
Jewel freeing him from the obligation of pre-recording his move.
MIDNIGHT
All weapons become unalerted.
Witch King's "Absorb Essence" becomes inert. Witch King
assumes his usual form.
Day 10 Daylight
orders due Friday, July 30, 5pm EDT.
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