TODAY
YESTERDAY
LARGE MAP
SMALL MAP
ITEMS
SETUP CARDS
QUESTS
RULES
emailer
Season:
SNOW
Weather:
Blizzard
2 days/week
4 basic
2 sheltered
Mountains: 4 phases to enter
FOOD to INN (Chapel)
ESCORT to INN (Guard)
Reward: 4 GOLD/clearing
14th Day: Grey magic
|
Day 13
Birdsong
The prevailing winds are blowing toward the (5) Northeast.
Both the Sorceror and Wizard are themselves today.
The Pilgrim follows the Raider.
The White Company follows the Black Knight.
Daylight
Swordsman (Red CURST VALLEY 5, White Guardhouse) Chooses to go first.
Hide (6,1) no.
Hide (6,5) no.
Hide (1,2) Hides!
Search, loot (5,1) finds 5th treasure, breastplate, and (4,5) rehides!
Search, loot (4,4) finds 4th treasure, helmet, and (2,2) rehides!
Search, loot (4,3) finds 4th treasure, treasure card, and (1,2) rehides!
The White Patrol arrives to investigate the report of a robbery.
"Got out just in time!"
Druid (White DEEP WOODS 6)
Hide (5,4) Hides!
Hide ~ cancel activity
Move DEEP WOODS 4
Move DEEP WOODS 5
Reveals Red Dank M and White Shrine 4. No denizens appear.
"Ha! Slipped by that demon."
Amazon (White BORDERLAND 3)
Move BORDERLAND 2
Move EVIL VALLEY 1
Move EVIL VALLEY 4
Move* MAPLE WOODS 4
Hide (2,3) Hides!
Reveals White Dank W. No denizens appear.
"Get me to the church on time!"
Sorceror (Red AWFUL VALLEY 2)
Rest Magic IV5*
Rest Magic IV4*
Rest Magic IV4*
Meditate*
Enchant IV5* to Purple
No denizens appear.
"That takes care of the rest of 'em."
Dwarf (White BORDERLAND 3)
Move BORDERLAND 5
Hide (3) Hides!
Search, locate (2) finds passages and clues, learns of a passage to enchanted BORDERLAND 4.
Search, locate (3) finds passages, nothing new.
Reveals White Bones C, White Lost City 3, White Slither 3, Red Lair 3, Red Roar 4, Red Cairns 5, and Red Slither 6. No denizens appear.
"I *like* caves!"
Wizard (White CURST VALLEY 5, Red Inn)
Rest Magic II4*
Rest Magic IV3*
Rest Magic IV4*
Hide (4,6) no.
Search, loot (5,2) finds nothing.
Trade, unfriendly, (2,6) blocked!
The Red Patrol arrives.
"Not more company!"
Black Knight (Red BORDERLAND 2)
Move BORDERLAND 3
Move BORDERLAND 5
Move RUINS 5
Hide (6,4) no.
Reveals Red Ruins C and White Howl 5.
Six dark red axe goblins and six dark white sword goblins appear in the Black Knight's clearing.
"Ok, who sneezed and alerted them to our presence?"
The White Company ceases to follow.
"At-choo."
Raider (Red AWFUL VALLEY 4)
Move* AWFUL VALLEY 1
Move and
Move and
Move and
Move LEDGES 5
Reveals White Bones M and Red Howl 5. No denizens appear.
"This way! These snows are nothing to what we have at home."
Pilgrim ceases to follow.
"I thought you said there'd be white magic, not white snow!"
Sunset
Red AWFUL VALLEY 2
The Sorceror can't get out of his frog suit.
White BORDERLAND 5
The Dwarf is at home in a cave, doing what dwarves do best, looking for treasure.
Red CURST VALLEY 5 (White Guardhouse)
The Swordsman hides from the Guards (4,6) (5,5) who have discovered the theft, but not the thief.
White CURST VALLEY 5 (Red Inn)
The Wizard is interogated by the company (5,3) and the Patrol (3,5), neither of whom detain him.
White DEEP WOODS 6
The Druid relishes the solitude.
Red LEDGES 5
The Raider and Pilgrim make snow angels. (Well, the Pilgrim does, anyway.)
White MAPLE WOODS 4
The Amazon has trouble refolding her maps.
White RUINS 5
The Black Knight and Company face almost certain death in the form of 6 dark red axe goblins and 6 dark white sword goblins.
Evening
White CURST VALLEY 5 (Red Inn)
The Wizard casts PROPHECY on himself using II4* and Purple from the Dragon Essence. He does not have to record orders for day 14.
White RUINS 5
The Black Knight and Company vs. 12 goblins.
Round 1:
ENCOUNTER STEP:
+Luring:
- CHQ lures a sword goblin.
- C1 lures an axe goblin.
- C2 lures a sword goblin.
- C3 lures a sword goblin.
- C4 lures a sword goblin.
- C5 lures a sword goblin.
- C6 lures a sword goblin.
+Random assignment:
- The rest of the goblins are "randomly" assigned to the Black Knight.
+No Deployment.
+No Actions.
MELEE STEP:
+Selecting Targets:
- The goblin's and company's targets are obvious.
- The Black Knight targets an axe goblin.
+No Spells take effect.
+Maneuvers:
- Dark CHQ charges, likewise his target.
- Pale C1 charges, likewise his target.
- Dark C2 charges, likewise his target.
- Dark C3 charges, likewise his target.
- Dark C4 charges, likewise his target.
- Pale C5 charges, likewise his target.
- Dark C6 charges, likewise his target.
- The Black Knight's goblins are arranged: his target in smash, 1 in swing, and the rest in charge.
- Black Knight smashes with his mace using Fight M5 while ducking with Move MH4** at the goblin in duck/smash. His shield also covers his head.
+Randomizing:
- CHQ's target (3) moves to swing, while (2,3) Not Changing Tactics
- C1's target (1) stays put, while (6,6) Changing Tactics to its pale side!
- C2's target (3) moves to swing, while (1,5) Not Changing Tactics
- C3's target (5) moves to swing, while (4,1) Not Changing Tactics
- C4's target (3) moves to swing, while (3,3) Not Changing Tactics
- C5's target (2) moves to smash, while (6,6) Changing Tactics to its pale side!
- C6's target (1) stays put, while (6,1) Changing Tactics to its pale side!
- The goblins attacking the Black Knight (6) move left, (2,1) (1,6) (5,2) only the swinger changes tactics.
+Attacks (in weapon length order):
- C6 intercepts for at least H harm, the sword goblin is KILLED.
- C2 undercuts for M+ harm (2,3)+4+4-5=6 No Change, the sword goblin is KILLED.
- C3 undercuts for M+ harm (3,1)+4+4-5=6 No Change, the sword goblin is KILLED.
- C4 undercuts for M+ harm (2,3)+4+4-5=6 No Change, the sword goblin is KILLED.
- C5 neither intercepts nor undercuts.
- A sword goblin neither intercepts nor undercuts CHQ.
- A sword goblin neither intercepts nor undercuts C5.
- CHQ undercuts for L+ harm, (1,5)+4+4-5=8 Decreased ONE level, no effect.
- C1 intercepts for L+ harm, (4,4)+3-3=4 No Change, the axe goblin is KILLED.
- The charging Axe goblin neither intercepts nor undercuts the Black Knight.
- The swinging Axe goblin neither intercepts nor undercuts the Black Knight.
- The smashing Axe goblins all intercept the Black Knight for M harm (4,3)+4-4=4 No Change, (1,2)+4-4=2 Increased ONE level, and (1,3)+4-4=3 Increased ONE level. The Black Knight's shield is destroyed and he takes 3 wounds.
- Black Knight neither intercepts nor undercuts, but his mace is now alerted.
FATIGUE STEP:
- Black Knight fatigues Move M4* and wounds Move M5, Fight H6, and Fight H5*.
- A new shield is available from the White Soldiers.
Round 2:
ENCOUNTER STEP:
+Luring:
- CHQ lures a dark axe goblin.
- C1 lures a dark axe goblin.
- C2 lures the dark sword goblin.
- C3 lures a dark axe goblin.
- C4 lures the pale sword goblin.
- C5 does not lure.
- C6 lures a dark axe goblin.
+Random assignment:
- The pale axe goblin is "randomly" assigned to the Black Knight.
+No Deployment.
- C5 deploys against the pale sword goblin. The goblin moves to its own sheet, with C5 under C4.
+No Actions.
MELEE STEP:
+Selecting Targets:
- The goblin's and company's targets are obvious.
- The Black Knight targets the axe goblin lured by C3.
+No Spells take effect.
+Maneuvers:
- Pale CHQ charges, likewise his target.
- Pale C1 charges, likewise his target.
- Dark C2 charges, likewise his target.
- Dark C3 charges, likewise his target.
- Dark C4 charges, likewise his target.
- Pale C5 swings.
- Dark C6 charges, likewise his target.
- The Black Knight's goblin is in charge.
- Black Knight smashes with his mace using Fight H6 while ducking with Move M6 at the goblin lured by C3.
+Randomizing:
- CHQ's target (4) stays put, while (2,5) Not Changing Tactics.
- C1's target (4) stays put, while (3,2) Not Changing Tactics.
- C2's target (3) moves to swing, while (2,4) Not Changing Tactics.
- C3 and BK's target (5) moves to swing, while (5,6) Changing Tactics to its pale side!
- C4 and C5's target (4) stays put, while (3,1) Not Changing Tactics.
- C6's target (2) moves to smash, while (1,5) Not Changing Tactics.
- The goblin attacking the Black Knight (4) stays put, while (5,6) Changing Tactics! .
- C4 (5) moves to swing, while (6,3) Changing Tactics!
- C5 (2) stays put, while (5,5) Not Changing Tactics
+Attacks (in speed order):
- C6 undercuts for H harm, (3,6)+4+1-4=7 Decreased THREE levels, no effect.
- CHQ intercepts for at least L+ harm, the axe goblin is KILLED.
- C1 intercepts for at least L+ harm, the axe goblin is KILLED.
- The Black Knight neither intercepts nor undercuts.
- C2 undercuts for M+ harm (6,2)+4+4-5=9 Decreased TWO levels, no effect.
- C3 neither intercepts nor undercuts.
- C5 neither intercepts nor undercuts.
- A pale axe goblin undercuts C3 for L harm, (1,6)+4+4-5=9 Decreased TWO levels, no effect.
- A dark axe goblin neither intercepts nor undercuts C6.
- A dark axe goblin undercuts the Black Knight for M harm, (3,5)+4+4-6=7 Decreased ONE level, no effect.
- A dark sword goblin neither intercepts nor undercuts C2.
- Pale C4 neither intercepts nor undercuts.
- A pale sword goblin neither intercepts nor undercuts C4.
FATIGUE STEP:
- Nothing fatigues.
Round 3:
ENCOUNTER STEP:
+Luring:
- CHQ lures a dark axe goblin.
- C1 lures a dark axe goblin.
- C2 lures the pale sword goblin.
- C5 lures the dark sword goblin.
- C6 lures the pale axe goblin.
+Np Random assignment.
+No Deployment.
- C3 and C4 deploy against the pale sword goblin. The goblin moves to its own sheet, with C3 under C2 under C4.
+No Actions.
MELEE STEP:
+Selecting Targets:
- The goblin's and company's targets are obvious.
- The Black Knight targets the sword goblin lured by C5.
+No Spells take effect.
+Maneuvers:
- Pale CHQ charges, likewise his target.
- Pale C1 charges, likewise his target.
- Dark C2 charges, likewise his target.
- Dark C3 swings.
- Dark C4 smashes.
- Pale C5 charges, likewise his target.
- Dark C6 charges, likewise his target.
- Black Knight smashes with his mace using Fight H6.
+Randomizing:
- CHQ's target (5) moves to swing, while (3,3) Not Changing Tactics.
- C1's target (3) moves to swing, while (6,5) Changing Tactics!
- C2, C3 and C4's target (2) moves to smash, while (3,6) Changing Tactics!
- C5 and BK's target (5) moves to swing, while (1,2) Not Changing Tactics
- C6's target (2) moves to smash, while (3,1) Not Changing Tactics
- C2 and C3 (4) stay put, while (2,5) (3,5) Not Changing Tactics
- C4 (1) swings, while (3,4) Not Changing Tactics
+Attacks (in speed order):
- C6 undercuts for H harm, (6,3)+4+1-3=8, no effect.
- CHQ undercuts for M+ harm, (2,4)+4+3-4=7 Decreased ONE level, the axe goblin is KILLED.
- C1 neither intercepts nor undercuts.
- The Black Knight undercuts for H harm (5,1)+4+3-5=7 Decreased ONE level, the sword goblin is KILLED.
- C2 undercuts for M+ harm (4,6)+4+4-5=9 Decreased TWO levels, no effect.
- C3 undercuts for M+ harm (6,3)+4+4-5=9 Decreased TWO levels, no effect.
- C4 undercuts for M+ harm (3,3)+4+4-5=6 no change, the sword goblin is KILLED.
- C5's target is dead.
- A pale axe goblin neither intercepts nor undercuts C6.
- A pale axe goblin neither intercepts nor undercuts C1.
FATIGUE STEP:
- Nothing Fatigues.
Round 4:
ENCOUNTER STEP:
+Luring:
- CHQ lures a pale axe goblin.
- C1 lures a pale axe goblin.
+Np Random assignment.
+No Deployment.
- C2, C3 and C6 jump on CHQ's Goblin. The Goblin is on its own sheet with C6 as its target.
- C4 and C5 jump on C1's Goblin. The Goblin is on its own sheet with C5 as its target.
+Actions:
- Black Knight alerts his mace with Fight M4*
MELEE STEP:
+Selecting Targets:
- The goblin's and company's targets are obvious.
- The Black Knight targets the goblin lured by C1.
+No Spells take effect.
+Maneuvers:
- Dark CHQ charges, likewise his target.
- Pale C1 charges, likewise his target.
- Dark C2 swings.
- Dark C3 smashes.
- Dark C4 swings.
- Pale C5 smashes.
- Dark C6 charges.
- Black Knight smashes with his mace using Fight H6.
+Randomizing:
- CHQ's target (6) moves to smash, while (5,3) Not Changing Tactics
- C1's target (2) moves to smash, while (4,4) Not Changing Tactics
- C6 (6) smashes, while (5,4) Not Changing Tactics.
- CHQ, C2, C3 (5) shift right, while (1,6) (4,2) (5,2) the one in charge changes tactics.
- C5 (2) charges, while (1,1) Not Changing Tactics
- C1 and C4 (3) swap places, while (3,4) Not Changing Tactics
+Attacks (in speed order):
- C6 intercepts for at least H harm, the axe goblin is KILLED.
- C1 neither intercepts nor undercuts.
- The Black Knight intercepts for at least H harm, the axe goblin is KILLED.
FATIGUE STEP:
- Nothing Fatigues.
Midnight
The Wizard attempts to control his ring and (6,2) does! He may transform into whatever he wants to be, which is a human for day 14.
The prevailing winds for tomorrow are blowing toward the (6) Southeast.
Tomorrow there will be Grey magic everywhere. Please watch your step. Some tiles will automatically enchant. The map has been updated to reflect this.
Evening 13 and Day 14 orders are due by noon, EST, Wednesday 3/19/03.
|