Monster rolls:
6 & 1
 
 

TODAY
YESTERDAY
SETUP
STATUS

LARGE MAP
SMALL MAP
ITEMS
SETUP CARDS

HOUSE RULES

 
 
Season:
SNOW
Deep, drifting snow blankets the world
 
Weather:
Snowdrifts
5 days/week
3 basic
1 sunlight

Mountains:
4 phases to enter

FOOD to INN

ESCORT to INN

Reward: 4 GOLD/clearing

7th Day:
PURPLE magic

Day 3


Sunrise

The Dwarf follows the Wizard.


Daylight

Swordsman (JOYLESS VALLEY 5, Red Inn) Chooses to go first.
- Trade with Rogues for the M5/M6 horse, friendly (1) Opportunity (5) Pricex4, decline offer.
 Woods Girl hands the Swordsman some gold.
- Trade with Rogues for the M5/M6 horse, friendly (6) No Deal.
- Trade with Rogues for the M5/M6 horse, friendly (6) No Deal.
- Trade with Rogues for the M5/M6 horse, friendly (3) Pricex2, purchase horse for 20 Gold.
The Crimson Company arrives.
"I don't like horse trading with these guys."

Pwyll the Druid (CURST VALLEY 5, White Inn)
- Trade with the Rogues for a horse, neutral (5,4) No Deal
- Move Curst Valley 2
- Move Hinterland 2
- Move Hinterland 3
Reveals White Bones C and White Vault 3. Nothing Arrives due to the Druid's Peace with Nature ability.
"AaaAAAAArrrrgghhh!!!! A treasure site I can't even open!"

Woods Girl (JOYLESS VALLEY 5, Red Inn)
- Move Joyless Valley 2
- Move Deep Woods 2
- Hide (3) Hides!
- Move Deep Woods 3
Reveals White Smoke M and Red Patter 2. Nothing arrives.
"Good thing I'm hidden!"

Captain Horatio (ICKY VALLEY 5, White House)
- Trade with the Soldiers for a treasure, friendly (2,2) Pricex2, declines offer.
- Hire Soldiers (1) Opportunity (1) Boon, hire at list price of 10 gold.
- Hire ~ cancel activity
- Hire ~ cancel activity
* Hire ~ cancel activity
Nothing appears.
"You guys seem awfully eager to work for me."

Hrolf the Berserker (CURST VALLEY 5, White Inn)
- Alert Great Axe
- Move Curst Valley 2
- Move Hinterland 2
- Move Hinterland 3
Reveals White Bones C and White Vault 3. Nothing Arrives.
"RrraaaAAAAAaaaagghhh!!!! A treasure site even I can open!"

Jafar the Sorceror (JOYLESS VALLEY 5, Red Inn)
- Alert IV4*
- Alert IV4*
- Trade with the Rogues for a treasure, neutral (2,6) Trouble (3,5) Challenge. Jafar refuses to be itimidated and is Blocked.
"What a bunch of rogues!"

Feanor the Great Elf (CURST VALLEY 5, White Inn)
* Hide (4,2) Hides!
- Trade with the Rogues for a horse, neutral (6,6) Trouble (5,1) Challenge. Feanor refuses to be itimidated and is Blocked.
"What a bunch of rogues!"

Granny's familiar (JOYLESS VALLEY 5, Red Inn)
- Move Joyless Valley 2
- Move Deep Woods 2
- Search (peer) (4,5) finds clues.
- Search (peer) (5,4) finds clues.

Granny the Witch (JOYLESS VALLEY 5, Red Inn)
- Hide (5,3) Hides!
- Hide ~ cancel activity
- Hire the Crimson Company, allied (6,6) Pricex4, decine offer.
- Hire the Crimson Company, allied (3,2) Pricex2, decine offer.
"It would have been nice to have some men under me."

Mikki the Amazon (JOYLESS VALLEY 5, Red Inn)
- Hide (2,1) Hides!
- Alert short sword
- Rest (nothing to rest)
- Rest (nothing to rest)
"I'm getting restless."

Ricky the Magician (CURST VALLEY 5, White Inn)
* Alert VI4*
- Trade with the rogues for a horse, friendly (2,6) No Deal
- Trade with the rogues for a horse, friendly (4,2) Pricex3, decline offer.
- Trade with the rogues for a horse, friendly (1,1) Opportunity (1,5) PriceX4, decline offer.
- Move Curst Valley 2
"I don't like horse trading with these guys."

Xelvonar the Wizard (DARK VALLEY 5, White Guardhouse)
- Trade for a treasure card, friendly (4,1) Pricex3, declines offer.
- Move Dark Valley 2
- Move Fetid Valley 2
- Move Fetid Valley 5
Nothing arrives.
"Goodie, More Guards!"

Haggr the Dwarf is placed back on the board.
"Goodie, More Guards!"

Willie the Witch King (JOYLESS VALLEY 5, Red Inn)
- Hide (6,4) No!
- Hide (1,4) Hides!
- Search, Magic Sight (3,1) finds treasure cards.
- Search, Magic Sight (4,5) discover chits, of which there are none.
"Just hanging out waiting for some friends."


Sunset

CURST VALLEY 2

The Magician is all alone.

CURST VALLEY 5
White Inn

The Great Elf (2,5) has a few words with the Rogues.

DEEP WOODS 3

The hidden Woods Girl dreams of ambushing a couple of monsters.

FETID VALLEY 5
Red Guardhouse

The Dwarf (6,6) and Wizard (2,4) are on their guard with the guards.

HINTERLAND 3
Vault

Unhidden Druid and Berserker are alone with an unguarded Vault.

ICKY VALLEY 5
White House

The Captain and his new employees enjoy a pot of Maxwell House with their Toll House cookies.

JOYLESS VALLEY 5
Red Inn

The Rogues eye the Unhidden Swordsman (3,2), and Sorceror (4,3) and hidden Witch (1,5), Amazon (1,4) and Witch King (5,6) (4,1) but only insult the Witch King.
Meanwhile, the Company scans the same crowd and (6,4) (2,4) (6,2) (1,4) (4,5) only insults the Amazon.
Both insulted parties are hidden, so can safely ignore the comments. Or they may attack their insulters from hiding. No other native battles are allowed.


Evening

CURST VALLEY 2

The Magician casts Transform on himself using Magic VI4* and a Purple chit, both of which fatigue. He is now a (5,5) squirrel. He then scampers into the woods in search of nuts.

CURST VALLEY 5
White Inn

The Great Elf casts Persuade on the White Rogues using III3* and a Gold chit. On day 4 they will be friendly to him.

DEEP WOODS 3

The hidden Woods Girl contents herself with cleaning her bow.

FETID VALLEY 5
Red Guardhouse

The Dwarf loses some gold to the Wizard in a game of chance.

HINTERLAND 3
Vault

Unhidden Druid and Berserker share some tender moments.

ICKY VALLEY 5
White House

The Captain and his new employees enjoy a pot of Maxwell House with their Toll House cookies.

JOYLESS VALLEY 5
Red Inn

Round 1:

  1. ENCOUNTER STEP:
  2. Amazon reveals her presences.
    1. All unhired native horses turn "walking" side up.
    2. Luring: No one lures.
    3. Random assignment: The Company is assigned to the Amazon.
    4. Deployment: No natives to deploy.
    5. Actions:
      The Swordsman runs away, toward JV2, using his horse.
      The Sorceror casts Fiery Blast using his alerted Magic IV chit and a Purple chit.
      The Witch casts Broomstick using Magic V4* and a Black chit.
      The Amazon prepares for the on-slaught of the Crimson Company.
      The Witch King casts Fiery Blast using his Magic IV3* chit and a Purple chit.

  3. MELEE STEP:
    1. Selecting Targets:
      The Sorceror targets all of the Crimson Company.
      The Witch targets herself and (2,1) remains hidden.
      The Amazon targets C5, the Great Swordsman.
      The Witch King targets the Red Rogues and becomes unhidden.
    2. Spells take effect: Granny has a broomstick.
    3. Attacks/Maneuvers:
      The Company lines up:
      • CHQ, C1 and C2 in Charge/Thrust;
      • C3 and C4 in Dodge/Swing;
      • C5 and C6 in Duck/Smash.
      The Rogues line up:
      • RHQ, R1, R2 in Charge/Thrust;
      • R3, R4, R5 in Dodge/Swing;
      • R6, R7 in Duck/Smash.

      The Sorceror attacks in Smash.
      The Amazon attacks in Thrust with Fight M4*.
      The Witch King attacks in Smash.
    4. Randomizing:
      The Company (3) swaps Charge and Dodge boxes, while (4,2) (2,2) (2,6) only those who stood still change tactics to their dark side.
      The Rogues (4) stay put and (3,4) (1,2) (2,3) none of them change tactics.
    5. Resolving Attacks (in weapon length order):
      The Sorceror's Fiery Blast (L+++), time 0, goes first:
      • CHQ (6,6)-5+4=5, decrease one level, KILLED.
      • C1 (1,1)-4+4=1, increase three levels, KILLED.
      • C2 (2,5)-4+4=5, decrease one level, KILLED.
      • C3 (2,2)-4+4=2, increase two levels, KILLED.
      • C4 (3,5)-4+4=5, decrease one level, KILLED.
      • C5 (6,2)-5=1, increase three levels, KILLED.
      • C6 (3,6)-4=2, increase two levels, KILLED.
      The Witch King's Fiery Blast, time 3, goes next:
      • RHQ (1,6)+3-4+4=9, no effect.
      • R1 (5,2)+3-4+4=8, no effect.
      • R2 (3,3)+3-4+4=6, decrease two levels, miss.
      • R3 was not undercut, miss.
      • R4 was not undercut, miss.
      • R5 (6,4)+3-4+4=9, no effect.
      • R6 (4,6)+3-5=4, no change, KILLED.
      • R7 (1,4)+3-5=2, increase two levels, KILLED.
      All other attacks are canceled.

  4. FATIGUE STEP:
    The Sorceror Fatigues Magic IV4* and Magic IV5*
    The Witch King Fatigues Magic IV3* and Magic IV4*

  5. DISENGAGEMENT: None

Round 2:

  1. ENCOUNTER STEP:
    1. All unhired native horses turn "walking" side up.
    2. Luring: No one lures.
    3. Random assignment: The Rogues are assigned to the Witch King.
    4. Deployment: No natives to deploy.
    5. Actions:
      The Sorceror casts Fiery Blast using his alerted Magic IV chit and a Purple chit.
      The Witch does nothing.
      The Amazon does nothing.
      The Witch King casts Fiery Blast using his Magic IV3* chit and a Purple chit.

  2. MELEE STEP:
    1. Selecting Targets:
      The Sorceror targets the Red Rogues.
      The Amazon targets R3, the Short Swordsman.
      The Witch King targets the Red Rogues.
    2. Spells take effect: None.
    3. Attacks/Maneuvers:
      The Rogues line up:
      • RHQ, R5 in Charge/Thrust;
      • R3, R4 in Dodge/Swing;
      • R1, R2 in Duck/Smash.

      The Sorceror attacks in Thrust.
      The Amazon attacks in Swing with Fight M4*.
      The Witch King attacks in Smash.
    4. Randomizing:
      The Rogues (5) shift down and right and (6,2) (1,2) (1,5) only those charging change tactics.
    5. Resolving Attacks (in speed order):
      The Sorceror's Fiery Blast (L+++), time 0, goes first:
      • RHQ (4,2)-4+4=4, no change, KILLED.
      • R1 (1,6)-5=1, increase three levels, KILLED.
      • R2 (5,3)-5=1, increase three levels, KILLED.
      • R3 (2,2)-3+4=3, increase one level, KILLED.
      • R4 (3,4)-2+4=6, decrease two levels, miss.
      • R5 (5,3)-4+4=5, decrease one level, KILLED.
      The Witch King's Fiery Blast, time 3, goes next:
      • R4 (1,2)+3-2=3, increase one level, KILLED.
      All other attacks are canceled.

  3. FATIGUE STEP:
    The Sorceror Fatigues two Magic IV4* chits
    The Witch King Fatigues Magic IV3* and Magic IV4*

  4. DISENGAGEMENT: None

Round 3:

  1. ENCOUNTER STEP:
    1. All unhired native horses turn "walking" side up.
    2. Luring: No one lures.
    3. Random assignment: None.
    4. Deployment: No natives to deploy.
    5. Actions:
      The Sorceror does nothing.
      The Witch does nothing.
      The Amazon does nothing.
      The Witch King casts Broomstick.

  2. MELEE STEP:
    1. Selecting Targets:
      The Witch King targets himself.
    2. Spells take effect: Willie has a new Broomstick.
    3. Attacks/Maneuvers: None
    4. Randomizing: None
    5. Resolving Attacks (in speed order):

  3. FATIGUE STEP:
    The Witch King Fatigues two Magic V3* chits

  4. DISENGAGEMENT: None

Round 4:

  1. ENCOUNTER STEP:
    1. All unhired native horses turn "walking" side up.
    2. Luring: No one lures.
    3. Random assignment: None.
    4. Deployment: No natives to deploy.
    5. Actions:
      The Sorceror does nothing.
      The Witch does nothing.
      The Amazon does nothing.
      The Witch King does nothing.

  2. MELEE STEP:
    1. Selecting Targets:
      The Witch King targets no one.
      Amazon targets no one.
      Sorceror targets no one.
      Witch targets the Sorceror and is no longer hidden.
    2. Spells take effect: None.
    3. Attacks/Maneuvers:
      The Witch attacks with her dagger using Fight L3* in Smash.
      The Sorceror uses Move M4* in Dodge.
    4. Randomizing: None
    5. Resolving Attacks (in speed order):
      The Witch (1,6) +3-4+4 = 9 Decrease two levels, deals no harm.

  3. FATIGUE STEP:

  4. DISENGAGEMENT: None

Round 5:

  1. ENCOUNTER STEP:
    1. All unhired native horses turn "walking" side up.
    2. Luring: No one lures.
    3. Random assignment: None.
    4. Deployment: No natives to deploy.
    5. Actions:
      The Sorceror does nothing.
      The Witch flies away on her Broomstick, toward the Cliff.
      The Amazon does nothing.
      The Witch King prepares to cast Broomstick using Magic V2* and a Black chit.

  2. MELEE STEP:
    1. Selecting Targets:
      The Witch King targets himself.
      Amazon targets no one.
      Sorceror targets no one.
    2. Spells take effect: the Witch King has a new Broomstick.
    3. Attacks/Maneuvers:
    4. Randomizing: None
    5. Resolving Attacks (in speed order): None.

  3. FATIGUE STEP: The Witch King fatigues Magic V2* and Magic V4*.

  4. DISENGAGEMENT: None

Combat is over in the clearing.
The Witch King scores 2 +2*2 +3*4 = 18 Notoriety and 1+1+2 = 4 gold.
The Sorceror scores 4 +2*2 +3*2 +4*2 +5*2 +6*2 +7*2 +8*4 +9*4 +10*2 +11*1 +12*1 = 169 Notoriety and 16+1+4+4+2+1 = 28 Gold. Also, the Soceror has earned the animosity of the Company everywhere. They are now unfriendly to him. The Sorceror also gives some gold to the Amazon for her part in the killing of innocent natives.
The Witch must start her day with a fly phase to either JOYLESS VALLEY or CLIFF.
There is a huge pile of abandoned items in the clearing.


Midnight

The Magician returns to his former self. He must start the day with a MOVE phase to any clearing in CURST VALLEY.


Day 4 orders are due Monday March 28, 2005 4:00 PM EST.


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Updated: March 27, 2005


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