Monster rolls:
4 & 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 4


Sunrise

S3 follows the Captain.
S1 & S2 follow SHQ.


Daylight

Kabats the Swordsman (on the road between JOYLESS VALLEY 5 and JOYLESS VALLEY 2) Chooses to go first.
* Move Joyless Valley 2
Blocked by the Amazon.
 Blocks the Amazon, Sorceror, and Witch King.
Nothing Arrives.
"En Garde!"

Feanor the Great Elf (CURST VALLEY 5, White Inn)
* Hide (6,2) no.
- Hire, friendly (5,3) Price x4, hires R7 for 4 gold.
- Hire, friendly (3,4) Price x3, hires R6 for 3 gold.
- Hire, friendly (2,3) Price x2, hires R5 for 2 gold.
- Hire, friendly (4,1) Price x3, declines offer.
Nothing Arrives.
"That's what I like, willing workers!"

The Soldier Leader (ICKY VALLEY 5, White House)
- Hide (1,6) No!
- Hide (2,5) Hides.
- Move Icky Valley 2
- Move Ledges 4
Reveals White Bones M and White Lost Castle, which contains Red Slither 3, Red Patter 5, Red Roar 6, Red Vault 3, and White Pool 6. A Giant looks for Bones in the Soldiers' clearing while a heavy non-flying dragon slithers into clearing 3.

Captain Horatio (ICKY VALLEY 5, White House)
* Hide (5,3) Hides.
- Hide ~ cancel activity
- Move Joyless Valley 5
- Move Joyless Valley 2
- Move Deep Woods 2
Reveals White Smoke M and Red Patter 2. Nothing arrives.
"Darn! The action is in the other direction."

Hrolf the Berserker (HINTERLAND 3, White Vault)
- Alert Great Axe
- Search, Locate (2,6) nothing.
- Search, Locate (3,5) nothing.
- Search, Locate (6,1) nothing.
* Rest (nothing to rest)
Reveals White Bones C and White Vault 3. The White Tremendous Vault Troll and his two Heavy buddies appear and block the Berserker and Druid.
"RrraaaAAAAAaaaagghhh!!!! Something I can kill!"

Xelvonar the Wizard (FETID VALLEY 5, Red Guardhouse)
- Trade for a treasure card, friendly (3,1) Pricex2, declines offer.
- Trade for a treasure card, friendly (6,2) no deal.
- Trade for a treasure card, friendly (6,2) no deal.
- Trade for a treasure card, friendly (2,1) Pricex2, accepts offer by paying with his staff and some gold.
Nothing arrives.
"It is a pleasure doing business with you."

Mikki the Amazon (JOYLESS VALLEY 5, Red Inn)
Blocked
"I'll get you for this!"

Willie the Witch King (JOYLESS VALLEY 5, Red Inn)
Blocked
"I'll get you for this!"

Pwyll the Druid (HINTERLAND 3, White Vault)
Blocked
"Run Away! Run Away!"

Ricky the Magician (Walking the woods of CURST VALLEY)
- Move Curst Valley 4
- Rest Magic IV3*
- Enchant preparation
- Enchant Magic IV3* to Purple
Nothing arrives.
"That was a nice walk in the woods."

Jafar the Sorceror (JOYLESS VALLEY 5, Red Inn)
Blocked
"I'll get you for this!"

Granny's familiar (DEEP WOODS 2)
- Move Deep Woods 3
- Move Deep Woods 4
- Move Deep Woods 4
- Move Deep Woods 6

Granny the Witch (Up in the air between JOYLESS VALLEY and CLIFF)
- Fly, randomly lands in Cliff clearing (5)
- Hide (4,4) Hides!
- Hide ~ cancel activity
- Rest Magic V4*
Reveals Red Bones M and Red Slither 6. A tremendous non-flying dragon slithers into clearing 6.
"I'm glad I'm here and he's there!"

Haggr the Dwarf (FETID VALLEY 5, Red Guardhouse)
- Move Hinterland 4
- Move Hinterland 6
- Hide (2,2) Hides.
"Crud, I can't make the Vault."

Atalanta the Woods Girl (DEEP WOODS 3)
- Hide (3) Hides!
- Move Deep Woods 2
- Move Joyless Valley 2
- Move Joyless Valley 5
Nothing arrives.
"Good thing I'm hidden!"


Sunset

CURST VALLEY 4

The Magician is acting a bit squirrelly.

CLIFF 5

The Witch recovers from broomstick lag.

CURST VALLEY 5
White Inn

The Great Elf's Persuade spell expires. He (1,2) has a good time with the Rogues, anyway.

DEEP WOODS 2

The Captain keeps close watch on his new employee.

FETID VALLEY 5
Red Guardhouse

The Wizard plays games of chance with the guards.

HINTERLAND 3
White Vault

Unhidden Druid and Berserker face momma troll and her twins.

HINTERLAND 6

The Dwarf wishes the snow wasn't so deep.

JOYLESS VALLEY 5
Red Inn

The Swordsman, Sorceror, Amazon, Witch King and hidden Woods Girl eye each other nervously across the clearing.

LEDGES 4

The hidden Soldiers face a wandering Giant.


Evening

JOYLESS VALLEY 5
Red Inn

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: none.
    3. Deployment: none
    4. Actions:
      The Swordsman turns and runs out of the clearing at a full gallop.
      The Amazon brandishes her short sword in a show of bravado and uses Fight L4 to alert it.
      The Witch King does nothing.
      The Sorceror shoots his mouth off, but does nothing.
      The Woods Girl alerts her bow with Fight L4.

  2. MELEE STEP:
    1. Selecting Targets:
      The Amazon targets no one.
      The Woods Girl targets the Sorceror and (3,5) remains hidden.
      The Sorceror targets no one.
      The Witch King targets no one.
    2. Spells take effect: None
    3. Attacks/Maneuvers:
      The Woods Girl attacks in the Thrust direction with Fight M5.
      The Sorceror maneuvers with Move M4* in Duck.
    4. Randomizing: none
    5. Resolving Attacks (in weapon length order):
      The Woods Girl's bow undercuts the Sorceror's move, drm = +1-4+4 = +1
    6. Inflicting Harm:
      Her L++ bow shot is (3)+1 = 4, no change, the Sorceror is KILLED.

  3. FATIGUE STEP: None

  4. DISENGAGEMENT: none

Round 2:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: none.
    3. Deployment: none
    4. Actions:
      The Amazon searches the grassy knoll for the source of the fatal arrow.
      The Witch King flys away on his Broomstick, toward Icky Valley.
      The Woods Girl alerts her bow with Fight L4.

  2. MELEE STEP:
    1. Selecting Targets:
      The Woods Girl targets ... no one!
      The Amazon targets no one.
    2. Spells take effect: None
    3. Attacks/Maneuvers: none
    4. Randomizing: none
    5. Resolving Attacks (in speed order): none

  3. FATIGUE STEP: None

  4. DISENGAGEMENT: none

The Woods Girl scores 169 Notoriety and the Sorceror's gold.
The Swordsman is on the road between JOYLESS VALLEY 2 and 5. He must start day 5 with a move to either clearing.
The Witch King was last seen flying toward ICKY VALLEY. He must start day 5 with a fly phase to either tile.



LEDGES 4

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: no one lures.
    2. Random assignment: The giant sees no one to attack.
    3. Deployment:
      S1 is assigned to the Giant.
      SHQ is assigned to the Giant. The Giant moves to his own sheet with SHQ attacking. S1 is added on top of SHQ.
      S2 is assigned to the Giant and is placed on top of S1.
    4. Actions: None.

  2. MELEE STEP:
    1. Selecting Targets:
      The Giant selects S2 as his target.
      All of the Soldiers select the Giant.
    2. Spells take effect: None
    3. Attacks/Maneuvers:
      The Giant Charges while swinging with his club.
      S1 smashes.
      SHQ thrusts.
      S2 swings and dodges.
    4. Randomizing:
      The giant (1) continues to charge while his club smashes and (2,1) does not flip.
      S1 and SHQ (1) S1 shifts to swinging, while (3,1) (3,5) neither flips.
      S2 (3) changes to thrusting, and (5,4) does not flip.
    5. Resolving Attacks (in weapon length order):
      S1, length 10, neither intercepts nor undercuts the giant.
      S2, length 10, deals H* (1,5)+6-5 =6, no change, the giant is KILLED.
      SHQ's attack is cancelled.

  3. FATIGUE STEP: None

  4. DISENGAGEMENT: none

The Captain scores 8 FAME and 8 NOTORIETY.



HINTERLAND 3
White Vault

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: The Druid lures all Three Trolls
    2. Random assignment: none
    3. Deployment: none
    4. Actions:
      The Beserker goes Berserk.
      The Druid attempts to run away using Move L3*. Die roll modifier: Druid speed 3 minus fastest attacker 4 plus number of attackers 3 = +2. Roll is (1,5) +2 = 7, Stumbles!

  2. MELEE STEP:
    1. Selecting Targets:
      Berserker targets the T troll with his alerted axe.
      Druid targets one of the heavies (troll1) with his dagger.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      T Troll in Charge. Troll1 in Swing and Troll 2 in Smash.
      Berserker smashes with Fight T5*.
      Druid Ducks with ML4 and targets Troll1 with Dagger and FL3* in Smash.
    4. Randomizing: The trolls (6) shift left and (1,3) (4,5) no one flips.
    5. Resolving Attacks (in weapon length order):
      Berserker's Axe intercepts the T Troll's skull (drm: +4-4=0)
      T Troll intercepts the druid. (drm: +4-4=0)
      Druid undercuts Troll 1 (drm: +3-4+4=+3)
      Neither Troll 1 nor troll 2 lands a blow.
    6. Inflicting Harm:
      The Berserker deals T harm (4,1)+0 =4, no change, The T troll is KILLED.
      The Druid deals L harm (6,4)+3 = 9, decrease two levels, miss.

  3. FATIGUE STEP:
    The Berserker fatigues his Berserk chit
    The Druid fatigues Fight L3*

  4. DISENGAGEMENT: none, both H trolls remain assigned to the Druid.

Round 2:

  1. ENCOUNTER STEP:
    1. Luring: The Druid lures both Trolls
    2. Random assignment: none
    3. Deployment: none
    4. Actions:
      The Berserker does nothing.
      The Druid attempts to run away using Move L2**. Die roll modifier: Druid speed 2 minus fastest attacker 4 plus number of attackers 2 = +0. Success!

  2. MELEE STEP:
    1. Selecting Targets:
      Berserker targets the troll 1 with his axe.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      Troll 1 in Swing and Troll 2 in Smash.
      Berserker smashes with Fight T5*.
    4. Randomizing: The troll (3) in swing goes to thrust and (4,5) (1,6) his buddy flips to his dark side.
    5. Resolving Attacks (in speed order):
      Neither troll has a target.
      The Berserker's axe does not undercut nor intercept, but is now alerted.
    6. Inflicting Harm: none

  3. FATIGUE STEP:
    The Druid fatigues Move L3*

  4. DISENGAGEMENT: none.

Round 3:

  1. ENCOUNTER STEP:
    1. Luring: none
    2. Random assignment: Both trolls are assigned to the Berserker.
    3. Deployment: none
    4. Actions: none.

  2. MELEE STEP:
    1. Selecting Targets:
      Berserker targets dark troll 2 with his axe.
      Both trolls target the Berserker.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      Troll 1 in Swing and dark Troll 2 in Smash.
      Berserker smashes with Fight H5 while ducking with Move H4**.
    4. Randomizing: The trolls (1) swap positions and (3,1) (4,6) the other troll flips. They are now both dark.
    5. Resolving Attacks (in speed order):
      The Berserker neither undercuts nor intercepts.
      Troll 1 intercepts, drm: +5-4= +1
    6. Inflicting Harm: The troll deals H harm (2,1)+1= 3, increase one level, destroying the Hrolf's helmet and dealing one wound.

  3. FATIGUE STEP:
    The Berserker fatigues Move T6* and wounds Move H6

  4. DISENGAGEMENT: none.

Round 4:

  1. ENCOUNTER STEP:
    1. Luring: none
    2. Random assignment: Both trolls are assigned to the Berserker.
    3. Deployment: none
    4. Actions: none.

  2. MELEE STEP:
    1. Selecting Targets:
      Berserker targets dark troll 2 with his axe.
      Both trolls target the Berserker.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      Troll 1 in Swing and dark Troll 2 in Smash.
      Berserker smashes with Fight H5 while ducking with Move H4**.
    4. Randomizing: The trolls (6) shift left and (3,1) (1,5) neither troll flips.
    5. Resolving Attacks (in speed order):
      The Berserker neither undercuts nor intercepts.
      Neither Troll connects
    6. Inflicting Harm: none

  3. FATIGUE STEP:
    The Berserker fatigues Move H4**, making change with Move T6*

  4. DISENGAGEMENT: none.

Round 5:

  1. ENCOUNTER STEP:
    1. Luring: none
    2. Random assignment: Both trolls are assigned to the Berserker.
    3. Deployment: none
    4. Actions: none.

  2. MELEE STEP:
    1. Selecting Targets:
      Berserker targets dark troll 2 with his axe.
      Both trolls target the Berserker.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      Troll 1 in Swing and dark Troll 2 in Smash.
      Berserker smashes with Fight H5 while ducking with Move H4**.
    4. Randomizing: The trolls (1) swap places and (4,3) (2,6) the smashing troll flips to its pale side.
    5. Resolving Attacks (in speed order):
      The Berserker neither undercuts nor intercepts.
    6. The pale troll intercepts, drm= +4-4= +0
    7. Inflicting Harm: The trolls deal M harm (2,6) +0= 6, no change, the Berserker takes another wound.

  3. FATIGUE STEP:
    The Berserker fatigues Move T6*, and wounds Fight H5.

  4. DISENGAGEMENT: none.

Round 6:

  1. ENCOUNTER STEP:
    1. Luring: none
    2. Random assignment: Both trolls are assigned to the Berserker.
    3. Deployment: none
    4. Actions: none.

  2. MELEE STEP:
    1. Selecting Targets:
      Berserker targets dark troll 2 with his axe.
      Both trolls target the Berserker.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      Troll 1 in Swing and dark Troll 2 in Smash.
      Berserker smashes with Fight H4* while ducking with Move H4**.
    4. Randomizing: The trolls (4) stay put and (5,4) (4,1) neither one flips.
    5. Resolving Attacks (in speed order):
      The Berserker intercepts the dark troll, drm: +4-4=0.
      The dark troll intercepts, drm: +5-4= +1
    6. Inflicting Harm: The berserker deals at least H harm. Troll 2 is KILLED.

  3. FATIGUE STEP:
    The Berserker fatigues Fight T4**.

  4. DISENGAGEMENT: none.

Round 7:

  1. ENCOUNTER STEP: ditto

  2. MELEE STEP:
    1. Selecting Targets: ditto.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      Pale Troll in Smash.
      Berserker smashes with Fight H4* while ducking with Move H4**.
    4. Randomizing: The troll (2) charges and (1,4) does not flips.
    5. Resolving Attacks (in speed order):
      The Berserker neither undercuts nor intercepts, and is axe is now alerted.
      The pale troll neither undercuts nor intercepts.
    6. Inflicting Harm: none

  3. FATIGUE STEP:
    The Berserker fatigues Fight T4**.

  4. DISENGAGEMENT: none.

Round 8:

  1. ENCOUNTER STEP: ditto

  2. MELEE STEP:
    1. Selecting Targets: ditto.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      Pale Troll in Smash.
      Berserker smashes with Fight H4* while ducking with Move H4**.
    4. Randomizing: The troll (4) stays put and (5,6) flips to his dark side.
    5. Resolving Attacks (in speed order):
      The Berserker intercepts the dark troll, drm: +4-4=0.
      The dark troll intercepts, drm: +5-4= +1
    6. Inflicting Harm: The berserker deals at least H harm. The troll is KILLED.

  3. FATIGUE STEP:
    The Berserker fatigues Fight T5* and T6*.

  4. DISENGAGEMENT: none.

The Berserker scores 33 FAME and 33 NOTORIETY.
The Druid must start day 5 with a Move phase to either Hinterland 3 or 5.


Midnight

The Sorceror's son, Jafar, Jr., has started his adventuring from the Snow White Inn.


Day 5 orders are due Monday April 4, 2005 4:00 PM EST.


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Updated: March 31, 2005


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