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 5


Sunrise

White S3 follows the Captain.
White S1 & S2 follow SHQ.
White R5, R6, & R7 follow the Great Elf


Daylight

Kabats the Swordsman (on the road between JOYLESS VALLEY 5 and JOYLESS VALLEY 2) Chooses to go first.
* Move JOYLESS VALLEY 5
 Dismounts.
- Search, loot (3,1) finds 3rd treasure in pile, a helmet.
- Search, loot (3,4) finds 4th treasure in pile, a treasure card.
- Search, loot (5,5) finds 5th treasure in pile, H6/H7 Horse.
- Search, loot (4,2) finds 4th treasure in pile, H6/T8 horse.
Nothing arrives.
"A nice haul."

Xelvonar the Wizard (FETID VALLEY 5, Red Guardhouse)
- Move Hinterland 4
- Move Hinterland 6
- Move Hinterland 3
Reveals White Bones C and White Vault 3. A White Tremendous Troll comes looking for his mate, blocks the Wizard and Berserker and stops prowling.
"Oops!"

Granny's familiar (DEEP WOODS 2)
- Move Deep Woods 1
- Move Pinnacle 2
- Search, peer (4,6) finds nothing
- Search, peer (3,4) finds hidden enemies

Granny the Witch (CLIFF 5)
- Hide (1,1) Hides!
- Move Cliff 3
- Search, locate (2,1) finds passages and clues, including the secret passage Cliff 3-6.
- Search, peer (4,2) finds hidden enemies
Reveals Red Bones M and Red Slither 6. A tremendous non-flying dragon slithers into Granny's clearing.
"Here dragon, dragon, dragon. Heeeere dragon."

Hrolf the Berserker (HINTERLAND 3, White Vault)
Blocked
"RrraaaAAAAAaaaagghhh!!!! I'm too tired for this!"

Feanor the Great Elf (CURST VALLEY 5, White Inn)
* Hide (6,3) no.
- Alert bow
- Move Curst Valley 2
- Move Hinterland 2
- Move Hinterland 3
Blocked by Troll.
"Who threw this party!"

Haggr the Dwarf (HINTERLAND 6)
- Hide (2) Hides!
- Move, and
- Move Hinterland 3
"But I thought all the trolls were dead."

Atalanta the Woods Girl (JOYLESS VALLEY 5, Red Inn)
- Hide (1,6) no.
- Search, loot (6,2) finds 6th treasure in pile, L4/L5 horse.
- Search, loot (6,5) finds 6th treasure in pile, a treasure card.
- Search, loot (2,2) finds 2nd treasure in pile, a shield.
"Is my whatzit showing?"

Captain Horatio (DEEP WOODS 2)
- Hide (4,4) Hides!
- Hide ~ cancel activity
- Move Deep Woods 3
- Move Deep Woods 5
Reveals White Smoke M and Red Patter 2. Nothing arrives.
"A quiet journey through the deep woods."

Pwyll the Druid (between HINTERLAND 3 and HINTERLAND 5)
- Move Hinterland 5.
- Enchant preparations
- Enchant Hinterland with Magic II3* and a Grey chit.
"Now we have some color around here!"

Soldier Leader 'The Lieutenant' (LEDGES 4)
- Hide (1,4) Hides!
- Hide ~ cancel activity
- Move Ledges 1
- Move Ledges 6
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 in to investigate as well.

Willie the Witch King (in the air between JOYLESS VALLEY and ICKY VALLEY)
- Fly to Icky Valley, randomly land in clearing (2).
- Rest Magic V2*.
- Rest Magic V4*.
* Enchant preparations
- Enchant Magic V4* to Black
"Now I'm starting to get some color back in my, um, cheeks."

Jafar, Jr. the Sorceror (CURST VALLEY 5, White Inn)
- Alert Magic IV4*
- Move Curst Valley 2
- Move Hinterland 2
- Move Hinterland 3
Blocked by Troll.
"It's getting crowded here!"

Mikki the Amazon (JOYLESS VALLEY 5, Red Inn)
- Search, loot (1,1) finds 1st treasure in pile, Breastplate.
- Search, loot (5,6) finds 6th treasure in pile, nothing.
- Search, loot (1,1) finds 1st treasure in pile, a treasure card.
- Search, loot (3,1) finds 3rd treasure in pile, a treasure card.
"Shopping - a girl's fav'rite sport. An' endurance is my forte'. "

Ricky the Magician (CURST VALLEY 4)
- Rest Magic VI4*
* Alert Magic VI4*
- Move Quiet Woods 4
- Move Quiet Woods 2
- Move Ambush 5
Reveals Red Stink M and Red Lair 3. A red dragon is guarding her lair.
"Looks like a good place for an ambush."


Sunset

AMBUSH 5

The Magician hopes the tile doesn't live up to its name.

CLIFF 3

The Witch hides from the local dragon.

DEEP WOODS 5

The Captain enjoys the deepness of the woods.

HINTERLAND 3
White Vault

The hidden Dwarf watches as the Berserker, Great Elf, Wizard and Sorceror stare down yet another troll.

HINTERLAND 5

The Druid marvels as his redecorating.

JOYLESS VALLEY 5
Red Inn

The Swordsman, Amazon, and Woods Girl rest after a long day of shopping looting.

ICKY VALLEY 2

The Witch King starts his rehabilitation.

LEDGES 6
White Pool

The hidden Soldiers face a wandering giant and a heavy dragon.


Evening

CLIFF 3

The Witch ambushes the dragon with Absorb Essence using Magic V4* and a Black chit. The witch (3,4) remains hidden.



JOYLESS VALLEY 5
Red Inn

The Swordsman gives his H6/H7 horse to the Amazon for a treasure.
He then hands a treasure to the Woods Girl for some gold, a treasure and a shield.
The Swordsman then activates his brand new pair of Shoes of Stealth and mounts his M5/M6 workhorse.



HINTERLAND 3
White Vault

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: The Troll randomly chases the Wizard.
    3. Deployment: none.
    4. Actions:
      The Wizard attempts to run away using Move M4*, back towards Hinterland 6 and (2,5) does!
      The Berserker runs away using Move H5*, towards Hinterland 6.
      The Great Elf does nothing.
      The Dwarf alerts his axe with Fight H6.
      The Sorceror prepares to cast Fiery Blast with Magic IV4* and a Purple chit.

  2. MELEE STEP:
    1. Selecting Targets:
      The Dwarf selects no target and remains hidden.
      The Sorceror targets the troll.
      The Great Elf targets the troll.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      T Troll Charges but has no target.
      The Great Elf swings his bow with Fight L3*.
      The Sorceror smashes his Fiery Blast down on the troll's head.
    4. Randomizing: The troll (2) ducks.
    5. Resolving Attacks (in weapon length order):
      The Great Elf's bow undercuts the troll, drm: +1-4+4= +1.
      The Sorceror intercepts the troll, drm: +4-4= 0.
    6. Inflicting Harm:
      The Great Elf's bow deals L+ harm, (3) +1= 4, no change, miss.
      The Sorceror's Fiery Blast deals L++ harm (6,3) +0= 6, decrease two levels, miss.

  3. FATIGUE STEP:
    The Sorceror fatigues Magic IV4* and a Purple chit.

  4. DISENGAGEMENT: none

Round 2:

  1. ENCOUNTER STEP:
    1. Luring: The Great Elf sends a hireling to lure the Troll. "Ri..ri..right, boss."
    2. Random assignment: none.
    3. Deployment: none.
    4. Actions:
      The Great Elf alerts his bow with Fight L3*.
      The Dwarf does nothing and remains hidden.
      The Sorceror does nothing and remains unhidden.

  2. MELEE STEP:
    1. Selecting Targets:
      The Troll targets R5.
      The Dwarf selects no target and remains hidden.
      The Sorceror selects no target.
      The Great Elf and his hireling target the troll.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      T Troll Charges.
      The Great Elf swings his bow with Fight M4. "I got your back."
      The Hireling also swings, but more in fear than in any real hope of killing a troll.
    4. Randomizing: The troll (4) strays put.
    5. Resolving Attacks (in speed order):
      The Great Elf's bow undercuts the troll, drm: +1-4+4= +1.
      R5 neither intercepts nor undercuts the troll.
      The Troll neither undercuts nor intercepts R5.
    6. Inflicting Harm:
      The Great Elf's bow deals L+ harm, (2) +1= 3, increase one level to heavy, not enough.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: the troll disengages from R5.

Round 3:

  1. ENCOUNTER STEP:
    1. Luring: R5 lures the Troll.
    2. Random assignment: none.
    3. Deployment: none.
    4. Actions:
      The Great Elf alerts his bow with Fight L3*.
      The Dwarf does nothing and remains hidden.
      The Sorceror prepares to cast Fiery Blast with alerted Magic IV4* and a Purple chit.


  2. MELEE STEP:
    1. Selecting Targets:
      The Troll targets R5.
      The Dwarf selects no target and remains hidden.
      The Sorceror targets the troll.
      The Great Elf and his hireling target the troll.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      T Troll Charges.
      The Great Elf thrusts his bow with Fight M4.
      The Hireling and Jafar both swing.
    4. Randomizing: The troll (5) shifts left.
    5. Resolving Attacks (in speed order):
      The Sorceror's alerted Fiery Blast undercuts the troll, drm: +0-4+4= 0. The Great Elf's bow undercuts the troll, drm: +1-4+4= +1.
      R5 neither intercepts nor undercuts the troll.
      The Troll neither undercuts nor intercepts R5.
    6. Inflicting Harm:
      The Fiery Blast deals L++ harm (2,2) +0= 2, increase two levels to T+, the Troll is KILLED
      All other attacks are cancelled.

  3. FATIGUE STEP:
    The Sorceror fatigues Magic IV4* and a Purple chit.

  4. DISENGAGEMENT: none.

Jafar, Jr. Scores 8 FAME and 8 NOTORIETY.
The Wizard and Berserker must start day 6 with a move to either Hinterland 6 or 3.



HINTERLAND 5

The Druid continues his redecorating ways.

Round 1:

The Druid casts "Whistle for Monsters" using Magic VIII4* and Purple from the clearing. Slither 6 moves from the Cliff to the Hinterland.

Round 2:

The Druid casts "Whistle for Monsters" using Magic VIII3* and Purple from the clearing. Patter 2 moves from Deep Woods to the Hinterland.

Round 3:

The Druid casts "Prophecy" using Magic II3* and Purple from the clearing. He may now ignore his written orders and do whatever he wants on day 6.



ICKY VALLEY 2

The Witch King casts Broomstick on himself using Magic V2* and a Black chit.
He then flys away on said Broomstick, toward Ruins. He must start day 6 with a fly phase to either Ruins or Icky Valley.



LEDGES 6
White Pool

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: no one lures.
    2. Random assignment: Neither the giant nor the dragon sees anyone 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.
      Pale S1 smashes.
      Pale SHQ thrusts.
      Pale S2 swings and dodges.
    4. Randomizing:
      The giant (5) shifts left while thrusting his club and (1,4) which does not flip.
      S1 and SHQ (4) stay put, while (6,1) (3,6) both flip.
      S2 (2) stays put, and (6,4) flips.
    5. Resolving Attacks (in weapon length order):
      Dark S1, length 10, intercepts the giant, drm: +4-5= -1.
      Dark S2, length 10, undercuts the giant, drm: +4-5+4= +3.
      Dark SHQ, length 8, neither undercuts nor intercepts the giant.
      The giant's club, length 8, neither undercuts nor intercepts S2.
      The giant's other hand, length 0, neither undercuts nor intercepts S2.
    6. Inflicting Harm:
      Dark S1 deals H harm, (4,2) -1= 3, increase one level to T, the giant is KILLED.
      Dark S2 deals H harm, (5,6) +3= 9, decease two levels, miss.

  3. FATIGUE STEP: None

  4. DISENGAGEMENT: none

Round 2:

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

  2. MELEE STEP:
    1. Selecting Targets:
      The dragon selects S2 as his target.
      All of the Soldiers select the dragon.
    2. Spells take effect: None
    3. Attacks/Maneuvers:
      The dragon charges.
      Pale S1 smashes.
      Pale SHQ thrusts.
      Pale S2 swings and dodges.
    4. Randomizing:
      The dragon (2) smashes while (2,6) flipping to its dark side.
      S1 and SHQ (3) SHQ swings, while (5,3) (2,4) neither flips.
      S2 (2) stays put, and (2,5) does not flip.
    5. Resolving Attacks (in speed order):
      Pale SHQ, neither intercepts nor undercuts the dragon.
      The dragon, neither intercepts nor undercuts S2
      Pale S1, intercepts the dragon, drm: +6-3= +3.
      Pale S2, neither intercepts nor undercuts the dragon.
    6. Inflicting Harm:
      Pale S1 deals H harm, (6,1) +3= 9, decease two levels, miss.

  3. FATIGUE STEP: None

  4. DISENGAGEMENT: the dragon disengages.

Round 3:

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

  2. MELEE STEP:
    1. Selecting Targets:
      The dragon selects S2 as his target.
      All of the Soldiers select the dragon.
    2. Spells take effect: None
    3. Attacks/Maneuvers:
      The dragon charges.
      Pale S1 smashes.
      Pale SHQ thrusts.
      Pale S2 swings and dodges.
    4. Randomizing:
      The dragon (2) smashes while (2,4) remaining on its dark side.
      S1 and SHQ (3) SHQ swings, while (6,3) (6,5) both flip.
      S2 (1) smashes, and (5,2) does not flip.
    5. Resolving Attacks (in speed order):
      Dark S1, intercepts the dragon, drm: +4-3= +1.
      The dragon, intercepts S2. drm: +4-4= 0.
      Dark SHQ, neither intercepts nor undercuts the dragon.
      Pale S2, intercepts the dragon, drm: +6-3= +3.
    6. Inflicting Harm:
      Dark S1 deals M harm, (1,3) +1= 4, no change, miss.
      Dragon deals M harm, (5,1) +0= 5, no change, S2 is KILLED.

  3. FATIGUE STEP: None

  4. DISENGAGEMENT: the dragon disengages.

Round 4:

  1. ENCOUNTER STEP:
    1. Luring: no one lures.
    2. Random assignment: the dragon is assigned to attack one of the Captain's hirelings.
    3. Deployment:
      S1 is assigned to the dragon.
      SHQ is assigned to the dragon. The dragon moves to his own sheet with SHQ attacking. S1 is added on top of SHQ.
    4. Actions: None.

  2. MELEE STEP:
    1. Selecting Targets:
      The dragon selects S1 as his target.
      All of the Soldiers select the dragon.
    2. Spells take effect: None
    3. Attacks/Maneuvers:
      The dragon charges.
      Pale SHQ smashes.
      Pale S1 swings.
    4. Randomizing:
      The dragon (5) shifts left to smash while (1,2) remaining on its dark side.
      SHQ (1) swings, while (2,3) not flipping.
      S1 (3) thrusts, and (5,6) flips.
    5. Resolving Attacks (in speed order):
      Pale SHQ, neither intercepts nor undercuts the dragon.
      The dragon, undercuts S1. drm: +4-5+4= +3.
      Dark S1, neither intercepts nor undercuts the dragon.
    6. Inflicting Harm:
      Dragon deals M harm, (6,4) +3= 9, reduced two levels, miss.

  3. FATIGUE STEP: None

  4. DISENGAGEMENT: the dragon disengages.

Round 5:

  1. ENCOUNTER STEP:
    1. Luring: no one lures.
    2. Random assignment: the dragon is assigned to attack one of the Captain's hirelings.
    3. Deployment:
      S1 is assigned to the dragon.
      SHQ is assigned to the dragon. The dragon moves to his own sheet with SHQ attacking. S1 is added on top of SHQ.
    4. Actions: None.

  2. MELEE STEP:
    1. Selecting Targets:
      The dragon selects S1 as his target.
      All of the Soldiers select the dragon.
    2. Spells take effect: None
    3. Attacks/Maneuvers:
      The dragon charges.
      Pale SHQ smashes.
      Pale S1 swings.
    4. Randomizing:
      The dragon (3) swings while (3,3) remaining on its dark side.
      SHQ (1) swings, while (1,1) not flipping.
      S1 (6) shifts right, and (6,2) flips.
    5. Resolving Attacks (in speed order):
      Pale SHQ, intercepts the dragon, drm: +4-3= +1.
      The dragon, undercuts S1. drm: +4-5+4= +3.
      Dark S1, neither intercepts nor undercuts the dragon.
    6. Inflicting Harm:
      SHQ deals T harm (3,5) +1= 6, no change, the dragon is KILLED.

  3. FATIGUE STEP: None

  4. DISENGAGEMENT: none.

The Captain scores 8+5=13 FAME and 8+5=13 NOTORIETY, but loses 3 NOTORIETY because S2 was killed.


Midnight

The Witch returns to her former self as her Absorb Essence spell falls inert.


Day 6 orders are due Monday April 11, 2005 4:00 PM EST.


My Home Page

Updated: April 8, 2005


© 2005, Daniel W. Farrow IV, all rights reserved