Monster rolls:
3 & 5
 
 

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 7


Birdsong

The Yellow Realm is imbued, infused, and otherwise permeated with Purple magic. As such, any tile with Purple magic anywhere automatically enchants and the Magician is a squirrel.

The Red Rogues regenerate, and boy are they pissed.

White S2 regenerates to the White House.


Sunrise

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


Daylight

Kabats the Swordsman (LEDGES 4) Chooses to go first.
- Hide (4) Hides!
- Hide ~ cancel activity
- Search, peer (3,5) finds clues
- Search, peer (5,5) finds clues
* Move Ledges 6 ~ ignore, does not know Hidden Path.
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. An albino octopus surfaces in its pool, blocks the soldiers and stops prowling. A heavy red arachnid patters into clearing 5.
"Sounds like someone is in the pool."

Atalanta the Woods Girl (LEDGES 4)
- Move Ledges 1
- Hide (3) Hides!
- Hide ~ cancel activity
- Search, peer (3,3) finds hidden enemies and the hidden path to clearing 3.
A spider sits down besides her, but cannot find little Miss Muffet.
"A path, a path!"

Hrolf the Berserker (QUIET WOODS 5)
- Rest Move H6, from wounded to active.
- Rest Move T6*
- Rest Berserk T4**, making change with Move T6*
- Rest Move T6*
* Rest Fight T5*
Reveals White Dank W. Nothing Arrives.
"RrraaaAAAAAaaaagghhh!!!! What a restful day!"

Granny's familiar (PINNACLE 2)
- Move Deep Woods 1
- Move Deep Woods 6
- Move Deep Woods 4
- Move Deep Woods 5

Granny the Witch (CLIFF 3)
- Hide (3,2) Hides!
- Rest Magic V5*
- Rest Magic V4*
- Move Cliff 2
Reveals Red Bones M. Nothing arrives.
"All rested up."

Feanor the Great Elf (HINTERLAND 3, White Vault)
* Hide (3,5) Hides!
- Search, locate (3,3) finds passages
- Search, locate (3,1) finds passages
- Search, locate (2,3) finds passages
- Search, locate (3,3) finds passages
Reveals White Bones C, Red Patter 2, Red Slither 6 and White Vault 3. Nothing arrives.
"It's not my vault I can't find it."

Xelvonar the Wizard (HINTERLAND 3, White Vault)
- Rest Magic IV3*
- Rest Magic IV4*
- Enchant Magic IV4* to Purple
- Search, locate (2,2) finds passages and clues
"All the books say it's right around here."

Haggr the Dwarf (HINTERLAND 3, White Vault)
- Hide (5,3) Hides!
- Search, locate (2,5) finds nothing
- Search, locate (2,1) finds passages and clues
- Search, locate (2,2) finds passages and clues
"Are you sure there is a vault around here?"

Soldier Leader 'The Lieutenant' (LEDGES 6, White Pool)
Blocked by an octopus.
A heavy red arachnid rambles over to get a drink from the pool, blocks the Lieutenant and stops prowling.

Jafar, Jr. the Sorceror (HINTERLAND 3, White Vault)
- Hide (4,1) Hides!
- Rest Magic IV4*
- Rest Magic IV4*
* Enchant
- Enchant IV4* to Purple
"Finally, some rest."

Mikki the Amazon (ICKY VALLEY 2)
* Move Icky Valley 5
* Move Joyless Valley 5
- Move Joyless Valley 2
- Move Deep Woods 2
- Move Awful Valley 5
- Move Awful Valley 2
Nothing arrives.
"All alone and loving it!"

Willie the Witch King (between RUINS 1 & 4)
- Move Ruins 1
- Rest Magic V2*
- Rest Magic V4*
- Enchantment preparations.
* Enchant Magic V4* to Black
Reveals White Smoke C and White Shrine 4. Nothing arrives.
"It's deja vu all over again."

Captain Himmelbottom (PINNACLE 2)
- Move Deep Woods 1
- Move Deep Woods 6
- Move Deep Woods 4
- Move Deep Woods 5
Reveals White Smoke M. Nothing arrives.
"Here, kitty, kitty."

Pwyll the Druid (HINTERLAND 3, White Vault)
- Hide (2) Hides!
- Rest Magic VIII3*
- Rest Magic VIII4*
- Rest Magic II3*
"What do you mean where is it? Search me."

Ricky the Magician aka squirrelly (AMBUSH 1)
- Hide (2) Hides!
- Move Ruins 2
- Move Ruins 4
- Search, locate (4,4) discovers the White Shrine!
"Am I now a shriner?"


Sunset

AWFUL VALLEY 2

The Amazon spends a quiet night in an awful valley.

CLIFF 2

The Witch explores her inner dragon.

DEEP WOODS 5

The Captain can't seem to get rid of this kitty.

HINTERLAND 3
White Vault

The hidden Great Elf, Druid, Sorceror and Dwarf watch the Wizard study his maps.

LEDGES 1

The Woods Girl maps out a new found path.

LEDGES 4

The Swordsman wishes he had found a path, too.

LEDGES 6
White Pool

The Soldiers find that they aren't the only ones interested in the pool's valuable water. They face an octopus and a heavy spider.

QUIET WOODS 5

The Berserker feels a bit more rested.

RUINS 1

The Witch King enjoys a quiet night alone.

RUINS 4
White Shrine

The Magician worships at the shrine of knowledge.


Evening

CLIFF 2

The Witch Casts broomstick using a Magic V5* chit and a Black chit. She (4,3) remains hidden.



HINTERLAND 3
White Vault

Round 1:

The Druid casts Whistle for Monsters using VIII3* and Purple from the day. Red Roar 6 moves from LEDGES to HINTERLAND.

Round 2:

The Druid casts Whistle for Monsters using VIII4* and Purple from the day. Red Slither 3 moves from LEDGES to HINTERLAND.

Round 3:

The Druid casts Whistle for Monsters using VIII2** and Purple from the day. Red Patter 5 moves from LEDGES to HINTERLAND.

Round 4:

The Druid casts Prophecy using II3* and Purple from the day. Pwyll does not need to follow his recorded orders for day 8. He (5) remains hidden.



LEDGES 6
White Pool

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: S1 lures the Octopus while SHQ lures the spider.
    2. Random assignment: none.
    3. Deployment: None.
    4. Actions: None.

  2. MELEE STEP:
    1. Selecting Targets:
      S1 and the Octopus target each other.
      Likewise SHQ and the spider.
    2. Spells take effect: None
    3. Attacks/Maneuvers:
      Everyone is on their pale side in Duck/Smash mode.
    4. Randomizing:
      The Spider (2) charges while (4,3) not flipping.
      The Octopus (4) stays put.
    5. Resolving Attacks (in weapon length order):
      Pale S1, length 10, intercepts the octopus, drm: +6-2= +4.
      Pale SHQ, length 8, neither undercuts nor intercepts.
      The spider undercuts SHQ, drm: +4-6+4= +2.
      The Octopus intercepts S1, drm: +4-4= 0.
    6. Inflicting Harm:
      Pale S1 deals H+ harm, (3,3) +4= 7, reduce one level, miss.
      The Octopus deals L harm (3,6) +0= 6, unchanged, miss, but S1 is wrapped in the Octopus' tentacles.
      The spider cannot possibly deal enough harm to kill SHQ, miss.

  3. FATIGUE STEP: None

  4. DISENGAGEMENT: the spider disengages.

Round 2:

  1. ENCOUNTER STEP:
    1. Luring: SHQ lures the spider.
    2. Random assignment: none.
    3. Deployment: None.
    4. Actions: None.

  2. MELEE STEP:
    1. Selecting Targets:
      S1 and the Octopus target each other.
      Likewise SHQ and the spider.
    2. Spells take effect: None
    3. Attacks/Maneuvers:
      Everyone is on their pale side (except the red-side-up octopus) in Duck/Smash mode.
    4. Randomizing:
      The Spider (2) charges while (1,2) not flipping.
      The Octopus (6) shifts out of position.
    5. Resolving Attacks (in speed order):
      The spider undercuts SHQ, drm: +4-6+4= +2.
      Everybody else misses.
    6. Inflicting Harm:
      The spider cannot possibly deal enough harm to kill SHQ, miss.

  3. FATIGUE STEP: None

  4. DISENGAGEMENT: the spider disengages.

Round 3:

  1. ENCOUNTER STEP:
    1. Luring: SHQ lures the spider.
    2. Random assignment: none.
    3. Deployment: None.
    4. Actions: None.

  2. MELEE STEP:
    1. Selecting Targets:
      S1 and the Octopus target each other.
      Likewise SHQ and the spider.
    2. Spells take effect: None
    3. Attacks/Maneuvers:
      Everyone is on their pale side (except the red-side-up octopus) in Duck/Smash mode.
    4. Randomizing:
      The Spider (3) continues to smash while (1,3) not flipping.
      The Octopus (4) stays put.
    5. Resolving Attacks (in speed order):
      SHQ intercepts the spider, drm: +4-3= +1.
      The spider intercepts SHQ, drm: +4-6= -2.
      The Octopus crushes S1 at speed 4.
      S1 intercepts the octopus, drm: +6-3= +3.
    6. Inflicting Harm:
      SHQ deals T+ harm (5,4) +1= 6, no change. The spider is KILLED.
      The Octopus crushes its target, S1 is KILLED.

  3. FATIGUE STEP: None

  4. DISENGAGEMENT: none.

Round 4:

  1. ENCOUNTER STEP:
    1. Luring: SHQ lures the octopus.
    2. Random assignment: none.
    3. Deployment: None.
    4. Actions: None.

  2. MELEE STEP:
    1. Selecting Targets:
      SHQ and the Octopus target each other.
    2. Spells take effect: None
    3. Attacks/Maneuvers:
      Everyone is on their pale side in Duck/Smash mode.
    4. Randomizing: The Octopus (3) continues to smash.
    5. Resolving Attacks (in speed order):
      SHQ intercepts the octopus, drm: +4-2= +2.
      The Octopus intercepts SHQ, drm: +4-6= -2.
    6. Inflicting Harm:
      SHQ deals T+ harm (5,3) +2= 7, decrease one level. The Octopus is KILLED.

  3. FATIGUE STEP: None

  4. DISENGAGEMENT: none.

The Captain scores 8+3=11 FAME and 8+3=11 NOTORIETY, but loses 3 NOTORIETY because S1 was killed.


Midnight

The Magician returns to his former self as his transform spell falls inert.


Day 13 orders are due Friday April 22, 2005 4:00 PM EST.


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Updated: April 22, 2005


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