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:
Blizzard
2 days/week
4 basic
2 sheltered

Mountains:
4 phases to enter

FOOD to INN

ESCORT to INN

Reward: 4 GOLD/clearing

14th Day:
GREY magic

Day 14


Birdsong

Grey magic permeates the Yellow Realm.

All visitor and mission chits on the white setup card flip over.

Red dragons regenerate as well as the Crimson Company.


Sunrise

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


Daylight

Kabats the Swordsman (LEDGES 6, White Pool) Chooses to go first.
- Hide (6) no.
- Search, loot (4,1) finds 4th treasure in pool (fatiguing Move L3*), Flowers of Rest!
Gold magic fills the clearing. The Swordsman and Woods Girl immediately fall asleep while their fatigued chits are rested.
"ZZZzzz."

Soldier Leader 'The Lieutenant' (LEDGES 6, White Pool)
- Hide (2,1) Hides!
- Search, loot (1,5) finds 5th treasure in pile, a treasure card.
 Drop all three treasure cards (two pair handy gloves and timeless jewel) in the clearing.
- Move Ledges 3
- Move Ledges 1 ~ Cancel, does not know hidden path.
Reveals White Bones M and White Lost Castle, which contains Red Vault 3 and White Pool 6. A pair of bats search for bones in the Lieutenant's clearing.

Haggr the Dwarf (HINTERLAND 3, White Vault)
- Hide (3,4) Hides!
 Share location of Red Toadstool Circle with Wizard.
- Search, loot (4,3) finds 4th treasure in pile, Toadstool Circle.
- Search, loot (5,5) finds 5th treasure in pile, nothing.
- Search, loot (5,6) finds 6th treasure in pile, nothing.
Reveals White Bones C, Red Patter 2, Red Slither 3, White Vault 3, Red Patter 5, Red Slither 6, and Red Roar 6. A heavy red dragon slithers into clearing 3, blocks the Elf, Wizard, and Sorceror and stops prowling.
"Oops! I didn't mean for that to happen."

Woods Girl's Bat (LEDGES 6, White Pool)
- Search, peer (4,5) finds clues
- Search, peer (2,4) finds hidden enemies
- Search, peer (1,4) finds hidden enemies
- Search, peer (5,1) finds clues
A pair of bats leaves SHQ to investigate what the other bat is investigating, blocks it and stops prowling.

Hrolf the Berserker (QUIET WOODS 5)
- Hide (2,6) no.
- Move Oak Woods 5
- Move Maple Woods 5
- Move Quiet Woods 2
* Rest Fight T6*
Reveals White Dank W. Nothing Arrives.
"RrraaaAAAAAaaaagghhh!!!! A nice tour of the woods."

Feanor the Great Elf (HINTERLAND 3, White Vault)
Blocked by a dragon.
"Pesky Vermin!"

Captain Himmelbottom (ICKY VALLEY 5)
* Move Icky Valley 2
- Move Ledges 4
- Move Ledges 1
- Hire S3, friendly (5) Price x4, declines.
- Hire S3, friendly (4) Price x3, hires S3 for his shield.
"It's been nice knowing you S3. Glad you decided to stay on."

Granny's familiar (AWFUL VALLEY 2)
- Move Cliff5
- Move Cliff3
- Move Cliff2
- Move Borderland 5

Granny the Witch (BORDERLAND 5)
- Hide (6,3) no.
- Hide (6,6) no.
- Enchant preparations
- Enchant Magic V5* to Black
- Enchant Magic V6* to Black
- Search, locate (6,4) finds nothing
Reveals White Stink C and White Lost City which contains Red Flutter 1, Red Howl 4, Red Roar 4, White Roar 4 and White Howl 4! Two flying red dragons flutter on gossamer wings into clearing 1.
"I'm glad my kitty if finally back with me."

Ricky the Magician (RUINS 4, White Shrine)
- Hide (1,3) Hides!
 Show location of White Shrine to Willie.
- Search, loot (4,1) finds 4th treasure in pile, a treasure card.
- Search, loot (6,5) finds 6th treasure in pile, nothing.
- Search, loot (3,3) finds 3rd treasure in pile, a treasure card.
Reveals White Smoke C and White Shrine 4. Nothing arrives.
"Finally got something."

Willie the Witch King (RUINS 4, White Shrine)
- Hide (2,3) Hides!
- Search, magic sight (6,5) finds nothing
- Search, magic sight (4,6) finds nothing
- Search, magic sight (5,3) discovers chits (nothing new).
"Watcha get? Watcha get?"

Xelvonar the Wizard (HINTERLAND 3, White Vault)
Blocked by a dragon.
"Who, who let the dragon out?"

Pwyll the Druid (HINTERLAND 5)
- Hide (4) Hides!
- Rest Magic VIII4*
- Rest Magic VIII3*
- Rest Magic VIII2** making change with VIII3*
- Rest Magic VIII3*
- Hide ~ cancel activity.
"Caves are nice to recover in."

Atalanta the Woods Girl (LEDGES 6, White Pool)
"ZZZzzz!"

Jafar, Jr. the Sorceror (HINTERLAND 3, White Vault)
Blocked by a dragon.
"The do have large rodents in this part of the realm."

Mikki the Amazon (CLIFF 3)
* Move Cliff 6
* Move Cliff 6
- Move Cliff 6
- Move Cliff 6
- Search, locate (4,5) finds nothing
- Hide (6,2) no.
Reveals Red Bones M. Nothing Arrives.
"Two steps forward 'n' one back,"


Sunset

BORDERLAND 5

The Witch gets familiar with her familiar.

CLIFF 6

The Amazon studies her maps to figure out which way to go next.

HINTERLAND 3
White Vault

The hidden Dwarf watches the Great Elf, Sorceror, and Wizard cower from a dragon.

HINTERLAND 5

The hidden Druid enjoys the cave for once.

ICKY VALLEY 5
White House

The Captain realizes that his private army expires at midnight.

LEDGES 6
White Pool

The Swordsman and Woods Girl wake up rested and refreshed and facing three hostile bats.

QUIET WOODS 5

The Berserker meanders through the woods.

RUINS 4
White Shrine

The Magician and Witch King swap magic recipes.


Evening

BORDERLAND 5

Granny and her kitty run away toward Borderland 3. They must start tomorrow with a move to either clearing 3 or 5.



HINTERLAND 5

The Druid casts "Whistle for Monsters" three times using his three Magic VIII chits and Purple from the clearing. Red Flutter 1, Red Roar 4, and White Howl 4 magically teleport from BORDERLAND to HINTERLAND. He then casts "Prophecy" on himself using Magic II3* and Purple from the clearing. He (5) remains hidden. Pwyll may now ignore written orders for tomorrow and do whatever he wants.



LEDGES 6
White Pool

Round 1:

The Swordsman lures all three bats while the Woods Girl casts Control Bats using her Magic VII6** chit and Purple from the clearing. The chit immediately fatigues.

Round 2:

The Swordsman picks up a pair of Handy Gloves.
The Woods Girl gets the other pair.

Round 3:

The Swordsman runs away, toward Ledges 3. He must start the next day with a move to either Ledges 3 or 6.
The Woods Girl picks up the Timeless Jewel.



HINTERLAND 3
White Vault

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: The Great Elf lures the Dragon.
    2. Random assignment: None.
    3. Deployment: None.
    4. Actions:
      The Dwarf alerts his Great Axe with Fight H6.
      The Great Elf alerts his bow with Fight L3*.

  2. MELEE STEP:
    1. Selecting Targets:
      Dragon targets elf.
      Elf and Dwarf target the Dragon.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      The Dragon charges.
      The Dwarf Smashes with Fight T5**.
      The Elf ducks with Move M4 while thrusting his bow with Fight M4.
    4. Randomizing:
      The Dragon (4) stays put while (6,3) flipping to his dark side.
    5. Resolving Attacks (in weapon length order):
      The Elf's bow intercepts, drm: +1-3= -2.
      The Dwarf neither undercuts nor intercepts.
      The dragon neither undercuts nor intercepts.
    6. Inflicting Harm:
      The Elf does M harm (2) -2= 0, increase three levels, the dragon is KILLED.

  3. FATIGUE STEP: The Dwarf fatigues Fight T5** making change with Fight T6*.

  4. DISENGAGEMENT: none.

Round 2:
The Sorceror runs away, toward clearing 2.

The Elf scores 5 FAME and 5 NOTORIETY.


Midnight

The weather for next week is (1,6) Clear. Snowdrifts remain from this week's blizzard. Next week will have 5 days of 3 basic and 1 sunlight phase each. The next day of activity is day 17.


Day 17 orders are due Monday May 2, 2005 4:00 PM EST.


My Home Page

Updated: April 27, 2005


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