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

21st Day:
PURPLE magic

Day 17


Birdsong


Sunrise

White S3 follows Captain Himmelbottom.
White R5, R6, & R7 follow Feanor the Great Elf
Kitty follows Granny Witch
Three bats follow the Woods Girl


Daylight

Kabats the Swordsman (between LEDGES 6 & 3) Chooses to go first.
* Move Ledges 3
- Hide (3) Hides!
- Hire SHQ, buy drinks, friendly (5,2) Price x4, hires SHQ for 16 gold.
- Hire ~ cancel activity
- Hire ~ cancel activity
Reveals White Bones M and White Lost Castle, which contains Red Vault 3 and White Pool 6. Three bats search for bones in the Swordsman's clearing, block the recently hired Soldier Leader and stop prowling.
"So nice of you to take my first offer. (Personally, I would have held out for more.)"

Captain Himmelbottom (LEDGES 1)
- Hide (3,3) Hides!
- Search, peer (1,6) finds nothing.
- Search, peer (6,3) finds nothing.
- Search, peer (3,5) finds clues
"That path must be here somewhere."

Granny the Witch (between BORDERLAND 5 & 3)
- Move Borderland 3
- Hide (1,6) no.
- Hide (3,6) no.
- Move Borderland 2
Reveals White Stink C and White Lost City which contains Red Howl 4 and White Roar 4! Two flying red dragons check out what Granny is up to, block her and stop prowling.
"Those are awfully big seagulls."

Xelvonar the Wizard (HINTERLAND 3, White Vault)
- Move Hinterland 2
- Move Curst Valley 2
- Move Curst Valley 5
- Move Dark Valley 4
Nothing arrives.
"Too many sounds coming from the Hinterland!"

Willie the Witch King (RUINS 4, White Shrine)
- Search, magic sight (1,3) finds treasure cards. Takes top one from Shrine.
- Search, magic sight (5,1) discovers chits, nothing new.
- Search, magic sight (2,5) discovers chits, nothing new.
- Search, magic sight (5,6) finds nothing.
Reveals White Smoke C and White Shrine 4. Nothing arrives.
"Finally got something."

Jafar, Jr. the Sorceror (between HINTERLAND 2 & 3)
- Move Hinterland 2
- Hide (3,4) Hides!
- Rest Magic IV4*
- Rest Magic IV5*
Reveals White Bones C, Red Flutter 1,Red Patter 2, Red Slither 3, White Vault 3, Red Roar 4, White Howl 4, Red Patter 5, Red Slither 6, and Red Roar 6. Incredibly nothing arrives!
"I feel like my old self again."

Pwyll the Druid (HINTERLAND 5)
- Rest Magic VIII4*
- Rest Magic VIII3*
- Rest Magic II3*
"What happened to that nice blizzard weather?"

Hrolf the Berserker (QUIET WOODS 2)
- Move Quiet Woods 4
- Move Curst Valley 4
- Move Nut Woods 4
- Move Nut Woods 2
* Rest Fight T4** (make change with Fight T6*)
Reveals Red Smoke W. The Red Small Campfire is located in clearing 5. Nothing arrives.
"RrraaaAAAAAaaaagghhh!!!! Where's that red smoke coming from?"

Atalanta the Woods Girl (LEDGES 6, White Pool)
- Hide (3) Hides!
- Search, loot (1,4) finds 4th treasure in pile, fatigues Fight M4*, a treasure card.
- Search, loot (3,4) finds 4th treasure in pile, fatigues Move L3*, a treasure card.
- Move Ledges 3. Fall asleep due to Flowers of Rest.
"ZZZzzz!"

Ricky the Magician (RUINS 4, White Shrine)
- Hide (4) Hides!
* Alert IV4*
- Search, read runes (4,4)-1=3 learns and awakens spell.
- Search, loot (6,2) finds nothing.
- Search, loot (1,2) finds nothing.
"Reading is fundamental."

Mikki the Amazon (CLIFF 3)
* Move Cliff 4
* Move Cliff 4
- Move Cliff 4
- Move Cliff 4
- Search, peer Borderland 3 (6,3) finds nothing
- Search, peer Deep Lake 5 (3,1) finds hidden enemies and paths
Reveals Red Bones M. Nothing Arrives.
"Can't seem t' make out a thing."

Haggr the Dwarf (HINTERLAND 3, White Vault)
- Hide (4,3) Hides!
- Search, loot (4,3) finds 4th treasure in pile, Toadstool Circle again.
- Search, loot (1,3) finds 3rd treasure in pile, Remains of the Thief, gets a curse (3,5) ASHES (Recorded GOLD is worthless) was well as the Living Sword, a Treasure and 20 (worthless) gold.
- Search, loot (3,6) finds 6th treasure in pile, nothing.
"Still some left for you, Mr. Elf."

Feanor the Great Elf (HINTERLAND 3, White Vault)
* Hide (1,3) Hides!
- Search, loot (1,4) finds 4th treasure in pile, nothing.
- Search, loot (1,1) finds 1st treasure in pile, a treasure.
- Search, loot (6,5) finds 6th treasure in pile, nothing.
- Search, loot (1,2) finds 2nd treasure in pile, Toadstool Circle again.
"Wow! I found something."


Sunset

BORDERLAND 2

The Witch is caught out in the open by two dragons.

CLIFF 4

The Amazon scans the horizon for signs of life.

DARK VALLEY 4

The Wizard enjoys the quiet solitude of the valley.

HINTERLAND 2

The Sorceror steps out to recover a bit.

HINTERLAND 3
White Vault

The Dwarf watches as the Great Elf bids farewell to his hired band.

HINTERLAND 5

The Druid enjoyed last week's weather more.

LEDGES 1

The Captain and his hired gun just can't seem to find that hidden path.

LEDGES 3
Vermillion vault

The hidden Swordsman watches as his new hire stares down three, make that six, hostile bats. Meanwhile the Woods Girl awakes from her beauty sleep all rested and refreshed.

NUT WOODS 2

The Berserker meanders through the woods.

RUINS 4
White Shrine

The Magician and Witch King plan a way to get that last treasure.


Evening



HINTERLAND 5

The Druid casts "Prophecy" on himself using Magic II3* and Purple from the clearing. He (1) remains hidden. Pwyll may now ignore written orders for tomorrow and do whatever he wants. In addition, he runs out of the clearing, toward Oak Woods. He must start the next day with a move to either OW4 or HL5.



LEDGES 3
Vermillion vault

Round 1:

All bats are assigned to SHQ. He is the only target they see.
The Woods Girl casts Control Bats using her Magic VII6** chit and Purple from the clearing. The chit immediately fatigues and she becomes unhidden. Meanwhile the Swordsman releases one of his horses.

Round 2:

The Woods Girl grabs the loose horse and the Swordsman dismounts.

Round 3:

The Woods Girl flees toward the pool.



Borderland 2

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: Both dragons are randomly assigned to the Witch.
    3. Deployment: None.
    4. Actions: The Witch attempts to run away using Move L3*. Stumble table, drm: +3 Witch's speed, -4 fastest attacker, +2 number of attackers = +1. (2,4) +1= 5 escape!

The Witch must start day 18 with a move to either clearing 2 or 3.



RUINS 4
White Shrine

Ricky hands Willie a brand new pair of shoes, which the Witch King immediately dons, along with a matching ring.


Midnight


Day 18 orders are due 05/05/05 05:05 PM EDT.


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Updated: May 4, 2005


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