Monster rolls:
5 & 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 20


Birdsong

Another relatively quiet day in the realm. One dragon guards its lair while a spider cannot find who or what disturbed its cairns.


Sunrise

White S3 follows Captain Himmelbottom.
The Woods Girl is followed by her dancing bats.
Willie the Witch King follows Ricky J. Squirrel Magician.
Jafar the Sorceror follows Xelvonar the Aged Wizard who follows Haggr the Dwarf.


Daylight

Ricky the Magician /Squirrel (AMBUSH 4)
- Move and
- Move and
- Move and
- Move Ambush 3
 The Witch King and Berserker discover the secret passage between Ambush 3 and 4.
Reveals Red Stink M and Red Lair 3. The Red Lair Dragon arrives, blocks Ricky and Hrolf and stops prowling.
"That was a big hill for a little squirrel."

Willie the Witch King ceases to follow and is
Blocked by a dragon.
"Ricky, you any relation to Rocket J. Squirrel?"

Haggr the Dwarf (NUT WOODS 5, Small Red Campfire)
- Move Hidden Mines 3
 Jafar turns into an eagle.
- Hide (3) Hides!
- Hide ~ cancel activity
Reveals Red Ruins C and Red Howl 5. Nothing Arrives.
"Ah, this place brings back memories!"

Xelvonar the Wizard ceases to follow
"Not more empty caves!"

Jafar, Jr. the Sorceror ceases to follow
"My eagle eyes don't spot any trouble."

Atalanta the Woods Girl (LEDGES 3) followed by her dancing bats.
- Search, loot (6) finds 6th treasure, nothing.
 Mounts Horse.
- Search, loot (6) finds 6th treasure, nothing.
- Search, loot (6) finds 6th treasure, nothing.
- Search, loot (2) finds 2nd treasure, a treasure card.
 Drops the treasure in the clearing.
* Move Ledges 1
Reveals White Bones M and White Lost Castle, which contains only Red Vault 3 and White Pool 6. Nothing Arrives.
"For once I finish a turn without falling asleep."

Hrolf the Berserker (AMBUSH 3, Red Lair)
Blocked by a dragon.
"RrraaaAAAAAaaaagghhh!!!! Finally something to kill, and a dragon, too!"

Soldier Leader 'The Lieutenant' (LEDGES 3, Vermillion Vault)
- Search, crypt of the red knight (4,5) One gold.
- Search, crypt of the red knight (3,6) CURSE, (3,3) = WITHER, no effect on SHQ
- Search, crypt of the red knight (2,4) Takes Treasure Card
- Move Ledges 1

Kabats the Swordsman (between LEDGES 1 & 3) Chooses to go now.
- Move Ledges 1
 Woods Girl falls asleep.
* Move Ledges 4
- Search, peer (3,1) finds hidden enemies and path to Ledges 6.
- Search, peer (6,3) nothing.
- Move Ledges 1
"Always sleeping on the job, I see."

Pwyll the Druid (QUIET WOODS 5)
- Hide (1) Hides!
- Move Oak Woods 5
- Rest Magic VIII2**, make change with Magic VIII3*
- Rest Magic VIII3*
Reveals White Bones W. Nothing Arrives.
"A quiet walk in the woods is always restful."

Captain Himmelbottom (LEDGES 3, Vermillion Vault)
- Hide (4,6) No.
- Search, enchanted red meadow (3,2) WISH! (Roll on Wish Table). WISH (5,4) I Wish For Health (no effect)
- Search, enchanted red meadow (2,3) WISH! (Roll on Wish Table). WISH (6,5) I Wish For Strength (Next Attack is Tremendous)
- Search, crypt of the red knight (1,5) One gold.

Feanor the Great Elf (DEEP LAKE 5, Cairns of White Stones)
* Hide (1,3) Hides!
- Search, locate (6,5) nothing.
- Search, locate (4,1) locates the Cairns.
- Search, loot (6,2) takes 6th treasure, a treasure card and fatigues Magic VII4*.
- Search, loot (5,2) takes 5th treasure, a treasure card and fatigues Move L2*.
Reveals Red Dank M and White Cairns 5. A tremendous albino spider checks to see who or what is disturbing its home.
"Treasure *and* a monster! Can life get any better?"

Mikki the Amazon (HIGH PASS 6)
* Move Awful Valley 4
- Hide (2,4) Hides!
- Move Caves 5
- Move Caves 6
Reveals Red stink C and White Patter 5. Nothing arrives.
"Ran right by those two stupid trolls!"

Granny's familiar (CHASM 4)
- Search, peer (3,6) finds nothing.
- Search, peer (6,3) finds nothing.
- Search, peer (1,2) finds clues and paths, Granny discovers the path to Chasm 6.
- Search, peer (2,2) finds clues and paths.

Granny the Witch (CHASM 4)
- Hide (6,6) no.
- Rest Magic V6*
- Enchant preparations.
- Enchant V6* to Black
Reveals Red Smoke C and Red Altar 1. Nothing Arrives.
"Now, where are we, kitty?"


Sunset

AMBUSH 3
Lair of the Red Dragon

The Berserker, Witch King, and Magician/Squirrel face an irate dragon. (He must be irate; he is all red in the face.)

CAVES 6

The hidden Amazon realizes she dislikes dreary caves.

CHASM 4

The hidden Witch surveys new ground.

DEEP LAKE 5
Cairn of White Stones

The Great Elf faces an albino spider the size of Mahattan.

HIDDEN MINES 3

The Sorceror, Dwarf and Wizard don't mind the mines.

LEDGES 1

The Swordsman applauds the Woods Girl and her dancing bats.

LEDGES 3
Vermillion Vault

The Captain wishes he had more wishes.

Oak WOODS 5

The Druid does what druids do, worship trees.


Evening

DEEP LAKE 5
Cairn of White Stones

Round 1:

Nothing happens.

Round 2:

  1. ENCOUNTER STEP:
    1. Luring: none
    2. Random assignment: The spider sees no target.
    3. Deployment: none
    4. Actions: the Great Elf alerts his long bow with Fight M4.

  2. MELEE STEP:
    1. Selecting Targets: The elf targets the spider and (2,5) remains hidden.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      The Spider charges
      The Elf thrusts his long bow with Fight M3*.
    4. Randomizing: The Spider (5) moves out of position.
    5. Resolving Attacks (in speed order):
      The elf undercuts, drm: +1-3+4 = +2.
    6. Inflicting Harm:
      The elf's long bow does H (5) +2= 7, miss.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Combat ends after two uneventful rounds.



HIDDEN MINES 3

The Sorceror/eagle flys away, toward Nut Woods. He must start the next day with a fly phase to either Nut Woods or Hidden Mines.



AMBUSH 3
Lair of the Red Dragon

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: Hrolf lures the Dragon.
    2. Random assignment: None
    3. Deployment: None
    4. Actions:
      The Witch King prepares to cast Fiery Blast using the hidden ring and Purple from the clearing.
      The Berserker does what Berserkers do, he goes Berserk.
      Ricky J. Squirrel squeeks.

  2. MELEE STEP:
    1. Selecting Targets:
      The Dragon targets the Berserker.
      The Witch King and Berserker target the Dragon.
      The Squirrel targets a nut.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      The Berserker smashes his unalerted axe with Fight H5 while ducking with Move H5*.
      The Witch King swings his Fiery Blast.
      The Dragon charges and thrusts, its head swinging.
    4. Randomizing:
      The Dragon (5) shifts right while its head (4,6) flips to its dark side
    5. Resolving Attacks (in weapon length order):
      The fire breathing dragon's head intercepts Hrolf, drm: +4-5= -1
      Fiery Blast intercepts the dragon, drm: +0-6= -6.
      Hrolf undercuts the dragon, drm: +5-6+4= +3
      The dragon's claws neither undercut nor intercept.
    6. Inflicting Harm:
      The Dragon's breath does T harm (2,6)-1 = Decrease one level to H, Hrolf takes one wound.
      No creature in all of Magic Realm can withstand a direct hit from a Fiery Blast at speed 0, the Dragon is KILLED.

  3. FATIGUE STEP:
    Hrolf fatigues Berserk and wounds Fight H5.

  4. DISENGAGEMENT: none.

The Witch King scores 10 FAME and 10 NOTORIETY.



LEDGES 1

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: Kabats lures all the bats
    2. Random assignment: none
    3. Deployment: none
    4. Actions: The Woods Girl prepares to cast Control Bats with her VIII6** chit and Purple from the clearing.

  2. MELEE STEP:
    1. Selecting Targets: The bats all target the Swordsman.
    2. Spells take effect: The Woods Girl controls all the bats. Attacks cancelled.
    3. Attacks/Maneuvers: none
    4. Randomizing: none
    5. Resolving Attacks (in weapon length order): none
    6. Inflicting Harm: none

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Rounds 2 thru 7:

  1. ENCOUNTER STEP:
    1. Luring: none
    2. Random assignment: none
    3. Deployment: none
    4. Actions: The Swordsman alerts his sword with Fight L4.

  2. MELEE STEP:
    1. Selecting Targets:
      Kabats targets a bat and that bat cannot target Kabats back. (Say that 3 times real fast.)
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      The Bat charges.
      The Swordsman thrusts his sword with his Handy Gloves.
    4. Randomizing: none (bat is on its own sheet.)
    5. Resolving Attacks (in speed order):
      The Swordsman intercepts the bat, drm: +3-3 = 0.
    6. Inflicting Harm:
      The Swordsman deals L harm + sharpness + overpower = H harm. The worst he can roll is a 6 +0= 6, no change. The bat is KILLED.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Round 8:

Kabats runs away, back toward Ledges 4. He must start the day with a move to either Ledges 1 or 4.

The Swordsman scores 3+6+9+12+15+18 = 63 FAME & NOTORIETY while the Woods Girl loses 18 NOTORIETY.


Midnight

Purple magic invades the realm. The Magician is a Squirrel for day 21 and the Sorceror is an eagle. All tiles with Purple Magic flip. The map has been updated to reflect this. Please review before sending in day 21 orders.

Day 21 is also regeneration day.


Day 21 orders are due Monday May 23, 2005 4:00 PM EST.

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Updated: May 23, 2005


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