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

28th Day:
Gold magic

Day 21


Birdsong

Purple magic invades the realm. The Magician is a Squirrel and the Sorceror is an eagle. All tiles with Purple Magic have been flipped.

All the white giants and trolls regenerate as well as red dragons galore! (Including the Red Lair Dragon that nearly fried the Berserker yesterday.)


Sunrise

White S3 follows Captain Himmelbottom.
Haggr the Dwarf follows Xelvonar the Aged Wizard .


Daylight

Jafar, Jr. the Sorceror/eagle (In the air between HIDDEN MINES and NUT WOODS)
- Fly Nut Woods, land in some clearing or other.
- Fly Dark Valley, randomly land in clearing (2).
- Hide (1,2) Hide!
- Hide ~ cancel activity
"Now, to get out of these feathers and into my own skin."

Granny's familiar (CHASM 4)
- Move Chasm 3
- Move Chasm 1
- Search, peer (3,5) finds clues.
- Search, peer (4,1) finds hidden enemies.

Granny the Witch (CHASM 4)
- Hide (6,1) no.
- Move Chasm 3
- Move Chasm 1
- Search, locate (4,2) discovers the Rose Altar.
Reveals Red Smoke C and Red Altar 1. A heavy red dragon appears, blocks granny and stops prowling.
"Kitty, you must be awfully noisy. That is why I can't seem to hide."

Mikki the Amazon (CAVES 6)
* Move Caves 1
- Move Chasm 2
- Search, peer (1,2) finds clues and path to Chasm 5.
- Search, peer (4,2) finds hidden enemies
"I found just about everything there is to find."

Hrolf the Berserker (AMBUSH 3, Red Lair)
- Search, Locate (6,5) finds nothing.
- Search, Locate (6,3) finds nothing.
- Search, Locate (3,6) finds nothing.
- Rest Berserk T4**, making change with Move T6*
* Rest Move T6*
Reveals Red Stink M and Red Lair 3. The Red Lair Dragon arrives, blocks Ricky, Willie and Hrolf and stops prowling.
"RrraaaAAAAAaaaagghhh!!!! Oh, no, not again!"

Atalanta the Woods Girl (LEDGES 1)
- Hide (4) Hides.
* Move Ledges 6
 Dismounts Horse.
- Search, loot (3) takes 3rd treasure in pool and fatigues something.
- Search, loot (6) finds nothing.
- Search, loot (6) finds nothing.
Reveals White Bones M and White Lost Castle, which contains only Red Vault 3 and White Pool 6. A pasty white, bone-crushing giant goes skinny dipping in the pool.
"That is a sight I did not need."

Kabats the Swordsman (between LEDGES 1 & 4) Chooses to go now.
* Move Ledges 1
 Dismounts Horse.
 SHQ hands him a treasure which Kabats stows on his pack horse.
- Hide (5) Hides.
- Hide ~ cancel activity
- Move Ledges 6
 Woods Girl falls asleep and recovers all her fatigued chits.
- Search, loot (6,1) finds nothing.
"Who'd have thought that a little swim would tire her so?"

Pwyll the Druid (OAK WOODS 5)
- Move Maple Woods 5
- Enchant preparations.
- Enchant Maple Woods with a Grey chit and Magic II3*.
- Enchant Magic II3* to Grey
Reveals Red Stink W. There is a large red campfire in his clearing. The Crimson Company arrives.
"I wasn't expecting you guys. I heard you were all dead."

Ricky the Magician /Squirrel (AMBUSH 3, Red lair)
Blocked by a dragon.
"That is an awfully big dragon for a little squirrel."

Willie the Witch King (AMBUSH 3, Red lair)
Blocked by a dragon.
"Didn't I just kill this dude?"

Soldier Leader 'The Lieutenant' (LEDGES 1)
- Hide (6,4) No.
- Move Ledges 6
Blocked by a giant.

Xelvonar the Wizard (HIDDEN MINES 3)
- Move Hidden Mines 5
- Move Hidden Mines 4
- Move Ledges 3
"Sunlight, finally!"

Haggr the Dwarf (HIDDEN MINES 3) ceases to follow.
"Do you mean you don't like my mines?!"

Captain Himmelbottom (LEDGES 3, Vermillion Vault)
- Hide (2,4) Hides!
- Move Ledges 6
- Search, loot (3,6) nothing.
- Search, loot (2,3) nothing.
"My that's a big ..."

Feanor the Great Elf (DEEP LAKE 5, Cairns of White Stones)
- Move Deep Lake 6
* Hide (2,4) Hides
- Hide ~ cancel activity
- Move Deep Lake 5
- Search, loot (4,4) takes 4th treasure, a treasure card and fatigues Magic VII3*
Reveals Red Dank M and White Cairns 5. Nothing Arrives.
"This spider is very annoying."


Sunset

AMBUSH 3
Lair of the Red Dragon

The Berserker, Witch King, and Magician/Squirrel face a second irate dragon.

CHASM 1
Rose Altar

The unhidden Witch is surprised by a dragon and not a demon.

CHASM 2

The Amazon is glad the witch failed to hide.

DARK VALLEY 2

The Sorceror preens his feathers.

DEEP LAKE 5
Cairn of White Stones

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

LEDGES 3
Vermillion Vault

The Dwarf and Wizard study the vaulted vault.

LEDGES 6
Pallid Pool

The hidden Swordsman, Woods Girl, and Captain wonder what to do about the Lieutenant and his not-so-friendly giant.

MAPLE WOODS 5
Large Red Campfire

The Druid (3,2) gets along well with the Crimson Company.


Evening

CHASM 2

The Amazon saddles up her horse after too many days in the caves.



Maple WOODS 5
Large Red Campfire

The Druid casts Prophecy using Magic II3* and Purple from the day.



CHASM 1
Rose Altar

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: none
    2. Random assignment: The dragon is randomly assigned to the Witch.
    3. Deployment: none
    4. Actions: Granny burns a Black chit to energize her Absorb Essence spell. She is now a tremendous dragon.

  2. MELEE STEP:
    1. Selecting Targets: Granny targets the H dragons and it targets her.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      Granny's target charges.
      Granny Dragon swings her head breathing T4 fire while charging with her claws.
    4. Randomizing: The dragon (5) dodges while (6,2) flipping.
    5. Resolving Attacks (in weapon length order):
      Granny's fire intercepts, drm: +4-3 = +1.
      The dragon undercuts, drm: +4-6+4 = +2 .
      Granny's claws neither undercut nor intercept.
    6. Inflicting Harm:
      Granny's Fire does T harm, (6,2) +1= 7, reduced three levels, miss, but the dragon is in Granny's clutches.
      The dragon deals M harm, (4,4) +2= 6, no change, no effect.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Round 2:

  1. ENCOUNTER STEP:
    1. Luring: none
    2. Random assignment: none.
    3. Deployment: none
    4. Actions: none

  2. MELEE STEP:
    1. Selecting Targets: Granny targets the H dragons and it targets her.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      Granny's target charges.
      Granny Dragon swings her head breathing T4 fire while charging with her claws.
    4. Randomizing: The dragon (5) dodges while (3,2) not flipping.
    5. Resolving Attacks (in speed order):
      Granny's claws neither undercut nor intercept.
      Granny's fire intercepts, drm: +4-3 = +1.
      The dragon undercuts, drm: +4-6+4 = +2 .
    6. Inflicting Harm:
      Granny's Fire does T harm, (4,4) +1= 5, reduced one level, The H dragon is KILLED.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Granny scores 5 FAME and 5 NOTORIETY



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 (1,6) does not remain 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 (3) 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 (4) +2= 6, miss.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Combat ends after two uneventful rounds.



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 (3) swaps its head and tail while its head (6,1) flips to its dark side
    5. Resolving Attacks (in weapon length order):
      The fire breathing dragon's head undercuts Hrolf, drm: +4-5+4= +3
      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 (5,6)+3 = 9 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 T6*.

  4. DISENGAGEMENT: none.

The Witch King scores 10 FAME and 10 NOTORIETY.



LEDGES 6
Pallid Pool

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: S3 lures the giant and becomes unhidden.
    2. Random assignment: none.
    3. Deployment: none
    4. Actions:
      Woods Girl loads her bow with Fight L4.
      Swordsman draws his sword with Fight L4.

  2. MELEE STEP:
    1. Selecting Targets: S3 targets the Giant and visa versa.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      The Giant charges while swinging his club.
      Little S3 ducks.
    4. Randomizing: The Giant (6) shifts left, to smash, while (2,6) flipping his club.
    5. Resolving Attacks (in weapon length order):
      S3 intercepts, +1-5 = -4
      The Giant's club neither undercuts nor intercepts.
      The Giant intercepts S3, +5-4 = +1
    6. Inflicting Harm:
      The worst that S3 can do is roll a 6 -4= 2, increase two levels. The giant is KILLED.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

As a token of appreciation and friendship, the Woods Girl hands her Handy Gloves to Capt. Himmelbottom. She then gives the Timeless Jewel and another treasure to the Swordsman.

The Captian scores 8 FAME and 8 NOTORIETY.


Midnight

The weather chit is a (5) and the die roll is a (3). The weather for week 4 is Sleet, 4 days of 4 basic phases. The next day of activity is day 25.

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

The Sorceror returns to his former self as his Transform spell falls inert.

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


Day 25 orders are due Tuesday May 31, 2005 4:00 PM EST.

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Updated: May 26, 2005


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