Monster rolls:
4 & 4
 
 

TODAY
YESTERDAY
SETUP
STATUS

LARGE MAP
SMALL MAP
ITEMS
SETUP CARDS

HOUSE RULES

 
 
Season:
EASTER
Melting snows and late blizzards
 
Weather:
Cool
7 days/week
2 basic
2 sunlight

Mountains:
3 phases to enter

FOOD to CHAPEL

ESCORT to CHAPEL

Reward: 3 GOLD/clearing

35th Day:
White magic

Day 30


Birdsong


Sunrise

Haggr the Dwarf follows Xelvonar the Wizard.
Kabats the Swordsman and all the little Woodfolk follow Atalanta the Woods Girl.
White S3 and the Pink Panther Patrol follows Captain Himmelbottom.
Red Soldiers follow the Amazon


Daylight

Willie the Witch King (AMBUSH 3, Red lair)
 Activate the hidden ring.
* Enchant preparations
- Enchant Ambush with Magic IV3* and a Purple chit.
- Search, magic sight (3,5) discovers chits, nothing new.
- Search, magic sight (2,1) finds counters, nothing new.
- Search, magic sight (1,6) finds nothing.
Reveals Red Stink M and Red Lair 3. Nothing arrives.
"I love the change in color."

Soldier Leader 'The Lieutenant' (LEDGES 3, Vermillion Vault)
- Search, crypt of the knight (6,4) CURSE (5,6) DISGUST, no effect.
- Search, crypt of the knight (5,5) Add One Point to Recorded Gold
- Search, crypt of the knight (4,5) Add One Point to Recorded Gold
 Drops the Truesteel sword, free for the taking.
- Search, crypt of the knight (6,1) CURSE (1,1) EYEMIST
Reveals White Bones M and White Lost Castle, which contains only Red Vault 3 and White Pool 6. A boney white giant arrives, blocks the Lieutenant and stops prowling.

Mikki the Amazon (TRISTAR 4)
* Move Horrid Valley 5
- Move Horrid Valley 2
- Move Pine Woods 2
- Move Chasm 4
- Move Chasm 3
Reveals Red Smoke C and Red Altar 1. Nothing appears.
"Good, nobody's around."

Leader of the Red Soldiers ceases to follow.

Feanor the Great Elf (BORDERLAND 6)
* Hide (3,2) Hides!
- Move Borderland 4
- Move Evil Valley 5
Nothing Arrives.
"Hope those knights don't see me."

Pwyll the Druid (LEDGES 5)
- Move Cavern 2
- Move Cavern 3
Reveals Red Dank C and White Flutter 1. Nothing Arrives.
"It's slow going without my pony."

Hrolf the Berserker (LEDGES 2)
- Move and
- Move and
- Move Ledges 5
- Alert Axe
"RrraaaAAAAAaaaagghhh!!!! I smell the blood of a boney giant nearby."

Granny's familiar (TRISTAR 2, Silvery Statue)
- Search, peer (6,6) finds nothing
- Search, peer (1,4) finds hidden enemies
- Search, peer (4,6) finds nothing
- Search, peer (1,3) finds hidden enemies and paths

Granny the Witch (RED WOODS 2)
- Cache Golden Icon
- Cache Sacred Grail in another caches
- Rest magic V5*
- Rest Magic V4*
Nothing Arrives.
"Looks like a good place to stash this stuff."

Xelvonar the Wizard (CURST VALLEY 4)
- Hide (2,4) Hides!
- Move Quiet Woods 4
- (Dis)Enchant Quiet Woods with III chit and Gold from the very woods itself.
- Move Quiet Woods 2
Reveals White Dank W. Nothing arrives.
"Two roads diverged in a yellow woods..."

Haggr the Dwarf Ceases to follow
"...and we took the one less traveled by."

Captain Himmelbottom (HIGH PASS 2)
- Hide (5,6) no.
- Move and
- Move and
- Move High Pass 4
Reveals White Ruins C and White Altar 1. Nothing Arrives.
"Mountaineer: n. Two men skilled at climbing mountains."

Pink Panther Patrol Leader ceases to follow.

Atalanta the Woods Girl (NUT WOODS 5, Small Red Campfire)
 Mounts Horse.
- friendly (1) OPPORTUNITY (Roll Again on ALLY Table) ally (5) Price x4, declines offer.
* Move Hidden Mines 3
- Move Hidden Mines 5
Reveals Red Ruins C and Red Howl 5. Nothing Arrives.
"Kabats, what do you think of these mines?"

Kabats the Swordsman ceases to follow.
"I'm glad they're not mine."

The Woodfolk Leader ceases to follow

Jafar, Jr. the Sorceror (DARK VALLEY 2, White Guardhouse)
- Alert IV4.
- Move Dark Valley 2
- Move Fetid Valley 2
- Move Fetid Valley 5
Nothing Arrives.
"Look out boys. A new sheriff just rode into town."

Ricky the Magician (AMBUSH 3, Red lair)
* Alert VI4*
- Fly Linden Woods
- Fly Borderland
- Fly Molehill, randomly land in clearing (1).
- Hide (3,2) Hides!
Reveals White Stink M and Red Lost Castle which contains Red Flutter 2, White Howl 5, Red Shrine 4, Red Pool 6, and White Hoard 6. Amazingly nothing arrives.
"What have I gotten myself into?"


Sunset

AMBUSH 3
Lair of the Red Dragon

The Witch King examines his new ring.

CAVERN 3

The Druid stumbles in the dark places in the cavern.

CHASM 3

The Amazon trains her soldiers in the, um, finer arts.

EVIL VALLEY 5
Chapel of the Order of Red Knights

The unfriendly order (4,5) challenge the Great Elf to a duel. Feanor is glad he is well hidden.

FETID VALLEY 5
Red Guardhouse.

The Red Guards (4,6) don't think twice about battling the Sorceror.

HIDDEN MINES 5

The Swordsman and Woods Girl try to make the best of a dark evening.

HIGH PASS 4

The Captain is learning to mountaineer first hand.

LEDGES 3
Vermillion Vault

The Kabats's hired leader faces a giant problem.

LEDGES 5

The Berserker toughs it out alone, again.

MOLEHILL 1

The Magician checks to makes sure he didn't lose any luggage on his flight.

RED WOODS 2

The Witch hopes she hid her treasures well enough.

QUIET WOODS 2

The Dwarf and Wizard have taken to reciting poetry instead of singing.


Evening

AMBUSH 3
Lair of the Red Dragon

Using a Magic VI chit and Purple from the clearing the Witch King casts Enchant Artifact to Enchant the Artifact with the Enchant Artifact spell. In round 2 he casts Enchanted Artifact from the Enchanted Artifact to Enchant the Artifact with the Fiery Blast spell.



MOLEHILL 1

The Magician casts Remedy on his Transform spell using his VIII chit and a Grey chit. Ricky will no longer turn into a furry woodland creature at the mere sight of purple magic.



FETID VALLEY 5
Red Guardhouse.

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: The Red Guards are all assigned to Jafar.
    3. Deployment: none.
    4. Actions: Jafar prepares to cast Fiery Blast with an alerted IV chit and a Purple chit.

  2. MELEE STEP:
    1. Selecting Targets: They target him and he, them.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      Pale G1 charges and thrusts.
      Pale G2 swings and dodges.
      Pale GHQ smashes and ducks.
      Jafar ducks with Move M4* while smashing his Fiery Blast down on the Guards' heads.
    4. Randomizing:
      The Guards (5) shift left while (2,4) (1,4) (3,1) no one flips.
    5. Resolving Attacks (in weapon length order):
      The Fiery Blast intercepts G1, drm: +0-5 = -5.
      The Fiery Blast undercuts GHQ and G2, drm: +0-5+4 = -1.
      G2 neither undercuts nor intercepts.
      GHQ neither undercuts nor intercepts.
      G1 intercepts, drm: +5-4= +1.
    6. Inflicting Harm:
      No denizen can survive a direct hit from an alerted Fiery Blast, G1 is KILLED.
      The Fiery Blast does H harm to GHQ (5,1) -1= 4, no change. GHQ is KILLED.
      The Fiery Blast does H harm to G2 (3,2) -1= 2, increase 2 levels. G2 is KILLED.

  3. FATIGUE STEP: Jafar fatigues two IV chits.

  4. DISENGAGEMENT: none

The Sorceror scores 6 +2*6 +3*6 = 36 NOTORIETY and 12 GOLD.



LEDGES 3
Vermillion Vault

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: The giant is randomly assigned to SHQ.
    3. Deployment: none.
    4. Actions: none.

  2. MELEE STEP:
    1. Selecting Targets: They target each other.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      Pale SHQ swings and didges.
      The Giant charges while swinging his club.
    4. Randomizing:
      The Giant (2) moves to smash/duck while (4,3) not flipping his club.
      SHQ (3) moves to charge/thrust while (3,4) not flipping.
    5. Resolving Attacks (in weapon length order):
      SHQ undercuts, drm: +4-5+4 = +3.
      The Giant's club neither undercuts nor intercepts.
      The giant undercuts, drm: +5-6+4 = +3.
    6. Inflicting Harm:
      SHQ deals T harm, (1,2) +3= 5, no change. The giant is KILLED.

  3. FATIGUE STEP: none.

  4. DISENGAGEMENT: none

The Swordsman scores 8 FAME and 8 NOTORIETY.


Midnight

The White Soldier Leader 'The Lieutenant' is no longer employed by the Swordsman.


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Updated: July 7, 2005


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