Monster rolls:
2 & 2
 
 

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 34


Birdsong

Snakes try to make an appearence, but no one except the Witch was in the right place. Our not-so-friendly neighborhood ghosts have finally found some victims.


Sunrise

Haggr the Dwarf follows Xelvonar the Wizard.
All the little Woodfolk, except the leader, follow Atalanta the Woods Girl.


Daylight

Kabats the Swordsman (LEDGES 3, Vermillion Vault) chooses to go now.
 Pick up chest and stow it on the pack animal.
- Hide (3) Hides!
- Search, loot (4,5) finds M5/M6 horse.
- Search, loot (4,5) finds L4/L5 horse.
- Search, loot (1,4) finds a shield.
Reveals White Bones M and White Lost Castle, which contains only Red Vault 3 and White Pool 6. Nothing Arrives.
"Just pick'n up the trash."

Xelvonar the Wizard (GROSS VALLEY 4)
- Hide (1,6) no.
- Enchant Magic IV4* to Purple
- Move Evil Valley 1
- Move Gross Valley 4
Two ghosts float over to welcome the visitors, block Xelvonar and Haggr and stop prowling.
"We ain't afraid of no Ghosts! Well, just a little..."

Haggr the Dwarf Ceases to follow
"What he said."

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

Granny the Witch (TRISTAR 2, Silvery Statue)
- Hide (5,3) Hides!
- Hide ~ cancel activity
- Search, locate (3,2) finds passages
- Search, locate (2,1) finds passages and clues
Reveals White Dank C and White Statue 2. A pair of serpents slither around the statue.
"Yuck, icky snakes!"

Hrolf the Berserker (CAVERN 1)
- Move Cavern 3
- Move Cavern 6
Reveals Red Dank C and White Flutter 1. Nothing Arrives.
"RrraaaAAAAAaaaagghhh!!!! Time to head back out of the Cavern."

Feanor the Great Elf (EVIL VALLEY 5, Chapel of the Order of Red Knights)
* Hide (2,3) Hides!
- Enchant preparations.
- Enchant III3* to Gold
- Enchant III4* to Gold
- Search, read runes (1,4) awakens spell, last type VI on the scroll
Nothing Arrives.
"This is a nice little chapel."

Willie the Witch King (AMBUSH 3, Red lair)
- Rest Magic IV4*
* Enchant preparations.
- Enchant IV4* to Purple
- Enchant V2* to Black
 Burn a Black chit to activate Absorb Essence. Willie is now a giant.
- Move Nut Woods 2
Nothing arrives.
"A nutty walk in a nice woods. "

Captain Himmelbottom (HIGH PASS 1, Altar to a white demon)
- Hide (4,6) no.
- Hide (3,1) Hides!
- Rest Move M4*
- Search, locate (2,1) finds passages and clues
Reveals White Ruins C and White Altar 1. Nothing arrives.
"This is getting monotonous."

The Woodfolk Leader (LEDGES 3, Vermillion Vault)
- Search, loot (6,3) finds a treasure.
- Search, loot (4,1) finds a treasure.
- Search, loot (2,4) finds a treasure.
 Hands everything to Kabats.
- Search, loot (1,2) finds a staff.

Atalanta the Woods Girl (LEDGES 3, Vermillion Vault)
- Search, loot (3) finds a treasure.
- Search, loot (2) finds a helmet.
- Search, loot (4) finds a treasure.
 Hands everything to Kabats.
- Search, loot (1) finds a sword.
"There's still litter to be collected."

Pwyll the Druid (CRAG2)
- Move Cavern 1
- Move Cavern 3
"I have a feeling I'm not alone in this cavern."

Mikki the Amazon (CHASM 1, Altar to a red demon)
- Search, locate (5,4) finds nothing
- Search, locate (2,1) finds passages and clues
- Search, locate (1,3) finds passages
- Search, locate (5,4) finds nothing
Reveals Red Smoke C and Red Altar 1. Nothing appears.
"I'd like to alter my searches to find the Altar."

Jafar, Jr. the Sorceror (QUIET WOODS 5)
- Move Oak Woods 5
- Move Maple Woods 5
- Trade, friendly, a pony (2,5), price X4, declines
- Trade, friendly, a pony (4,3), price X3, declines
Nothing appears.
"It was a pleasure not dealing with you."

Ricky the Magician (RED WOODS 2)
* Alert VII4*
- Rest IV3*
- Enchant preparations
- Enchant IV3* to Purple
 Pop the Purple chit to activate Enchant Artifact on the Book of Lore.
- Enchant the Book of Lore to Black
Nothing Arrives?
"This magic stuff is hard work."


Sunset

CAVERN 3

The Druid wonders what wanders these passages.

CAVERN 6

The Berserker wishes he was in his mountain home, instead of this dwarf home.

CHASM 1
Altar of the red demon

The Amazon alters her search plans for the Altar.

EVIL VALLEY 5
Chapel of the Order of Red Knights

The unfriendly order (2,2) decide to leave the Great Elf alone.

GROSS VALLEY 4

The Dwarf and Wizard turn as white as ghosts when they actually see two of them.

HIGH PASS 1
Altar of the white demon

The Captain finds that mountain air agrees with him.

LEDGES 3
Vermillion Vault

The Swordsman, Woods Girl and the Woodfolk Leader sit around counting inventory.

MAPLE WOODS 5

The Sorceror entertains the natives with some cantrips.

NUT WOODS 2

The giant Witch King surveys the woods around him.

RED WOODS 2

The Magician finds that magic is strenuous.

TRISTAR 2
Ivory Statue

The Witch is hidden from a pair of snakes.


Evening

RED WOODS 2

The Magician casts Broomstick using V from the Hidden Ring and Black from the Book of Lore.



LEDGES 3
Vermillion Vault

Everyone passes their recent finds to Kabats. Kabats gives Atalanta a horse of her own.



EVIL VALLEY 5
Chapel of the Order of Red Knights

Round 1: The Great Elf casts Small Blessing from the Good Book and White from the Chapel. Wish (6,3) I Wish For Strength (Next Attack does Tremendous harm)

Round 2: The Great Elf ambushes OHQ with his bow and (4,3) remains hidden. His alerted bow undercuts and his wish deals T harm. OHQ is KILLED. The Order is now battling the Elf for the rest of the day.

Round 3:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: none.
    3. Deployment: none.
    4. Actions: Feanor alerts his bow with Fight L3*.

  2. MELEE STEP:
    1. Selecting Targets: Feanor targets O2 and (3,4) remains hidden.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      Pale O2 swings while his horse charges.
      Feanor thrusts his bow with Fight M4.
    4. Randomizing:
      O2 (6) shifts left while (3,1) not flipping.
    5. Resolving Attacks (in speed order):
      Feanor intercepts O2 and undercuts his horse, drm: +1-5-5+4 = -5
    6. Inflicting Harm:
      Feanor does more than enough harm. O2 is KILLED

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Round 4:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: none.
    3. Deployment: none.
    4. Actions: Feanor alerts his bow with Fight L3*.

  2. MELEE STEP:
    1. Selecting Targets: Feanor targets O2 and (6,1) becomes unhidden.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      Pale O3 swings while his horse charges.
      Feanor thrusts his bow with Fight M4.
    4. Randomizing:
      O3 (4) stays put while (6,1) flipping to his dark side.
    5. Resolving Attacks (in speed order):
      Feanor intercepts O3's horse and undercuts O3, drm: +1-6-4+4 = -5
    6. Inflicting Harm:
      Feanor does more than enough harm. O3 is KILLED

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Round 5:
Feanor casts Persuade using Golden III4* and III3*. O3 is now friendly to Feanor, even thought he killed the rest of the order.

Feanor scores 12+24+36=72 NOTORIETY and 24 GOLD.



GROSS VALLEY 4

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: Haggr lures both Ghosts.
    2. Random assignment: none.
    3. Deployment: none.
    4. Actions: Xelvonar prepares to cast Fiery Blast using Magic IV3* and a Purple chit.

  2. MELEE STEP:
    1. Selecting Targets: The ghosts target Haggr and he targets ghost 1. Xelvonar targets both ghosts.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      Pale ghost 1 charges and thrusts.
      Pale ghost 2 dodges and swings.
      Haggr ducks with Duck T3* while smashing his axe with fight H5*
      Xelvonar thrusts his Fiery Blast at both ghosts.
    4. Randomizing:
      Ghost 1 (6) shifts left while (2,2) not flipping.
      Ghost 2 (3) charges while (4,6) flipping to its dark side.
    5. Resolving Attacks (in weapon length order):
      Fiery Blast intercepts Ghost 2, drm: +3-2 = +1
      Fiery Blast undercuts Ghost 1, drm: +3-4+4 = +3
      Haggr intercepts Ghost 1, drm: +5-4 = +1
      Ghost 1 intercepts Haggr, drm: +4-3 = +1
      Ghost 2 undercuts Haggr, drm: +2-3+4 = +3
    6. Inflicting Harm:
      Fiery Blast does T harm to Ghost 2 (6,2) +1= 7, decrease 3 levels, miss.
      Fiery Blast does T harm to Ghost 1 (2,2) +3= 5, decrease 1 level. The Ghost is KILLED.
      Ghost 2 does L harm (6,5) +3= 9, decrease two levels, miss.

  3. FATIGUE STEP: Haggr fatigues Move M5*.

  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: The ghost targets Haggr. Both Haggr and Xelvonar target the ghost.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      Dark ghost charges and thrusts.
      Haggr ducks with Duck T3* while smashing his axe with Fight H5*
      Xelvonar thrusts his mighty dagger at the ghost with Fight M3*.
    4. Randomizing:
      The Dark Ghost (5) shifts right while (6,5) flipping back to its light side.
    5. Resolving Attacks (in speed order):
      Xelvonar undercuts the ghost, drm: +3-4+4 = +3
      The ghost neither undercuts nor intercepts Haggr.
      Haggr neither undercuts nor intercepts the ghost, but his axe is alerted.
    6. Inflicting Harm:
      Xelvonar does M harm, (4,5) +3= 8, decrease 1 level, miss.

  3. FATIGUE STEP: Haggr fatigues ...

  4. DISENGAGEMENT: none

Round 3:

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

  2. MELEE STEP:
    1. Selecting Targets: The ghost targets Haggr. Both Haggr and Xelvonar target the ghost.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      Pale ghost charges and thrusts.
      Haggr ducks with Duck T3* while smashing his axe with Fight H6
      Xelvonar thrusts his mighty dagger at the ghost with Fight M3*.
    4. Randomizing:
      The pale Ghost (2) ducks while (4,2) not flipping.
    5. Resolving Attacks (in speed order):
      Xelvonar undercuts the ghost, drm: +3-4+4 = +3
      Haggr intercepts the ghost, drm: +4-4 = 0.
      The ghost intercepts Haggr, drm: +4-3 = +1.
    6. Inflicting Harm:
      Xelvonar does M harm, (1,4) +3= 7, decrease 1 level, miss.
      Haggr does at least T harm. the Ghost is KILLED

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Xelvonar and Haggr each score 2 Notoriety.



TRISTAR 2
Ivory Statue

Two serpents slither around the hidden Witch.

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: none.
    3. Deployment: none.
    4. Actions: The Witch burns a Black to activate Absorb Essence and turns into a dragon.

  2. MELEE STEP:
    1. Selecting Targets: The serpents see no target. The Dragon targets number 1.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      The dragon thrusts her head as her body swings.
      Her target charges and thrusts.
    4. Randomizing:
      The serpent (2) moves to duck while (5,4) not flipping.
    5. Resolving Attacks (in weapon length order):
      Neither the dragon's fire nor its body intercepts or undercuts the serpent, miss.
    6. Inflicting Harm: none.

  3. FATIGUE STEP: none.

  4. DISENGAGEMENT: none

Round 2:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: Both serpents are assigned to the witch.
    3. Deployment: none.
    4. Actions: none.

  2. MELEE STEP:
    1. Selecting Targets: obvious.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      The dragon thrusts her head as her body swings.
      Serpent 1 charges and thrusts.
      Serpent 2 swings and dodges.
    4. Randomizing:
      Serpent 1 (2) ducks while (1,6) (2,1) Serpent 2 changes tactics.
    5. Resolving Attacks (in speed order):
      Neither the dragon's fire nor its body intercepts or undercuts the serpent, miss.
      Serpent 2 intercepts the dragon, drm: +5-6 = -1.
      Serpent 1 undercuts the dragon, drm: +4-6+4 = +2
    6. Inflicting Harm:
      Serpent 1 inflicts M harm (2,3) +2= 5, no change, miss.
      Serpent 2 inflicts H harm (5,1) -1= 4, no change, miss.

  3. FATIGUE STEP: none.

  4. DISENGAGEMENT: none

Round 3:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: Both serpents are assigned to the witch.
    3. Deployment: none.
    4. Actions: none.

  2. MELEE STEP:
    1. Selecting Targets: obvious.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      The dragon thrusts her head as her body swings.
      Serpent 1 charges and thrusts.
      Serpent 2 swings and dodges.
    4. Randomizing:
      The serpents (5) shift right while (3,4) (5,2) neither changes tactics.
    5. Resolving Attacks (in speed order):
      The dragon's body intercepts serpent 1, drm: +5-3 = -2
      Serpent 1 intercepts the dragon, drm: +4-6 = -2.
      Serpent 2 undercuts the dragon, drm: +5-6+4 = +3
    6. Inflicting Harm:
      Serpent 1 inflicts M harm (5,4) -2= 3, increase one level, miss.
      Serpent 2 inflicts H harm (6,5) +3= 9, decrease two levels, miss.
      The dragon's claws inflict at least H harm. Serpent 1 is KILLED.

  3. FATIGUE STEP: none.

  4. DISENGAGEMENT: none

Round 4:

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

  2. MELEE STEP:
    1. Selecting Targets: obvious.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      The dragon thrusts her head as her body swings.
      The dark Serpent charges and thrusts.
    4. Randomizing:
      The serpent (6) shifts left while (5,6) changing tactics.
    5. Resolving Attacks (in speed order):
      Neither the dragon's fire nor its body intercepts or undercuts the serpent, miss.
      The serpent undercuts the dragon, drm: +4-6+4 = +2
    6. Inflicting Harm:
      Serpent inflicts M harm (4,4) +2= 6, no change, miss.

  3. FATIGUE STEP: none.

  4. DISENGAGEMENT: none

Round 5:

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

  2. MELEE STEP:
    1. Selecting Targets: obvious.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      The dragon thrusts her head as her body swings.
      The pale Serpent charges and thrusts.
    4. Randomizing:
      The serpent (1) stays put while (6,1) changing tactics to its dark side.
    5. Resolving Attacks (in speed order):
      The dragon's fire intercepts the serpent, drm: +4-4 = 0.
      The serpent intercepts the dragon, drm: +5-6 = -1
    6. Inflicting Harm:
      The dragon's fire inflicts at least T harm. Serpent is KILLED.

  3. FATIGUE STEP: none.

  4. DISENGAGEMENT: none

The Witch scores 12 FAME and 12 NOTORIETY.


Midnight

The Yellow Realm is infused with White Magic. The tiles that contain the Chapels (AWFUL and EVIL VALLEY) and the Sacred Grail (RED WOODS) all turned over. The map has been updated.



Day 35 is regeneration day.



The Witch King returns to his/her/its former self as the Absorb Essence spell falls inert.

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



Day 35 orders are due Monday August 22, 2005 4:00 PM EDT. We are taking a 2 week break as your GM goes on vacation.


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Updated: August 10, 2005


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