Monster rolls:
5 & 4
 
 

TODAY
YESTERDAY
SETUP
STATUS

LARGE MAP
SMALL MAP
ITEMS
SETUP CARDS

HOUSE RULES

 
 
Season:
EASTER
Melting snows and late blizzards
 
Weather:
Soft Ground
(No one can HIDE.)
7 days/week
2 basic
2 sunlight

Mountains:
3 phases to enter

FOOD to CHAPEL

ESCORT to CHAPEL

Reward: 3 GOLD/clearing

42nd Day:
Grey magic

Day 36


Birdsong

Day 36 has dawned with only a few spiders menacing our adventurers. The Witch landed and recovered some colored magic and a Giant walks the land. The Sorceror has some new friends, and some new enemies (due to the Conquer Campaign) and the Elf gets the drop on OHQ with a wish.


Sunrise

Haggr the Dwarf follows Xelvonar the Wizard.
All the little Woodfolk and Atalanta the Woods Girl follow Kabats the Swordsman.


Daylight

Kabats the Swordsman (LEDGES 3, Vermillion Vault) chooses to go now.
 Atalanta and WHQ give Kabats all the goodies except Atalanta gets the one shortsword, her bow, a timeless jewel and the Medium workhorse. Gold is split between the two of them.
 Kabats activates a horse.
* Hidden Mines 4
 Kabats inactivates a horse.
- Hidden Mines 5
- Hidden Mines 3
Reveals Red Ruins C and Red Howl 5. Nothing Arrives.
"That's what I like, a nice quiet cave."

Pwyll the Druid (CAVERN 3)
- Move Cavern 5
- Move Icky Valley 1
Nothing arrives.
"It's good to be outside again."

Willie the Witch King (NUT WOODS 2)
 Burns a Black chit to transmogrify into a Giant.
- Move Nut Woods 4
- Move Curst Valley 4
- Move Quiet Woods 4
- Move Quiet Woods 2
Reveals White Dank W. Nothing Arrives.
"That's one giant stride for a Witch King."

Hrolf the Berserker (CAVERN 5)
- Move Icky Valley 1
- Move Icky Valley 4
"RrraaaAAAAAaaaagghhh!!!! Hiding is for wimps."

Mikki the Amazon (CHASM 1, Altar to a red demon)
- Search, loot (1,4) finds nothing.
- Search, loot (3,5) finds nothing.
- Search, loot (4,3) finds nothing.
- Search, loot (3,3) finds nothing.
* Move Horrid Valley 4
Nothing Arrives.
"I'm loathe to just quit."

Granny the Witch (in the air betwixt TRISTAR & DESCENT)
- Fly Tristar, randomly land in clearing (3).
- Enchant preparations
- Enchant V6* to Black
- Enchant V5* to Black
Reveals White Dank C and White Statue 2. Nothing Arrives.
"That sure was a short flight, kitty."

Xelvonar the Wizard (MOLEHILL 2)
- Move Molehill 4
- Enchant Molehill with II3* and a Grey chit.
- Alert IV4*
 Haggr alerts his axe.
- Search, locate (1,2) finds passage to Molehill 1 and clues.
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. A stinky spider appears in Xelvonar's clearing and another wanders over to greet his friend. They both block Xelvonar and Haggr and stop prowling.
"Two spiders to fry!"

Haggr the Dwarf Ceases to follow
"Oh, goody. Spider burgers for dinner!"

Feanor the Great Elf (EVIL VALLEY 5, Chapel of the Order of Red Knights)
 Mounts the H4 warhorse and dons the suit of armor.
- Search, loot (1,4) finds a suit of armor.
- Search, loot (1,3) finds a great axe.
- Search, loot (6,1) finds nothing.
- Search, loot (2,2) finds a morning star.
Nothing arrives.
"Lots of new toys!"

Jafar, Jr. the Sorceror (MAPLE WOODS 5)
* Enchant preparations
- Enchant IV4* to Purple
- Alert IV4*
- Alert IV3*
 Pick up the Red Conquer campaign and pays 40 NOTORIETY. The Company is now his Ally+1 and the Bashkars, who delivered the campaign, are now his foes. He mist kill all red Woodfolk, Lancers, Bashkars, and Rogues by the end of the game to complete this campaign.
- Hire Company, ally (1,1) pay 16 GOLD.
Nothing arrives.
"Made one friend and one enemy with this campaign already."

Captain Himmelbottom (HIGH PASS 1, Altar to a white demon)
- Search, locate (2,1) finds passages and clues, but no Altar
- Search, locate (4,6) finds nothing
- Search, locate (2,5) finds nothing
- Search, locate (5,6) finds nothing
Reveals White Ruins C and White Altar 1. Nothing arrives.
"I know this thing must have secrets."

Ricky the Magician (RED WOODS 2)
* Alert VI4*
- Rest VIII4*
- Fly Horrid Valley
- Fly Chasm
- Fly Mountain. Randomly lands in clearing (1).
Reveals White Dank M and White Lair 3. A heavy spider appears, blocks Ricky and stops prowling.
"Here little dragon...wants some shiny things?"


Sunset

EVIL VALLEY 5
Chapel of the Order of Red Knights

The new recruits of the unfriendly order (5,1) challenge the Great Elf to a duel for killing their comrades.

HIDDEN MINES 3

The Swordsman, Woods Girl and the Woodfolk Leader spend a quiet night in the dark.

HIGH PASS 1
Altar of the white demon

The Captain searches for his true self.

HORRID VALLEY 4

The Amazon hides where no denizen can find her.

ICKY VALLEY 1

The Druid breathes fresh outside air.

ICKY VALLEY 4

The Berserker doesn't mind not hiding.

MAPLE WOODS 5
Large Red Campfire

The Sorceror prepares his new troops, while his foes, the Bashkars, battle him.

MOLEHILL 4

The Dwarf and Wizard face another pair of hostile denizens.

MOUTAIN 1

The Magician has a nasty spider to contend with.

QUIET WOODS 2

The Witch King/giant lumbers through the woods.

TRISTAR 3

The Witch manages to land right where she wanted to.


Evening

ICKY VALLEY 1

Pwyll activates his pony.



EVIL VALLEY 5
Chapel of the Order of Red Knights

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: The Order battles the Elf.
    3. Deployment: none.
    4. Actions: Feanor alerts his bow with Fight M3*.

  2. MELEE STEP:
    1. Selecting Targets: Feanor targets OHQ. The order targets him.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      Pale O2 swings while his horse charges.
      Pale OHQ charges while his horse ducks.
      Feanor swings his bow with Fight M4 while his horse dodges.
    4. Randomizing:
      The order (6) shifts left while (1,5) (3,2) not flipping.
    5. Resolving Attacks (in weapon length order):
      Feanor intercepts OHQ's horse while undercutting OHQ, drm: +1-4-3+4 = -2
      OHQ neither undercuts nor intercepts Feanor's horse.
      O2 neither undercuts nor intercepts Feanor's horse.
    6. Inflicting Harm:
      Feanor deals T harm due to his wish for strength from the night before. OHQ is KILLED

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Round 2:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: none.
    3. Deployment: none.
    4. Actions: Feanor alerts his bow with Fight M3*.

  2. MELEE STEP:
    1. Selecting Targets: Feanor targets O2 and visa versa.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      Pale O2 swings while his horse charges.
      Feanor swings his bow with Fight M4 while his horse dodges.
    4. Randomizing:
      O2 (4) stays put while (3,2) not flipping.
    5. Resolving Attacks (in speed order):
      Feanor intercepts O2 and undercuts his horse, drm: +1-5-5+4 = -5
      O2 intercepts Feanor's horse, drm: +5-4= +1.
    6. Inflicting Harm:
      Feanor deals M harm (#) -5= 1, increase three levels. O2 is KILLED

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Round 3:
Feanor casts Small Blessing using the Good Book and White from the chapel. WISH (1,6) I Wish For Strength (Next Attack is Tremendous).

Feanor scores 12+24=36 NOTORIETY and 16 GOLD.



MOUTAIN 1

Round 1:
Ricky pops a Purple to activate Enchant Artifact on the Hidden Ring. Then burns a Black to cast Absorb Essence on the heavy spider using the Hidden Ring.



MOLEHILL 4

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: Haggr lures both spiders.
    2. Random assignment: none.
    3. Deployment: none.
    4. Actions: Xelvonar prepares to cast Fiery Blast with his alerted IV chit and Purple from the clearing.

  2. MELEE STEP:
    1. Selecting Targets: Haggr targets spider 1. Both spiders target Haggr while Xelvonar targets both spiders.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      Pale spider 1 charges.
      Pale spider 2 swings.
      Haggr ducks while smashing with Fight H6.
      Xelvonar thrusts his Fiery Blast.
    4. Randomizing:
      The spiders (4) stay put while (6,5) (5,1) only the charging one flips.
    5. Resolving Attacks (in weapon length order):
      The alerted Fiery Blast intercepts dark spider 1, drm: +0-4 = -4
      The alerted Fiery Blast undercuts pale spider 2, drm: +0-3+4 = +1
      Haggr neither undercuts nor intercepts spider 1.
      Neither spider undercuts nor intercepts Haggr.
    6. Inflicting Harm:
      No creature can withstand a direct hit from an alerted Fiery Blast. Spider 1 is KILLED
      The Fiery Blast does T harm (6,5) +1= 7, decrease three levels, miss.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Round 2:

  1. ENCOUNTER STEP:
    1. Luring: Haggr lures the spider.
    2. Random assignment: none.
    3. Deployment: none.
    4. Actions: none

  2. MELEE STEP:
    1. Selecting Targets: Haggr targets the spider and it returns the favor.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      Pale spider charges.
      Haggr ducks while smashing with Fight H6.
    4. Randomizing:
      The spider (3) shifts to dodge/swing while (1,5) not flipping.
    5. Resolving Attacks (in speed order):
      Haggr neither undercuts nor intercepts the spider.
      The spider neither undercuts nor intercepts Haggr.
    6. Inflicting Harm: none

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Round 3:

  1. ENCOUNTER STEP:
    1. Luring: Haggr lures the spider.
    2. Random assignment: none.
    3. Deployment: none.
    4. Actions: none

  2. MELEE STEP:
    1. Selecting Targets: Haggr targets the spider and it returns the favor. Xelvonar also targets the spider with his dagger.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      Pale spider charges.
      Haggr ducks while smashing with Fight T6*.
      Xelvonar thrusts his dagger at the beast with Fight M3*.
    4. Randomizing:
      The spider (2) shifts to smash while (4,6) Changing Tactics!
    5. Resolving Attacks (in speed order):
      Xelvonar undercuts the spider, drm: +3-4+4= +3.
      Haggr intercepts the spider, drm: +4-4= 0.
      The spider intercepts Haggr, +6-3= +3.
    6. Inflicting Harm:
      The Best Xelvonar can do is no change to M harm, miss.
      Haggr deals at least T harm, the spider is KILLED

  3. FATIGUE STEP: Haggr fatigues ...

  4. DISENGAGEMENT: none

Haggr and Xelvonar each score 3 FAME and 3 NOTORIETY.



MAPLE WOODS 5
Large Red Campfire

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: The Bashkars gang up on the Sorceror.
    3. Deployment: none.
    4. Actions: Jafar prepares to cast Fiery Blast with his alerted IV chit and a Purple chit.

  2. MELEE STEP:
    1. Selecting Targets: Its obvious.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      Jafar smashes his Fiery Blast down on their heads while ducking with Move M5.
      B5 and B4 thrust while their horses dodge.
      B3 and B2 swing while their horses duck.
      B1 and BHQ smash while their horses charge.
      The company looks on in amazement.
    4. Randomizing:
      The Bashkars (5) shift right while (3,6) (6,2) (5,3) only those smashing do not change tactics.
    5. Resolving Attacks (in weapon length order):
      The alerted Fiery Blast:
      • undercuts dark BHQ and his horse, drm: +0-3-3+4+4= +2
      • undercuts dark B1 and his horse, drm: +0-3-3+4+4= +2
      • intercepts pale B2 while undercutting his horse, drm: +0-2-4+4= -2
      • intercepts pale B3 while undercutting his horse, drm: +0-2-3+4= -1
      • undercuts dark B4 while intercepting his horse, drm: +0-4-3+4= -3
      • undercuts dark B5 while intercepting his horse, drm: +0-4-2+4= -2
      BHQ undercuts Jafar, drm: +4-5+4= +3
      B1 undercuts Jafar, drm: +3-5+4= +2
      B2 intercepts Jafar, drm: +4-5= -1
      B3 intercepts Jafar, drm: +4-5= -1
      B4 undercuts Jafar, drm: +2-5+4= +1
      B5 undercuts Jafar, drm: +2-5+4= +1
    6. Inflicting Harm:
      No creature can withstand a direct hit from an alerted Fiery Blast. B2, B3, B4 and B5 are all KILLED
      The Fiery Blast does T harm to BHQ (6,1) +2= 8 Wound, miss.
      The Fiery Blast does T harm to B1 (5,3) +2= 7, Decreased THREE levels. B1 is KILLED
      Dark BHQ deals H harm (3,2) +3= 5, no change, Jafar is KILLED. All of his belongings are now property of the Red Bashkars, the leader of which is the only one alive.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none


Midnight

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

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

Day 37 orders are due Wednesday September 7, 2005 4:00 PM EDT.


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Updated: September 6, 2005


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