Monster rolls:
3 & 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 40


Birdsong

Goblin war drums sound yet again, and this time they show up in several places! In all there are four battles to wage tonight. This is most activity the realm has seen in a long time.


Sunrise

The Woodfolk and Lancers follow Atalanta the Woods Girl.


Daylight

Kabats the Swordsman (CURST VALLEY 5, Snow White Inn) chooses to go now.
- Hire, friendly (5,5) Price x4. Hires white R3 for 8 GOLD.
- Hire, friendly (5,1) Price x4. Declines
- Hire, friendly (5,6) No Deal.
- Hire, friendly (4,3) Price x3. Hires white R2 for 12 GOLD.
Nohting Arrives.
"Hired half of them, again."

The Crimson Company Commander (MAPLE WOODS 5, Large Red Campfire)
- Search, loot (5,5) finds a treasure card
- Search, loot (3,3) finds L3/M4 pony
- Search, loot (2,6) finds a treasure card
 Hands everything to Willie.
- Search, loot (4,1) finds a treasure card

Ricky the Magician (MOUNTAIN 3, White Dragon's Lair)
* Alert VI4* - Search, locate (6,5) finds nothing
- Search, locate (1,4) Locates the Lair!
- Search, loot (1,1) takes top treasure
- Search, loot (1,4) finds a treasure card, cloven hoof! The clearing fills with Black magic and the Magician turns into a spider.
Reveals White Dank M and White Lair 3. Nothing arrives.
"Here, dragon. I'm taking your shiney things!"

Mikki the Amazon (ICKY VALLEY 2)
* Move Icky Valley 5
- Hire, neutral (4,1) NO DEAL
- Hire, neutral (4,3) NO DEAL
- Hire, neutral (5,5) NO DEAL
- Hire, neutral (2,4) NO DEAL
Nothing Arrives.
"Ooohh, I love a man in uniform!"

Hrolf the Berserker (DEEP LAKE 3)
- Move Caves 2
- Move Caves 4
Reveals Red Stink C and White Patter 5. Two stinky trolls meander into the Berserker's clearing, block him and stop prowling. A six-pack of goblins take their place in clearing 5.
"RrraaaAAAAAaaaagghhh!!!! I was hoping those Trolls wouldn't prowl."

Atalanta the Woods Girl (OAK WOODS 4)
 Mounts her horse.
* Move Hinterland 5
 Dismounts her horse.
- Move Hinterland 3
- Alert bow
Reveals White Bones C, Red Flutter 1,Red Patter 2, Red Slither 3, White Vault 3, Red Roar 4, White Howl 4, Red Patter 5, Red Slither 6, and Red Roar 6. Six goblins patter into clearing 5.
"Finally, something to kill!"

The Lancer Leader ceases to follow

The Woodfolk Leader ceases to follow
The goblins move to clearing 3, block everyone and stop prowling.

Xelvonar the Wizard (MOLEHILL 4, Shrine to a red demon)
- Rest IV4*
- Alert IV4*
- Search, magic sight (5,5) discovers chits, already knows them.
- Search, magic sight (6,5) finds nothing
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. Nothing arrives.
"Maybe I'm looking in the wrong end of this glass."

Haggr the Dwarf (MOLEHILL 4, Shrine to a red demon)
- Search, loot (4,2) finds a treasure card.
- Search, loot (2,6) finds nothing.
"I got something!"

Feanor the Great Elf (EVIL VALLEY 5, Chapel of the Order of Red Knights)
- Move Evil Valley 2
- Move Shady Woods 2
- Move Gross Valley 2
 Deactivates suit of armor.
- Move Gross Valley 5
Blocked by a pair of ghosts.
"You two don't stand a ghost of a chance."

Captain Himmelbottom (HIGH PASS 1, Altar to a white demon)
- Search, locate (1,4) locates the Altar!!!
- Search, loot (6,5) finds nothing
- Search, loot (6,2) finds nothing
- Search, loot (3,3) finds a treasure card.
Reveals White Ruins C and White Altar 1. Six goblins arrive, block the good captain and stop prowling.
"Rut, roh!"

Willie the Witch King (MAPLE WOODS 5, Large Red Campfire)
 Crimson Company Commander hands over the last treasure card.
- Rest IV3*
- Rest IV4*
* Enchant preparations
- Enchant IV4* to Purple
- Alert IV3*
Nothing arrives.
"I thought I heard foot steps."

Pwyll the Druid (NUT WOODS 4)
- Enchant preparations
- Enchant Maple Woods with Magic II2** and a Grey chit
- Move Maple Woods 4
* Move Shady Woods 4
- Enchant Magic II2** and to Grey
Reveals Red Ruins W. Nothing arrives.
"Glad these wolves aren't prowling."

Granny's familiar (HORRID VALLEY 1)
- Search, peer (1,5) finds clues
- Search, peer (5,5) finds clues
- Search, peer (6,1) finds nothing
- Search, peer (4,4) finds hidden enemies

Granny the Witch (TRISTAR 2, Silvery Statue)
- Move Tristar 1
- Move Red Woods 2
- Cache (retrieve Sacred Grail)
- Cache (retrieve Golden Icon)
Nothing Arrives.
"Time to collect my belongings."


Sunset

CAVES 4

The Berserker has a couple of trolls to deal with.

CURST VALLEY 5
Snow White Inn

The Swordsman enjoys some drinks with his buddies, the rogues.

GROSS VALLEY 5

The Great Elf faces two ghosts.

HIGH PASS 1
Altar of the white demon

The Captain faces six of the meanest, nastiest goblins he ever saw.

HINTERLAND 3

The Woods Girl Woodfolk, and Lancers face six goblins with spears.

ICKY VALLEY 5
Whitehouse

The Amazon tries other means of persuasion to get the soldier to work for her.

MAPLE WOODS 5
Large Red Campfire

The Witch King prepares for a party that never comes.

MOLEHILL 4
Shrine to a red demon

The Dwarf and Wizard continue their searching and praying.

MOUTAIN 3
White Dragon's Lair

The Magician/spider starts the tough job of cleaning the dragon's lair.

RED WOODS 2

The Witch reacquaints herself with her belongings.

SHADY WOODS 5

The Druid strikes out on his own.


Evening

CAVES 4

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: none
    2. Random assignment: both trolls are assigned to the berserker.
    3. Deployment: none
    4. Actions: none

  2. MELEE STEP:
    1. Selecting Targets: Obvious
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      The trolls charge and dodge.
      The Berserker dodges with Move H4** while swinging his unalerted axe with Fight H5.
    4. Randomizing:
      The trolls (5) Shift right while (6,2) (1,6) both change tactics
    5. Resolving Attacks (in weapon length order):
      Hrolf intercepts his target, drm: +5-4= +1
      Troll 1 intercepts Hrolf, drm: +5-4= +1
      The other troll neither intercepts nor undercuts.
    6. Inflicting Harm:
      Hrolf does H harm, (5,4) +1= 6 No Change. The Troll is KILLED.

  3. FATIGUE STEP: The Berserker fatigues Move T6*

  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: Obvious
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      The troll charges.
      The Berserker dodges with Move H4** while swinging his unalerted axe with Fight H5.
    4. Randomizing:
      The troll (3) Shifts to swing/dodge while (3,3) not changing tactics
    5. Resolving Attacks (in speed order):
      Hrolf intercepts his target, drm: +5-4= +1
      The Troll intercepts Hrolf, drm: +5-4= +1
    6. Inflicting Harm:
      Hrolf does H harm, (4,2) +1= 5 No Change. The Troll is KILLED.

  3. FATIGUE STEP: The Berserker fatigues Move H5*

  4. DISENGAGEMENT: none

Hrolf scores 15 FAME and 15 NOTORIETY.



GROSS VALLEY 5

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: none
    2. Random assignment: both ghosts are assigned to the Great Elf.
    3. Deployment: none
    4. Actions: Feanor alerts his bow with Fight M3*

  2. MELEE STEP:
    1. Selecting Targets: Obvious
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      The ghosts charge and dodge.
      Feanor thrusts his bow with Fight M4 while his horse charges.
    4. Randomizing:
      The ghosts (6) Shift left while (6,3) (6,4) both change tactics
    5. Resolving Attacks (in weapon length order):
      Feanor undercuts and deals T harm due to his Wish for strenght. One ghost is KILLED.
      The other ghost intercepts Feanor's warhorse, drm: +2-4= -2
    6. Inflicting Harm:
      The ghost does L harm to Feanor's warhorse (6,6) -2= 4 No Change, miss.

  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: Obvious
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      The ghost charges.
      Feanor thrusts his bow with Fight M3* while his horse charges.
    4. Randomizing:
      The ghost (5) Shifts right while (2,3) not changing tactics
    5. Resolving Attacks (in speed order):
      The other ghost undercuts Feanor's warhorse, drm: +2-4+4= +2
      Feanor neither undercuts nor intercepts, but his bow is alerted.
    6. Inflicting Harm:
      The ghost does L harm to Feanor's warhorse (5,3)=7 Decreased ONE level, miss.

  3. FATIGUE STEP: none

  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: Obvious
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      The ghost charges.
      Feanor thrusts his bow with Fight M3* while his horse charges.
    4. Randomizing:
      The ghost (5) Shifts right while (3,3) not changing tactics
    5. Resolving Attacks (in speed order):
      Feanor undercuts the ghost, drm: +1-2+4= +3
      The ghost undercuts Feanor's warhorse, drm: +2-4+4= +2
    6. Inflicting Harm:
      Feanor deals H harm, (3,4) +3= 7 Decreased THREE levels, miss.
      The ghost does L harm to Feanor's warhorse (2,3) +3= 5 No Change , miss.

  3. FATIGUE STEP: none.

  4. DISENGAGEMENT: none

Combat ends due to two rounds of inactivity. Feanor scores 2 NOTORIETY. He also activates the Royal Sceptre.



HIGH PASS 1
Altar of the white demon

The Captain faces six of the meanest, nastiest goblins he ever saw.

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: none
    2. Random assignment: everybody piles on the Captain.
    3. Deployment: none
    4. Actions: none

  2. MELEE STEP:
    1. Selecting Targets: Obvious for the goblins. The captain targets a lone goblin.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      Four goblins charge while one swings and the other one ducks.
      Capt. Himmelbottom swings his short sword with the Handy gloves while dodging with Move M4*.
    4. Randomizing:
      The goblins (5) Shift right while (2,2) (6,3) (1,2) only the stack changes tactics
    5. Resolving Attacks (in weapon length order):
      No goblin undercuts.
      The goblins in swing intercept, drm: +5-4= +1
      The Captain neither undercuts nor intercepts.
    6. Inflicting Harm:
      The goblins deal at leat H harm to the Captain's armor. The armor is destroyed and the Captain is KILLED

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none



HINTERLAND 3

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: Atalanta, WHQ, W1, W2, LHQ and L1 each lure a goblin
    2. Random assignment: none
    3. Deployment: no one else is deployed.
    4. Actions: none

  2. MELEE STEP:
    1. Selecting Targets: obvious
    2. Spells take effect: none
    3. Attacks/Maneuvers: everyone charges and thrusts
    4. Randomizing:
      The goblins, in order: (4)(5)(1)(4)(2)(5) while (3,6)(2,5)(6,2)(4,4)(3,5)(1,3) some change tactics.
    5. Resolving Attacks (in weapon length order):
      Atalanta intercepts, drm: +1-5= -4
      WHQ undercuts, drm: +1-3+4= +2
      W1 intercepts, drm: +1-5= -4
      W2 intercepts, drm: +1-3= -2
      LHQ neither undercuts nor intercepts.
      L1 neither undercuts nor intercepts.

      Atalanta's Goblin intercepts, drm: +5-4= +1.
      WHQ's Goblin neither undercuts nor intercepts.
      W1's Goblin intercepts, drm: +5-4= +1.
      W2's Goblin intercepts, but cannot attack!
      LHQ's Goblin neither undercuts nor intercepts.
      L1's Goblin neither undercuts nor intercepts.
    6. Inflicting Harm:
      Atalanta does H harm, (1) -4= 1, Increased THREE levels. The goblin is KILLED.
      WHQ does T harm, (4) +2= 6, decrease TWO levels. The goblin is KILLED.
      W1 does H harm, (3) -4= 1, Increased THREE levels. The goblin is KILLED.
      W2 does H harm, (1) -2= 1, Increased THREE levels. The goblin is KILLED.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: all

Round 2:

  1. ENCOUNTER STEP:
    1. Luring: WHQ and L3 each lure a goblin
    2. Random assignment: none
    3. Deployment: all other hirelings deply to L3's goblin.
    4. Actions: Atalanta alerts her bow with Fight M5

  2. MELEE STEP:
    1. Selecting Targets:
      WHQ and his goblin target each other.
      L3's goblin targets L2, the last one deployed.
      Atalanta targest L3's goblin.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      all the goblins charge and thrust
      Dark WHQ charges
      Atalanta attacks in Thrust using Fight L4
      Dark L2 fights in Charge/Thrust
      Dark LHQ attacks in Swing as M3*
      Dark L1 attacks in Smash as M3*
      Pale L3 attacks in Thrust as H4*
      Dark W1 attacks in Swing as L1**
      Dark W2 attacks in Smash as L1**
    4. Randomizing:
      WHQ's goblin (5) shifts right while (1,6) Changing Tactics!
      L3's goblin (6) shifts left while (4,6) Changing Tactics!
      L2 (3) swings while (2,6) Changing Tactics!
      The other hirelings (1) swap swinging and smashing (4,2) (6,6) (2,1) the new swingers change tactics
    5. Resolving Attacks (in speed order):
      WHQ undercuts, drm: +1-5+4= 0. WHQ does at least M harm. The goblin is KILLED.
      Dark W1 intercepts, drm: +1-5= -4. The goblin is KILLED.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Atalanta scores 6 FAME and 6 NOTORIETY.


Midnight

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Updated: October 4, 2005


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