Monster rolls:
4 & 6
 
 

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 42


Birdsong

Grey magic covers the Yellow Realm in a dense fog. A new order of Red Knights arrives at the chapel while giants and bats regenerate. New missions become available almost as quickly as old ones disappear. The Crone and Warlock make appearences for the first time.


Sunrise

Haggr the Dwarf follows Xelvonar the Wizard.
The Woodfolk and Lancers follow Atalanta the Woods Girl.


Daylight

Kabats the Swordsman (CURST VALLEY 5, Snow White Inn) chooses to go now.
- Trade, friendly (2) OFFER Gold + 5, sell Shield for 12 GOLD.
- Trade, friendly (5) OFFER Gold - 5, decline
- Trade, friendly (5) OFFER Gold - 5, decline
- Trade, friendly (3) OFFER Gold, sell Shield for 7 GOLD.
Nohting Arrives.
"Such a deal!"

Willie the Witch King (MAPLE WOODS 5, Large Red Campfire)
 Hands over all items heavier than L and some of his gold to CCC and drops the Chest.
- Rest IV3*
- Rest V4*
- Fly Evil Valley
- Fly Molehill, randomly land in clearing (3)
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 stinking giant prowls into clearing 3, blocks Willie and stops prowling. A lone bat flutters into clearing 2.
"Great, now I have a giant problem."

Xelvonar the Wizard (MOLEHILL 4, Shrine to a red demon)
- Rest IV4*
 Haggr rests Move T5**.
- Move and
- Move and
- Move Molehill 6
A bat flutters over to Xelvonar's clearing, blocks him and Haggr and ceases to prowl.
"Things are going batty around here."

Haggr the Dwarf ceases to follow.
"I was expecting a bigger winged creature to guard this hoard."

Mikki the Amazon (ICKY VALLEY 2)
* Move Icky Valley 5
- Move Joyless Valley 5
- Search, loot (3,6) finds nothing
- Search, loot (4,6) finds nothing
- Move Icky Valley 5
Nothing Arrives.
"Are you a horse or a mule?"

Atalanta the Woods Girl (HINTERLAND 3)
- Search, locate (3) finds passages
- Search, locate (1) Choice. Discover the White Vault.
- Search, loot (6) finds nothing
- Search, loot (4) finds nothing
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. A pair of heavy trolls and the Vault guardian troll appear to guard the vault, block Atalanta and cease to prowl. A pair of bats flutter into clearing 1.
"Lots of company to entertain."

The Lancer Leader ceases to follow

The Woodfolk Leader ceases to follow
The pair of bats flutters over to his clearing, blocks everyone and stops prowling.

The Crimson Company Commander (MAPLE WOODS 5, Large Red Campfire)
- Move Quiet Woods 2
- Move Ambush 5
- Move Ambush 4
- Move Ambush 2
Reveals Red Stink M and Red Lair 3. Nothing arrives.

Granny's familiar (DESCENT 2)
- Search, peer (4,5) finds clues
- Search, peer (5,5) finds clues
- Search, peer (2,2) finds clues and paths
- Search, peer (2,4) finds hidden enemies

Granny the Witch (CHASM 3)
- Rest Magic chit
 Burns a Black chit to become a dragon.
- Move Chasm 4
- Move Pine Woods 2
- Move Horrid Valley 2
Nothing arrives.
"I think I see a house up ahead."

Ricky the Magician/Spider (MOUNTAIN 3, White Dragon's Lair)
- Move and
- Move and
- Move Mountain 6
- Cache Cloven Hoof, etc.
Reveals White Dank M and White Lair 3. Nothing arrives.
"I'm glad to be rid of that thing."

Pwyll the Druid (SHADY WOODS 4)
- Rest and
- Rest Magic II2**
- Rest Magic II3*
- Move Shady Woods 4
- Move Gross Valley 2
Two ghosts haunt the Druid.
"Are you the ghosts of christmases past?"

Feanor the Great Elf (RED WOODS 5, Red Campfire)
- Trade, friendly (2,1) OFFER Gold + 5, sell:

  • Suit of Armor, 17 GOLD
  • Suit of Armor, 17 GOLD
  • H4/H6 Warhorse, 18 GOLD
  • Great Axe, 8 GOLD
  • Great Axe, 8 GOLD
  • Morning Star, 8 GOLD
  • Draught of Speed, 6 GOLD
  • Amulet, 5 GOLD
  • Potion of Energy, 5 GOLD
Net 97 GOLD
- Trade, friendly (5,6) NO DEAL
- Trade, friendly (6,3) NO DEAL
- Trade, friendly (2,1) Price x2, buy M2/M5 pony for 32 GOLD.
* Hire, friendly (6,1) NO DEAL
The White Lancers arrive.
"Oh, NO. Why didn't the Bashkars take my offer?"

Hrolf the Berserker (CAVES 1)
- Move Chasm 2
- Search, locate (3,6) finds nothing
* Rest Move T6*
Reveals Red Smoke C and Red Altar 1. Nothing arrives.
"RrraaaAAAAAaaaagghhh!!!! I have a feeling I may be here a while."


Sunset

AMBUSH 2

The Crimson Company Commander drills his men.

Chasm 2

The Berserker thinks he can jump the chasm.

CURST VALLEY 5
Snow White Inn

The Swordsman wheels and deals with an outnumbered rogue leader.

Gross Valley 2

The Druid confronts a pair of unfriendly ghosts.

HINTERLAND 3
White Vault

The Woods Girl, Woodfolk, and Lancers battle 2 bats and 3 trolls.

HORRID VALLEY 2

The Witch/dragon struggles to lug a heavy load.

ICKY VALLEY 5
Whitehouse

The Amazon rejoins her hireling.

MOLEHILL 3

The Witch King faces a giant problem.

MOLEHILL 6
White Dragon's Hoard
Pool of a red octopus

The Dwarf and Wizard must deal with a lone bat.

MOUTAIN 6

The Magician/spider buries the cloven hoof deep.

RED WOODS 5
Small White Campfire

The Lancers (6,3) battle the Great Elf.


Evening

HINTERLAND 3
White Vault

Round 1:

  1. ENCOUNTER STEP:
    1. Luring:
      WHQ lures the tremendous Troll
      L1 Lures one heavy Troll
      L2 lures the other heavy troll
      L3 lures one bat
      LHQ lures the other bat.
    2. Random assignment: none.
    3. Deployment: W1 and then W2 are deployed on "the other" troll. W2 is now the other troll's target.
    4. Actions: The Woods Girl prepares to cast Control Bats with a Magic VII6** chit and Black from the Toadstool circle.

  2. MELEE STEP:
    1. Selecting Targets: Obvious
    2. Spells take effect: Atalanta now controls the bats. L3 and LHQ no longer have targets.
    3. Attacks/Maneuvers:
      All the trolls charge.
      Dark WHQ charges
      Pale L1 charges
      Dark L2 charges
      Dark W1 swings
      Dark W2 smashes
    4. Randomizing:
      WHQ's target (2) ducks.
      L1's target (1) continues to charge while (3,4) not changing tactics
      W2's target (1) continues to charge while (6,3) changing tactics.
      L2/W1 (6) shift left while (1,5) (3,2) neither change tactics
      W2 (5) shifts right while (2,4) Not Changing Tactics
    5. Resolving Attacks (in weapon length order):
      WHQ undercuts the T Troll, drm: +1-4+4= +1
      The T troll neither undercuts nor intercepts WHQ.

      L1 intercepts his target, drm: +6-4= +2
      L1's target intercepts, drm: +4-3= +1

      W2 intercepts his target, drm: +1-4= -3
      W1 intercepts his target, drm: +1-4= -3
      L2 neither undercuts nor intercepts.
      The other troll intercepts W2, drm: +5-4= +1
    6. Inflicting Harm:
      WHQ deals H harm, (6) +1= 7 Decreased THREE levels. No effect.
      W1 deals M harm, (1) -3= 1 Increased THREE levels. The H troll is KILLED.
      W2's target is dead.
      L1 deals H harm, (1,5) +2= 7 Decreased ONE level. No effect.
      L1's troll deals M harm, (3,3) +1= 4 No Change. L1's pony is KILLED.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: all

Round 2:

  1. ENCOUNTER STEP:
    1. Luring:
      WHQ lures the tremendous Troll
      A bat lures the heavy Troll
    2. Random assignment: none.
    3. Deployment: LHQ, L1, L2, L3, W1, W2, and finally the other bat attacks H Troll.
    4. Actions: The Woods Girl alerts her bow with fight L4.

  2. MELEE STEP:
    1. Selecting Targets: H troll targets the other bat.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      All the trolls charge.
      Dark WHQ charges
      Pale LHQ smashes
      Pale L1 swings
      Dark L2 charges
      Pale L3 charges
      Dark W1 swings
      Dark W2 smashes
      Atalanta thrusts her bow with Fight L4
      Pale bat in Charge
      Pale target bat in charge
    4. Randomizing:
      WHQ's target (6) shifts left.
      H troll (2) smashes, while (6,5) Changing Tactics!
      H troll's target bat (5) shifts right, while (1,5) Not Changing Tactics
      H troll's attackers (6) shift left, while (1,6) (6,4) (5,2) all but the smashes change tactics
    5. Resolving Attacks (in speed order):
      Dark WHQ undercuts the T Troll, drm: +1-4+4= +1
      The T troll neither undercuts nor intercepts WHQ.

      Atalanta undercuts, drm: +1-4+4= +1
      Pale bat M2 intercepts, drm: +2-4= -2
      The Troll's target bat undercuts the troll, drm: +2-4+4= +2
      Dark L1 M3 undercuts, drm: +3-4+4= +3
      Dark LHQ M3 undercuts, drm: +3-4+4= +3
      Dark L2 intercepts, drm: +4-4= 0.
      Pale L3 intercepts, drm: +4-4= 0.
      The Dark Troll neither undercuts nor intercepts.
    6. Inflicting Harm:
      WHQ deals H harm, (6) +1= 7 Decreased THREE levels. No effect.
      Atalanta deals M harm, (4) +1= 5 Decreased ONE level. No effect.
      Pale bat deal M harm, harm (5,5)=3 Increased ONE level. The H troll is KILLED.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: all

Round 3:

  1. ENCOUNTER STEP:
    1. Luring:
      A bat lures the tremendous Troll
    2. Random assignment: none.
    3. Deployment: LHQ, L1, L2, L3, WHQ, W1, W2, and finally the other bat attacks H Troll.
    4. Actions: The Woods Girl alerts her bow with fight L4.

  2. MELEE STEP:
    1. Selecting Targets: H troll targets the other bat.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      The trolls charges.
      Dark WHQ charges
      Dark W1 swings
      Dark W2 smashes
      Pale LHQ swings
      Pale L1 smashes
      Dark L2 trusts
      Pale L3 smashes
      Atalanta thrusts her bow with Fight L4
      Pale bat in Charge
      Dark target bat in charge
    4. Randomizing:
      The T troll (4) stays put.
      H troll's target bat (6) shifts left, while (3,2) Not Changing Tactics
      The gang (4) stays put, while (5,2) (1,1) (4,3) no one changes tactics
    5. Resolving Attacks (in speed order):
      Dark WHQ intercepts the T Troll, drm: +1-4= -3
      (no need to figure out the rest.)
    6. Inflicting Harm:
      WHQ deals at least T harm. The T troll is KILLED.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: all

Atalanta scores 18 FAME and 18 NOTORIETY.



MOLEHILL 3

Round 1:
The Witch King casts Absorb Essence on the Giant using a Magic V chit and a Black chit.



MOLEHILL 6
White Dragon's Hoard
Pool of a red octopus

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: The Dwarf lures the bat.
    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 bat smashes and ducks.
      The Wizard swings his dagger with Fight M3*.
      The Dwarf smashes his axe with Fight H6 while ducking.
    4. Randomizing:
      The bat (3) continues to smash while (1,3) Not Changing Tactics
    5. Resolving Attacks (in weapon length order):
      Haggr intercepts the bat, drm: +3-2= +1
      The bat intercepts Hagger, drm: +2-3= -1.
      The Wizard neither undercuts nor intercepts.
    6. Inflicting Harm:
      Haggr deals at least H harm. The bat is KILLED.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Haggr scores 3 FAME and 3 NOTORIETY.



MOUTAIN 6

Round 1:
The Magician/spider runs away, back toward clearing 3. He must start day 45 with 3 move phases to either Mountain 6 or 3.



RED WOODS 5
Small White Campfire

Round 1:
The Great Elf casts Persuade on the Lancers using Magic III2* and a Gold chit. They cease to battle him.

Round 2:
The Great Elf casts Premonition using the Glowing Gem and Grey from the day.



Gross Valley 2

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: both ghosts go for the Druid.
    3. Deployment: none
    4. Actions: none.

  2. MELEE STEP:
    1. Selecting Targets: Obvious
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      The ghosts charge and swing.
      Pwyll targets Ghost in Dodge/Swing, attacking with Dagger and F L2**. Manuver with Pony M2 in Dodge.
    4. Randomizing:
      The ghosts (3) swap places, while (4,6) (2,6) both change tactics.
    5. Resolving Attacks (in weapon length order):
      The Druid neither undercuts nor intercepts.
      The Druid's target neither undercuts nor intercepts.
      The other ghost intercepts the Druid's pony, drm: +2-2=0
    6. Inflicting Harm:
      The ghost does L harm, (6,2) No Change, no effect.

  3. FATIGUE STEP: Pwyll fatigues Fight L3*.

  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 ghosts charge and swing.
      Pwyll targets Ghost in Dodge/Swing, attacking with Dagger and F L2**. Manuver with Pony M2 in Dodge.
    4. Randomizing:
      The ghosts (2) moves from charge to smash, while (2,1) (3,5) neither changes tactics.
    5. Resolving Attacks (in speed order):
      The Druid intercepts, drm: +2-2= 0.
      The Druid's target intercepts the Druid's pony, drm: +2-2= 0
      The other ghost neither undercuts nor intercepts.
    6. Inflicting Harm:
      The ghost does L harm, (1,6) No Change, no effect.
      The Druid does M harm, (1,1) Increased TWO levels. The Ghost is KILLED.

  3. FATIGUE STEP: Pwyll fatigues Fight L2**, making change with Fight L3*.

  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 swings.
      Pwyll targets Ghost in Dodge/Swing, attacking with Dagger and F L3*. Manuver with Pony M2 in Dodge.
    4. Randomizing:
      The ghosts (6) shifts left, while (1,5) not changing tactics.
    5. Resolving Attacks (in speed order):
      The Druid neither undercuts nor intercepts.
      The ghost neither undercuts nor intercepts.
    6. Inflicting Harm: none

  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 ghost swings.
      Pwyll targets Ghost in Dodge/Swing, attacking with Dagger and F L3*. Manuver with Pony M2 in Dodge.
    4. Randomizing:
      The ghosts (5) shifts right, while (2,1) not changing tactics.
    5. Resolving Attacks (in speed order):
      The Druid neither undercuts nor intercepts.
      The ghost neither undercuts nor intercepts.
    6. Inflicting Harm: none

  3. FATIGUE STEP: none.

  4. DISENGAGEMENT: none

Combat ends after two uneventful rounds. Pwyll scores 2 NOTORIETY.


Midnight

The weather chit is a (5) and the die roll is a (1). The weather for week 7 is Showers, 5 days of 3 basic and 1 sunlight phases! The next day of activity is day 45.



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

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

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



Day 45 orders are due Monday October 24, 2005 4:00 PM EDT.


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Updated: October 29, 2005


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