Monster rolls:
2 & 5
 
 

TODAY
YESTERDAY
SETUP
STATUS

LARGE MAP
SMALL MAP
ITEMS
SETUP CARDS

HOUSE RULES

 
 
Season:
EASTER
Melting snows and late blizzards
 
Weather:
Showers
5 days/week
3 basic
1 sunlight

Mountains:
3 phases to enter

FOOD to CHAPEL

ESCORT to CHAPEL

Reward: 3 GOLD/clearing

49th Day:
Purple magic

Day 45


Birdsong

No new monsters arrive yet two bats menace the Woods Girl and a ghost menaces the Druid. The Woodfolk ride to meet the Great Elf, who must deal with the lancers, again. The Berserker cannot find a hidden path, but the Witch King does.


Sunrise

The bats, Woodfolk and Lancers follow Atalanta the Woods Girl.
The lone soldier follows Micky the Amazon.


Daylight

Feanor the Great Elf (RED WOODS 5, Red Campfire) chooses to go now.
* Hide (6,6) no.
- Trade with Lancers, friendly (4,3) Offer gold, sell Warhorse and Glowing Gem for 39 GOLD.
* Hire Lancers, friendly (2,5) Price x4,decline
- Hire Bashkars, friendly (4,6) NO DEAL
- Rest III2*
- Rest III3*
The White Woodfolk arrive.
"Not MORE company for dinner."

Kabats the Swordsman (CURST VALLEY 5, Snow White Inn) chooses to go now.
- Trade, friendly, (2) OFFER Gold + 5, sell Thrusting sword for 11 GOLD
- Trade, friendly (4) OFFER Gold, sell Helmet for 5 GOLD
- Trade, friendly (1) OPPORTUNITY (3) OFFER Gold + 5, sell Thrusting sword for 11 GOLD
- Trade, friendly (6) OFFER Gold - 10, decline
Nothing Arrives.
"At least they bought some of my stuff."

Haggr the Dwarf (MOLEHILL 6, White Dragon's Hoard & Pool of a red octopus)
 Xelvanor passes a treasure card to Haggr.
- Search, locate (2,3) finds passages (there are none)
- Search, locate (3,1) finds passages
- Search, locate (5,6) 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.
"Can't find nutin'"

Willie the Witch King (MOLEHILL 3)
- Rest V4*
- Rest V3*
- Enchant preparations
- Enchant V4* to Black
- Search, peer (1,2) finds clues and path to clearing 6.
"I see a way out of here."

Ricky the Magician (betwixt MOUNTAIN 3 and 6)
- Move and
- Move and
- Move Mountain 3
- Search, loot (6,2) finds nothing
Reveals White Dank M and White Lair 3. Nothing arrives.
"It is good not to be a spider."

Atalanta the Woods Girl (HINTERLAND 3, White Vault)
- Hide (2) Hides!
- Search, loot (2) finds Toadstool Circle
- Search, loot (6) finds nothing
- Search, loot (1) finds a treasure card.
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. Nothing arrives.
"The vault is empty, NOW what am I going to do for fun?"

The Lancer Leader ceases to follow

The Woodfolk Leader ceases to follow

The bats cease to follow and cease to be controlled!

Pwyll the Druid (GROSS VALLEY 2) *** No Orders Received ***
- Hide (6) no.
Blocked by a ghost.
"I'll do to you what I did to your brother!"

Hrolf the Berserker (CHASM 2)
- Search, locate (4,5) finds nothing
- Search, locate (6,6) finds nothing
- Search, locate (4,6) finds nothing
- Move Chasm 5 ~ cancel activity, path unknown
Reveals Red Smoke C and Red Altar 1. Nothing arrives.
"RrraaaAAAAAaaaagghhh!!!! That path has got to be here somewhere."

Xelvonar the Wizard (MOLEHILL 6, White Dragon's Hoard & Pool of a red octopus)
- Hide (5,6) no.
- Rest IV3*
- Alert III3*
- Search, locate (4,6) finds nothing
"Nothing gets past these alert eyes."

Mikki the Amazon (ICKY VALLEY 5, Whitehouse)
* Move Joyless Valley 5
- Move Joyless Valley 2
- Move Deep Woods 3
- Move Deep Woods 5
- Move Deep Woods 2
Reveals White Smoke M. Nothing Arrives
“C’mon, kid, We’ve got places t’ go.”

The Crimson Company Commander (AMBUSH 2)
- Move Ambush 1
- Move Ruins 2
- Move Ruins 1
- Move Icky Valley 4

Granny's familiar (DESCENT 2)
- Search, peer (6,4) finds nothing
- Search, peer (3,2) finds hidden enemies and paths
- Search, peer (2,2) finds clues and paths
- Search, peer (1,5) finds clues

Granny the Witch (HORRID VALLEY 2)
- Rest V5*
- Enchant preparations
- Enchant V6* to Black
- Enchant V5* to Black
"This is a great place to rest up a bit."


Sunset

ICKY VALLEY 4

The Crimson Company Commander goes on a march.

CHASM 2

The Berserker hopes he doesn't have to jump the chasm.

CURST VALLEY 5
Snow White Inn

The Swordsman haggles to get the best price for his belongings.

GROSS VALLEY 2

The Druid confronts half-a-pair of unfriendly ghosts.

HINTERLAND 3
White Vault

The Woods Girl, Woodfolk, and Lancers must deal with the bats they didn't deal with yesterday.

HORRID VALLEY 2

The Witch rests her weary bones.

DEEP WOODS 2

The Amazon and her hireling take in the fall foliage.

MOLEHILL 3

The Witch King bides his time.

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

The Dwarf and Wizard can't find anything.

MOUTAIN 3
White Dragon's Lair

The Magician wants more time in the lair.

RED WOODS 5
Small White Campfire

The Lancers (4,3) battle the Great Elf yet again.


Evening

CURST VALLEY 5
Snow White Inn

The Swordsman deactivates the Timeless Jewel and activates his T8 Workhorse.



MOLEHILL 3

Round 1:
The Witch King activates the Sacred Statue and casts Enchant Artifact on it using the Hidden Ring and Purple from the clearing. Enchant Artifact and type VI are added to the Statue.

Round 2:
The Witch King casts Enchant Artifact on the Sacred Statue using a Magic VI3* chit and Purple from the clearing. Absorb Essence and type V are added to the Statue.

Round 3:
The Witch King casts Enchant Artifact on the Sacred Statue using itself and Purple from the clearing. Fiery Blast and type IV are added to the Statue.

Round 4:
The Witch King casts Enchant Artifact on the Sacred Statue using a Magic VI2* chit and Purple from the clearing. Disolve Spell is added to the Statue.



MOUTAIN 3
White Dragon's Lair

Round 1:
The Magician casts Enchant Artifact on the Book of Lore using VI from Hidden Ring and Purple from the clearing, adding Transform to the Book of Lore.

Round 2:
The Magician casts Enchant Artifact on the Hidden Ring using VI from Book of Lore and Purple from the clearing, adding Transform to the Hidden Ring.



HORRID VALLEY 2

Round 1:
The Witch casts Broomstick with a V chit and a Black chit.



HINTERLAND 3
White Vault

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: none
    2. Random assignment: all gleefully watch the bats flutter about.
    3. Deployment: WHQ, W1, W2, LHQ, L1, L2, L3 are deployed against Bat1.
    4. Actions: Atalanta alerts her bow with Fight L4.

  2. MELEE STEP:
    1. Selecting Targets: Atalanta targets Bat2. Bat1 targets L3.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      Pale bat1 charges.
      Pale bat2 charges.
      Dark WHQ thrusts
      Dark W1 swings
      Dark W2 smashes
      Pale LHQ thrusts
      Pale L1 smashes
      Dark L2 swings
      Pale L3 thrusts while his L2 pony charges
      Atalanta attacks in Thrust using Fight L3*
    4. Randomizing:
      Bat1 (6) shifts left, while (1,4) Not Changing Tactics
      Bat2 (6) shifts left, while (2,1) Not Changing Tactics
      L3 (5) shifts right, while (1,6) Changing Tactics!
      The group (6) shifts left, while (6,6) (3,5) (4,3) only those in thrust change tactics.
    5. Resolving Attacks (in weapon length order):
      WHQ intercepts bat1, drm: +1-3= -2
      W1 cannot attack.
      W2 undercuts bat1, drm: +1-3+4= +2
      Atalanta undercuts bat2, drm: +1-3+4= +2
      LHQ intercepts bat1, +5-3= +2
      L1 neither undercuts nor intercepts.
      L2 neither undercuts nor intercepts.
      L3 neither undercuts nor intercepts.
      Bat2 neither undercuts nor intercepts.
    6. Inflicting Harm:
      WHQ deals at least T harm. Bat2 is KILLED.
      Atalanta deals H harm, (5) +2= 7, Decreased THREE levels. No effect.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: all

Round 2:

  1. ENCOUNTER STEP:
    1. Luring: L1 lures the bat
    2. Random assignment: none.
    3. Deployment: WHQ, W1, W2, LHQ, L2, L3 are deployed against Bat1.
    4. Actions: The Woods Girl alerts her bow with fight L4.

  2. MELEE STEP:
    1. Selecting Targets: obvious.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      Pale bat1 charges.
      Dark WHQ thrusts
      Dark W1 swings
      Dark W2 smashes
      Pale LHQ thrusts
      Pale L1 smashes
      Dark L2 swings
      Pale L3 thrusts while his L2 pony charges
      Atalanta attacks in Thrust using Fight L3*
    4. Randomizing:
      Bat1 (1) continues to charge, while (5,4) Not Changing Tactics
      L3 (2) smashes, while (1,5) not changing Tactics!
      The group (6) shifts left, while (4,6) (5,6) (3,3) only those smashing do not change tactics.
    5. Resolving Attacks (in speed order):
      WHQ undercuts bat1, drm: +1-3+4= +2
      W1 cannot attack.
      W2 cannot attack.
      Atalanta intercepts bat1, drm: +1-3= -2
      LHQ neither undercuts nor intercepts.
      L1 neither undercuts nor intercepts.
      L2 intercepts bat1, +4-3= +1.
      L3 neither undercuts nor intercepts.
      Bat2 neither undercuts nor intercepts.
    6. Inflicting Harm:
      WHQ deals T harm, (4)=6 Decreased TWO levels. No effect.
      Atalanta deals H harm, (5,5)=3 Increased ONE level. The bat is KILLED.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Atalanta scores 6 FAME and 6 NOTORIETY.



RED WOODS 5
Small White Campfire

Round 1:
The Great Elf attempts to run away from the Lancers using his M2 pony, and (3,4) +2 (his pony's speed) -4 (fastest attacker) +4 (number of attackers) =6, he does!



GROSS VALLEY 2

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: the ghost goes 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 ghost dodges.
      Pwyll swings his Dagger with Fight L3*; manuvers with M2 Pony in Dodge.
    4. Randomizing:
      The ghost (1) smashes, while (6,4) changing tactics.
    5. Resolving Attacks (in weapon length 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 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 dodges.
      Pwyll swings his Dagger with Fight L3*; manuvers with M2 Pony in Dodge.
    4. Randomizing:
      The ghost (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

Combat ends after two uneventful rounds.


Midnight



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Updated: October 29, 2005


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