Monster rolls:
6 & 3
 
 

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 46


Birdsong

There are native uprisings all over the map (well, in two clearings anyway). An Octopus has two arms around each of 3 adventurers with two arms to spare. Goblins can smell, but cannot see, an entire army.


Sunrise

The Woodfolk and Lancers follow Atalanta the Woods Girl.
The lone soldier follows Micky the Amazon.
The hired rogues follow Kabats the Swordsman.


Daylight

Haggr the Dwarf (MOLEHILL 6, White Dragon's Hoard & Pool of a red octopus)
- Hide (6,1) no.
- Search, locate (3,4) discovers both the Hoard and the Pool.
- Search, loot (3,1) finds 3rd treasure in pile
 Wizard spys the location of the Hoard.
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 giant red octopus arrives, blocks the Wizard and Dwarf and stops prowling.
"Get your arms off me!"

Atalanta the Woods Girl (HINTERLAND 3, White Vault)
- Hide (4,4) Hides!
- Move Hinterland 2
 The Woodfolk cease to follow.
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 Spearshaking goblins arrive in the Woodfolk's clearing and six sword-wielding goblins patter into clearing 5.
 The Lancers cease to follow.
Those six sword goblins patter into the Lancers' clearing.
... meanwhile the Woods Girl continues with her move
- Move Curst Valley 2
* Move Curst Valley 5
 Atalanta falls asleep due to Flowers of Rest.
Nothing arrives.
"ZZZZzzzz."

Kabats the Swordsman (CURST VALLEY 5, Snow White Inn) chooses to go now.
- Trade, friendly (4) OFFER Gold, sell:

  • Timeless Jewel, 41 GOLD
  • T Armor, 25 GOLD
  • Truesteel Sword, 25 GOLD
  • Bane Sword, 20 GOLD
  • Book of Lore, 20 GOLD
  • Battle Bracelets, 16 GOLD
  • Scroll of Nature, 15 GOLD
  • Toadstool Ring, 12 GOLD
  • L4/L5 Workhorse, 8 GOLD
  • Helmet, 5 GOLD
  • Ointment of Bite, 5 GOLD
Total 192 GOLD
- Hide (4,1) Hides!
- Hide ~ cancel activity.
* Move Curst Valley 2
- Move Hinterland 2
"Let's kick some goblin kong!"

Xelvonar the Wizard (MOLEHILL 6, White Dragon's Hoard & Pool of a red octopus)
Blocked by an octopus.
"Yum, fresh calamari!"

Mikki the Amazon (DEEP WOODS 2)
* Move Deep Woods 6
- Move and
- Move and
- Move High Pass 2
- Hide (4,5) Hides!
Reveals White Ruins C and White Altar 1. Nothing Arrives
"Well, better late than never."

Hrolf the Berserker (CHASM 2)
- Search, peer (1,1) Choice. Hrolf finds hidden enemies and path to clearing 5.
- search ~ cancel activity, nothing left to find.
- Move Chasm 5
- Move Chasm 6
Reveals Red Smoke C and Red Altar 1. Nothing arrives.
"RrraaaAAAAAaaaagghhh!!!! Not another path to find!"

Feanor the Great Elf (betwixt RED WOODS 5 and GROSS VALLEY 5)
- Move Red Woods 5
* Hide (3,5) Hides!
* Hire Bashkars, friendly (4,5) Price x4
- Hire Bashkars, friendly (6,6) NO DEAL
- Hire Bashkars, friendly (5,6) NO DEAL
- Hire Bashkars, friendly (1,1) OPPORTUNITY, (2,2) Price x1, hires for 12 GOLD
 Block the lancers.
The lancers summon White Revolt.
"What a revolt'n development!"

Pwyll the Druid (GROSS VALLEY 2)
- Move Gross Valley 5
* Move Red Woods 5
 Blocked by the Elf.
"Just what do you think you're doing?"

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

Granny the Witch (HORRID VALLEY 2)
- Rest V4*
- Rest V5*
- Enchant preparations
- Enchant V5* to Black
"Rest and enchant, that is all I ever do."

The Crimson Company Commander (ICKY VALLEY 4)
- Move Linden Woods 4
- Move Linden Woods 5
- Trade, friendly (6,3) NO DEAL
- Trade ~ cancel activity.
The Ash White Crone arrives.

Ricky the Magician (MOUNTAIN 3, White Dragon's Lair)
- Search, loot (2,6) finds nothing.
- Search, loot (4,2) finds a treasure card
- Search, loot (3,2) finds a treasure card
- Search, loot (4,1) finds nothing
Reveals White Dank M and White Lair 3. Nothing arrives.
"Now where's that dragon?"

Willie the Witch King (MOLEHILL 3)
- Hide (6,2) no.
- Move and
- Move and
- Move Molehill 6
Blocked by an octopus.
"Hope you like your calamari fried!"


Sunset

LINDEN WOODS 5

The Crimson Company Commander trades war stories with his counterpart.

CHASM 6

The Berserker dreads looking for another secret path.

CURST VALLEY 5
Snow White Inn

The lone Rogue leader (6,4) (5,1) CHALLENGES the Woods Girl to come out of hiding and fight like a man.

HINTERLAND 3
White Vault

The Swordsman his hirelings, Woodfolk, and Lancers hide in fear from a dozen well armed goblins.

HORRID VALLEY 2

The Witch charges up for another day of lugging her treasure around.

HIGH PASS 2

The Amazon and her hireling love the view from up there.

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

The Witch King, Dwarf and Wizard feel unarmed when facing an octopus.

MOUTAIN 3
White Dragon's Lair

The Magician delves deeper into the lair.

RED WOODS 5
Small White Campfire

The Lancers (5,5) battle the Great Elf, while the woodfolk (3,4) battle the Druid.


Evening

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

GROSS VALLEY 2

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: the Witch King lures Mr. Octopus.
    2. Random assignment: none.
    3. Deployment: none
    4. Actions:
      Haggr drops the living sword
      Zelvonar plays Move M5 to pick up the living sword.
      Willie prepares to cast Fiery Blast from the Hidden Ring and Purple from the clearing.

  2. MELEE STEP:
    1. Selecting Targets: Obvious
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      The octopus thrusts.
      Willie smashes while ducking with the shoes of stealth.
    4. Randomizing:
      The octopus (6) shifts to smash.
    5. Resolving Attacks (in weapon length order):
      The Fiery Blast scores a direct hit on the poor 8-legged freak. The Octopus is KILLED.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

The Witch King scores 8 FAME and 8 NOTORIETY.



MOUTAIN 3
White Dragon's Lair

Round 1:
The Magician dons the 7-League boots.

Round 2:
He hops on his broomstick and flys away, toward Chasm. He must start the next day with a move to either Chasm or Mountain.



HINTERLAND 2

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: none
    2. Random assignment: the goblins see no targets, but they know they're there.
    3. Deployment: none.
    4. Actions: Kabats alerts his sword using Fight M5.

  2. MELEE STEP:
    1. Selecting Targets: Kabats targets the biggest, meanest great sword goblin.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      The goblin charges.
      Kabats uses his handy gloves to thrust his sword.
    4. Randomizing:
      The goblin (1) continues to charge, while (5,2) Not Changing Tactics
    5. Resolving Attacks (in weapon length order):
      Kabats intercepts his target, drm: +3-3= 0
    6. Inflicting Harm:
      Kabats deals at least H harm. The Goblin is KILLED.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: all

Round 2:

  1. ENCOUNTER STEP:
    1. Luring:
      WHQ lures GSG2
      W1 lures GSG3
      W2 lures GSG4
      LHQ lures GSG5
      L1 lures GSG6
      L2 lures SG1
      Kabats lures SG2
      R1 lures SG3
      R2 lures SG4
      R4 lures SG5
      R5 lures SG6
    2. Random assignment: none.
    3. Deployment: none.
    4. Actions: Kabats gets off his high horse

  2. MELEE STEP:
    1. Selecting Targets: obvious.
    2. Spells take effect: none
    3. Attacks/Maneuvers: Everyone and everything is in Charge/Thrust.
    4. Randomizing:
      GSG2 (6) moves out of position, while (6,5) Changing Tactics!
      GSG3 (3) moves out of position, while (5,2) Not Changing Tactics
      GSG4 (2) moves out of position, while (1,5) Not Changing Tactics
      GSG5 (3) moves out of position, while (3,1) Not Changing Tactics
      GSG6 (6) moves out of position, while (5,1) Not Changing Tactics
      SG1 (1) stays in position, while (5,4) Not Changing Tactics
      SG2 (4) stays in position, while (2,5) Not Changing Tactics
      SG3 (5) moves out of position, while (4,5) Not Changing Tactics
      SG4 (1) stays in position, while (1,5) Not Changing Tactics
      SG5 (5) moves out of position, while (5,4) Not Changing Tactics
      SG6 (3) moves out of position, while (1,1) Not Changing Tactics
    5. Resolving Attacks (in speed order):
      Dark WHQ undercuts GSG2, drm: +1-5+4= 0
      Dark W1 undercuts GSG3, drm: +1-3+4= +2
      Dark W2 undercuts GSG4, drm: +1-3+4= +2
      Dark LHQ neither undercuts nor intercepts.
      Dark L1 neither undercuts nor intercepts.
      Pale L2 intercepts SG1, drm: +4-3= +1.
      Kabats intercepts SG2, drm: +3-3= 0.
      Dark R1 neither undercuts nor intercetps.
      Dark R2 intercepts SG4, drm: +3-3= 0.
      Dark R4 undercuts SG5, drm: +1-3+4= +2
      Dark R5 neither undercuts nor intercepts.
      No great sword goblin undercuts or intercepts.
      No spear goblin was smart enought to attack.
    6. Inflicting Harm:
      WHQ deals T harm, (1) Increased THREE levels. GSG2 is KILLED.
      W1 deals H harm, (4) +2= 6 Decreased TWO levels. No effect.
      W2 deals H harm, (2) +2= 4 No Change. GSG4 is KILLED.
      L2 deals T harm, (1,1) +1= 2 Increased ONE level. SG1 is KILLED.
      Kabats deals H harm, (3,5) No Change. SG2 is KILLED.
      R2 deals T+ harm, (6,5) No Change. SG4 is KILLED.
      R4 deals H harm, (4) +2= 6 Decreased TWO levels. No effect.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Round 3:

  1. ENCOUNTER STEP:
    1. Luring:
      WHQ lures GSG3
      W1 lures GSG5
      W2 lures GSG6
      Kabats lures SG3
      R1 lures SG5
      R4 lures SG6
    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: Everyone and everything is in Charge/Thrust.
    4. Randomizing:
      GSG3 (3) moves out of position, while (1,6) Changing Tactics!
      GSG5 (4) stays in position, while (2,1) Not Changing Tactics
      GSG6 (2) moves out of position, while (4,2) Not Changing Tactics
      SG3 (5) moves out of position, while (2,2) Not Changing Tactics
      SG5 (4) stays in position, while (5,3) Not Changing Tactics
      SG6 (6) moves out of position, while (6,6) Changing Tactics!
    5. Resolving Attacks (in speed order):
      Dark WHQ undercuts GSG3, drm: +1-5+4= 0
      Dark W1 intercepts GSG5, drm: +1-3= -2
      Dark W2 undercuts GSG6, drm: +1-3+4= +2
      Kabats neither undercuts nor intercepts.
      Dark R1 intercepts SG5, drm: +3-3= 0.
      Dark R4 undercuts SG6, drm: +1-5+4= 0
      GSG5 intercepts, drm: +6-4= +2.
      No spear goblin can attack.
    6. Inflicting Harm:
      WHQ deals T harm, (5) Decreased THREE levels. GSG3 is KILLED.
      W1 deals H harm, (1) -2= 1 Increased THREE levels. GSG5 is KILLED.
      W2 deals H harm, (2) +2= 4 No Change. GSG6 is KILLED.
      R1 deals T+ harm, (3,1) Increased ONE level. SG5 is KILLED.
      R4 deals H harm, (3) Increased ONE level. SG6 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: Everyone and everything is in Charge/Thrust.
    4. Randomizing:
      SG3 (2) moves out of position, while (2,3) Not Changing Tactics
    5. Resolving Attacks (in speed order):
      Kabats neither undercuts nor intercepts.
      The spear goblin cannot attack.
    6. Inflicting Harm: none.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Round 5:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: none.
    3. Deployment: Everyone piles on with WHQ last so he'll be the defender.
    4. Actions: none

  2. MELEE STEP:
    1. Selecting Targets: obvious.
    2. Spells take effect: none
    3. Attacks/Maneuvers: Dark W1 in Thrust
      Dark LHQ in Thrust
      Pale L3 in Thrust
      Pale R3 in Thrust
      Dark R7 in Thrust
      Dark R1 in Swing
      Dark W2 in Swing
      Dark L1 in Swing
      Dark R5 in Swing
      Kabats in Swing his sword with his handy gloves.
      Dark WHQ in Swing
      Dark R4 in Smash
      Dark L2 in Smash
      Dark R2 in Smash
      Dark R6 in Smash
    4. Randomizing:
      SG3 (2) moves to smash, while (3,6) Changing Tactics
      The hirelines (3) swap thrust and swing, while (3,6) (4,2) (6,1) only those in swing do not change tactics.
    5. Resolving Attacks (in speed order):
      3-10 Dark LHQ undercuts, drm: +3-5+4=+2
      3-05 Pale R1 undercuts, drm: +3-5+4=+2
      3-04 Dark R7 undercuts, drm: +3-5+4=+2
      3-04 Pale R6 intercepts, drm: +3-5= -2
      3-03 Pale R5 undercuts, drm: +3-5+4=+2
      3-03 Kabats undercuts, drm: +3-5+4=+2
      4-10 Pale L3 undercuts, drm: +4-5+4=+3
      4-10 Pale L2 intercepts, drm: +4-5= -1
      5-03 Pale R3 neither undercuts nor intercepts.
      5-05 Pale R2 intercepts, drm: +5-5= 0
      6-10 Pale L1 neither undercuts nor intercepts.
      The spear goblin neither undercuts nor intercepts.
    6. Inflicting Harm:
      LHQ deals H harm, (5,6) +2= 8 Decreased ONE level. The Goblin is KILLED.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Atalanta scores 7 FAME and 7 NOTORIETY.
Kabats scores 6 FAME and 6 NOTORIETY.



RED WOODS 5
Small White Campfire

Round 1:

  1. ENCOUNTER STEP:
    1. All unhired native horses turn "walking" side up.
    2. Luring:
      B5 lures LHQ
      B4 lures L1
      B3 lures L2
      B2 lures L3
    3. Random assignment: none
    4. Deployment:
      B1 is deployed against L2.
      BHQ is deployed against L3
    5. Actions:
      Feanor loads his bow with fight L3*.
      Pwyll attempts to run away from the Woodfolk, drm: +2 (pony speed) -2 (fastest attacker) +3 (number of attackers) = +3. (4,4)+3=7, fails!

  2. MELEE STEP:
    1. Selecting Targets: the natives have no choices.
      Feanor targets the Druid!
      Pwyll targets BHQ!
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      Pale WHQ charges.
      Pale W1 Dodges.
      Pale W2 ducks.
      Dark B2, Dark B3, Dark B4, Dark B5 all charge.
      Dark BHQ, Pale B1 dodge.
      All the pale lancers charge while their horses dodge.
      Feanor swings his bow with Fight M4 and ducks with Move L3* while his galloping pony charges.
      Pwyll swings his dagger with fight L3* while his walking pony dodges.
    4. Randomizing: WHQ, W1, W2 (6) Shift Left, while (4,4) (1,3) (6,4) only WHQ Changes Tactics.
      LHQ (4) stays put, while (3,1) Not Changing Tactics
      L1 (6) Shifts Left, while (5,2) Not Changing Tactics
      L2 (5) Shifts Right, while (6,4) Changing Tactics!
      L3 (2) moves to duck, while (4,4) Not Changing Tactics
      BHQ (1) moves to duck, while (6,5) Changing Tactics!
      B1 (2) stays put, while (5,4) Not Changing Tactics
      B2 (3) moves to dodge, while (4,4) Not Changing Tactics
      B3 (1) stays put, while (2,2) Not Changing Tactics

    5. Resolving Attacks (in weapon length order):
    6. WHQ undercuts Pwyll's pony, drm: +1-5+4= 0.
      W1 cannot attack.
      W2 cannot attack.
      Feanor undercuts Pwyll's pony, drm: +1-5+4= 0.
      LHQ intercepts B5's pony, drm: +5-2= +3
      L1 neither undercuts nor intercepts.
      L2 neither undercuts nor intercepts.
      L3 neither undercuts nor intercepts.
      BHQ intercepts L3's pony, drm: +4-2= +2.
      B1 undercuts L2's pony, drm: +3-4+4= +3.
      B2 intercepts L3's pony, drm: +3-2= +1.
      B3 neither undercuts nor intercepts.
      B4 intecepts L1's pony, drm: +2-3= -1.
      B5 undercuts LHQ's pony, drm: +2-3+4= +3.
      Pwyll neither undercuts nor intercepts.
    7. Inflicting Harm:
    8. WHQ deals T harm, (6) Decreased TWO levels. Pwyll's pony is KILLED.
      Feanor deals H harm, (2) Increased TWO levels. Pwyll is KILLED.
      LHQ deals T harm, (1,5) +3= 8 Decreased ONE level. B5's pony is KILLED.
      BHQ deals M harm, (2,6) +2= 8 Decreased ONE level. No effect.
      B1 deals H harm, (3,6) +3= 9 Decreased TWO levels. No effect.
      B2 deals M harm, (1,3) +1= 4 No Change. L3's pony is KILLED.
      B4 deals M harm, (2,1) -1= 1 Increased TWO levels. L1's pony is KILLED.
      B5 deals M harm, (1,3) +3= 6 No Change. LHQ's pony is KILLED.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Round 2:

  1. ENCOUNTER STEP:
    1. All unhired native horses turn "walking" side up.
    2. Luring:
      B5 lures pale L3
      B2 lures pale L1
      B3 lures pale LHQ
      Feanor lures dark L2
    3. Random assignment: none
    4. Deployment:
      B1 is deployed against LHQ.
      B4 is deployed against L1
    5. Actions: Feanor loads his bow with fight L3*.

  2. MELEE STEP:
    1. Selecting Targets: the natives have no choices.
      Feanor targets L2 directly, not his pony.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      Dark B2, Dark B3, Dark B5 all charge.
      Dark B4, Pale B1 dodge.
      All the lancers charge while L2's pony dodges.
      Feanor thrusts his bow with Fight M4 while his galloping pony charges.
    4. Randomizing: Pale LHQ (6) shifts left, while (1,6) Changing Tactics!
      Pale L1 (1) continus to charge, while (1,3) Not Changing Tactics
      Dark L2 (4) stays put, while (2,2) Not Changing Tactics
      Pale L3 (3) moves to dodge, while (3,2) Not Changing Tactics
      Pale B1 (3) moves to charge, while (5,6) Changing Tactics!
      Dark B2 (5) shifts right, while (5,2) Not Changing Tactics
      Dark B3 (1) continus to charge, while (1,3) Not Changing Tactics
      Dark B4 (5) shifts right, while (4,6) Changing Tactics!

    5. Resolving Attacks (in speed order):
    6. 1 Feanor undercuts L2's pony and intercepts the rider, drm: +1-4+4-3= -2.
      2 B5 undercuts L3, drm: +2-5+4= +1.
      3 LHQ neither undercuts nor intercepts.
      3 B1 undercuts LHQ, drm: +3-4+4= +3.
      3 B2 neither undercuts nor intercepts.
      3 B3 undercuts LHQ, drm: +3-4+4= +3.
      4 L2 intercepts Feanor's pony, drm: +4-2= +2.
      4 L3 neither undercuts nor intercepts.
      5 B4 neither undercuts nor intercepts.
      6 L1 neither undercuts nor intercepts.
    7. Inflicting Harm:
    8. Feanor deals H harm, (3) -2= 1 Increased THREE levels. L2 is KILLED.
      B5 deals M harm, (3,5) +1= 6 No Change. L3 is KILLED.
      B1 deals M harm, (5,3) +3=8 Decreased ONE level. LHQ is KILLED.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Round 3:

  1. ENCOUNTER STEP:
    1. Luring: B1 lures L1.
    2. Random assignment: none.
    3. Deployment: none
    4. Actions: Feanor loads his bow with fight L3*.

  2. MELEE STEP:
    1. Selecting Targets: the natives have no choices.
      Feanor targets L1.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      Pale B1 dodges while his pony charges.
      Pale L1 thrusts.
      Feanor thrusts his bow with fight M4.
    4. Randomizing: Pale L1 (5) shifts right, while (5,5) Not Changing Tactics
    5. Resolving Attacks (in speed order):
    6. Feanor undercuts L1, drm: +1-2+4= +3.
      B1 neither undercuts nor intercepts.
      L1 neither undercuts nor intercepts.
    7. Inflicting Harm:
    8. Feanor deals H harm, (6) +3= 9 wounds, no effect.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Round 4:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: L1 is assigned to the elf.
    3. Deployment: All the baskhars are deployed in number order. B4 is L1's target.
    4. Actions: Feanor loads his bow with fight L3*.

  2. MELEE STEP:
    1. Selecting Targets: the natives have no choices.
      Feanor targets L1.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      Pale B1 thrusts.
      Dark B2 and Dark B3 swing.
      Dark B4 ducks.
      Dark B5 thrusts.
      Pale L1 thrusts.
      Feanor thrusts his bow with fight M4.
    4. Randomizing: L1 (3) dodges, while (1,6) Changing Tactics
      B1-4 (2) swap the ends, while (5,6) (4,1) (2,4) only B4 flips.
      B5 (3) dodges, while (5,4) Not Changing Tactics
    5. Resolving Attacks (in speed order):
    6. Feanor undercuts L1, drm: +1-4+4= +1.
      B4 undercuts L1, drm: +2-4+4= +2.
      B5 intercepts L1, drm: +2-4= -2.
      L1 intercepts B5, drm: +3-4= -1.
      B1 undercuts L1, drm: +3-4+4= +3.
      B2 intercepts L1, drm: +3-4= -1.
      B3 intercepts L1, drm: +3-4= -1.
    7. Inflicting Harm:
    8. Feanor deals H harm, (3) +1= 4 No Change. L1 is KILLED.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Feanor scores 0 FAME, 2+4+4+2*4+3*4= 30 NOTORIETY and 10+2+2= 14 GOLD and all of the Druid's belongings. B5 has no pony.



CURST VALLEY 5
Snow White Inn

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: none
    2. Random assignment: RHQ sees no target.
    3. Deployment: none
    4. Actions: Atalanta loads her bow with Fight M5.

  2. MELEE STEP:
    1. Selecting Targets: Atalanta targets the rogue!
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      RHQ charges
      Atalanta thrusts her bow with Fight L4.
    4. Randomizing: RHQ (1) continues to charge, while (6,2) Changing Tactics!
    5. Resolving Attacks (in weapon length order): Atalanta intercepts, drm: +1-2= -1.
    6. Inflicting Harm: Atalanta deals H harm, (1) -1= 1 Increased THREE levels! RHQ is KILLED.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Atalanta scores 2 NOTORIETY and 1 GOLD and restores her good name by accepting the rogue's challenge.


Midnight



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Updated: November 7, 2005


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