Monster rolls:
6 & 6
 
 

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 47


Birdsong

A trio of bats and the scholar appear (or is that a batty scholar?). Cheap labor is hard to find, but treasures dropped by dead natives is not.


Sunrise

The little Woodfolk, little Lancers and rogues follow Kabats the Swordsman.
The lone soldier follows Micky the Amazon.


Daylight

Kabats the Swordsman (HINTERLAND 3, White Vault) chooses to go now.
- Move Curst Valley 2
* Move Curst Valley 5
- Search, loot (1,5) finds a staff.
- Search, loot (4,4) finds a thrusting sword.
- Search, loot (6,2) finds a shield.
Nothing arrives.
"Haven't I seen this stuff somewhere before?"

Mikki the Amazon (HIGH PASS 2)
- Hide (5,3) Hides!
- Hide ~ cancel activity.
* Move and
- Move and
- Move High Pass 4
Reveals White Ruins C and White Altar 1. Nothing Arrives
"Another day, another mountain to climb."

Willie the Witch King (MOLEHILL 6, White Dragon's Hoard & Pool of a red octopus)
 Remove Magic Spectacles.
- Search, magic sight (6,1) finds nothing
- Search, magic sight (1,3) finds treasure cards
- Search, magic sight (2,2) finds counters
- Search, magic sight (4,2) perceives spells, learns the spell on the Sacred Statue.
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 trio of giant red bats flutter into clearing 2. The Scarlet Scholar arrives at the Red Shrine.
"That was an exorcise in futility."

The Crimson Company Commander (LINDEN WOODS 5)
- Hire, friendly (2,4) Price x3, declines
- Hire, friendly (6,3) NO DEAL
- Hire, friendly (5,4) Price x4, declines
- Hire, friendly (1,4) Price x3, declines

Ricky the Magician (betwixt MOUNTAIN and CHASM)
- Fly to Chasm and randomly land in clearing (3)
* Alert VI4*
- Enchant preparations
- Enchant CHASM using II2* chit and Grey from the clearing.
- Move Chasm 1 ~ cancel activity, no path.
Reveals Red Smoke C and Red Altar 1. Nothing arrives.
"Now where did that path go? It was here a minute ago."

Haggr the Dwarf (MOLEHILL 6, White Dragon's Hoard & Pool of a red octopus)
 Hands the Eye of the Moon to the Wizard.
- Search, loot the hoard (4,3) finds 4th treasure in pile
 Activates the lucky charm.
- Search, loot (2) finds 2nd treasure in pile
- Search, loot (2) finds 2nd treasure in pile
The bats flutter over here, block everyone and stop prowling.
"At least it is better than that 8-legged freak!"

Xelvonar the Wizard (MOLEHILL 6, White Dragon's Hoard & Pool of a red octopus)
Blocked by bats.
"Oh no! Not again."

Hrolf the Berserker (CHASM 6)
- Move Chasm 3
- Move Chasm 4
- Move Pine Woods 4
- Move Horrid Valley 2
Nothing arrives.
"RrraaaAAAAAaaaagghhh!!!! What a stroke of luck."

Atalanta the Woods Girl (CURST VALLEY 5, Snow White Inn)
- Search, loot (2,5) finds a short sword.
- Search, loot (2,1) finds the Truesteel sword.
- Search, loot (2,4) finds a shield.
- Search, loot (1,5) finds a helmet.
Nothing arrives.
"This is the second largest treasure pile I have ever seen!"

Granny's familiar (DESCENT 2)
- Search, peer (2,6) finds nothing
- Search, peer (1,1) chooses to locate the statue.
- Search, peer (6,5) finds nothing
- Search, peer (5,6) finds nothing

Granny the Witch (HORRID VALLEY 2)
 Burn a Black chit to become a T dragon.
- Move Pine Woods 2
- Move Chasm 4
- Move Chasm 3
- Move Chasm 1 ~ cancel activity, no path.
"Now where did that path go? It was here a minute ago."

The Bashkar Leader (RED WOODS 5, Small white campfire)
- Search, loot (4,1) finds a spear
- Search, loot (5,6) finds a treasure card
- Search, loot (1,3) finds a spear
- Search, loot (1,6) finds nothing

Feanor the Great Elf (RED WOODS 5, Small white campfire)
* Hide (4,2) Hides!
- Enchant preparations
- Enchant III3* to Gold
- Enchant Red Woods with III2* and a Gold chit.
- Search, loot (3,3) finds T5/T7 warhorse.
* Hire Woodfolk, ally (5,5) Price x4, declines.
Nothing arrives.
"Cheap labor is hard to find these days."

The Lancer Leader (HINTERLAND 3, White Vault)
- Move Curst Valley 2
* Move Curst Valley 5
- Search, loot (2,1) finds a thrusting sword.
- Search, loot (1,6) finds H6/H7 workhorse.
- Search, loot (2,1) finds a staff.

The Woodfolk Leader (HINTERLAND 3, White Vault)
- Move Curst Valley 2
- Move Curst Valley 5
- Search, loot (5,1) finds M5/H7 workhorse.
- Search, loot (3,6) finds L4/M6 workhorse.


Sunset

LINDEN WOODS 5

The two Company Commanders haggle over wages.

CHASM 3

The Magician and Witch/dragon both thought they saw a path just now.

HORRID VALLEY 2

The Berserker dreads looking for another secret path.

CURST VALLEY 5
Snow White Inn

The Woods Girl, Swordsman his hirelings, Woodfolk, and Lancers cannot see over the stack of treasure, even if they stand on each other's shoulders.

HIGH PASS 4

The Amazon and her hireling wish they had brought skis.

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

The Witch King, Dwarf and Wizard are baffled by bats!

RED WOODS 5
Small White Campfire

The Great Elf and his hirelings wonder what the 'morrow will bring.


Evening

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

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: the Witch King lures one bat, the Dwarf lures the two others.
    2. Random assignment: none.
    3. Deployment: none
    4. Actions:
      Willie prepares to cast Absorb Essence from the Sacred Statue and a Black chit.
      Haggr activates the Golden Arm Band.
      Xelvonar prepares to cast Fiery Blast using an IV3* chit and Purple from the clearing.

  2. MELEE STEP:
    1. Selecting Targets: Xelvonar target the two bats on Haggr. Haggr targets the charging bat.
    2. Spells take effect: Willie absorbs a bat **poof**
    3. Attacks/Maneuvers:
      The pair of bats thrusts and swing.
      Xelvonar swings his spell.
      Haggr smashes with Fight H6 while DUCKing.
    4. Randomizing:
      The bat (1) in swing moves to smash while (4,5) (5,1) neither changes tactics.
    5. Resolving Attacks (in weapon length order):
      Xelvonar neither undercuts nor intercepts either bat, but his weapon is now alerted.
      The charging bat undercuts Haggr, drm: +2-3+4= +3.
      The smashing bat intercepts Haggr, drm: +2-3= -1.
      Haggr neither undercuts nor intercepts.
    6. Inflicting Harm:
      Charging bat does M harm, (3,6) +3= 9 Decreased TWO levels. No effect.
      Smashing bat does M harm, (6,4) -1= 5 No Change. Haggr's helmet is damaged and Haggr takes one wound.

  3. FATIGUE STEP: Haggr wounds Move H6.

  4. DISENGAGEMENT: none

Round 2:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: none.
    3. Deployment: none
    4. Actions: Xelvonar alerts the Living Sword with Fight L4.

  2. MELEE STEP:
    1. Selecting Targets: All three target the same bat, the one in thrust.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      The pair of bats thrusts and swing.
      Willie the bat thrusts at M2.
      Xelvonar swings his sword with Fight M5.
      Haggr smashes with Fight H6 while DUCKing.
    4. Randomizing:
      The bats (6) shift left, while (3,2) (3,4) neither changes tactics.
    5. Resolving Attacks (in speed order):
      Xelvonar undercuts, drm: +2-3+4= +3
      Bat Willie undercuts, drm: +2-3+4= +3
      The charging bat undercuts Haggr, drm: +2-3+4= +3.
      The smashing bat intercepts Haggr, drm: +2-3= -1.
      Haggr intercepts, drm: +4-3= +1.
    6. Inflicting Harm:
      Xelvonar deals H harm, (2,5) +3= 8 Decreased ONE level. No effect.
      Next three are simultaneous:
      Bat Willie does M harm, (2,3) +3= 6 No Change. No effect.
      Charging bat does M harm, (5,5) +3= 8 Decreased ONE level. No effect.
      Smashing bat does M harm, (6,3) -1= 5 No Change. Haggr's helmet is destroyed and Haggr takes one wound.
      Haggr deals T harm, (6) +1= 7 Decreased ONE level. The bat is KILLED.

  3. FATIGUE STEP: Haggr wounds Move T6*.

  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: All three target the same bat.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      The lone bat thrusts.
      Willie the bat thrusts at M2.
      Xelvonar smashes his sword with Fight M5.
      Haggr swings with Fight H6 while DUCKing.
    4. Randomizing:
      The bat (5) shifts right, while (4,4) not changing tactics.
    5. Resolving Attacks (in speed order):
      Xelvonar undercuts, drm: +2-3+4= +3
      Bat Willie undercuts, drm: +2-3+4= +3
      The dodging bat undercuts Haggr, drm: +2-3+4= +3.
      Haggr intercepts, drm: +4-3= +1.
    6. Inflicting Harm:
      Xelvonar deals H harm, (5,1) +3= 8 Decreased ONE level. No effect.
      Next two are simultaneous:
      Bat Willie does M harm, (2,1) +3= 5 No Change. No effect.
      The bat does M harm, (2,5) +3= 8 Decreased ONE level. Haggr takes 1 wound.
      Haggr deals T harm, (6) +1= 7 Decreased ONE level. The bat is KILLED.

  3. FATIGUE STEP: Haggr wounds Move H5*.

  4. DISENGAGEMENT: none

The Haggr scores 9 FAME and 9 NOTORIETY.


Midnight

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.



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Updated: November 10, 2005


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