Monster rolls:
3 & 1
 
 

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 49


Birdsong

Purple magic invades Yellow the realm.

Regenerated dragons rule the realm! One joins his buddies in the Descent, while another checks out the red Altar and yet two more arrive at the Pool/Hoard. Some hirelings face a couple of ghosts, another group of hirelings might tackle a spider and the Amazon and her hireling face 6 axe-wielding goblins. The patrol does not look kindly on the Swordsman and Woods Girl. Only the Berserker and White Company have no one to fight. All-in-all I'd say it will be quite a busy night.


Sunrise

The little Woodfolk, little Lancers and rogues follow Kabats the Swordsman.
The lone soldier follows Micky the Amazon.
B5 follows the Woodfolk.
5 out of 6 Bashkars follow the Great Elf.


Daylight

Kabats the Swordsman (CURST VALLEY 5, Snow White Inn) chooses to go now.
- Search, loot (3,6) finds Nothing
- Search, loot (1,6) finds Nothing
- Search, loot (1,6) finds Nothing
- Search, loot (1,4) finds Nothing
The white patrol arrives.
"Those natives don't look friendly."

Willie the Witch King (MOLEHILL 6, White Dragon's Hoard & Pool of a red octopus)
* Enchant preparations
- Enchant MOLEHILL using IV3* chit and Purple from the day.
- Search, magic sight (2,4) perceives spells, learns a spell from the black book.
- Search, magic sight (4,2) perceives spells, learns a spell from the black book.
- 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. A pair of flying dragons flutter into clearing 2.
"Deja vu!."

Hrolf the Berserker (CHASM 3)
- Move Chasm 6
- Move Chasm 1
- Move Horrid Valley 4
- Move Horrid Valley 1
"RrraaaAAAAAaaaagghhh!!!! Finally, a quiet day."

Granny's familiar (CHASM 1)
- Search, peer (2,4) finds hidden enemies
- Search, peer (1,2) finds clues and paths
- Search, peer (3,1) finds hidden enemies and paths
- Search, peer (4,1) finds hidden enemies

Granny the Witch (CHASM 3)
 Burn a Black chit to become a T dragon.
- Hide (4,2) Hides!
- Hide ~ cancel activity
- Move Chasm 6
- Move Chasm 1
Reveals Red Smoke C and Red Altar 1. A heavy dragon breathes smoke into Granny's clearing.
"There you are, kitty. Hope you enjoyed your romp."

The Woods Girl's Woodfolk Leader (CURST VALLEY 5, Snow White Inn)
- Search, loot (6,2) finds Nothing
- Search, loot (4,1) finds Nothing
- Search, loot (1,4) finds Nothing
- Search, loot (4,3) finds Nothing

Ricky the Magician (CHASM 3)
- Move Chasm 6
- Move Chasm 1
Blocked by a dragon!
"NOT what I expected for find here."

Atalanta the Woods Girl (CURST VALLEY 5, Snow White Inn)
- Search, loot (6,5) finds Nothing
- Search, loot (1,4) finds Nothing
- Search, loot (3,5) finds Nothing
- Search, loot (1,3) finds a treasure card
"Ha! Got one."

Haggr the Dwarf (MOLEHILL 6, White Dragon's Hoard & Pool of a red octopus)
- Hide (5,6) no.
- Rest, Fight T6* and Move H6
- Rest, Move H5*
Two Red flying dragons flutter over here, block Willie, Xelvonar, and Haggr and stop prowling.
"I'm rested and ready!"

Mikki the Amazon (HIGH PASS 1)
- Hide (6,5) no.
- Search, loot (2,2) finds Bejeweled Dwarf Vest.
- Search, loot (6,1) finds nothing.
- Search, loot (5,2) finds nothing.
Reveals White Ruins C and White Altar 1. Six goblins arrive, block Mikki and William and stop prowling.
"Looks like trouble!"

The Elf's Woodfolk Leader (RED WOODS 5, Small white campfire)
- Search, loot (5,1) finds nothing
- Search, loot (1,6) finds nothing
- Move Gross Valley 5
Blocked by ghosts.

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

Feanor the Great Elf (RED WOODS 4)
* Hide (5,1) Hides!
- Enchant preparations
- Enchant RED WOODS using III3* chit and Gold from the tile.
- Move Red Woods 2
* Move Horrid Valley 4
- Move Horrid Valley 1
* Move Descent 2
Reveals Red Bones C and Red Lost City which contains White Flutter 2, Red Statue 2, White Slither 3, Red Cairns 5, and Red Hoard 6. A red dragon arrives to guard its hoard in clearing 6.
"I see great rewards, but also great risks."

The Bashkar Leader ceases to follow.
The red dragon moves to this clearing to confer with the troll and two dragons already there.

The Crimson Company Commander (LINDEN WOODS 5, Large white campfire)
- Hide (5,1) Hides!
- Move Borderland 1
- Move Deep Lake 5
- Search, locate (4,4) discovers the Cairns!
Reveals Red Dank M and White Cairns 5. Nothing arrives.

The Lancer Leader (CURST VALLEY 5, Snow White Inn)
- Search, loot (2,1) finds a treasure card
- Search, loot (5,1) finds Nothing
- Search, loot (1,6) finds Nothing
- Search, loot (2,6) finds Nothing

The White Company Commander (LINDEN WOODS 5, Large white campfire)
- Move Borderland 1
- Move Borderland 6
Reveals White Stink C and White Lost City which contains White Roar 4, and Red Howl 4. Nothing arrives.


Sunset

BORDERLAND 6

The White Company Commander wishes he wasn't in a cave.

CHASM 1

The Magician, and hidden Witch/dragon face a heavy dragon.

CURST VALLEY 5
Snow White Inn

The Patrol (3,4) battles the Swordsman while they (6,5) TROUBLE (5,3) CHALLENGE the Woods Girl.

DEEP LAKE 5
White Cairns

The Crimson Company Commander hopes to squash a spider.

DESCENT 2
Scarlet Statue

The hidden Great Elf and his bashkars are surprised to see so many monsters in one place.

GROSS VALLEY 5

The Woodfolk and one bashkar have just seen a pair of ghosts.

HIGH PASS 1
Alabaster Altar

The Amazon and her hireling can't hide from newly arriving goblins.

HORRID VALLEY 1

The Berserker is all alone.

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

The Witch King, Dwarf and Wizard are dogged by dragons, again!


Evening

HIGH PASS 1
Alabaster Altar

The Amazon and her hireling can't hide from newly arriving goblins.

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: The soldier dutifully lures one goblin.
    2. Random assignment: The other 5 goblins are assigned to the Amazon.
    3. Deployment: none
    4. Actions:
      Mikki attempts to run away using Move M3*, drm: +3 -3 (fastest attacker) +5 (number of attackers) = +5. Roll = (5,1)+5 = 10, cancelled.

  2. MELEE STEP:
    1. Selecting Targets: obvious.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      1 goblin charges, 3 swing and 1 smashes.
      The Amazon thrusts with Fight M5 while charging with Move M3*
      The pale Soldier charges.
      His one goblin also charges.
    4. Randomizing:
      The goblins (5) shift right, while (6,3) (5,4) (6,2) only the one swinging does not flip.
      The lone goblin (5) shifts right, while (5,5) Not Changing Tactics.
    5. Resolving Attacks (in weapon length order):
      S2 neither undercuts nor intercepts the goblin.
      The amazon neither undercuts nor intercepts her goblin.
      The thrusting goblin intercepts the Amazon, drm: +4-3= +1
      The lone goblin neither undercuts nor intercepts the soldier.
    6. Inflicting Harm:
      The goblin deals M harm, (4,6) +1= 7 Decreased ONE level. No effect.

  3. FATIGUE STEP: The Amazon fatigues Move M3*.

  4. DISENGAGEMENT: none

Round 2:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: All 6 goblins are assigned to the Amazon.
    3. Deployment: none
    4. Actions: none.

  2. MELEE STEP:
    1. Selecting Targets: obvious.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      1 pale goblin charges, 4 dark ones swing and 1 pale one smashes.
      The Amazon charges with Move M3*
    4. Randomizing:
      The goblins (2) swap thrust and smash, while (1,6) (5,6) (5,1) only the one smashing one does not flip.
    5. Resolving Attacks (in speed order):
      The thrusting goblin intercepts the Amazon, drm: +4-3= +1
    6. Inflicting Harm:
      The goblin deals M harm, (3,2) +1= 4, No Change. The amazon takes one wound.

  3. FATIGUE STEP: The Amazon wounds Fight L4.

  4. DISENGAGEMENT: none

Round 3:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: All 6 goblins are assigned to the Amazon.
    3. Deployment: none
    4. Actions: none.

  2. MELEE STEP:
    1. Selecting Targets: obvious.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      1 pale goblin charges, 4 pale ones swing and 1 dark one smashes.
      The Amazon charges with Move M3*
    4. Randomizing:
      The goblins (5) shift right, while (2,4) (4,3) (1,1) none change tactics.
    5. Resolving Attacks (in speed order):
      The thrusting goblin intercepts the Amazon, drm: +4-3= +1
    6. Inflicting Harm:
      The goblin deals M harm, (5,4) +1= 6, No Change. The amazon takes one wound.

  3. FATIGUE STEP: The Amazon wounds Move M4.

  4. DISENGAGEMENT: none

Round 4:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: All 6 goblins are assigned to the Amazon.
    3. Deployment: none
    4. Actions: none.

  2. MELEE STEP:
    1. Selecting Targets: obvious.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      1 pale goblin charges, 4 pale ones swing and 1 dark one smashes.
      The Amazon charges with Move M3*
    4. Randomizing:
      The goblins (5) shift right, while (6,2) (3,4) (5,5) only the thrusting one changes tactics.
    5. Resolving Attacks (in speed order):
      The thrusting goblin intercepts the Amazon, drm: +4-3= +1
    6. Inflicting Harm:
      The goblin deals L harm, (6,6) +1= 7, Decreased ONE level. No effect.

  3. FATIGUE STEP: none.

  4. DISENGAGEMENT: none

Round 5:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: All 6 goblins are assigned to the Amazon.
    3. Deployment: none
    4. Actions: none.

  2. MELEE STEP:
    1. Selecting Targets: obvious.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      1 pale goblin charges, 4 pale ones swing and 1 pale one smashes.
      The Amazon charges with Move M3*
    4. Randomizing:
      The goblins (5) shift right, while (6,2) (5,6) (5,5) only the smashing ones do not change tactics.
    5. Resolving Attacks (in speed order):
      The thrusting goblin intercepts the Amazon, drm: +4-3= +1
    6. Inflicting Harm:
      The goblin deals M harm, (2,5) +1= 6, No Change. The amazon takes one wound.

  3. FATIGUE STEP: The Amazon wounds Fight M3**.

  4. DISENGAGEMENT: none

Round 6:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: All 6 goblins are assigned to the Amazon.
    3. Deployment: none
    4. Actions: none.

  2. MELEE STEP:
    1. Selecting Targets: obvious.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      1 dark goblin charges, 4 pale ones swing and 1 dark one smashes.
      The Amazon charges with Move M3*
    4. Randomizing:
      The goblins (2) swap charge and smash, while (3,3) (3,5) (2,3) none change tactics.
    5. Resolving Attacks (in speed order):
      The thrusting goblin intercepts the Amazon, drm: +4-3= +1
    6. Inflicting Harm:
      The goblin deals M harm, (2,1) +1= 3, Increased ONE level. The bejeweled dwarf vest is destroyed and the Amazon takes one wound.

  3. FATIGUE STEP: The Amazon wounds Fight M3**.

  4. DISENGAGEMENT: none

Round 7:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: All 6 goblins are assigned to the Amazon.
    3. Deployment: none
    4. Actions: none.

  2. MELEE STEP:
    1. Selecting Targets: obvious.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      1 dark goblin charges, 4 pale ones swing and 1 dark one smashes.
      The Amazon charges with Move M3* while thrusting the fight M5.
    4. Randomizing:
      The goblins (1) swap swing and smash, while (3,4) (4,5) (1,6) the smashing ones change tactics.
    5. Resolving Attacks (in speed order):
      The thrusting goblin intercepts the Amazon, drm: +4-3= +1
      The Amazon intercepts the goblin, drm: +5-4= +1
    6. Inflicting Harm:
      The goblin deals M harm, (4,2) +1= 5, no change. Her shield is damaged and the Amazon takes one wound.
      The Amazon deals H harm, (6,1) +1= 7, Decreased ONE level. The Goblin is KILLED.

  3. FATIGUE STEP: The Amazon wounds Fight H4**.

  4. DISENGAGEMENT: none

Round 8:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: All 5 goblins are assigned to the Amazon.
    3. Deployment: none
    4. Actions: none.

  2. MELEE STEP:
    1. Selecting Targets: obvious.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      1 dark goblin charges, 3 dark ones swing and 1 dark one smashes.
      The Amazon charges with Move M3* while thrusting the fight M5.
    4. Randomizing:
      The goblins (2) swap thrust and smash, while (2,3) (4,2) (1,5) none change tactics.
    5. Resolving Attacks (in speed order):
      The thrusting goblin intercepts the Amazon, drm: +4-3= +1
      The Amazon neither undercuts nor intercepts.
    6. Inflicting Harm:
      The goblin deals M harm, (6,6) +1= 7, Decreased ONE level. No effect.

  3. FATIGUE STEP: none.

  4. DISENGAGEMENT: none

Round 9:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: All 5 goblins are assigned to the Amazon.
    3. Deployment: none
    4. Actions: none.

  2. MELEE STEP:
    1. Selecting Targets: obvious.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      1 dark goblin charges, 3 dark ones swing and 1 dark one smashes.
      The Amazon charges with Move M3*.
    4. Randomizing:
      The goblins (4) stay put, while (5,1) (1,3) (3,6) only the smasher changes tactics.
    5. Resolving Attacks (in speed order):
      The thrusting goblin intercepts the Amazon, drm: +4-3= +1
    6. Inflicting Harm:
      The goblin deals M harm, (6,3) +1= 7, Decreased ONE level. No effect.

  3. FATIGUE STEP: none.

  4. DISENGAGEMENT: none

Combat ends due to two uneventful rounds. The Amazon earns 1 FAME and 1 NOTORIETY and 23 GOLD from the jewels out of the vest.



CHASM 1

The Magician, and hidden Witch/dragon face a heavy dragon.

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: The dragon only sees one target, the Magician.
    3. Deployment: none
    4. Actions:
      Ricky prepares to cast Transform using his alerted VI chit and Purple from the day.
      Granny remains hidden.

  2. MELEE STEP:
    1. Selecting Targets: They target each other.
    2. Spells take effect: The dragon is transformed into (1,3) an Eagle!
    3. Attacks/Maneuvers:
      The dragon/eagle thrusts.
      Ricky ducks with Move L3*
    4. Randomizing:
      The dragon/eagle (1) continues to thrust.
    5. Resolving Attacks (in weapon length order):
      The dragon/eagle undercuts Ricky, drm: +2-3+4= +3
    6. Inflicting Harm:
      The dragon/eagle does M harm, (3,1) +3= 6 No Change. The Magician is KILLED. The dragon/eagle reverts back to being a plain ol' dragon due to the death of the spell caster.

  3. FATIGUE STEP: none.

  4. DISENGAGEMENT: none

Round 2:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: The dragon sees no target.
    3. Deployment: none
    4. Actions: none

  2. MELEE STEP:
    1. Selecting Targets: Granny targets the dragon, and (1,3) remains hidden.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      The pale H dragon charges.
      Granny's dragon head breathes fire T4 in thrust.
    4. Randomizing:
      The H dragon (2) smashes, while (3,4) Not Changing Tactics
    5. Resolving Attacks (in speed order):
      Granny's dragon head neither undercuts nor intercepts.
    6. Inflicting Harm: none

  3. FATIGUE STEP: none.

  4. DISENGAGEMENT: none

Round 3:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: The dragon sees no target.
    3. Deployment: none
    4. Actions: none

  2. MELEE STEP:
    1. Selecting Targets: Granny targets the dragon, and (1,5) remains hidden.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      The pale H dragon charges.
      Granny's dragon head breathes fire T4 in thrust.
    4. Randomizing:
      The H dragon (4) stays put, while (3,5) Not Changing Tactics
    5. Resolving Attacks (in speed order):
      Granny's dragon head intercepts the H dragon, drm: +4-4= 0.
    6. Inflicting Harm:
      Granny deals T harm, (2,1) Increased TWO levels. The H dragon is KILLED.

  3. FATIGUE STEP: none.

  4. DISENGAGEMENT: none

The Witch scores 5 FAME and 5 NOTORIETY.



CURST VALLEY 5
Snow White Inn

The Patrol (3,4) battles the Swordsman while they (6,5) TROUBLE (5,3) CHALLENGE the Woods Girl.

Round 1:

  1. ENCOUNTER STEP:
    1. Luring:
      WHQ lures PHQ
      LHQ lures P1
      W1 lures P2
    2. Random assignment: none.
    3. Deployment:
      R1 is deployed against PHQ. PHQ moves to his own sheet. R1 moves to that sheet. WHQ is put on top of R1.
      R3 and then L3 are added to PHQ's sheet. PHQ targets L3.
      R2 is deployed against P2. P2 moves to his own sheet. R2 moves to that sheet. W1 is put on top of L1.
      L1 and then L3 are added to P2's sheet. P2 targets L3.
    4. Actions:
      Atalanta alerts her bow with fight L4.

  2. MELEE STEP:
    1. Selecting Targets: Atalanta targets P1, not his horse.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      LHQ's sheet:
      - Pale P1 thrusts while his dark horse dodges.
      - Dark LHQ swings while his horse dodges.
      - Atalanta swings her bow with fight L4.

      PHQ's sheet:
      - Pale PHQ thrusts while his dark horse dodges.
      - Dark WHQ thrusts, dark R1 swings, pale R3 smahses.
      - Pale L2 swings and his dark horse dodges.

      P2's sheet:
      Pale P2 thrusts while his dark horse dodges.
      - Dark W1 thrusts, dark L1 swings, dark R2 smashes.
      - Dark L3 swings and his dark horse dodges.

    4. Randomizing:
      LHQ's sheet:
      - Pale P1 (5) shifts right, while (4,3) Not Changing Tactics

      PHQ's sheet:
      - Pale PHQ (6) shifts left, while (5,3) Not Changing Tactics
      - Dark WHQ, dark R1, pale R3, (2) swap charge and smash, while (5,3) (2,4) (1,6) only WHQ changes tactics.
      - Pale L2 (6) shifts left, while (5,6) Changing Tactics!

      P2's sheet:
      - Pale P2 (5) shifts right, while (6,6) Changing Tactics!
      - Dark W1, dark L1, dark R2, (1) swap swing and smash, (1,1) (1,5) (2,5) none change tactics.
      - Dark L3 (1) moves to smash, while (1,5) Not Changing Tactics

    5. Resolving Attacks (in weapon length order):
      LHQ's sheet:
      - Atalanta undercuts P1's horse and intercepts P1, drm: +1-6+4-3= -4
      - LHQ undercuts P1's horse, drm: +3-6+4= +1
      - P1 intercepts LHQ's horse, drm: +4-3= -1

      PHQ's sheet:
      - WHQ cannot attack on his pale side.
      - L2 intercepts PHQ's horse, drm: +4-6= -2
      - R1 undercuts PHQ's horse, drm: +3-6+4= +1
      - PHQ neither undercuts nor intercepts L2's pony.
      - R3 intercepts PHQ's horse, drm: +5-6= -1

      P2's sheet:
      - W1 undercuts P2's horse, drm: +1-6+4= -1
      - L1 intercepts P2's horse, drm: +3-6= -3
      - L3 intercepts P2's horse, drm: +4-6= -2
      - R2 undercuts P2's horse, drm: +3-6+4= +1
      - P2 neither undercuts nor intercepts L3's pony.

    6. Inflicting Harm:
      LHQ's sheet:
      - Atalanta deals M harm, (1) -4= 1, Increased THREE levels. P1 is KILLED.
      - All other attacks on this sheet are cancelled.

      PHQ's sheet:
      - L2 deals T harm, (3,3) -2= 1 Increased TWO levels. PHQ's horse is KILLED.
      - R1 deals T harm, (1,6) +1= 7 Decreased ONE level. PHQ is KILLED.
      - All other attacks on this sheet are cancelled.

      P2's sheet:
      - W1 deals H harm, (1) -1= 1, Increased THREE levels. P2's horse is KILLED.
      - L1 deals M harm, (6,6) -3= 3, Increased ONE level. P2 is KILLED.
      - All other attacks on this sheet are cancelled.

  3. FATIGUE STEP: none.

  4. DISENGAGEMENT: none

The Woods Girl scores 6 NOTORIETY and 3 GOLD. The Swordsman scores 3 NOTORIETY.



DESCENT 2
Scarlet Statue

The hidden Great Elf and his bashkars are surprised to see so many monsters in one place.

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: No monsters see any targets.
    3. Deployment: none
    4. Actions:
      Feanor prepares to cast Transform from the Scroll of Alchemy and Purple from the day.

  2. MELEE STEP:
    1. Selecting Targets: Feanor targets the T dragon and becomes unhidden.
    2. Spells take effect: The dragon is transformed into (1,6) a Frog!
    3. Attacks/Maneuvers: none
    4. Randomizing: none.
    5. Resolving Attacks (in weapon length order): none.
    6. Inflicting Harm: none

  3. FATIGUE STEP: none.

  4. DISENGAGEMENT: none

Round 2:

  1. ENCOUNTER STEP:
    1. Luring:
      B4 lures the T troll and becomes unhidden.
      B1 lures an H dragon and becomes unhidden.
      B3 lures the other dragon and becomes unhidden.
      BHQ lures the dragon/frog and becomes unhidden.
    2. Random assignment: None.
    3. Deployment: B2 is deployed against the second dragon. It moves to its own sheet with B2 in charge. B3 is placed on top of B2.
    4. Actions:
      Feanor alerts his bow with fight M4.

  2. MELEE STEP:
    1. Selecting Targets: Feanor targets the first dragon. The second dragon targets B3.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      Pale B4 swings while his pony thrusts.
      The troll charges.
      Pale B1 swings while his pony thrusts.
      Feanor charges his bow with fight M3*.
      His pale dragon charges.
      Dark B3 swings while his pony thrusts.
      Pale B2 swings while his pony thrusts.
      Their pale dragon charges.
      Dark BHQ swings while his pony thrusts.
      The dragon/frog charges.
    4. Randomizing:
      The troll (4) stays put.
      B1's dragon (4) stays put, while (1,4) Not Changing Tactics
      B3 (4) stays put, while (4,3) Not Changing Tactics
      B2 (4) stays put, while (1,3) Not Changing Tactics
      B2's dragon (4) stays put, while (4,4) Not Changing Tactics
      The dragon/frog (3) dodges.
    5. Resolving Attacks (in speed order):
      B4 neither undercuts nor intercepts the Troll.
      The Troll intercepts B4's pony, drm: +4-3= +1
      Feanor intercepts the dragon, drm: +1-4= -3
      B1 undercuts the dragon, drm: +3-4+4= +3
      The dragon intercepts B1's pony, drm: +4-3= +1
      B3 undercuts the dragon, drm: +3-4+4= +3
      The dragon intercepts B3's pony, drm: +4-3= +1
      BHQ intercepts the dragon/frog, drm: +4-3= +1
    6. Inflicting Harm:
      Feanor deals M harm, (3) -3= 1 Increased THREE levels. The H dragon is KILLED.
      B3 deals M harm, (6,1) +3= 9 Decreased TWO levels. no effect.
      BHQ deals H harm, (4,5) +1= 6 No Change. The dragon/frog is KILLED.
      The troll deals H harm, (3,4) +1= 5 No Change. The B4's pony is KILLED and B4 is in the clutches of the red-side-up troll.
      The dragon does H harm, (4,2)=5 No Change. The B1's pony is KILLED.

  3. FATIGUE STEP: none.

  4. DISENGAGEMENT: none

Round 3:

  1. ENCOUNTER STEP:
    1. Luring:
      B3 lures the H dragon.
    2. Random assignment: None.
    3. Deployment: B2 is deployed against the second dragon. It moves to its own sheet with B2 in charge. B3 is placed on top of B2. BHQ and finally B1 are added to the pile.
    4. Actions:
      Feanor alerts his bow with fight M4.

  2. MELEE STEP:
    1. Selecting Targets: Feanor targets the troll. The dragon targets B1's pony.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      Pale B4 thrusts.
      Feanor charges his bow with fight M3*.
      The troll charges.
      Pale B1 swings while his pony thrusts.
      Pale B2 charges.
      Dark B3 swings.
      Dark BHQ smashes.
      The pale dragon charges.
    4. Randomizing:
      The Troll (1) continues to charge.
      The dragon (4) stays put, while (6,3) changing tactics.
      B1 (3) swaps places with his pony, while (2,2) Not Changing Tactics
      B2, B3, BHQ (2) swap the two ends, while (4,2) (3,5) (2,2) no one changes tactics.
    5. Resolving Attacks (in speed order):
      Feanor intercepts the troll, drm: +1-6= -5. The troll is KILLED.
      B1 intercepts the dragon, drm: +3-3= 0
      BHQ intercepts the dragon, drm: +4-3= +1
      Neither B2 or B3 intercepts nor undercuts.
      The dragon intercepts nor undercuts the pony.
    6. Inflicting Harm:
      B1 deals M harm, (1,2) Increased ONE level. The H dragon is KILLED.

  3. FATIGUE STEP: none.

  4. DISENGAGEMENT: none

The Great Elf scores 5+12+8*2+5=38 FAME and 38 NOTORIETY.



GROSS VALLEY 5

The Woodfolk and one bashkar have just seen a pair of ghosts.

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: W2 lures a ghost. W1 lures the other.
    2. Random assignment: None.
    3. Deployment: WHQ and then B5 is deployed against Ghost 2.
    4. Actions: none

  2. MELEE STEP:
    1. Selecting Targets: Ghost 2 targets B5.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      Pale Ghost 1 thrusts.
      Pale Ghost 2 thrusts.
      Dark W2 thrusts.
      Dark W1 thrusts.
      Dark WHQ swings.
      Dark B5 smashes.
    4. Randomizing:
      Ghost 1 (5) shifts right, while (5,3) Not Changing Tactics.
      Ghost 2 (3) moves to swing, while (1,6) Changing Tactics!
      W1 and WHQ (1) WHQ moves to smash, while (6,3) (6,4) both Change Tactics!
      B5 (1) moves to swing, while (5,4) Not Changing Tactics.
    5. Resolving Attacks (in weapon length order):
      W2 undercuts Ghost 1, drm: +1-4+4= +1
      B5 intercepts Ghost 2, drm: +2-2= 0
      Ghost 1 neither undercuts nor intercepts W1.
      Ghost 2 intercepts B5, drm: +2-4= -2.
    6. Inflicting Harm:
      W2 deals H harm, (2) +1= 3 Increased ONE level. Ghost 1 is KILLED.
      B5 deals M harm, (2,2) Increased ONE level. Ghost 2 is KILLED.

  3. FATIGUE STEP: none.

  4. DISENGAGEMENT: none

The Great Elf scores 0 FAME and 4 NOTORIETY.



DEEP LAKE 5
White Cairns

The Crimson Company Commander hopes to squash a spider.

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: CHQ lures the spider.
    2. Random assignment: None.
    3. Deployment: C1 is deployed against the spider. It moves to its own sheet with C1 in charge. CHQ is placed on top of C1. Then the rest of the company piles on with C4 last.
    4. Actions: none

  2. MELEE STEP:
    1. Selecting Targets: Company targets spider, spider targets C4.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      Spider charges.
      Three pale pikeman cover all 3 directions.
      Pale CHQ swings.
      Dark C1 thrusts.
      Pale C5 smashes.
      Dark C6 smashes.
    4. Randomizing:
      The spider (1) continues to charge.
      C4 (1) jumps from smash to swing, while (2,4) Not Changing Tactics
      Everybody else (1) also swaps smash and swing boxes, while (6,5) (3,3) (4,2) only those who charge change tactics.
    5. Resolving Attacks (in weapon length order):
      C6 undercuts the spider, drm: +1-3+4= +2
      C2 intercepts the spider, drm: +4-3= +1
      C3 and C4 neither undercut nor intercept.
      C5 neither undercuts nor intercepts.
      C1 intercepts the spider, drm: +3-3= 0
      CHQ neither undercuts nor intercepts.
      The spider neither undercuts nor intercepts C4.
    6. Inflicting Harm:
      C6 deals H harm, (5,6) Decreased TWO levels. No effect.
      C2 deals H harm, (2,6) +1= 7 Decreased ONE level. No effect.
      C1 deals M harm, (3,6) +1= 7 Decreased ONE level. No effect.

  3. FATIGUE STEP: none.

  4. DISENGAGEMENT: none

Round 2:

  1. ENCOUNTER STEP:
    1. Luring: CHQ lures the spider.
    2. Random assignment: None.
    3. Deployment: C1 is deployed against the spider. It moves to its own sheet with C1 in charge. CHQ is placed on top of C1. Then the rest of the company piles on with C4 last.
    4. Actions: none

  2. MELEE STEP:
    1. Selecting Targets: Company targets spider, spider targets C4.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      Spider charges.
      Three pale pikeman cover all 3 directions.
      Pale CHQ swings.
      Dark C1 thrusts.
      Pale C5 smashes.
      Dark C6 smashes.
    4. Randomizing:
      The spider (4) stays put.
      C4 (5) Shifts right, into charge, while (6,6) Changing Tactics
      Everybody else (3) swaps charge and swing boxes, while (5,1) (1,3) (3,4) no one changes tactics.
    5. Resolving Attacks (in speed order):
      C6 undercuts the spider, drm: +1-3+4= +2
      CHQ intercepts the spider, drm: +3-3= 0
      C4 intercepts the spider, drm: +4-3= +1
      The spider intercepts C4, drm: +4-5= -1
      C3 intercepts the spider, drm: +6-3= +3
      No one else intercepts or undercuts.
    6. Inflicting Harm:
      C6 deals H harm, (1,6) +2= 8, a wound. No effect.
      HQ deals H harm, (3,4) No Change. No effect.
      C4 deals H harm, (1,4) +1= 5 No Change. No effect.
      The spider deals M harm, (4,4) -1= 3 Increased ONE level. C4 is KILLED.
      C3 deals T harm, (3,1) +3= 6 No Change. The T spider is KILLED.

  3. FATIGUE STEP: none.

  4. DISENGAGEMENT: none

After combat, the Crimson Company Commander drops the 4 ponies and 2 weapons and treasure card he is carrying.

The Witch King scores 6 FAME and 3 NOTORIETY.



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

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: the Witch King lures one dragon, the Dwarf lures the other.
    2. Random assignment: none.
    3. Deployment: none
    4. Actions:
      Willie prepares to cast Fiery Blast from the Sacred Statue and Purple from the day.
      Xelvonar alerts the Living Sword with Fight L4.

  2. MELEE STEP:
    1. Selecting Targets:
      Willie targets both dragons.
      Haggr targets the left dragon and it returns the favor.
      Xelvonar targets the right dragon.
      The right dragon targets Willie.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      The pair of dragons thrusts and swing.
      Willie smashes his spell while ducking with the Shoes of Stealth.
      Xelvonar swings his sword while ducking with Move M4*.
      Haggr thrusts with Fight T6* while DUCKing T3*.
    4. Randomizing:
      The dragons (5) shift right while (3,1) (5,5) neither changes tactics.
    5. Resolving Attacks (in weapon length order):
      Willie undercuts the dodging dragon, drm: +0-4+4= 0
      Willie intercepts the ducking dragon, drm: +0-4= -4
      Xelvonar undercuts the dodging dragon, drm: +2-4+4= +2
      Haggr neither undercuts nor intercepts the dodging dragon.
      The swinging neither undercuts nor intercepts Haggr.
      The smashing dragon intercepts Willie, drm: +4-3= +1.
    6. Inflicting Harm:
      No denizen can withstand a direct hit from an alerted Fiery Blast. The ducking dragon is KILLED.
      Willie deals H harm to the dodging dragon, (4,1) No Change . The dodging dragon is KILLED.

  3. FATIGUE STEP: Haggr fatigues...

  4. DISENGAGEMENT: none

Willie scores 15 FAME and 15 NOTORIETY.


Midnight

The weather chit is a (4) and the die roll is a (4). The weather for week 8 is Snowstorm, 4 days of 3 basic and 1 sheltered phases! The next day of activity is day 53. The Woods Girl's lancers, Witch King's Crimson Company, and Swordsman's R4, R5, R6 and R7 are instantly unhired.



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


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Updated: November 28, 2005


© 2005, Daniel W. Farrow IV, all rights reserved