Monster rolls:
1 & 1
 
 

TODAY
YESTERDAY
SETUP
STATUS

LARGE MAP
SMALL MAP
ITEMS
SETUP CARDS

HOUSE RULES

 
 
Season:
EASTER
Melting snows and late blizzards
 
Weather:
Snowstorm
4 days/week
3 basic
1 sheltered

Mountains:
3 phases to enter

FOOD to CHAPEL

ESCORT to CHAPEL

Reward: 3 GOLD/clearing

Day 56, last day of game:
Gold magic

Day 56


Birdsong

The game ends with Dragons! The Yellow Realm is infused with Gold Magic. All is quiet without Hrolf's mighty "RrraaaAAAAAaaaagghhh!!!"


Sunrise

B5 follows the Woodfolk.
All the little bashkars follow their leader.


Daylight

Kabats the Swordsman (CURST VALLEY 2) chooses to go now.
- Move Curst Valley 5
- Search, loot (3,1) finds nothing
- Move Dark Valley 4
"Not much happenin' on the last day."

The Bashkar Leader (DESCENT 2)
- Move Horrid Valley 1
* Move Horrid Valley 4
 All the Bashkars without ponies are left in HV1.
- Move Chasm 1
- Trade, sell short sword to Warlock, neutral (6,6) TROUBLE (5,5) DEMAND Gold - 10, blocked.
Reveals Red Smoke C and Red Altar 1. A heavy dragon breathes smoke into the Bashkars' clearing, blocks them, and ceases to prowl.

The Witch King's White Company Commander (BORDERLAND 1)
- Move Borderland 6
- Move Borderland 4
- Move Evil Valley 5

Haggr the Dwarf (BORDERLAND 4)
- Hide (5) Hides!
- Hide ~ cancel activity
- Alert Great Axe
- Move Evil Valley 5
- Trade, neutral (6,4) TROUBLE (4,3) DEMAND Gold - 5, sells:
  + Crystal Ball, 20 GOLD
  + Map of red lost city, 3 GOLD
  + Map of white lost castle, 3 GOLD
  + Eye of the Moon, 13 GOLD
  + Living Sword, 25 GOLD
  Total: 59 GOLD
"Talk about cheapskates!"

Xelvonar the Wizard (BORDERLAND 4)
- Hide (1,1) Hides!
- Rest Magic IV3*
- Rest Magic IV4*
- Alert Magic IV4*
- Move Evil Valley 5
"Be verwy verwy quiet."

Willie the Witch King (BORDERLAND 4)
- Hide (4) Hides!
- Search, peer (4) finds hidden enemies
- Alert IV4*
- Alert IV3*
- Move Evil Valley 5
"Is this where the action is?"

The Elf's Woodfolk Leader (SHADY WOODS 2)
- Hide (3,3) Hides!
- Move Evil Valley 2
- Move Evil Valley 5

Mikki the Amazon (AWFUL VALLEY 5, White Chapel)
* Move Awful Valley 5
- Rest and
- Rest and
- Rest and
- Rest Fight M3**
"I don't want no trouble with you knights tonight."

Granny's familiar (DESCENT 2)
- Move Horrid Valley 1
- Move Horrid Valley 4
- Search, peer (6,4) finds nothing

Granny the Witch (DESCENT 2)
- Move Horrid Valley 1
- Move Horrid Valley 4
- Hide (5,5) Hides!
"Just spending a quiet evening with my kitty."

Feanor the Great Elf (DESCENT 2)
* Hide (5,1) Hides!
- Move Horrid Valley 1
* Move Horrid Valley 4
- Move Chasm 1
- Trade, sell stuff to Warlock, neutral (3,6) TROUBLE (4,4) DEMAND Gold-5:   + Beast Pipes, 8 GOLD
  + Glowing Gem, 17 GOLD
  + Royal Sceptre, 8 GOLD
  + Sacred Grail, 12 GOLD
  + Sacred Statue, 10 GOLD
  + Potion of Energy, 5 GOLD
  + M3/M5 pony, 14 GOLD
  + M2/M5 Pony, 16 GOLD
  Net: 85 GOLD.
"Just a minute...Let me count my change."

Atalanta the Woods Girl (CURST VALLEY 2)
- Move Curst Valley 5
 Picks up the chest.
- Trade, ally (3,1) OFFER Gold + 5, sells for 5 GOLD
- Move Dark Valley 4
"Not much happenin' on the last day."


Sunset

CHASM 1
Red Altar

The hidden Great Elf and unhidden trio of bashkars face a heavy dragon.

DARK VALLEY 4

The Swordsman and Woods Girl enjoy their last night together.

AWFUL VALLEY 5
White Chapel

The Order (5,5) ignores the Amazon this day.

HORRID VALLEY 4
Scarlet Statue

The Witch and her kitty enjoy their last night together.

EVIL VALLEY 5
Crimson Chapel

The Order (6,4) battles the Witch King and his company, and (3,6) TROUBLE (5,6) the Wizard, (4,4) but not the Dwarf, while only (4,3) INSULTing the Elf's Woodfolk.


Evening

EVIL VALLEY 5
Crimson Chapel

Round 1:

  1. ENCOUNTER STEP:
    1. All unhired native horses turn "walking" side up.
    2. Luring:
      C2 lures O1
      C3 lures O2
      C4 lures O3
      C6 lures OHQ
    3. Random assignment: none
    4. Deployment: none
    5. Actions: The Witch King prepares to cast Fiery Blast with the Sacred Statue and Purple from the Dragon Essence.

  2. MELEE STEP:
    1. Selecting Targets: The Witch King targets the Order, Woodfolk and lone Bashkar.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      Each member of the order charges, while his steed dodges.
      The dark crossbowman swings.
      The 3 pale pikemen swing.
      WHQ thrusts.
      W1 Swings
      W2 ducks
      B5 swings
      Willie swings his Fiery Blast.
    4. Randomizing:
      OHQ (1) moves his horse to duck, while (6,4) Changing Tactics!
      O1 (5) shifts right, while (4,4) Not Changing Tactics
      O2 (3) swaps places with his horse, while (5,5) Not Changing Tactics
      O3 (6) shifts left, while (1,2) Not Changing Tactics
    5. Resolving Attacks (in weapon length order):
      The Fiery blast:
        Undercuts OHQ and his horse, drm: -6-3+4+4= -1
        intercepts O1 and undercuts his horse, drm: -6-4+4= -6
        intercepts O2 and undercuts his horse, drm: -5-5+4= -6
        undercuts O3 and his horse, drm: -6-4+4+4= -2
        undercuts WHQ, drm: -2+4= +2
        intercepts W1, drm: -2
        undercuts W2, drm: -2+4= +2
        intercepts B5, drm: -4
      C6 undercuts OHQ's horse, drm: -3+1+4= +2
      None of the Pikemen undercut or intercept.
    6. Inflicting Harm:
      O1, O2, W1 and B5 are all KILLED.
      The Fiery Blast deals H harm to OHQ, (3) -1= 2, Increased TWO levels. OHQ is KILLED.
      The Fiery Blast deals H harm to O3, (1) -2= 1, Increased THREE levels. O3 is KILLED.
      The Fiery Blast deals T harm to WHQ, (6) +2= 8, no effect.
      The Fiery Blast deals T harm to W2, (3) +2= 5, Decreased ONE level. W2 is KILLED.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Round 2:

  1. ENCOUNTER STEP:
    1. Luring: none
    2. Random assignment: none
    3. Deployment: none
    4. Actions: The Witch King prepares to cast Fiery Blast with the Hidden Ring and Purple from the Dragon Essence.

  2. MELEE STEP:
    1. Selecting Targets: The Witch King targets WHQ and he does likewise.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      WHQ swings.
      Willie thrusts his Fiery Blast while charging on his Broomstick!
    4. Randomizing: none
    5. Resolving Attacks (in speed order):
      The Fiery blast: undercuts WHQ, drm: -4+4= 0
      WHQ neither undercuts nor intercepts.
    6. Inflicting Harm:
      The Fiery Blast deals T harm to WHQ, (1) Increased THREE levels. WHQ is KILLED.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

The Witch King scores 12 +2*12 + 3*12 + 4*12 + 5*4 + 6*4 + 7*4 + 8*4 = 224 NOTORIETY and 40 GOLD and the Spear WHQ was carrying. And the Great Elf looses 16 NOTORIETY.

Round 3:

The Witch King casts Excorise with the Sacred Statue and White from the Chapel.

Spells take effect:
  Willie's Purple chit fatigues.
  Xelvanor and Haggr are relieved of their curses.
  All of Willie's Absorb Essence spells and Enchant Artifact spells are cancelled.
  There are now 2 giants, a T dragon and a bat in the clearing.

Round 4:

  1. ENCOUNTER STEP:
    1. Luring: C2 lures a giant
      C3 lures the other giant
      C4 lures the dragon
      C6 lures the bat.
    2. Random assignment: none
    3. Deployment: none
    4. Actions: The Witch King prepares to cast Fiery Blast with an alerted Magic IV4* chit and Purple from the Dragon Essence.
      The Wizard prepares to cast Fiery Blast with an alerted Magic IV4* chit and Purple from the Dragon Essence.

  2. MELEE STEP:
    1. Selecting Targets: The Witch King and Wizard target all the monsters.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      All Monsters charge, heads and clubs swinging.
      All four members of the company duck.
      Xelvanor thrusts his Fiery Blast.
      Willie swings his Fiery Blast.
    4. Randomizing:
      Pale C2's Giant (5) shifts right, while (3,5) Not Changing Tactics
      Pale C3's Giant (2) moves his body to duck, while (2,1) Not Changing Tactics
      Pale C4's Dragon (1) moves his head to smash, while (3,1) Not Changing Tactics
      Dark C6's bat (6) shifts left, while (3,6) Changing Tactics!
    5. Resolving Attacks (in speed order):
      Willie:
        - intercepts C2's Giant. The giant is KILLED
        - undercuts C3's Giant, drm: -5+0+4= -1.
          Inflicting T harm, (2) -1= 1. The giant is KILLED
        - undercuts C4's Dragon, drm: -6+0+4= -2.
          Inflicting H harm, (1) -1= 1. The dragon is KILLED
        - undercuts C6's Bat, drm: -2+0+4= +2.
          Inflicting T harm, (1) +2= 3. The bat is KILLED
      Xelvanor:
        - undercuts C2's Giant, drm: -5+0+4= -1.
          Inflicting T harm, (1,4) -1= 3. The giant is KILLED
        - undercuts C3's Giant, drm: -5+0+4= -1.
          Inflicting T harm, (2,6) -1= 5. No Effect.
        - intercepts C4's Dragon. The dragon is KILLED
        - undercuts C6's Bat, drm: -2+0+4= +2.
          Inflicting T harm, (5,4) +2= 7. No Effect.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Willie scores 9*8 + 10*5 + 11*4 + 12*3 = 202 FAME and NOTORIETY.
Xelvanor scores 5 + 2*4 = 13 FAME and 13 NOTORIETY.

Round 5:
In a final, desparate act to rack up victory points, Willie commits treachery against the Company!

  1. ENCOUNTER STEP:
    1. Luring: none.
    2. Random assignment: none
    3. Deployment: none
    4. Actions:
      The Witch King prepares to cast Fiery Blast with an alerted Magic IV3* chit and Purple from the Dragon Essence.
      The Wizard prepares to cast Fiery Blast with a Magic IV3* chit and Purple from the Dragon Essence.

  2. MELEE STEP:
    1. Selecting Targets: The Witch King and Wizard target all members of the company. The Company immediately rebels and are no longer employed by the Witch King.
    2. Spells take effect: none
    3. Attacks/Maneuvers:
      All members of the company charge.
      Xelvanor swings his Fiery Blast.
      Willie thrusts his Fiery Blast.
    4. Randomizing:
      Pale CHQ (3) dodges, while (4,5) Not Changing Tactics
      Pale C1 (1) continues to charge, while (6,1) Changing Tactics!
      Pale C2 (5) shifts right, while (2,1) Not Changing Tactics
      Pale C3 (6) Shifts left, while (1,5) Not Changing Tactics
      Pale C4 (5) shifts right, while (4,2) Not Changing Tactics
      Pale C5 (3) dodges, while (5,1) Not Changing Tactics
      Pale C6 (4) stays put, while (6,1) Changing Tactics!
    5. Resolving Attacks (in speed order):
      Willie:
        - undercuts CHQ, drm: -5+4= -1. CHQ is KILLED
        - intercepts C1. C1 is KILLED
        - undercuts C2, drm: -4+4= 0. Deals H harm (6), decrease TWO levels, no effect.
        - undercuts C3, drm: -4+4= 0. Deals H harm (5), decrease ONE level. C3 is KILLED
        - undercuts C4, drm: -4+4= 0. Deals H harm (6), decrease TWO levels, no effect.
        - undercuts C5, drm: -6+4= -2. C5 is KILLED
        - intercepts C6. C6 is KILLED
      Xelvenor:
        - intercepts C2, drm: -4+3= -1. C2 is KILLED
        - intercepts C4, drm: -4+3= -1. C4 is KILLED

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

Willie loses 25 FAME for the treachery and scores 13*6 + 14*4 + 15*3 + 16*3 + 17*3 = 278 NOTORIETY and 12 GOLD. He then gives 52 GOLD to Haggr for repayment of the Lucky Charm.
Xelvanor scores 3*3 + 4*3 = 21 NOTORIETY and 4 GOLD



CHASM 1
Red Altar

Round 1:

  1. ENCOUNTER STEP:
    1. Luring: B2 lures the dragon.
    2. Random assignment: none
    3. Deployment: BHQ is assigned to the dragon. It moves to its own sheet with BHQ in charge. B2 is placed on top of BHQ. Finally B3 is added to the pile.
    4. Actions: Feanor alerts his bow with Fight M4.

  2. MELEE STEP:
    1. Selecting Targets: The dragon targets B3. Everbody else targets the dragon. Feanor (4,2) remains hidden.
    2. Spells take effect: none.
    3. Attacks/Maneuvers:
      The pale Dragon charges.
      Dark BHQ thrusts.
      Pale B2 swings.
      Dark B3 smashes while his pony dodges.
      Feanor Thrusts.
    4. Randomizing:
      The dragon (5) Shifts Right, while (1,1) Not Changing Tactics
      BHQ and B2 (4) stay put, while (4,2) (5,6) only B2 changes Tactics
      B3 (6) shifts left, while (5,5) Not Changing Tactics
    5. Resolving Attacks (in weapon length order):
      Feanor undercuts the dragon, drm: -4+1+4= +1
      BHQ neither undercuts nor intercepts.
      B2 intercepts the dragon, drm: -4+3= -1
      B3 intercepts the dragon, drm: -4+3= -1
      The dragon neither undercuts nor intercepts B3's pony.
    6. Inflicting Harm:
      Feanor deals M harm (5) +1= 6 Decreased TWO levels. No Effect.
      B2 deals L harm (5,3) -1= 4 No Change. No Effect.
      B3 deals M harm (1,3) -1= 2 Increased ONE level. The dragon is KILLED.

  3. FATIGUE STEP: none

  4. DISENGAGEMENT: none

The Great Elf scores 5 FAME and 5 NOTORIETY.


Midnight

The Game Ends. See STATUS page for scores.


My Home Page

Updated: December 26, 2005


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