Monday, March 17, 2014

Witch: Day 23

Day 1  Day 2  Day 3  Day 4  Day 5  Day 6  Day  7
Day 8  Day 9  Day10 Day11 Day12 Day13 Day14
Day15 Day16 Day17 Day18 Day19 Day20 Day21
 
The Witch is on the home stretch now: only six days left until the end of the game.  She has already met her victory requirements (she needs to remove that curse placed by the Imp) so any additional accumulated fame and notoriety will only increase the Witch's final score.

The Imp and two Heavy Spiders have already been dispatched in the Cliff.  The Octopus, the final Heavy Spider, and six Giant Bats still can be summoned.  The Witch will continue hanging around  the Cliff, waiting for those monsters to arrive.  In the meantime, she will rest her chits, prepare black mana and remove the Disgust curse if opportunity permits.  During subsequent days the Witch will search for the secret passage that leads to the Octopus Pool.  In the meantime, the Witch's familiar will continue peering in the Crag for the hidden path.

Witch: Move-Cliff 3, Rest, Rest, Enchant, Enchant
Familiar: Four Peers
The monster roll for Day 23 is a 5: Spiders.  The last of the three Heavy Spiders will arrive at the end of the Day.

The Witch's familiar successfully discovers the hidden path between Crag 2 and 3.  The Witch moves to Cliff 3, rests two fatigued Type V chits, and prepares some black mana.  At the end of the day, the last Heavy Spider arrives in her clearing.
During combat round 1, the Witch uses her black mana to activate her absorb essence spell, transforming into the Tremendous Flying Dragon.  The Heavy Spider switches to its dangerous tremendous attack and slower move, and the TFD gobbles up the Spider as a result.

Meanwhile, the Black Knight moves five clearings to the Pine Woods, and the Sorceror fails her hide attempt and alerts her shortsword, but no monsters are summoned to the Borderland.

Day 1  Day 2  Day 3  Day 4  Day 5  Day 6  Day  7
Day 8  Day 9  Day10 Day11 Day12 Day13 Day14
Day15 Day16 Day17 Day18 Day19 Day20 Day21

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