I had an interesting comment from a reader, yesterday, regarding the impossibility of moving into a clearing, unhidden, with the Black Knight's enemies, the Guards, and selling items to their leader.
That sequence of events is permitted, under the Magic Realm rules, as Denizens only block characters during an action that requires a Meeting table roll. Those rolls are required when we are BUYING an item from an unhired leader, attempting to HIRE Denizens, and during the combat encounter step at the end of the day. Passing through a clearing occupied by Denizens does not attract a Meeting table roll, nor does SELLING an item to an unhired leader. The Magic Realm rules for Denizens differ from those related to Monsters. Monsters do block you if you move into their clearing, unhidden, but that is not the case for Denizens.
Let us move on to day 10 in the Magic Realm. We ended day 9 with the elimination of the two remaining Guards at the Guardhouse. Two of the three Patrol still occupy the Guardhouse, and there are eight treasures available for us to loot.
Looking at the top of the screen, it displays all the individuals and treasures at the Guardhouse. The most difficult of the treasures to loot are the ones on the left, as we need to roll low numbers on the Loot table to obtain them (remember that we roll two dice and take the higher of the two rolls). The treasures on the left are the helmet, breastplate, and mace. Those are not attractive treasures, as we already own a suit of armor, which is superior to the helmet and breastplate, as well as a mace. We do want to obtain the other blue treasure card, which is in position four of the treasure pile.
During our prior turns, we have fatigued two chits and have one wounded chit.
Since we are only on day 10 of 28, with four days until the end of week two, and the Patrol poses little risk to us, we are going to rest for three of our four actions, and loot once.
The prowling monster roll is a 2, once again, meaning snakes and demons are on the prowl. As we are in a valley, we are unmolested by prowling monsters.
We rest three times during day 10, recovering our fatigued and wounded chits, and loot once, obtaining a roll of 4 and 5, thus looting our shield, the fifth treasure in the pile.
At the end of the day, during the combat encounter step, we roll a 2 on the Meeting table, and the Patrol once again provides a wide berth to the Black Knight.