Showing posts with label witch. Show all posts
Showing posts with label witch. Show all posts

Sunday, March 23, 2014

Witch: Day 28

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The Witch has survived 27 days in the Magic Realm.  She awakens on Day 28, ready for one last chance to recover treasure and defeat monsters.

Sometimes Magic Realm games are wild affairs, with mad scrambles to the finish line, securing the last few victory points.  This game will end with a whimper, not a bang.  The Witch has already accumulated an impressive score of 41, all from defeating monsters while in Dragon form. 
As indicated at the start of this play-by-play, the Witch is a great Magic Realm character to select, as she can absorb the Tremendous Flying Dragon and defeat nearly any other monster in the game.  The strategy requires that the Witch quickly fly to distant parts of the realm and search, patiently, for the right absorb monster opportunity.

On her final day in the Realm, the Witch intends to continue looting the Octopus Pool.  Regardless of the monster roll, the witch will, using her second of two prepared black mana chits, transform, again, into the Tremendous Flying Dragon.  While in Dragon Form, the Witch will not suffer fatigue from looting the Octopus Pool.  If monsters arrive at the end of the day, the Witch will already be in Dragon form, ready to destroy them. 

It may be time for the Witch to adopt another familiar: her Cat has had poor luck, lately, with its hidden path search attempts.  Perhaps its eyesight is failing?

Witch: Search, Search, Search, Search
Familiar: Peer, Peer, Peer, Peer
The monster die roll is a 2: Serpents and Demons.  A disappointing Day 28 result, as no monsters will arrive in the Cliff.

The Witch's familiar fails all four peer attempts.  Sigh.  Time for Kitty to be given a soft pillow in some corner of the Witch's hovel, and a new more perceptive Black Cat brought into the fold.
The Witch uses her final black mana to transform into the Tremendous Flying Dragon, and then performs four loot attempts.  She recovers two more treasures from the Pool, the Map of the Ruins, and the Battle Bracelets.
The Map of the Ruins are useless to us, since it is the end of the game.  The Battle Bracelets are worth 2 Fame and 4 Notoriety.  The addition of the Battle Bracelets to the Witch's inventory, and the relatively minor increases in total fame and notoriety, increases the Witch's game score from 41 to 48.
Meanwhile, at the Inn: the Black Knight and Sorceror spend the last Day in the Magic Realm looting back the items they sold to the Rogues before they slaughtered them yesterday.  The exchange some gold with each other during the last phase of Day 28.  At the end of the Day, we calculate our final games scores:
The Sorceror and Black Knight racked up impressive scores, using the sell-kill-loot strategy, each finishing with a +22.  The Witch more than doubled their individual scores, with a +48.  As you can see, the Witch can beat even the powerful Black Knight/Sorceror team using her absorb essence strategy.

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Saturday, March 22, 2014

Witch: Day 27

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Only two days left in the Witch's adventures in the Magic Realm.  She and her Familiar are in the Cliff, looking for hidden paths and the Octopus Pool.  They will continue to do so today, on Day 27, while waiting for the arrival of the Bats and Giant Octopus, who the Witch intends to kill while transformed into the Tremendous Flying Dragon.

Witch: Search, Search, Search, Search
Familiar: Peer, Peer, Peer, Peer
The monster die roll on Day 27 is a one:  Dragons.  The Witch has already eliminated the Heavy Flying Dragons that can appear in the Cliff, so there will be no combat here today.

The Witch's Familiar Peers four times, and fails to find the hidden path in the Cliff.
The Witch searches for the Pool, and finds it on her first of four search attempts.

This is a good opportunity to demonstrate one of the benefits of absorbing monsters.  In Magic Realm, characters must fatigue a chit with one effort asterisk each time they draw a treasure from the Pool, or attempt to loot the Cairns.  However, hired natives and Monsters are exempt from those treasure recovery exhaustion rules.  Therefore, before the Witch attempts to recover treasure from the Pool, she will use one of her two black mana chits to activate her absorb essence spell, transform into the Tremendous Flying Dragon, and loot the Pool while in Dragon form.  Because she is in Dragon form, the Witch will thereby avoid having to fatigue any chits.
The Witch selects one of her black mana chits, and uses it to active her Dragon form.  She then loots the Pool three times, recovering the Shielded Lantern, Vial of Healing, and Lost Keys, without suffering any fatigue.
The Shielded Lantern is a useful treasure, allowing an additional phase in Caves, and the Lost Keys are handy if you come across the Chest, Crypt or Vault.  None of these treasures will be of much use to the Witch, as she cannot reach any Caves or the Vault before the end of the game.  The Giant Bats stay where they are, so there is no combat for the Witch at the end of Day 27.

Meanwhile, the Black Knight and Sorceror travel to the Inn, sell most of their treasure to the Rogues, and then defeat them using their fiery blast spells and mace attacks.

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Friday, March 21, 2014

Witch: Day 26

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Today is Day 26, and with only three days left, time is running out for the Witch to earn additional Fame and Notoriety from monster-bashing.  She has decided to visit the Octopus Pool, in the hopes of collecting a few treasures while she waits for monsters to arrive in the Cliff.

The Witch's familiar is having some difficulty finding the hidden path.  At this point, the Familiar's search is simply busy-work.  Unless we were planning on playing a "month two" with this game there's little point in knowing where these other hidden paths are located.  The Familiar's primary purpose (in this game, at least) was to help find the Tremendous Flying Dragon, which she ably performed.
With 118 Fame and 116 Notoriety accumulated, the Witch currently has a game score of 41 (negative scores are a loss, scores of 0 or more are a win).  Let's see if we can augment that score!  The Witch will perform four searches, in an attempt to find the Pool.  Meanwhile, the Familiar will keep Peering for the hidden path.

Witch: Search, Search, Search, Search
Familiar: Peer, Peer, Peer, Peer
The monster die roll is a 2: Serpents and Demons.  No serpents or demons inhabit the Cliff, so we are out of luck today for more monster-bashing.  The Witch's familiar performs four peers and fails to find the hidden path, again. 
The Witch performs four searches, and fails to find the Pool. 
Meanwhile, the Black Knight and the Sorceror head towards the Inn, where a new group of Rogues have taken up residence.  It seems the Sorceror has tired of waiting for Goblins that never arrive in the Borderland, and she and the Black Knight are going to try their hands at eliminating the Rogues again.

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Wednesday, March 19, 2014

Witch: Day 25

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There are only four days left in our Magic Realm game.  The Witch has met her initial victory conditions and is looking to pad her final score by killing the monsters in the Cliff and collecting treasure from the Octopus Pool.

Yesterday, the Witch prepared both black magic chits, and removed the curse laid upon her by the Imp.  Today, she will record three searches, in an attempt to find the secret passage to the Pool, and will record two move phases (one due to her workhorse) in the hope that she will find the passage during those first three search attempts. 

Players are permitted to record actions at the start of the day that their character is not yet capable of performing.  If the actions cannot be performed during their turn, they are cancelled.  So if the Witch does not find the secret passage today, today's regular and workhorse-related move actions will be cancelled.

While the Witch searches for the secret passage, the Witch's familiar will search for the hidden path in the adjacent clearing.  There is no point in having the Cat join the Witch in the secret passage search: the Cat can only use the "Peer" table, which does not allow for the discovery of secret passages, only hidden paths.

Witch: Search, Search, Search, Move-Cliff 6, Move-Cliff 6
Familiar: Peer, Peer, Peer, Peer
Today's monster die roll is a 6: Giant Bats.  This is a good roll for the Witch, as it will summon three Giant Bats to Cliff clearings 1 and 2.  The Witch hopes for a second daily monster die roll of 6 before the end of the game, as that will bring the three Bats to whatever clearing the Witch is in.

The Witch's familiar peers four times, but fails to find the hidden path.  The Witch's first search reveals the secret passage to the Pool, so the second and third searches are wasted.  The Witch then moves to Cliff 6 (the clearing containing the Pool) and ends her turn.
At the end of the Witch's turn, one Bat is summoned to clearing 1, and two Bats are summoned to clearing 2.

Meanwhile, the Sorceror and Black Knight meet up in Borderland 3 and trade with each other.

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Tuesday, March 18, 2014

Witch: Day 24

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The Witch begins Day 24 of her Magic realm adventures at the base of the Cliff. 

The Witch has dispatched the Imp, and all of the Heavy Spiders at the Cliff.  That leaves six Giant Bats and the Octopus still to be defeated.  Since the Witch selected Fame and Notoriety as her starting victory conditions, she is most interested in killing monsters.  However, the Pool, with its nine treasures, also beckons her from atop the Cliff. 

The Witch intends to kill the Octopus anyway, so searching for the secret passage leading to the Pool makes sense.  But before she can do that, the Witch needs to recover her black magic.  She will spend the entire day resting and converting her Type V chits into Black mana.

As the Witch's cat familiar successfully found the hidden path in the Crag, her next destination will be the Cliff and the hidden path there.

Witch: Rest, Enchant, Enchant, Enchant
Familiar: Move-Deep Woods 1, Move-Oak Woods 4, Move-Oak Woods 2, Move-Cliff 2
Day 24's monster roll is a 4: Giants and Trolls.  Giants do not appear in the Cliff, although Trolls are summoned to the Borderland.  It will be interesting to see what happens over there.

The Witch's familiar moves four times to Cliff 2 and ends her turn.  The Witch rests her fatigued Magic V chit and enchants both Type V chits, turning them into black magic.  The Witch is prepared for battle once more.  She ends her turn, and no monsters are summoned to the Cliff.

During Day 24's combat round, the Witch casts her Remedy spell.  She could not do this during prior days, as she transformed herself into the Tremendous Flying Dragon and could not cast additional spells while in Dragon form.  Now that she is in Human form, she can cast the Remedy spell to remove the Disgust curse laid upon her by the Imp.
The Witch chooses to cast a spell during the combat portion of the day.

She selects Remedy, and uses some Gray mana and a Magic VIII chit to power the spell.
She needs to select a target of her Remedy Spell.
She selects the Disgust curse cast upon her by the Imp.
Once the Witch selects the Digust curse, her Remedy spell removes the Curse.  The Witch now has all of her Fame restored, and with her Fame restored, she has a game score of 41.
Meanwhile, at the Borderland...
The Sorceror successfully hides in the Borderland and alerts her shortsword (she alerts this instead of a magic chit, as the Black Knight already advised her, at the start of the day, that he will arrive in the Borderland, so the Trolls appearing in the Sorceror's clearing will be moved to the Black Knight's clearing at the end of his turn). 

Two Heavy Trolls arrive in the Sorceror's clearing.  The Black Knight successfully hides and moves to Borderland 2, and the Heavy Trolls are re-located to his clearing.  He attacks the Trolls from hiding, dispatching both and suffering a single point of fatigue.

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Monday, March 17, 2014

Witch: Day 23

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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.

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Sunday, March 16, 2014

Witch: Day 22

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Today is Day 22 in the Magic Realm, and there is one more week to go until the end of the game.

The Witch will spend Day 22 recovering one of her black mana chits, and move to Cliff 5, where a Heavy Spider is waiting.  There is no need for the Witch to hide now, as long as she has black mana readied before she encounters monsters.  The only danger in not hiding is if the monster roll is a 5, in which case a second Heavy Spider will battle her today.

The Witch will send her familiar into the Crag, to search for a hidden path there.

Witch: Rest, Enchant, Enchant, Move-Cliff 3, Move-Cliff 5
Familiar: Move-Crag 2, Move-Crag 2, Peer, Peer
On Day 22, the monster roll is 1: Dragons.  The flying Dragons have already been killed (back in the Deep Woods), so they will not appear in the Cliff.

The Witch's familiar moves to the Crag and fails to find the hidden path.  The Witch rests and enchants one of her black mana chits, then moving to Cliff 5. 
At the end of the day, during the combat phase, the Witch transforms into the Tremendous Flying Dragon and battles and defeats the Heavy Spider.

Meanwhile, the Sorceror once again hides and alerts her sword in the Borderland, but no monsters appear.  The Black Knight loots four more times at the Guardhouse, subsequently moving one clearing towards the Inn.

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Saturday, March 15, 2014

Witch: Day 21

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It's Day 21 of the Witch's adventures in the Magic Realm, and Purple Magic is provided throughout the Land (purple magic will automatically activate the Sorceror's Melt Into Mist spell today). 

The Witch spent the first fourteen days looking for, and finally finding and absorbing the Tremendous Flying Dragon.  The next several days were spent travelling to the Deep Woods, where the Witch transformed in the Dragon and proceeded to devour the monsters waiting there.  It is important, when playing the Witch, to be patient.  Because absorbing the TFD is such a powerful strategy, she can still win the game even if it takes several weeks to find that Dragon.
As a consequence of yesterday's combat, the Witch has accumulated enough Fate and Notoriety to win the game (Players win by satisfying their initial victory conditions).  The Witch has accumulated her necessary 30 Fate and 40 Notoriety, and has earned an additional 75 and 65 of each, respectively.  Her total score (a zero is a win) is 37, because of the bonus she gets for earning points in excess of her victory requirements.  With a week to go, the Witch has time to increase that score even further.

I have added yellow numbers to the map at the top of the screen.  Having analysed the monsters that can appear during the final week, and the combination that appear together, that number represents the total estimated number of additional Fate and Notoriety points the Witch can score, if she eliminates all of the monsters that appear in the tile. 

As you can see, the Cavern provides the highest potential score, at 128, but is dangerous since the Witch might have to battle two Tremendous Trolls simultaneously.  The Great Sword Goblins also appear in the Cavern, and can overwhelm and kill the Witch/Tremendous Flying Dragon. 

The next most valuable tile is the Borderlands, at 86, but the Sorceror is already there, and the Black Knight may not be far behind, so the Witch will be competing with those two for monsters. 

Therefore, the Witch will play it safe, and head towards the Cliff, with its 54 available points, where she will battle the monsters that are summoned there -- the Octopus, Bats, Heavy Spiders and the Imp.  Of those, the only dangerous monsters are the Heavy Spiders; the Witch will attempt to face them one at a time.  They are dangerous because Heavy Spiders can do tremendous damage, but if they employ that attack, they slow down and are easy targets for the Witch/Tremendous Flying Dragon's faster attack.

The Witch still has her workhorse and an extra black mana, so she will use all five phases to head straight towards the Cliff without resting.  If she encounters one or more monsters there, she can transform into the TFD by playing her last black mana, to transform into her permanently absorbed Dragon.
The Witch will send her familiar to search for the other secret path in the Deep Woods.

Witch:  Five Moves to Cliff 2
Familiar: Move-Deep Woods 1, three Peers
The monster die roll for Day 21 is a 5: Spiders and the Imp.  The Witch should have no trouble defeating both monsters, but she may suffer one or more curses from the Imp before the combat is finished.

The Witch's familiar moves to Deep Woods 1 and discovers the secret path.

The Witch moves five clearings to Cliff 2 and ends her turn.  A Heavy Spider and the Imp appear in her clearing, and she battles them at the end of the day.
The Witch begins combat by playing her last black mana chit.
The Witch uses that black mana to transform into the Tremendous Flying Dragon.
She then targets the Heavy Spider, since it can kill her with its' tremendous attack.  The Imp will no doubt cast a curse on the Witch, but the Witch has the Remedy spell, so she can cast that to remove the curse(s) later.
It's a good thing the Witch targeted the Heavy Spider.  It uses its tremendous attack, but the Witch/TFD attacks first, with her longer reach since it is combat round 1, killing it.  The Imp cast the "disgust" curse on the Witch this round, making the Witch's Fame worthless until she removes the curse with her Remedy spell.

During the second combat round, the Witch kills the Imp, as it flips to its non-cursing attack side and the Witch/TFD's head attack speed of 3 undercuts the Imp's move speed of 4.

Meanwhile, the Black Knight continues to loot the Guardhouse, and the Sorceror successfully hides while in mist form caused by the purple magic present today.

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Monday, March 10, 2014

Witch: Day 20

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The Witch spent several days travelling towards the Deep Woods.  On Day 18, the Witch rested at the Inn, and on Day 19 she prepared black mana to fuel her transformation to the Tremendous Flying Dragon, which she intends to do prior to battling the heavy monsters in the Deep Woods.

The Witch is five clearings away from Deep Woods 3, where the heavy monsters are waiting.  She will need to use all of her basic, sunlight, and workhorse phases to reach that clearing today.  Thus, the Witch will not be able to hide prior to combat.

No matter.  Her transformation to the Tremendous Flying Dragon will happen first, as spell casting always precedes combat during the combat phase, so the Witch's transformation will occur before the heavy monsters have the opportunity to attack.
The Tremendous Flying Dragon, above, which the Witch absorbed, is a tremendous armored monster.
Neither the heavy serpents nor the heavy dragons can harm her, as the greatest harm they can inflict is heavy, not enough to kill the Tremendous Flying Dragon.
The Witch has selected 3 fame and 2 notoriety as her victory conditions for this game, and she has yet to collect a single point.  She needs 30 fame and 40 notoriety to fulfill her victory conditions.  The Witch hopes to dispatch all five monsters today, as if she does so, their combined fame and notoriety will equal 72 each, more than enough to meet her victory conditions.  As I said earlier, the Witch's absorb essence strategy is a powerful one, and once she finds a suitable monster to absorb, she can rack up serious amounts of fame and notoriety.
The Witch's only concern today is if the Tremendous Dragon appears (which happens on a monster roll of 1).  The Tremendous Land Dragon is slower than its flying cousin (which the Witch absorbed) so the Witch/Flying Dragon should be able to dispatch the Land Dragon easily.  But the Land Dragon's head attack is length 9, while the Witch/Flying Dragon's head attack is length 7.  During the first combat round, weapon length determines who strikes first.  So the Land Dragon will strike first during combat round 1.
If the Tremendous Dragon appears, flips to its Tremendous head attack side (a 30% chance), and lines up with the Witch's maneuver, it will kill the transformed Witch before she has a chance to strike, since the Land Dragon's head can do tremendous damage.  The Witch will not be hidden during round 1, when weapon length decides attack order, so let's hope the monster roll is a 2 (summoning the Tremendous Serpent which the Witch can easily dispatch) or 3-6 (no other monsters appear).

Having discovered that Giants and Spiders haunt the Mountain, the Witch will dispatch her familiar to find the other hidden path in the Deep Woods.

Witch: Move-Bad Valley 2, Move-Bad Valley 5, Move-Borderland 2, Move-Deep Woods 5, Move-Deep Woods 3
Familiar: Move-Mountain 2, Move-Deep Woods 2, Move-Deep Woods 3, Move-Deep Woods 6
Of course, the monster die roll is a 1, the exact number we had hoped to avoid.  The Tremendous Land Dragon will appear in the Deep Woods clearing 3 at the end of the day.  If the Witch does not get killed by the Tremendous Land Dragon, it's defeat, along with all the other monsters, will supply an additional 33 fate and notoriety to the Witch's score.  If the Witch doesn't get killed first!
The Witch's familiar moves four times to Deep Woods 6.  The Witch moves five times to Deep Woods 3 and is blocked by the five heavy monsters waiting there.

Meanwhile ... the Black Knight continues to loot the Guardhouse, and the Sorceror hides and alerts her shortsword again.  At the end of the day, the Tremendous Land Dragon appears in the Witch's clearing.  There are six monsters for the Witch to fight today.  And the combat round begins.
When it comes to the Witch's combat strategy in round 1, she has little choice.  She must transform into the Tremendous Flying Dragon and kill the Tremendous Land Dragon first.  If the Tremendous Land Dragon strikes the Witch this round, and she doesn't inflict a similar strike, the Land Dragon will tear the Witch/Flying Dragon apart in combat round 2.  The other monsters are nuisances and can be safely ignored until the Witch finishes off the Tremendous Land Dragon.
The Witch will play a color chit this round.  Remember, Absorb Essence is a permanent spell.  We don't need to cast it again.  We just need to play the proper color of magic (in this case, black) and the permanent spell will automatically be invoked, transforming the Witch into the Tremendous Flying Dragon.
The Witch will use her Magic V6 chit, which was transformed into black mana during Day 19, to invoke the Absorb Essence spell.
And lest there be any confusion ... yes, we are going to energize the Absorb Essence spell, and transform into the Tremendous Flying Dragon.
Now that we are the Tremendous Flying Dragon, we select the Tremendous Land Dragon as our first opponent.
We let Realmspeak auto-position the monsters.  It puts the Tremendous Land Dragon in box 3, with the Land Dragon's head attack in box 1.  I'm not sure it matters where we put the Tremendous Land Dragon's attacks: if the Land Dragon's head flips to the Tremendous side (30% chance) and ends up in box 3 (33% chance), there is a 10% chance the Witch will be killed.  Otherwise, the Witch will strike and kill the Tremendous Land Dragon, since the Witch's attack speed is 3, and will undercut the Land Dragon's move speed of 6.  But only if the Tremendous Land Dragon's head doesn't hit us for tremendous damage first.
The Witch successfully kills the Tremendous Land Dragon!  The Land Dragon stayed in box 3, so the Witch's head attack lined up with the Land Dragon's move, and the Land Dragon's head moved to box 2 but stayed on its heavy side, rather than flipping to its tremendous side.

The Witch/Tremendous Flying Dragon takes several more rounds to finish off the heavy serpents and heavy dragons, but the outcome is never in doubt.  By the end of Day 20, the Witch has accumulated 105 fame and 105 notoriety for dispatching all six monsters: (1x10) + (2x4) + (3x4) + (4x5) + (5x5) + (6x5) = 105.  She has fully satisfied (and then some) her starting victory conditions, and there is still a week to go before the end of the game.
 
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