BIMR3 Magic Realm
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Day 7

Monster Regeneration day arrives and the Bats and the Visitor/Missions are prowling. The Visitors and Missions all change character, and the Escort Party arrives at the Altar where the Captain and his hired Soldiers and the Witch have their hands full with five Giant Bats. The Wizard, put to sleep by the Flowers of Rest, awakens at Sunset hidden in the clearing and watches with interest to see what will transpire. The White Knight and Amazon, hidden, watch a Giant Bat swoop overhead as they search unsuccessfully for the Pool. The Elf and Black Knight arrive at the base of the Cliff, and the Elf finds the secret passage just before the Bat swoops down on them where they are hidden in the rocks. The Berserker and the Druid move into Maple Woods, and the Witch King travels the Realm as Mist. The Witch receives a telepathic message from her Familiar, and she sees two hidden paths in Deep Woods.

In combat, the characters quickly make the board Bat-free. In Ledges 1, the Witch lures five Bats and then activates her "Absorb Essence," turning her into a Tremendous Flying Dragon which is invulnerable to Bats. She and the Captain then eliminate the Bats in five rounds of combat, after which the Captain runs out of the clearing carrying the Flowers of Rest. In Cliff 3, the Black Knight stays hidden while the Elf downs their Bat with one shot from hiding and brings Bat steaks back to their camp.


BIRDSONG

Monster Roll=6
(Bats and the Visitors/Missions are prowling)

Purple magic appears in all clearings in the Realm. The Witch King's "Melt into Mist" spell is activated, and the Witch King is tranmorphized into Mist.

Monster Regeneration: all prowling monsters return to where they began the game. (The Bats are all on the Appearance Chart already.) The Visitors/Mission chits all flip over: Raid on Company, Pillage on Woodfolk, Food/Ale on Patrol, War on Bashkars, Escort Party on Enchanted Meadow/Altar, Revolt on Toadstool Cirle/Shrine.


Followers
The Black Knight follows the Elf
The Druid follows the Berserker

 

DAYLIGHT


Valdemort, the Witch King (at Curst Valley 2)
M-CV5 / M-LW5 / M-DW6 / M-CV4
Transmorphized into Mist, the Witch King cannot block or be blocked.
Moves to Curst Valley 4
Nothing arrives


The White Knight (at Cliff 6, site of the Pool)
H / S / S / S
Hides(4,1)
Searches on Locate Table for Pool(5,2). Finds nothing.
Searches on Locate Table for Pool(3,2). Finds passage (already discovered).
Searches on Locate Table for Pool(5,3). Finds nothing.
At end of turn, Giant Bat drawn by Bones M arrives in Cliff 6.

Ur-Berek, the Berserker (at Linden Woods 5, surrounded by Wolf carcasses)
H / M-DW6 /M-CV4 / M-MW2 /R*
Hides(3,1)
Moves to Maple Woods 2
Rests back Move H4**, fatiguing Move H5* to make change.
Nothing arrives.

Naal Han Artal, the Druid (at Linden Woods 5)
Follow (Berserker)
Hides and follows Berserker to Maple Woods 2
Rests Fight L2 ** and fatigues Magic VIII4* chit to make change.
Placed back on board after Berserker ends move.
Nothing arrives

Crookshanks, the Familiar (at Deep Woods 6)
S / S / S / S
Searches on Peer Table(4,1)(2,1)(5,5)(5,1)
Finds Hidden Enemies, Clues, and Paths. Finds DW6-DW3 (Enchanted) and DW6-DW4 (Enchanted) hidden paths.
Nothing arrives.


Hermione, the Witch (at Pine Woods 2)
M-OW2 / M-LE3 / M-LE6 / M-LE1
Moves to Ledges 1 (site of Altar)
At end of move Ruins M draws two Giant Bats to Ledges 1, blocking Witch, Captain, and SHQ. Howl 5 draws three Giant Bats to Ledges 5.
THe Escort Party appears at the Altar.

Captain Alatriste (at Ledges 1)
S / S / S / S
Blocked! Turn canceled.
At end of turn, three Giant Bats from Ledges 5 move to Ledges 1 and block Captain, Witch, and SHQ.

Inigo Balboa, the SHQ (at Ledges 1)
S / S / S / S
Blocked! Turn canceled.
Nothing else arrives.

Blaize, the Amazon (at Cliff 6, site of Pool)
H / H / S / S
Hides(5,3)
Second Hide canceled.
Searches on Locate Table for Pool(6,4). Finds nothing.
Searches on Locate Table for Pool(5,3). Finds nothing.
Nothing else arrives.

Iftandir, the Elf (at Maple Woods 5)
H* / M-CL5 / M-CL3 / S / S
Hides(5,1)
Moves to Cliff 3
Searches on Locate Table(3,1). Finds secret passage to CL6.
Searches on Locate Table(5,2). Finds nothing
Giant Bat moves from Cliff 6 to Cliff 3!



Lothar, the Black Knight (at Maple Woods 5)
Follow (Elf)
Follows Elf to Cliff 3
Put back on board at end of Elf's turn.
Nothing else arrives.


Ogion, the Wizard, at Ledges 3
H / H / M-LE1/ S (Locate... Altar)
Hides(4,1)
Second Hide roll canceled.
Moves through hidden path to Ledges 1, site of Altar (and 5 Giant Bats!)
As soon as Wizard enters Ledges 1, the Captain's Flowers of Rest put him to sleep, resting back his fatigued Magic II4* and Magic II3* and canceling his Search Phase.
Nothing else arrives.

 

SUNSET

Elf's "Persuade" spell expires and his Magic III4* chit fatigues. The Lancers try to figure out what they were doing partying with the Elf last night.

 

EVENING

CLIFF 3
The Black Knight and Elf are hidden in the clearing with a Giant Bat.

LEDGES 1 (site of Altar)
The Witch, Captain, and soldiers are unhidden and blocked by five Giant Bats.
The Wizard wakes up, hidden in the clearing with all his chits rested.

 

COMBAT

CLIFF 3
Witch, Captain, and Soldiers are unhidden in clearing with five Giant Bats, light-side-up (M2/3).


Round 1
1. Encounter Step
a. Luring: Witch lures all five Bats
b. Random Assignment: none
c. Deployment: Captain does not deploy Soldiers
d. Actions: Witch plays Black magic from enchanted Magic V6* to activate Absorb Essence. Witch becomes Tremendous Flying Dragon. Magic V6* fatigues.

2. Melee Step
a. Selecting Targets: Witch targets Bat1. Captain targets Bat1.
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch distributes Bats among red boxes:
B1 and B2 are in CHARGE&THRUST
B3 and B4 are in DODGE&SWING
B5 is in DUCK&SMASH
Witch attacks with body in Thrust and head (T3 side up) in Swing, and plays no maneuver.
Captain attacks with Light Sword and Fight M4* in Smash.
(see image)

d. Repositioning/Change Tactics:
Bat repositioning roll=2 (middle box unchanged)
B2, B2 move to DUCK&SMASH. Change Tactics roll=(6,5). Flip to M3/2 side.
B5 moves to CHARGE&THRUST. Change Tactics roll=(1,3). Stays on M2/3 side.
B3, B4 stay in DODGE&SWING. Change Tactics roll=(6,6). Flip to M3/2 side.
(see image)

e. Resolving Attacks:
All Bats hit Witch/TFD by undercutting/matching directions.
Captain hits Bat1. Witch/TFD misses with both head and body.
f. Resolving Harm:
Bats do Medium harm to Witch/TFD, with no effect on TFD's Tremendous and armored vulnerability.
Captain causes Light harm + one sharpness star + one level for Fight chit exceeding weight of weapon = Heavy harm. Bat1 is KILLED.

3. Fatigue Step: none

Bat2 (M3/2), Bat3(M3/2), Bat4(M3/2), and Bat 5(M2/3) stay assigned to Witch/TFD.
Captain gets 3 Fame and 3 Notoriety for killing Bat1.


Round 2

1. Encounter Step: no activities

2. Melee Step:
a. Selecting Targets: Witch and Captain target Bat2
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch distributes Bats among red boxes:
B2, B3 in CHARGE&THRUST
B4 in DODGE&SWING
B5 in DUCK&SMASH
Witch attacks with body in Thrust and head (T3 side up) in Swing, and plays no maneuver.
Captain attacks with Light Sword and Fight M4* in Smash.
d. Repositioning/Change Tactics
Bat repositioning roll=5 (shift down):
B2, B3 move to DODGE&SWING. Change Tactics=(4,1), stay on M3/2 side
B4 moves to DUCK&SMASH. Change Tactics=(4,2), stays on M3/2 side.
B5 moves to CHARGE&THRUST. Change Tactics=(2,2), stays on M2/3 side
(See image)

e. Resolving Attacks:
All Bats hit. Witch/TFD head hits. Captain and Witch/TFD body miss.
f. Inflicting Harm:
Bats cause no harm to Witch/TFD. Witch/TFD head causes Tremendous harm. Bat2 is KILLED.

3. Fatigue Step: none.

Witch get 3 Fame and 3 Notoriety for killing Bat2.
Bats remain assigned to Witch.


Round 3

1. Encounter Step: no activities

2. Melee Step:
a. Selecting Targets: Witch and Captain target Bat3
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch distributes Bats among red boxes:
B3 in CHARGE&THRUST
B4 in DODGE&SWING
B5 in DUCK&SMASH
Witch attacks with body in Thrust and head (T3 side up) in Swing, and plays no maneuver.
Captain attacks with Light Sword and Fight M4* in Smash.
d. Repositioning/Change Tactics
Bat repositioning roll=3 (bottom box unchanced):
B3 move to DODGE&SWING.
B4 moves to CHARGE&THRUST.
B5 stays in DUCK&SMASH.
Change Tactics are irrelevant

e. Resolving Attacks:
All Bats hit. Witch/TFD head hits. Captain and Witch/TFD body miss.
f. Inflicting Harm:
Bats cause no harm to Witch/TFD. Witch/TFD head causes Tremendous harm. Bat3 is KILLED.

3. Fatigue Step: none.

Witch get 6 Fame and 6 Notoriety for killing Bat3 as her second victim of the day.
Bats remain assigned to Witch.

Round 4

1. Encounter Step: no activities

2. Melee Step:
a. Selecting Targets: Witch and Captain target Bat4
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch distributes Bats among red boxes:
B4 in CHARGE&THRUST
B5 in DODGE&SWING
Witch attacks with body in Thrust and head (T3 side up) in Swing, and plays no maneuver.
Captain attacks with Light Sword and Fight M4* in Smash.
d. Repositioning/Change Tactics
Bat repositioning roll=5 (shift down):
B4 move to DODGE&SWING.
B5 moves to DUCK&SMASH.
Change Tactics are irrelevant

e. Resolving Attacks:
All Bats hit. Witch/TFD head hits. Captain and Witch/TFD body miss.
f. Inflicting Harm:
Bats cause no harm to Witch/TFD. Witch/TFD head causes Tremendous harm. Bat3 is KILLED.

3. Fatigue Step: none.

Witch get 9 Fame and 9 Notoriety for killing Bat4 as her third victim of the day.
Bats remain assigned to Witch.


Round 5

1. Encounter Step: no activities

2. Melee Step:
a. Selecting Targets: Witch and Captain target Bat5
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch distributes Bats among red boxes:
B5 in CHARGE&THRUST
Witch attacks with body in Thrust and head (T3 side up) in Swing, and plays no maneuver.
Captain attacks with Light Sword and Fight M4* in Smash.
d. Repositioning/Change Tactics
Bat repositioning roll=3 (bottom box unchanced):
B5 move to DODGE&SWING.
Change Tactics are irrelevant

e. Resolving Attacks:
All Bats hit. Witch/TFD head hits. Captain and Witch/TFD body miss.
f. Inflicting Harm:
Bats cause no harm to Witch/TFD. Witch/TFD head causes Tremendous harm. Bat5 is KILLED.

3. Fatigue Step: none.

Witch get 12 Fame and 12 Notoriety for killing Bat3 as her fourth victim of the day.
Bats remain assigned to Witch.


Round 6

1. Encounter Step:
Captain plays Move M4 to run out of clearing toward Ledges 6. He must start Day 8 with a move to either Ledges 1 or Ledges 6.


Combat ends in clearing.
Captain gets 3 Fame and 3 Notoriety.
Witch gets 3*1 + 3*2 + 3*3 + 3*4 = 30 Fame and 30 Notoriety.

 

CLIFF 3
Black Knight and Elf are hidden in clearing with Giant Bat.


Round 1

1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions: Elf alerts Light Bow with Fight M4*

2. Melee Step
a. Selecting Targets: Elf targets Giant Bat, becoming unhidden.
b. Spell Effects: none
c. Attacks/Maneuvers:
Bat goes in CHARGE&THRUST on its own Melee Sheet.
Elf attacks with alerted Light Bow and Fight L3* in Thrust. Elf plays no maneuver since he's not being attacked by Bat.
(see image)

d. Repositioning/Change Tactics:
Bat repositioning roll=3 (bottom box unchanged). Moves to DODGE&SWING and doesn't change tactics(5,2).
(see image)

e. Resolving Attacks:
Elf hits by undercutting. Bat is not attacking.
f. Inflicting Harm:
Elf inflicts Light harm + two sharpness stars + Missile Table roll [(3)=no change] = Heavy harm. Bat is KILLED.

3. Fatigue Step: none

Elf gets 3 Fame and 3 Notoriety for killing Bat.

Combat ends in clearing.

 

MIDNIGHT

The Witch's "Absorb Essence" permanent spell falls inert and she returns to her usual form.

 

Day 8 Daylight Orders due Tuesday at 9pm EDT

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Tile Reference
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Hirelings
Hireling Hired By Through
Soldiers
Captain
Day 15

Curses
Character
Afflicted with
-
-

The Adventurers
Player Character F N
Tony Rowe
Lothar, the BLACK KNIGHT
7
6
Bill Skulley
Iftandir, the ELF
8 8
Alan Busby
Ogion, the WIZARD
   
Matija Vidmar
CAPTAIN Alatriste
3 3
Al D'Amico
Voldemort, the WITCH KING
18 18
Chuck Shrader
Naal Han Artal, the DRUID
  10
Michael Roden
Ur-Berek, the BERSERKER
  3
Bobby Bissett
Hermione, the WITCH and Crookshanks, her FAMILIAR
31 31
James McCann
The WHITE KNIGHT
8 8
Mark Mitchell
Blaize, the AMAZON
   


Season is AUTUMN
Brightly colored leaves on frosty mornings...

Mountains: 2 phases to enter
7th Day: PURPLE magic
FOOD to GUARD house (L Camp)
ESCORT to GUARD house(S Camp)
Reward: 2 GOLD per clearing

Week Two Weather is AUTUMN SUMMER
7 Days this Week
• 2 Basic Phases
• 3 Sunlight Phases

History
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