BIMR5 Magic Realm
Info

DAY 1

A new day dawns in the realm on this summer morn... The gathering at the Inn go their separate ways, some east, some west, some to stay and parlay with the Rogues for their treasures or services. Friends to all remaining, the Company arrive and add to the air of excitement and anticipation. True to their nature, the Witch-King and Sorceror begin to prepare strong magicks, while the Witch prepares tricks and cantrips, which who knows, may prove equally effective in time. Dragons appear in the land, and the first of the great treasure sites is sighted from afar, though not yet accessible to any of the travelers.

The Captain hires his men, without whom he would be as naked as any fighting man without his sword. His wizardly companion meanwhile, trains his keen eyes on distant lands to discover where they might most profitably travel. Sir George spends the day poring over dusty tomes in the Chapel library, using his learning to pick out the one scroll that may benefit him, much to the consternation of the elderly lorekeeper who would prefer that it remain in the safekeeping of the church.

Birdsong

Monster Roll: 1
Dragons, Ghosts and Company prowling

Daylight

Swordsman (Inn)
H/H/HR/HR/HR
Hides (2,2)
Already hidden
Doesn't hire R7 (5,3)
Hires R7 for (4,5) Price x 4 = 4G
Hires R6 for (2,5) Price x 4 = 4G
Company arrives at the Inn

Elf (Inn)
M DV2/H*/H/A/M NW5/S
Moves to DV2
*Doesn't hide (6,2)
Hides (1,3)
Alerts Light Bow
Moves to NW5
Peers (3,5) finds clues
Turns up Bones W, nothing arrives

Magician (Inn)
T/HR/HR/HR/HR
Trades for Elven Slippers from Rogues (5,5) doesn't buy
Hires R5 (3,2) for Price x 2 = 2G
Hires R4 (1,3) for Price x 2 = 4G
Doesn't hire R3 (4,6)
Doesn't hire R3 (2,4)
Nothing arrives

Familiar (Inn)
M LD2/M LD2/M LD5/M LD5/S
Moves to LD2
Moves to LD2
Moves to LD5
Moves to LD5
Peers into BL1 (3,6) finds nothing

Witch (Inn)
H/H/M LD2/M LD2/A
Doesn't hide (6,2)
Doesn't hide (6,1)
Moves to LD2
Moves to LD2
Alerts Magic V4*
Turns up Stink M, Hoard 6, T Flying Dragon arrives at the Hoard

White Knight (Chapel)
T/T/T/T/HR
Tries to buy Good Book [2,5] doesn't accept offer
Tries to buy Good Book [1,3] doesn't accept offer
- Buys drinks for 4G (rolls on Ally table)
Accepts Good Book [1,1] as a Boon
- Trading relationship with the Order reduced to Neutral
- Activates Good Book

Cancels Trade phase
Cancels Hire phase
Nothing arrives

Wizard (Guardhouse)
M HP5/M HP5/S/S
Moves to HP5
Moves to HP5
Peers (1,2) finds clues
Peers into BL1 (1,1) finds clues
Turns up Roar 6, Bones C, H Dragon appears in HP6

Captain (Guardhouse)
*T/HR/HR/HR/HR/HR
*Sells Breastplate and Helmet to the Guard for 14G
Hires Guard for (2) Price x 2 = 24G
Cancels Hire phase
Cancels Hire phase
Cancels Hire phase
Cancels Hire phase
Nothing arrives

Amazon (Inn)
H/H/M LD2/M LD2/M LD5/*M LD5
Doesn't hide (4,6)
Hides (5,3)
Moves to LD2
Moves to LD2
Moves to LD5
*Moves to LD5
T Flying Dragon moves to LD5

Witch-King (Ghosts)
H/A
Hides (2,2)
Alerts Magic IV3*
Nothing arrives

Sorceror (Inn)
M DV2/M NW5/M MW5/A/A
Moves to DV2
Moves to NW5
Moves to MW5
Alerts Magic VI6*
Alerts Magic VI5*
Turns up Stink W, L Campfire appears in MW5

Sunset

Witch-King studies the Ghosts and wonders if the rumors of his evolution from these lower forms of death could possibly be accurate

Sorceror warms himself by the campfire and uses its embers to mix potent magicks; Elf cautiously sniffs the air and hopes someone's tending that campfire nearby

Rogues choose sides while the Swordsman sneakily circles around the Magician, who is performing tricks to entertain the Company

Amazon stops to pet the mysterious black kitty while hiding behind a rock from the Dragon; the kitty meanwhile warning the Witch away from this dangerous clearing

Sir George studies his magic tome and hopes that the blessings it contains will be sufficient reward for his loss of favor with the Chapel archivist

Wizard watches the sunset from his lofty perch while Captain exhorts the Guardsmen to pack up and be ready to ride early in the morning

Evening

INN

Round 1

Encounter Step
R6 dark-side-up lures RHQ
R7 light-side-up lures R3
Magician lures R1 and R2
Magician deploys R5 light-side-up to attack RHQ
- RHQ moves to his own sheet with R6 as his target
Magician deploys R4 dark-side-up to attack R3
- R3 moves to his own sheet with R7 as his target
Swordsman alerts Thrusting Sword with Fight L4
Magician runs away toward DV2 using Move L3*
- R1 and R2 become unassigned

Melee Step
Swordsman chooses R1 as his target

R1's Sheet:
Swordsman attacks using Fight M3** in Thrust, becoming unhidden
R1 doesn't flip (2,5) and maneuvers in Dodge
Swordsman hits, kills R1
- Swordsman fatigues Fight L3*

RHQ's Sheet:
R6 flips over (5,6), attacks/maneuvers in Swing/Dodge (4)
R5 doesn't flip (2,4) and attacks in Swing (3)
RHQ flips over (4,6), attacks/maneuvers in Swing/Dodge (4)
All hit
R6 hits first, kills RHQ
- Rogues' belongings are abandoned in the clearing

R3's Sheet:
R7 doesn't flip (2,5), attacks/maneuvers in Swing/Dodge (3)
R4 doesn't flip (2,3) and attacks in Smash (6)
R3 doesn't flip (2,1), attacks/maneuvers in Duck/Smash (6)
R4 hits, R3 and R7 miss
R4 does (2) H damage, killing R3

Swordsman receives 6N and 4G for killing R1
Swordsman receives 2N for the death of RHQ
Magician receives 3N for the death of R3
Comments: When a character does the kill personally, it will be noted as for R1 above - "for killing R1". Both notoriety and gold are earned. When his hireling does the kill, it will be noted as for RHQ and R3 above - "for the death of ...". In these cases, the characters don't receive gold because an underling did the killing. If a hired leader had killed the native, the hired leader would have gotten the gold and could give it to the character later.

Round 2

Encounter Step
R7 light-side-up lures R2
Swordsman deploys R6 light-side-up against R2
R2 moves to his own sheet and chooses R7 as his target
Swordsman alerts Thrusting Sword with Fight L4

Melee Step
Swordsman attacks R2 with Fight M3** in Thrust
R7 flips over (2,6), attacks/maneuvers in Charge/Thrust (1)
R6 doesn't flip (5,5), attacks in Thrust (2)
R2 doesn't flip (5,1), attacks/maneuvers in Charge/Thrust (2)
All hit
Swordsman, R6, and R7 hit first, simultaneously
R7 does M damage, not harming R2
Swordsman and R6 do H damage, killing R2
- Swordsman fatigues Fight L2**, making change with Fight L3*

Swordsman earns 12N and 4G for killing R2
Comment: In this case the N reward is doubled, because this is the Swordsman's second personal kill (he gets credit for this one even though it was simultaneous with his hireling - he would only get half credit if he shared the kill with another character or that character's hireling). The gold reward is always the basic amount and doesn't get multiplied.

GHOSTS

Round 1

Encounter Step
Witch-King casts Fiery Blast using alerted Magic IV3* and IV3* purple chit (purple chit fatigues)

Melee Step

Witch-King targets both Ghosts, becoming unhidden
Ghost1 doesn't flip over (2,1) and maneuvers in (1) Charge
Ghost2 doesn't flip over (3,5) and maneuvers in (5) Duck
Witch-King undercuts and hits both Ghosts
Fiery Blast does (3,6) L damage to Ghost1, not killing it
Fiery Blast does (4,1) H damage to Ghost2, killing it
Magic IV3* chit fatigues

Witch-King earns 2N for killing the Ghost

Round 2

Encounter Step
Witch-King casts Melt Into Mist using Magic VI3* and IV4* purple chit (purple chit fatigues)

Melee Step
Witch-King targets self
Witch-King turns into Mist
Magic VI3* is dedicated to the spell

MW5

Round 1

Encounter Step
Sorceror casts Transform using alerted Magic VI6* and IV5* purple chit (purple chit fatigues)

Melee Step
Sorceror targets self
Sorceror turns into (5,6) a Frog
Magic VI6* chit is dedicated to the spell

Chapel

Round 1

Encounter Step
White Knight casts Small Blessing using Magic I5** and white magic from the Chapel

Melee Step
White Knight targets self
White Knight receives Wish of (3,4) Peace
Magic I5** fatigues
Combat ends in the clearing

LD2

Round 1

Encounter Step
Witch casts Broomstick using alerted Magic V4* and V6* black chit (black chit fatigues)

Melee Step
Witch targets self
Witch has Fly L1 chit to be used at a later time
Magic V4* chit is dedicated to the spell

Midnight

Mist coalesces back into Witch-King

Frog turns back into Sorceror
Sorceror's alerted Magic VI5* chit fatigues

Elf's Light Bow becomes unalerted

DAY 2 Orders due by 5pm PST Monday June 28

Map | New Window
Mini Map | New Window
Item/Chit Status | New Window
Setup Card | New Window

Player Emailer | New Window

Native Relationships | New Window
BIMR5 Game Rules | New Window

Tile Reference
Blank Setup Card
Evening Flowcharts
3rd Edition Rules
Least You Need to Know
Magic Primer


Curses
Character
Afflicted with

Spells
Character
Spell in Effect
Witch-King
Melt into Mist
Sorceror
Transform (Frog)
Witch
Broomstick

The Adventurers
Player Character F N
Charles S
Ed

Sir George
White Knight

0
0

Charles D
Al

Light Elf
0
0
Dynan
Andrew G

Sparrowface
Sorceror

0
0
Clatchard
Patrick
Wizard
0
0
Matija
Dan
Mandrake Magician
0
3
Michael
Bill
Amazon
0
0
Mark
Pete
Witch-King
0
2
Paul
James
Captain
0
0
Andrew N
TJ
Swordsman
0
20
Jarrod
Brian

Maleficent
Witch

0
0

Hirelings
Hireling Hired By Through
Guards
Captain
Day 14
R4 & R5
Magician
Day 14
R6 & R7
Swordsman
Day 14


Season is MIDSUMMER
Full green trees in long sunny days ...

Mountains: 2 phases
7th Day: ALL magic except White
FOOD to L Camp (Inn)
ESCORT to S Camp (L Camp)
Reward: 2 GOLD per clearing

Week One Weather is Clear and Warm
7 Days per Week
• 2 Basic Phases
• 3 Sunlight Phases

History
Setup
1 2 3 4 5 6 7
8 9 10 11 12 13 14
15 16 17 18 19 20 21
22 23 24 25 26 27 28