BIMR5 Magic Realm
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DAY 12

Witch-King, like the Ghosts, cannot be truly killed. His spirit reforms at the Inn, rested and even more powerful than before... he starts with 4 spells, all four Type IV chits enchanted to purple, and both Magic V3*s and Magic V4* enchanted to black. He makes his way to the S. Campfire, there to share an uneasy truce with the Elf, who spent most of the day rounding up most of the rest of the horses. The Swordsman sends his army further south, while sprinting through the woods, barely making it to the Lair in time to spring a surprise ambush on the Witch. The Sorceror continues to rest and recuperate, also ending the day uneasily in the same clearing with the Swordsman's army.

Eduinae starts her travels over the High Pass, hoping to meet the Wizard and Captain, who for once have managed to avoid being waylaid by anything nasty (so far). The Amazon smiles as she passes them both up easily, traversing the mountain pass as if it were nothing more than a stroll on the plains. The Magician also succeeds in traveling stealthily past the goblins on his way to the Crag. The White Knight begins his travels back to the Cliff, waving around his new Bane Sword as if daring the Giants to come out and fight him now!

The Swordsman succeeds in catching the Witch and ending her notorious life with a Dagger, but not before she left him a little present... a winged Dragon to guard the clearing and its treasures. Hoping to keep his life a little longer, the Witch-King quietly casts spells on himself in as non-threatening a manner as possible, while the Elf watches warily.

Birdsong

Monster Roll: 5
Spiders, Imp, Bashkars, and Ghosts are prowling

Daylight

Captain follows Wizard
Rogues and Company follow CHQ
Ogre follows Elf
Familiar follows Sorceror
R4 follows Magician

Swordsman (Inn)
M DV4/M CV1/M CV4/M RU5/*MRU3
- Deactivates Thrusting Sword
- Uses one charge on Amulet of Pathfinding to Walk the Woods
Moves to DV4
Moves to CV1
Moves to CV4
Moves to RU5
*Moves to RU3
- Blocks Witch
T Spider arrives at the Cairns

Elf (S Campfire)
H*/S/S/S/S
Doesn't hide (6,6)
Loots treasure pile (5,1) finds Treasure
Loots treasure pile (3,1) finds M3/M5 Pony
Loots treasure pile (5,2) finds nothing
Loots treasure pile (2,1) finds M3/M4 Pony
Nothing arrives

White Knight (Chapel)
*R/R/A/M CF2/M CF3
*Rests Fight T4**, making change with Fight H5*
Rests Fight H5*
- Deactivates Great Sword and activates Bane Sword
Alerts Bane Sword
Moves to CF2
Moves to CF3
Nothing arrives

Sorceror (CV1)
M CV4/R/R/*SPX/SP
Moves to CV4
Rests Magic VI5*
Rests Magic IV4*
*Meditates
Enchants Magic IV4* to purple
Nothing arrives

Magician (BL6)
*H/M BL3/M BL2
*Hides (4,5)
Moves to BL3
- Activates Workhorse
Moves to BL2
Nothing arrives

CHQ (OW5)
M DV1/M DV4/M CV1/M CV4
Moves to DV1
Moves to DV4
Moves to CV1
Moves to CV4
Nothing arrives

Witch (RU3)
Blocked by Swordsman

Wizard (BL1)
H/H/M HP2/M HP2
Hides (3,2)
Already hidden
Moves to HP2
Moves to HP2
Nothing arrives

Amazon (BL1)
H/M HP6/M HP6/*M HP4/M HP4
Hides (4,5)
Moves to HP6
Moves to HP6
*Moves to HP4
Moves to HP4
Nothing arrives

Witch-King (Inn)
M DV2/M NW5/M MW5/M LW5
Moves to DV2
Moves to NW5
Moves to MW5
Moves to LW5
Nothing arrives

Eduinae (CV1)
Hides (4,3)
Moves to CV5
Moves to HP5
Moves to HP5

Sunset

Elf and Witch-King watch each other over the flickering flames, each hoping that the other plans to stick to his end of the truce.

The Swordsman circles the Witch, making fancy moves with his dagger, leaving her in no doubt that no truce is planned for this evening.

Eduinae, the Amazon, Captain, and Wizard watch the sunset from their lofty perch, the Captain and Wizard trying to be very, very quiet so as not to attract the attention of the Dragon.

The Magician wipes sweat off his brow and congratulates himself on sneaking past the Goblins, having kept his Beast Pipes handy just in case.

White Knight looks around in disappointment at the quiet cliffs, wondering where all the giants are when you want them.

Sorceror pets the kitty to try to calm his nerves, wondering if he is going to be the other target of the Swordsman's nefarious plans.

Evening

SMALL CAMPFIRE

Round 1

Encounter Step
Witch-King casts World Fades using Magic VI4* and black Magic V3*
- Magic V3* fatigues

Melee Step
Witch-King targets himself
World Fades takes effect
- Magic VI4* is dedicated to the spell
Witch-King fails to hide (6,2)

Round 2

Encounter Step
Witch-King casts Transform using Magic VI3* and purple magic from Dragon Essence

Melee Step
Witch-King targets himself
Witch-King turns into (6,4) a Frog
- Magic VI3* is dedicated to the spell
Witch-King fails to hide (6,3)

Round 3

Witch-King fails to hide (6,4)

Round 4

Witch-King hides (5,1)

RUINS 3

Round 1

Encounter Step
Swordsman charges Witch with Quick Boots Move M3
Witch casts Remedy using Magic VIII2* and grey Magic II3*
- Magic II3* fatigues

Melee Step
Swordsman targets Witch, attacks with Dagger in Thrust with Deft Gloves Fight L2
Witch targets herself, and maneuvers in Charge using Move L3*
Remedy comes to life, breaking Absorb Essence
- T Flying Dragon appears in the clearing
- Magic V6* fatigues
Swordsman hits and kills Witch
- Witch's kitty-cat poofs in the middle of her ears being scratched

Swordsman receives 140N and some gold for killing the Witch

Round 2

Encounter Step
T Flying Dragon is assigned to Swordsman
Swordsman runs away toward RU5 using Quick Boots Move M3

Midnight

White Knight's Bane Sword becomes unalerted