BIMR5 Magic Realm
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DAY 6

The Swordsman spends the day honing his silver tongue on the Company until they finally succomb to his charms, joining his remaining two Rogues in a merry band. He lets the Witch slip by him on the way to his former trading partners... a momentary kindness he may regret later. Mandrake continues to awaken powerful magicks among his newly found items, and marches bravely into a clearing full of goblins with only a lone archer at his side, while the Amazon, more prudently hidden, watches in disbelief. The Borderlands fills up with travelers, as the White Knight searches for a safe diving spot into the Pool and the Wizard, Captain, and hirelings make it over the mountain pass safely.

The Sorceror completes a handy trade with Eduinae and continues his plunder of the Hoard, while the unlucky Witch-King is thwarted from joining in by the pesky spider patrolling its entrance. The Hoard proves its evil nature once again by coughing up a cursed skeleton, adorned with precious armor too heavy for any of its current plunderers to carry. Elf feels the emanations of magic disturbing the Deep Woods, and successfully locates the Shrine, before a black cat slips into the clearing, just a little too late to spy on his search. Eduinae packs up and leaves the Hoard for now, joining the kitty in the Deep Woods, where she feels more at home.

The seemingly unassuming Witch turns into a Dragon and terrorizes the Lancers and Woodfolk, leaving only one savvy horseman alive. The smell of roasting flesh and sound of crunching bones can be heard well into the night as the Dragon sates itself and creates a new Hoard out of the natives' belongings. Mandrake raises a strangely shaped instrument to his lips and plays an even stranger tune, which seems to pacify the Goblins and lull them to sleep. Once they are safely (and loudly) snoring, he conjures a small being of purple magic to help him in the next day's affairs. Eduinae passes a pleasant evening with the Elf, reminiscing about her homeland and hopeful that he will help her explore what these Deep Woods may hold. The Spider at the Hoard becomes ever more frustrated and hungry as the second adventurer that was to be his prey turns into uncatchable, unbiteable mist.

Birdsong

Monster Roll: 4
Giants, Trolls, Lancers, and Ghosts Prowling

Daylight

Ogre follows Elf
R4 follows Magician
Captain and Guards follow Wizard

Swordsman (Inn)
HR/HR/HR/HR/HR
Tries to hire Company (5,1) declines offer
Tries to hire Company (3,6) no deal
Tries to hire Company (4,4) declines offer
Tries to hire Company (5,4) declines offer
Hires Company (2,2) for Price x2 = 32G

Nothing arrives

Magician (LD5)
S/*M BL5/M BL3
- Activates Book of Lore
Reads Runes in Book of Lore [4,1] awakens a Spell
Moves to BL5
Moves to BL3
- Blocked by 6 Goblins with Axes
Nothing arrives

Witch-King (LD3)
H/M LD6/S/S/S
Doesn't hide (1,6)
Moves to LD6
- Blocked by H Spider
Remaining phases cancelled
Nothing arrives

Amazon
(CN2)
*M BL2/H/M BL3
*Moves to BL2
Hides (2,4)
Moves to BL3
Nothing arrives

White Knight (BL6)
S/S/*R
Locates (3,3) nothing
Locates (4,5) nothing
Nothing to rest
Nothing arrives

Elf (DW6)
M DW4/H*/H/S/S/S
Moves to DW4
*Doesn't hide (6,4)
Hides (4,2)
Locates (3,6) nothing
Locates (6,4) nothing
Locates (4,3) Shrine
Nothing arrives

Sorceror (LD6)
H/S/S/S/S
- Trades Shoes of Stealth to Eduinae for Camouflage Kit (Allows a character to hide during a Hide phase, during Sunset, or after a round of combat - three applications are provided. Hiding is automatically successful unless applied between rounds of combat, then must roll a Hide roll for success.)
Hides using Camouflage Kit
Loots Hoard (2,2) finds Treasure
Loots Hoard (3,5) finds Toadstool Circle
Loots Hoard (4,5) finds Toadstool Circle
Loots Hoard (3,3) finds Mouldy Skeleton
- Gets Curse of (3,5) Ashes
- Gold Helmet, Silver Breastplate and Jade Shield added to Hoard
Nothing arrives


Wizard (HP4)
H/H/M HP2/M HP2/M BL1
Doesn't hide (6,6)
Hides (1,3)
Moves to HP2
Moves to HP2
Moves to BL1
Nothing arrives

Familiar (LD6)
M LD3/M OW4/M OW2/M DW5/M DW4
Moves to LD2
Moves to OW4
Moves to OW2
Moves to DW5
Moves to DW4


Witch
(LD2)
M DV5/M DV2/M NW5/M MW5/M LW5
Moves to DV5
Moves to DV2
Moves to NW5
Moves to MW5
Moves to LW5
Nothing arrives

Eduinae (LD6)
Moves to LD3
Moves to OW4
Moves to OW2
Moves to DW5
Moves to DW4

Sunset

Maleficent receives a decidedly less friendly welcome at the campfire than the suave Swordsman did before her, enduring insults from the Lancers (4,2). Rather than risk the same from the more deadly Woodfolk, Maleficent sweetens her countenance by pouring them all a round of drinks, which she procured at the Inn on the way here (3G).

Mandrake gulps and brings the Beast Pipes to his lips, hoping he can figure out how to play this thing in time... while the Amazon tries to figure out what she can do to help, or indeed, whether she should help.

The Elf and his Ogre are lulled to sleep by the sound of a beautiful elven maiden singing sadly of lost companions and forests sacrified to the ravages of war.

Witch-King sigh exasperatedly at the Spider and prepares to blast it to smithereens, while Sparrowhawk curses his curses.

Surveying the nasty natives arrayed around her in a ring, Maleficent is glad she carries black magic chocolates with her at all times, for those spear-point, near-death emergencies.

White Knight shivers in the dampness of the caves, while the Captain, Wizard and their men spend a relatively pleasant evening in the lowlands.

The Swordsman and his men have one last rowdy bash at the Inn, after which the innkeeper will be only too glad to rid himself of all these inconsiderate adventurers, who couldn't even be bothered to spend their gold on drinks.

Evening

Borderland 3

Round 1

Encounter Step
6 Goblins with Axes are assigned to Magician
Magician casts Deal with Goblins using Beast Pipes and grey Magic II3*
- Magic II3* fatigues

Melee Step
Deal with Goblins takes effect
- 6 Goblins with Axes are pacified and become unassigned

Round 2

Encounter Step

Magician casts Phantasm using Magic VI4* and purple Magic IV3*
- Magic IV3* fatigues

Melee Step
Phantasm takes effect
- A Phantasm appears in BL3
- Magic VI4* is dedicated to the spell

Ledges 6

Round 1

Encounter Step
H Spider is assigned to Witch-King
Witch-King activates Melt into Mist using purple Magic IV4*
- Magic IV4* fatigues

Melee Step
Nothing happens

Small Campfire (LW5)
Witch ignores the taunts of the Lancers and they begin battling her

Round 1

Encounter Step
Witch lures LHQ
L1, L2, L3 assigned to Witch
Witch activates Transform using black Magic V5*
- Witch turns into T Flying Dragon
- Magic V5* fatigues

Melee Step
TFD targets LHQ and places LHQ in the same direction as his horse
TFD moves in Smash/Duck
TFD Head attacks light-side-up in Thrust
LHQ flips over (4,6), he and his horse move in (6) Duck/Smash
L1 flips over (2,6) and attacks in (2) Thrust
L2 doesn't flip (1,5) and attacks in (2) Swing
L3 flips over (3,6) and attacks in Smash
TFD, LHQ, L1, and L3 hit
LHQ and L1 hit first, do M damage, not harming TFD
L3 hits next, does M damage, not harming TFD
TFD hits last, kills LHQ's Pony

Round 2

Encounter Step
TFD lures LHQ
L1, L2, L3 assigned to TFD

Melee Step
TFD targets LHQ
TFD moves in Smash/Duck
TFD Head attacks light-side-up in Thrust
LHQ flips over (5,6), and moves in (6) Duck/Smash
L1 doesn't flip (5,2) and attacks in (3) Swing
L2 flips over (6,4) and attacks in (5) Smash
L3 flips over (6,2) and attacks in Thrust

TFD, LHQ, L1 and L2 hit
LHQ and L1 hit simultaneously for H and M damage, not harming TFD
TFD hits next, killing LHQ
L2 hits last, does H damage, not harming TFD

Witch receives 4N and 2G for killing LHQ
Lancers' treasures are abandoned in the clearing

Round 3

Encounter Step
TFD lures L3
L1 and L2 assigned to TFD

Melee Step
TFD targets L3 and places his horse in the same direction
TFD moves in Smash/Duck
TFD Head attacks light-side-up in Thrust
L1 flips over (4,6) and attacks in (3) Swing
L2 flips over (2,6) and attacks in (6) Smash
L3 doesn't flip (1,3) and moves in (4) Dodge/Swing
L2 hits, does M damage, not harming TFD

Round 4

Encounter Step
TFD lures L2
L1 and L3 assigned to TFD

Melee Step
TFD targets L2 and places his horse in the same direction
TFD moves in Smash/Duck
TFD Head attacks light-side-up in Thrust
L1 doesn't flip (1,2) and attacks in (3) Swing
L2 doesn't flip (1,3) and moves in (2) Charge/Thrust
L3 flips over (3,6) and attacks in (6) Smash
TFD, TFD Head, and L3 hit
TFD Head hits first, kills L2's Pony
TFD hits next, kills L2
L3 hits last, does M damage, not harming TFD

Witch receives 8N and 2G for killing L2

Round 5

Encounter Step
TFD lures L3
L1 assigned to TFD

Melee Step
TFD targets L3 and places his horse in the same direction
TFD moves in Smash/Duck
TFD Head attacks light-side-up in Thrust
L1 doesn't flip (3,1) and attacks in (1) Thrust
L3 doesn't flip (2,1) and moves in (4) Swing/Dodge
All miss

Round 5

Encounter Step
L1 and L3 are assigned to TFD

Melee Step
TFD targets WHQ
Woodfolk begin battling Witch
TFD moves in Smash/Duck
TFD Head attacks light-side-up in Thrust
L1 doesn't flip (1,3) and attacks in (1) Thrust
L3 flips over (1,6) and attacks in (5) Smash
WHQ flips over (2,6) and moves in (6) Smash/Duck
TFD, TFD Head, WHQ, and L3 hit
WHQ hits first, does (4) M damage, not harming TFD
TFD Head hits next, kills WHQ
L3 hits last, does H damage, not harming TFD

Witch receives 12N and 2G for killing WHQ
Woodfolk's belongings are abandoned in the clearing

Round 6

Encounter Step
L1 and L3 are assigned to TFD
W1 and W2 are assigned to TFD

Melee Step
TFD targets W1
TFD moves in Smash/Duck
TFD Head attacks light-side-up in Thrust
L1 doesn't flip (1,1) and attacks in (2) Thrust
L3 doesn't flip (4,1) and attacks in (4) Smash
W1 doesn't flip (4,3) and moves in (1) Charge/Thrust
W2 doesn't flip (3,1) and doesn't attack
TFD Head and L3 hit
TFD Head kills W1
L3 does H damage, not harming TFD

Witch receives 16N and 2G for killing W1

Round 7

Encounter Step
L1 and L3 are assigned to TFD
W2 is assigned to TFD

Melee Step
TFD targets W2
TFD moves in Smash/Duck
TFD Head attacks light-side-up in Thrust
L1 doesn't flip (2,1) and attacks in (2) Thrust
L3 flips over (4,6) and attacks in (4) Smash
W2 doesn't flip (1,1) and moves in (1) Charge
TFD Head and L3 hit
TFD Head kills W2
L3 does M damage, not harming TFD

Witch receives 20N and 2G for killing W2

Round 8

Encounter Step
L1 and L3 are assigned to TFD

Melee Step
TFD targets L3, putting him and his Pony in the same box
TFD moves in Smash/Duck
TFD Head attacks light-side-up in Thrust
L1 doesn't flip (4,1) and attacks in (5) Smash
L3 doesn't flip (5,3) and moves in (5) Smash/Duck
TFD, L1, and L3 hit
TFD hits first, kills L3's Pony
L3 hits next, does M damage, not harming TFD
L1 hits last, does H damage, not harming TFD

Round 9

Encounter Step
L1 and L3 are assigned to TFD

Melee Step
TFD targets L3
TFD moves in Smash/Duck
TFD Head attacks light-side-up in Thrust
L1 doesn't flip (3,1) and attacks in (1) Thrust
L3 doesn't flip (4,4) and moves in (4) Swing/Dodge
TFD and TFD Head hit
TFD Head hits first, kills L3

Witch receives 24N and 2G for killing L3

Round 10

Encounter Step
L1 is assigned to TFD

Melee Step
TFD targets L1, putting him and his Pony in the same box
TFD moves in Smash/Duck
TFD Head attacks light-side-up in Thrust
L1 doesn't flip (1,1) and moves in (3) Swing/Dodge
All miss

Round 10

Encounter Step
L1 is assigned to TFD

Melee Step
TFD targets L1, putting him and his Pony in the same box
TFD moves in Smash/Duck
TFD Head attacks light-side-up in Thrust
L1 doesn't flip (4,2) and moves in (4) Swing/Dodge
All miss

Combat ends due to inactivity

Midnight

Nothing happens