BIMR5 Magic Realm
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DAY 8

Swordsman can't contain his excitement and rises bright and early to sift through the huge pile of native belongings left behind by the once and future Dragon. His hirelings arrive at a more leisurely pace and lend a hand. Soon the Swordsman is outfitted handsomely with new boots, a sturdy bow, and a couple of good horses (Swordsman with a Medium Bow - shiver). Witch flies off to some nearby woods to recover and renew her magical energies, only to find her kitty tagging along after the hidden Elf. "Kitty! What are you doing here... you're supposed to be headed to the Sta... oooh." She looks around nervously, grateful that she took the precaution of hiding. Eduinae, left alone in the Deep Woods, sighs and heads over to the Small Campfire, lured by the promise of bows.

Sorceror and Witch-King finally get to take their turns in peace, one looting the Hoard while the other recovers his magical strength. Five of the travellers and several henchmen converge on the Pool, sharing its location (hard to miss with people diving in and out of it every few minutes), and vying to discover its treasures. A few items are pulled out... suddenly Mandrake comes spluttering to the surface, "hey guys! There's a flooded Crypt down here... but the door is too heavy for me to open!" All eyes turn to the powerful Knight...

In the evening, Mandrake and Sir George take some time out from the Pool party to confer. The Magician pulls out a shimmering scroll and calls forth a bright light, which he uses to examine Sir George's aura, all the better to remove his curse. They spend the rest of the evening going over detailed diving directions so that Sir George can find the Crypt tomorrow. Elsewhere, the Swordsman daringly defeats the remains of the native bands around the campfire (with a little help from his friends).

Week 2 Weather - Showers
7 days/week
- 2 basic phases
- 2 sunlight phases

Birdsong

Monster Roll: 6
Bats, Ghosts, and Visitor/Mission chits are prowling

Daylight

Ogre follows Elf
Familiar follows Elf
Company and Rogues follow CHQ
R4 follows Magician

Swordsman (between LW5 and MW5)
M LW5/S/S/S
Moves to LW5
Loots treasure pile (2,6) finds and activates Quick Boots
Loots treasure pile (2,2) finds a Spear
Loots treasure pile (3,4) finds a Treasure
Nothing arrives

White Knight (BL6)
S/*R/S
Loots the Pool (6,1) finds a Treasure
- Fatigues Fight H5*
- Amazon spies and finds the location of the Pool
*Rests Fight H5*
Loots the Pool (5,1) finds a Treasure
- Fatigues Fight H5*
Nothing arrives

Amazon (BL6)
H/S
Hides (3,5)
Loots Pool (4,3) finds a Treasure
- Fatigues Move M3*
Nothing arrives

Sorceror (LD6)
H/S/S/S
Hides using second application of Camouflage Kit
Loots the Hoard (4,3) finds a Treasure
Loots the Hoard (5,1) finds a Treasure
Loots the Hoard (2,2) finds Silver Breastplate
Nothing arrives

GHQ (BL6)
S/S
Loots the Pool (6,2) finds nothing
Loots the Pool (6,2) finds nothing

Nothing arrives


Wizard
(BL1)
M BL6/S
Moves to BL6
- Receives location of the Pool from the Captain
Loots the Pool (6,2) finds nothing
Nothing arrives

Elf (DW4)
H*/M DW6/M DW1/M NW2/M NW4
*Hides (1,4)
Moves to DW6
Moves to DW1
Moves to NW2
Moves to NW4
Nothing arrives

Witch
(LW5)
FL NW/H/SPX/SP (V4* to black)
Flies to NW and lands in NW4
Hides (4,5)
Meditates
Enchants Magic V4* to black
Nothing arrives

Witch-King (LD6)
H/*SPX/*SP/R/R/SP
Hides (3,5)
*Meditates
*Enchants Magic IV3* to purple
Rests Magic IV3*
Rests Magic IV4*
Enchants Magic IV4* to purple
Nothing arrives

Captain (BL6)
S/S
Loots the Pool (5,5) finds a Treasure
- Fatigues Move M4*
Loots the Pool (6,1) finds nothing
Nothing arrives

Magician (BL3)
H/*M BL6/S
Hides (1,5)
*Moves to BL6
- Receives location of the Pool from White Knight
- Gives a Treasure to White Knight
Loots the Pool (1,3) finds Crypt of the Knight
Nothing arrives

CHQ (MW5)
M LW5/S/S/S
Moves to LW5
Loots treasure pile (1,6) finds M5/H7 Workhorse
- Gives M5/H7 Workhorse to Swordsman
- Swordsman activates M5/H7 Workhorse
Loots treasure pile (4,2) finds
Medium Bow
- Gives Medium Bow to Swordsman
Loots treasure pile (2,5) finds L4/M6 Workhorse
Nothing arrives


Eduinae (DW2)
Locates nothing
Moves to DW1
Moves to LW2
Moves to LW5

Sunset

The Goblins wake up as if from a strange dream, and look around for the odd Magician that befuddled them - prudently nowhere to be found. (Deal with Goblins expires)

The Pool party of the previous night continues with even more revelers, the Wizard providing fireworks that glow strangely on the surface of the Pool as the partiers splash in and out, creating a surreal experience and a rare moment of levity in a dangerous land.

The Sorceror and Witch-King contemplate the Spider from hiding and decide whether or not it deserves to live.

The Witch and the Elf hide from one another... only the kitty knows their locations for sure and she isn't telling.

Swordsman and Eduinae trade stories of their travels since last they met, and he shows her the debris and belongings scattered around the clearing still to be sorted through. She admires his new gear, though most of it is too heavy for her. The remaining Lancer (4,5) and Bashkars (1,1) keep a wary distance and make their own camp.

Evening

Borderland 6

Round 1

Encounter Step
Magician casts Blazing Light using Book of Lore and purple magic from the tile

Melee Step
Blazing Light takes effect, giving all characters and hired leaders in BL6 an extra phase on Day 9

Round 2

Encounter Step
Magician casts Remedy using Magic VIII4* and grey magic from the tile

Melee Step
Magician targets White Knight
- White Knight's curse of Disgust is removed
- Magic VIII4* fatigues

Magician reveals the location of the Crypt of the Knight to the White Knight

Small Campfire (LW5)

Round 1

Encounter Step
C2, C3, C4, and C5 are deployed light-side-up to attack B4 in that order
- Bashkars begin battling Swordsman
- C5 becomes B4's target
Swordsman alerts Thrusting Sword with Fight L4

Melee
Swordsman targets B4 in Thrust with Fight L2**
C2 doesn't flip (5,5) and attacks in (3) Swing
C3 flips over (6,2) and attacks in (2) Thrust
C4 doesn't flip (4,4) and attacks in Smash
C5 flips over (3,6) and moves in (5) Smash/Duck
B4 doesn't flip (4,3), maneuvers in (6) Duck and attacks in (6) Smash
Swordsman and C4 hit
C4 hits first, kills B4's Pony
Swordsman hits next, kills B4
Swordsman fatigues Fight M4*

Swordsman receives 4N and 2G for killing B4

Round 2

Encounter Step
C2 light-side-up lures B5
C3, C4, and C5 are deployed light-side-up to attack B5
- B5 moves to his own sheet and chooses C5 as his target

Melee
C2 doesn't flip (5,3) and attacks in (1) Thrust
C3 flips over (3,6) and attacks in (2) Swing
C4 flips over (5,6) and attacks in Smash
C5 doesn't flip (2,5) and moves in (4) Swing/Dodge
B5 doesn't flip (4,2), maneuvers in (3) Dodge and attacks in (6) Smash
C3, C5, and B5 hit
B5 hits first, does L damage, not harming C5
C3 hits next, kills B5's Pony
C5 hits last, kills B5

Swordsman receives 4N for the death of B4

Round 3

Encounter Step
Swordsman alerts Thrusting Sword

Melee
Swordsman targets L1 with Fight L2** in Swing
- Lancers begin battling Swordsman
L1 doesn't flip (5,2) and maneuvers in (5) Duck
Swordsman hits and kills L1's Pony
Swordsman fatigues Fight L2**, making change with Fight M4*

Round 4

Encounter Step
C5 light-side-up lures L1
Swordsman alerts Thrusting Sword with Fight L4

Melee
Swordsman
targets L1 with Fight L2** in Smash
C5 doesn't flip (2,4) and moves in Dodge/Swing
L1 doesn't flip (2,5) and moves in Charge/Thrust
Swordsman hits and kills L1
Swordsman fatigues Fight M4*

Swordsman receives 8N and 2G for killing L1

Midnight

All is peaceful