BIMR3 Magic Realm
Info

Day 1

Monster Roll=3
Goblins, Wolves, Ogres, the Octopus, and the Patrol are prowling.
The Ghosts are always prowling.

The Witch, Amazon, and the Druid have been waylaid by unpleasant crowds, while the Elf is happy that he was hiding in a clump of wolfbane. The Captain sells some of his battle-worn armor but is rebuffed by the Soldiers in his attempt to persuade them to join him. At the end of the day his friends, the Patrol, drop by. The Wizard is more successful in his bargaining, and buys a shiny new Axe from the Guard. The Berserker hurries right by the Statue during the day and will have to backtrack. The Witch King savors the peaceful Deep Woods, while the Black Knight hangs back at the Inn with a tough bunch of Rogues. The White Knight travels through the forests alone.

In combat, the monsters take command of the field all over the board as the characters retreat back toward the Inn leaving the Wolves nipping at their heels in Linden Woods and the Goblins celebrating and waiting for reenforcements from their Spear- and Great-Sword-carrying comrads in Borderland. At the Inn the surly Rogues mutter among themselves and wait to pick a fight with the returning characters.

DAYLIGHT


Iftandir, the Elf (at the Inn)
H / H / H* / M-LW5 / A
Hides (4,3)
Next two Hide rolls ignored.
Moves to Linden Woods 5.
Alerts Light Bow.
Turns up Ruins W. Six Wolves arrive at Linden Woods 5, sniffing and pawing for the hidden Elf.


Naal Han Artal, the Druid (at the Inn)
M-LW5 / H / M - DW2 / M-DW3
Moves to Linden Woods 5. Blocked by six Wolves who suddenly have something to bite.
Nothing else arrives.


Berek, the Berserker (at the Inn)
H / M-LW5 / M-DW2 / M-DW3
Hides (5,2).
Moves to Deep Woods 3. Turns up Smoke M and the Statue in Clearing 2.
Nothing arrives.


Blaize, the Amazon (at the Inn)
H / A / M-CV2 / M-BL1* / S
Fails to hide (6,4)
Alerts Short Sword
Moves to Borderland 1
Search on Locate Table(5,3). Finds nothing.
Turns up Ruins C and Slither 3
Six Ax Goblins arrive in BL1 and block Amazon


The White Knight (at the Chapel)
M-NW4 / M-NW2 / M-PW2/ M-OW2
Moves to Oak Woods 2
Turns up Dank W.
Nothing arrives.


Crookshanks, the Familiar (at the Inn)
M-LW2 / M-DW2 / M-DW3 / M-DW5
Moves to Deep Woods 5.


Hermione, the Witch (at the Inn)
M-CV2 / H / H / M-BL1
Moves to Curst Valley 2
Fails to hide (6,6)
Fails to hide (6,3)
Moves to Borderlands 1
Blocked by Ax Goblins
Nothing else arrives


Captain Alatriste (at the House)
T* / HR / HR / HR / HR
Sells shield and helmet for 12 gold.
Attempts to Hire Soldiers (6,2) No deal.
Attempts to Hire Soldiers (5,2) Price x4 = no deal.
Attempts to Hire Soldiers (6,4) No deal.
Attempts to Hire Soldiers (6,2) No deal.
Patrol arrives at House.


Ogion, the Wizard (at the Guard house)
T / T / T / T
Trades with Guard (6,3)=No deal
Trades with Guard (3,1)=Price x2
Buys Small Axe for 8 gold
Activates Axe and deactivates Staff
Cancels remaining Trade phases
Nothing arrives.


Valdemort, the Witch King (at Awful Valley 5 with the Ghosts)
M-AV2 / H / H / M-DW1
Moves to Awful Valley 2
Hides (2,1)
Ignores second Hide.
Moves to Deep Woods 1
Nothing arrives.


Lothar, the Black Knight
T / A / H(ide) / H(ide)
Trades with Rogues (4)=No deal.
Alerts Mace
Hides (4,1)
Ignores second Hide.
Nothing arrives.


EVENING

Linden Woods 5
The Elf is hidden and the Druid is unhidden with six hungry Wolves.


Curst Valley 5 (site of Inn)
The Black Knight is not battling the Rogues (4).


Borderlands 1
The unhidden Witch and Amazon have six Ax-wielding Goblins coming at them.


Dark Valley 5 (Guard house)
The Guard are not battling their friend, the Wizard.


Evil Valley 5 (House)
The Captain is not battling his friends, the Soldiers or the Patrol.


Oak Woods 5
The White Knight is glad that there were no Wolves in Oak Woods!


Deep Woods 3
The Berserker puts on his brakes after overrunning the Statue.


Deep Woods 1
The Witch King hides and plans his monsterous magic


Deep Woods 5
The Witch's Familiar is suddenly very concerned about her mistress.

 

COMBAT

Deep Woods 1

Witch King is alone in clearing.

1. Encounter Step:
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions: Witch King casts Broomstick with Magic V3* chit (committed to spell) and Black magic from enchanted Magic V2* chit (fatigues).

2. Melee Step:

a. Selecting Targets: The Witch King targets himself with Broomstick spell, becoming unhidden.
b. Spell Effects: The Magic V3* chit is now a "Fly 1" chit which can be used to fly during the day or evening.

Combat ends in clearing.


Linden Woods 5

Elf is hidden and Druid is unhidden with six Wolves.

1. Encounter Step
a. Luring: none
b. Random Assignment: Six Wolves are assigned to unhidden Druid
c. Deployment: none
d. Actions: The Elf remains hidden with his Bow on alert. The Druid plays Move L2** to run away toward Curst Valley 5. He ends the day on the roadway between LW5 and CV5 and must begin Day 2 with a move to one of the two clearing.

2. Melee Step: none

3. Fatigue Step: Druid, who played two Move asterisks in round, fatigues one move asterisk. Move L3* is fatigued.

Combat ends in clearing.

 

Dark Valley 5 (Guard house)

Wizard is in clearing with Guard.

1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions: Wizard casts "Talk to a Wise Bird" with Magic II4* and gold magic from enchanted Magic III3* (fatigues).

2. Melee Step
a. Selecting Target: Wizard targets himself
b. Spell Effect: Wizard does remote Peer in Mountain 6 (6,3). Sees nothing. Magic II4* fatigues.

Combat ends in clearing.

 

Borderlands 1

Amazon and Witch are unhidden with six Ax Goblins (light-side up)

Round 1

1. Encounter Step
a. Luring: Amazon lures all six Ax Goblins
b. Random Assignment: none
c. Deployment: none
d. Actions: Witch casts Broomstick with Magic V6* (committed to spell) and Black magic from enchanted Magic V4* (fatigues). Amazon does no action.

2. Melee Step
a. Selecting Targets: Witch targets herself. Amazon targets Goblin 3.
b. Spell Effects: Magic V6* becomes Fly 1 chit - committed to spell until used.
c. Attacks/Maneuvers:
Amazon distributes Goblin 1 and Goblin 2 to CHARGE and THRUST, Goblin 3 and Goblin 4 to DODGE and SWING, Goblin 5 and Goblin 6 to DUCK and SMASH. Amazon deploys armor, shield covering Dodge. Plays Light Sword in Swing with Fight L4 and Move M4 in Dodge. (See figure.)


d. Repositioning/Change Tactics:
Goblin repositioning roll=5 shift down. G1 & G2 move to Dodge/Swing, G3 & G4 to Duck/Smash, G5 & G6 to Charge/Thrust. Repositioning rolls: G1,G2=(1,4) no change; G3,G4=(5,5) no change; G5,G6=(4,3) no change.
(See figure)


e. Resolving Attacks:
G3, G4, G5, G6 do not match directions or undercut.
Amazon does not match directions or undercut.
G1, G2 hit by matching directions.
f. Inflicting Harm:
G1 and G2 inflict Light damage + one sharpness star - one sharpness star for hitting armor (shield) = Light harm. Does not damage shield or wound Amazon.

3. Fatigue Step: none (Amazon did not play any asterisks)


Goblins stay assigned to Amazon.


Round 2:

1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions: none

2. Melee Step
a. Selecting Targets: Amazon targets G3, Witch targets G4
b. Spell Effects: none
c. Attacks/Maneuvers:
Amazon distributes Goblin 1 and Goblin 2 to CHARGE and THRUST, Goblin 3 and Goblin 4 to DODGE and SWING, Goblin 5 and Goblin 6 to DUCK and SMASH. Amazon deploys armor, shield covering Dodge. Plays Light Sword in Swing with Fight L4 and Move M4 in Dodge. Witch plays Dagger (negligible weight with one sharpness star) with Fight L3* in Swing. (See figure.)


d. Repositioning/Change Tactics:
Goblin repositioning roll=5 shift down. G1 & G2 move to Dodge/Swing, G3 & G4 to Duck/Smash, G5 & G6 to Charge/Thrust. Repositioning rolls: G1,G2=(6,3) flip to M4/4; G3,G4=(6,3) flip to M4/4; G5,G6=(4,2) no change. (See Figure)


e. Resolving Attacks:
G3, G4, G5, G6 misses (do not undercut or match directions)
G1, G2 hit by matching directions.
Amazon misses (does not undercut or match directions)
Witch hits by undercutting (attack speed=3, Goblin move speed=4)
e. Inflicting Harm:
Witch's Dagger hits first (fastest speed first in Round 2+) and inflicts Negligible damage + one sharpness star + one level for Fight strength exceeding weapon weight = Medium harm. Goblin 4 is KILLED!
G1 and G2 strike simultaneously, inflicting Medium harm + one sharpness star - one sharpness star for hitting armor = Medium harm. Amazon's shield is damaged and destroyed (goes back to Soldiers). Amazon must wound two Action Chits.

3. Fatigue Step:
Amazon wounds Fight M5 and Move M4

Goblins remain assigned to Amazon, G1-G3 dark-side-up, G5-G6 light-side-up

 

Round 3

1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions: none

2. Melee Step
a. Selecting Targets: Amazon targets G1, Witch targets G2
b. Spell Effects: none
c. Attacks/Maneuvers:
Amazon positions G1 (M4/4) and G5 (L4/4) in CHARGE and THRUST, G2 (M4/4) and G6 (L4/4) in DODGE and SWING, and G3(M4/4) in DUCK and SMASH. Amazon maneuvers with Move M4 in Dodge and attacks with Light Sword and Fight M3** in Swing. Witch attacks with Dagger and Fight L3* in Swing. (See figure.)

d. Repositioning/Change Tactics:
Goblin Repositioning Roll=6 (shift up). G1 & G5 move to DUCK & SWING, G2 and G6 move to CHARGE and THRUST, G3 moves to DODGE & SWING. Change tactics rolls: G1,G5=(6,4) G1 flips to L4/3, G5 flips to M4/4. G2, G6=(6,4) G2 flips to L4/3, G6 flips to M4/4 G3=(3,2) no change. (See figure.)

e. Resolving Attacks:
Amazon misses G1, Witch misses G2. G3 hits Amazon.
f. Inflicting Harm:
G3 causes Medium damage + one sharpness star - one sharpness star for hitting armor = Medium harm. Damages breastplate and inflicts one wound on Amazon.

3. Fatigue Step:
Amazon wounds Fight L4 and fatigues Fight M4* for playing two Fight asterisks.

Goblins remain assigned to Amazon, G1-G2 light-side-up, G3-G6 dark-side-up.


Round 4

1. Encounter Step
a. Luring: Witch lures all five Goblins
b. Random Assignment: none
c. Deployment: none
d. Actions: Witch plays "Fly 1" chit to fly away toward Cliff. Amazon, with no Goblins on her sheet, plays Move M4 chit to run out of clearing toward Curst Valley 2. Goblins become unassigned.


With no characters remaining in the clearing, combat ends. Witch gets 1 FAME and 1 NOTORIETY point for killing Goblin 4. The Goblins, who have bobbed and weaved masterfully to prevail on the battlefield, howl and screech at the fleeing characters.


At Midnight, all weapons become unalerted and an uneasy quiet descends on the Realm as the sobered Druid and Amazon make their way back toward the Inn.

Day 2 Orders Due Monday, Sept 8, at 9pm EDT

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The Adventurers
Player Character F N
Tony Rowe
Lothar, the BLACK KNIGHT
0
0
Bill Skulley
Iftandir, the ELF
   
Alan Busby
Ogion, the WIZARD
   
Matija Vidmar
CAPTAIN Alatriste
   
Al D'Amico
Voldemort, the WITCH KING
   
Chuck Shrader
Naal Han Artal, the DRUID
   
Michael Roden
Berek, the BERSERKER
   
Bobby Bissett
Hermione, the WITCH and Crookshanks, her FAMILIAR
1 1
James McCann
The WHITE KNIGHT
   
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

First Week's Weather is COOL
7 Days this Week
• 2 Basic Phases
• 2 Sunlight Phases

History
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