BIMR3 Magic Realm
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Day 12

Two new characters restart at the Inn. An Elf, Iftanrel, makes a half-hearted attempt to trade with the Rogues before he heads into Deep Woods where the legendary Statue is supposed to be located. Brother Matthew the Basher takes a short trip into the woods, where he hides and prepares for his evening prayers.

In the meantime, Captain Alariste leads the flying Witch/Tremendous Flying Dragon to the Chapel where she hopes to have her curses removed. She attempts to buy drinks to assuage the Order, but realizes too late that she can't open her purse with her hands transmorphized into Dragon claws. The Order, who apparently still recognize her as their adversary, challenge her, and she backs down, losing 5 Fame. The Black Knight hides and loots the Vault again, finding the Remains of the Thief with the Living Sword, a Large Treasure, and 20 gold pieces, but receiving the curse of Disgust. He examines the treasure and finds the Golden Icon which activates and begins radiating Grey magic into the clearing. At the end of his turn, a Heavy Spider arrives which blocks the Druid as he enters the clearing. The Wizard finally figures out how to run his Flying Carpet and takes a ride over to Cliff where he drops in directly on top of the Octopus at the Pool. The White Knight and Amazon watch from hiding to see how the Wizard is going to handle this! The Witch King enchants Maple Woods to create a path to move to the Small Campfire where the unsuspecting Lancers sitting around the fire greet him nonchalantly. At the end of his turn, his allies the Bashkars ride up on their ponies.

In combat, the Pilgrim casts "Small Blessing" and gets a "Wish for Strength" which will cause his next attack to inflict Tremendous harm. The Black Knight kills a Heavy Spider, the White Knight kills the Octopus, and the Witch King transforms into a Tremendous Dragon and annhilates six Bashkars and four Lancers for a total of 220 Notoriety points!

 

BIRDSONG


The Witch's Absorb Essence is energized by the Toadstool Circle. The Witch will spend the entire day transmorphized into a Tremendous Flying Dragon.


Followers:
Soldiers Follow SHQ
Witch Follows the Captain


DAYLIGHT


Monster Roll=5
(Spiders and the Bashkars are prowling.)

Crookshanks, the Familiar, at Caves 2
M-CS3 / M-CS1
Moves to Caves 1
Nothing arrives.

Captain Alatriste, at Ledges 1
M-LE3 / M-OW2 / M-PW2 /M-NW2 / M-NW4 / M*-BV5
Gives treasure to SHQ
Moves to the Chapel at Bad Valley 5, making use of bonus move at the Large Campfire dwelling.
Nothing arrives.

Hermione, the Witch, at Ledges 1
Follows Captain to the Chapel, flying low over the tree tops to keep Alariste in sight.


Valdemort, the Witch King, at Maple Woods 4.
R / SPX* / SP / SP / M-MW5 / T
Rests Magic IV4*
Enchants Magic V2* to Black magic.
Enchants Maple Woods tile with Magic IV4* and Purple magic from enchanted Magic IV3* (fatigues). Maple Woods flips to the enchanted side.
Moves to Small Campfire in Maple Woods 5
Trades with the Lancers(4,1). No deal.
At end of turn the Bashkars arrive at the Small Campfire


Blaize, the Amazon, at Cliff 3
H / R / R / R / MCL6* / MCL6
Abandons Cloven Hoof
Hides(4,2)+1(Cloven Hoof)=5
Rests Move M3*
Rest Move M3*
Rests Fight M4*
Moves to Cliff 6, sneaking in without attracting the Octopus's attention.
Nothing arrives


Brother Matthew, the Pilgrim
Starts at Inn with staff from Soldiers and Magic I6* enchanted to White Magic.
M-LW5 / H / H / H / H
Moves to Linden Woods 5
Hides(4,3).
Remaining Hides phases canceled.
Nothing arrives

Ogion, the Wizard, at Evil Valley 5
R / R / SPX / SP / FLY-Cliff
Activates Flying Carpet with Purple magic from enchanted Magic IV3* (fatigues)
Rests Magic IV4*
Rests Magic IV3*
Enchants Magic IV4* to Purple magic
Fly to Cliff tile.
Lands in Clearing 6.
Blocked by Octopus.
Nothing arrives.

Lothar, the Black Knight, at Mountain 3
H / S / S / S / S
Hides(5,4)
Loots Vault(2,2). Takes 2nd treasure.
Finds Remains of the Thief. Takes Living Sword, Large Treasure, 20 gold pieces. Rolls for Curse(6,1) = Disgust. Black Knight's Fame is worthless. Large Treasure is the Golden Icon which activates and radiates Gray magic into the clearing.
Loots Vault(5,1). Takes nothing.
Loots Vault(5,2). Takes nothing.
Loots Vault(3,3). Takes 3rd treasure in Vault.
At end of turn, Heavy Spider is drawn to Mountain 3 from Appearance Chart by Stink M.


Inigo Balboa, the SHQ, at Ledges 1
H / H / S / S (loot the Altar) / M-LE3
Hides(5,1).
Remaining Hide phase canceled.
Loots Altar(6,3). Takes nothing.
Loots Altar(1,1). Takes top treasure in Altar.
Moves to Ledges 3.
Nothing arrives.

The White Knight, at Cliff 6.
H / H / R* / S / S / S / S*
Hides(2,1)
Remaining hide canceled.
Rests Fight H5*
Loots Pool(5,4). Takes nothing.
Loots Pool(4,2). Takes nothing.
Loots Pool(6,4). Takes nothing.
Loots Pool(6,1). Takes nothing.
Nothing arrives.


Naal Han Artal, the Druid, on path between Mountain 3 and Mountain 6.
MM6 / MM6 / H / MM3 / MM3
Moves to Mountain 6.
Fails to hide(6).
Moves to Mountain 3.
Blocked by Heavy Spider.
Nothing else arrives.

Iftanrel, the Elf, starts over at Inn.
Takes Light Bow from Woodfolk and starts with Magic III3* and Magic III4* enchanted.
H* / H / T / M-LW5 / M-DW6 / M-DW2
Hides(5,3).
Remaining hide roll canceled.
Trades for item from Rogues(3,3). Pricex4 = no deal.
Moves to Deep Woods 2.
Nothing arrives.


EVENING


Bad Valley 5, site of Chapel
The Captain is not battling the Order(4,4).
The Witch, transmorphized, can't buy drinks for the Order. The Order recognize her as their adversary, the Witch, and issue a challenge(5,4). The Witch pays 5 Fame points and the evening ends uneventfully in sullen silence.
The Escort Party and the Food/Ale guys complain to each other about how long this trip is taking.

Cliff 6, site of Pool.
The Wizard is unhidden and blocked by the Octopus. The White Knight and Amazon are hidden in the clearing.


Mountain 3
The Druid is unhidden and blocked by a Heavy Spider. The Black Knight is hidden in the clearing.


Maple Wood 5
Despite the fact that they are unfriendly, the Witch King is not battling the Lancers(2,1). He is also not battling his allies, the Bashkars.


Linden Woods 5
The Pilgrim is hidden in the woods.


Deep Woods 2, site of Statue
The Elf is hidden around the Statue.
"I seem to remember this from a previous life..."


Ledges 3
The SHQ and his men, heavy laden with treasures, camp on the edge of the forest.

 

COMBAT

Linden Woods 5
Pilgrim is alone and hidden.


Round 1

1. Encounter Step:
Pilgrim casts Small Blessing using Magic I4* and White magic from enchanted Magic I6* (fatigues).

2. Melee Step:
a. Selecting Targets: Pilgrim targets himself, becoming unhidden.
b. Spell Effects: Pilgrim rolls on the Wish Table(6,3). Gets "Wish for Strength." Next Fight chit or Gloves card Pilgrim plays that hits will inflict Tremendous harm.

Combat ends in clearing.

Mountain 3
Druid is unhidden with light-side-up Heavy Spider(L4/3). Black Knight is hidden in clearing.


Round 1

1. Encounter Step
a. Luring: none
b. Random Assignment: Heavy Spider is assigned to Druid
c. Deployement/Charging: none
d. Actions:
The Druid plays his Move L2** to run away toward Mountain 6. The Heavy Spider is left with no target to attack.
The Black Knight deactivates his Mace and activates the Living Sword.

2. Melee Step
a. Selecting Targets: The Black Knight does not select a target.
b. Spell Effects: none
c. Attacks/Maneuvers: none
d. Repositioning/Change Tactics: none
e. Resolving Attacks: none
f. Inflicting Harm: none

3. Fatigue Step
The Druid fatigues Move L3* for playing two move asterisks.


Round 2


1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Black Knight alerts Living Sword

2. Melee Step
a. Selecting Targets: Black Knight becomes unhidden and targets Heavy Spider.
b. Spell Effects: none
c. Attacks/Maneuvers:
Heavy Spider goes in CHARGE&THRUST red box on own sheet
Black Knight plays Living Sword with Fight M4* in Thrust
d. Repositioning/Change Tactics:
H Spider repositioning roll=6(move up). H Spider moves to DUCK&SMASH and doesn't change tactics.
(See image)


e. Resolving Attacks
Black Knight hits by undercutting.
H Spider is not attacking.
f. Inflicting Harm:
Black Knight inflicts Light harm+one sharpness star+one level for Fight chit that exceeds weapon weight=Heavy harm. Heavy Spider is KILLED. Living Sword becomes unalerted.


3. Fatigue Step: none


Combat ends in clearing. Black Knight gets 3 Fame and 3 Notoriety.


Cliff 6
The Wizard is unhidden in the clearing with the light-side-up Octopus(L4/2). The Amazon and the Black Knight are hidden in the clearing.

Round 1

1. Encounter Step
a. Luring: The Amazon becomes unhidden and lures the Octopus
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Wizard casts Lightning Bolt with Magic IV3* and Purple magic from enchanted Magic IV4* (fatigues).

2. Melee Step
a. Selecting Targets:
The Wizard targets the Octopus.
The White Knight becomes unhidden and targets the Octopus.
b. Spell Effects: Lightning Bolt takes effect and launches an M*** speed=3 attack against the Octopus. This must hit in Attacks/Maneuvers like any ordinary attack.
c. Attacks/Maneuvers:
The Octopus goes in CHARGE&THRUST on Amazon's Sheet.
The White Knight plays his Great Sword with Fight H4** in Smash
The Wizard directs his speed=3 magical attack in Swing.
The Amazon maneuver with Move M4 in Duck.
d. Repositioning/Change Tactics:
Octopus repositioning roll=2 (middle box unchanged). Octopus moves to DUCK&SMASH (Tremendous monsters do not roll for changing tactics.)
(See image)

e. Resolving Attacks:
Octopus hits Amazon by matching directions.
White Knight hits Octopus by matching directions.
Wizard misses. Magic IV3* fatigues.
f. Inflicting Harm: (In order of weapon length in Round 1 -- Great Sword length=8, Octopus length=0 (tooth/claw) ).
Great Sword inflicts Heavy Damage+one sharpness star=Tremendous damage. Octopus is KILLED.
Octopus attack is canceled.

3. Fatigue Step:
White Knight fatigues Fight H5*


Combat ends in clearing. White Knight gets 8 Fame and 8 Notoriety.

At end of combat, the Amazon gives the Wizard 10 gold plus her Short Sword for the Wizard's Ax.

 

Maple Woods 5
Witch King is alone and unhidden with Lancers and Bashkars, all light-side-up


1. Encounter Step:
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions:
Witch King plays Black magic from enchanted Magic V2* to energize Absorb Essence. The Witch King immediately assumes form of Tremendous Giant!

2. Melee Step
a. Selecting Targets: Witch King targets Bashkar B4. Witch King is battling Bashkars for rest of day.
b. Spell Effects: none
c. Attacks/Maneuvers:
B4 goes in CHARGE&THRUST on own sheet. Horse (dark-side-up) goes in DODGE&SWING.
Witch King attacks with body in Duck and head (T4-side-up) in Swing.
d. Repositioning/Change Tactics:
Bashkar 4's repositioning roll=2(middle box unchanged). B4 moves to DUCK&SMASH and doesn't change tactics(2,2). Horse stays in DODGE&SWING.
(See image)

e. Resolving Attacks:
Witch King's head hits by matching directions with B4's horse.
B4 is not attacking.
f. Inflicting Harm:
Witch King inflicts Tremendous harm on B4's horse. B4's horse is KILLED. Witch King/Tremendous Dragon turns red-side-up and picks up B4.

3. Fatigue Step: none

B4 remains in the claws of the Witch/TD.


Round 2

1. Encounter Step: none

2. Melee Step:
a. Selecting Targets: Witch King targets B4.
b. Spell Effects: none
c. Attacks Maneuvers:
B4 goes in Charge Maneuver box on Witch King/Tremendous Dragon's sheet.
Witch King plays body in DUCK&SMASH and head in DODGE&SWING.
Rest of Bashkars and horses are distributed among the grey attack circles.
d. Repositioning/Change Tactics:
B4 reposition roll=1. Left box unchanged. B4 stays in Charge and doesn't change tactics(5,3).
(See image)


e. Resolving Attacks:
Witch King misses with both body and head.
All Bashkars hit by undercutting.
f. Inflicting Harm: none of Bashkars can hurt Tremendous and armored vulnerability of Witch King/Tremedous Dragon.

3. Fatigue Step: none

All Bashkars remain assigned to Witch King. B4 remains in clutches of Witch King/TD.

Rounds 3 through M

Combat cannot end while Witch King/TD is red side up. Ultimately B4 will be KILLED. Witch King/TD turns red-side-down. Witch King gains 4 Notoriety and 2 Gold.

Round M+1

1. Encounter Step: none

2. Melee Step
a. Selecting Targets: Witch King targets Bashkar B2.
b. Spell Effects: none
c. Attacks/Maneuvers:
B2 goes in CHARGE&THRUST. B2's horse goes in DODGE&SWING.
Witch King/TD plays body in Duck box and head in Swing maneuver box.
Other Bashkars and horses are distributed around red boxes.
d. Repositioning/Change Tactics:
B2 repositioning roll=5 (shift down). B2 goes to DODGE&SWING. Horse goes to DUCK&SMASH.
(See image)

e. Resolving Attacks:
Witch/TD body hits B2's horse. Witch/TD turns red-side-up and picks up B2.
All Bashkars hit but cannot hurt Witch King.
f. Inflicting Harm:
Witch King/TD's body does H damage and kills B2's horse.
Bashkars do no damage to Tremendous/armored Witch King/TD.

3. Fatigue Step: none


All Bashkars remain assigned to Witch King/TD.

Round M+2 through Round N

Combat cannot stop with Tremendous monster red-side-up. Witch King/TD will eventually hit and kill B2.


Witch King gets 2*4=8 Notoriety and 2 gold for 2nd victim of the day.


Round N+1 through N+I

Witch King targets B1. Plays body in Duck and head in Dodge. B1 goes in CHARGE&THRUST, horse goes in DODGE&SWING.
Repositioning roll=2(middle box unchanged).
Witch King's head hits and kills horse. Witch King turns red-side up and picks up B1.
B1 is eventually killed.

Witch King gets 3*4=12 Notoriety and 2 gold for 3rd victim of day.

Round N+I+1


Witch King targets B3. Plays body in Duck and head in Dodge. B3 goes in CHARGE&THRUST, horse goes in DODGE&SWING.
Repositioning roll=1 (top box unchanged).
Witch King's body hits and kills horse. Witch King turns red-side up and picks up B3.
B3 is eventually killed.

Witch King gets 4*4=16 Notoriety and 2 gold for 4th victim of day.


Round Q

Witch King targets Lancer 1 and is battling Lancers for rest of day.
Plays body in Duck and head in Dodge. L1 goes in CHARGE&THRUST, horse goes in DODGE&SWING.
Repositioning roll=3(bottom box unchanged).
Witch King misses.


Round Q+1

The Lancers join the surviving Bashkars attacking on the Witch King's sheet.
Witch King targets Lancer 1.
Plays body in Duck and head in Dodge. L1 goes in CHARGE&THRUST, horse goes in DODGE&SWING.
Repositioning roll=5(shift down).
All the Lancers hit the Witch King/TD by undercutting, but their M* and H* attacks cannot harm the Witch King/TD's Tremendous armored vulnerability.
Witch King hits and kills L1's horse and picks up L1, turning red-side-up.
L1 is eventually killed.


Witch King gets 5*4=20 Notoriety and 2 gold for 5th victim of day.

Round R

Witch King targets Lancer 2.
Plays body in Duck and head in Dodge. L2 goes in CHARGE&THRUST, horse goes in DODGE&SWING.
Repositioning roll=2(middle box unchanged).
Witch King/TD hits and kills L2's horse. L2 is picked up and eventually killed.

Witch King gets 6*4=24 Notoriety and 2 gold for 6th victim of day.

Round S
Witch King targets Lancer 3.
Plays body in Duck and head in Dodge. L3 goes in CHARGE&THRUST, horse goes in DODGE&SWING.
Repositioning roll=5(shift down).
Witch King/TD hits and kills L3's horse. L3 is picked up and eventually killed.

Witch King gets 7*4=28 Notoriety and 2 gold for 7th victim of day.


Round T
Witch King targets Lancer LHQ.
Plays body in Duck and head in Dodge. LHQ goes in CHARGE&THRUST, horse goes in DODGE&SWING.
Repositioning roll=4(no change).
Witch King/TD hits and kills LHQ's horse. LHQ is picked up and eventually killed.

Witch King gets 8*4=32 Notoriety and 2 gold for 8th victim of day. Lancer possessions are spilled out over clearing.


Round U

Witch King targets Bashkar 5.
Plays body in Duck and head in Dodge. B5 goes in CHARGE&THRUST, horse goes in DODGE&SWING.
Repositioning roll=1(top box unchanged).
Witch King/TD hits and kills B5's horse. B5 is picked up and eventually killed.

Witch King gets 9*4=36 Notoriety and 2 gold for 9th victim of day.

Round V

Witch King targets Bashkar BHQ.
Plays body in Duck and head in Dodge. BHQ goes in CHARGE&THRUST, horse goes in DODGE&SWING.
Repositioning roll=1(top box unchanged).
Witch King/TD hits and kills LHQ's horse. BHQ is picked up and eventually killed.

Witch King gets 10*4=40 Notoriety and 2 gold for 10th victim of day. Bashkars possessions are spilled out over the clearing.


Combat ends in clearing.
Witch King gets 4+8+12+16+20+24+28+32+36+40=220 Notoriety and 20 gold.


MIDNIGHT

Witch's curses are removed at the Chapel. Witch's Absorb Essence falls inert.


 


Day 13 Daylight Orders are due Thursday at 9pm EST.

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

Hirelings
Hireling Hired By Through
Soldiers
Captain
Day 15

Curses
Character
Afflicted with
White Knight
Ashes
Black Knight
Disgust

The Adventurers
Player Character F N
Tony Rowe
Lothar, the BLACK KNIGHT
10
12
Bill Skulley
Iftanrel, the ELF
   
Alan Busby
Ogion, the WIZARD
   
Matija Vidmar
CAPTAIN Alatriste
11 6
Al D'Amico
Voldemort, the WITCH KING
258 258
Chuck Shrader
Naal Han Artal, the DRUID
  18
Ed Hoden
Brother Matthew the Basher, a PILGRIM
   
Bobby Bissett
Hermione, the WITCH and Crookshanks, her FAMILIAR
26 26
James McCann
The WHITE KNIGHT
16 16
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

Week Two Weather is AUTUMN SUMMER
7 Days this Week
• 2 Basic Phases
• 3 Sunlight Phases

History
Setup
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