BIMR3 Magic Realm
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Day 14


There is Grey magic all over the board, and Giants and Trolls regenerate along with the Lancers and prowl during the day. The Wizard and White Knight attract a T Giant while the Witch King discovers the Hoard. The Captain, Amazon, and Inigo Balboa, the SHQ, corral most of the ponies and pick up most of the treasures at the Small Campfire. At the end of their turn a new group of Lancers ride in, figure out where those items came from, and insult the Witch and Captain. The Elf gets a curse, but successfully learns a spell at the Statue, while the Pilgrim gets up late and wastes the day. Over in Mountain 3, the Black Knight finally pulls one of the last two treasures out of the Vault, but he is blocked by a Tremendous Troll and a Giant while still carrying the Golden Icon. The Druid stealthily enters the clearing while hidden this time.

In combat, the Druid becomes unhidden and lures and runs from the Tremendous monsters in Mountain 3, allowing the Black Knight time to abandon the Golden Icon so that he can run away on Round 2. The Wizard and the White Knight nearly collide with each other running down the secret passage to get away from the Giant. And in Maple Woods 5, the Witch tranmorphizes into a Tremendous Flying Dragon and teaches the Lancers better manners by killing them all. "A lot more peaceful around these parts now," she says.


BIRDSONG

Grey Magic appears in every clearing on the board!
No followers today.

 

DAYLIGHT

Monster Roll=4
Giants, Trolls, and the Lancers are prowling today. All the Giants, Trolls, and Lancers regenerate and return to the Appearance Chart.


Ogion, the Wizard, at Cliff 6 (site of the Pool)
R / R / SPX / SP / S
Rests Magic IV4* and Magic IV3*
Converts Magic IV4* to Purple magic.
Loots Pool(4,1). Takes nothing.
At end of turn a Tremendous Giant appears and blocks the Wizard and the White Knight.


The White Knight, at Cliff 6 (site of the Pool)
R* / S* / S / S / S / S / S
Blocked by Tremendous Giant.


Lothar, the Black Knight, at Mountain 3 (site of the Altar)
H / S / S / S / S
Fails to hide(6,4).
Loots Vault(2,1). Takes 2nd treasure.
Loots pile of abandoned items(6,3). Takes nothing.
Loots pile of abandoned items(6,5). Takes nothing.
Loots pile of abandoned items(5,3). Takes nothing.
At end of turn, Tremendous Troll, drawn by Vault, appears at Mountain 3 from Appearance Chart and blocks Black Knight. A Tremendous Giant, drawn by Stink M appears, and blocks Black Knight.


Valdemort, the Witch King, at Ledges 3
H / M-L6 / S / S / S
Fails to hide(6,6).
Moves to Ledges 6 (site of Hoard).
Searches using Magic Sight(6,4). Finds nothing.
Searches using Magic Sight(3,1). The Witch King knows there are Treasure Cards about, but hasn't found the Hoard yet!
Searches using Magic Sight(5,5). Finds the Hoard.
Nothing arrives.


Inigo Balboa, the SHQ, at Maple Woods 5 (Small Campfire)
M-OW4 / M-MW5 / S / S / S
Receives Flowers of Rest from Captain, gives treasure to Captain.
Moves to Oak Woods 4
Drops Flowers of Rest
Moves to Maple Woods 5.
Loots pile of abandoned items(2,2). Takes 2nd item in pile (Spear).
Loots pile of abandoned items(3,1). Takes 3rd item in pile (M5/M4* Pony).
Loots pile of abandoned items(6,2). Takes 6th item in pile (Treasure).
At end of turn Lancers ride up to Small Campfire
"Hey, where are our cousins, and why are all their possessions scattered on the ground?"

Captain Alatriste, at Maple Woods 5 (Small Campfire)
S / S / S / S / S / S* (loot)
Gives Crystal Ball to Witch, and receives treasure from SHQ.
Loots pile of abandoned items(4,1). Takes 4th item in pile(M5/M2* Pony).
Activates M5/M2* Pony.
Loots pile of abandoned items(5,4). Takes 5th item in pile(Treasure).
Loots pile of abandoned items(2,1). Takes 2th item in pile(M4/M3* Pony).
Loots pile of abandoned items(6,4). Takes nothing.
Loots pile of abandoned items(6,1). Takes nothing.
Loots pile of abandoned items(6,1). Takes nothing.
Nothing arrives.

Blaize, the Amazon, at Maple Woods 5 (Small Campfire)
H / S / S / S / S
Hides(4,3).
Loots pile of abandoned items(6,3). Takes nothing.
Loots pile of abandoned items(3,2). Takes 3rd item in pile (M4/L3* Pony).
Loots pile of abandoned items(1,1). Takes top item in pile (Spear).
Loots pile of abandoned items(2,1). Takes 2nd item in pile(Treasure).
Nothing arrives.

Naal Han Artal, the Druid, on the path between Mountain 3 and Mountain 6
M-MN6 / M-MN6 / H / M-MN3 / M-MN3
Move to Mountain 6.
Hides(2).
Moves to Mountain 3.
Nothing else arrives.

Crookshanks, at Caves 1
M-LW2 / M-DV4
Moves to Dark Valley 4.
Nothing arrives.



Hermione, the Witch, at Maple Woods 5 (Small Campfire)
S / S / S / S / S
Loots pile of abandoned items(5,1). Takes nothing.
Loots pile of abandoned items(5,3). Takes nothing.
Loots pile of abandoned items(5,2). Takes nothing.
Loots pile of abandoned items(6,4). Takes nothing.
Loots pile of abandoned items(4,1). Takes nothing.
Nothing arrives.

Brother Matthew, the Pilgrim, at Deep Woods 2 (site of Statue)
H / H / H / H / H (No orders received).
Fails to hide(6,4).
Fails to hide(6,1).
Hides(4,3).
Remaining Hide phases cancelled.
Nothing arrives.

Iftanrel, the Elf, at Deep Woods 2 (site of Statue)
H* / H / S / S / S / S
Fails to hide(6,3).
Fails to hide(6,1).
Reads Runes(6,2). Learns nothing.
Pilgrim discovers location of Statue by spying.
Reads Runes(5,5). Curse!(5,4) Elf receives curse of Ashes. Recorded Gold is worthless.
Reads Runes(3,1). Learn Spell. Learns top spell at Statue. Top spell goes to bottom.
Reads Runes(6,3). Learns nothing.
Nothing arrives.

 


EVENING


Mountain 3
Black Knight is unhidden and blocked by Tremendous Troll and Tremendous Giant (and carrying an item too heavy to move with!) The Druid is hidden in the clearing.

Cliff 6
The White Knight and the Wizard are unhidden and blocked by a Tremendous Giant.

Maple Woods 5
The Amazon is hidden (and, in any case, not battling his friends the Lancers). The Captain runs into some Trouble with the Lancers(6,1) and they Insult him (4,1). The Witch is Insulted by the Lancers as well(4,1). The Witch and Captain refuse to pay the 5 Notoriety for the insult. The Lancers are battling the Witch and the Captain for the rest of the day!
The Escort Party and Food/Ale guys protest, "When are we going to leave for the Guard house?"

Deep Woods 2
The Elf is unhidden and the Pilgrim is hidden in the clearing.

 

COMBAT

 

Mountain 3
The Black Knight is unhidden in the clearing with the light-side-up Tremendous Troll (H4/4) and the light-side-up Tremendous Giant (H5/5). The Giant's club is also light side up (H6). The Druid is hidden in the clearing.


Round 1

1. Encounter Step
a. Luring: The Druid becomes unhidden and lures the T Troll and the T Giant
b. Random Assignment: None
c. Deployment/Charging: None
d. Actions:
Druid plays Move L2** to run away toward Mountain 6. The T Troll and Giant are left without any targets for this round. The Druid must start Day 15 by moving to either MN3 or MN6.
The Black Knight abandons the Golden Icon.

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. Inflicting Harm: none

3. Fatigue Step
Druid fatigues Move L2** and brings back Move L3* to "make change."


Round 2

1. Encounter Step
a. Luring: none
b. Random Assignment: The T Troll and the T Giant are assigned to attack the Black Knight
c. Deployment/Charging: none
d. Actions:
Black Knight plays Move H4** (converted to Move H3** by Garb of Speed) to run away toward Mountain 3. The T Troll and T Giant are left unassigned. The Black Knight must start Day 15 by moving to either MN3 or MN6.

2. Melee Step: none

3. Fatigue Step
Black Knight fatigues Move H5* for playing two Move asterisks.


Combat ends in clearing.

 


Cliff 6
A light-side-up Tremendous Giant (H5/5, club H6) is in the clearing with the unhidden Wizard and White Knight.


Round 1

1. Encounter Step
a. Luring: none
b. Random Assignment:
Wizard(5,1), White Knight(4,4)
Tremendous Giant is assigned to Wizard
c. Deployment/Charging: none
d. Actions:
Wizard plays Move M4* to run away toward CL3.
White Knight plays Move H6 to run away toward CL3.
Both Wizard and White Knight must start Day 15 with move to either CL6 or CL3.

Combat ends in clearing.

 


Maple Woods 5

The Captain and the Witch are battling the Lancers. The Amazon is hidden in the clearing. The Lancers are light-side-up. The Captain's hired Soldiers (SHQ, S1, S2, S3) are also in the clearing.


Round 1

1. Encounter Step
a. Luring: The Witch lures all the Lancers onto her sheet.
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
The Captain alerts his Spear with Fight H6
The Witch plays Black magic chit (enchanted Magic V5*). Magic V5* fatigues. Witch transmorphizes into Tremendous Flying Dragon! Lancers nearly fall off their ponies.

2. Melee Step
All Lancer horses turn dark ("galloping") side up.

a. Selecting Targets
Witch targets LHQ.
Captain does not select a target.
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch distributes Lancers and horses among the boxes on her sheet:
LHQ, L1, and L3's horse go in CHARGE&THRUST
L2, L1's horse and LHQ's horse go in DODGE&SWING
L3 and L2's horse go in DUCK&SMASH
The Witch attacks with body in Swing (light side up=M3/4). Plays second attack with head (dark side up=T3) in Thrust. She plays no maneuver.
d. Repositoning/Change Tactics
Lancer repositioning roll=2(middle box unchanged).
LHQ, L1, and Horse_3 go to DUCK&SMASH. L1 changes tactics.
L3 and Horse_2 go to CHARGE&THRUST.
L2, Horse_1, and Horse_HQ stay in DODGE&SWING.

(See image)

e. Resolving Attacks:
All Lancers hit by undercutting.
Witch hits LHQ by matching directions with Horse_HQ with body.
f. Inflicting Harm:
None of Lancer M* or H* attacks can harm Witch/TFD's Heavy and armored vulnerability.
Witch/TFD M3 hits and KILLS Horse_HQ. Witch/TFD picks up LHQ and turns red-side-up.

3. Fatigue Step: none


Witch/TFD moves to own sheet with LHQ as target. All other Lancers become extra attackers on Witch/TFD's sheet.


Round 2

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

2. Melee Step
a. Selecting Targets
Witch stays red-side-up and continues to target the horseless LHQ
b. Attacks/Maneuvers
Witch/TFD body, red-side-up, goes in DODGE&SWING on own sheet. No maneuver.
Head goes in CHARGE&THRUST as extra attack.
LHQ goes in Charge maneuver box.
Other Lancers and horses are distributed in the attack circles.
c. Repositioning/Change Tactics:
LHQ repositioning roll=2 (middle box unchanged). LHQ moves to Duck maneuver box.
Other Lancer repositioning/change tactics rolls are irrelevent.

(See image)

d. Resolving Attacks:
All Lancers hit by undercutting.
Witch/TFD body and head both miss.
e. Inflicting Harm:
Lancers cannot hurt Witch/TFD.


3. Fatigue Step: none

Lancers stay assigned to Witch/TFD. LHQ remains in Witch/TFD's grasp.


Round 3

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

2. Melee Step
a. Selecting Targets
Witch stays red-side-up and continues to target the horseless LHQ
b. Attacks/Maneuvers
Witch/TFD body, red-side-up, goes in DODGE&SWING on own sheet. No maneuver.
Head goes in CHARGE&THRUST as extra attack.
LHQ goes in Charge maneuver box.
Other Lancers and horses are distributed in the attack circles.
c. Repositioning/Change Tactics:
LHQ repositioning roll=6 (shift up). LHQ moves to Duck maneuver box.
Other Lancer repositioning/change tactics rolls are irrelevent.
d. Resolving Attacks:
All Lancers hit by undercutting.
Witch/TFD body and head both miss.
e. Inflicting Harm:
Lancers cannot hurt Witch/TFD.

3. Fatigue Step: none

Combat cannot end while T Monster is red-side-up. Lancers stay assigned to Witch/TFD. LHQ remains in Witch/TFD's grasp.


Round 4

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

2. Melee Step
a. Selecting Targets
Witch stays red-side-up and continues to target the horseless LHQ
b. Attacks/Maneuvers
Witch/TFD body, red-side-up, goes in DODGE&SWING on own sheet. No maneuver.
Head goes in CHARGE&THRUST as extra attack.
LHQ goes in Charge maneuver box.
Other Lancers and horses are distributed in the attack circles.
c. Repositioning/Change Tactics:
LHQ repositioning roll=4 (no change). LHQ stays in Charge maneuver box.
Other Lancer repositioning/change tactics rolls are irrelevent.
(See image)

d. Resolving Attacks:
All Lancers hit by undercutting.
Witch/TFD head hits LHQ.
e. Inflicting Harm:
LHQ is KILLED. Witch/TFD turns red-side-down. Lancers cannot hurt Witch/TFD.

3. Fatigue Step: none

Witch gets 4 Notoriety and 2 Gold for first victim of day.
Lancers remain assigned to Witch/TFD.

Round 5

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

2. Melee Step
a. Selecting Targets
Witch targets L1
b. Attacks/Maneuvers
L1 goes in DUCK&SMASH, Horse_1 goes in DODGE&SWING
Other Lancers and horses are distributed in other red boxes.
Witch/TFD plays body in Swing and Head in Thrust. Plays no maneuver.
c. Repositioning/Change Tactics:
Lancer repositioning roll=3 (lower box unchanged).
L1 stays in DUCK&SWING.
Horse_1 moves to CHARGE&THRUST
Other Lancer repositioning/change tactics rolls are irrelevent.

(See image)


d. Resolving Attacks:
All Lancers hit by undercutting.
Witch/TFD Head hits Horse_1 by matching directions
e. Inflicting Harm:
Horse_1 is KILLED. Witch/TFD turns red-side-up.
Lancer attacks cannot harm Witch/TFD.

3. Fatigue Step: none

L1 is picked up by Witch/TFD. Other Lancers continue to attack.


Since combat cannot end with red-side-up Tremendous monster, L1 is eventually KILLED. Witch/TFD turns red-side-down. Lancers remain assigned to Witch/TFD.
Witch gets 2*4=8 Notoriety and 2 Gold for second victim of the day.

Round M

Witch targets L3.

L3 goes in CHARGE&THRUST.
Horse_3 goes in DODGE&SWING
Witch body attacks in Swing.
Witch head attacks in Thrust.
Repositioning roll=3(bottom box unchanged).
L3 goes to DODGE&SWING. Horse_3 goes to CHARGE&THRUST.
Witch head matches direction with Horse_3. Horse_3 is KILLED and L3 is picked up by Witch/TFD.

L3 is eventually KILLED.

Witch gets 3*4=12 Notoriety and 2 Gold for her third Victim of the day.

Round N

Witch targets L2, undercuts and KILLS Horse 2.
L2 is picked up and eventually killed.

Witch gets 4*4=16 Notoriety and 2 Gold for her fourth victim of the day.

Combat ends in clearing.

Witch gets 4 + 8 + 12 + 16 = 40 Notoriety and 8 Gold.

Captain, Witch, and SHQ exchange items. SHQ gives M5/M4* pony to Witch, one treasure and Spear to Captain, and keeps one treasure. The Captain gives one treasure to the Witch.

 

MIDNIGHT

The Witch returns to her normal form as her "Absorb Essence" spell becomes inert. The Captain's Spear becomes unalerted.

 

The new weather for Week 3 is same as Week 2: Special(2,1)=Autumn Summer, 7 days/week, 2 basic and 3 sunlight phases each day.

 

Day 14 Daylight Orders are due Saturday at 1pm 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
Elf
Ashes

Spells
Character
Spell in Effect
Witch King
"Absorb Essence"
Witch King
"Melt into Mist"
Witch
"Absorb Essence"
Pilgrim
"Wish for Strength"

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
38 258
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 66
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 Three Weather is AUTUMN SUMMER
7 Days this Week
• 2 Basic Phases
• 3 Sunlight Phases

History
Setup
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