BIMR3 Magic Realm
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Day 16

 


The White Knight battles off the effects of the Cloven Hoof to hide and creep stealthily back to Cliff 6, finding the T Giant snoozing by the Pool. The White Knight grips the hilt of his Great Sword and....

Meanwhile, the Witch enchants a valley tile and prepares tea for the Elf who arrives later in the day, and the Captain quickly negotiates a deal with the Soldiers for another term of hire. The Druid runs out of the Mountain tile into Borderland where he reads runes to free a spell on the Artifact he got from the Black Knight. The Black Knight stops to search for the Berserker's abandoned equipment and attracts a Heavy Spider. The Amazon and the Witch King meet up at the House with the Patrol who are still missing their horses; the Witch King has been transformed into a Tremendous Dragon by passing through the clearing with the Toadstool Circle. The Pilgrim slips on his Deft Gloves, but still can't quite get his hands on the last treasure in the Statue. The Wizard slumbers away the day in the rocks...

In Combat, the White Knight quietly alerts his Great Sword, breaks out of cover, and with a fierce shout of "Cry Havoc!" slices the unsuspecting Giant's head right off. In a variation of the same theme, the Black Knight alerts his Living Sword and skewers the Heavy Spider without even breaking a sweat. At the House, the Witch King lures the Patrol by lying on his back and playing dead and. while the Patrol fruitlessly hack at his armored hide, the Amazon kills off all three of her former friends, one at a time. Meanwhile, at Curst Valley 4, the Captain and Witch share a meal with the hidden Elf. The Witch, feeling some bad stuff in the air, casts "Remedy" on the elusive Elf's Wither spell.


BIRDSONG

No followers today.

 


DAYLIGHT

 

Monster Roll=5
(Spiders are prowling! The Imp and the Bashkars are no more...)

The White Knight
H / H / H / M-CL6 / M-CL6 / S*(Magic Spectacles)
Fails to hide(6,3)+1(Cloven Hoof).
Hides(2,2)+1(Cloven Hoof)=3
Hide phase canceled.
Moves to Cliff 6.
Loots the Pool(3,3). Takes nothing.
Nothing arrives.

Naal Han Artal, the Druid
H / MM4 / MBL2 / R / S
Hides(1)
Move to Borderland 2.
Rests Move L2** and fatigues Move L3* to "make change."
Activates Enchanters Skull.
Reads runes on artifact(3,3). Frees spell (cannot learn spell because Druid has no Magic Iv chits.)
Nothing arrives.


Crookshanks, the Familiar
M-BL3 / M-BL2
Moves Borderland 2
Nothing arrives.

Hermione, the Witch
R / EM (SPX) / E (SP) / E (SP) / E (SP)
Rests Magic V5*
Enchants Magic V5* to Black magic
Enchants Magic V6* to Black Magic
Enchants Curst Valley using Magic II2* and Grey magic from enchanted Magic II3* (fatigues).
Nothing arrives.


Lothar, the Black Knight
H / M-MN4 / S / S / S
Hides(1,1)
Move to Mountain 4
Loots pile of abandoned items(3,3). Takes nothing.
Loots pile of abandoned items(4,1). Takes nothing.
Loots pile of abandoned items(4,2). Takes nothing.
At end of turn Heavy Spider arrives an Mountain 4, drawn by Stink M.


Valdemort, the Witch King
SPX / SP* (Enchant IV3) / SP (Enchant IV4) / M-LE1 / M-LE4 / M-EV5
Enchants Magic IV3* and Magic IV4* to Purple Magic.
Moves to Ledges 1.
Absorb Essence is activated by Black magic from Toadstool Circle. Witch King turns into Tremedous Dragon.
Moves to Evil Valley 5 where the Patrol wait like helpless lambs.
Nothing arrives.

Brother Matthew, the Pilgrim
H / S / S / S / S
Activates the Deft Gloves.
Fails to hide (6,1)
Loots Statue(3). Takes nothing.
Loots Statue(5). Takes nothing.
Loots Statue(5). Takes nothing.
Loots Statue(4). Takes nothing.
Nothing arrives.

Ogion, the Wizard
H / H / H / H / H (No orders received.)
Hides(4,1)+1(Cloven Hoof)=5
Nothing arrives.

Captain Alatriste
HR / HR / HR / HR / HR / HR* (sceptre)
Get 18 gold from the Witch.
Attempts to hire Soldiers(6,3). No deal.
Attempts to hire Soldiers(3,2). Price X2. Hires Soldiers for 20 Gold.
Cancels remaining Hire phases.
Nothing arrives.


Iftanrel, the Elf
H* / S / S / S /M-DW6 / M-CV4
Hides(4,4)
Reads runes on Statue(6,1). Learns nothing.
Reads runes on Statue(6,1). Learns nothing.
Reads runes on Statue(6,1). Learns nothing.
Moves to Curst Valley 4.
Nothing arrives.

Blaize, the Amazon
M-LE3 / M-LE6* (Pony) / M-LE1 / M-LE4* (Pony)/ M-EV5* (Stamina)/ Tr / Tr / Tr
Moves to the House at Evil Valley 5.
Sells M5/L3* pony and two Spears to PHQ for 24 Gold.
Attempt to buy treasure(6,6). No Deal.
Nothing arrives.

 

EVENING


Cliff 6
The White Knight is hidden and sneaking closer and closer to the unsuspecting Giant...


Mountain 4
The Black Knight is hidden in the clearing with a Heavy Spider.


Curst Valley 4
The Witch, the Captain, his hired Soldiers, and the hidden Elf share a dinner, despite the gloom of the Grey magic hanging about.


Evil Valley 5
The Amazon is not battling her friends the Patrol, and neither is the Witch King(5,1)


Borderland 2
The hidden Druid and Witch's familiar wonder what the rustling in the woods is...

 

COMBAT


Cliff 6
The White Knight is hidden within a few yards of the unsuspecting light-side-up Tremendous Giant (H5/5, club H6).


Round 1

1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
White Knight quietly alerts his Great Sword with Fight H6

2. Melee Step
a. Selecting Targets:
The White Knight targets the T Giant, becoming unhidden. Cry Havoc!
b. Spell Effects: none
c. Attacks/Maneuvers:
T Giant goes in CHARGE&THRUST on own sheet, club in DODGE&SWING.
White Knight plays alerted Great SWord with Fight T4** in Thrust. Plays no maneuver because he is not being attacked.
d. Repositioning/Change Tactics:
Giant repositioning roll=4 (no change). Giant stays in CHARGE&THRUST, club in DODGE&SWING. Club turns red side up(6,4).
(see image)


e. Resolving Attacks:
White Knight hits Giant by undercutting and matching directions.
Giant, taken completely by surprise, is not attacking.
f. Inflicting Harm:
White Knight's Great Sword inflicts H damage + one sharpness star + one level for Fight chit exceeding weight of weapon = T+ harm. Tremendous Giant is KILLED! Great Sword becomes unalerted.

3. Fatigue Step
White Knight fatigues Fight H5* to pay for the two Fight asterisks used.


Combat ends in clearing. White Knight gains 8 Fame and 8 Notoriety for killing T Giant.


Mountain 4
Black Knight is hidden in clearing with unsuspecting Heavy Spider.

Round 1

1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Black Knight quietly alerts his Living Sword with Fight M4*

2. Melee Step
a. Selecting Targets:
The Black Knight targets the Heavy Spider, becoming unhidden.
b. Spell Effects: none
c. Attacks/Maneuvers:
H Spider goes in CHARGE&THRUST on own sheet.
Black Knight plays alerted Living SWord with Fight M5 in Smash. Plays no maneuver because he is not being attacked.
d. Repositioning/Change Tactics:
Spider repositioning roll=4 (no change). Spider stays in CHARGE&THRUST and doesn't change tactics(5,4).
(see image)


e. Resolving Attacks:
Black Knight hits Spider by undercutting with Living Sword's speed=2.
Spider is not attacking.
f. Inflicting Harm:
Black Knight's Living Sword inflicts L damage + one sharpness star + one level for Fight chit exceeding weight of weapon = Heavy harm. Heavy Spider is KILLED! Living Sword becomes unalerted.
3. Fatigue Step: none

Combat ends in clearing. Black Knight gains 3 Fame and 3 Notoriety for killing Heavy Spider.


Curst Valley 4
The Witch, Captain, and Soldiers are unhidden around the cooking fire. The Elf is hidden, snatching food off his plate while no one is looking.


Round 1

1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Charging/Deployment: none
d. Actions:
Witch casts "Remedy" with Magic VIII4* and Grey magic from enchanted tile.

2. Melee Step
a. Selecting Targets:
Witch targets the Elf's Wither spell.
b. Spell Effects:
"Remedy" removes the Elf's Wither spell. The Elf can now execute Rest phases to bring his fatigued chits back into play. The Witch's Magic VIII4* chit fatigues.


Combat ends in clearing with the Elf feeling much better! The Captain gives a treasure to SHQ.

 


Evil Valley 5
The Witch King, transformed to a Tremendous Dragon, and the Amazon are unhidden in the clearing with the awed and amazed Patrol (all light-side-up).


1. Encounter Step
a. Luring: The Witch King lures PHQ, P1, and P2 to attack him by rolling over on his back and pretending to sleep. The Witch King is battling the Patrol for the rest of the day.
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Amazon alerts Ax with Fight M5.

2. Melee Step
a. Selecting Targets:
Amazon targets PHQ. Amazon is battling the Patrol for the rest of the day.
"Hey, I thought you were our friend!"
Witch King does not select a target.
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch King distributes Patrol in red boxes on his sheet.
PHQ goes in CHARGE&THRUST
P1 goes in DODGE&SWING
P2 goes in DUCK&SMASH
Witch King does not play an attack
Amazon attacks with alerted Ax and Fight M4* in Smash.
d. Repositioning/Change Tactics:
Patrol repositioning roll=6 (move up).
PHQ moves to DUCK&SMASH and doesn't change tactics(3,1).
P1 moves to CHARGE&THRUST and changes tactics to L2*/5 side(6,3).
P2 moves to DODGE&SWING and doesn't change tactics(2,1).
(see image)

e. Resolving Attacks:
All the Patrol hit the Witch King by undercutting.
The Amazon hits PHQ by matching directions.
f. Inflicting Harm:
The Patrol M* attacks do not harm the Witch King/TD's Tremendous vulnerability.
The Amazon inflicts Medium harm + one sharpness star - one sharpness star for attack hitting armored target = Medium harm. PHQ is KILLED. Patrol's possessions are spilled on the ground. Amazon's Ax becomes unalerted.

3. Fatigue Step: none

Amazon gets 3 Notoriety and 2 gold for first victim of the day.
P1 (M4/4) and P2 (M5/3) remain assigned to Witch King/TD

Round 2


a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Amazon alerts Ax with Fight M5.

2. Melee Step
a. Selecting Targets:
Amazon targets P1.
Witch King does not select a target.
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch King distributes Patrol in red boxes on his sheet.
P1 goes in CHARGE&THRUST
P2 goes in DODGE&SWING
Witch King does not play an attack
Amazon attacks with alerted Ax and Fight M3** in Smash.
d. Repositioning/Change Tactics:
Patrol repositioning roll=3 (bottom box unchanged).
P1 moves to DODGE&SWING and doesn't change tactics(4,3).
P2 moves to CHARGE&THRUST and doesn't change tactics(4,3).
(see image)

e. Resolving Attacks:
P1 and P2 hit the Witch King by undercutting.
The Amazon hits P1 by undercutting.
f. Inflicting Harm:
The Patrol M* attacks do not harm the Witch King/TD's Tremendous vulnerability.
The Amazon inflicts Medium harm + one sharpness star - one sharpness star for attack hitting armored target = Medium harm. P1 is KILLED. Amazon's Ax becomes unalerted.

3. Fatigue Step
Amazon fatigues Fight M4* to pay for two Fight asterisks played.

Amazon gets 2*3=6 Notoriety and 2 gold for second victim of the day.
P2 (M5/3) remains assigned to Witch King/TD


Round 3


a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Amazon alerts Ax with Fight M5.

2. Melee Step
a. Selecting Targets:
Amazon targets P2.
Witch King does not select a target.
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch King places P2 in CHARGE&THRUST
Witch King does not play an attack
Amazon attacks with alerted Ax and Fight M4* in Smash.
d. Repositioning/Change Tactics:
Patrol repositioning roll=1 (top box unchanged).
P2 stays in CHARGE&THRUST and changes tactics to L4*/3 side(6,1).
e. Resolving Attacks:
P2 hits the Witch King by undercutting.
The Amazon misses P2
f. Inflicting Harm:
P2's L* attack does not harm the Witch King/TD's Tremendous vulnerability.

3. Fatigue Step: none

P2 (M5/3) remains assigned to Witch King/TD


Round 4


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


2. Melee Step
a. Selecting Targets:
Amazon targets P2.
Witch King does not select a target.
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch King places P2 in CHARGE&THRUST
Witch King does not play an attack
Amazon attacks with alerted Ax and Fight M3** in Smash.
d. Repositioning/Change Tactics:
Patrol repositioning roll=1 (top box unchanged).
P2 stays in CHARGE&THRUST and doesn't change tactics(4,2).
e. Resolving Attacks:
P2 hits the Witch King by undercutting.
The Amazon misses P2
f. Inflicting Harm:
P2's L* attack does not harm the Witch King/TD's Tremendous vulnerability.

3. Fatigue Step:
Amazon fatigues Fight M3** and "makes change" with Fight M4* to pay for two Fight asterisks played.

P2 (M5/3) remains assigned to Witch King/TD

Round 5


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


2. Melee Step
a. Selecting Targets:
Amazon targets P2.
Witch King does not select a target.
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch King places P2 in CHARGE&THRUST
Witch King does not play an attack
Amazon attacks with alerted Ax and Fight M4* in Smash.
d. Repositioning/Change Tactics:
Patrol repositioning roll=4 (no change).
P2 stays in CHARGE&THRUST and doesn't change tactics(4,2).
e. Resolving Attacks:
P2 hits the Witch King by undercutting.
The Amazon misses P2
f. Inflicting Harm:
P2's L* attack does not harm the Witch King/TD's Tremendous vulnerability.

3. Fatigue Step: none


P2 (M5/3) remains assigned to Witch King/TD


Round 6


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


2. Melee Step
a. Selecting Targets:
Amazon targets P2.
Witch King does not select a target.
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch King places P2 in CHARGE&THRUST
Witch King does not play an attack
Amazon attacks with alerted Ax and Fight M3** in Smash.
d. Repositioning/Change Tactics:
Patrol repositioning roll=6 (move up).
P2 moves to DUCK&SMASH and doesn't change tactics(4,2).
e. Resolving Attacks:
P2 hits the Witch King by undercutting.
The Amazon hits P2 by matching directions
f. Inflicting Harm:
P2's L* attack does not harm the Witch King/TD's Tremendous vulnerability.
The Amazon inflicts Medium harm + one sharpness star - one sharpness star for attack hitting armored target = Medium harm. P2 is KILLED. Amazon's Ax becomes unalerted.

3. Fatigue Step:
Amazon fatigues Fight M4* to pay for two Fight asterisks played.

Amazon gets 3*3=9 Notoriety and 2 gold for third victim of the day.

The Amazon gives the Witch King the M4/L3* Pony and two treasures. Combat ends in clearing. Amazon earns 18 Notoriety and 6 gold.

 

MIDNIGHT
Witch King's "Absorb Essence" becomes inert and he returns to his usual incorporeal non-form.


Day 17 Daylight Orders are due Tuesday 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 28

Curses
Character
Afflicted with
White Knight
Ashes
Black Knight
Disgust
Elf
Ashes
Elf
Disgust

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
13
15
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
24 24
Mark Mitchell
Blaize, the AMAZON
  18


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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