BIMR3 Magic Realm
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Day 17

Another beautiful day in the Realm and the characters make the most of it. The Elf arrive at the Chapel to get his curses lifted and fortunately is hidden so the Order can't chase him away. The Witch and Captain arrive at the Inn and sell a king's ransom worth of goods to the Rogues as the Company roll in. At the end of the day the Rogues, feeling they were cheated, go looking for the Captain and pick a fight with him, oblivious of his hired Soldiers standing by. At the House, the Amazon and Witch King clean out the pile of items that the slaughtered Patrol left behind and the Witch King learns a spell from his new Scroll of Alchemy. The Pilgrim and the White Knight, though, are frustrated in their search of the treasure sites. The Wizard waits fruitlessly at the Campfire for a friendly group of natives to come by, and the Black Knight heads off alone into Goblin territory.

In combat, the Witch King casts "World Fades" and adds it to his stable of permanent spells before giving the Spear and treasure he looted to the Amazon. In Curst Valley 5, the Witch steps in between the Rogues and the Captain, who gallops away on his pony with one Rogue Axman chasing after him. Then, as the Captain's hired Soldiers cooperate to fell the Rogue archer, the Witch uses her Black magic to activate "Absorb Essence," turns into a Tremendous Flying Dragon, and finishes off the rest of the Rogues one by one. Hearing the Company laughing at the Captain's hasty retreat, the Witch then turns on her allies in a blood frenzy. The Soldiers get up from under their tree to take out the Company Crossbowman, losing S3 in the battle, and then sit down again to watch as the Witch/Dragon rips the rest of the Company to pieces, earning 247 Notoriety points for her day's work. The natives' abandoned items form a towering pile in the clearing.


BIRDSONG


Soldiers follow Balboa.
Witch follows Captain

DAYLIGHT

Monster Roll=1
Dragons and the Company are prowling. The Ghosts prowl every day.

Inigo Balboa, the SHQ, at Curst Valley 4
M-DW6 / M-LW5 / M-CV5 / T / T
Moves to Inn at Curst Valley 5
Trades with Rogues(5,1). No Deal.
Cancels second trade phase.
The Company arrives at Inn.


Blaize, the Amazon, at Evil Valley 5 (site of House)
S / S / S / S / S
Loots pile of abandoned items(3,2). Takes M5/L3* pony.
Loots pile of abandoned items(6,3). Takes nothing.
Loots pile of abandoned items(5,2). Takes treasure.
Loots pile of abandoned items(3,1). Takes helmet.
Loots pile of abandoned items(1,1). Takes Spear.
Nothing arrives.


Crookshanks, the Familiar, at Borderland 2
M-MW2 / M-CV4 / M-DW6 / M-DW2 / S
Moves to Deep Woods 2 (rubbing against the Witch's legs as he goes by in CV4).
Peers(5,2). Finds clues.
Nothing arrives.


Captain Alatriste, at Curst Valley 4
M-DW6 / M-LW5*(Pony) / M-CV5 / R / R / R / T* (Reputation)
Moves to Inn at Curst Valley 5
No chits to rest.
Takes treasure from SHQ.
Takes three treasures and pony from Witch.
Sells to Rogues:
Potion of Energy (5 Gold)
Alchemist's Mixture (4 Gold)
Golden Arm Band (15 Gold)
Girtle of Energy (13 Gold)
Royal Sceptre (8 Gold)
Bejeweled Dwarf Vest (27 Gold)
Shielded Lantern (8 Gold)
Golden Crown (50 Gold)
Crystal Ball (20 Gold)
Dragonfang Necklace (8 Gold)
Hidden Ring (20 gold)
M5/M4* Pony (12 Gold)
M4/M3* Pony (15 Gold)
Spear (6 Gold)
Spear (6 Gold)
Short Sword (4 Gold)
Breastplate (9 Gold)
Get 225 Gold
Nothing arrives.


Hermione, the Witch, at Curst Valley 4
Follows Captain
Rests Magic II3*, Magic II3*, and Magic VIII4*
Gives three treasures and pony to Captain.
Put back on board after turn.
Nothing arrives.


Ogion, the Wizard, at Cliff 3
M-CL5 / M-MW5 / SPX / SP (II4*) / S (loot)
Moves to Small Campfire at Maple Woods 5
Prepares to cast an enchantment
Enchants Magic II4* to Grey Magic
Loots abandoned treasures(6,4). Takes nothing.
Nothing arrives.


Brother Matthew, the Pilgrim, at Deep Woods 2 (site of Statue)
H / S / S / S / S
Hides(5,1)
Loots Statue with Deft Gloves(6). Takes nothing.
Loots Statue with Deft Gloves(2). Takes nothing.
Loots Statue with Deft Gloves(5). Takes nothing.
Loots Statue with Deft Gloves(3). Takes nothing.
Nothing arrives.


Iftanrel, the Elf, at Curst Valley 4
H*/ M MW-2/ M MW-4/ M AV-4/ M BV-2 / M BV-5
Hides(2,1).
Moves to Chapel at Bad Valley 5.
Nothing arrives.

Valdemort, the Witch King, at Evil Valley 5 (site of House)
S / S / S / S / S
Activates M4/L3* pony, Elven Slipper, and Scroll of Alchemy
Searches with Magic Sight(5,2). No chits to discover.
Searches with Magic Sight(3,3). Takes top treasure card in pile of abandoned treasures.
Searches with Magic Sight(2,2). Takes top counter (Spear) from pile of abandoned treasures.
Searches with Magic Sight(6,4). Takes nothing.
Searches with Magic Sight(4,2). "Perceives spell." Learns spell from Scroll of Alchemy.
Nothing arrives.

Lothar, the Black Knight, at Mountain 4
H / R / S / M-BL2 / M-BL3
Hides(5,2).
Rests Move H5*.
Loots piles of abandoned items(6,4). Takes nothing.
Moves to Borderland 3.
Nothing arrives.

Naal Han Artal, the Druid, at Borderland 2
H / M-MW2 / M-MW4 / M-AV4 / M-AV1
Hides(1).
Moves to Awful Valley 1.
At end of turn two Ghosts move over to AV1 from AV5 but can't find the hidden Druid.

The White Knight, at Cliff 6 (site of Pool)
H / S / S / S / S / S* (Magic Spectacles) / R*(Health)
Hides(3,1).
Loots Pool(6,2). Takes nothing.
Loots Pool(3,2). Takes nothing.
Loots Pool(5,4). Takes nothing.
Loots Pool(6,3). Takes nothing.
Loots Pool(4,2). Takes nothing.
Rests back Fight H5*
Nothing arrives.

 

EVENING


Bad Valley 5 (Chapel)
Order are battling the unfriendly but hidden Elf(6,2). "I smell Elf around here, but I can't see him!"


Curst Valley 5 (Inn)
The Captain is hanging out trading stories with the Company(5,2) when he runs into Trouble with the Rogues who pick a fight and are battling him for the rest of the day(6,4)(6,3).
The Witch is not battling the Rogues(5,4) or her allies, the Company.


Awful Valley 1
The Ghost are trying to spook the hidden Elf.


Maple Woods 5
The Wizard hangs out alone at the Small Campfire


Evil Valley 5 (HOuse)
The Amazon and the Witch King examine their loot.


Deep Woods 2 (Statue)
The Pilgrim and the Witch's familiar are hidden from each other.


Borderland 3
The Black Knight is hidden in Goblin territory.


Cliff 6
The hidden White Knight wonders how he can get his hands on those two pieces of shiny armor at the bottom of the Pool.


COMBAT


Evil Valley 5
The Witch King and Amazon are unhidden in clearing.


Round 1

1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions:
Witch King casts "World Fades" with Magic VI3* and Black Magic from enchanted Magic V2* chit. Magic V2* chit fatigues.

2. Melee Step
a. Selecting Targets:
Witch King targets himself
b. Spell Effects:
"World Fades"goes into effect. Magic VI3* chit is committed to spell until it is broken.

3. Fatigue Step: none

At end of round, Witch King has no denizen's on his sheet so, with World Fades active, he rolls on Hide Table(4,2). Witch King becomes hidden


After rounds of combat are over, the Witch King gives Spear and treasure to Amazon.


Curst Valley 5
The Captain, Witch, and hired Soldiers are all unhidden in the clearing with the Rogues and Company. The Rogues, all light-side up, are battling the Captain and his hired men. They haven't given a second glance at his wimpy companion, the Witch.


Round 1

1. Encounter Step
SHQ went first during Daylight, so Captain is the first character.
a. Luring:
Captain lures R2
SHQ lures R4
Witch jumps out and lures RHQ, R1, R3, R5, R6, and R7. "No one attacks my Captain!," she cries. The Witch is battling the Rogues for the rest of the day.
b. Random Assignment: none. The Rogues are all assigned. The Company are not battling anyone and look on with mild amusement.
c. Deployment:
The Captain deploys S1 to attack R4. R4 goes to his own sheet with S1 as an attacker. SHQ, now alone on his own sheet joins S1 as second attacker on R4's sheet.
The Captain deploys S2 and S3 to attack R4.
d. Actions:
Captain plays M2* pony to run away toward Lw2. The Captain will begin Day 18 with a move to either LW2 or CV5. R2, exhausted from chasing the pony's dust out of the clearing, remains alone and watchful on his own sheet,
The Witch plays her enchanted Magic V6* Black magic to activate "Absorb Essence" turning instantly into a Tremendous Flying Dragon. RHQ, R1, R3, R5, R6, and R7 sway back on their heels in amazement, but then press ahead in their attack. Magic V6* chit fatigues.


2. Melee Step
a. Selecting Targets:
R4 targets S3 as the last attacker on his sheet.
The Witch targets R1.
b. Spell Effects: none

c. Attacks/Maneuvers:

R4's Sheet:
R4 goes in red CHARGE&THRUST box, light-side-up.
S3, R4's target, goes in Charge Maneuver box, dark-side-up.
SHQ goes in Thrust Attack circle, dark-side-up.
S1 goes in Swing Attack circle, dark-side-up.
S2 goes in Smash Attack circle, dark-side-up.

Witch's Sheet:
RHQ and R1 put in CHARGE&THRUST red box.
R3 and R5 put in DODGE&SWING red box.
R6 and R7 put in DUCK&SMASH red box.
Witch plays body to attack in Thrust and head on T3 side to attack in Swing. Plays no maneuver.

d. Repositioning/Change Tactics

R4's Sheet:
R4 repositioning roll=3(bottom box unchanged). R4 moves to DODGE&SWING and doesn't change tactics(1,1).
S3 repositioning roll=1(top box unchanged). S3 stays in Charge and doesn't change tactics(2,1).
Attackers repositioning roll=4(no change).
SHQ stays in Thrust and changes tactics to T4*/6(6,4).
S1 stays in Swing and changes tactics to H6*/4(6,4).
S2 stays in Smash and doesn't change tactics(3,2).

Witch's Sheet:
Rogue repositioning roll=3(bottom box unchanged).
RHQ and R1 move to DODGE&SWING and don't change tactics(2,2).
R3 and R5 move to CHARGE&THRUSt and don't change tactics(4,2).
R6 and R7 stay in DUcK&SMASH and don't change tactics(2,2).
(see image)

e. Resoving Attacks:

R4's sheet:
S3 hits by undercutting.
S1 hits by matching directions.
SHQ, S2 miss. R4 is not attacking on light side.

Witch's sheet:
All Rogues hit by undercutting because Witch did not play maneuver.
Witch's body hits by undercutting.
Witch's head hits by undercutting.

f. Inflicting Harm (in order of weapon length on Round 1):
H1 (length=12) hits first, causing Heavy harm + Missile Table roll(6,2)=minus three levels=Negligible harm. R4 watches Crossbow bolt pluck his hat off.
S1 (length=10) hits next, causing Heavy harm + one sharpness star = Tremendous harm. R4 is KILLED.
Witch head (length=7) hits next, causing Tremendous harm. R1 is KILLED.
RHQ, R3, R5, R6, and R7 hit Witch but cannot hurt her Tremendous/armored vulnerability.

3. Fatigue Step: none

Captain gains 4 Notoriety but no Gold for S1's kill. (Hired underlings cannot record gold.)
Witch gains 6 Notoriety and 4 Gold for killing R1.

RHQ, R3, R5, R6, and R7 remain assigned to Witch.


Round 2

1. Encounter Step
a. Luring: Witch lures R2. Other Rogues remain on her sheet.
b. Random Assignment: none
c. Deployment: none. The Soldiers wander over to rest under the trees and watch.
d. Actions: none


2. Melee Step
a. Selecting Targets:
Witch targets R2
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch's Sheet:
RHQ and R2 put in CHARGE&THRUST red box.
R3 and R5 put in DODGE&SWING red box.
R6 and R7 put in DUCK&SMASH red box.
Witch plays body to attack in Thrust and head on T3 side to attack in Swing. Plays no maneuver.
d. Repositioning/Change Tactics:
Rogue repositioning roll=4(no change)
RHQ and R2 stay in CHARGE&THRUST and don't change tactics(4,1).
R3 and R5 stay in DODGE&SWING and don't change tactics(5,4).
R6 and R7 stay in DUCK&SMASH and don't change tactics(4,1).
(see image)

e. Resolving Attacks:
Witch head and body hit by undercutting
All Rogues hit by undercutting
f. Inflicting Harm:
Witch's head hits first due to fastest speed and longer than other speed=3 attacks. Inflicts Tremendous damage on R2. R2 is KILLED.
Rogue attacks do not harm the Tremendous and armored Witch/TFD.

3. Fatigue Step: none

Witch gains 2*6=12 Notoriety and 4 gold for killing second victim of the day.
Rogues stay assigned to Witch


Round 3

1. Encounter Step: nothing

2. Melee Step
a. Selecting Targets: Witch targets RHQ
b. Spell Effects: none
c. Attacks/Maneuvers:
RHQ goes in CHARGE&THRUST
R3, R5 go in DODGE&SWING
R6, R7 go in DUCK&SMASH
Witch attacks with body in Thrust and head (T3) in Swing. No maneuver.
d. Repositioning/Change Tactics:
Rogue repositioning roll=5(move down).
RHQ moves to DODGE&SWING and changes tactics(6,4)
R3 and R5 move to DUCK&SMASH and don't change tactics(1,1)
R6 and R7 move to CHARGE&THRUST and change tactics(6.5)

e. Resolving Attacks
Witch's head hits by matching directions
All Rogues hit by undercutting
f. Inflicting Harm:
Witch's head inflicts Tremendous harm on RHQ. RHQ is KILLED. Rogues possessions are scattered on the ground in the clearing.
Rogue's attacks cannot hurt the Witch/TFD

3. Fatigue Step: none

Witch gets 3*2=6 Notoriety and 1 Gold for third victim of the day.


Round 4

1. Encounter Step: nothing

2. Melee Step
Witch targets R5. Puts R5 in CHARGE&THRUST. Body in Thrust, head in Swing. Rogue attacks irrelevent. Repositioning roll=4(no change). Witch's body hits inflicting Medium harm. R5 is KILLED.

3. Fatigue Step: none

Witch gets 4*2=8 Notoriety and 1 Gold for fourth victim of the day.


Round 5

1. Encounter Step: nothing

2. Melee Step
Witch targets R3. Puts R3 in CHARGE&THRUST. Body in Thrust, head in Swing. Rogue attacks irrelevent. Repositioning roll=4(no change). Witch's body hits inflicting Medium harm. R3 is KILLED.

3. Fatigue Step: none

Witch gets 5*3=15 Notoriety and 2 Gold for fifth victim of the day.


Round 6

1. Encounter Step: nothing

2. Melee Step
Witch targets R6. Puts R6 in CHARGE&THRUST. Body in Thrust, head in Swing. Rogue attacks irrelevent. Witch undercuts and R6 is KILLED.

3. Fatigue Step: none

Witch gets 6*2=12 Notoriety and 1 Gold for sixth victim of the day.


Round 7

1. Encounter Step: nothing

2. Melee Step
Witch targets R7. Puts R7 in CHARGE&THRUST. Body in Thrust, head in Swing. Rogue attacks irrelevent. Witch undercuts and R7 is KILLED.

3. Fatigue Step: none

Witch gets 7*2=14 Notoriety and 1 Gold for seventh victim of the day.


Witch takes deep breath and looks around to see what else there is to kill.

Round 8

1. Encounter Step
a.Luring:
SHQ lures C6. Company begins battling the Captain for the rest of the day.
Witch/TFD lures CHQ-C5. Company begins battling the Witch for the rest of the day.
b. Random Assignment: none
c. Deployment:
Captain deploys S1 to attack C6. C6 moves to own sheet with S1 as attacker. SHQ, alone of sheet, moves to C6's sheet as second attacker.
Captain deploys S2 and S3 to attack C6.
d. Actions: none

2. Melee Step
a. Selecting Targets: Witch targets C5
b. Spell Effect: none

c. Attacks/Maneuvers

C6's Sheet:
C6 goes in CHARGE&THRUST red box
S3 placed dark-side-up in Charge maneuver box
SHQ placed dark-side-up in Thrust attack circle
S1 placed dark-side-up in Swing attack circle
S2 placed dark-side-up in Smash attack circle

Witch's Sheet:
CHQ, C1 go in CHARGE&THRUST red box
C2, C3 go in DODGE&SWING red box
C4, C5 go in DUCK&SMASH red box
Witch plays body to attack in Thrust and head (T3 side) to attack in Swing. Witch does not play a maneuver.

d. Repositioning/Change Tactics

C6's Sheet:
C6 repositioning roll=2(middle box unchanged)
C6 goes to DUCK&SMASH and changes tactics(6,4).
S3 repositioning roll=4(no change)
S3 stays in Charge and doesn't change tactics(4,1).
Attackers repositioning roll=6(shift up)
SHQ moves to Smash and doesn't change tactics(2,1)
S1 moves to Thrust and doesn't change tactics(5,2)
S2 moves to Swing and changes tactics(6,1)

Witch's Sheet:
Repositioning roll=5(shift down)
CHQ and C1 move to DODGE&SWING and change tactics(6,4)
C2 and C3 move to DUCK&SMASH and change tactics(6,1)
C4 and c5 move to CHARGE&THRUST and don't change tactics(4,3)

(See image)

e. Resolving Attacks
C6 hits S3 by undercutting
S3 hits C6 by undercutting
SHQ hits C6 by matching directions
Witch/TFD body hits C5 by undercutting and matching directions
Witch/TFD head hits C5 by matching
SHQ, S1, S2, S3, S4, and S5 hit Witch by undercutting (no maneuver played).

f. Inflicting Harm(in order of attack speed after Round 1):
S3 and C6 hit first at speed=1 inflicting harm simultaneously.
S3 does Heavy harm + Missile Table=(5,3)decrease two levels=Light harm. C6 is not harmed. C6 does Heavy harm + Missile Table=(4,4)decrease one level=Medium harm. S3 is KILLED.
Witch/TFD club hits at speed=3 inflicting Tremendous harm. C5 is KILLED.
CHQ, C1, C2, C3, hit at speed=4 but cannot harm Witch/TFD
SHQ hits at Speed=5 inflicting Heavy harm + one sharpness star - one sharpness star for C6's armor = Heavy harm. C6 is KILLED.
C4 hits next at speed=6 but cannot harm Witch/TFD.

3. Fatigue Step: none

Captain loses 4 Notoriety for S3 being killed.
Captain gains 4 Notoriety and C6 and SHQ adds 2 Gold to his recorded gold.
Witch gains 8*6=48 Notoriety and 4 Gold for eighth victim of the day.

SHQ, S1, S2, S3, and S4 remain assigned to Witch/TFD


Round 9

1. Encounter Step: nothing

2. Melee Step
Witch targets CHQ. Puts CHQ and C1 in CHARGE&THRUST, C2 and C3 in DODGE&SWING, C4 in DUCK&SMASH. Witch attacks with body in Thrust, head in Swing. No maneuver. Soldiers sit out the rest of the combat.
Repositioning roll=5. CHQ and C1 move to DODGE&SWING and don't change tactics(5,1).

(See image.)

Witch head matches direction and CHQ is KILLED. Company's possessions are abandoned on the ground. Natives cannot harm Witch/TFD.

3. Fatigue Step: none

Witch gets 9*3=27 Notoriety and 2 Gold for ninth victim of the day.


Round 10


1. Encounter Step: nothing

2. Melee Step
Witch targets C1. Puts C1 in CHARGE&THRUST, C2 and C3 in DODGE&SWING, C4 in DUCK&SMASH. Witch attacks with body in Thrust, head in Swing. No maneuver.
Repositioning roll=5(shift down). C1 moves to DODGE&SWING and doesn't change tactics(4,3). Witch head matches directions and C1 is KILLED. Company cannot hurt Witch/TFD.

3. Fatigue Step: none

Witch gets 10*3=30 Notoriety and 2 Gold for tenth victim of the day.

Round 11

Witch targets, undercuts, and KILLS C2, earning 11*3=33 Notoriety and 2 Gold.


Round 12

Witch targets, undercuts, and KILLS C3, earning 12*3=36 Notoriety and 2 Gold.


Round 13


Witch targets, undercuts, and KILLS C4, earning 13*3=39 Notoriety and 2 Gold.

Rounds of combat end.
Captain gains 4 Notoriety. SHQ gains 2 recorded Gold.
Witch gains 247 Notoriety and 26 Gold.

MIDNIGHT
The Witch's "Absorb Essence" falls inert, the Tremendous Flying Dragon disappears, and the Witch reappears in her usual form. The Witch King's "World Fades" falls inert, and the Witch King's eyesight dims to Magic Sight again. The Elf's curses are removed at the Chapel.


Day 18 Daylight Orders are due Tuesday at 5pm 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

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

The Adventurers
Player Character F N
Tony Rowe
Lothar, the BLACK KNIGHT
13
15
Bill Skulley
Iftanrel, the ELF
   
Alan Busby & Craig Perras
Ogion, the WIZARD
   
Matija Vidmar
CAPTAIN Alatriste
11 10
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
26 313
James McCann & Aaron Brewster
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
1 2 3 4 5 6 7
8 9 10 11 12 13 14
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