BIMR3 Magic Realm
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Day 19

 

The Captain and Witch clean out the pile of abandoned items at the Inn while the Escort Party and the Food/Ale guys continue to complain. At the end of the day, the Black Knight arrives and loots a workhorse that can't carry him. After he takes the workhorse, the Witch, who uses her familiar to see hidden enemies, blocks him from looting further. The Witch King scares up some Ghosts, Amazon visits the Large Campfire, Wizard lands and moves toward High Pass, the Elf can't find any secret paths, and the White Knight goes mountain climbing.

In combat, the Witch King stamps out two Ghosts, and a potentially tense situation at the Inn is resolved peacefully when the Witch remedies the Black Knight's "Disgust" curse and the Captain gives him a workhorse to send him on his way.


BIRDSONG

No Followers today

DAYLIGHT

Monster Roll=2
Serpents, Demons, and the Woodfolk are prowling. The Ghosts are always prowling.


Valdemort, the Witch King, at Oak Woods 3
M-PW2 / M-NW2*(Pony) / R-V2 / SPX / SP* / M-NW4 / M-BV5*(Pony) /
M-BV2 / M-AV4*(Pony)
Becomes unhidden.
Moves to Nut Woods 2
Rests Magic V2*
Enchants Magic V2* to Black magic.
Moves to Awful Valley 4
At end of turn, Ghosts move from AV1 to AV4 and block Witch King.


Crookshanks, the Familiar, at Deep Woods 2 (site of Statue)
M-DW6 / M-LW5 / M-CV5 / S / S
Moves to Curst Valley 5.
Peers(6,5). Finds nothing.
Peers(4,2). Finds hidden enemies. Witch can see hidden enemies in Curst Valley 5.
Nothing arrives.
"Ah, there you are, kitty."

Hermione, the Witch, at Curst Valley 5 (site of Inn)
S / S / S / S / S
Loots pile of abandoned items(4,1). Takes 4th item in pile, treasure.
Gives treasure to Captain.
Loots pile of abandoned items(3,3). Takes 3rd item in pile, treasure.
Gives treasure to Captain.
Loots pile of abandoned items(6,1). Takes 6th item in pile, treasure.
Gives treasure to Captain.
Loots pile of abandoned items(6,6). Takes 6th item in pile, treasure.
Gives treasure to Captain.
Loots pile of abandoned items(6,5). Takes 6th item in pile, treasure.
Nothing arrives.
"When are we going to go to the Guard house!" say the Escort Party.

The White Knight, at Evil Valley 4
H / M-M5 / M-M5 / M-M6 / M-M6 / R* / S*(Magic Spectacles)
Fails to hide(6,4).
Moves to Mountain 6.
Rests Fight H5*.
Peers(5,4). Finds clues.
Nothing arrives.

Iftanrel, the Elf, at Curst Valley 4
H* / H / M-DW6 / S / S / S
Hides(5,3).
Cancels additional hide roll.
Moves to Deep Woods 6.
Peers(5,4). Finds clues.
Peers(6,6). Finds nothing.
Peers(5,1). Finds clues.
Nothing arrives.


Captain Alatriste, at Curst Valley 5 (site of Inn)
S* / S / S / S / S / S
Loots abandoned items(6,1). Takes 6th item in pile, treasure.
Loots abandoned items(3,2). Takes 3rd item in pile, treasure.
Loots abandoned items(4,1). Takes 4th item in pile, treasure.
Loots abandoned items(1,1). Takes top item in pile, Short Sword.
Loots abandoned items(4,3). Takes 4th item in pile, treasure.
Loots abandoned items(4,1). Takes 4th item in pile, treasure.
Nothing arrives.


Brother Matthew, the Pilgrim, at Deep Woods 2 (site of Statue)
H / H / H / H / H (No orders received.)
Hides(4,4).
Remainder of Hide phases canceled.
Nothing arrives.


Inigo Balboa, the SHQ, at Curst Valley 5 (site of Inn)
S / S / S / S / S
Loots abandoned items(6,2). Takes nothing.
Loots abandoned items(6,6). Takes nothing.
Loots abandoned items(5,2). Takes nothing.
Loots abandoned items(4,1). Takes nothing.
Loots abandoned items(5,3). Takes nothing.
Nothing arrives.


Ogion, the Wizard, in midair between Crag and Linden Woods tiles
H / M-LW4 / M-CV5 / S / S
Lands in clearing 2.
Hides(5,1).
Moves to Linden Woods 4.
Cannot move to Curst Valley 5.
Peers(2,2). Finds clues and paths.
Peers(4,2). Finds hidden enemies.
Nothing arrives.


Naal Han Artal, the Druid, at Caves 2
H / M-AV1
Hides(2).
Moves to Awful Valley 1.
Nothing arrives.


Blaize, the Amazon, at Evil Valley 5 (site of House)
Activate power gauntlets, and pony is activated
R / R / M-LE4 / M-LE1* (pony) / M-LE6 / MLE3* (pony) / M-OW2 / M-PW2* (pony) /
M-NW2* (stamina) / M-NW4* (pony)
Rests fight M3**.
Gallops to Nut Woods 4 (Large Campfire).
Nothing arrives.


Lothar, the Black Knight, at Borderland 1
H / M-CV2 / M-CV5 / S / S
Hides(3,3).
Moves to Curst Valley 5(Inn).
Loots abandoned items(1,1). Takes top item, L5/L4* workhorse.
Witch blocks Black Knight, using her Familiar's discovery of hidden enemies to locate the hidden Knight. The Black Knight becomes unhidden and his turn ends.
Nothing arrives.

EVENING


Curst Valley 5 (Inn)
A tense moment at the OK Coral. The Captain, Soldiers, Witch, and recently blocked Black Knight are in the clearing. All are unhidden and a little on edge.


Awful Valley 4
The Ghosts,light-side-up (H4/4), have blocked the unhidden Witch King, and boy, are they going to be surprised!

 

COMBAT


Curst Valley 5(Inn)


Round 1

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

2. Melee Step
a. Selecting Targets: Witch targets Black Knights "Disgust" curse.
b. Spell Effects: Black Knight's "Disgust" curse is broken. Witch's Magic VIII4* fatigues.


Combat rounds end.

Captain gives H7/M5* workhorse to Black Knight.
Black Knight activates H7/M5* workhorse.
Captain gives four treasures to Witch.
Witch activates Shielded Lantern and Shoes of Stealth.

 

Awful Valley 4


Round 1

1. Encounter Step
a. Luring: none
b. Random Assignment: both Ghosts are assigned to Witch King
c. Deployment/Charging: none
d. Actions: Witch King plays Black magic from enchanted Magic V2* to activate "Absorb Essence." Magic V2* fatigues and Witch King turns into a Tremendous Dragon, scaring the hell out of the Ghosts.

2. Melee Step
a. Selecting Targets: Witch King targets Ghost1
b. Spell Effects: none
c. Attacks/Maneuvers:
Ghost1 goes into CHARGE&THRUST on Witch King's sheet.
Ghost2 goes into DODGE&SWING on Witch King's sheet.
Witch King/Dragon plays body to attack in Smash and head (T4 side up) to attack in Swing.
Witch King declines to play a maneuver.
d. Repositioning/Change Tactics:
Ghost repositioning roll=5(move down).
Ghost1 moves to DODGE&SWING and changes tactics to L2/2 side(6,4).
Ghost2 moves to DUCK&SMASH and changes tactics to L2/2 side(6,4).

(See image)

e. Resolving Attack:
Ghost1 and Ghost2 hit by undercutting.
Witch King/Tremendous Dragon's head hits by matching directions, body misses.
f. Inflicting Harm:
WK/TD's head does tremendous harm. Ghost1 is KILLED.
Ghost2 cannot harm WK/TD.

3. Fatigue Step: none


Round 2

1. Encounter Step: nothing

2. Melee Step
a. Selecting Targets: Witch King targets Ghost2
b. Spell Effects: none
c. Attacks/Maneuvers:
Ghost2 goes into CHARGE&THRUST on Witch King's sheet.
Witch King/Dragon plays body to attack in Smash and head (T4 side up) to attack in Swing.
Witch King declines to play a maneuver.
d. Repositioning/Change Tactics:
Ghost repositioning roll=1(upper box unchanged).
Ghost2 stays in CHARGE&THRUST and doesn't change tactics(3,1).


(See image)

e. Resolving Attack:
Ghost2 hit by undercutting.
Witch King/Tremendous Dragon misses.
f. Inflicting Harm:
Ghost2 cannot harm WK/TD.

3. Fatigue Step: none

 

Round 3

1. Encounter Step: nothing

2. Melee Step
a. Selecting Targets: Witch King targets Ghost2
b. Spell Effects: none
c. Attacks/Maneuvers:
Ghost2 goes into CHARGE&THRUST on Witch King's sheet.
Witch King/Dragon plays body to attack in Smash and head (T4 side up) to attack in Swing.
Witch King declines to play a maneuver.
d. Repositioning/Change Tactics:
Ghost repositioning roll=6(move up).
Ghost2 moves to DUCK&SMASH and doesn't change tactics(3,2).


(See image)

e. Resolving Attack:
Ghost2 hit by undercutting.
Witch King/Tremendous Dragon body hits (head misses).
f. Inflicting Harm:
Ghost2 cannot harm WK/TD.
WK/TD body causes Heavy harm. Ghost2 is KILLED.


3. Fatigue Step: none


Combat ends in clearing. Witch King earns 2*1 + 2*2 = 6 Notoriety.


MIDNIGHT

Witch King's "Absorb Essence" falls inert.



Day 20 Daylight Orders are due Saturday 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

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
14
16
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
41 270
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
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