BIMR3 Magic Realm
Info

Day 2

Monster Roll=4
Giants, Trolls, Ghosts, and the Lancers are prowling.

The Pool and the Vault are revealed in Cliff and Mountain respectively (along with monsters to guard them) and the Witch King and White Knight both attract Giants. The Elf discovers and pulls a treasure out of the Statue, while the Druid discovers the site by spying on the Elf. The Captain persuades the Soldiers to get off their butts and follow him. The Amazon and the Wizard spend the day in R and R, and the Black Knight is hidden in the woods with the slumbering Wolves.

Combat brings no success for Thor and Odin, our twin Tremendous Giants. The White Knight matches directions on Round 1 as Thor charges into the Great Sword and expires. Odin closes in on Voldemort waving his club threatenly, but the wiley Witch King casts Melt into Mist on himself, disappearing into Mist. The Giant threshes and knashes wildly and fruitlessly until he tires himself out and goes away to sulk. Everywhere else, all is quiet as the characters choose to sit out the combat period in precarious safety.

 

 

DAYLIGHT


Lothar, the Black Knight (at the Inn at Curst Valley 5)
H / H / M-LW5 / A
Hides(1,5)
Cancels second Hide phase
Moves to LW5
Alerts Mace
Nothing arrives. Wolves slumber peacefully.


Berek, the Berserker (at Deep Woods 3)
H / M-DW5 / M-DW4 / M-DW6
Fails to hide (6,3).
Moves to Deep Woods 6
Nothing arrives.


Captain Alatriste (at the House at Evil Valley 5)
HR* / HR / HR / HR / HR
Attempts to Hire the Soldiers(5,2) Price x4 = No Deal
Attempts to Hire the Soldiers(4,2) Price x3 = No Deal
Attempts to Hire the Soldiers(2,1) Price x2.
Hires Soldiers for 14 days (until Midnight on Day 15), paying 20 Gold
Cancels rest of hire phases
Nothing arrives


The White Knight (at Oak Woods 2)
H / M-OW4 / M-MW5 / M-CL5
Fails to hide (6,1)
Moves to Cliff 5
Reveals Bones M, Pool 6
Tremendous Giant moves from Set Up Card to CL5 and blocks White Knight
"Fe fi fo fum!"


Valdemort, the Witch King (at Deep Woods 1)
M-CV4 / M-MW2 / M-BL2 / M-M4
Moves to Mountain 4
Reveals Stink M and Vault 3
Tremendous Giant moves from Set Up Card to Mountain 4 and blocks the Witch King.
Tremendous Troll moves from Set Up Card to Vault in Mountain 3.
"Fe fum fo fi!"


Naal Han Artal, the Druid (on roadway between Curst Valley 5 and Linden Wood 5)
M-CV5 / H / M-LW5 / M-DW2
Moves to CV5
Hides(5)
Moves to Deep Woods 2
Nothing arrives.
"Aha! The Statue!"


Crookshanks, Familiar (at Deep Woods 5)
M-CS5 / S
Moves to Caves 5
Peers (6,2). Sees nothing.
Crookshanks eyes need to adjust to the gloom of the Caves.

Hermione, the Witch (in the air between Borderlands and Cliff)
F-CL / R / H / H
Flies to Cliff.
Randomly lands in clearing 1. (Broomstick expires and Magic V6* chit fatigues.)
Rests Magic V6*
Hides(5,2)
Nothing arrives. (Giant is blocked by White Knight and so doesn't prowl.)

 

Blaize, the Amazon (on Roadway between Borderland 1 and Curst Valley 2)
M-CV2* / R / R / R / R
Moves to Curst Valley 2
Rests Fight M4 (from fatigued back to active)
Rests Fight M5 (from wounded back to active)
Rests Fight L4 (from wounded back to active)
Rests Move M4 (from wounded back to active)
Nothing arrives.
"That feels much better!"


Iftandir, the Elf (at Linden Woods 5)
M-DW2 / H* / S / S / S
Moves to Deep Woods 2
Fails to hide (6,6)
Searches on Locate Table for Statue (4,2). Discovers Statue.
Loots Statue (5,1). Takes nothing. Druid discovers Statue by spying on Elf.
Loots Statue (3,1). Takes third treasure in Statue.
Nothing arrives.


Ogion, the Wizard (at the Guard house at Dark Valley 5)
R / R / SPX / SP
Rests Magic II4* and Magic III3*
Enchants Magic III3* to Gold magic
Nothing arrives.


EVENING

Linden Woods 5
The Black Knight is hidden with the sleeping Wolves.


Deep Woods 2, site of the Statue
The Druid is hidden and the Elf is unhidden.


Cliff 5
The White Knight is face-to-face with a Tremendous Giant


Mountain 4
The Witch King is face-to-face with a Tremendous Giant


Dark Valley 5, site of Guard house
The Wizard is not battling his friends the Guard


Evil Valley 5, site of House
The Captain is not battling his friends the Patrol.

 

COMBAT

CLIFF 5
Unhidden White Knight faces off with Tremendous Giant Thor. Giant is light-side-up (H5/5) and club is light-side-up (H6). White Knight's Great Sword is unalerted.

Round 1

1. Encounter Step
a. Luring: none
b. Random Assignment: T Giant assigned to White Knight's sheet
c. Deployment: none
d. Actions: none

2. Melee Step
a. Selecting Targets: White Knight targets T Gian
b. Spell Effects: none
c. Attacks/Maneuvers:
T Giant body goes in CHARGE & THRUST red box. Club goes in DODGE & SWING red box. White Knight attacks with unalerted Great Sword and Fight H6 in Thrust; maneuvers with Move H4** in Charge.
(See image.)

d. Repositioning/Change Tactics:
T Giant repositioning roll=4 (no change). Giant body stays in CHARGE & THRUST; Club stays in DODGE & SWING. Club change tactics roll=(5,2). Club stays on H6 side.
(Refer to image above.)

e. Resolving Attacks:
White Knight and Giant body hit by matching directions. Club misses because it does not match directions or undercut.
f. Inflicting Harm:
In Round 1 attacks inflict harm in order of weapon length. Great Sword strikes first, inflicting Heavy harm + one sharpness star = Tremendous harm. Tremendous Giant is KILLED; Giant's attack is canceled.

3. Fatigue Step
White Knight fatigues Move H5*.

Combat ends in clearing. Thor is vanquished and the White Knight gets 8 Fame and 8 Notoriety!


MOUNTAIN 4
The Witch King faces off with Tremendous Giant Odin. Giant is light-side-up (H5/5) and club is light-side-up (H6).

1. Encounter Step
a. Luring: none
b. Random Assignment: Giant is assigned to Witch King's sheet.
c. Deployment: none
d. Actions:
Witch King casts Melt into Mist with Magic VI4* chit (committed to spell) and the IV3* Purple color chit (fatigues).

2. Melee Step
a. Selecting Targets: Witch King targets himself.
b. Spell Effect: The Witch King turns into Mist. The befuddled Giant, unable to target Mist, is removed from the Witch King's sheet.
c. Attacks/Maneuvers: none
d. Repositioning/Change Tactics: none
e. Resolving Attacks: none
f. Inflicting Harm: none

3. Fatigue Step: none. Witch King did not play any Fight or Move chits (he doesn't have any!); Magic chits fatigue when spell expires.


Odin thrashes about for two rounds trying to come to grips with the Mist and then goes off to sulk in another corner of the clearing. Combat ends with the Mist still in the clearing, whispering taunts into the ear of the frustrated Giant.

MIDNIGHT

The Witch King's Melt into Mist spell falls inert and the Witch King returns to his usual incorporeal form.

 

Day 3 Daylight Orders due Friday at 6pm EDT

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Tile Reference
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Magic Primer

Hirelings
Hireling Hired By Through
Soldiers
Captain
Day 15

Curses
Character
Afflicted with
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The Adventurers
Player Character F N
Tony Rowe
Lothar, the BLACK KNIGHT
0
0
Bill Skulley
Iftandir, the ELF
   
Alan Busby
Ogion, the WIZARD
   
Matija Vidmar
CAPTAIN Alatriste
   
Al D'Amico
Voldemort, the WITCH KING
   
Chuck Shrader
Naal Han Artal, the DRUID
   
Michael Roden
Berek, the BERSERKER
   
Bobby Bissett
Hermione, the WITCH and Crookshanks, her FAMILIAR
1 1
James McCann
The WHITE KNIGHT
8 8
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

First Week's Weather is COOL
7 Days this Week
• 2 Basic Phases
• 2 Sunlight Phases

History
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