BIMR3 Magic Realm
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Day 23

 

The Witch King uses his Magic Sight to learn two more spells off of the Scroll of Alchemy, but the Witch can't seem to get the hang of Magic Sight with the Phantom Glass and fails to learn a spell at the Statue. At the end of the day, the Witch King is blocked by two Ghosts, who have tried this before and apparently learned nothing. The Captain and his hirelings hide and wait for the Witch, but the Elf has moved on and waits outside the caves looking for hidden enemies with his alerted Bow. At sunset, the Druid wanders by. The Black Knight and Amazon spend the day traveling with their mounts, and the White Knight lugs that Golden Icon off the mountain with his Tremendous carrying capacity. At the Cairns, the Wizard hides and alerts a couple of Magic chits, preparing an exciting evening for the Tremendous Spider standing guard over the site, while the Pilgrim stops just short of the Cairns and wonders why all the thunderclouds are collecting over the mountain top.

In combat, the Wizard's two Lightning Bolts fizzle out in the damp weather and the Wizard flies away from the annoyed Tremendous Spider. The Witch King eliminates the two Ghosts again, and the Elf claims his revenge by calmly putting an arrow into the Druid.

BIRDSONG

Soldiers follow SHQ


DAYLIGHT

Monster Roll=6
Bats and Visitors/Missions are prowling.

Captain Alatriste, at Deep Woods 2, site of Statue.
H / H / H / S
Hides(2,2).
Remainder of hide rolls canceled.
Searches on Peer Table(6,2). Finds nothing.
Nothing arrives.

Lothar, the Black Knight, at Maple Woods 4
M-MW2 / M-CV4 / M-DW6 / M-LW5 / M-LW4*
Moves to Linden Woods 4
Nothing arrives.

The White Knight, at Mountain 3, site of Vault.
M-M6 / M-M6 / M-M5 / M-M5 / R*
Moves to Mountain 5.
Rests Fight H5*
Nothing arrives.

Inigo Balboa, the SHQ, at Deep Woods 2, site of Statue.
H / H / H / S (for hidden enemies).
Hides(4,3).
Remaining Hide phases canceled.
Searches on Peer Table(6,5). Finds nothing.
Nothing arrives.

Valdemort, the Witch King, at Borderland 3
Here are my orders:
S / S / M-BL2 / M-MW2*(Pony) / M-MW4 / M-AV4* (Pony)
Searches with Magic Sight(4,1). Perceive spell. Looks at spells on Scroll of Alchemy and learns one spell. Finds hidden enemies with recorded spells.
Searches with Magic Sight(4,3). Perceive spell. Looks at spells on Scroll of Alchemy and learns one spell.
Moves of Awful Valley 4.
At end of turn the Ghost, always prowling, move from AV5 to AV4 and block Witch King.


Orgion, the Wizard
H / A (IV4) / A (IV3) / S (locate)
Hides(5,2).
Alerts Magic IV4*.
Alerts Magic IV3*.
Searches on Locate Table(6,2). Finds nothing.
Nothing arrives.


Iftanrel, the Elf, at Deep Woods 2, site of Statue.
A / H* / M-DW5 / M-DW3 / S
Alerts Light Bow.
Fails to hide(6,2).
Moves to Deep Woods 3.
Searches on Peer Table(4,2). Finds hidden enemies.
Nothing arrives.


Crookshanks, the Familiar, at Deep Woods 2, site of Statue.
S / S / S / S
Searches on Peer Table(4,2). Finds hidden enemies.
Searches on Peer Table(2,2). Finds clues and paths.
Searches on Peer Table(5,4). Finds clues.
Searches on Peer Table(3,1). Finds hidden enemies and paths.
Nothing arrives.


Hermione, the Witch, at Deep Woods 2, site of Statue.
H (using Shoes of Stealth) / S / S / S
Hides(3).
Searches using Magic Sight from Phantom Glass(2,1). Finds Counters (no counters at Statue).
Searches using Magic Sight from Phantom Glass(5,4). Discovers chits.
Searches using Magic Sight from Phantom Glass(6,2). Finds nothing.
Nothng arrives.


Brother Matthew, the Pilgrim, at High Pass 2
M-HP4 / M-HP4 / M-HP1 / M-HP1
Moves to High Pass 1.
Nothing arrives.

Blaize, the Amazon, at Mountain 3, site of Vault.
H / M-MO6 / M-MO6* (pony) / M-MO5 / M-MO5* (pony) / M-MO2 / M-MO4* (pony) / M-BL2*(stamina) / M-MW2* (pony)
Hides(5,1).
Moves to Maple Woods 2.
Nothing arrives.


Naal Han Artal, the Druid
H / H / M-DW5 / M-DW3
Hides(1).
Second Hide Phase canceled.
Moves to Deep Woods 3.
Nothing arrives.


EVENING

Deep Woods 3
The hidden Druid shares the clearing with the unhidden Elf, who has an alerted Light Bow and has found hidden enemies.

Deep Woods 2
The Captain, the Soldiers, the Witch, and her Familiar are all hidden around the Statue.

High Pass 5
The Wizard, who is hidden with two alerted Magic chits, shares the clearing with a Tremendous Spider. Thunderheads are swirling overhead, and St. Elmo's fire is crackling off the Spider's back!

Awful Valley 4
Witch King is unhidden and blocked by two Ghosts.

 

COMBAT


High Pass 5
Wizard is hidden with two alerted Magic IV chits. Tremendous Spider, light-side-up (M4/3) is completely oblivious of any danger.


Round 1

1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Wizard casts "Lightning Bolt" with prepared Magic IV4* (speed=0) and purple magic from enchanted tile.

2. Melee Step
a. Selecting Targets: Wizard targets Tremendous Spider, becoming unhidden!
b. Spell Effects: "Lightning Bolt" is launched. As an attack spell, it will have to hit the Spider in Attacks/Maneuvers.
c. Attacks/Maneuvers:
Spider goes in CHARGE&THRUST on its own sheet.
Wizard plays Magic IV4* (prepared speed=0) on Thrust attack circle
d. Repositioning/Change Tactics:
Spider repositioning roll=2(middle box unchanged). Spider moves to DUCK&SMASH. T monsters don't roll for changing tactics.

(See image)

e. Resolving Attacks
Wizard's "Lightning Bolt" hits Spider by undercutting. Magic IV4* fatigues.
Spider is not attacking Wizard.
f. Inflicting Harm:
"Lightning Bolt" causes M*** damage + Missile Table roll(6,1)=minus three levels = Medium harm. Tremendous Spider is not harmed, but thinks it felt a hail stone on its back. Looking around, it spots the Wizard looking quizzically at his spell sheet.

3. Fatigue Step: none


Round 2

1. Encounter Step
a. Luring: none
b. Random Assignment: Spider is assigned to Wizard's sheet
c. Deployment/Charging: none
d. Actions:
Wizard casts "Lightning Bolt" with prepared Magic IV3* (speed=0) and purple magic from enchanted tile.


2. Melee Step
a. Selecting Targets: Wizard targets Tremendous Spider.
b. Spell Effects: "Lightning Bolt" is launched. As an attack spell, it will have to hit the Spider in Attacks/Maneuvers.
c. Attacks/Maneuvers:
Spider goes in CHARGE&THRUST on Wizard's sheet.
Wizard plays Magic IV4* (prepared speed=0) on Thrust attack circle, and maneuvers with the Flying Carpet in Dodge.
d. Repositioning/Change Tactics:
Spider repositioning roll=4(no change). Spider stays in CHARGE&THRUST and doesn't roll for changing tactics.

(see image)

e. Resolving Attacks:
Wizard's "Lightning Bolt" hits by undercutting. Magic IV3* fatigues.
Spider misses
f. Inflicting Harm:
"Lightning Bolt" causes M*** damage + Missile Table roll(5,3)=minus two levels = Heavy harm. Tremendous Spider is not harmed, but thinks it's starting to hail harder.
3. Fatigue Step: none

Spider remains assigned to Wizard.


Round 3

1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions: Wizard plays Flying Carpet to fly away toward Linden Woods. He must land in either High Pass or Linden Woods at beginning of Phase 1 on Day 24.

Combat ends in clearing.

 


Deep Woods 3
Elf is unhidden, but has found hidden enemies, so he can see the hidden Druid. Elf's Light Bow is alerted.


Round 1

1. Encounter Step. Each step begins with "first character" of day (Captain moved first!) and goes in "board order." So Druid goes first, and then Elf.
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging:
Druid does not charge
Elf does not charge
d. Actions:
Druid does no action
Elf does no action

2. Melee Step
a. Selecting Targets (random order):
Druid goes first and selects no target
Elf goes next and targets the Druid!
b. Attacks/Maneuvers:
Elf plays alerted Light Bow in Thrust with Fight and plays no maneuver.
Druid plays no maneuver (he can't avoid the speed=1 alerted bow) and isn't attacking.
(See image)


c. Repositioning/Change Tactics: none
d. Resolving Attacks:
Elf hits Druid by undercutting.
e. Inflicting Harm:
Elf's Light Bow causes Light damage + two sharpness stars + Missile Table roll(2)=increase one level=Tremendous damage. The Druid is KILLED. Elf gets Druid's 18 Notoriety, gold, and possessions--Light Bow (where'd that come from?) and Enchanter's Skull with one awakened spell. Druid can reincarnate at Inn on Day 24 as Druid or another free character.

3. Fatigue Step: none

Combat ends in clearing.

 


Awful Valley 4
The Witch King is unhidden and blocked by two light-side-up Ghosts(H4/4).


Round 1

1. Encounter Step
a. Luring: none
b. Random Assignment: Ghosts are assigned to attack the Witch King
c. Deployment/Charging: none
d. Actions: Witch King plays Black Magic from enchanted Magic V2* to activate Absorb Essence. Witch King transmorphizes into Tremendous Dragon! Ghosts turn visibly paler.

2. Melee Step
a. Selecting Targets: Witch King targets Ghost1.
b. Spell Effects: none
c. Attacks/Maneuvers:
Ghost1 goes on CHARGE&THRUST on Witch King/TD's sheet
Ghost2 goes on DODGE&SWING on Witch King/TD's Sheet
Witch King/TD maneuvers in Dodge and attacks with body in Swing. Plays head on T4 side as second attack in Smash.
d. Repositioning/Change Tactics:
Ghost repostitioning roll=1 (top box unchanged).
Ghost1 stays in CHARGE&THUST and changes tactics(6,1) to L2/2.
Ghost2 moves to DUCK&SMASH and doesn't change tactics(5,5).

(see image)

e. Resolving Attacks:
Ghost1 and Ghost2 hit by undercutting.
Witch King/TD misses.
f. Inflicting Harm:
Ghosts do Light and Heavy harm to Witch King/TD, which does not affect the Tremendous vulnerability.

3. Fatigue Step: none

Ghost1 and Ghost2 remain assigned to Witch King/TD.

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 King/TD targets Ghost1
b. Spell Effects: none
c. Attacks/Maneuvers:
Ghost1 goes on CHARGE&THRUST on Witch King/TD's sheet
Ghost2 goes on DODGE&SWING on Witch King/TD's Sheet
Witch King/TD maneuvers in Dodge and attacks with body in Swing. Plays head on T4 side as second attack in Smash.
d. Repositioning/Change Tactics:
Ghost repostitioning roll=6 (shift up).
Ghost1 moves to DUCK&SMASH and doesn't changes tactics(4,3)
Ghost2 moves to CHARGE&THRUST and doesn't change tactics(2,2).

(see image)

e. Resolving Attacks:
Ghost1 and Ghost2 hit by undercutting.
Witch King/TD body misses.
Witch King/TD head hits by matching directions.
f. Inflicting Harm:
Ghosts do Light and Heavy harm to Witch King/TD, which does not affect the Tremendous vulnerability. Witch King/TD head does Tremendous harm to Ghost1. Ghost 1 is KILLED.

3. Fatigue Step: none

Witch King gets 2 Notoriety for first victim of the day.


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 King/TD targets Ghost2
b. Spell Effects: none
c. Attacks/Maneuvers:
Ghost2 goes on CHARGE&THRUST on Witch King/TD's sheet
Witch King/TD maneuvers in Dodge and attacks with body in Swing. Plays head on T4 side as second attack in Smash.
d. Repositioning/Change Tactics:
Ghost repostitioning roll=4 (no change).
Ghost2 stays in CHARGE&THRUST and doesn't change tactics(5,2).

(see image)

e. Resolving Attacks:
Ghost2 hit2 by undercutting.
Witch King/TD misses.
f. Inflicting Harm:
Ghost 2 does Heavy harm to Witch King/TD, which does not affect the Tremendous vulnerability.

3. Fatigue Step: none

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 King/TD targets Ghost2
b. Spell Effects: none
c. Attacks/Maneuvers:
Ghost2 goes on CHARGE&THRUST on Witch King/TD's sheet
Witch King/TD maneuvers in Dodge and attacks with body in Swing. Plays head on T4 side as second attack in Smash.
d. Repositioning/Change Tactics:
Ghost repostitioning roll=5 (shift down).
Ghost2 moves to DODGE&SWING and doesn't change tactics(4,2).

(see image)

e. Resolving Attacks:
Ghost2 hit2 by undercutting.
Witch King/TD head misses.
Witch King/TD body hits by matching directions.
f. Inflicting Harm:
Ghost 2 does Heavy harm to Witch King/TD, which does not affect the Tremendous vulnerability. Witch King/TD does Heavy damage to Ghost2. Ghost2 is KILLED.

3. Fatigue Step: none

Witch King gets 2*2=4 Notoriety for second victim of day.


Combat ends in clearing.

 

MIDNIGHT

"Absorb Essence" falls inert and the Witch King returns to his normal form.

 


Day 24 Daylight Orders are due Saturday at 4pm 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
  18
Alan Busby & Craig Perras
Ogion, the WIZARD
   
Matija Vidmar
CAPTAIN Alatriste
51 15
Al D'Amico
Voldemort, the WITCH KING
41 276
Chuck Shrader
Naal Han Artal, the DRUID
   
Ed Hoden
Brother Matthew the Basher, a PILGRIM
   
Bobby Bissett
Hermione, the WITCH and Crookshanks, her FAMILIAR
26 318
James McCann & Aaron Brewster
The WHITE KNIGHT
32 32
Mark Mitchell
Blaize, the AMAZON
8 26


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 Four Weather is COOL
7 Days this Week
• 2 Basic Phases
• 2 Sunlight Phases

History
Setup
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