BIMR3 Magic Realm
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Day 25

 

After lying undiscovered for eons of time, the Lost City is revealed! The Witch activates "Absorb Essence," transmorphizing into a Tremendous Flying Dragon, and flies carrying the Captain and her Familiar over High Pass into the Caverns, where they land and turn up the Lost City, including the Lair in Clearing 5 and the Shrine in Clearing 4. In the meantime, the Elf approaches the Lost City through the tunnel under High Pass, leaving the pursuing Druid outside the tunnel entrance. Up on High Pass, the characters glance up to watch the Captain riding a Tremendous Flying Dragon streak over their tile, and then get back to business. The Black Knight arrives at the Cairns with his Living Sword alerted, the Pilgrim searches fruitlessly for the treasure site, and the Wizard rests his Magic chits and alerts a Magic IV* chit. By evening the characters are watching each other warily while storm clouds gather overhead. The Witch King closes in on the Statue, but finds the other characters have flown the coop. The Amazon enters the cool caves in Borderland, and the White Knight arrives at the Chapel, greets his friends the Order warmly, and gratefully throws the heavy Golden Icon to the ground.

In combat, the Black Knight with his alerted Living Sword charges the helpless Pilgrim who casts "Small Blessing" and is blessed with a vision of the Holy Grail before he is run through by the Black Knight's sword and dies. The Wizard casts another "Lightning Bolt" which strikes the Black Knight's workhorse, but the horse (now nick-named "Sparky") survives. The Black Knight turns to finish off the other mage, but the Wizard fires up his Flying Carpet and flies away out of the clearing. In Deep Woods 6, the Witch King dissolves his "Melt into Mist" spell, and at Midnight the White Knight's "Ashes" curse is removed at the Chapel.

BIRDSONG


Witch follows the Captain
Soldiers follow SHQ
Familiar follows Witch

 

DAYLIGHT

Monster Roll=5
(Spider, the Imp, and the Bashkars are prowling--a completely empty row on the Setup Chart!)

Lothar, the Black Knight, at High Pass 4
A / M-HP1 / M-HP1 / M-HP5 / M-HP5* (workhorse)
Alerts Living Sword
Moves to High Pass 5
Nothing arrives.

Valdemort, the Witch King, at Linden Woods 4
SPX / SP* / S / S / M-LW5 / M-DW6* (Pony)
Enchants Magic V2* to Black magic
Searches with Magic Sight(6,5). Finds nothing.
Searches with Magic Sight(3,3). Treasure cards. Finds hidden enemies who are carrying Treasure cards.
Moves to Deep Woods 6.
Nothing arrives.

Brother Matthew, the Pilgrim, at High Pass 5 site of Cairns.
S / S / S / S
Searches on Locate Table(5,4). Finds nothing.
Searches on Locate Table(5,1). Finds nothing.
Searches on Locate Table(5,5). Finds nothing.
Searches on Locate Table(6,5). Finds nothing.
Nothing arrives.


Blaize, the Amazon, at Borderland 3
M-BL6* (stamina) / H / H
Moves to Borderland 6
Hides(4,1).
Second Hide Phase canceled.
Nothing arrives.

Iftanrel, the Elf, at Deep Woods 3
M-HP6 / H* / M-HP3
Moves to High Pass 6.
Hides(4,3).
Moves to High Pass 3.
Nothing arrives.

The White Knight, At Maple Woods 2
M-MW4 / M-AV4 / M-BV2 / M-BV5
Moves to Bad Valley 5, site of Chapel and home of his friends, the Order.
Nothing arrives.

Ogion, the Wizard, at High Pass 5, site of Cairns.
H / R / R / A
Fails to hide(6,1).
Rests Magic IV3*.
Rests Magic IV4*.
Alerts Magic IV4*.
Nothing arrives.


Inigo Balboa, the SHQ, at Deep Woods 2, site of Statue.
H / H / M-DW5 / M-DW3
Hides(1,1).
Second Hide Phase canceled.
Moves to Deep Woods 3.

Captain Alatriste, at Deep Woods 2, site of Statue.
R / F-High Pass / F-Cavern / H*
Gives all horses to Witch.
Gets Shielded Lantern and Shoes of Stealth from Witch.
Rests nothing.
Witch plays enchanted Magic V6* to activate "Absorb Essence" and transmorphize into Tremendous Flying Dragon.
Captain uses follower's (Witch/TFD's) flying strength to fly to High Pass and then to Cavern.
Lands at random in Cavern 1.
Turn ends because he lands in cave clearing after having already used a Sunlight phase.
Turns up chits: Dank C and Lost City (Shrine 4, Lair 3, Patter 5, Flutter 2, and Patter 2).
Nothing arrives.


Hermione, the Witch, at Deep Woods 2, site of Statue.
Follows Captain.
Takes all horses from Captain. Give Captain Shielded Lantern and Shoes of Stealth.
Rests Magic V5* chit.
Plays Black magic from enchanted Magic V5* at beginning of Captain's second phase to activate "Absorb Essence." Transmorphizes self and all possessions (including horses), into a Tremendous Flying Dragon.
Follows Captain to Cavern 1
Put back on board after Captain's turn.
Nothing arrives.


Imameen Elf-Slayer, the Druid, at Deep Woods 2
M-DW5 / H / A / M-DW3
Moves to Deep Woods 5
Hides(3).
Alerts Dagger.
Moves to Deep Woods 3.
Nothing arrives.


EVENING


High Pass 5
The Black Knight, the Pilgrim, and the Wizard are all unhidden and eyeing each other warily. The Wizard has an Alerted Magic IV chit. Thunder clouds crackle ominously overhead.

Deep Woods 3
The Druid and the Soldiers are both hidden in the clearing.

Caverns 1
The Captain, the Witch, and her Familar try to accustom their eyes to the pitch black Cavern.

Bad Valley 5
The White Knight is unhidden and not battling his friends, the Order.


COMBAT


High Pass 5
Black Knight, Wizard, and Pilgrim are all unhidden. Black Knight has alerted Living Sword. Wizard has alerted Magic IV4* chit.


Round 1

1. Encounter Step (Black Knight first, then Wizard, then Pilgrim)
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: Black Knight charges Pilgrim with Move H5*
(changed to Move H4* by Garb of Speed)
Wizard and Pilgrim do not charge
d. Actions:
Black Knight does not do any action (cannot since he is charging)
Wizard casts "Lightning Bolt" with Magic IV3* and Purple magic from
enchanted tile
Pilgrim casts "Small Blessing" with Magic I4* and White magic from
enchanted Magic I6* (fatigues)

2. Melee Step
a. Selecting Targets: (random order)
Pilgrim targets himself
Wizard targets Black Knight
Black Knight targets Pilgrim
b. Spell Effects: (in order of Magic chit speed)
Wizard's Attack Spell "Lightning Bolt" goes into effect. It must hit in Attack/Maneuvers like ordinary attack.
Pilgrim's "Small Blessing" goes into effect. Pilgrim immediately rolls on "Simple Wish" Table(3,1). Result "I Wish for a Vision." Pilgrim can look at Treasure cards in any one box on the Setup Card.
c. Attacks/Maneuvers:
Black Knight plays Thrusting Sword in Thrust with Fight M5, and maneuvers with workhorse in Dodge
Pilgrim plays Move M4* on Dodge.
Black Knight plays workhorse (H7) on Dodge to maneuver and alerted Thusting Sword on Thrust with Fight M5.
Wizard plays Attack spell in Thrust direction with Magic IV3* and maneuvers in Charge with his Fly M2 Flying Carpet.

(see image)

d. Resolving Attacks:
Wizard hits by undercutting
Black Knight hits by undercutting
e. Inflicting Harm (in order of weapon length in Round 1):
Wizard's "Lightning Bolt" (length=18) hits first inflicting harm on Black Knight's workhorse. Spell causes Medium damage + three sharpness star + Missile Table=(6,3) (decrease three levels) = Medium damage. Workhorse is not harmed. Magic IV3* chit fatigues.
Black Knight's Thrusting Sword hits next, causing Light damage + one sharpness star + one level for fight chit exceeding weapon weight = Heavy harm. Pilgrim is KILLED. Black Knight takes Pilgrim's gold and possessions and earns Notoriety equal to Pilgrim's 6 Notoriety points. Living Sword becomes unalerted.

3. Fatigue Step: None

Round 2

a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Black Knight does not do any action.
Wizard flies away out of clearing toward the Cavern tile. He must begin Day 26 by landing at random in either High Pass or Caverns.


Combat ends in clearing.

 

Deep Woods 6
Witch King is alone and unhidden in clearing.


Round 1

1. Encounter Step
Witch King casts "Dissolve Spell" with Magic VI3* chit and Purple magic from enchanted Magic IV4* chit (fatigues).

2. Melee Step
Witch King targets "Melt into Mist" spell.
"Melt into Mist" spell is broken and Magic VI4* chit dedicated to spell fatigues. Magic VI3* chit used to cast "Dissolve Spell" also fatigues.

3. Fatigue Step: none


Combat ends in clearing.


MIDNIGHT


White Knight's "Ashes" curse is removed at Chapel.
Wizard's alerted Magic IV4* chit fatigues.

 


Day 26 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

Spells
Character
Spell in Effect
Witch King
"Absorb Essence"
Witch
"Absorb Essence"
Witch King
"World Fades"

The Adventurers
Player Character F N
Tony Rowe
Lothar, the BLACK KNIGHT
14
22
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
Imameen Elf-Slayer , 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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