BIMR3 Magic Realm
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Day 27

 

The White Knight, still nameless but now dead, decides not to restart on Day 27. Dragons are prowling and the Wizard draws one to the Lair, where the Elf crawls around very carefully and tries to discover the Lair without letting the Tremendous Dragon find him! The Druid and Inigo Balboa and his Soldiers put on the brakes and stop in the High Pass tunnel where they can hear the Dragon pacing back and forth in Cavern 3 and the Goblins carousing in Cavern 1. Meanwhile, up on the High Pass ridge, the Witch King moves to High Pass 5, discovers the Cairns, and, after his Phantasm reveals the Black Knight's hiding place, blocks the Black Knight. The Witch lands in Linden Woods, is reunited with her friend the Captain, and uses her Crystal Ball to remotely enchant the Caverns tile, while the Amazon moves cautiously through Ruins, watching out for Trolls. The Berserker, startled by a squirrel in the Deep Woods, alerts his Great Ax and goes Berserk, hacking and chopping at the innocent trees!

In combat, the situation in High Pass 5 resolves itself in a weirdly anti-climatic fashion. After blocking the Black Knight, the Witch King ignores Lothar completely and wanders over to tend to his tired pony. The Black Knight, pale and shaken from expecting to encounter a Tremendous Dragon, runs out of the clearing.


BIRDSONG

Soldiers follow SHQ


DAYLIGHT

Monster Roll=1
(Dragons are prowling!)


Valdemort, the Witch King, (and Phantasm) at High Pass 1
Phantasm: S / S / M-HP5 / M-HP5
Witch King: R-VI3 / M-HP5 / M-HP5*(Pony) / S / S

Phantasm
Peers(4,4). Finds hidden enemies.
Peers(3,2). Finds hidden enemies and paths.
Moves to High Pass 5.
Nothing arrives.

Witch King
Rests Magic VI3*.
Moves to High Pass 5.
Searches using Magic Sight(1,1). Choice! Chooses "discover chits." Discovers location of Cairns.
Searches using Magic Sight(5,1). Discovers chits.
Blocks Black Knight who he can see because of Phantasm's finding hidden enemies. Black Knight becomes unhidden.
Nothing arrives.

Blaize, the Amazon, at Ruins 3.
A / M-RN5 / M-RN4* (stamina)
Alerts Ax
Moves to Ruins 4.
Nothing arrives.

Captain Alatriste, on roadway between Cavern 1 and Linden Woods 2.
Moves to Linden Woods 2.
Hides(5,1).
Nothing arrives.

Imameen Elf-Slayer, the Druid, at High Pass 6
H / M-HP3
Hides(3).
Moves to High Pass 3.
Nothing arrives.

Crookshanks, the Familiar, at Cavern 1
M-CN3 / S
Moves to Caverns 3
Peers(5,1). Sees Clues.
Nothing arrives.

Hermione, the Witch, in mid-air between Caverns and Linden Woods tiles.
M-LW4 / EM / E / RE-CN1 / M-LW2*
Lands at random in Linden Woods 2.
Cannot move to Linden Woods 4. Illegal move canceled.
Prepares to cast an enchantment.
Enchants Magic II3* to Grey magic.
Uses Crystal Ball to do Remote Enchantment phase. Uses Magic II2* and Grey magic from enchanted Magic II3* (fatigues) to enchant Caverns tile.
Illegal move canceled (already in Linden Woods 2).
Nothing arrives.

Ogion, the Wizard, at Cavern 6.
EM / E
Enchants Magic II chit into Grey color magic.
At end of turn, Tremendous Dragon arrives at Lair and starts looking around for trouble!


Inigo Balboa, the SHQ, at High Pass 3.
H / H
Fails to hide(6,4).
Hides(5,5).
Nothing arrives.


Iftanrel, the Elf, at Cavern 3.
H* / H / S
Hides(2,1).
Second Hide Phase canceled.
Searches on Locate Table(6,4). Finds nothing.
Nothing arrives.


Lothar, the Black Knight, at High Pass 5.
H / M-HP1 (x2) / M-HP4 (x2) with workhorse
Blocked by Witch King!
Nothing arrives.


Snorri Gundarchuksson, a Berserker, at Deep Woods 2
M-DW5 / M-DW3 / A / A / R*
Moves to Deep Woods 3.
Alerts Great Ax.
Goes Berserk! Berserk chit fatigues.
Rest Berserk** chit. Fatigues Fight T6* to make change.
Nothing arrives.

 

EVENING


High Pass 5, site of Cairns
The Black Knight is unhidden and blocked by the Witch King (also unhidden) and his infernal Phantasm.


Cavern 3, site of Lair
The Elf is hidden under the tail of the Tremendous Dragon.


High Pass 3
The Druid and the Soldiers are all hidden in the clearing.


Linden Woods 2
The Witch is unhidden and the Captain is hidden in the clearing.

 

COMBAT

High Pass 5
The Black Knight faces off against the Witch King, both unhidden.


Round 1

1. Encounter Step
(The Witch King is the "first character" and goes first in the Encounter Step.)
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging:
The Witch King does not charge.
The Black Knight does not charge.
d. Actions:
The Witch King does not do any actions or activate any permanent spells.
The Black Knight plays Move H5* to run out of the clearing toward High Pass 1. He must start Day 28 by moving to either High Pass 1 or High Pass 5.


Combat ends in clearing.

MIDNIGHT
All alerted weapons become unalerted. The Berserker calms down and stops being berserk.


Day 28 Daylight Orders are due Tuesday at 9pm EST.

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Item/Chit Status | New Window
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Native Relationships | New Window
BIMR3 Game Rules | New Window

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
Snorri Gundarchuksson, a BERSERKER
   
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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