BIMR3 Magic Realm
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Day 3

The Lost Castle is revealed in Ledges! Captain Alatriste and his hired men stop dead in their tracks surrounded by a cacophony of threatening sounds and glimmering treasure sites. The Witch King brazenly accosts Odin, our surviving Tremendous Giant, while a Heavy Spider drops in unexpectedly. The Wizard turns up the Small Campfire, but, since there are no characters for them to pass the time with around the fire, the Bashkars don't drop by. The Amazon sneaks past some Goblins, and the Witch settles in for a relaxing picnic in Evil Valley. The White Knight rummages around looking for the secret passage in Cliff. Over in Deep Woods, the Berserker sleeps through the day, the Druid learns a spell, and the Elf tries to go spelunking but is interrupted by an Imp. After dinner the Black Knight drops in.

In combat, the Witch King casts Absorb Essence on the Tremendous Giant, watches the Heavy Spider bounce harmlessly off his Tremendous vulnerability, and then rips the surprised Spider to pieces with the Giant's Heavy attack. In Deep Woods The Black Knight smashes the Imp with his Mace while the Elf evades being hit with a Curse. Elsewhere, the mages are busy casting spells...

Monster Roll=5
(Spiders, Ghosts, the Imp, and the Bashkars are prowling.)


Followers: Soldiers (SHQ, S1, S2, S3) follow the Captain

DAYLIGHT


Blaize, the Amazon (at Curst Valley 2)
H / H / H / M-BL1* / M-RU3
Hides (4,1)
Moves to Ruins 3.
Reveals Bones C, Howl 4.
Nothing arrives.
"Do I hear Goblins howling?"


Valdemort, the Witch King (at Mountain 4)
M-M2 / R-V2* / R-IV3* / M-M4
Moves to Mountain 2.
Rests Magic V2* and IV3*
Moves to Mountain 4. Blocked by Tremendous Giant.
At end of turn Heavy Spider drawn by Stink M arrives in Mountain 4.
"Hello, there!"


Ogion, the Wizard (at Dark Valley 5, site if Guard house)
M-DV2/M-CV1/M-CV4/M-MW2
Moves to Maple Woods 2
Reveals Smoke W.
Small Campfire is in Maple Woods 5
Nothing arrives.


The White Knight (at Cliff 5)
H / R* / M-CL3 / S / S
Fails to hide (6,4)
Rests Move H5*
Moves to Cliff 3
Searches on Locate Table (5,2)(6,4) Finds nothing.
Nothing arrives.
"I know there's a passage around here somewhere..."

Captain Alatriste (at Evil Valley 5, site of House)
H* / M-LE4 / M-LE1 / M-LE6 / M-LE3
Fails to hide (6,5)
Moves to Ledges 3.
Reveals Ruins M, Lost Castle=Altar 1, Roar 4, Howl 5, Roar 6, Hoard 6
Miraculously, nothing arrives!


Inigo Balboa, the SHQ (at Evil Valley 5, site of House)
Follows Captain
Put back on map at Ledges 3 after Captain ends turn.
Nothing arrives.
"Whoa! What was that we just went by?"

Crookshanks, the Familiar (at Caves 5)
S / S
Peers in Caves 5 (3,2)(4,3) Finds hidden enemies and paths.
"I'm starting to see some things here. Now where are those chits?"

Hermione, the Witch (at Cliff 1)
M-EV4 / Rest V4* / SPX / SP V4*
Moves to Evil Valley 4.
Rests Magic V4*
Enchants Magic V4* to Black magic.
Nothing arrives.

Berek, the Berserker (at Deep Woods 6)
H / H / H / H (no orders received)
Fails to hide (6,1)
Hides (6,1)
Imp arrives at Statue and blocks Elf.


Naal Han Artal, the Druid (at Deep Wood 3, site of Statue)
H / S (Loot) / S(Read Runes) / S (Loot).
Hides(1)
Loots Statue (3,1) Takes nothing.
Reads Runes (3,2) Learns top spell at Statue. (Spell replaced at bottom.)
Loots Statue (3,1) Takes nothing.
Nothing arrives.


Iftandir, the Elf (at Deep Woods 3, site of Statue)
H* / M HP6 / M HP3
Blocked by Imp.
Nothing else arrives.


Lothar, the Black Knight (at Linden Woods 5)
M-DW2 / H / M-DW3 / S (Peer)
Moves to Deep Woods 2.
Blocked by Imp.

 

EVENING

MOUNTAIN 4
The Witch King is unhidden and blocked by Tremendous Giant and Heavy Spider.

DEEP WOODS 2
The Elf and the Black Knight are unhidden and blocked by the mischievous Imp. The Druid is hidden.

 

COMBAT

MOUNTAIN 4
Unhidden Witch King faces Tremendous Giant (H5/5) with club (H6) and Heavy Spider (L4/3).

Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: Giant and Spider assigned to Witch King.
c. Deployment: none
d. Actions: Witch King casts "Absorb Essence" with Magic V2* chit (committed to spell) and Black magic from enchanted Magic V3* chit (fatigues).

2. Melee Step
a. Selecting Targets: Witch King targets Tremendous Giant
b. Spell Effects: Witch King disappears and takes on Giant's form.
c. Attacks/Maneuvers:
Spider goes in CHARGE & THRUST red box. Witch King plays maneuver with Giant's speed=5 in Duck. Witch King cannot attack Spider with club this round because he targeted Giant with spell.
d. Repositioning/Change Tactics:
Spider repositioning roll=6 (shift up). Spider moves to DUCK & SMASH. Change Tactics roll=(3,3). Spider does not change tactics.
(See image)

e. Resolving Attacks: Spider hits Witch King/Giant.
f. Inflicting Harm: Spider inflicts Light harm. Witch King/Giant has Tremendous vulnerability and is not harmed.

3. Fatigue Step: none

Heavy Spider remains assigned to Witch King.


Round 2
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions: none

2. Melee Step
a. Selecting Targets: Witch King targets the H Spider
b. Spell Effects: none
c. Attacks/Maneuvers:
Spider goes in CHARGE&THRUST red box. Witch King/Giant maneuvers (speed=5) in Duck and attacks (H5) in Smash. Plays club (T4) in Swing.
d. Repositioning/Change Tactics:
Spider Repositioning roll=2 (middle box unchanged). Spider goes to DUCK&SMASH. Change tactics roll=(5,3). No change.
(See image)


e. Resolving Attacks:
Spider hits Witch King/Giant. Witch King hits spider with body. Club misses.
f. Inflicting Harm:
Spider hits first (L4 attack is fastest). Causes Light harm. Witch King/Giant is unharmed. Witch King/Giant hits next. H5 attack causes Heavy harm. Heavy Spider is KILLED.

3. Fatigue Step: none. Elf turns Bow alerted side (red side) up.

Combat ends in clearing. Witch King gets 3 Fame and 3 Notoriety.


DEEP WOODS 2
Black Knight, with Mace unalerted, and Elf (with Bow unalerted) are unhidden in clearing with light-side-up Imp (VIII2/2). Druid is hidden.

Round 1
1. Encounter Step
a. Luring: The Black Knight and Elf both decline to lure. The Druid sits hidden in the woods and watches.
b. Random Assignment: Roll to assign Imp: Elf(2,1) Black Knight(1,1) (Yes, this really happened!) Imp is assigned to Elf's sheet.
c. Deployment: none
d. Actions: Black Knight alerts Mace with Fight M4.

2. Melee Step
a. Target Selection: Black Knight targets Imp. Elf does not select a target.
b. Spell Effects: none
c. Attacks/Maneuvers:
Imp goes in CHARGE&THRUST red box on Elf's sheet. Elf plays Move L2* in Dodge to maneuver, and Fight M4 to alert Bow for Round 2. Black Knight attacks with alerted Mace and Fight M4* in Smash.
d. Repositioning/Change Tactics:
Imp repositioning roll=2 (middle box unchanged). Imp moves to DUCK&SMASH. Change Tactics roll=(4,1). Imp does not change tactics.
(See image)

e. Resolving Attacks:
Imp does not undercut or match direction -- miss. Elf did not select a target and is not attacking. Black Knight matches directions and hits Imp.

f. Inflicting Harm:
Black Knight's Mace inflicts Medium harm. Imp is KILLED.

3. Fatigue Step: none. (Neither character played two asterisks.)


Combat ends in clearing. Black Knight gets 2 Fame and 1 Notoriety for killing Imp.

 

EVIL VALLEY 4
The Witch is all by herself and hidden.

Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions:
Witch casts "Broomstick" with Magic V6* (committed to spell) and Black magic from enchanted Magic V4* (fatigues)

2. Melee Step
a. Selecting Targets: Witch targets herself, becoming unhidden
b. Spell Effects: Magic V6* becomes Fly chit committed to spell until it is used.

3. Fatigue Step: none

Combat ends in clearing.

 

MAPLE WOODS 2
Wizard is alone and unhidden

Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions:
Wizard casts "Talk to a Wise Bird" with Magic II4* (committed to spell) and Gold magic from enchanted Magic III3* (fatigues).

2. Melee Step
a. Selecting Targets: Wizard targets himself.
b. Spell Effects: Wizard Peers into Crag 1 clearing (6,2). Sees nothing. Magic II4* fatigues.

3. Fatigue Step: none

Combat ends in clearing.


MIDNIGHT


Witch King's Absorb Essence spell becomes inert. All weapons become unalerted.

 

Day 4 Daylight Orders due Tuesday at 6pm EDT

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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 15

Curses
Character
Afflicted with
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-

The Adventurers
Player Character F N
Tony Rowe
Lothar, the BLACK KNIGHT
2
1
Bill Skulley
Iftandir, the ELF
   
Alan Busby
Ogion, the WIZARD
   
Matija Vidmar
CAPTAIN Alatriste
   
Al D'Amico
Voldemort, the WITCH KING
3 3
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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