BIMR3 Magic Realm
Info

Day 4

Dragons appear on the board! The Amazon slips past the Ax Goblins and avoids an arriving Heavy Dragon that blocks the Witch King on his way through the tile. The Captain and his hirelings put on the brakes and return to the Hoard, attracting the Tremendous Flying Dragon. Fortunately they are all hidden and the Dragon flies off to block the Witch when she lands in Ledges after a ride on her Broomstick. The Druid enchants Deep Woods, changing the paths and confounding the orders of the other characters in Deep Woods. The Berserker appears confused by the shifting paths, but manages to exit Deep Woods into the safety of Curst Valley. The Elf, heading for High Pass, fails to hide, bumps into a newly-relocated enchanted tree, and attracts the two Heavy Flying Dragons that block him, the Druid, and the Black Knight. The Wizard arrives at the Chapel, but quarrels with the Knights of the Order who gather together on their horses to give battle to the peace-loving old man. The White Knight finds a secret passage to the legendary Pool.

By evening, characters are faced off against Dragons and quarrelsome natives all over the board.

In combat, the characters improve their battle averages against the hapless Dragons. The Wizard beats a hasty retreat away from the Chapel with the Knights of the Order, incensed by the old guy's misguided attempts at humor, in hot pursuit. The Witch King deftly pops a Black chit to transform back into a Tremendous Giant, who beats the hell out of the Heavy Dragon. In Deep Woods 2, the Druid, Elf, and Black Knight face off against the two Heavy Flying Dragons. Final score: Characters 2, Dragons 0. And in Ledges 5, the Witch absorbs the Tremendous Flying Dragon and, in an enormous rustle of wings and cloud of smoke, flies away out of the clearing.

 

Monster Roll=1
(Dragons, Ghosts, and the Company are Prowling)


Followers:
Black Knight follows the Elf
Soldiers follow the Captain

DAYLIGHT


Blaize, the Amazon (in Ruins 3)
H / M-BL1 / M-BL6*
Hides(5,2)
Moves to BL6
Heavy Dragon appears in BL3, drawn from Appearance Chart by Slither 3

Captain Alatriste (in Ledges 3)
H / H / M-LE6 / S (look for the Hoard)
Fails to hide(6,1)
Hides(5,2)
Moves to Ledges 6
Searches on Locate Table(6,2). Finds nothing.
Tremendous Flying Dragon appears in Ledges 6, drawn from Appearance Chart by Hoard.


Inigo Balboa, the SHQ (in Ledges 3)
Follows Captain
Put back on board, hidden under the Dragon's feet, at end of Captains turn.
Nothing else arrives.


Crookshanks, the Familiar (in Caves 5)
S / S
Peers in Caves 5 (3,1) Finds hidden enemies and paths
Peers in Caves 5 (2,2) Finds clues and paths
Nothing arrives


Hermione, the Witch (in Evil Valley 4)
R / A / F-LE / M-LE6
Rests Magic V4*
Alerts nothing
Flies to Ledges
Lands in Clearing 5
(Magic V6* committed to Broomstick fatigues)
No path to Ledges 6, phase canceled.
At end of turn, Tremendous Flying Dragon moves to Ledges 5 and blocks Witch

Ogion, the Wizard (at Maple Woods 2)
M-MV4/M-AV4/M-BV2/M-BV5
Moves to Bad Valley 5 (site of Chapel)
Nothing arrives


Naal Han Artal, the Druid (at Deep Woods 2)
H / SPX / SP / R
Fails to Hide (6)
Prepares to do an enchantment
Enchants Deep Woods using Magic II3* and Gray color from enchanted Magic II3* (fatigues)
Gold color magic appears in all the clearings of Deep Woods and a mysterious shifting of paths occurs.
Rests back Magic II3*
At end of turn, Dragons from Appearance Chart are not drawn to map by Smoke M chit due to Druid's "Peace with Nature" special advantage.


Berek, the Berserker (at Deep Wood 6)
H/A/M-DW1/M-CV4
Fails to hide (6,3)
Alerts Great Ax
Cannot move to Deep Woods 1 by paths in enchanted tile, phase canceled
Moves to Curst Valley 4
Nothing arrives

The White Knight (at Cliff 3)
S / S / S / S
Searches on Locate Table(4,3). No site chits in Cliff 3.
Searches on Locate Table(2,2). Finds secret passage, CL3-CL6
Searches on Locate Table(5,2). Finds nothing
Searches on Locate Table(6,1). Finds nothing

Valdemort, the Witch King (at Mountain 4)
R-V3* / SPX / SP* (enchant V3*) / M-BL2 / M-BL3
Rest Magic V3*
Prepares to do enchantment
Enchants Magic V3* to Black Magic.
Moves to Borderlands 3. Blocked by Heavy Dragon.
Nothing else arrives.

Iftandir, the Elf (at Deep Woods 2)
H* / M HP6 / M HP3
Fails to hide(6,4)
No path to High Pass 6. Phase canceled.
No path to High Pass 3. Phase canceled.
At end of turn, two Heavy Flying Dragons are drawn from Appearance Chart to Deep Woods 2 by Smoke M chit, blocking Elf, Druid, and Black Knight.

Lothar, the Black Knight (at Deep Woods 2)
Follow Elf
Placed on board at end of Elf's turn.
Blocked by Heavy Flying Dragons.
Nothing else arrives.

EVENING

DEEP WOODS 2
Elf, Black Knight, and Druid are blocked by two Heavy Flying Dragons

BORDERLAND 3
Witch King is blocked by Heavy Dragon


LEDGES 5
Witch is blocked by Tremendous Flying Dragon


BAD VALLEY 5 (Chapel)
Wizard is battled by the Order! (6,1)(6,1)

 

COMBAT

BAD VALLEY 5
Wizard is unhidden and battled by the Knights of the Order. The Knights are light-side-up (H4/6, H5/5, H4/6, and H6/4) and their horses are walking (7, 7, 6, 5).

Round 1

1. Encounter Step
a. Luring: none
b. Random Assignment: OHQ, O1, O2, and O3 are assigned to Wizard's sheet
c. Deployment: none
d. Actions: Wizard plays Move M4* chit to run out of clearing toward Bad Valley 2. He must begin Day 5 with a Move phase to either BV2 or BV5.

2. Melee Step: none

3. Fatigue Step: none


Combat ends with no characters or hired natives in clearing.

 


BORDERLAND 3
Witch King is unhidden with Heavy Dragon. Dragon is light side up (H4/4).

Round 1

1. Encounter Step
a. Luring: none
b. Random Assignment: Heavy Dragon is assigned to Witch King's sheet
c. Deployment: none
d. Actions: Witch King plays enchanted Magic V3* Black magic chit to energize "Absorb Essence" permanent spell. Magic V3* chit fatigues; Witch King assumes form of Tremendous Giant.

2. Melee Step
a. Selecting Targets: Witch King targets the very surprised Heavy Dragon
b. Spell Effects: none
c. Attacks/Maneuvers:
Heavy Dragon goes in red CHARGE&THRUST box. Witch King maneuvers in Duck with T Giant's move speed=5, and attacks in Smash with T Giant's body H5 fight. Witch King plays Giant's club on T4 side in Swing as second attack.
d. Repositioning/Change Tactics:
Heavy Dragon repositioning roll=2 (middle box unchanged). Dragon moves to DUCK&SMASH. Change Tactics roll=(4,4) No change.
(See image.)

e. Resolving Attacks: Dragon hits Witch King/Giant by matching directions and by undercutting. Witch King/Giant body hits by matching directions. Club misses.
f. Inflicting Harm: Dragon hits first (same length=tooth/claw=0; speed breaks tie). Dragon does not hurt Witch King/Giant's tremendous vulnerability. Witch King/Giant hits next. H5 attack causes Heavy harm. Heavy Dragon is KILLED.

3. Fatigue Step: none

Combat ends in clearing. Witch King gets 5 Fame and 5 Notoriety.

 

DEEP WOODS 2
The Elf, the Druid, and the Black Knight are unhidden in clearing with two frisky Heavy Flying Dragons, light-side-up (H4/4).


Round 1

1. Encounter Step (each step in "board order" starting with "first player," the Amazon)
a. Luring:
Black Knight does not lure.
Elf does not lure.
Druid lures two Dragons onto his sheet.
b. Random Assignment: none
c. Deployment: none
d. Actions:
Black Knight alerts Mace with Fight M5
Elf alerts Light Bow with Fight M4
Druid runs away toward Deep Woods 5 with Move L2**. He must start Day 5 with a Move phase to either DW5 or DW2. Dragons leave Druid's sheet and become unassigned.

2. Melee Step
a. Selecting Targets: (random order)
Black Knight targets Dragon1
Elf targets Dragon2
b. Spell Effects: none
c. Attacks/Maneuvers:
Dragon1 goes in CHARGE&THRUST box in its own sheet.
Dragon2 goes in CHARGE&THRUST box on its own sheet.
Black Knight attacks with alerted Mace and Fight H6 in Smash direction.
Elf attacks with alerted Light Bow and Fight L3* in Thrust directions.
d. Repositioning/Change Tactics:
Dragon1 repositioning roll=3 (bottom box unchanged). Dragon1 goes to DODGE&SWING. Dragon1 change tactics roll=(2,3). No change.
Dragon2 repositioning roll=1 (top box unchanged). Dragon2 stays in CHARGE&THRUST. Dragon2 change tactics roll=(2,3). No change.
(See image)

e. Resolving Attacks:
Black Knight hits Dragon1 by undercutting. Elf hits Dragon2 by undercutting and matching directions. Dragons are not attacking.
f. Inflicting Harm:
Black Knight's Mace inflicts M harm + one level for Fight chit that exceeds weapon weight = Heavy harm. Heavy Dragon1 is KILLED. Black Knight's Mace becomes unalerted.
Elf's Light Bow inflicts L harm + two levels for sharpness stars - one sharpness star for hitting armored Dragon + Missile Table roll = 5 (decrease two levels) = Negliglible harm. Dragon2 wonders if he has been bitten by a mosquito.

3. Fatigue Step: Druid fatigues Move L2** and activates Move L3* to "make change."

Dragon2 stays on his light side (H4/4), unassigned but looking around to see where all the commotion in the clearing is coming from.


Round 2

1. Encounter Step
a. Luring: none
b. Random Assignment: Elf=(4,3); Black Knight=(6,3). Dragon2 is
assigned to Black Knight.
c. Deployment: none
d. Actions:
Black Knight plays Fight M3** to alert Mace.
Elf plays Fight M4 to alert Light Bow.

2. Melee Step
a. Selecting Targets: Elf and Black Knight both target Dragon2 who advances into the cross-fire.
b. Spell Effects: none
c. Attacks/Maneuvers:
Dragon2 is placed in CHARGE&THRUST red box on Black Knight's sheet.
Black Knight plays alerted mace with Fight H6 in Smash, maneuvers with Move H6 in Charge. Plays shield to defend Swing.
Elf plays Light Bow with Fight L3 in Thrust.
d. Repositoning/Change Tactics:
Dragon2 repositioning roll=6 (shift up). Dragon2 moves to DUCK&SMASH. Change tactics roll=(2,1), no change.
(See image)

e. Resolving Attacks:
Elf hits by undercutting
Black Knight by undercutting and matching directions.
Dragon2 hits by undercutting.
f. Inflicting Harm: (In Round 2 and following, attacks hit in order of speed with length breaking ties.)
Elf's speed=1 attack hits first, causing Light harm + two sharpness stars - one sharpness star for Dragon's armor + Missile Table Roll=2 (increase one level) = Heavy damage. Dragon2 is KILLED.
Black Knight and Dragon2's attacks are canceled.

3. Fatigue Step: Black Knight fatigues Fight M4* for playing two Fight asterisks


Combat ends in clearing with Dragons vanquished. Black Knight gets 5 Fame and 5 Notoriety. Elf gets 5 Fame and 5 Notoriety.

LEDGES 5
The Witch is unhidden with a very hostile Tremendous Flying Dragon. Dragon (M3/4) and head (M3) are both on their light side.

Round 1

1. Encounter Step
a. Luring: none
b. Random Assignment: Dragon is assigned to Witch's sheet, smoke pouring from his nostrils in anticipation.
c. Deployment: none
d. Actions: Witch casts "Absorb Essence" with Magic V4* chit (committed to spell) and Black magic from enchanted Magic V5* chit (fatigues)

2. Melee Step
a. Selecting Targets: Witch targets the Tremendous Flying Dragon.
b. Spell Effects: Witch takes on form of TFD.
c. Attack/Maneuvers: none
d. Repositioning/Change Tactics: none
e. Resolving Attacks: none
f. Inflicting Harm: none

3. Fatigue Step: none


Round 2
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions: Witch, in form of Tremendous Flying Dragon, flies away out of clearing toward Oak Woods. She will fly to either Ledges or Oak Woods and land in her first phase on Day 5.


Combat ends in empty clearing with the mountain creatures wondering what they just saw.


MIDNIGHT

The Witch King and Witch resume their normal visages as their Absorb Essence spells become inert. All weapons become unalerted.

Day 5 Daylight Orders due Friday at 11am EDT

Map | New Window
Mini Map | New Window
Item/Chit Status | New Window
Setup Card | New Window

Player Emailer | New Window

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 15

Curses
Character
Afflicted with
-
-

The Adventurers
Player Character F N
Tony Rowe
Lothar, the BLACK KNIGHT
7
6
Bill Skulley
Iftandir, the ELF
5 5
Alan Busby
Ogion, the WIZARD
   
Matija Vidmar
CAPTAIN Alatriste
   
Al D'Amico
Voldemort, the WITCH KING
8 8
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
Setup
1 2 3 4 5 6 7
8 9 10 11 12 13 14
15 16 17 18 19 20 21
22 23 24 25 26 27 28