BIMR3 Magic Realm
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Day 6

Our adventurers find trouble in the woods today, as the new Berserker, Ur-Berek, starts out at the Inn and stumbles into a pack of Wolves while the Druid watches from hiding to see what transpires. Meanwhile, the Elf and the Black Knight arrive at the Small Campfire after enchanting the Maple Woods to create a new path. They are immediately spotted by their enemies the Lancers, who ride up and battle the Elf but are intimidated by Lothar's frightening reputation. The Amazon arrives hidden at the Pool and hears snoring somewhere in the rocks as the White Knight slumbers, tired out by his long climb the previous day. The Captain and his men move on to the Altar, while, carefully hidden, the Wizard arrives in Ledges. The Witch and Witch King prepare more color magic.

In combat, the Elf befuddles the Lancers with his "Persuade" spell, convincing them that he is their friend. By Midnight they are singing around the Campfire together and swilling down the forest home-brew. With the Druid darting out from the trees and slashing Wolves right and left with his lightning Dagger, the Berserker and his elusive companion finish off the canine mauraders in five rounds of combat. At the end of the day, Ur-Berek is covered with blood and grinnng from ear to ear.

DAYLIGHT

Monster Roll = 4
(Giants and Trolls and the Lancers are prowling again!)

Followers:
Black Knight follows the Elf
SHQ, S1, S2, and S3 follow the Captain

Valdemort, the Witch King (at Borderland 1)
M-CV2 / R-V3* / R-V4* / SPX / SP (enchant V4*)
Moves to Curst Valley 2
Rests Magic V3*, Magic V4*.
Enchants Magic V4*
Nothing arrives.


The White Knight (at Cliff 6, site of Pool)
H / H / H / H (No orders received.)
Hides (3,1)
Nothing arrives.


Naal Han Artal, the Druid (at Deep Woods 5)
H / MDW2 / MDW6/ MLW5
Hides (3)
Moves to Linden Woods 5
Nothing arrives


Crookshanks, the Familiar (at Deep Woods 1)
M-DW3 / M-DW5 / M-DW2 / M-DW6
Moves to Deep Woods 6
Nothing arrives.


Hermione, the Witch (at Nut Woods 2)
SPX / SP / SP / M-Pine Woods 2
Enchants Magic V5* and Magic V6* to Black Magic
Moves to Pine Woods 2
Nothing arrives.


Berek, the Berserker (restarts at Inn, takes Great Ax from Order and helmet from the Guard)
H / H / A / M-LW5
Fails to hide (6,1)
Fails to hide (6,5)
Alerts Great Ax
Moves to Linden Woods 5
Blocked by six Wolves
Nothing else arrives.

Captain Alatriste (at Ledges 6, site of Hoard)
M-LE1 / S / S / S (search for the Altar, then loot)
Moves to Ledges 1
Searches on Locate Table (5,6). Finds nothing.
Searches on Locate Table (6,5). Finds nothing.
Searches on Locate Table (5,6). Finds nothing.
Nothing arrives.


Inigo Balboa, the SHQ (at Ledges 6, site of Hoard)
Follows the Captain

Put on board at end of Captain's turn.
Nothing arrives.


Iftandir, the Elf (at Maple Woods 4)
H* / SPX / SP (enchant MW, fatigue Magic III4*) / M MW5 / R
Fails to hide (6,2)
Enchants Maple Woods using Magic III3* and Gold magic from enchanted Magic III4* (fatigues).
Moves to Maple Woods 5 (site of Small Campfire) along newly-created enchanted path.
Rests back Magic III3*
At end of turn the Lancers ride up to the Small Campfire to confirm the rumor that their enemies the Elf and Black Knight are in the vicinity.

Lothar, the Black Knight (at Maple Woods 4)
Follow (Elf)
At end of Elf's turn, placed back on the board.
Nothing else arrives.

Ogion, the Wizard (at Pine Wood 2)
H/H/M-OW2/M-LE3
Fails to hide(6,4)
Hides(1,1)
Moves to Ledges 3
Nothing arrives


Blaize, the Amazon (at Cliff 4)
H / H / MCF6* / MCF6 / S
Fails to hide(6,2)
Hides(2,1)
Moves to Cliff 6
Searches on Locate Table(5,3). Finds nothing.
Nothing arrives.


EVENING


MAPLE WOODS 5
The Lancers are battling the Elf (3,1) but not the Black Knight (1).


LINDEN WOODS 5
The Berserker is unhidden with his Great Ax alerted in the clearing with six hungry Wolves. The Druid is watching from hiding.


COMBAT

 

MAPLE WOODS 5
Elf is unhidden and battling the Lancers.
Black Knight is unhidden and not battling the Lancers.
LHQ, L1, L2, L3 are on their light side

Round 1

1. Encounter Step: All Lancer ponies are put on their "walking" (light) sides
a. Luring: none
b. Random Assignment: All Lancers are assigned to attack Elf
c. Deployment: none
d. Actions: Elf casts "Persuade" with Magic III4* (committed to spell until Sunset on Day 7) and gold magic from the enchanted tile.

2. Melee Step:
a. Selecting Targets: Elf targets the Lancers
b. Spell Effects: Lancers are removed from Elf's sheet and are no longer battling the Elf. Lancers will be "Friendly" toward Elf until Day 7 Sunset.


3. Fatigue Step: none


Combat ends in clearing.


LINDEN WOODS 5
Berserker is unhidden. Great Ax is alerted. Wolves are all light-side-up. W1, W2, W3 are L4/3; W4, W5, and W6 are M5/3.

Round 1
1. Encounter Step
a. Luring: none
b. Random Assigmnent: all six Wolves assigned to Berserker's sheet
c. Deployment: none
d. Actions: none

2. Melee Step
a. Selecting Targets: Berserker targets W1. Druid targets W2, becoming unhidden.
b. Spell Effects: none
c. Attacks/Maneuvers:
Berserker distributes Wolves in all boxes:
W1 in CHARGE&THRUST
W2 in DODGE&SWING
W3, W4, W5, W6 in DUCK&SMASH
Berserker maneuvers with Move H4** in Charge, plays alerted Ax with Fight H6 in Thrust.
Druid plays Fight L2** in Swing to attack with Dagger.
(See image)


d. Repositioning/Change Tactics:
Wolf repositioning roll=6(shift up).
W1 moves to DUCK&SMASH. Change Tactics=(1,1). No change.
W2 moves to CHARGE&THRUST. Change Tactics=(5,5). No change.
W3, W4, W5, W6 move to DODGE&SWING. Change Tactics=(4,4). No change.
(See image)

e. Resolving Attacks:
W2 hits by matching directions
Druid hits by undercutting
W1, W3-6, and Berserker miss
f. Inflicting Harm:
In Round 1 order goes by weapon length with speed breaking ties. Druid's Dagger and Wolf1 are both length=0. Druid speed=2 is faster than Wolf attack speed=4. Druid hits first, causing Negliglible harm + one sharpness star + one level for Fight chit strength exceeding weapon weight = Medium harm. Wolf2 is KILLED. Wolf2's attack is canceled.

3. Fatigue Step
Berserker fatigues Move T6* for playing two Move asterisks.
Druid fatigues Fight L3* for playing two Fight asterisks.


Druid gets 1 Notoriety for killing Wolf2. All Wolves remain assigned to Berserker on light side as they finished round.


Round 2

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

2. Melee Step
a. Selecting Targets: Beserker targets Wolf1, Druid targets Wolf3
b. Spell Effects: none
c. Attacks/Maneuvers:
Berserker distributes Wolves in all boxes:
W1 in CHARGE&THRUST
W3 in DODGE&SWING
W4, W5, W6 in DUCK&SMASH
Berserker maneuvers with Move H4** in Charge, plays alerted Ax with Fight H6 in Thrust.
Druid plays Fight L2** in Swing to attack with Dagger.
d. Repositioning/Change Tactics:
Wolf repositioning roll=3 (bottom box unchanged)
W1 moves to DODGE&SWING. Change Tactics=(2,2). No change.
W3 moves to CHARGE&THRUST. Change Tactics=(2,2). No change.
W4, W5, W6 stay in DUCK&SMASH. Change Tactics=(5,3). No change.
(See image)

e. Resolving Attacks:
W3 hits by matching directions.
Druid hits by undercutting.
W4-W6 and Berserker miss.
f. Inflicting Harm:
In Round 2 and following, harm is inflicted in order of attack speed. Druid's attack speed=2 is faster than Wolf3's attack speed=4. Druid hits first and inflicts Negliglible harm +one sharpness star + one level for Fight chit strength exceeding weapon weight=Medium harm. Wolf3 is KILLED. Wolf3's attack is canceled.

3. Fatigue Step:
For playing two Move asterisks Berserker fatigues Move H4** and brings back Move T6* in change.
For playing two Fight asterisks Druid fatigues Fight L2** and brings back Fight L3* in change.


Druid gets 2 Notoriety for killing Wolf3 as second victim of day. W1, W4-W6 remain assigned to Berserker on light side as they finished round.


Round 3

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

2. Melee Step
a. Selecting Targets: Berserker targets W1, Druid targets W4
b. Spell Effects: none
c. Attacks/Maneuvers:
Berserker distributes Wolves in all boxes:
W1 in CHARGE&THRUST
W4 in DODGE&SWING
W5 and W6 in DUCK&SMASH
Berserker maneuvers with Move H4** in Charge, plays alerted Ax with Fight H6 in Thrust.
Druid plays Fight L3* in Swing to attack with Dagger.

d. Repositioning/Change Tactics:
Wolves repositioning roll=3 (bottom box unchanged)
W1 moves to DODGE& SWING. Change tactics=(2,2). No change.
W4 moves to CHARGE&THRUST. Change tactics=(3,3). No change.
W5, W6 stay in DUCK&SMASH. Change tactics=(6,6). Flip to L3/4 side.
(See image)

e. Resolving Attacks:
W4 hits by matching directions
W4, W6 hit by undercutting
W1, Berserker, Druid miss.
f. Inflicting Harm:
W4 causes Medium harm, causing one wound
W5, W6 hit helmet with Light attack, causing no harm


3. Fatigue Step
Berserker fatigues Move T6* for playing two Move asterisks.
Berserker wounds Move H6
W1 (L4/3), W4 (M5/3), W5 (L3/4), and W6 (L3/4) remain assigned to Berserker.


Round 4

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

2. Melee Step
a. Selecting Targets: Berserker targets W1 (L4/3), Druid targets W5 (L3/4)
b. Spell Effects: none
c. Attacks/Maneuvers:
Berserker distributes Wolves in all boxes:
W1 in CHARGE&THRUST
W4 in DODGE&SWING
W5 and W6 in DUCK&SMASH
Berserker maneuvers with Move H4** in Charge, plays alerted Ax with Fight H6 in Thrust.
Druid plays Fight L3* in Swing to attack with Dagger.
d. Repositioning/Change Tactics:
Wolves repositioning roll=4 (no change)
W1 stays in CHARGE&THUST. Change tactics=(1,1). Stay on L4/3.
W4 stays in DODGE&SWING. Change tactics=(6,6). Flips to L3/4 side
W5, W6 stay in DUCK&SMASH. Change tactics=(1,2). Stay on L3/4 side.
(See image)

e. Resolving Attacks:
W1 hits by matching directions
W4, W5, W6 hit by undercutting
Berserker hits by matching directions
Druid hits by undercutting
f. Inflicting Harm:
In order of attack times, Druid, W4, W5, W6 hit first, hitting simultaneously (same time, same length): W4 causes Light damage, giving Berserker one wound. W5, W6 hit helmet with Light damage -- no harm. Druid causes medium harm: Wolf5 is KILLED.
Berserker hits next (same attack speed as W1 with longer length). Berserker does Heavy harm + one sharpness star = Tremendous damage. Wolf1 is KILLED, and its attack canceled. Great Ax becomes unalerted.

3. Fatigue Step

Berserker fatigues Move H5* for playing two Move asterisks.
Berserker wounds Fight T6*

Wolf4 (L3/4) and Wolf6 (L3/4) remain assigned to Berserker.

Berserker earns 1 Notoriety for killing W1.
Druid earns 3 Notoriety for killing W5 as his third victim of the day.

Round 5

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

2. Melee Step
a. Selecting Targets: Berserker targets W4 (L3/4), Druid targets W6 (L3/4)
b. Spell Effects: none
c. Attacks/Maneuvers:
Berserker distributes Wolves in all boxes:
W4 in CHARGE&THRUST
W6 in DODGE&SWING
Berserker maneuvers with Move H4** in Charge, plays unalerted Ax with Fight H6 in Thrust.
Druid plays Fight L3* in Swing to attack with Dagger.
d. Repositioning/Change Tactics:
Wolves repositioning roll=4 (no change)
W4 stays in CHARGE&THUST. Change tactics=(2,2). Stays on L3/4.
W6 stays in DODGE&SWING. Change tactics=(5,2). Stays L3/4 side
(See image)

e. Resolving Attacks:
W4 hits by matching directions
W6 hits by undercutting
Berserker hits by matching directions
Druid hits by matching direction (and undercutting)
f. Inflicting Harm: (In order of attack time.)
Druid, W4, W6 hit simultaneously (same attack time, same length)
W4 and W6 inflict Light harm and give Berserker two wounds.
Druid inflicts Medium harm on W6. W6 is KILLED.
Berserker hits next, inflicting Tremendous harm on W4. W4 is killed.

3. Fatigue Step
Berserker fatigues Move H4** and activates Move H5* to make change.
Berserker wounds Fight H5 and Fight T5*


Combat ends in clearing.
Berserker earns 1*1 + 2*1 = 3 Notoriety
Druid earns 1*1 + 2*1 +3*1 +4*1 = 10 Notoriety

 

MIDNIGHT

The characters slip into a well-earned rest with an uneasy wind in the trees and Purple lights in the sky. Strange sounds and movements are heard around the Realm.


Day 7 Daylight Orders due Friday at 5pm EDT

Denizen Regeneration and Purple Magic in every clearing on Day 7!

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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
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
18 18
Chuck Shrader
Naal Han Artal, the DRUID
  10
Michael Roden
Ur-Berek, the BERSERKER
  3
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
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