BIMR4 Magic Realm
Info

Day 1

Lots of excitement in the Realm today! At the Chapel, the Pilgrim hires O3, but the Order don't seem to want to part with their Morning Star despite the White Knight's entreaties. At the Guardhouse The Captain trades in his Short Sword for a shiny new Ax but can't get the Guard to sell a helmet for the Dwarf. Undaunted, the Dwarf heads off into the caverns with his friend the Wizard and discovers the Lost City! At the end of the Day the Dwarf and Wizard are cowering under a ledge near the Statue, trying to avoid the three Trolls snuffling around the clearing looking for them. The Black Knight explores into Borderland and turns up the Altar, and the Witch King enchants Nut Woods, cutting off the characters at the Inn. The Berserker and Swordsman hire up five of the Rogues and the Sorceror hides and alerts a Type VI magic chit.

In combat, the Wizard and Dwarf's nerves give out and they run scrambling out the Cavern toward daylight. The Swordsman lets discretion be the better part of valor and ambles, casually yet briskly, out of the clearing at the Inn, leaving his hirelings behind. The Witch King creates a Broomstick and a Phantasm for himself, the Sorceror melts into Mist, and the Pilgrim and White Knight cast "Small Blessing." The Pilgrim gains a "Wish for Strength" making his Staff glow with latent energy. The White Knight teleports O1 to the Chapel (where he already was!)


Monster Roll=4
Giants, Trolls, and the Lancers are Prowling. Ghosts are always prowling.

Followers:
Wizard Follows Dwarf


DAYLIGHT


Preston, the PILGRIM, at the Chapel (DV5)
T / T / HR / HR
Receives Great Sword and 10 Gold from White Knight
(5,5) No deal
(5,4) No deal
(3,3) Hires O3 for 16 gold
(5,6) No deal
The Lancers arrive at the Chapel.

Faramir, the CAPTAIN, at the Guardhouse (EV5)
T / T / T / T / T
Trades for Ax(4,3)=Price X3. Trades in Short Sword and 8 gold for Ax.
Takes 10 Gold from Dwarf.
Trades for helmet(5,2)=PriceX4. No deal.
Trades for helmet(6,5)=No deal.
Trades for helmet(4,2)=PriceX3. No deal.
Trades for helmet(6,5)=No deal.
Nothing arrives.

Balin, the DWARF, at the Guardhouse (EV5)
M-CN2 / H
Receives 10 gold back from Captain.
Moves to Cavern 2.
Hides(5).
Reveals Stink C and Lost City: Howl 5, Howl 4, Vault 3, Patter 2, Statue 2.
Two Heavy Trolls, drawn by Stink C from the Setup Card to Cavern 2, snuffle around the clearing looking for the humans they can smell but not see. Tremendous Troll arrives at Vault.

Gondaff, the WIZARD, at the Guardhouse (EV5)
Follows Dwarf
Moves to Cavern 2.
Hides.
At end of move, T Troll moves from Vault at CN3 to CN2 and joins the other Trolls searching for the humans.

The WHITE KNIGHT, at the Chapel (DV5)
T / T / HR / HR
Receives Great Sword and 4 gold from Pilgrim.
Trades with Lancers for treasure (4,4)-1(Honor)=3. Price X2=no deal.
Trades with Order for Morning Star (6,1)-1(Honor)=5. Price X4=no deal.
Cancels two hire phases.
Nothing arrives.

Tim, the SORCEROR, at the Inn (BV5)
H / H / H / A
Hides(2,2).
Rest of Hide phases canceled.
Alerts Magic VI6*
Nothing arrives.

Kael, the BLACK KNIGHT,at the Inn (BV5)
M-NW2 / H / A / M-BL2
Gives 10 Gold to Swordsman.
Moves to Nut Woods 2.
Hides(2,1).
Alerts Mace.
Moves to Borderland 2.
Reveals Altar 1 and Smoke C. Nothing arrives.

Raq'nyvarkryn, the WITCH KING, at Awful Valley 5
M-NW4/ H / R / SPX* / SP
Plays Purple magic from enchanted Magic IV3*. Purple magic chit reverts to ordinary magic chit and fatigues.
Fails to hide(6,6).
Rest Magic IV3*.
Prepares to cast an enchantment.
Enchants Nut Woods tile Using Magic IV3* and Purple magic from enchanted Magic IV4* (fatigues).
Reveals Dank W. Nothing arrives.


Rungnir, the BERSERKER, at the Inn (BV5).
H / HR / HR / HR / R*
Hides(4,2).
Attempts to hire R7(6,4)=No deal.
Attempts to hire R7(4,1)=Price X3. Hires R7 for 3 gold.
Attempts to hire R6(4,3)=Price X3. Hires R6 for 3 gold.
Nothing arrives.

Tiago Espadafiada, the SWORDSMAN, at the Inn (BV5).
Chooses to go last.
HR / HR / HR / HR
Attempts to hire R5(3,1)=Price X2. Hires R5 for 2 gold.
Attempts to hire R4(4,3)=Price X3. Hires R4 for 6 gold.
Attempts to hire R3(2,1)=Price X2. Hires R3 for 4 gold.
Attempts to hire R2(4,3)=Price X3. No deal.
Nothing arrives.

EVENING


Bad Valley 5 (Inn)
Berserker and Sorceror are hidden, Swordsman is unhidden. Sorceror is not battling the Rogues(5,1).


Dark Valley 5 (Chapel)
The Pilgrim and White Knight are unhidden. Neither are battling their friends the Order. The Pilgrim is not battling the Lancers(5,4).


Nut Woods 4
The Witch King is unhidden and alone.


Evil Valley 5 (Guardhouse)
The Captain is unhidden and not battling his friends, the Guard.


Cavern 2
The Dwarf and Wizard are hidden. There are two Heavy Trolls and a Tremendous Troll in the clearing.

COMBAT


Cavern 2
Dwarf and Wizard are hidden in clearing with three Trolls, all light-side-up.

Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions:
Wizard plays Move M5 and the Dwarf plays Move H6 to run out of clearing toward Evil Valley 5, becoming unhidden. They spend the night on the pathway between EV5 and CN2 and must record a move phase to either EV5 or CN2 as their first activity of Day 2.

Combat ends in clearing.


Nut Woods 4
The Witch King is alone in the woods.

Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions:
Witch King casts "Broomstick" using Magic V4 and Black magic from Enchanted Magic V3* (fatigues).

2. Melee Step
a. Selecting Targets: Witch King targets himself.
b. Spell Effects: Magic V4 is converted to Fly 1 chit and remains committed to spell until it is used.

Round 2
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions:
Witch King casts "Phantasm" using Magic VI3 and Purple magic from enchanted Magic IV3* chit.

2. Melee Step:
a. Selecting Targets: Witch King targets himself.
b. Spell Effects: Witch King has control of phantasm for until Sunset of Day 2. Magic VI3* is committed to spell until spell expires.

Combat ends in clearing.


Bad Valley 5
Sorceror and Berserker are hidden, Swordsman is unhidden. Three unhired and five hired Rogues are unhidden. The Rogues are not battling anyone.

Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions:
The Sorceror casts "Melt into Mist" with alerted Magic VI6* chit and Purple magic from enchanted Magic IV4* chit (fatigues).
The Swordsman plays Move L3* to run out of clearing toward Nut Woods 2. He spends the night on the pathway between the two clearings and must use his first phase on Day 2 to move to BV5 or NW2.

2. Melee Step
a. Selecting Targets: Sorceror targets himself
b. Spell Effects: the Sorceror transmorphizes into Mist. His Magic VI6* chit is committed to spell until the spell expires.


Dark Valley 5 (Chapel)
The White Knight and Pilgrim are unhidden in clearing. They are not battling the Order or the Lancers.


Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions:
Pilgrim casts "Small Blessing" with Magic I6* and White magic from clearing.
White Knight casts "Small Blessing" with Magic I5** and White magic from clearing.

2. Melee Step
a. Pilgrim targets himself. White Knight targets himself.
b. Spell Effects:
Pilgrim rolls on "Wishes Table" (6,3)="Wish for Strength." Next Fight causes Tremendous Harm. Pilgrim's "Small Blessing" spell expires, Magic I6* fatigues.
White Knight rolls on "Wishes Table" (2,1)="Wish You Were Elsewhere." Teleports O1 to where it started game. O1 reappears at Chapel and wonders what just happened to him. White Knight's "Small Blessing" spell expires, Magic I5** fatigues.

Combat ends in clearing.

MIDNIGHT

"Melt into Mist" falls inert and the Sorceror percipitates from the Mist.
All weapons become unalert.

Day 2 Daylight orders due Saturday, June 26, 5pm EDT.

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

Player Emailer | New Window

Native Relationships | New Window
BIMR4 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
O3
Pilgrim
Day 14
R5, R4, R3
Swordsman
Day 14
R7, R6
Berserker
Day 14

Curses
Character
Afflicted with

Spells
Character
Spell in Effect
Pilgrim
"Wish for Strength"
Sorceror
"Melt into Mist"
Witch King
"Phantasm"
Witch King
"Broomstick"

The Adventurers
Players Character F N

Team 1:
Michael Mesich
Julius Lee Watts

Gondaff, the WIZARD
Team 2:
Kisa Griffin
Daniel W. Farrow
Raq'nyvarkryn, the WITCH KING
   
Team 3:
Bill Koens
Ken Hullett
Tiago Espadafiada, the SWORDSMAN
   
Team 4:
Søren Busch-Knudsen
Brian Fiscus
Faramir, the CAPTAIN
   
Team 5:
Deric Page
Mike van Schijndel
? the WHITE KNIGHT
   
Team 6:
Ron Larose
David Szum
Preston the PILGRIM
   
Team 7:
Michael O'Connell
Jordi Morera
Kael, the BLACK KNIGHT
   
Team 8:
Tim Stevens
Tim Heinz
Balin, the DWARF
   
Team 9:
Mark Wrynn
Lee Fisher
Rungnir, the BERSERKER
   
Team 10:
Craig Perras
Christopher Clark
Tim, the SORCEROR
   


Season is SPRING
Sprouts and blossoms bloom in milder weather...

Mountains: 2 phases to enter
7th Day: GOLD magic
FOOD to INN (Guardhouse)
ESCORT to L CAMPFIRE (House)
Reward: 2 GOLD per clearing

Week One Weather is WARM
7 Days this Week
• 2 Basic Phases
• 2 Sunlight Phases

History
Setup
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