BIMR4 Magic Realm
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Day 12


Bats are prowling again and the Pilgrim and White Knight scare up one in Crag, but fortunately they are both hidden. The group in Cavern emerge into the daylight in Deep Woods and immediately stumble on the Cairns. In Ruins, the gang of four breaks up with the Swordsman and Sorceror heading off toward Ledges while the Berserker takes one last loot of the Hoard, discovers the Mouldy Skeleton, and receives an Ill Health curse. Three magical pieces of armor appear on the pile at the Hoard, but Rungnir is already on his way out of the clearing and can't take advantage of this fortune. The Witch King in Ledges has no more success with Magic Sight at the Shrine, but his Phantasm moves into Ruins and enchants the tile, just in time for Kael, the Black Knight, to walk into a tree trying to take a path that no longer exits.

In combat, the White Knight takes one mighty swing with his Morning Star, matches directions with the Giant Bat, and kills it. At the end of combat the mysterious Knight raises his visor to wipe his brow and reveals his identity as Sir Duncan the Tall! Elsewhere the Swordsman activates the Royal Scepter along with his workhorse, the Witch King casts "Phantasm" again, and the Sorceror casts "Dissolve Spell" on his "Melt into Mist" spell, breaking the spell.

 

BIRDSONG

R2, R3, R4, & R5 follow Swordsman
Pilgrim follows White Knight
Dwarf follows Wizard.
O2 follows White Knight
O1 and O3 follow Pilgrim

DAYLIGHT

Monster Roll=6
Bats and the Visitors/Missions are prowling.


Tiago Espadafiada, the SWORDSMAN, at Ruins 4.
M-RU6* (workhorse) / M-RU3 / M-OW2
Chooses to move first.
Moves to Ruin 6 (workhorse becomes inactive)
Moves to Oak Woods 2
Nothing arrives.

Rungnir, the BERSERKER, at Ruins 6, site of Hoard
S / M-RU4 / R*
Loots Hoard(2,2). Finds 2nd treasure in Hoard, the Mouldy Skeleton. Gets Curse(4,2)=Ill Health. Berserker cannot do a Rest phase. Three treasure counters (Jade Shield, Silver Breastplate, and Gold helmet) are added to Hoard's Treasures.
Moves to Ruins 4.
Cannot rest because of Ill Health curse.
Nothing arrives.

Tim, the SORCEROR, on roadway between Ruins 6 and Ruins 3
M RU-3 / R / R / SPX* / SP / SP
Moves to Ruins 3
Activates the Golden Armband
Rests Magic IV3*
Rests Magic IV5*
Prepares to cast an enchantment
Enchants Magic IV5* to Purple magic.
Enchanges Magic IV4* to Purple magic.
Nothing arrives.

Phantasm, at Ledges 4
M-OW2 / M-RU3 / SPX / SP / S
Moves to Ruins 3
Enchants Ruins tile with Witch Kings Magic IV3* chit and Purple magic from the Dragon Essence. (Nothing fatigues.)
Searches on Peer Table(6,2). Finds nothing.


Raq'nyvarkryn, the WITCH KING, at Ledges 4
R / S / S / S / Tr
Rests Magic VI3*
Searches with Magic Sight(2,1)=Counters. No counters in clearing.
Searches with Magic Sight(5.2)=Chits. No undiscovered chits in clearing.
Searches with Magic Sight(6,2)=nothing.
Trades with Crone to buy spell(4,4)=No deal.
Nothing arrives.


Faramir, the CAPTAIN, at Cavern 4
Doesn't need to record orders due to Timeless Jewel
Moves to Cavern 1
Moves to Deep Woods 5
Turns up Cairns 5 and Stink M
Nothing arrives.

GHQ, the hired HQ, at Cavern 4
Follows the Captain
Moves to Deep Woods 5
Put back on board after Captain's turn.
Nothing arrives.

The WHITE KNIGHT, at Dark Valley 5, site of Chapel
H / M-LW2 / M-CV4 / M-CG2 / M-CG2
Hides(5,1)
Moves to Crag 2
Reveals Ruins M and Slither 3
At end of turn a Giant Bat, drawn by Ruins M, moves to Crag 2.

Preston, the PILGRIM, at Dark Valley 5, site of Chapel
Follows White Knight
Hides
Moves to Crag 2
Put back on board after White Knights turn, very carefully to avoid revealing himself to Giant Bat.
Nothing else arrives.


Gondaff, the WIZARD, at Cavern 4
M-CN1 / M-DW5
Moves to Deep Woods 5.
Nothing arrives.


Balin, the DWARF
Follow Wizard
Follows Wizard to Deep Wood 5.
Put on board after Wizard's move.
Nothing arrives.

Kael, the BLACK KNIGHT, at Ruins 6, site of Hoard
M-RU4 / M-RU1
Moves to Ruins 4
Can't move to Ruins 1 because he hasn't discovered the secret path on the enchanted side of the Ruins tile.
Nothing arrives.

SUNSET

Witch Kings "Phantasm" spell expires. Magic VI2* fatigues.


EVENING


Crag 2
The White Knight and Pilgrim and their hired muscle are hidden from the Giant Bat that is flying around their clearing.

Ruins 4
The Black Knight and Berserker are unhidden and cut off by hidden paths and secret passages.

Ruins 3
The unhidden Sorceror shares the clearing with the Black Knight's Phantasm which fades away at Sunset.

Oak Woods 2
The Swordsman and his band, having slipped through the Ruins cave before the enchantment,
are unhidden and within a stones throw of the Shrine and the Crone.

Deep Woods 5
The Wizard, Dwarf, and the Captain with his hired men are unhidden in the clearing with the Cairns.

 

 

COMBAT

Oak Woods 2
Swordsman is unhidden with his hired Rogues.

At end of combat, Swordsman activates the Royal Scepter and the L4/L5 workhorse.


Crag 2
The White Knight and his hireling, O2, and the Pilgrim and his hirelings, O1 and O3, are all hidden. There is a Giant Bat, light-side-up (M2/3) in the clearing.

Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions: White Knight alerts Morning Star with Fight H6

2. Melee Step
a. Selecting Targets: The White Knight becomes unhidden and targets the Giant Bat.
b. Spell Effects: none
c. Attacks/Maneuvers:
Bat goes in Charge&Thrust on own sheet. Bat is not attacking this round.
White Knight plays alerted Morning Star with Fight T5* in Swing.

(See image)

d. Repositioning/Change Tactics:
Bat repositioning roll=5(shift down). Bat moves to Dodge&Swing and changes tactics(6,5).

(See image)

e. Resolving Attacks:
White Knight hits by matching directions.

f. Inflicting Harm:
White Knight inflicts Tremendous harm due to "Wish for Strength." Giant Bat is KILLED. "Wish for Strength" expires.

3. Fatigue Step: none


White Knight earns 3 Fame and 3Notoriety for killing Giant Bat.
Combat ends in clearing.

At the end of combat the White Knight raises his visor to wipe his brow and reveals his identity as Sir Duncan the Tall!

 

Ledges 4 (Shrine)
Witch King is unhidden and alone.

Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Witch King casts "Phantasm" with Magic VI3* and Purple magic from Dragon Essence.

2. Melee Step
a. Selecting Targets: Witch King targets himself.

b. Spell Effects:
"Phantasm" goes into effect, creating a new Phantasm until Sunset on Day 13. Magic VI3* is committed to spell until it expires.

Combat ends in clearing.

 

Ruins 3
Sorceror is alone in clearing.

Round 1

1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Sorceror casts "Dissolve Spell" using Magic VI5* and Purple magic from enchanted Magic IV4* chit (fatigues).

2. Melee Step
a. Selecting Targets: Sorceror targets "Melt into Mist" spell.
b. Spell effects:
"Dissolve Spell" breaks "Melt into Mist." Magic VI6* chit committed to "Melt into Mist" fatigues when spell expires. "Disolve Spell" expires; Magic VI5* chit fatigues.

3. Fatigue Step: none


Combat ends in clearing.

 

MIDNIGHT
All is quiet in the Realm.

 

Day 13 Daylight orders due Friday, August 13, 5pm 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
O3
Pilgrim
Day 14
R5, R4, R3
Swordsman
Day 14
R7, R6
Berserker
Day 14
R2
Swordsman
Day 15
Guard
Captain
Day 15
R1
Berserker
Day 16
O2
White Knight
Day 24
O1
Pilgrim
Day 24
     

Curses
Character
Afflicted with
Berserker
"Ill Health "

Spells
Character
Spell in Effect
Witch King
"Broomstick"
Witch King
"World Fades"
Witch King
"Absorb Essence "
Witch King
"Phantasm"
Pilgrim
"Wish for Strength"
   

The Adventurers
Players Character F N

Team 1:
Michael Mesich
Julius Lee Watts

Gondaff, the WIZARD
72
72
Team 2:
Kisa Griffin
Daniel W. Farrow
Raq'nyvarkryn, the WITCH KING
15 15
Team 3:
Bill Koens
Ken Hullett
Tiago Espadafiada, the SWORDSMAN
16 25
Team 4:
Søren Busch-Knudsen
Brian Fiscus
Faramir, the CAPTAIN
11 10
Team 5:
Deric Page
Mike van Schijndel
Sir Duncan the Tall, the WHITE KNIGHT
3 7
Team 6:
Ron Larose
David Szum
Preston the PILGRIM
8 20
Team 7:
Michael O'Connell
Jordi Morera
Kael, the BLACK KNIGHT
   
Team 8:
Tim Stevens
Tim Heinz
Balin, the DWARF
4 4
Team 9:
Mark Wrynn
Lee Fisher
Rungnir, the BERSERKER
4 8
Team 10:
Craig Perras
Christopher Clark
Tim, the SORCEROR
  2


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 TwoWeather is SHOWERS
6 Days this Week
• 2 Basic Phases
• 3 Sunlight Phases

History
Setup
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