BIMR4 Magic Realm
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Day 16

The Black Knight and Berserker spend the entire day searching for a hidden path in the rain, and the Black Knight finally stumbles on it just as evening arrives. The Swordsman hires back his Rogue Axman, and the Sorceror appears suddenly at the Shrine, hires a Rogue Assassin, and then leaves the clearing before his hireling can follow him. The Dwarf unloads the back-breaking Golden Icon by selling it to temporarily unhired Guard HQ for 100 gold. He then loans some gold to the Captain, who buys the Dwarf a helmet and hires the Guard back again. The Pilgrim fails to find the secret passage in Cliff and attracts two Giant Bats who block his unhidden friend, Sir Duncan, and the Witch King energizes his Absorb Essence, assumes the form of a Flying Demon, and flies to Mountain where he is blocked by three Giant Bats.

In combat, the White Knight and the two Knights of the Order finish off the Bats in Cliff, and the Witch King/Tremendous Demon lets the three Bats in Mountain attack him for two rounds until they get tired of trying to harm his tremendous vulnerability and flit off to the other side of the clearing.



BIRDSONG

O2 follows White Knight
O1 follows Pilgrim
R3 follows the Swordsman


DAYLIGHT


Monster Roll=6
Bats and the Visitor/Missions (plus the Ghosts) are Prowling.

Tiago Espadafiada, the SWORDSMAN, on the roadway between Nut Woods 5 and Ruins 1
M-NW5*(workhorse) / H / R / HR / HR / HR*(sceptre)
Moves to Nut Woods 5
Fails to hide(6,4)
Rests move L3*
Attempts to Hire R2(1,1)=Opportunity. Hires R2 for Pricex2=8 gold.
Cancels remainder of hire phases.
Nothing arrives.

Preston, the PILGRIM, at Cliff 6
H / S / S / S
Hides(3,1)
Searches on Locate Table(4,1)=Discover chits. No sites in clearing.
Searches on Locate Table(6,5). Locates nothing.
Searches on Locate Table(5,5). Locates nothing.
Two Giant Bats, drawn by Bones M, appear in Cliff 6 and block White Knight.


Gondaff, the WIZARD, at Deep Woods 5 (the Cairns)
S / S / R / R
Loots the Cairns(6,4). Finds nothing. Fatigues Fight M3*.
Loots the Cairns(6,5). Finds nothing. Fatigues Move M4*.
Rests Fight M3*.
Rests Move M4*.
Nothing arrives.

Balin, the DWARF, at Deep Woods 5 (the Cairns)
TR / HR
Sells Golden Icon to GHQ for 100 gold.
Attempts to hire Guard(6,4)=no deal.
Nothing arrives.

Raq'nyvarkryn, the WITCH KING, in midair between Nut Woods and Awful Valley tiles
FL-AV / FL-CN / FL-DW / FL-MN
Flies to Awful Valley.
Lands at in random clearing(4).
Uses Black magic from enchanted Magic V3* to activate "Absorb Essence." Tranmorphizes into Flying Demon.
Flies to Cavern.
Flies to Deep Woods.
Flies to Mountain.
Lands in random clearing(2).
Reveals Dank M and Flutter 2.
Three Giant Bats drawn by Flutter 2 arrive in Mountain 2 and block Witch King/Flying Demon.


Faramir, the CAPTAIN, at Deep Woods 5 (the Cairns)
Doesn't write orders (Timeless Jewel)
Receives gold from Dwarf.
Attempts to trade with GHQ for helmet(4,4)=Pricex3. Buys helmet for 15 gold.
Gives helmet to Dwarf.
Attempts to hire Guard(6,4)=No deal.
Attempts to hire Guard(3,1)=Pricex2. Hires Guard for 24 gold.
Gives gold to Dwarf.
Rests Move M4*.
Nothing arrives.


Tim, the SORCEROR, at Oak Woods 4 (the Small Campfire)
M-OW2* (workhorse) / M-LE4 / HR / M-OW2 / M-OW4
Moves to Ledges 4.
Buys drinks for R4 and R5 (2 gold) and attempts to hire R5 on the Friendly Table(3,2)=Pricex2. Hires R5 for 2 gold.
Moves to Oak Woods 4 (Small Campfire). (R5 stays at Ledges 4).
Nothing arrives.

Sir Duncan the Tall, the WHITE KNIGHT, at Cliff 6
H / S / S / S
Blocked by Giant Bats.
Nothing else arrives.
Hide

Rungnir, the BERSERKER, at Ruins 4
H / S / S / S
Fails to hide(6,4).
Searches on Peer Table(5,2)=Clues.
Searches on Peer Table(6,1)=Nothing.
Searches on Peer Table(6,3)=Nothing.
Nothing arrrives.

Kael, the BLACK KNIGHT, at Ruins 4
S / S / S / S
Searches on Peer Table(4,3)=Hidden enemies.
Searches on Peer Table(6,1)=Nothing.
Searches on Peer Table(4,4)=Hidden enemies.
Searches on Peer Table(2,1)=Clues and paths. Finds RU4-RU1 hidden path.
Nothing arrives.


EVENING


Cliff 6
The Pilgrim and his hired O1 are hidden. The White Knight and his hired O2 are unhidden and blocked by two Giant Bats. O3 is unhired in the clearing and is not battling his friends the Pilgrim or the White Knight.

Mountain 2
The Witch King is unhidden, transmorphized into a Flying Demon, and blocked by three Giant Bats.

Deep Woods 5 (Cairns)
The Dwarf, Wizard, Captain, and the newly hired Guard are unhidden.

Oak Woods 4 (Small Campfire)
The Sorceror is all alone and unhidden.

Ruins 4
The Berserker and Black Knight are unhidden. The Black Knight (3) is not battling the unhired Rogues, R6 and R7. The Berserker is also not battling his friends, the Rogues.

Nut Woods 5
The Swordsman and his hirelings, R2 and R3, are unhidden and alone.

 

COMBAT

Cliff 6
White Knight and O2 are unhidden and blocked by two light-side-up Bats (M2/3). Pilgrim and O1 are hidden. O3 is in the clearing and unhired.


Round 1
1. Encounter Step
a. Luring:
O1 lures Bat 1 (Horse Spd6 side up)
O2 lures Bat 2 (Horse Spd7 side up)
b. Random Assignment: none
c. Deployment: none
d. Actions:
White Knight alerts Morning Star using Fight H6

2. Melee Step
Native horses turn over to galloping side.

a. Selecting Targets:
White Knight targets Bat1

b. Spell Effects: none

c. Attacks/Maneuvers:
O1's sheet:
O1 placed in Charge T5 side up
Horse placed in Dodge
Bat1 placed in Charge&Thrust
O2's sheet:
O2 placed in Charge T5 side up
Horse placed in Dodge
Bat2 placed in Charge&Thrust
White Knight's sheet:
Attack Bat1 w/ Morning Star and Fight T5* in Swing
No Maneuver

d. Repositioning/Change Tactics
O1's sheet:
Bat1 repositioning roll=3(bottom box unchanged). Bat1 moves to Dodge&Swing and doesn't change tactics(5,1).
O1 doesn't reposition or change tactics on own sheet.
O2's sheet:
Bat2 repositioning roll=2(middle box unchanged). Bat2 moves to Duck&Smash and doesn't change tactics(5,5).
O2 doesn't reposition or change tactics on own sheet.
(See image.)

e. Resolving Attacks:
Bat1 hits by undercutting.
Bat2 by undercutting
White Knight hits by matching directions.
O1 and O2 miss.

f. Inflicting Harm:
White Knight hits first (longest weapon). Causes Heavy damage + one level for Fight chit exceeding weapon weight = Tremendous harm + Fumble Table[(3,2)+0(speed differential)=3(increase one level)] = Tremendous+ harm. Bat1 is KILLED! Morning Star becomes unalerted.
Bat1's attack is canceled.
Bat2 inflicts Medium harm + Fumble Table[(3,3)-3(speed differential over horse)+4(doesn't match horse)=4 (no change)]=Medium harm. O2 is not harmed.

3. Fatigue Step: none.

White Knight gets 3 Fame and 3 Notoriety for killing Bat1.


Round 2
Bat2 remains assigned to O2. O2's horse is light-side up.

1. Encounter Step:
White Knight alerts Morning Star with Fight H6.

2. Melee Step
O2's horse flips to dark (galloping) side.

a. Selecting Targets: White Knight targets Bat2

c. Attacks/Maneuvers:
O2's sheet:
O2 placed in Charge T5 side up
Horse placed in Dodge
Bat2 placed in Charge&Thrust
White Knight's sheet:
Attack Bat2 w/ Morning Star and Fight T5* in Swing
No Maneuver

d. Repositioning/Change Tactics:
Bat2 repositioning roll=6(move up). Bat 2 moves to Duck&Smash and doesn't change tactics(2,1).
(See image.)

e. Resolving Attacks:
Bat2 hits by undercutting.
White Knight and O2 miss.

f. Resolving Attacks:
Bat2 causes Medium harm + Fumble Table[(6,3)-3(speed differential over horse)+4(doesn't match horse)=7(decrease one level)]=Light harm. O2 is unhurt.

3. Fatigue Step: none

Round 3
Bat2 remains assigned to O2. O2's horse is light-side up.

1. Encounter Step: no actions

2. Melee Step
O2's horse flips to dark (galloping) side.

a. Selecting Targets: White Knight targets Bat2

c. Attacks/Maneuvers:
O2's sheet:
O2 placed in Charge T5 side up
Horse placed in Dodge
Bat2 placed in Charge&Thrust
White Knight's sheet:
Attack Bat2 w/ Morning Star and Fight T4** in Swing
No Maneuver

d. Repositioning/Change Tactics:
Bat2 repositioning roll=4(no change). Bat2 stays in Charge&Thrust and doesn't change tactics(4,2).
(See image.)

e. Resolving Attacks:
Bat2 hits by undercutting.
O2 hits by matching directions.

f. Resolving Attacks (in order of attack speed):
Bat2 causes Medium harm + Fumble Table[(4,4)-3(speed differential over horse)+4(doesn't match horse)=5(no change)]=Medium harm. O2's horse is unharmed.
O2 causes Tremendous harm + one sharpness star + Fumble Table[(5,5)+2(speed differential)=7(decrease one level)]=Tremendous harm. Bat2 is KILLED.

3. Fatigue Step: White Knight fatigues Fight H5* for playing two Fight asterisks.

White Knight gets 3 Fame and 3 Notoriety for O2's kill.

Combat ends in clearing.

 


Mountain 2
Three Bats on light-side up (M2/3) are blocking the Witch King who is transmorphized as a Flying Demon (V3/3).


Round 1

1. Encounter Step
a. Luring: none
b. Random Assignment: three Bats are assigned to Witch King
c. Deployment: none
d. Actions: none

2. Melee Step
a. Selecting Targets: Witch King does not select a target.
b. Spell Effects: none

c. Attacks/Maneuvers:
Witch King maneuvers in Charge with move speed 3.
Bat1 attacks in Charge&Thrust
Bat2 attacks in Dodge&Swing
Bat3 attacks in Duck&Smash

d. Repositioning/Change Tactics:
Bats repositioning roll=3 (left box unchanged). Bat1 and Bat2 change places.
Change tactics rolls: Bat1(4,2)=unchanged; Bat2(6,3)=flips to M3/2; Bat3(4,3)=unchanged.
(See image)

e. Resolving Attacks:
Bat2 hits by matching directions.
Bat1 hits by undercutting
Bat3 hits by undercutting

f. Inflicting Harm:
Bat2 inflicts Medium harm + Fumble Table[(4,1)+0(speed differential)=4 (no change)]=Medium harm. Does not harm Witch King's Tremendous vulnerability.
Bat1 inflicts Medium harm + Fumble Table[(6,3)-1(speed differential)+4(doesn't match directions)=9 (decrease two levels)]=Negligible. Does not harm Witch King.
Bat3 inflicts Medium harm + Fumble Table[(1,1)-1(speed differential)+4(doesn't match directions)=4 (no change)]=Medium. Does not harm Witch King.

3. Fatigue Step: none

Round 2
Bats remain assigned to Witch King. Bat 1 and 3 are light-side-up. Bat 2 is dark side up.

1. Encounter Step: none

2. Melee Step:
a. Selecting Targets: Witch King does not target anything.
b. Spell Effects: none
c. Attacks/Maneuvers:
Witch King maneuvers in Charge with move speed 3.
Bat1 attacks in Charge&Thrust
Bat2 attacks in Dodge&Swing
Bat3 attacks in Duck&Smash

d. Repositioning/Change Tactics:
Bats repositioning roll=5(shift down)
Bat1 moves to Dodge&Swing and doesn't change tactics(5,5).
Bat2 moves to Duck&Smash and changes tactics (6,1) to light side (M2/3)
Bat3 moves to Charge&Thrust and changes tactics(6,3) to dark side (M3/2)

e. Resolving Attacks:
Bat3 hits by matching directions
Bat1 and Bat2 hit by undercutting

f. Inflicting Harm:
Bat3 inflicts Medium harm + Fumble Table[(6,4)+0(speed differential)=6 (no change)] = Medium harm. Witch King is not hurt.
Bat1 inflicts Medium harm + Fumble Table[(4,4)-1(speed differential)+4(doesn't match)=7(decrease one level)] = Light harm. Witch King is not hurt.
Bat1 inflicts Medium harm + Fumble Table[(4,1)-1(speed differential)+4(doesn't match)=7(decrease one level)] = Light harm. Witch King is not hurt.

3. Fatigue Step: none

Combat ends after two rounds with no kills, wounds, or fatigue.


Ruins 4
Black Knight gives Berserker location of RU4-RU1 hidden path

MIDNIGHT
"Absorb Essence" becomes inert and Witch King returns to normal form.
R1 becomes unhired.

 


Day 17 Daylight orders due Thursday, September 9, 9pm EDT.

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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
O2
White Knight
Day 24
O1
Pilgrim
Day 24
R3
Swordsman
Day 28
R2
Swordsman
Day 28
R5
Sorceror
Day 28
Guard
Captain
Day 28
     

Curses
Character
Afflicted with
Berserker
"Ill Health "

Spells
Character
Spell in Effect
Witch King
"Broomstick"
Witch King
"World Fades"
Witch King
"Absorb Essence "
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
9 13
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 Threee Weather is RAIN
6 Days this Week
• 2 Basic Phases
• 2 Sunlight Phases

History
Setup
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