BIMR4 Magic Realm
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Day 17

Spiders are prowling and they all arrive on the board, blocking half of the characters. The Pilgrim discovers the Secret Passage in Cliff before he and the White Knight are blocked by a Heavy Spider. The Swordsman arrives at the Lair in Cliff and discovers the same Secret Passage from the other side. He is joined later in the day by the Berserker and the Black Knight, who discovers the Lair while poking around just before sunset. Over in Deep Woods, GHQ heads off by himself, whistling loudly, and is discovered by a Heavy Spider, while back at the Cairns a Tremendous Spider drawn by the noise blocks the Wizard, the Captain, and the Dwarf. The Sorceror takes another trip back to the Shrine, buys drinks again, hires R4, and this time remains to spend the night with his hirelings. The Witch King moves away from the dangerous Bats, abandoning the Blasted Jewel which is too heavy for him to carry. In the evening he is well hidden in Mountain 4, watching a Heavy Spider patter around the clearing.

In combat the characters quickly make the board Spider-free with the White Knight, Dwarf, GHQ, and Witch King/Flying Demon doing the honors. Night falls on a safer Realm.


BIRDSONG


Dwarf follows Wizard
The G1 and G2 follow the Wizard
R2, R3 follow Swordsman

 

DAYLIGHT

Monster roll=5
Spiders and Bashkars are prowling. The Ghosts always prowl.


Tiago Espadafiada, the SWORDSMAN, at Nut Woods 5
H / M-CL5 / M-CL3*(workhorse) / S / S
Choose to move first
Fails to hide(6,4).
Moves to Cliff 3
Searches on Locate Table(3,2)=Passages. Finds CL3-CL6 Secret Passage.
Searches on Locate Table(5,4). Find nothing.
At end of turn a Heavy Spider appears at Cliff 5, drawn by Patter 5.

GHQ, the hired HQ, at Deep Woods 5 (Cairns)
S / S / M-DW4 / M-DW6
Loots Cairns(6,2). Takes nothing.
Loots Cairns(3,2). Takes nothing.
Moves to Deep Woods 6.
Heavy Spider, drawn from Appearance Chart by Stink M, appears in Deep Woods 6 and blocks GHQ.
Tremendous Spider is drawn by Cairns and blocks Captain, Dwarf, and Wizard.

Preston, the PILGRIM, at Cliff 6
H / S / S / S
Fails to Hide(6,2).
Searches on Locate Table(3,1). Finds CL6-CL3 hidden passage.
Gives location of CL6-CL3 hidden passage to White Knight.
Peers from mountain clearing into CL3(3,1)=Hidden enemies and paths. No hidden paths in CL3.
Peers from mountain clearing into CL3(5,5)=Clues. Tile chits already revealed.
At end of turn Heavy Spider moves from Cliff 5 to Cliff 6 and blocks Pilgrim and White Knight.


Gondaff, the WIZARD, at Deep Woods 5
S / R / M-DW4 / M-DW1
Blocked by Tremendous Spider.

Balin, the DWARF, at Deep Woods 5 (Cairns)
Follows Wizard
Blocked by Tremendous Spider.

Raq'nyvarkryn, the WITCH KING, at Mountain 2
M-MN4 / H / R / SPX / SP
Moves to Mountain 4. Abandons Blasted Jewel which exceeds Witch King's carrying capacity.
Hides(4,1).
Rests Magic V3*
Enchants Magic V3* to Black magic.
At end of turn Heavy Spider is drawn by Dank M to Mountain 4.


Faramir, the CAPTAIN, at Deep Woods 5 (Cairns)
S / R / M-DW4 / M-DW6
Blocked by Tremendous Spider.
Nothing else arrives.

Tim, the SORCEROR, at Oak Woods 4 (Small Campfire)
R / M-OW2* (workhorse) / M-LG4 / HR / HR
Rests Magic IV4*
Moves to Ledges 4
Buys Drinks for Rogues for 2 gold.
Attempts to hire R4(5,4)=Pricex4. Hires R4 for 8 gold.
Cancels hire phase.
Nothing arrives.

Sir Duncan the Tall, the WHITE KNIGHT, at Cliff 6
H / S / S / S
Blocked by Heavy Spider.

Rungnir, the BERSERKER, at Ruins 4
M-RU1 / M-NW5 / M-CF5 / M-CF3* (workhorse) / S
Moves to Cliff 3
Searches on Locate Table(5,4). Finds nothing.
Nothing arrives.


Kael, the BLACK KNIGHT, at Ruins 4
M-RU1 / M-NW5 / M-CF5 / M-CF3* / S
Moves to Cliff 3
Searches on Locate Table(4,1). Discovers Lair.
Nothing arrives.

 

EVENING

Cliff 6
Pilgrim and White Knight are unhidden and blocked by Heavy Spider.


Cliff 3
Berserker, Black Knight, Swordsman, and hired R2 and R3 are unhidden in clearing.


Ledges 4
Sorceror is unhidden with his hired R5 and R4.


Deep Woods 6
GHQ is unhidden blocked by Heavy Spider


Deep Woods 5
Wizard, Dwarf, and Captain are unhidden and blocked by Tremendous Spider. Hired G1 and G2 are unhidden in clearing.


Mountain 4
Witch King is hidden in clearing with Heavy Spider

 

COMBAT

Cliff 6
White Knight and Pilgrim are unhidden with a Heavy Spider, L4/3 side up.

Round 1
1. Encounter Step
a. Luring: O2 lures Heavy Spider onto own sheet. Horse is walking side up (move speed=7).
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
White Knight alerts Morning Star using Fight H6

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

a. Selecting Targets: White Knight targets H Spider
b. Spell Effects: none
c. Attacks/Maneuvers (O2's sheet):
Heavy Spider (L4/3) goes in Charge&Thrust on O2's sheet
O2 (T5 side up) and horse (5) are played in Charge&Thrust
White Knight plays alerted Morning Star with Fight T5* in Swing.

d. Repositioning/Change Tactics:
Spider repositioning roll=5(move down).
Spider moves to Dodge&Swing and doesn't change tactics(5,3).
O2 doesn't reposition on his own sheet.
(see image)

e. Resolving Attacks:
White Knight hits by matching directions
H Spider hits by undercutting.

f. Inflicting Harm (in order of weapon length in Round 1):
White Knight inflicts Heavy harm + one level for Fight chit exceeding weapon weight = Tremendous harm + Fumble Table[(4,3)+0(speed differential)=4(no change)] = Tremendous damage. H Spider is KILLED and attack is canceled. Morning Star becomes unalerted.

3. Fatigue Step: none

White Knight gets 3 Fame and 3 Notoriety for killing H Spider.

 

Deep Woods 5
Wizard, Dwarf, Captain, G1, and G2 are unhidden and blocked by Tremendous Spider. Spider is light-side-up (M4/3).


Round 1
1. Encounter Step
a. Luring: Dwarf lures T Spider
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions: none

2. Melee Step
a. Selecting Targets: Dwarf targets T Spider
b. Spell Effects: none
c. Attacks/Maneuvers:
T Spider goes in Charge&Thrust on Dwarf's sheet
Dwarf plays Duck T3* in Duck, Great Ax with Fight H5* in Smash. Helmet protects Duck.

d. Repositioning/Change Tactics:
Spider repositioning roll=6(move up). Spider moves to Duck&Smash.
(See image.)

e. Resolving Attacks:
Dwarf hits by matching directions
T Spider hits by matching directions

f. Inflicting Harm (in order of length in Round 1):
Dwarf inflicts Heavy harm + one sharpness star = Tremendous Harm + Fumble Table[(6,3)+2(speed differential)=8(decrease one level) = Heavy harm. Tremendous Spider is not harmed.
T Spider inflicts Medium harm + Fumble Table[(6,4)+1(speed differential)=7(decrease one level)]=Light harm. Helmet is not harmed. Spider turns red-side-up. It has picked up Dwarf in fight to the death!

3. Fatigue Step:
Dwarf fatigues Fight H5* for playing two asterisks in combat.


Round 2
1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions: none

2. Melee Step
a. Selecting Targets: Dwarf targets T Spider
b. Spell Effects: none

c. Attacks/Maneuvers
T Spider goes in Charge&Thrust on Dwarf's sheet
Dwarf plays Duck T3* in Duck, Great Ax with Fight T6* in Smash. Helmet protects Duck.

d. Repositioning/Change Tactics:
Spider repositioning roll=4(no change). Spider stays red-side-up in Charge&Thrust.
(See image)

e. Resolving Attacks:
Spider and Dwarf both miss. Great Ax becomes alerted.

3. Fatigue Step:
Dwarf fatigues Fight T5** and brings Fight H5* back to "make change."

Round 3
1. Encounter Step: none

2. Melee Step
a. Selecting Targets: Dwarf targets T Spider
b. Spell Effects: none

c. Attacks/Maneuvers
T Spider goes in Charge&Thrust on Dwarf's sheet
Dwarf plays Duck T3* in Duck, alerted Great Ax with Fight T6* in Smash. Helmet protects Duck.

d. Repositioning/Change Tactics:
Spider repositioning roll=1(top box unchanged). Spider stays red-side-up in Charge&Thrust.
(See image)

e. Resolving Attacks:
Spider and Dwarf both miss. Great Ax becomes alerted.

3. Fatigue Step: Dwarf fatigues Fight H5*

Round 4
1. Encounter Step: none

2. Melee Step
a. Selecting Targets: Dwarf targets T Spider
b. Spell Effects: none

c. Attacks/Maneuvers
T Spider goes in Charge&Thrust on Dwarf's sheet
Dwarf plays Duck T3* in Duck, alerted Great Ax with Fight T6* in Smash. Helmet protects Duck.

d. Repositioning/Change Tactics:
Spider repositioning roll=1(top box unchanged). Spider stays red-side-up in Charge&Thrust.

e. Resolving Attacks:
Spider and Dwarf both miss. Great Ax stays alerted.

3. Fatigue Step: Dwarf fatigues Fight T4** and brings back H5* to "make change."

Round 5
1. Encounter Step: none

2. Melee Step
a. Selecting Targets: Dwarf targets T Spider
b. Spell Effects: none

c. Attacks/Maneuvers
T Spider goes in Charge&Thrust on Dwarf's sheet
Dwarf plays Duck T3* in Duck, alerted Great Ax with Fight T6* in Smash. Helmet protects Duck.

d. Repositioning/Change Tactics:
Spider repositioning roll=2(middle box unchanged). Spider stays red-side-up and moves to Duck&Smash.
(see image)

e. Resolving Attacks:
Spider and Dwarf both hit by matching directions.

f. Inflicting Harm (in order of attack speed):
Dwarf's Great Ax (speed=4) hits first. Inflicts Heavy harm + one sharpness star + one level for Fight chit exceeding weapon weight = Tremendous+ harm + Fumble Table[(4,2) + 0(speed differential)=4(no change)]=Tremendous+ harm. T spider is KILLED and attack is canceled.

3. Fatigue Step: Dwarf fatigues Fight T6*.


Dwarf earns 6 Fame and 6 Notoriety for killing Tremendous Spider.


Deep Woods 6
GHQ is unhidden and blocked by Heavy Spider. Spider is light-side-up(L4/3)

Round 1

1. Encounter Step
a. Luring: none
b. Random Assignment: H Spider is assigned to GHQ
c. Deployment: none
d. Actions: none

2. Melee Step
a. Selecting Targets: none
b. Spell Effects: none
c. Attacks/Maneuvers:
GHQ is in Charge&Thrust red box on own sheet.
H Spider is in Charge maneuver box

d. Repositioning/Change Tactics:
Spider repositioning roll=2(middle box unchanged). Spider moves to Duck and doesn't change tactics(3,2).
(See image)

e. Resolving Attacks:
Spider hits by undercutting.
GHQ misses.

f. Inflicting Harm:
Spider inflicts Light harm + Fumble Table[(6,1)-2(speed differential+4(doesn't match directions)=8(decrease one level)]=Negligible harm. GHQ is not harmed.

3. Fatigue Step: none

Spider and GHQ become unassigned.


Round 2

1. Encounter Step
a. Luring: none
b. Random Assignment: H Spider is assigned to GHQ
c. Deployment: none
d. Actions: none

2. Melee Step
a. Selecting Targets: none
b. Spell Effects: none
c. Attacks/Maneuvers:
GHQ is in Charge&Thrust red box on own sheet.
H Spider is in Charge maneuver box

d. Repositioning/Change Tactics:
Spider repositioning roll=4(no change). Spider stays in Charge and changes tactics(6,5).
(See image)

e. Resolving Attacks:
Spider and GHQ hit by matching directions.

f. Inflicting Harm:
GHQ inflicts Tremendous damage + one sharpness star + Fumble Table[(4,1)+0(speed differential)=4(no change)]=Tremendous+ harm. H Spider is KILLED, and attack is canceled.

3. Fatigue Step: none

Captain earns 3 Fame and 3 Notoriety for GHQ's kill.

 

Mountain 4
Witch King is hidden in clearing with Heavy Spider


Round 1

1. Encounter Step
a. Lurning: none
b. Random Assignment: none
c. Deployment: none
d. Actions:
Witch King activates "Absorb Essence" by playing Black magic from enchanted Magic V3* chit. Magic V3* chit fatigues and Witch King transmorphizes into a Flying Demon.

2. Melee Step
a. Selecting Targets: Witch King/Flying Demon becomes unhidden and targets Heavy Spider.
b. Spell Effects: none
c. Attacks Maneuvers:
H Spider goes in Charge&Thrust on own sheet.
WK/FD attacks in Thrust.

d. Repositioning/Change Tactics
Spider repositioning roll=4(no change). Spider stays in Charge&Thrust and doesn't change tactics(5,3).
(See image)

e. Resolving Attacks:
Witch King/Flying Demon hits by matching directions.
H Spider is not attacking.

f. Inflicting Harm:
WK/FD attacks with Power of the Pit attack(4,1)=Blight. Does not affect Spider. WK/FD flips to red side up.

3. Fatigue Step: none

H Spider has been picked up by WK/FD


Round 2

1. Encounter Step: none

2. Melee Step
a. Selecting Targets: WK/FD targets H Spider
b. Spell Effects: none
c. Attacks/Maneuvers:
H Spider goes in Charge&Thrust red box on WK/FD's sheet
WK/FD goes into Charge box.

d. Repositioning/Change Tactics:
Spider repositioning roll=4(no change). Spider stays in Charge&Thrust and changes tactics(6,4) to T6/4.
(See image.)

e. Resolving Attacks:
Spider and WK/FD hit by matching directions.

f. Inflicting Harm (in order of attack speed):
WK/FD (attack speed=5) hits first, automatically KILLING H Spider!

3. Fatigue Step: none

Witch King earns 3 Fame and 3 Notoriety for killing H Spider.

MIDNIGHT

Witch King's "Absorb Essence" becomes inert and the Witch King returns to his usual formless state.



Day 18 Daylight orders due Wednesday, September 15, 9pm 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
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
R4
Sorceror
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
18 18
Team 3:
Bill Koens
Ken Hullett
Tiago Espadafiada, the SWORDSMAN
16 25
Team 4:
Søren Busch-Knudsen
Brian Fiscus
Faramir, the CAPTAIN
14 13
Team 5:
Deric Page
Mike van Schijndel
Sir Duncan the Tall, the WHITE KNIGHT
12 16
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
10 10
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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