BIMR4 Magic Realm
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Day 20

 

The last treasure location appears as the Swordsman, Berserker, and Black Knight cautiously enter the tunnel in High Pass and arrive at the site of the Pool in High Pass 6, almost as if they knew it was there! Nearby, the Wizard, followed by the Captain and Dwarf, enchants Maple Woods to create a path to the House. In the evening the Captain and Wizard are hanging out with their friends, the Soldiers, when there is a commotion on the other side of the clearing where the Soldiers have insulted the Dwarf. The Sorceror alerts a Type IV magic chit before he moves through Awful Valley where he and his hirelings are blocked by the two Ghosts, who finally have someplace to prowl to. The Witch King hangs out in Mountain 4 and rest up and re-enchants from his struggle with the Bats, and the Pilgrim learns one spell from the Good Book and awakens another as the White Knight pokes around fruitlessly through the Lair.

In combat, the Dwarf lets discretion be the better part of valor, accepting the Soldiers insult and losing 5 Notoriety points. The Sorceror and his hired hands quickly rid the Realm of the two Ghosts, with the Rogue Archer's arrow just killing Ghost1 just before the Sorceror's all-consuming fiery blast sweeps the clearing clean.


BIRDSONG

Followers:
Berserker, Black Knight, R2, and R3 follow Swordsman
Captain, Dwarf, G1, and G2 follow Wizard
O2 follows White Knight
O1 follows Pilgrim
R4 and R5 follow Sorceror

DAYLIGHT

Monster Roll=5
(Spiders, the Imp, and the Bashkars are prowling, in addition to the ever-restless Ghosts.)

Tiago Espadafiada, the SWORDSMAN, at Bad Valley 1
M-BV4*(workhorse) / M-HP3 / M-HP6
Chooses to move first
Moves to High Pass 6
At end of turn, turns up Dank C and Pool 6.
Nothing arrives.

Rungnir, the BERSERKER, at Bad Valley 1
Follows Swordsman
Moves to HP6.
Put back on board after Swordsman's turn.
Nothing arrives.

Kael, the BLACK KNIGHT, at Bad Valley 1
Follows Swordsman
Moves to HP6.
Put back on board after Swordsman's turn.
Nothing arrives.

Sir Duncan the Tall, the WHITE KNIGHT, at Cliff 3, site of Lair.
H / S / S / S
Hides(3,1)
Loots Lair(6,2). Finds nothing.
Loots Lair(5,1). Finds nothing.
Loots Lair(6,6). Finds nothing.
Nothing arrives.


Preston, the PILGRIM, at Cliff 3, site of Lair.
H / S / S / S
Hides(4,1)
Reads Runes on Good Book(1). Awakens and learns spell from Good Book.
Reads Runes on Good Book(6). Learns nothing.
Reads Runes on Good Book(4). Awakens spell from Good Book.
Nothing arrives.

Gondaff, the WIZARD, at Maple Woods 4
SPX* (Toadstool Ring) / SP / M-MW2 / M-CV2 / M-CV5
Receives gold from Dwarf.
Prepares to cast an enchantment.
Enchants Maple Woods back to green side using Gold magic from the tile and Magic III3* chit.
Moves to House in Curst Valley 5.
Nothing arrives.

Balin, the DWARF, at Maple Woods 4
Follows Wizard.
Moves to House.
Put back on board after Wizard's turn.
Nothing arrives.

Faramir, the CAPTAIN, at Maple Woods 4
Follows Wizard.
Moves to House.
Put back on board after Wizard's turn.
Nothing arrives.


Raq'nyvarkryn, the WITCH KING, at Mountain 4
R / R / R / SPX* / SP
Rests Magic IV4*
Rests Magic VI3*
Rests Magic V3*
Enchants Magic V3* to Black magic.
Nothing arrives.


Tim, the SORCEROR, at Ruins 4
A / M-RU1 / M-RU2 / M-AV1 / M-AV4
Alerts Magic IV4*
Moves to Awful Valley 4
At end of turn, two Ghosts move to Awful Valley 4 and block Sorceror.

EVENING


Curst Valley 5 (House)
The Dwarf, Wizard, and Captain are unhidden. The Dwarf runs into some trouble with the Soldiers(6.2), who Insult him(4,2). The Wizard and Captain are not battling their friends the Soldiers.

Awful Valley 4
The Sorceror and his hired Rogues are unhidden and blocked by two Ghosts.


High Pass 6
The Swordsman, Berserker, and Black Knight are unhidden.

Mountain 4
The Witch King is unhidden.

 

COMBAT


Curst Valley 5 (House)
The Dwarf accepts the Soldiers' Insult and loses 5 Notoriety. A tense joviality is recreated in the clearing and the day ends uneventfully.


Awful Valley 4
The Sorceror and two Rogue hirelings are unhidden and blocked by two Ghosts, H4/4 side up. The Sorceror has a prepared Magic IV chit.


Round 1

1. Encounter Step
a. Luring: R4 Archer lures Ghost1, R5 Assassin lures Ghost2
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions: Sorceror casts "Fiery Blast" with alerted Magic IV4* chit using Purple magic from enchanted Magic IV4* chit (fatigues).

2. Melee Step
a. Selecting Targets: Sorceror targets both Ghosts.
b. Spell Effects: "Fiery Blast" takes effect, launching a magical attack against the two Ghosts

c. Attacks/Maneuvers:
R4's Sheet:
R4 goes in Dodge&Swing red box, L**/4 side up
Ghost1 goes in Charge maneuver box
Sorceror's "Fiery Blast" goes in Smash attack circle.

R5's sheet:
R5 goes in Dodge&Swing red box, M3/4 side up
Ghost2 goes in Charge maneuver box
Sorceror's "Fiery Blast" goes in Smash attack circle.

d. Repositioning/Change Tactics:
R4's Sheet:
Ghost1 repositioning roll=4(no change). Ghost1 stays in Charge and doesn't change tactics(4,4).
R4, on his own sheet, does not reposition or change tactics.

R5's Sheet:
Ghost2 repostioning roll=6(move up). Ghost2 moves to Duck maneuver box and doesn't change tactics(3,2).
R5, on his own sheet, does not reposition or change tactics.

(See image)

e. Resolving Attacks:
R4 hits Ghost1 by undercutting
R5 hits Ghost2 by undercutting
Sorceror hits Ghost1 by undercutting and Ghost2 by matching directions.
Ghost1 and Ghost2 miss

f. Inflicting Harm (in order of weapon length in Round 1):
R4's Light Bow (length=14) hits Ghost1 first.
Inflicts Light damage + two sharpness stars=Heavy damage + Missile Table[(4)-3(speed differential)+4(doesn't match directions)=5(decrease one level)]=Medium damage. Ghost 1 is KILLED. Sorceror's attack is canceled.

Sorceror's "Fiery Blast" (length=13) hits next.
Inflicts Light damage + three sharpness stars=Tremedous damage + Missile Table[(5,5)-4(speed differential=1(increase three levels)]=Tremendous+++ damage. Ghost2 is KILLED. R5's attack is canceled. Magic IV4* chit is fatigued.

3. Fatigue Step: none.


Sorceror receives 2 Notoriety for killing Ghost2 plus 2 Notoriety for R4 killing Ghost1.

Combat ends in clearing.


MIDNIGHT

All is peaceful in the Realm.

 

Day 21 Daylight orders are due Wednesday, October 13, 9pm EDT.

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Item/Chit Status | New Window
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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
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
36 36
Team 3:
Bill Koens
Ken Hullett
Tiago Espadafiada, the SWORDSMAN
16 25
Team 4:
Søren Busch-Knudsen
Brian Fiscus
Faramir, the CAPTAIN
14 7
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 5
Team 9:
Mark Wrynn
Lee Fisher
Rungnir, the BERSERKER
4 8
Team 10:
Craig Perras
Christopher Clark
Tim, the SORCEROR
  6


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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