BIMR4 Magic Realm
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Day 21

Purple magic suffuses every clearing in the board, and the Dragons regenerat to prowl all day long. The Pilgrim seems to have misplaced his bifocals and can't make out the runes on the Good Book. Compounding his frustration, he fails to hide and is blocked by a Heavy Dragon and a Tremendous Dragon that he has no trouble seeing. The Wizard attempts to trade with the Soldiers and turns up the Flowers of Rest that put his companions, the Dwarf and Captain, to sleep. With his friends snoozing away in the corner, the Wizard plies the Soldiers with liquor, but is unable to persuade them to part with any of their treasures at an agreeable price. The Sorceror uses the free Purple magic to apply a little redecorating to the center of the board by enchanting two woods tiles to their gold side (in honor of the approaching autumn?). In the High Pass caves the Berserker is able to discover the Pool and show the location to the Swordsman. The Swordsman finds the Remains of the Thief with the Living Sword and the Sacred Grail (which activates and begins to radiate White magic) but curses Tiago Espadafiada with an Ashes curse. In his second attempt, the Swordsman discovers the Enchanted Meadow. The Witch King, in the meantime, returns to where he dropped the Blasted Jewel but fails to locate it with his magic sight, and is blocked by two Flying Dragons.

In combat the characters seem to have mastered the monster problem. The White Knight's Morning Star takes out the Tremendous Dragon, the Pilgrim's hired hand handles the Heavy Dragon, and the Witch King activates "Absorb Essence" and surprises the daylights out of the two Flying Dragons by transmorphizing into a Tremendous Demon and ripping them to pieces.

BIRDSONG

R4 and R5 follow Sorceror.
O1 follows Pilgrim
O2 follows White Knight
Purple magic suffuses every clearing in the Realm.


DAYLIGHT

Monster Roll=1
Dragons and the Company are prowling.
Regeneration day: Flying Dragons and Tremendous Flying Dragon regenerate on Setup Card.


Balin, the DWARF, at Curst Valley 5, site of House
H / R
Gives Glimmering Ring to Wizard who activates it.
Trades Eye of Moon to Captain for Power Boots.
Hides(5,5).
Rest back Fight T4**.
Nothing arrives.


Gondaff, the WIZARD, at Curst Valley 5, site of House.
S / T / T / H
Reads Runes on Glimmering Ring(6). Learns nothing.
Trades with Soldiers. Turns up the Flowers of Rest. Gold magic fills clearing, and Dwarf and Captain fall asleep, resting their fatigued chits.
Buys drinks for Soldiers for 4 gold and trades for a treasure(5,3)=PriceX4. Treats as "No Deal."
Buys drinks for Soldiers for 4 gold and trades for a treasure(6,3)=PriceX4. Treats as "No Deal."
Cancels Hire phase.
Nothing arrives.


Raq'nyvarkryn, the WITCH KING, at Mountain 4
M-MN2 / S / S / S
Moves to Mountain 2
Searches with Magic Sight(4,2)=Perceive Spell. No unlearned spells in clearing.
Searches with Magic Sight(5,3)=Discover chits. No undiscovered sites in clearing.
Searches with Magic Sight(2,1)=Counters. No weapon or armor counters in clearing.
At end of turn, two Heavy Flying Dragons drawn by Flutter sound arrive in clearing and block Witch King.

Kael, the BLACK KNIGHT, at High Pass 6, site of Pool.
Searches on Locate Table(5,3). Finds nothing.
Searches on Locate Table(6,1). Finds nothing.
Nothing arrives.

Tim, the SORCEROR, at Awful Valley 4
M-MW5 / SPX / SP / M-MW4 / M-LW4 / SP
Moves to Maple Woods 5
Enchants Maple Woods tile to enchanted side using Magic IV3* and Purple magic present in entire board.
Moves to Linden Woods 4
Enchants Linden Woods tile to enchanted side using Magic IV3* and Purple magic present in entire board.
At end of turn, Ruins W chit is revealed in Linden Woods.
Nothing arrives.

Preston, the PILGRIM, at Cliff 3, site of Lair
H / S / S / S
Fails to hide(6,3).
Read Runes on Good Book(6). Learns nothing.
Read Runes on Good Book(6). Learns nothing.
Read Runes on Good Book(6). Learns nothing.
At end of turn, a Tremendous Dragon drawn fy the Lair arrives at Cliff 3 and blocks Pilgrim, and a Heavy Dragon is drawn to CL6 by Flutter.


Sir Duncan the Tall, the WHITE KNIGHT, at Cliff 3
H / S / S / S
Hides(4,3).
Loots the Lair(2,1). Takes nothing.
Loots the Lair(5,2). Takes nothing.
Loots the Lair(6,6). Takes nothing.
At end of turn Heavy Dragon moves from Cliff 6 to Cliff 3 and blocks Pilgrim.


Faramir, the CAPTAIN, at Curst Valley 5, site of House.
Doesn't write move (Timeless Jewel).
Put to sleep by Flowers of Rest and loses turn.

Rungnir, the BERSERKER, at High Pass 6, site of Pool.
S / S
Searches on Locate Table(6,4). Finds nothing.
Searches on Locate Table(1,1)=Choice. Discovers Pool.
Nothing arrives.

Tiago Espadafiada, the SWORDSMAN, at High Pass 6, site of Pool.
S / S
Chooses to move last.
Receives location of Pool from Berserker.
Loots Pool(2,2). Takes 2nd treasure in Pool=Remains of Thief. Takes Living Sword and treasure=Sacred Grail, which activates and radiates White magic to clearing. Gets Curse(5,3)=Ashes. Recorded gold is worthless and cannot be spent. Fatigues Move M4* for looting treasure from Pool.
(Black Knight discovers Pool by spying on Swordsman.)
Loots Pool(2,1). Takes 2nd Treasure in Pool=Enchanted Meadow. Swordsman discovers location of Enchanted Meadow. Enchanted Meadow card goes back on bottom of pile.
Nothing arrives.

SUNSET
Dwarf and Captain wake up at Sunset with all their fatigued chits rested.


EVENING


Cliff 3
The White Knight and O2 are hidden. The Pilgrim and O1 are unhidden and blocked by Tremendous Dragon (red-side-down) and Heavy Dragon (H4/4).


Mountain 2
The Witch King is unhidden and blocked by two Flying Dragons (H4/4).


High Pass 6, site of Pool
Berserker, Black Knight, and Swordsman are unhidden.


Curst Valley 5, site of House
The Dwarf, Captain, and Wizard are all unhidden, with the Dwarf and Captain anxious to find out from Wizard what happened while they were asleep.


Linden Woods 5
Sorceror is alone, unhidden, and surrounded by Gold and Purple magic.


COMBAT


Mountain 2
Witch King battles two Heavy Flying Dragons, light-side-up (H4/4).

Round 1
1. Encounter Step
a. Luring: none
b. Random Assignment: both Flying Dragons are assigned to attack Witch King.
c. Deployment/Charging: none
d. Actions: Witch King plays Black magic from enchanted Magic V3* to activate "Absorb Essence." Witch King turns into Flying Demon. Enchanted Magic V3* fatigues.

2. Melee Step
a. Selecting Targets: Witch King/Flying Demon targets Dragon1
b. Spell effects: none

c. Attacks/Maneuvers:
Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
Dragon2 goes in Dodge&Swing red box on Witch King's sheet.
Witch King/Flying Demon goes in Charge Maneuver box.

d. Repositioning/Change Tactics:
Dragon Repositioning Roll=5(shift down).
Dragon1 goes to Dodge&Swing and changes tactics to L4/3(6,5)
Dragon2 goes to Duck&Smash and doesn't change tactics(3,1).

(See image)

e. Resolving Attacks: All miss

f. Inflicting Harm: none


3. Fatigue: none

Dragons remain assigned to Witch King. Dragon1 is dark side up (L4/3), Dragon2 is light-side up (H4/4)


Round 2
1. Encounter Step: none

2. Melee Step
a. Selecting Targets: Witch King/Flying Demon targets Dragon2
b. Spell effects: none

c. Attacks/Maneuvers:
Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
Dragon2 goes in Dodge&Swing red box on Witch King's sheet.
Witch King/Flying Demon goes in Charge Maneuver box.

d. Repositioning/Change Tactics:
Dragon Repositioning Roll=3(lower box unchanged).
Dragon1 goes to Dodge&Swing and doesn't change tactics
Dragon2 goes to Charge&Thrust and changes tactics to L4/3(6,4).

(See image)

e. Resolving Attacks:
WK/FD hits Dragon2 by matching directions
Dragon2 hits WK/FD by matching directions
Dragon1 misses


f. Inflicting Harm (in order of attack speed in Round 2):
WK/FD hits first with Power of Pit attack(6,3)=Rust. Dragon2 is unaffected. WK/FD turns red-side up.
Dragon2 hits next. Inflicts Light harm + Fumble Table[(6,1)+1(speed differential)=7(reduce one level)]=Negligible harm. WK/FD is unharmed.


3. Fatigue: none

Combat does not end because WK/FD is red-side up. He has picked up Dragon 2 and has it locked in a death-grip!

Round 3
1. Encounter Step: none

2. Melee Step
a. Selecting Targets: Witch King/Flying Demon targets Dragon2
b. Spell effects: none

c. Attacks/Maneuvers:
Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
Dragon2 goes in Dodge&Swing red box on Witch King's sheet.
Witch King/Flying Demon goes in Charge Maneuver box.

d. Repositioning/Change Tactics:
Dragon Repositioning Roll=5(shift down).
Dragon1 goes to Dodge&Swing and doesn't change tactics(2,3).
Dragon2 goes to Charge&Thrust and doesn't change tactics(5,3).

(See image)

e. Resolving Attacks: All miss.

f. Inflicting Harm: None


3. Fatigue: none

Dragons remain assigned to WK/FD. WK/FD remains red-side-up. Combat continues.

Round 4
1. Encounter Step: none

2. Melee Step
a. Selecting Targets: Witch King/Flying Demon targets Dragon2
b. Spell effects: none

c. Attacks/Maneuvers:
Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
Dragon2 goes in Dodge&Swing red box on Witch King's sheet.
Witch King/Flying Demon goes in Charge Maneuver box.

d. Repositioning/Change Tactics:
Dragon Repositioning Roll=1(top box unchanged).
Dragon1 stays in Dodge&Swing and doesn't change tactics(2,3).
Dragon2 goes to Duck&Smash and doesn't change tactics(5,2).

(See image)

e. Resolving Attacks: All miss.

f. Inflicting Harm: None


3. Fatigue: none

Dragons remain assigned to WK/FD. WK/FD remains red-side-up. Combat continues.


Round 5
1. Encounter Step: none

2. Melee Step
a. Selecting Targets: Witch King/Flying Demon targets Dragon2
b. Spell effects: none

c. Attacks/Maneuvers:
Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
Dragon2 goes in Dodge&Swing red box on Witch King's sheet.
Witch King/Flying Demon goes in Charge Maneuver box.

d. Repositioning/Change Tactics:
Dragon Repositioning Roll=6(shift up).
Dragon1 goes to Duck&Smash and changes tactics to H4/4(6,3).
Dragon2 goes to Charge&Thrust and changes tactics to H4/4(6,2).

(See image)

e. Resolving Attacks:
WK/FD and Dragon2 hit by matching directions
Dragon1 misses.

f. Inflicting Harm (in order of attack speed):
Dragon2 hits first. Inflicts Heavy harm + Fumble Table[(2,1)+2(speed differential)=4(no change)]=Heavy harm. WK/FD is not harmed due to Tremendous vulnerability.
WK/FD hits next and automatically kills Dragon2. WK/FD turns red-side down.

3. Fatigue: none

Witch King earns 5 Fame and 5 Notoriety for killing Dragon2
Dragon1 remain assigned to WK/FD light-side up (H4/4)

Round 6
1. Encounter Step: none

2. Melee Step
a. Selecting Targets: Witch King/Flying Demon targets Dragon1
b. Spell effects: none

c. Attacks/Maneuvers:
Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
Witch King/Flying Demon goes in Charge Maneuver box.

d. Repositioning/Change Tactics:
Dragon Repositioning Roll=6(shift up).
Dragon1 goes to Duck&Smash and doesn't change tactics(4,1).


(See image)

e. Resolving Attacks:
WK/FD hits by undercutting.
Dragon1 misses.

f. Inflicting Harm:
Witch King inflicts Power of Pit attack(6,3)=Rust. Dragon1 is unaffected. WK/TD flips to red-side up.

3. Fatigue: none

Dragon1 remain assigned to WK/FD. WK/FD remains red-side up.


Round 7
1. Encounter Step: none

2. Melee Step
a. Selecting Targets: Witch King/Flying Demon targets Dragon1
b. Spell effects: none

c. Attacks/Maneuvers:
Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
Witch King/Flying Demon goes in Charge Maneuver box.

d. Repositioning/Change Tactics:
Dragon Repositioning Roll=2(middle box unchanged).
Dragon1 goes to Duck&Smash and doesn't change tactics(3,1).


(See image)

e. Resolving Attacks: Both miss.

f. Inflicting Harm: None


3. Fatigue: none

Dragon1 remain assigned to WK/FD. WK/FD remains red-side up. Combat does not end with Tremendous monster red-side-up.


Round 8
1. Encounter Step: none

2. Melee Step
a. Selecting Targets: Witch King/Flying Demon targets Dragon1
b. Spell effects: none

c. Attacks/Maneuvers:
Dragon1 goes in Charge&Thrust red box on Witch King's sheet.
Witch King/Flying Demon goes in Charge Maneuver box.

d. Repositioning/Change Tactics:
Dragon Repositioning Roll=1(top box unchanged).
Dragon1 stays in Charge&Thrust and doesn't change tactics(5,4).

(See image)

e. Resolving Attacks:
WK/FD and Dragon1 both by matching directions.

f. Inflicting Harm (in order of attack speed):
Dragon1 inflicts Heavy harm + Fumble Table[(4,1)+2(speed differential)=6(no change)]=Heavy harm. WK/FD is not harmed.
WK/FD hits next, automatically killing Dragon1

3. Fatigue: none

Witch King earns 10 Fame and 10 Notoriety for killing Dragon1 as second victim of the day.

Combat ends in clearing.


Cliff 3
Tremendous Dragon (H5/6 - head=H4) and Heavy Dragon (H4/4) are in clearing with unhidden Pilgrim and his hireling O1, and hidden White Knight and his hireling O2.


Round 1

1. Encounter Step
a. Luring:
O1 lures Heavy Dragon, horse walking side up (6)
O2 lures Tremendous Dragon, horse walking side up (7)
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions: White Knight alerts Morning Star with Fight H6

2. Melee Step
Horses flip to galloping side
a. Selecting Targets: White Knight targets Tremendous Dragon.
b. Spell Effects: none

c. Attacks/Maneuvers:
O1's Sheet:
Heavy Dragon goes in Charge&Thrust.
O1 goes in Charge Maneuver box, T5*/5 side up. Horse is in Charge Maneuver box, galloping(4*).

O2's Sheet:
Tremendous Dragon(H5/6) goes in Charge&Thrust. Head (H4) goes in Dodge&Swing.
O2 goes in Charge Maneuver box, T5*/6 side up. Horse is in Charge Maneuver box, galloping (5*).
White Knight attacks in Swing with alerted Morning Star adn Fight T5*.

(See image.)

d. Repositioning/Change Tactics:
O1's Sheet:
Repositioning roll=6(move up).
Heavy Dragon moves to Duck&Smash and doesn't change tactics(5,3).

O2's Sheet:
Repositioning roll=3(bottom box unchanged).
Tremendous Dragon moves to Dodge&Swing.
Head moves to Charge&Thrust and doesn't change tactics(4,3).

(See image.)

e. Resolving Attacks:
White Knight and T Dragon head hit by matching directions.
O2 hits by undercutting.
O1, Heavy Dragon, and T Dragon body miss.

f. Inflicting Harm (in order of weapon length on Round 1):

Dragon head (length=9) hits first. Causes H harm + Fumble Table[(6,5)-1(speed differential over horse move time)=5(no change)]=Heavy harm. O2's horse, with Tremedous vulnerability, is not hurt.

O2's Broadsword(length=7) hits next. Causes Tremendous harm + one sharpness star - one sharpness star for armored monster + Fumble Table[(6,4)-1(speed differential)+4(doesn't match directions)=9(decrease two levels)]=Medium harm. Tremendous Dragon is not harmed.

White Knight's Morning Star(length=6) hits next. Causes Heavy harm + one level for Fight chit exceeding weapon weight + Fumble Table[(4,3)-3(speed differential)=1(increase two levels)]=Tremendous++. Tremendous Dragon is KILLED. Morning Star becomes unalerted.

3. Fatigue Step: none

White Knight earns 10 Fame and 10 Notoriety for killing Tremendous Dragon. Heavy Dragon remains assigned to O1.

 

Round 2

1. Encounter Step: no actions. O1's horse is walking side up.

2. Melee Step
O1's horse flips to galloping side(4).

a. Selecting Targets: none
b. Spell Effects: none

c. Attacks/Maneuvers:
Heavy Dragon goes in Charge&Thrust box.
O1 and horse go in Charge Maneuver box.

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

(See image)

e. Resolving Attacks: All miss.

f. Inflicting Harm: none


3. Fatigue Step: none

Heavy Dragon remains assigned to O1.


Round 3

1. Encounter Step: O1's horse is walking side up.
d. Actions: White Knight alerts Morning star with Fight H4**

2. Melee Step
O1's horse flips to galloping side(4).

a. Selecting Targets: none
b. Spell Effects: none

c. Attacks/Maneuvers:
Heavy Dragon goes in Charge&Thrust box.
O1 and horse go in Charge Maneuver box. O1 is T5*/5 side up. Horse is in Charge Maneuver box, galloping(4*).

d. Repositioning/Change Tactics:
Dragon repositioning roll=4(no change).
Dragon stays in Charge&Thust and changes tactics to M4/3 (6,4).

(See image)

e. Resolving Attacks: O1 and Dragon both hit by matching directions.

f. Inflicting Harm (in order of speed):
Heavy Dragon (speed=4) hits first. Inflicts Medium harm + Fumble Table[(3,1)+0(speed differential)=3(increase one level)]=Heavy harm. O1's warhorse is not harmed.
O1 (speed=5) hits next. Inflicts Tremendous harm + one sharpness star - one sharpness star for armored target + Fumble Table[(6,6)+2(speed differential)=8(decrease one level)]=Heavy harm. Heavy Dragon is KILLED.


3. Fatigue Step:
White Knight fatigues Fight H5*.

Pilgrim earns 5 Fame and 5 Notoriety for O1's kill.


Combat ends in clearing.


Curst Valley 5

Captain gives Flying Carpet to Wizard, who activates it.


MIDNIGHT
Witch King reverts to normal form as "Absorb Essence" goes inert.
All weapons become unalerted.
Purple magic fades in every clearing in Realm.

The weather for the next week is (2,1)=Special. The weather is Beautiful. Seven full days, each with 2 Basic and 3 Sunlight phases.

 

Day 22 Daylight orders are due Sunday, October 23, 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 "
Swordsman
"Ashes"

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
51 51
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
22 26
Team 6:
Ron Larose
David Szum
Preston the PILGRIM
13 25
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 Four Weather is BEAUTIFUL
7 Days this Week
• 2 Basic Phases
• 3 Sunlight Phases

History
Setup
1 2 3 4 5 6 7
8 9 10 11 12 13 14
15 16 17 18 19 20 21
22 23 24 25 26 27 28