BIMR4 Magic Realm
Info

Day 25

Bats are prowling, but none come to the board. The Witch King lands next to the Crone and creates some color magic. But he has a little problem with the Crone's Cloven Hoof which will convert him into the Flying Demon if he enters the clearing. The Sorceror reenchants Linden Woods and moves to Linden Woods 5. The Captain leads his friends to the Chapel where he is unable to strike a bargain on an item he fancies, but sells 93 gold worth of items to OHQ. The Pilgrim and White Knight fail to find anything else at the Altar, and the Berserker moves into Borderland.

In combat, the band of characters at the Chapel set upon the OHQ as soon as the sun sets. In the melee that follows, OHQ kills one of the Captain's hired Guardsman before he loses his mount and succumbs to the flurry of assaults. The coup de grace is administered by the Swordsman as his preternaturally speedy Living Sword finds a vital chink in the OHQ's armor.


BIRDSONG

G1 and G2 follow the Captain.
The Swordsman, Dwarf, and Wizard follow the Captain.
R4 and R5 follow the Sorceror.


DAYLIGHT

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


Raq'nyvarkryn, the WITCH KING, in mid-air between Oak Woods and Ledges
F-LE / H / R / SPX* / SP / TR
Flies into Ledges tile and lands at random in Clearing 1
Hides(5,1)
Rests Magic V3*
Prepares to do an enchantment
Enchants Magic V3* to Black magic.
No one in clearing to Trade with.
Nothing arrives.


Tim, the SORCEROR, at Dark Valley 5, site of Chapel
M-LW2 / M-LW4 / R / SPX* / SP / M-LW5 / A
Moves to Linden Woods 4
Rests Magic IV4*
Prepares to do an enchantment
Enchants Linden Woods to enchanted side using Magic IV4* and color magic from enchanted Magic IV3* (fatigues).
Moves to Linden Woods 5.
Cancels Alert Phase since Wolves are not prowling.
Nothing arrives.


Preston, the PILGRIM, at Borderland 1, site of Altar
H / S / S / S / S
Hides(4,3)
Loots the Altar(6,4). Takes nothing.
Loots the Altar(5,2). Takes nothing.
Loots the Altar(6,6). Takes nothing.
Loots the Altar(5,4). Takes nothing.
Nothing arrives.

Faramir, the CAPTAIN, at Borderland 1, site of Altar
H / S / M-CV1* (workhorse) / M-CV4* (7-League Boots) / L-LW2 / M-DV5 / T* (Reputation) / T
Hides(4,2)
Searches on Peer Table(5,2). Finds clues.
Moves to Chapel.
Receives gold from Wizard.
Trades with OHQ to buy item(5,4)=No Deal.
Receives Suit of Armor, Helmet, and Mace from Dwarf.
Trades with OHQ. Sells to OHQ:
Suit of Armor (17 gold)
Mace (6 gold)
Helmet (5 gold)
H6*/H7 workhorse (11 gold)
Timeless Jewel (34 gold)
Eye of the Moon (13 gold)
Seven-League Boots (5 gold)
Poultice of Health (2 gold)
Receives 93 gold.
Nothing arrives.

Gondaff, the WIZARD, at Borderland 1, site of Altar
Follow Captain
Hides
Arrives at Chapel
Gives gold to Captain
Put back on board after Captain's turn.
Nothing arrives.


Tiago Espadafiada, the SWORDSMAN, at Borderland 1, site of Altar
Follow Captain
Hides
Arrives at Chapel
Put back on board after Captain's turn.
Nothing arrives.


Balin, the DWARF, at Borderland 1, site of Altar
Dwarf will follow the Captain.
Hides
Arrives at Chapel
Gives Suit of Armor, Helmet, and Mace to Captain
Put back on board after Captain's turn.
Nothing arrives.

Sir Duncan the Tall, the WHITE KNIGHT, at Borderland 1, site of Altar
H / H / A / S / S
Hides(3,1)
Cancels Hide Phase
Alerts Morning Star
Loots Altar(5,1). Takes nothing.
Loots Altar(6,3). Takes nothing.
Nothing arrives.


Rungnir, the BERSERKER, at Bad Valley 5, site of Inn
H / H / M-NW2 / M-BL2 / M-BL3
Hides(4,2)
Moves to Borderland 3.
Nothing arrives.

 


EVENING

Dark Valley 5 (the Chapel)
OHQ has just finished trading with the hidden Captain and his hidden friends, G1, G2, the Swordsman, Wizard, and Dwarf.
The Captain(5,4) is not battling the Order.
The Swordsman (4,2) is not battling the Order.
The Dwarf (4,2) is not battling the Order.
The Wizard (4,1) is not battling the Order.

Borderland 1 (the Altar)
The Pilgrim and White Knight are hidden and not battling their friends O1 and O2.


Borderland 3
The Berserker is hidden and alone.

Ledges 1
The Witch King is alone and unhidden.

 

COMBAT


Dark Valley 5

Round 1

1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: G1 and G2 become unhidden and are deployed by the Captain against OHQ, T4*/6 side up. The Order is battling the Captain and his hirelings for the rest of the day.
d. Actions:
Swordsman: Alerts Living Sword with Fight L4
Captain: Nothing
Dwarf: Alerts Great Ax with Fight H6
Wizard: Nothing

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

a. Selecting Targets:
Captain becomes unhidden and targets OHQ.
Swordsman becomes unhidden and targets OHQ. The Order is battling the Swordsman for the rest of the day.
Dwarf becomes unhidden and targets OHQ. The Order is battling the Dwarf for the rest of the day.
b. Spell Effects: none
c. Attacks/Maneuvers:
OHQ targets G2, the last hired native put on his sheet. G1 is an additional attacker.
Captain attacks OHQ in Swing with Ax and Fight H5* chit.
Swordsman attacks OHQ in Swing with Living Sword and Fight M4.
Dwarf attacks OHQ's horse in Swing with Fight T6*.
(See image)

d. Repositioning/Change Tactics:
OHQ Repositioning Roll=3(bottom box unchanged)
OHQ moves to DODGE&SWING, horse moves to CHARGE&THRUST.
OHQ change tactics roll=(6,4). OHQ changes tactics to T4*/6.
G1 repositioning roll=2(middle box unchanged).
G1 moves to Smash circle and doesn't change tactics(4,3).
G2 repositioning roll=1(left box unchanged)
G2 stays in Charge maneuver box and doesn't change tactics(5,1)
(See image)

e. Resolving Attacks:
G2 hits by matching directions with horse.
OHQ hits by undercutting G2.
Swordsman hits by undercutting horse.
G1, Captain, and Dwarf miss. The Captain's Ax becomes alerted.

f. Inflicting Harm (in order of weapon length in Round 1):
G2 (Great Sword length=8) hits first. Causes Tremendous harm + one sharpness star - one sharpness star for armor on warhorse = Tremendous harm + Fumble Table[(4,1)+1(speed differential)=5(no change)]=Tremendous harm. OHQ's warhorse is KILLED.

OHQ (Broadsword length=7) hits next. Causes Tremendous harm + one sharpness star - one sharpness star for G2's armor = Tremendous harm + Fumble Table[(5,1)-2(speed differential)+4(doesn't match directions)=7(decrease one level)]=Heavy harm. G2 is KILLED.

Swordsman (Thrusting Sword length=4) hits next. Causes Light harm + one sharpness star - one sharpness star for OHQ's armor + one level for Fight chit exceeding weapon weight=Medium harm + Fumble Table[(3,2)+4 for not matching directions with warhorse -1(speed differential for horse) - 4 (speed differential for OHQ)=2(increase one level)]=Heavy harm. OHQ is not harmed. Living Sword becomes unalerted.

3. Fatigue Step
No Fight or Move chits fatigue.

Disengagement: OHQ and G1 become unassigned. OHQ remains dark side up.

Captain loses 6 Notoriety for the death of his hired native.

 

Round 2

1. Encounter Step
a. Luring: none
b. Random Assignment: OHQ is randomly assigned to attack the Captain.
c. Deployment: G1 is deployed against OHQ, T4*/6 side up. OHQ goes to his own sheet and G1 is the lone attacker on the sheet.
d. Actions:
The Swordsman alerts the Living Sword with Fight L4
The Dwarf activates the Garb of Speed

2. Melee Step
a. Selecting Targets:
OHQ on his own sheet is targeting G1.
Dwarf, Captain, and Swordsman target OHQ
b. Spell Effects: none

c. Attacks/Maneuvers:
OHQ goes in CHARGE&THRUST on own sheet, T4*/6 side up.
G1 goes in Charge Maneuver square on OHQ's sheet
Swordman attacks OHQ with alerted Living Sword and Fight M4 in Swing
Captain attacks OHQ with alerted Ax and Fight H5* in Swing
Dwarf attacks OHQ with alerted Great Ax and Fight T5** (=Fight T3 from Garb of Speed) in Thrust.
(See image.)

d. Repositioning/Change Tactics:
OHQ repositioning roll=5(move down). OHQ moves to DODGE&SWING and doesn't change tactics(4,2).
G1 repositioning roll=6(move up). G1 moves to Duck Maneuver square and doesn't change tactics(4,2).
(See image.)

e. Resolving Attacks:
OHQ hits by undercutting.
G1 hits by undercutting.
Dwarf hits by undercutting.
Captain hits by matching directions.
Swordsman hits by matching directions.

f. Inflicting Harm (in order of attack speed in Round 2 and following):
Swordsman (alerted Living Sword speed=2) hits firsts. Causes Light harm + one sharpness star - one sharpness star for armored target + one level for Fight chit exceeding weapon weight = Medium harm + Fumble Table[(4,2) - 4 (speed differential) = 0(increase two levels)]=Tremendous harm. OHQ is KILLED. Order's possessions are abandoned in clearing.

All other attacks are canceled.


3. Fatigue Step:
Dwarf fatigues Fight T6* for playing Fight chit with two asterisks.


Swordsman earns 12 Notoriety and 8 Gold for killing OHQ.


Combat ends in clearing.

MIDNIGHT

All weapons become unalerted.

Swordsman's "Ashes" curse is lifted at the Chapel.


Day 26 Daylight orders are due Thursday, December 30, 9pm EST.

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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
R5
Sorceror
Day 28
Guard
Captain
Day 28
R4
Sorceror
Day 28
     

Curses
Character
Afflicted with
Berserker
"Ill Health "
Pilgrim
"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
84
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 28
Team 4:
Søren Busch-Knudsen
Brian Fiscus
Faramir, the CAPTAIN
14 1
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
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 Four Weather is BEAUTIFUL
7 Days this Week
• 2 Basic Phases
• 3 Sunlight Phases

History
Setup
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