BIMR4 Magic Realm
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Day 3

 

After a hard day of haggling, the Order sell the Pilgrim their Morning Star as a weapon for the White Knight. The Captain fails to hide and leads his band into the Caverns where the receive a warm reception from the Imp, three trolls, and six Ax Goblins. In the next clearing the Witch King is hidden and listening to the pleasantries being exchanged. At the Inn the Swordsman and and Black Knight pick up some of the possessions that the Patrol HQ dropped after his unfortunate accident with the characters and their hired Rogues, and the Berserker borrows money from the Sorceror and hires the last Rogue Axman. The Rogue HQ, with his band of henchmen hired away and surrounded by four characters greedily looking at his horses, chooses this moment to challenge the Black Knight and battle the Sorceror!

In combat, the characters at the Inn make quick work of the security-stripped RHQ. RHQ is halfway over to teach the Black Knight some respect when he looks back and realizes that his henchmen are going to sit this one out under the trees and watch their employers deal with the belligerent HQ. The one-sided battle is over quickly in a blast of fire from the Sorceror before the RHQ even gets within range of the Black Knight's Mace, and the Rogues' treasures and workhorses are abandoned in the clearing. In Cavern 2, the Wizard's prepared "Fiery Blast" takes out two Trolls and four Goblins, and the remaining monsters are quickly removed by the other characters and their hired muscle.


Followers:

Guard follow Captain
Dwarf follows Captain
Wizard follows Captain


Monster Roll=5
Spiders, the Imp, and the Bashkars are prowling. Ghosts are always prowling.


DAYLIGHT


Tiago Espadafiada, the SWORDSMAN, at Bad Valley 5 (Inn)
R / S / S / S
Chooses to go first.
Rests Fight M4*
Loots pile of abandoned items(3,1). Takes a treasure.
Loots pile of abandoned items(4,1). Takes nothing.
Loots pile of abandoned items(3,3). Takes a treasure.
Nothing arrives.


Preston, the PILGRIM. at Dark Valley 5 (Chapel)
T / T / T / T
Receives 14 gold from White Knight.
Trades with Order for Morning Star(4,1)=PriceX3. No deal.
Trades with Order for Morning Star(4,3)=PriceX3. No deal.
Trades with Order for Morning Star(5,5)=PriceX4. No deal.
Trades with Order for Morning Star(2,1)=PriceX1. Purchases Morning Star for 8 gold.
Nothing arrives.

The WHITE KNIGHT, at Dark Valley 5 (Chapel)
R* / T / T / T / T
Takes 6 gold and Morning Star from Pilgrim.
Rests Fight H5*
Trades with Lancers for Spear(5,1)-1=PriceX3. No deal.
Trades with Lancers for Spear(5,5)-1=PriceX3. No deal.
Trades with Lancers for Spear(2,1)-1=Opportunity(6,5)-1=PriceX4. No deal.
Trades with Lancers for Spear(2,3)-1=PriceX2. No deal.
Nothing arrives.

Tim, the SORCEROR, at Bad Valley 5 (Inn)
S / S / S / A (IV3*)
Gives 10 gold to Berserker.
Loots pile of abandoned items(4,2). Takes nothing.
Loots pile of abandoned items(4,4). Takes nothing.
Loots pile of abandoned items(5,3). Takes nothing.
Alerts Magic IV3* chit
Nothing arrives.


Rungnir, the BERSERKER, at Bad Valley 5 (Inn)
HR / HR / HR / S(LOOT) / R*
Attempts to hire R1(6,5)=No deal.
Attempts to hire R1(4,3)=Pricex3. Hires R1 for 12 gold.
Cancels hire phase.
Loots the abandoned items(4,3). Takes nothing.
Nothing arrives.


Raq'nyvarkryn, the WITCH KING, at Cavern 1
H / M-CN3
Hides (5,3)
Moves to Cavern 3
The Imp, drawn by the Statue, arrives in CN2.


Faramir, the CAPTAIN, at Evil Valley 5 (Guardhouse)
A / H* / M-CN2
Alerts Ax
Fails to hide(4,6)
Moves to CN2
Blocked by Ax Goblins, T Troll, H Trolls, and Imp!
Nothing else arrives (what more trouble could you ask for?)

GHQ, the hired HQ, at Evil Valley 5 (Guardhouse)
Follow Captain
Alerts nothing
Fails to hide
Moves to CN2
Put back on board at end of turn and blocked by Goblins, Trolls, and Imp.
Nothing else arrives.


Gondaff, the WIZARD, at Evil Valley 5 (Guardhouse)
Follow Captain
Alerts Magic IV3* chit
Fails to hide
Moves to CN2
Put back on board at end of turn and blocked by Goblins, Trolls, and Imp.
Nothing else arrives.


Balin, the DWARF, at Evil Valley 5 (Guardhouse)
Follow Captain
Alerts Great Ax
Fails to hide
Moves to CN2
Put back on board at end of turn and blocked by Goblins, Trolls, and Imp.
Nothing else arrives.

Kael, the BLACK KNIGHT, at Bad Valley 5 (Inn)
S / S / S / S
Loots pile of abandoned items(2,1). Takes breastplate.
Loots pile of abandoned items(5,4). Takes nothing.
Loots pile of abandoned items(4,3). Takes nothing.
Loots pile of abandoned items(5,1). Takes nothing.
Nothing arrives.

EVENING


Cavern 2
The Dwarf, captain, Wizard, and the Guard are unhidden in the clearing with three Trolls, six Ax Goblins, and the Imp. The Dwarf and Captain have alerted their weapons and the Wizard has alerted a Type IV magic chit.


Cavern 3
The Witch King is hidden and listening to the rumbling in the next clearing.

Bad Valley 5 (the Inn)
The Swordsman, Berserker, Black Knight, and Sorceror are in the clearing with the Rogue HQ. The Rogues HQ is not battling his friends, the Swordsman or Berserker, but he challenges the Black Knight(6)(5) and battles the Sorceror (6,5)(6,1), who has spent the last few hours preparing a Type IV Magic chit.

Dark Valley 5 (Chapel)
The White Knight and Pilgrim are unhidden. Neither are battling their friends, the Order. The Pilgrim is not battling the Lancers(4,2).

 

COMBAT


Bad Valley 5 (Inn)
The Black Knight accepts RHQ's challenge. RHQ is light-side-up (M3*/4) and battling the Black Knight and the Sorceror. The Black Knight, Sorceror, Swordsman, and Berserker are unhidden in the clearing. The Sorceror has prepared a Magic IV chit.


Round 1

1. Encounter Step
a. Luring: Black Knight lures RHQ
b. Random Assignment: none
c. Deployment/Charging: none
d. Actions:
Sorceror cast "Fiery Blast" with alerted Magic IV3* chit and Purple magic from enchanted Magic IV4* chit (converts back to regular Magic chit and fatigues).

2. Melee Step
a. Selecting Targets:
Sorceror and Black Knight target RHQ
b. Spell Effects:
"Fiery Blast" takes effect, launching a magical attack on RHQ
c. Attacks/Maneuvers:
RHQ is placed in Charge&Thrust on Black Knight's sheet
Black Knight plays Move H6 in Duck, armor in armor oval, breastplate in breastplate oval, and shield to cover duck. He plays his Mace with Fight M3** in Smash.
Sorceror plays alerted Fiery Blast (speed=0) in Swing direction.
Berserker plays Great Ax with Fight T5* in Thrust direction.
(see image)


d. Repositioning/Change Tactics:
RHQ repositioning roll=2 (middle box unchanged). RHQ moves to Duck&Smash.
RHQ change tactics roll=(5,3). RHQ does not change tactics.

(see image)

e. Resolving Attacks:
Black Knight hits by matching directions
Sorceror hits by undercutting
RHQ hits by matching directions
Berserker misses

f. Inflicting Harm (in order of weapon length in Round 1):
f. Inflicting Harm (in order of weapon length in Round 1):
Sorceror's Fiery Blast (length=13) hits first. Inflicts Light damage + 3 sharpness stars=Tremendous + Missile Table[(6,3)-4(speed advantage of alerted spell over RHQ move time + 4(doesn't intercept)=6] decrease two levels = Medium harm. RHQ is KILLED. Rogue items are abandoned in clearing. Sorceror's Magic IV3* chit fatigues.
Black Knight's attack is canceled.
RHQ's attack is canceled.


3. Fatigue Step:
Black Knight fatigues Fight M4* for playing two Fight asterisks during round.

Combat ends in clearing. Sorceror earns 2 Notoriety and 1 gold for killing RHQ.


Cavern 3
Witch King is hidden and alone in clearing.

Round 1

1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment: none
d. Actions:
Witch King casts Broomstick with Magic V2* (committed to spell) and Black magic from enchanted Magic V3* chit (fatigues).

2. Melee Step
a. Selecting Targets:
Witch King targets himself, becoming unhidden.
b. Spell Effects:
Magic V2* becomes Fly chit which the Witch King can use to fly.

3. Fatigue Step: none

Combat ends in clearing.


Cavern 2


The Wizard, Dwarf, and Captain are unhidden in the clearing. They and the Captain's hired natives, the Guard, are blocked by two light-side-up Heavy Trolls (M4/4), a light-side-up Tremendous Troll (H4/4), the light-side-up Imp (VII2/2), and six light-side-up (L4/3) Ax Goblins. The Captain and Dwarf have alerted their weapons and the Wizard has alerted a Magic IV3 chit.


Round 1

1. Encounter Step
a. Luring:
GHQ lures the Imp
G1 lures the Tremendous Troll
G2 lures a Heavy Troll (HTroll1)
Dwarf lures Heavy Troll 2 and all six Goblins
b. Random Assignment: none
c. Deployment: none
d. Actions:
Wizard casts "Fiery Blast" with alerted Magic IV3* and Purple magic from enchanted Magic IV4* chit (fatigues).

2. Melee Step
a. Selecting Targets:
Dwarf targets the T Troll
Captain targets the Imp
Sorceror targets all the monsters!
b. Spell Effects:
Fiery Blast takes effect and launches a magical attack at all the monsters in clearing.
c. Attacks/Maneuvers:

GHQ's sheet:
GHQ goes in Charge&Thrust red box, T4/6 side up.
Imp goes in Charge maneuver box. Imp is GHQ's target and is attacking GHQ.
Captain's plays alerted Ax with Fight H5* in Swing
Wizard plays alerted Fiery Blast in Smash


G1's sheet:
G1 goes in Dodge&Swing red box, T4/6 side up.
T Troll goes in Charge maneuver box.
Dwarf plays Great Ax with Fight T6* in Thrust.
Wizard attacks with alerted Fiery Blast in Smash


G2's sheet:
G2 goes in Charge&Thrust red box, T4/6 side up.
H Troll1 goes in Charge maneuver box.
Wizard attacks with alerted Fiery Blast in Smash.

Dwarf's sheet:
Dwarf plays Duck T3* in Duck with helmet covering Duck direction.
Goblin1&Goblin2 go in Charge&Thrust, Goblin3&Goblin4 go in Dodge&Swing, Goblin5&Goblin6 go in Duck&Smash.
H Troll2 goes in Charge&Thrust.
Wizard attacks with alerted Fiery Blast in Smash.

(See image)

 


d. Repositioning/Change Tactics:

GHQ's Sheet:
Imp repositioning roll=5(move right). Imp moves to Dodge and doesn't change tactics(5,1).
GHQ doesn't reposition or change tactics because he is on his own sheet.

G1's Sheet:
Repositioning roll=6(move left). T Troll moves to Duck. (T Monsters don't change tactics randomly).
G1 doesn't reposition or change tactics because he is on his own sheet.

G2's Sheet:
Repositioning roll=1(left box unchanged). H Troll1 stays in Charge and doesn't change tactics(3,3).
G2 doesn't reposition or change tactics because he is on his own sheet.

Dwarf's Sheet:
Repositioning roll=5(move right).
Goblin1&Goblin2 and H Troll2 move to Dodge&Swing and don't change tactics(4,3).
Goblin3&Goblin4 move to Duck&Smash and don't change tactics(3,2).
Goblin5&Goblin6 move to Charge&Thrust and don't change tactics(4,3)

(See image)

e. Resolving Attacks:
Imp hits GHQ by undercutting.
Captain hits Imp by matching directions.
T Troll hits G1 by undercutting.
G2 hits H Troll1 by matching directions.
H Troll1 hits G2 by matching directions.
Goblin3&Goblin4 hit Dwarf by matching directions.
Wizard hits all monsters by undercutting.

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

Imp (length=17) hits first. Curse has no effect on GHQ.


Wizard's Fiery Blast (length=13) hits next inflicting harm on targets as below:.

Imp: Inflicts Light harm + 3 sharpness stars=Tremendous + Missile Table[(6,4)-2(speed differential)+4(doesn't intercept)=8]wound. Imp is unharmed.
T Troll: Inflicts Light harm + 3 sharpness stars - one sharpness star for armor=Heavy + Missile Table[(6,5)-4(speed differential)=2]increase two levels=T+. Tremendous Troll is KILLED.
H Troll1: Inflicts Light harm + 3 sharpness stars - one sharpness star for armor=Heavy + Missile Table[(6,5)-4(speed differential)+4(doesn't match directions)=6]decrease two levels=Light harm. H Troll1 is unharmed.
H Troll2: Inflicts Light harm + 3 sharpness stars - one sharpness star for armor=Heavy + Missile Table[(3,2)-4(speed differential)+4(doesn't match directions)=3]increase one levels=Tremendous harm. H Troll2 is KILLED.
Goblin1: Inflicts L+3=Tremendous harm+Missile Table[(6,4)-3(speed differential)+4(doesn't match directions)=7]decrease three levels=Light harm. Goblin1 is unharmed.
Goblin2: Inflicts L+3=Tremendous harm+Missile Table[(2,2)-3(speed differential)+4(doesn't match directions)=3]increase one level=T+ harm. Goblin2 is KILLED.
Goblin3: Match directions. Goblin3 is KILLED.
Goblin4: Match directions. Goblin4 is KILLED.
Goblin5: Missile Table[(6,1)-3(speed differential)+4(doesn't match directions)=7]decrease three levels=Light harm. Goblin5 is unharmed.
Goblin6: Missile Table[(3,2)-3(speed differential)+4(doesn't match directions)=4]no change=Tremendous harm. Goblin6 is KILLED.

Guard's attacks (Great Sword length=8) hit next.
GHQ and G1's attacks are canceled because targets are killed.
G2 inflicts T harm + one sharpness star - one sharpness star (armor)=Tremendous harm + Fumble Table[(3,1)-0 (speed differential)]increase one level=T+ harm. H Troll1 is KILLED.


Captain's attack (Ax length=2) hits next.
Inflicts Medium harm + one sharpness star + one level for Fight chit exceeding weapon weight=Tremendous harm + Fumble Table[(6,2)+3 (speed differential)=9]decrease two levels=Medium harm. Imp is KILLED. Captain's Ax is unalerted.


T Troll's attack is canceled because T Troll is killed.
H Troll1's attack is canceled because H Troll1 is killed.
Goblin3&Goblin4 attacks are canceled because they are killed.

3. Fatigue Step:
Dwarf fatigues an asterisk for playing two Fight or Move asterisks in Round.

Captain gains 5 Fame and 5 Notoriety for G2 killing H Troll1 and 2 Fame and 1 Notoriety for killing the Imp.
Wizard gains 1*8 + 2*5 + 3*1 + 4*1 + 5*1 + 6*1= 36 Fame and Notoriety for killing T Troll, H Troll 2, Goblin2, Goblin3, Goblin4, and Goblin6.


Round 2
Goblin1 and Goblin5 remain on Dwarf's sheet, light-side-up (L4/3).

1. Encounter Step
a. Luring:
G1 lures Goblin1
G2 lures Goblin5
b. Random Assignment: none
c. Deployment:
GHQ is deployed against Goblin 5. Goblin5 moves to his own sheet with GHQ as an attacker. G2, now alone on his own sheet, moves to Goblin5's sheet as the last attacker.
d. Actions:
Captain alerts Ax with Fight M5

2. Melee Phase
a. Selecting Targets:
G2, the last attacker, is selected as Goblin5's target. GHQ is additional attacker.
Wizard targets Goblin 5
Captain targets Goblin 1
Dwarf targets Goblin 1
b. Spell Effects: none

c. Attacks Maneuvers:

G1's Sheet:
G1 in Charge&Thrust
Goblin1 in Charge maneuver box
Captain attacks with alerted Ax and Fight M3** in Swing
Dwarf attacks with Great Ax and Fight T6* in Smash

Goblin5's Sheet:
Goblin5 in Charge&Thrust.
G2 is in Charge maneuver box
GHQ is in Thrust attack circle
Wizard attacks with Staff and Fight M5 in Smash

(See image)

d. Repositioning/Change Tactics

G1's Sheet:
Goblin1 repositioning roll=2(middle box unchanged).
Goblin1 moves to Duck and doesn't change tactics(5,3).
G1, on own sheet, doesn't reposition or change tactics.

Goblin5's Sheet:
Goblin5 repositioning roll=2(middle box unchanged).
Goblin5 moves to Duck&Smash and doesn't change tactics(6,4).
G2's repositioning roll=5(shift right).
G2 moves to Dodge maneuver box and doesn't change tactics(4,2).
GHQ's repositioning roll=5(shift down).
GHQ moves to Swing attack circle and doesn't change tactics(2,1).

(See image)

e. Resolving Attacks:
Dwarf hits by matching directions.
Goblin1 hits by undercutting.
Goblin5 hits by undercutting.
Wizard hits by matching directions.

f. Inflicting Harm (in order of attack speed in Round 2+):

G1's sheet:
Dwarf (speed=4, length=5) hits first.
Inflicts Heavy harm + one sharpness star + one level for Fight chit exceeding weapon weight = Tremendous+ + Fumble Table[(6,1) + 1(speed differential)=7]decrease one level=Tremendous. Goblin1 is KILLED. Dwarf's Great Ax becomes unalerted.
Goblin1's attack is canceled.

Goblin5's sheet:
Goblin5 (speed=4) hits first.
Inflicts Light harm + one sharpness star - one sharpness star for armor=Light + Fumble Table[(6,6)-2(speed differential)+4(doesn't match direction)=8]decrease one level=negligible. G2 is unharmed.
Wizard (speed=5) hits next.
Inflicts Light harm + one level for Fight chit exceeding weapon weight = Medium + Fumble Table [(6,6)+2(speed differential)=8]decrease one level=Light harm. Goblin5 is not harmed.

3. Fatigue Step
Captain fatigues Fight M4* for two Fight asterisks used.

Goblin5 becomes unassigned.
Dwarf earns 1 Fame and 1 Notoriety for killing Goblin1 as first victim of the day.


Round 3

Goblin5 is unassigned and light-side-up.

1. Encounter Step
a. Luring: Goblin5 is lured by G1
b. Random Assignment: none
c. Deployment:
G2 deployed to attack Goblin5. Goblin5 goes to own sheet with G2 and G1 as attackers.
GHQ deployed to attack Goblin5.
d. Actions:
Dwarf alerts Great Ax with Fight H6

2. Melee Step
a. Selecting Targets:
Goblin5 targets last attacker, GHQ
Dwarf, Wizard, and Captain target Goblin5
b. Spell Effects: none
c. Attacks/Maneuvers:
Goblin5 goes in Charge&Thrust red square on own sheet.
GHQ goes in Charge maneuver box.
G2 goes in Thrust attack circle.
G1 goes in Swing attack circle.
Dwarf plays alerted Great Ax with Fight T6* in Thrust attack circle.
Captain plays alerted Ax with Fight M4* in Swing attack circle.
Wizard plays staff with Fight M3* in Smash attack circle.

(See image)

d. Repositioning/Change Tactics:
Goblin5 repositioning roll=5(shift down).
Goblin5 moves to Dodge&Swing and doesn't change tactics(1,1).
GHQ repositioning roll=6(shift left).
GHQ moves to Duck and doesn't change tactics(3,3).
G2 repositioning roll=6(shift up).
G2 moves to Smash and doesn't change tactics(4,3).
G1 repositioning roll=4(no change)
G1 stays in Swing and doesn't change tactics(2,1).

(See image)

e. Resolving Attacks:
Goblin5 hits by undercutting
G1 hits by matching
Captain hits by matching

d. Inflicting Harm (in order of attack speed, weapon length breaks ties):
G1 (speed=4, length=8) hits first.
Inflicts Tremendous harm + one sharpness star = Tremendous+ + Fumble Table[(6,5)+1(speed disadvantage)=7]decrease one level=Tremendous. Goblin5 is KILLED.

3. Fatigue Step: none


Captain gets 1 Fame and 1 Notoriety for G1's kill.

 

Round 4

Actions: The Wizard plays Move M5 to run out of clearing toward EV5. He will spend the night on the pathway between CN2 and EV5 and must begin Day 4 with a move to one or the other clearing.


Combat ends in clearing.


MIDNIGHT
All weapons become unalerted.

 

Day 3 Daylight orders due Thursday, July 8, 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
O3
Pilgrim
Day 14
R5, R4, R3
Swordsman
Day 14
R7, R6
Berserker
Day 14
R2
Swordsman
Day 15
Guard
Captain
Day 15
R1
Berserker
Day 16

Curses
Character
Afflicted with

Spells
Character
Spell in Effect
Pilgrim
"Wish for Strength"
Sorceror
"Melt into Mist"
White Knight
"Wish for Stength"

The Adventurers
Players Character F N

Team 1:
Michael Mesich
Julius Lee Watts

Gondaff, the WIZARD
36
36
Team 2:
Kisa Griffin
Daniel W. Farrow
Raq'nyvarkryn, the WITCH KING
   
Team 3:
Bill Koens
Ken Hullett
Tiago Espadafiada, the SWORDSMAN
  6
Team 4:
Søren Busch-Knudsen
Brian Fiscus
Faramir, the CAPTAIN
8 7
Team 5:
Deric Page
Mike van Schijndel
? the WHITE KNIGHT
   
Team 6:
Ron Larose
David Szum
Preston the PILGRIM
   
Team 7:
Michael O'Connell
Jordi Morera
Kael, the BLACK KNIGHT
   
Team 8:
Tim Stevens
Tim Heinz
Balin, the DWARF
1 1
Team 9:
Mark Wrynn
Lee Fisher
Rungnir, the BERSERKER
  3
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 One Weather is WARM
7 Days this Week
• 2 Basic Phases
• 2 Sunlight Phases

History
Setup
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