BIMR4 Magic Realm
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Day 7

 

Day 7 dawns with Gold magic in every clearing and the Demons and Woodfolk regenerate and return to the the Setup Card. Tim, the Sorceror, catches up with his friends the Swordsman, Berserker, and Black Knight in Ruins where they are getting ready to enter the cave where the Hoard lies. The Captain and his hired GHQ both pull treasures out of the Vault. The Captain's treasure is the Golden Icon which activates and radiates Grey magic into the clearing. It is worth 100 gold if it can be sold, but unfortunately with its tremendous weight it is too heavy for the Captain or his hirelings to carry. The Dwarf finds the last treasure in the Statue and the Wizard enchants the Cavern tile to create Purple magic in each clearing, but his friends the Captain and GHQ are farther away through the enchanted passages. The Pilgrim and White Knight return to the Chapel where the Lancers immediately quarrel with the Pilgrim and battle him in the evening. The Witch King discovers the Shrine and attracts a Flying Demon, but fortunately the Witch King is hidden!

In combat, the Witch King casts Absorb Essence on the Flying Demon. The Witch King's incorporeal form disappears and a Cheshire cat grin appears on the face of the absorbed Flying Demon. The White Knight and Pilgrim quickly remove two of the Lancers with their "Wish for Strength"'s, while the stolid O3 unhorses L1 in Round 1, but LHQ damages the White Knight's armor. On the next round, the Pilgrim lures L2 and runs away while the White Knight and stolid O3 kill L1. O3 and the White Knight finally finish off L2 and his pony, but O3 loses his warhorse. At the end of the day, the White Knight casts "Small Blessing," gaining a "Wish for Vision" and seeing the contents of the Lair.

 

BIRDSONG
Gold magic is present in every clearing of the board.


Followers
R1, R6, and R7 Follow Berserker
R2, R3, R4, and R5 Follow Swordsman
Berserker Follows Swordsman
O3 Follows Pilgrim
G1, G2 follow Captain


Monster Roll=2
Serpents, Demons, and the Woodfolk are prowling.

Regeneration Day: All prowling denizens regenerate and return to where they began the game. The Demon comes back to life and returns to the Setup Card. The Woodfolk return to the Setup Card.

DAYLIGHT


Tiago Espadafiada, the SWORDSMAN, at Ruins 2.
Swordsman chooses to move first
H / H / H / A / M RU1 *(workhorse)
Hides(4,4) along with all followers.
Cancels two Hide phases.
Alerts Thrusting Sword.
Moves to Ruins 1 using workhorse.
Nothing arrives.

Rungnir, the BERSERKER, at Ruins 2.
Follow Swordsman
Hides along with following Rogues.
Alerts Great Ax.
Moves to Ruins 2.
Put on board after Swordsman's turn.
Nothing arrives.


Faramir, the CAPTAIN, at Cavern 3, site of Vault.
S / S
Loots Vault(5,3). Takes 5th treasure in Vault.
Golden Icon activates and supplies Grey color magic to clearing.
Loots Vault(5,4). Takes nothing.
Nothing arrives.


Kael, the BLACK KNIGHT, at Ruins 2.
M-RU1* (Workhorse) / R / S / S / S
Moves to Ruins 1, using workhorse.
Rests Fight M4*
Searches on Peer Table(6,4). Finds nothing.
Searches on Peer Table(4,3). Finds hidden enemies.
Searches on Peer Table(5,4). Finds clues.
Nothing arrives.

Raq'nyvarkryn, the WITCH KING, at Oak Woods 2
R / SPX* / SP / H / M-LE4
Rests Magic V3* chit.
Prepares to do enchantment.
Enchants V3* to Black magic.
Hides(4,3)
Moves Ledges 4.
Turns up Smoke M and Shrine 4
Flying Demon moves from Setup Chart to Shrine.


Preston, the PILGRIM, at Borderland 1 (Altar)
M-CV1 / M-CV4 / M-LW2 / M-DV5
Moves to Dark Valley 5 (Chapel)


GHQ, the hired HQ, at Cavern 3 (Vault)
S / S
Loots Vault(6,3). Takes nothing.
Loots Vault(2,1). Takes 2nd treasure at Vault.
Nothing arrives.

 

Tim, the SORCEROR, at Maple Woods 4
M-MW5 / M-AW4 / M-AV1 / M-RU2 / M-RU1
Moves to Ruins 1
Nothing arrives.

 

Gondaff, the WIZARD, at Cavern 2, site of Statue
SPX / SP
Prepares to cast an enchantment
Enchants Cavern tile using Grey magic from enchanted Magic II4* chit (fatigues) and Magic II3* chit.
Nothing arrives.

 

Balin, the DWARF, at Cavern 2, site of Statue.
S / S
Loots the Statue(5). Takes nothing.
Loots the Statue(1). Takes top treasure at statue.
Nothing arrives.

 

The WHITE KNIGHT, at Borderland 1, site of Altar
M-CV1 / M-CV4 / M-LW2 / M-DV5
Moves to Dark Valley 5 (Chapel)
Nothing arrives.

 

EVENING


Dark Valley 5 (Chapel)
White Knight and Pilgrim are unhidden with Order and Lancers. The White Knight is not fighting his friends the Order or the Lancers. The Pilgrim is not fighting his allies the Order. He runs into trouble with the Lancers(6,1) who then battle him(6,4).


Ruins 1
The Swordman and Berserker are hidden with all their hired Rogues. The Sorceror and Black Knight are unhidden.


Cavern 2 (Statue)
The Wizard and Dwarf are unhidden.


Cavern 3 (Vault)
The Captain and GHQ are unhidden.


Ledges 4 (Shrine)
The Witch King is hidden in the clearing with the Flying Demon (light-side-up).

 

COMBAT


Ledges 4
The Witch King is hidden and there is a Flying Demon in the clearing.

Round 1

1. Encounter Step
a. Luring: none
b. Random Assigment: none
c. Deployment: none
d. Actions:
Witch King casts "Absorb Essence" with Magic V2 and Black magic from Magic V3* chit. Color magic chit reverts to ordinary Magic chit and fatigues.

2. Melee Step
a. Selecting Targets:
Witch King targets the Flying Demon, becoming unhidden.
b. Spell Effects:
Witch King absorbs the essence of the Flying Demon, taking on its form and the Witch King's normal incorporeal form vanishes.
c. Attacks/Maneuvers: none
d. Repositioning: none
e. Resolving attacks: none
f. Inflicting Harm: none

3. Fatigue Step: none

Combat ends in clearing.

 

Dark Valley 5 (Chapel)
Pilgrim is battling Lancers who are light side up with their ponies on the "walking" side.


Round 1

1. Encounter Step
a. Luring:
White Knight lures LHQ, L2 & L3. The White Knight is battling the Lancers for the rest of the day.
O3 lures L1, O3's warhorse placed Speed 7 side up.
The unarmored Pilgrim lures nothing.
b. Random Assignment: none
c. Deployment: none
d. Actions: none


2. Melee Step
All native horses turn over to galloping side.

a. Selecting Target:
White Knight targets L3 (not pony).
Pilgrim targets LHQ (not pony).
O3 targets L1's pony (natives always target horse first).
b. Spell Effects: none
c. Attacks/Maneuvers:

O3's Sheet:
O3 and warhorse are placed in Charge/Thrust.
L1 in is Charge, Pony in Dodge.

White Knight's Sheet:
LHQ in Charge/Thrust & Pony in Dodge.
L2 in Dodge/Swing & Pony in Duck.
L3 in Duck/Smash & Pony in Charge
White Knight attack w/ Morning Star, Fight H6 & Wish for Strength in Swing.
Maneuvers with Move H4** in Dodge.
Pilgrim attacks w/ Staff, Fight M2** & Wish for Strength in Thrust.

(See image)

d. Repositioning/Change Tactics:

O3's sheet:
Denizen repositioning roll=3(left box unchanged)
L1 moves to Dodge; pony to Charge. L1 does not change tactics(4,2).
O3, on own sheet, does not reposition or change tactics.

White Knight's sheet:
Denizen repositioning roll=5(shift down)
LHQ and Pony3 move to Dodge&Swing. LHQ changes tactics to M3*/4 (6,4).
L2 and PonyHQ move to Duck&Smash. L2 changes tactics to H4*/4 (6,5).
L3 and Pony2 move to Charge&Thrust. L3 does not change tactics.

(See image)

e. Resolving Attacks:
O3 hits L1 by matching directions
L1 misses
White Knight hits L3 by matching directions with Pony3
Pilgrim hits LHQ by undercutting PonyHQ
LHQ hits White Knight by matching directions
L2 and L3 miss

f. Inflicting Harm(in order of weapon length):
LHQ (length=10) hit first.
LHQ inflicts Medium harm + one sharpness star - one sharpness star for armored target = Medium harm + Fumble Table[(4,1)-1(speed differential)=3]increase one level=Heavy harm. White Knight's armor is damaged and he takes one wound.

Pilgrim (length=9) hits next.
Pilgrim inflicts Tremendous harm due to "Wish for Strength." LHQ is KILLED. "Wish for Strength" expires.

O3 (Length=7) hits next.
O3 inflicts Heavy harm + one sharpness star = Tremendous harm + Fumble Table[(6,2)+3(speed differential=9)]decrease two levels=Medium harm. L1's pony is KILLED.

White Knight (length=6) hits next.
White Knight inflicts Tremendous harm due to "Wish for Strength." L3 is KILLED. "Wish for Strength" expires. Morning Star remains unalerted.

3. Fatigue Step:
White Knight wounds Fight H5* and fatigues Move T6*.
Pilgrim fatigues Fight M3*.

Pilgrim gets 4 Notoriety and 2 gold for killing LHQ. Lancers' possessions are abandoned in clearing.
White Knight gets 4 Notoriety and 2 gold for killing L3.

 

Round 2
L2, dark-side-up (H4*/4), and pony, light-side-up (5) remain assigned to White Knight. L1, H6*/2, is unassigned, Pony1 is dead.


1. Encounter Step
a. Luring:
Pilgrim lures L2
O3 lures L1 away from White Knight, warhorse speed 7 side up.
b. Random Assignment: none
c. Deployment: none
d. Actions:
White Knight alerts Morning Star with Fight H6
Pilgrim runs away toward Linden Woods 2, using Move M4*. He must move to either LW2 or DV5 on phase 1 of Day 8. L2 becomes unassigned.

2. Melee Step
All native horses turn over.
a. Selecting Targets:
White Knight targets L1
L2 targets O3's warhorse (natives always target horses first)
O3 targets L1.

b. Spell Effects: none

c. Attacks/Maneuvers:
O3's sheet
O3 goes in Charge/Thrust, H4* side up. Warhorse is placed in Dodge.
L1 is placed in Charge.
White Knight attacks with alerted Morning Star and Fight T4* in Swing.

d. Repositioning/Change Tactics:
L1 repositioning roll=4(no change)
L1 stays in Charge. L2 doesn't change tactics(3,1).
O3 on his own sheet doesn't reposition or change tactics

(See image)

e. Resolving Attacks:
O3 hits by matching directions.
L1 misses
White Knight misses.

f. Inflicting Harm:
O3 inflicts Heavy harm + one sharpness star = Tremendous harm + Fumble Table[(4,3)+2(speed differential)=6]no change = Tremendous harm. L1 is KILLED.


3. Fatigue Step: none

Pilgrim gets 4 Notoriety for O3's kill.

All denizens are unassigned


Round 3
L2 is dark-side-up (H4*/4) and unassigned. Pony is walking side up (5).


1. Encounter Step
a. Luring: O3 lures L2. O3's warhorse is walking side up. (7).
b. Random Assignment: none
c. Deployment: none
d. Actions: White Knight alerts Morning Star with Fight H6.

2. Melee Step
Native horses flip over to galloping sides.

a. Selecting Targets:
O3 targets L2
White Knight targets L2

c. Attacks/Maneuvers:

O3's sheet:
O3 is Charge&Thrust, warhorse in on Dodge&Swing.
L2 is on Charge&Thrust, Pony2 is on Dodge&Swing
White Knight attacks L2 with alerted Morning Star and Fight T5* in Swing.

d. Repositioning/Change Tactics:

O3's Sheet:
L2 respostioning roll=5(move right)
L2 moves to Dodge box, Pony2 moves to Duck box.
L2 doesn't change tactics(5,5).

(See image)

e. Resolving Attacks:
L2 hits O3 by matching directions
White Knight hits L2 by undercutting.
O3 misses

f. Inflicting Harm:
White Knight(speed=3) hits first. Inflicts Heavy harm + one level for Fight chit exceeding weapon weight = Tremendous harm + Fumble Table[(6,3)-1(speed differential)+4(doesn't match directions)=9]decrease two levels = Medium harm. Pony2 is KILLED. Morning Star becomes unalerted.

L2 (speed=4) hits next. Inflicts Heavy harm + one sharpness star - one sharpness star for armored target = Heavy harm + Fumble Table[(1,1)+0(speed differential)=1]increase two levels=Tremendous+. O3's warhorse is KILLED.

3. Fatigue Step: none.


Denizen's become unassigned.

 

Round 4
L2 is dark-side-up (H4*/4) and unassigned.

1. Encounter Step
a. Luring: O3 lures L2
b. Random Assignment: none
c. Deployment: none
d. Actions: White Knight alerts Morning Star with Fight H6.

2. Melee Step
a. Selecting Targets: White Knight targets L2

c. Attacks/Maneuvers:
O3 is in Charge&Thrust, H4*/6 side up.
L2 is in Charge maneuver box, H4*/4 side up.
White Knight plays alerted Morning Star in Swing with Fight T5*.

d. Repositioning/Change Tactics:
L2 repositioning roll=6(move left).
L2 moves to Duck maneuver box and changes tactics(6,1) to M4*/3.

(See image)

e. Resolving Attacks:
L2 hits by undercutting.
O3 and White Knight miss.

f. Inflicting Harm:
L2 inflicts Medium harm + one sharpness star - one sharpness star for armored target = Medium harm + Fumble Table[(6,5)-2(speed differential)+4(doesn't match directions)=8]decrease one level = Light harm. O3 is unharmed.

3. Fatigue Step: none

Denizens become unassigned


Round 5
L2 is light-side-up (M4*/3) and unassigned.

1. Encounter Step
a. Luring: O3 lures L2
b. Random Assignment: none
c. Deployment: none
d. Actions: none

2. Melee Step
a. Selecting Targets: White Knight targets L2

c. Attacks/Maneuvers:
O3 is in Charge&Thrust, H4*/6 side up.
L2 is in Charge maneuver box, M4*/3 side up.
White Knight plays alerted Morning Star in Swing with Fight T5*.

d. Repositioning/Change Tactics:
L2 repositioning roll=4(no change).
L2 stays in Charge maneuver box and doesn't changes tactics(5,3).

(See image)

e. Resolving Attacks:
L2 and O3 hit by matching directions
White Knight misses

f. Inflicting Harm:
L2 (speed=4, length=10) hits first. L2 inflicts Medium harm + one sharpness star - one sharpness star for armored target = Medium harm + Fumble Table[(5,2)-2(speed differential)=3]increase one level = Heavy harm. O3 is unharmed.

O3 (speed=4, length=7) hits next. O3 inflicts Heavy harm + one sharpness star = Tremendous harm + Fumble Table[(6,6)+1(speed differential)=7]decrease one level = Heavy harm. L2 is KILLED.

3. Fatigue Step: none

Pilgrim gets 4 Notoriety for O3's kill.

Round 6
All Lancers have been killed.

1. Encounter Step:
White Knight casts "Small Blessing" with Magic I5** and White magic from Chapel clearing.

2. Melee Step:
a. Selecting Targets: White Knight targets himself.
b. Spell Effects: White Knight rolls on Wish Table(3,2). "Wish for Vision." White Knight looks at one treasure location. Magic I5** fatigues.

Combat ends in clearing. Pilgrim gets 12 Notoriety and 2 gold. White Knight gets 4 Notoriety and 2 gold.


MIDNIGHT

Weapons become unalerted. Witch King's "Absorb Essence" falls inert.

New weather=Showers(5,4). Six days/week. 2 basic and 3 sunlight phases/day. Day 8 is skipped.


Day 9 Daylight orders due Monday, July 26, 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
Sorceror
"Melt into Mist"
Witch King
"Broomstick"
Witch King
"World Fades"
Witch King
"Absorb Essence "
   

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
   
Team 3:
Bill Koens
Ken Hullett
Tiago Espadafiada, the SWORDSMAN
4 13
Team 4:
Søren Busch-Knudsen
Brian Fiscus
Faramir, the CAPTAIN
11 10
Team 5:
Deric Page
Mike van Schijndel
? the WHITE KNIGHT
  4
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
4 4
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 TwoWeather is SHOWERS
6 Days this Week
• 2 Basic Phases
• 3 Sunlight Phases

History
Setup
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