BIMR4 Magic Realm
Info

Day 9

The weather for Week 2 is "Showers," 6 days/week with 2 Basic and 3 Sunlight phases/day. Day 8 is skipped.

The showery weather draws out Dragons. The Berserker, Swordsman, Sorceror, and Black Knight all crowd into the cave where the Hoard is and are surprised by a Tremendous Flying Dragon. The Witch King is all alone at the Shrine when two Flying Dragons drop by. The White Knight and Pilgrim clean up the litter dropped by the quarrelsome Lancers. The Captain and GHQ go exploring and pull treasures out of the Vault while they wait to be reunited with their friends the Dwarf and Wizard.

In combat, the Witch King activates Absorb Essence and uses the Flying Demon's form to take out the two Heavy Flying Dragons after 16 rounds of combat. The posse at the Hoard swarms over the Tremendous Flying Dragon and quickly finishes it off with the Swordsman's R2 taking the honors alone this time. The Pilgrim renews the "Wish for Strength" for himself and the White Knight, the Dwarf takes a look at the weather chit with the Eye of the Moon, and the Wizard casts "Blazing Light" to give himself and his comrades an extra phase in the caves tomorrow. At the end of the day, after a general passing around of treasures, the Captain activates the Timeless Jewel that GHQ looted from the Vault. While it is active the Captain does not have to pre-record his move.


Wizard follows Dwarf
R7, R6, and R1 follow Berserker
R5, R4, R3, and R2 follow Swordsman
G1 and G2 follow Captain

BIRDSONG

Monster Roll=1
Dragons, the Company, and the Ghosts are prowling.


DAYLIGHT


Balin, the DWARF, at Cavern 2, site of Statue
M-CN6 / M-CN3
Moves to Cavern 3
Nothing arrives.

Gondaff, the WIZARD, at Cavern 2, site of Statue
Follows Dwarf
Moves to Cavern 3
Put on board after Dwarf's turn.
Nothing arrives.


Faramir, the CAPTAIN, at Cavern 3, site of Vault
S / S
Loots the Vault(3,1). Takes the 3rd treasure in Vault.
Loots the Vault(5,3). Takes nothing.
Nothing arrives.


Preston, the PILGRIM, on pathway between DV5 and LW2
M-DV5 / S / S / S / S
Moves to DV5
Loots pile of abandoned items(6,6). Takes treasure.
Loots pile of abandoned items(5,5). Takes treasure.
Loots pile of abandoned items(6,3). Takes nothing.
Loots pile of abandoned items(3,2). Takes Spear.
Nothing arrives.

The WHITE KNIGHT, at DV5, the Chapel
R* / S / S / S / S / S
Rest Magic I5**. Fatigues Fight H5* to make change.
Loots pile of abandoned items(5,4). Takes nothing.
Loots pile of abandoned items(5,1). Takes nothing.
Loots pile of abandoned items(5.2). Takes nothing.
Loots pile of abandoned items(6,5). Takes nothing.
Loots pile of abandoned items(2,1). Takes Spear.
Nothing arrives.

Raq'nyvarkryn, the WITCH KING, at Ledges 4, site of Shrine
SPX* / SP / S / S / S / R
Prepares to do an enchantment
Enchants Magic V3* to Black magic.
Searches with Magic Sight(5,3). Discovers Shrine.
Searches with Magic Sight(5,4). Already discovered Shrine.
Searches with Magic Sight(2,2)=Counters. No weapon, armor, or horse counters in clearing.
Rests Magic V3*
At end of turn two Flying Dragons drawn by Smoke M arrive at Shrine and block Witch King.

Tim, the SORCEROR, at Ruins 1
M-RU4 *(workhorse) / M-RU6 / S
Moves to Ruins 6.
Attempt to Locate(4,3). Discovers Hoard!
At end of turn, Tremendous Flying Dragon arrives at Hoard and blocks Sorceror.


Rungnir, the BERSERKER, at Ruins 1
M-RU4 *(workhorse) / M-RU6 / S
Moves to Ruins 6.
Blocked by Tremendous Flying Dragon.
Nothing else arrives.


GHQ, the hired HQ
S / S
Loots Vault(4,3). Takes nothing.
Loots Vault(1,1). Takes top treasure in pile.
Nothing arrives.

Kael, the BLACK KNIGHT
M-RU4 *(workhorse) / M-RU6 / S
Moves to Ruins 6.
Blocked by Tremendous Flying Dragon.
Nothing else arrives.


Tiago Espadafiada, the SWORDSMAN
Chooses to go last.
M-RU4 *(workhorse) / M-RU6 / S
Moves to Ruins 6.
Blocked by Tremendous Flying Dragon.
Nothing arrives.


EVENING

Dark Valley 5 (Chapel)
White Knight and Pilgrim are unhidden and not battling their friends the Order.

Ledges 4 (Shrine)
Witch King is unhidden and blocked by two Flying Dragons.

Ruins 6 (Hoard)
Swordsman, Berserker, Black Knight, and Sorceror (and their hired natives) are all unhidden and blocked by the Tremendous Flying Dragon.

Cavern 3 (Vault)
Dwarf, Wizard, Captain, and the Guard are unhidden.

 

COMBAT


Ledges 4
The Witch King is unhidden and blocked by two Flying Dragons, light-side-up (H4/4).

Round 1

1. Encounter Step
a. Luring: none
b. Random Assignment:
Both Flying Dragons assigned to Witch King.
c. Deployment/Charging: none
d. Action:
Witch King plays Black magic from enchanted Magic V3* to activate "Absorb Essence." Black magic chit returns to regular Magic chit and fatigues. Witch King takes on the form of the Flying Demon.

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

c. Attacks/Maneuvers:
Witch King puts Flying Dragon1 in Charge&Thrust and Flying Dragon2 in Dodge&Swing.
Witch King plays maneuver (3) in Dodge and attack (V3) in Swing.

d. Repositioning/Change Tactics:
Dragons repositioning roll=4(no change).
Dragon1 stays in Charge&Thrust and changes tactics to L4/3 side(6,4).
Dragon2 stays in Dodge&Swing and changes tactics to L4/3 side(6,3).

(See image)

e. Resolving Attacks:
Dragon2 hits by matching directions.
Dragon1 and Witch King/Demon miss.

f. Inflicting Harm:
Dragon2 inflicts Light damage + Fumble Table[(6,3)+1(speed differential)=7]reduce one level = Negligible harm. Witch King/Demon is unharmed.

3. Fatigue Step: none

Dragons remain assigned to Witch King.

Round 2
Both Dragons are assigned to Witch King, L4/3 side up.

1. Encounter Step
a. Luring: none
b. Random Assignment: none
c. Deployment/Charging: none
d. Action: none


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

c. Attacks/Maneuvers:
Witch King puts Flying Dragon1 in Charge&Thrust and Flying Dragon2 in Dodge&Swing.
Witch King plays maneuver (3) in Dodge and attack (V3) in Swing.

d. Repositioning/Change Tactics:
Dragons repositioning roll=6(move up).
Dragon1 moves to Duck&Smash and doesn't change tactics(2,1).
Dragon2 moves to Charge&Thrust and doesn't change tactics(4,3).

e. Resolving Attacks: All miss.

f. Inflicting Harm: None


3. Fatigue Step: none

Dragons remain assigned to Witch King.


Round 3
Both Dragons are assigned to Witch King, L4/3 side up.

1. Encounter Step: no activities


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

c. Attacks/Maneuvers:
Witch King puts Flying Dragon1 in Charge&Thrust and Flying Dragon2 in Dodge&Swing.
Witch King plays maneuver (3) in Dodge and attack (V3) in Swing.

d. Repositioning/Change Tactics:
Dragons repositioning roll=3(bottom box unchanged).
Dragon1 moves to Dodge&Swing and doesn't change tactics(3,1).
Dragon2 moves to Charge&Thrust and doesn't change tactics(4,3).

(See image)

e. Resolving Attacks:
Demon and Dragon 1 hit by matching directions.
Dragon 2 misses.


f. Inflicting Harm:
Demon (speed=3) hits first. Power of Pit attack affects Dragon1(5,3)=Forget. Dragon1 doesn't have anything to forget. Demon picks up Dragon1 and flips over to red-side-up(5/2).
Dragon hits next. Causes Light harm + Fumble Table[(4,4)+2(speed differential)=6]no change = Light harm. Witch King/Demon is unharmed.


3. Fatigue Step: none

Dragons remain assigned to Witch King.

 

Round 4
Witch King/Demon is red-side up and has picked up Dragon1. Dragon 2 is assigned to Witch King, L4/3 side up.

1. Encounter Step: no activities


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

c. Attacks/Maneuvers:
Witch King puts Flying Dragon1 in Charge&Thrust and Flying Dragon2 in Dodge&Swing.
Witch King plays maneuver (2) in Dodge and attack (5) in Swing.

d. Repositioning/Change Tactics:
Dragons repositioning roll=2(middle box unchanged).
Dragon1 moves to Duck&Smash and doesn't change tactics(4,3).
Dragon2 stays in Dodge&Swing and changes tactics(6,5).

(See image)

e. Resolving Attacks:
Dragon2 hits by matching directions.
Demon and Dragon1 miss.

f. Inflicting Harm: Dragon2 causes Heavy harm + Fumble Table[(4,2)+2(speed differential)=6]no change = Heavy harm. Witch King/Demon is unharmed.


3. Fatigue Step: none

Dragons remain assigned to Witch King.


All attacks miss in Round 5 and Round 6


Round 7
Witch King/Demon is red-side up and has picked up Dragon1. Dragon 2 is assigned to Witch King, H4/4 side up.

1. Encounter Step: no activities


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

c. Attacks/Maneuvers:
Witch King puts Flying Dragon1 in Charge&Thrust and Flying Dragon2 in Dodge&Swing.
Witch King plays maneuver (2) in Dodge and attack (5) in Swing.

d. Repositioning/Change Tactics:
Dragons repositioning roll=3(bottom box unchanged).
Dragon1 moves to Dodge&Swing and doesn't change tactics(5,4).
Dragon2 moves to Charge&Thrust and changes tactics to L4/3(6,3).

(See image)

e. Resolving Attacks:
Witch King/Demon and Dragon1 hit by matching directions.
Dragon2 misses.

f. Inflicting Harm:
Dragon1 (speed=4) hits first. Causes Light harm + Fumble Table[(6,6)+2(speed differential)=8]reduce one level=Negligible harm. Witch King/Demon is unharmed.
Witch King/Demon (speed=5) hits next automatically killing Dragon1. Flying Demon turns red-side-down.


3. Fatigue Step: none

Witch King gets 5 Fame and 5 Notoriety for killing Flying Dragon.
Dragon2 remains assigned to Witch King.

 

The Witch King/Demon hits and picks up Dragon2 in Round 8, and they remain locked in a duel to the death until they match directions on Round 16.

 

Round 16
The WK/Demon is red-side-up and has picked up Dragon2. Dragon2 is light-side-up (H4/4).

1. Encounter Step: none

2. Melee Step
c. Attacks/Maneuvers:
Dragon2 is placed in Charge&Thrust
WK/Demon plays maneuver(2) in Dodge and attack(5) in Swing.

d.Repositioning/Change Tactics:
Dragon2 repositioning roll=5(move down)
Dragon2 moves to Dodge&Swing and doesn't change tactics(5,4).

(See image)

e. Resolving Attacks:
WK/Demon and Dragon2 both hit by matching directions.

f. Inflicting Harm:
Dragon2 (speed=4) hits first. Inflicts Heavy harm + Fumble Table[(6,6)+2(speed differential)=8]reduce one level = Medium harm. WK/Demon is unharmed.
WK/Demon (speed=5) hits next. Dragon2 is KILLED. WK/Demon turns red-side-down.

3. Fatigue Step: none

Witch King gets 10 Fame and 10 Notoriety for killing Dragon2 as his 2nd victim of the day.


Combat ends in clearing.

 

Ruins 6 (Hoard)
Swordsman, Berserker, Black Knight, Sorceror, and hired Rogues are unhidden and blocked by Tremendous Flying Dragon.

Round 1

1. Encounter Step
a. Luring:
Berserker: R1(T3*/5) lures TFD
c. Deployment:
Berserker deploys R6(M3*/5) against TFD
Berserker deploys R7(M3*/5) against TFD
Swordsman deploys R4(L1**/4) against TFD
Swordsman deploys R5(M3*/4) against TFD
Swordsman deploys R2(T3*/5) against TFD
Swordsman deploys R3(M5*/3) as last attacker against TFD

d. Actions:
Sorceror cast "Fiery Blast" with Magic IV3* and Purple magic from enchanted Magic IV5* (fatigues).
Berserker alerts Great Ax with Fight H5.
Swordsman alerts Thrusting Sword with Fight L4.
Black Knight alerts Mace with Fight M5

2. Melee Step
a. Selecting Targets:
Sorceror, Berserker, Swordsman, and Black Knight target TFD.

c. Attacks/Maneuvers:
R3 is in the Dodge maneuver square
R2 and R5 are placed in Thrust attack circle
R4 and R7 are placed in Swing attack circle
R1 and R6 are placed in Smash attack circle
Sorceror attacks with Fiery Blast in Thrust
Swordsman attacks with alerted Thrusting Sword and Fight M4* in Thrust
Berserker attacks with alerted Great Ax and Fight T5* in Swing
Black Knight attacks with alerted Mace and Fight H6 in Smash

(See image)

d. Repositioning/Change Tactics
TFD repositioning roll=2(middle box unchanged).
TFD body moves to Duck&Smash, head stays in Dodge&Swing and doesn't change tactics(2,1).

R3 repositioning roll=1(left box unchanged).
R3 moves to Duck maneuver box and doesn't change tactics(5,4).

Attacking denizen's repositioning roll=2(middle box unchanged).
R5 and R2 move to Smash and don't change tactics(4,3).
R1 and R6 move to Thrust and change tactics to H5/4 and L3/4(6,3).
R4 and R7 stay in Swing and don't change tactics(5,1).

(See image)

e. Resolving Attacks
TFD body hits R3 by matching directions
Black Knight, R2, R5, and R3 hit by matching directions.
Sorceror, R4, R6, and R7 hit by undercutting.
Berserker, Swordsman, and R1 miss.

f. Inflicting Harm (in order of weapon length in Round 1):
R4 (length=14) hits first. Causes Light harm + two sharpness stars - one sharpness star for armored target = Medium damage + Missile Table[(6)-3(speed differential)+4(doesn't match directions)=7]decrease three levels = Negliglible harm. TFD thinks it might have been bit by a mosquito.

Sorceror's Fiery Blast (length=13) hits next. Cause Light harm + three sharpness stars - one sharpness star for armored target = Heavy damage + Missile Table[(5,5)-1(speed differential)+4(doesn't match directions)=8] = wound. TFD feels a little tingle of static electricity. Sorcerors Magic IV3* fatigues.

R2 (length=5) hits next. Causes Tremendous harm + one sharpness star - one sharpness star for armored target = Tremendous harm + Fumble Table[(6,3)-1(speed differential)=5]no change = Tremendous harm. TFD is killed.

All other attacks are canceled.


3. Fatigue Step: none

Swordsman gets 12 Fame and 12 Notoriety for R2's kill.

At the end of rounds of combat, the Sorceror gives the location of the Hoard to the Swordsman, Berserker, and Black Knight.

Combat ends in clearing.

 


Dark Valley 5 (Chapel)

Round 1

1. Encounter Step:
White Knight casts "Small Blessing" with Magic I5** and White magic from Chapel Clearing
Pilgrim casts "Small Blessing" with Magic I6* and White magic from Chapel clearing

2. Melee Step
a. Selecting Targets:
White Knight targets himself
Pilgrim targets himself

b. Spell Effects:
White Knight gets Wish(5,5)=Health. Fatigued Fight T5* and Fight H5* chits and wounded Fight H5* are rested and returned to play. Magic I5** chit fatigues.
Pilgrim gets wish(6,6)=Strength. Pilgrim's next Fight or Gloves card that hits inflicts Tremendous damage. Magic I6* chit fatigues.

3. Fatigue Step: none


Round 2

1. Encounter Step:
Pilgrim casts "Small Blessing" with Magic I4* and White magic from Chapel clearing.

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

b. Spell Effects:
White Knight get wish(6,6)=Strength. White Knight's next Fight or Gloves card that hits inflicts Tremendous damage. Magic I4* chit fatigues.

3. Fatigue Step: none


Combat rounds end.
Pilgrim and White Knight exchange treasures. Pilgrim activates Power Gauntlets, White Knight activates Regent of Jewels..

 

Cavern 3 (Vault)
Captain, GHQ, Dwarf, and Wizard are unhidden.

Round 1

1. Encounter Step

d. Actions:
Dwarf uses Eye of Moon and Grey magic in clearing from Golden Icon to cast Eye of Moon spell
Wizard cast "Blazing Light" using Magic IV4* chit and Purple magic from Caverns tile


2. Melee Step
a. Selecting Targets:
Dwarf selects next weeks weather chit a2 target of Eye of Moon
Wizard selects the CN3 clearing as the target of Blazing Light

b. Spell Effects:
Dwarf looks at weather chit for Week 3.
"Blazing Light" goes into effect. Magic IV4* is committed to spell until Sunset on Day 10.


Combat ends in clearing.

Captain gives the Golden Icon and another treasure to the Dwarf.
GHQ gives two treasures to Captain. The Captain activates the Timeless Jewel freeing him from the obligation of pre-recording his move.

MIDNIGHT

All weapons become unalerted.
Witch King's "Absorb Essence" becomes inert. Witch King assumes his usual form.

 

Day 10 Daylight orders due Friday, July 30, 5pm 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 "
White Knight
"Wish for Strength"
Pilgrim
"Wish for Strength"
Wizard
"Blazing Light "
   

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
15 15
Team 3:
Bill Koens
Ken Hullett
Tiago Espadafiada, the SWORDSMAN
16 25
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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