Monster Roll:
6

Magenta

Magic Realm Quest Game

 
 
 
TODAY
YESTERDAY

LARGE MAP
SMALL MAP
ITEMS
SETUP CARDS

QUESTS
RULES
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Season:
SNOW
 
Weather:
Clear
5 days/week
3 basic
1 sunlight

Mountains:
4 phases to enter

FOOD to INN (Chapel)

ESCORT to INN (Guard)

Reward: 4 GOLD/clearing

7th Day: PURPLE magic

Day 4


Birdsong

The prevailing winds are blowing toward the (6) Southeast.

The Dwarf and his entourage follow the Raider.


Daylight

Swordsman (White DEEP WOODS 5) Chooses to go first.
Move* DEEP WOODS 4
Move DEEP WOODS 6
Move DEEP WOODS 1
Move CURST VALLEY 5
  Dismounts
Hide (5,5) Hides!

No denizens appear.
"Now to see where they stash their loot."

Druid (in the air over White AWFUL VALLEY)
Fly AWFUL VALLEY, lands in clearing (5).
Hide (1) Hides!
Move AWFUL VALLEY 5 ~ cancel activity, already there.
Move CURST VALLEY 4

No Denizens appear.
"I just hope those ghosts don't follow me."

Pilgrim (White HIGH PASS 6)
Hide (3,6) No.
Hide (3,5) Hides!
Move MOUNTAIN 4

Reveals White Smoke M and Red Howl 4. A red bat appears in the Pilgrim's clearing.
"I shall see you again soon, My Love."

Amazon (White HIGH PASS 6)
Move MOUNTAIN 4.
Blocked by a bat that turns dark side up and stops prowling.
"Sooner than you think, My Sweet."

Raider (White HIGH PASS 3)
Hide (3,5) Hides!
Move HIGH PASS 6
Move MOUNTAIN 4
Move* MOUNTAIN 2
"Good thing that bat didn't see us."

Dwarf is placed back on the board.
"Bring 'em on. I prefer a clean fight to all this hiding."

Black Knight (White MAPLE WOODS 4)
Hide (6,1) No.
Move MAPLE WOODS 2
Move DARK VALLEY 2
Move DARK VALLEY 5

No denizens appear.
"I think I left the iron on"

Wizard/squirrel (White CURST VALLEY 5, Red Inn)
Move MAPLE WOODS 4
Hide (1,2) Hides!
Hide ~ cancel activity
Hide ~ cancel activity

Reveals Red Smoke W, which is coming from a small campfire in the Wizard's clearing. No denizens appear.
"Now where'd I store those nuts."

Sorceror (Red DARK VALLEY 5, Red Chapel)
  Pops a Purple to activate his TRANSFORM spell. As a frog, he can walk the woods.
Move DARK VALLEY 4
Move DEEP WOODS 2
Move DEEP WOODS 1
Move PINE WOODS 2

Reveals white Ruins W. No denizens appear.
"Ribbit!"


Evening

Red CURST VALLEY 4

The Druid is glad to be on solid ground, again.

Red CURST VALLEY 5
(White Guardhouse)

The Swordsman finds places to hide that the guards didn't know existed. The guards (3,1) don't bother looking for him.

White DARK VALLEY 5
(White Inn)

The Black Knight finds that the Rogues (3,4) turned his iron off for him.

Red MAPLE WOODS 4
(Red Small Campfire)

The Wizard/squirrel gathers chestnuts so his human self can roast them.

Red MOUNTAIN 2

The Raider and the Dwarf share a quiet evening meal.

Red MOUNTAIN 4

The Amazon and hidden Pilgrim face almost certain death in the form of a solitary giant bat.

Round 1:
ENCOUNTER STEP:
+Pilgrim's Dragon lures the bat and becomes unhidden.
+The ogre joins in, and becomes unhidden. Bat moves to its own sheet, ogre in Charge. Dragon moves on top of ogre. The wolf joins in, moves on top of dragon and ogre.
+No Actions.

MELEE STEP:
+Selecting Targets:
- Bat targets last attacker, the wolf.
- Pilgrim's entourage all target the bat.

+No Spells take effect.

+Maneuvers:
- Dark bat thrusts and charges.
- Pale wolf thrusts and charges.
- Dark ogre swings and dodges.
- Pale dragon smashes and ducks.

+Randomizing:
- Bat (6) smashes and ducks, while (3,1) not changing tactics.
- Wolf (4) stays put, while (3,1) not changing tactics.
- Ogre and dragon (3), dragon stays put, ogre charges, while (6,5) (2,6) both change tactics.

+Attacks (in weapon length order):
(All using tooth/claw, so speed order)
- Dark Bat neither undercuts nor intercepts the pale wolf.
- Pale Wolf neither undercuts nor intercepts the dark bat.
- Dark Dragon intercepts, drm = +4 -2 = +2, rolls (1,5)=7, L harm, no effect.
- Pale Ogre neither undercuts nor intercepts.

FATIGUE STEP:
- Nothing fatigues.

Round 2:
ditto down to...

+Randomizing:
- Bat (4) stays put, while (4,1) not changing tactics.
- Wolf (5) swings and dodges, while (1,1) not changing tactics.
- Ogre and dragon (4), stay put, while (3,4) (1,4) neither changes tactics.

+Attacks (in speed order):
- Dark Bat neither undercuts nor intercepts the pale wolf.
- Pale Wolf neither undercuts nor intercepts the dark bat.
- Pale Dragon neither undercuts nor intercepts.
- Dark Ogre neither undercuts nor intercepts.

FATIGUE STEP:
- Nothing fatigues.

Aftermath:
Combat ends after two uneventful rounds.

White PINE WOODS 2

The Sorceror/frog rests his tired, webbed feet.


Midnight

The Wizard attempts to control his ring and (3,6) does! He can be whatever creature he wants to be, and he chooses to be himself.

The prevailing winds for Day 5 are blowing toward the (2) Southwest.


Evening 4 and Day 5 orders are due by noon, EST, Thursday 3/6/03.

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Updated: March 4, 2003


© 2003, Daniel W. Farrow IV, all rights reserved