Monster Roll:
1

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 5


Birdsong

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

The Wizard is feeling like his old self today.


Daylight

Swordsman (Red CURST VALLEY 5, White Guardhouse) Chooses to go first.
Hide (6,6) no.
Hide (6,5) no.
Search, locate (5,2) finds nothing
Search, locate (1,5) finds nothing

No denizens appear.
"Now where do they keep their stuff?!"

Raider (Red MOUNTAIN 2)
Move BAD VALLEY 4
Move BAD VALLEY 1
Hide (4,5) Hides!
Hide ~ cancel activity
Move* RUINS 1

Reveals Red Stink C and White Roar 4. A white, heavy, non-flying dragon roars into clearing 4.
"I'm not supposed to face that thing alone, am I?"

Druid (Red CURST VALLEY 4)
Hide (5,3) Hides!
Move CURST VALLEY 1
Move PINE WOODS 2
Move DEEP WOODS 1

Reveals Red Dank M and White Shrine 4. No denizens appear.
"What a wonderful woods."

Amazon (Red MOUNTAIN 4)
Move* MOUNTAIN 2
Move BAD VALLEY 4
Hide (6,2) no.
Move CAVES 1

Reveals White Smoke C and White Patter 2. 6 white axe-wielding goblins patter into clearing 2. The smoke also attracts a white Tremendous, non-flying dragon into the Amazon's clearing, which blocks the Amazon and stops prowling.
"I'm not supposed to face that thing alone, am I?"

Pilgrim (Red MOUNTAIN 4)
Move MOUNTAIN 2
Move BAD VALLEY 4
Move BAD VALLEY 1
Hide (1,4) Hides!

No denizens appear.
"There's no place like home."

Black Knight (White DARK VALLEY 5, White Inn)
Hide (1,3) Hides.
Trade, neutral, (5,2) NO DEAL
Trade ~ cancel activity
Trade ~ cancel activity


The White Company appears at the Inn.
"That's my kind of company."

Wizard (Red MAPLE WOODS 3, Red Small Campfire)
  Pop a Purple just to keep in practice.
Rest back that chit.
Alert IV3*
Alert IV4*
Move CURST VALLEY 5

The Red Company arrives at the Inn.
"Hello, boys! I'm back."

Dwarf (Red MOUNTAIN 2)
Move BAD VALLEY 4
Move CAVES 1
Blocked by a Dragon!

6 axe-wielding goblins patter into the clearing.
"No, I'm here to help you fight. And I brought friends."

Sorceror (White PINE WOODS 2)
Hide (6,6) no.
  Pop a Purple to activate TRANSFORM spell. A frog can walk the woods.
Move PINE WOODS 4
Move MAPLE WOODS 5
Move MAPLE WOODS 4

Reveals White Dank W. No Denizens appear.
"These are might scary woods for a small frog."


Evening

White BAD VALLEY 1

The Pilgrim takes to counting sheep to fall asleep.

Red CAVES 1

The Amazon and Dwarf face almost certain death in the form of a tremendous dragon and 6 axe-wielding goblins.

Round 1:
ENCOUNTER STEP:
+Luring:
- The Amazon lures the Dragon.
- C5 lures a goblin.
- W1 lures a goblin.
- The Dwarf lures the rest of 'em.
+No random assignment.
+No deployment.
+No Actions.

MELEE STEP:
+Selecting Targets:
- The dragon targets the Amazon.
- Goblin 1 targets W1.
- Goblin 5 targets C5.
- The Amazon targets the Dragon.
- The Dwarf targets Goblin 2.
- W1 targets Goblin 1.
- C5 targets Goblin 5.

+No Spells take effect.

+Maneuvers:
- Dragon is in charge/thrust.
- Dragon's dark head is in swing.
- Amazon smashes with her Sword of Terror using Fight M4* while ducking with Move M4, shield in dodge.

- Goblin 1 is in charge/thrust.
- Dark W1 is in charge/thrust.

- Goblin 5 is in charge/thrust.
- Pale C5 is in charge/thrust.

- Goblin 2 is in charge/thrust.
- Goblin 3 is in swing/dodge.
- Goblin 4 is in swing/dodge.
- Goblin 6 is in smash/duck.
- The Dwarf smashes with his great axe using Fight H6 while DUCKing T3*.

+Randomizing:
- The dragon (3) swaps its head and body, while (1,1) Not Changing Tactics
- Goblin 1 (3) moves to swing/thrust, while (2,3) Not Changing Tactics
- Goblin 5 (2) moves to duck/smash, while (3,6) Changing Tactics!
- Goblin pack (5) shifts to the right, while (5,1) (1,5) (5,3) None Change Tactics

+Attacks (in weapon length order):
- The dragon's head neither undercuts nor intercepts.
- W1 undercuts, (4)+4+1-4=5 Decreased ONE level to M harm. Goblin 1 is KILLED.
- C5 neither undercuts nor intercepts.
- Amazon undercuts, the dragon is KILLED.
- Dwarf neither undercuts nor intercepts, but his Great Axe is now alerted.
- Goblin 1 is dead.
- Goblin 2 neither undercuts nor intercepts.
- Goblin 3 intercepts (3,2)+4-3=4 M harm, the Dwarf's helmet is damaged and he takes 1 wound.
- Goblin 4 intercepts (1,5)+4-3=6 M harm, the Dwarf takes another wound.
- Goblin 5 undercuts (1,5)+4+4-6=7 L harm, no effect on C5.
- Goblin 6 neither undercuts nor intercepts.

FATIGUE STEP:
- Amazon takes a Fight H4** as a permanent wound.
- Dwarf takes two wounds Move T6* and Fight T6*.

Round 2:
ENCOUNTER STEP:
+Luring:
- The Amazon lures 2 goblins.
- C5 already has one goblin.
- W1 lures a goblin.
- The Dwarf lures the last 1.
+No random assignment.
+No deployment.
+No Actions.

MELEE STEP:
+Selecting Targets:
- Goblin 6 targets W1.
- Goblin 5 targets C5.
- Goblin 4 and 3 target the Amazon.
- Goblin 2 targets the Dwarf.
- The Amazon selects no target.
- The Dwarf targets Goblin 2.
- W1 targets Goblin 6.
- C5 targets Goblin 5.

+No Spells take effect.

+Maneuvers:
- Dark Goblin 3 is in charge/thrust.
- Dark Goblin 4 is in swing/dodge.
- Amazon ducks with Move M3*, shield in dodge.

- Dark Goblin 6 is in charge/thrust.
- Dark W1 is in charge/thrust.

- Pale Goblin 5 is in charge/thrust.
- Pale C5 is in charge/thrust.

- Dark Goblin 2 is in charge/thrust.
- The Dwarf smashes with his great axe using Fight H6 while DUCKing T3*.

+Randomizing:
- Goblin pack (5) shifts to the right, while (3,6) (4,6) both Change Tactics.
- Goblin 6 (2) moves to duck/smash, while (6,5) Changing Tactics!
- Goblin 5 (1) stays put, while (5,4) Not Changing Tactics
- Goblin 2 (5) moves to swing/dodge, while (3,4) Not Changing Tactics

+Attacks (in speed order):
- W1 undercuts, (1)+4+1-3=3 Increased ONE level. Goblin 6 is KILLED.
(All the rest are speed 4, so weapon length order.)
- C5 intercepts (5,6)+4-3=7 Decreased ONE level. Goblin 5 is KILLED.
- Dwarf neither undercuts nor intercepts.
- Goblin 2 neither undercuts nor intercepts.
- Goblin 3 neither undercuts nor intercepts.
- Goblin 4 intercepts (1,5)+4-3=6 unchanged, L harm, no effect due to Amazon's armor.
- Goblin 5 is dead.
- Goblin 6 is dead.

FATIGUE STEP:
- Nothing fatigues.

Round 3:
ENCOUNTER STEP:
+No one lures.
+No random assignment.
+Deployment:
- C5 is deployed against one of the Amazon's goblins. Goblin 3 moves to its own sheet, with C5 as its sole attacker.
- W1 is deployed against the other one. Goblin 4 moves to its own sheet with W1 as its sole attacker.
+No Actions.

MELEE STEP:
+Selecting Targets:
- Goblin 4 targets W1.
- Goblin 3 targets C5.
- Goblin 2 targets the Dwarf.
- The Amazon selects no target.
- The Dwarf targets Goblin 2.
- W1 targets Goblin 4.
- C5 targets Goblin 3.

+No Spells take effect.

+Maneuvers:
- Pale Goblin 4 is in charge/thrust.
- Dark W1 is in charge/thrust.

- Pale Goblin 3 is in charge/thrust.
- Pale C5 is in charge/thrust.

- Dark Goblin 2 is in charge/thrust.
- The Dwarf smashes with his great axe using Fight H6 while DUCKing T3*.

+Randomizing:
- Goblin 4 (1) stays put, while (6,5) Changing Tactics!
- Goblin 3 (4) stays put, while (5,6) Changing Tactics!
- Goblin 2 (2) moves to smash, while (4,6) Changing Tactics!
- C5 (1) stays put, while (2,3) Not Changing Tactics
- W1 (2) moves to smash, while (4,6) Changing Tactics!

+Attacks (in speed order):
- Pale W1 cannot attack.
- C5 intercepts (5,1)+4-1=6 No Change. Goblin 3 is KILLED.
- The Dwarf intercepts (1,2)+4-3=3 Increased ONE level. Goblin 2 is KILLED.
- Goblin 4 neither undercuts nor intercepts.

FATIGUE STEP:
- Nothing fatigues.

Round 4:
ENCOUNTER STEP:
+No one lures.
+The goblin is randomly assigned to the Dwarf.
+Deployment:
- C5 is deployed against the goblin. Goblin moves to its own sheet, with C5 as its sole attacker.
- W1 is deployed against the goblin. W1 on top of C5.
+No Actions.

MELEE STEP:
+Selecting Targets:
- Goblin targets W1.
- The Amazon selects no target.
- The Dwarf targets Goblin.
- W1 targets Goblin.
- C5 targets Goblin.

+No Spells take effect.

+Maneuvers:
- Dark Goblin 4 is in charge/thrust.
- Dark W1 is in swing/dodge.
- Pale C5 is in charge/thrust.
- The Dwarf smashes with his great axe using Fight H6 while DUCKing T3*.

+Randomizing:
- Goblin (3) moves to swing, while (6,6) Changing Tactics!
- C5 (6) moves to smash, while (1,5) Not Changing Tactics.
- W1 (6) moves to thrust, while (2,2) Not Changing Tactics.

+Attacks (in speed order):
- W1 undercuts, (2)+4+1-3=4 no change. Goblin is KILLED.

FATIGUE STEP:
- Nothing fatigues.

Aftermath:
The Dwarf and the Amazon lick their wounds.

Red CURST VALLEY 5
(White Guardhouse)

The Swordsman (6,3) (5,2) goes unnoticed by the White Guards.

White CURST VALLEY 5
(Red Inn)

The Red Rogues (2,4) pretty much ignore the Wizard, while the Red Company (3,3) do likewise.

Round 1:
ENCOUNTER STEP:
+No one lures.
+No random assignment.
+No Deployment.
+Actions:
- Wizard prepares to cast FIERY BLAST with alerted IV3* chit and Purple from the Rogues' own Dragon Essence.

MELEE STEP:
+Selecting Targets:
- Wizard targets all Red Rogues!

+No Spells take effect.

+Maneuvers:
- Dark Red Rogues are each on their own sheet in Charge/Thrust.
- The Wizard brings the BLAST down on their heads in smash.

+Randomizing:
- RHQ (5) dodges, while (1,5) Not Changing Tactics.
- R1 (3) dodges, while (4,5) Not Changing Tactics.
- R2 (4) charges, while (5,3) Not Changing Tactics.
- R3 (2) ducks, while (3,2) Not Changing Tactics.
- R4 (3) dodges, while (4,6) Changing Tactics.
- R5 (3) dodges, while (6,6) Changing Tactics.
- R6 (2) ducks, while (5,6) Changing Tactics.
- R7 (2) ducks, while (2,6) Changing Tactics.

+Attacks, the FIERY BLAST does L+++ harm to:
- RHQ (5,3)+4-2=7 Decreased THREE levels, no effect.
- R1 (4,3)+4-5=3 Increased ONE level, KILLED.
- R2 (6,2)+4-5=5 Decreased ONE level, KILLED.
- R3 intercepted, KILLED.
- R4 (6,5)+4-2=8, no effect.
- R5 (1,2)+4-4=2 Increased TWO levels, KILLED.
- R6 intercepted, KILLED.
- R7 intercepted, KILLED.

FATIGUE STEP:
- Wizard's IV3* chit fatigues.

Round 2:
ENCOUNTER STEP:
+No one lures.
+RHQ and R4 are assigned to the Wizard.
+No Deployment.
+Actions:
- Wizard prepares to cast FIERY BLAST with alerted IV4* chit and Purple from the Rogues' own Dragon Essence.

MELEE STEP:
+Selecting Targets:
- Wizard targets all Red Rogues!
- and they target him back.

+No Spells take effect.

+Maneuvers:
- Dark RHQ is in Charge/Thrust.
- Pale R4 is in Dodge/Swing.
- The Wizard brings the BLAST down on their heads in smash.

+Randomizing:
- (2) RHQ moves to Duck/Smash, while (3,1)(6,3) R4 nocks an arrow.

+Attacks, the FIERY BLAST does L+++ harm to:
- RHQ intercepted, KILLED.
- R4 (4,3)+4-4=4 No Change, KILLED.

FATIGUE STEP:
- Wizard's IV4* chit fatigues.

Aftermath:
The Wizard gains 16 GOLD.
What was once the Red Rogues' treasure is now free for the looting at the Red Inn.

White DARK VALLEY 5
(White Inn)

The Black Knight finds that the Rogues (4,6) (3,1) take no notice of him.

White DEEP WOODS 1

The Druid cowers from the spider over there.

White MAPLE WOODS 4

The Sorceror/frog wonders why he couldn't have been a bird.

Red RUINS 1

The Raider enjoys the solitude.


Midnight

The Wizard attempts to control his ring and (3,4) cannot. He now transforms into a (3) Eagle.

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


Evening 5 and Day 6 orders are due by noon, EST, Monday 3/10/03.

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Updated: March 7, 2003


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