Monster Roll:
6

Magenta

Magic Realm Quest Game

 
 
 
TODAY
YESTERDAY

LARGE MAP
SMALL MAP
ITEMS
SETUP CARDS

QUESTS
RULES
emailer

 
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 7


Birdsong

One red bat regenerates and all the visitor/mission chits flip over.

The prevailing winds for Day 7 are blowing toward the (2) Southwest.

The Dwarf follows the Amazon.

The Raider follows the Pilgrim.

The White Company follows the Black Knight.


Daylight

Swordsman (Red CURST VALLEY 5, White Guardhouse) Chooses to go first.
Hide (3,1) Hides!
Hide ~ cancel activity
Search, locate (4,2) discovers chits
Search, peer (3,3) finds hidden enemies and paths

No denizens appear.
"Found it!"

Druid (White DEEP WOODS 6)
Rest and
Rest Fight L2**
Rest Fight L3*
Rest Magic VIII4*

No denizens appear.
"I feel rested."

Wizard/bird (White CURST VALLEY 5, Red Inn)
Search, loot (5,6) finds nothing.
Search, loot (1,4) finds 4th treasure in pile, white L5/L4 workhorse.
Search, loot (5,1) finds nothing.
Search, loot (6,3) finds nothing.

The White Crone joins the Red Company!
"More company."

Pilgrim (Red NUT WOODS 4)
Meditate
Enchant NUT WOODS
Move NUT WOODS 5
Move AWFUL VALLEY 4

No denizens appear.
"Place you hand on my shoulder and close your eyes. Don't open them until I tell you or you risk having them blasted from your head at the sight of divine light."

Raider ceases to follow.
"Where are we? I can't see a thing."

Sorceror/frog (White BORDERLAND 2)
Hide (1,1) hides!
Hide ~ cancel activity
Move BORDERLAND 1
Move AWFUL VALLEY 2

No denizens appear.
"This frog suit is quite a disguise for an assassin!"

Amazon (Red CAVES 6)
Move CAVES 5
Hide (6,3) no.
Move BORDERLAND 5
Move* BORDERLAND 3

No denizens appear. However, the two heavy serpents already present in the clearing block the Amazon and turn dark side up.
"Oh no, snakes!"

Dwarf ceases to follow.
"Oh goodie, something to sink my axe into."

Black Knight (White DARK VALLEY 5, White Inn)
Move DARK VALLEY 2
Move MAPLE WOODS 2
Hide (4,6) no.
Move BORDERLAND 2

Reveals Red Smoke C and White Flutter 1. A white bat flutters into clearing 1.
"So far, so good!"

The White Company ceases to follow.
The bat flutters here, blocks the Black Knight and Company, turns dark side up, and ceases to prowl.
"Will someone swat that fly."


Evening

Red AWFUL VALLEY 2

The Sorceror/frog can't get out of his frog suit.

Red AWFUL VALLEY 4

The Raider and Pilgrim go about their business.

Red BORDERLAND 2

The Black Knight and Company face almost certain death in the form of a giant bat.

Round 1:
ENCOUNTER STEP:
+Luring:
- The Black Knight lures the bat.
+No random assignment.
+Deployment:
- C6, C5, and C4 are deployed against the bat. Bat moves to its own sheet with C4 on top.
+No Actions.

MELEE STEP:
+Selecting Targets:
- The bat targets C4.
- Everyone else targets the bat.

+No Spells take effect.

+Maneuvers:
- The bat is in charge/thrust.
- Dark C4 is in duck/smash.
- Pale C5 swings.
- Dark C6 thrusts.
- Black Knight smashes with his mace using Fight H4**.

+Randomizing:
- The bat (4) stays put, while (1,2) Not Changing Tactics
- C4 (4) stays put, while (2,4) Not Changing Tactics
- The group (4) all stay put, while (5,1) (1,6) only C5 changes tactics.

+Attacks (in weapon length order):
- C6 intercepts for H harm (2,1)+1-2=1 Increased THREE levels. The bat is KILLED.
- Everyone else goes away empty handed.

FATIGUE STEP:
- Black Knight fatigues Fight M4*.

White BORDERLAND 3

The Amazon and Dwarf face almost certain death in the form of two heavy serpents.

Round 1:
ENCOUNTER STEP:
+Luring:
- C5 lures a serpent.
- The Dwarf lures the other one.
+No random assignment.
+Deployment:
- W1 deploys against the Dwarf's serpent. Serpent moves to his own sheet with W1 in charge/thrust.
+No Actions.

MELEE STEP:
+Selecting Targets:
- One Serpent targets C5.
- While the other targets W1.
- W1 targets the Dwarf's serpent.
- C5 targets his serpent.
- Dwarf targets his serpent.
- Amazon selects no target.

+No Spells take effect.

+Maneuvers:
- C5's Serpent is in charge/thrust.
- Dark C5 is in charge/thrust.

- Dwarf's serpent is in charge/thrust.
- Dark W1 is in charge/thrust.
- The Dwarf smashes with his great axe using Fight H6 while DUCKing T3*.

+Randomizing:
- C5's Serpent (5) moves to swing/dodge, while (5,5) Not Changing Tactics
- Dwarf's Serpent (3) moves to swing/dodge, while (3,1) Not Changing Tactics
- W1 (6) moves to duck/smash, while (6,5) Changing Tactics!

+Attacks (in weapon length order):
- Pale W1 cannot attack.
- C5 neither undercuts nor intercepts.
- The Dwarf neither undercuts nor intercepts, but his Great Axe is now alerted.
- Neither serpent undercuts nor intercepts.

FATIGUE STEP:
- Nothing fatigues.

Round 2:
... ditto round 1 until ...
+Randomizing:
- C5's Serpent (3) moves to swing/dodge, while (6,5) Changing Tactics!
- Dwarf's Serpent (6) moves to duck/smash, while (3,1) Not Changing Tactics
- W1 (4) stays in charge/thrust, while (4,5) Not Changing Tactics

+Attacks (in speed order):
- Dark W1 undercuts, does L++ harm (5)+4+1-4=6 Decreased TWO levels, no effect.
- The Dwarf intercepts for at least H harm, the Serpent is KILLED.
- C5's pale serpent undercuts, (1,2)+4+4-5=5, M harm, no effect on C5.
- C5 neither undercuts nor intercepts.

FATIGUE STEP:
- Nothing fatigues.

Round 3:
ENCOUNTER STEP:
+Luring:
- The Dwarf lures the pale serpent.
+No random assignment.
+Deployment:
- W1 deploys against the serpent. Serpent moves to his own sheet with W1 in charge/thrust.
- C5 deploys against the serpent, is placed on top of W1.
+No Actions.

MELEE STEP:
+Selecting Targets:
- The Serpent targets C5.
- W1, C5 and Mr. Dwarf target the serpent.

+No Spells take effect.

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

+Randomizing:
- The Serpent (6) moves to duck/smash, while (5,3) Not Changing Tactics
- C5 (2) moves to duck/smash, while (6,1) Changing Tactics!
- W1 (6) moves to charge/thrust, while (3,2) Not Changing Tactics

+Attacks (in speed order):
- Dark W1 undercuts, L++ harm (5)+4+1-3=7 Decreased THREE levels, no effect.
- Pale serpent intercepts C5 for M harm (2,1)+4-5=1 Increased TWO levels, C5 is KILLED.
- The Dwarf intercepts, H harm (2,3)+6-3=6 No Change, the Serpent is KILLED.

FATIGUE STEP:
- Nothing fatigues.

Red CURST VALLEY 5
(White Guardhouse)

The White Guards (6,6) (6,3) battle the hidden Swordsman, if they can find him.

White CURST VALLEY 5
(Red Inn)

The Wizard/bird is warily eyed by the Red Company (6,2) (2,3), who do not confront him.

White DEEP WOODS 6

The Druid rests comfortably.


Midnight

The Wizard attempts to control his ring and (6,5) does! He may transform into whatever he wants to be.

The prevailing winds for tomorrow are blowing toward the (5) Northeast.

The weather chit is a (1) and the die roll is a (3), so we have special weather for week 2! It is a Blizzard out there! Only 2 days, 4 basic and 2 sheltered phases for days 13 and 14. And Day 14 is Grey magic, so watch those valley (and a few other) tiles flip.


Day 13 orders are due by noon, EST, Monday 3/17/03.

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Updated: March 13, 2003


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