Monster Roll:
5

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

21st Day:
PURPLE magic

Day 17


Birdsong

The prevailing winds are blowing toward the (3) Northwest.

The Pilgrim follows the Raider.


Daylight

Wizard/squirrel (White CURST VALLEY 5, Red Inn)
Hide (3,5) Hides!
Move White CURST VALLEY 4
Move White BAD VALLEY 2
Move White BAD VALLEY 5

No denizens appear.
"I must be nuts to move like this!"

Druid (White DEEP WOODS 3)
Hide (5) Hides!
Hide ~ cancel activity
Rest VIII3*
Move DEEP WOODS 2

Reveals Red Dank M and White Shrine 4. A red heavy spider scitters into the Druid's clearing.
"Spiders don't scare me. Especially ones that can't see me."

Raider (White RUINS 6)
Rest* Move H6
  Pilgrim rests Magic I4*.
Move* and
Move and
Move and
Move LEDGES 2

Reveals White Bones M and Red Howl 5. No denizens appear.
"Am I glad to be out of that situation!"

Pilgrim (ceases to follow.)
"A clean get away!"

The White Company (Red EVIL VALLEY 5, White House)
Move EVIL VALLEY 2
Hide (6,2) no.
Hide (2,5) Hides!
Move RUINS 1

Reveals Red Ruins C and White Howl 5. Six pale red spear goblins appear in the Company's clearing. Six pale white spear goblins appear in clearing 5.
"Oh, goody, more targets!"

Black Knight (Red EVIL VALLEY 5, White House)
Hire, friendly (2) Price x2, hire the White Soldiers for 20 GOLD (every red cent he has).
Hire ~ cancel activity
Hire ~ cancel activity
Hire ~ cancel activity

No denizens appear.
"Now it is my army versus that army of goblins!"

Dwarf (White BORDERLAND 5, Red Cairns)
Hide (5) Hides!
Rest Fight H4**
Rest Fight T6*

Reveals White Bones C, White Lost City 3, White Slither 3, Red Lair 3, Red Roar 4, Red Cairns 5, and Red Slither 6. A tremendous spider appears to guard the Cairns!
"Oh, Goodie! An eight-legged freak to squash."

Sorceror (Betwixt Red AWFUL VALLEY 2 and 5)
Move AWFUL VALLEY 2
Rest IV4*
Rest IV5*
Meditate*
Enchant IV5* to PURPLE

No denizens appear.
"A clean get-away."

Amazon (White OAK WOODS 4)
Hide (4,5) Hides!
Hide ~ cancel activity
Move LINDEN WOODS 4
Move LINDEN WOODS 2
Move* BAD VALLEY 5

No denizens appear.
"Got me to the church on time."

Swordsman (White DARK VALLEY 1) Chooses to go after the Amazon does.
Hide (3,2) Hides!
Move* DARK VALLEY 4
Move OAK WOODS 2
Move OAK WOODS 4
Move LINDEN WOODS 4

Reveals White Stink W, which is emanating from the White Large Campfire in this clearing. The White Bashkars arrive.
"I wonder what they might have of value ..."


Sunset

Red AWFUL VALLEY 2

The Sorceror rests on his laurels.

White BORDERLAND 5
(Red Cairns)

The Dwarf faces almost certain death in the form of a tremendous spider.

White BAD VALLEY 5
(Red Guardhouse)

The Wizard/squirrel gets fed peanuts by the guard.

Red LINDEN WOODS 4
(White Large Campfire)

The hidden Swordsman finds that the Bashkars would (6,6) (2,5) CHALLENGE him, if they knew he was there.

White DEEP WOODS 2

The hidden Druid could try to squash a spider, if he wants to.

Red EVIL VALLEY 5
(White House)

The Black Knight inspects his new troops.

Red BAD VALLEY 5 (White Chapel)

The hidden Amazon is glad that the Order cannot (4,6) (2,5) CHALLENGE someone they cannot see.

White RUINS 1

The hidden White Company faces almost certain death in the form of 6 pale spear-wielding goblins.

Red LEDGES 2

The Raider and Pilgrim love the view from atop the mountain.


Evening

White BORDERLAND 5
(Red Cairns)

The Dwarf vs. the cairn spider.

Round 1:
ENCOUNTER STEP:
+Luring:
- W1 lures the spider.
+No Random assignment.
+No Deployment.
+Actions:
- Dwarf alerts his Great Axe with Fight H6.

MELEE STEP:
+Selecting Targets:
- It is obvious.

+No Spells take effect.

+Maneuvers:
- Dark W1 charges, likewise his target.
- The Dwarf swings at the spider with Fight H5*.

+Randomizing:
- The spider (4) stays put.

+Attacks (in weapon length order):
- W1 intercepts for L++ harm, (2)+1-3=1 Increased THREE levels, the spider is KILLED.

FATIGUE STEP:
- None.

Aftermath:
- The Dwarf scores 6 FAME for killing a treasure site monster.

White RUINS 1

The hidden White Company vs. 6 pale spear-wielding goblins.

Round 1:
ENCOUNTER STEP:
+Luring:
- All but C1 lure a goblin.
+No Random assignment.
+Deployment:
- C1 deploys against C6's goblin. Goblin moves to its own sheet with C6 as its target.
+No Actions.

MELEE STEP:
+Selecting Targets:
- It is obvious.

+No Spells take effect.

+Maneuvers:
- The entire company charges, dark side up, except for C6, who swings.
- All goblins charge.

+Randomizing:
- CHQ's target (5) shifts right, while (5,5) Not Changing Tactics.
- C2's target (1) stays put, while (4,1) Not Changing Tactics.
- C3's target (1) stays put, while (6,4) Changing Tactics to its dark side.
- C4's target (6) shifts left, while (5,5) Not Changing Tactics.
- C5's target (1) stays put, while (4,4) Not Changing Tactics.
- C6's target (6) shifts left, while (3,4) Not Changing Tactics.
- C1 (5) shifts right, while (2,4) Not Changing Tactics.
- C6 (4) stays put, while (6,1) Changing Tactics to his pale side!

+Attacks (in weapon length order):
- C6 neither intercepts nor undercuts.
- C2 intercepts for at least M harm, the goblin is KILLED.
- C3 intercepts for at least M+ harm, the goblin is KILLED.
- C4 neither intercepts nor undercuts.
- No goblins can attack!
- C5 intercepts for at least H harm, the goblin is KILLED.
- C1 neither intercepts nor undercuts.
- CHQ neither intercepts nor undercuts.

FATIGUE STEP:
- None.

Round 2:
ENCOUNTER STEP:
+Luring:
- C2, C3 and C4 each lure one Goblin.
+No Random assignment.
+Deployment:
- CHQ attacks C2's Goblin. Goblin moves to its own sheet with C2 as its target.
- C1 attacks C3's Goblin. Goblin moves to its own sheet with C3 as its target.
- C6 attacks C4's Goblin. Goblin moves to its own sheet with C4 as its target.
- C5 attacks C4's Goblin. Goblin switches its target to C5.
+No Actions.

MELEE STEP:
+Selecting Targets:
- It is obvious.

+No Spells take effect.

+Maneuvers:
- Dark CHQ attacks in SWING/DODGE
- Dark C1 attacks in SWING/DODGE
- Dark C2 attacks in CHARGE/THRUST
- Dark C3 attacks in CHARGE/THRUST
- Dark C4 attacks in CHARGE/THRUST
- Dark C5 attacks in SWING/DODGE
- Dark C6 attacks in SMASH/DUCK
- All goblins are pale and in CHARGE/THRUST

+Randomizing:
- C2's target (3) swings, while (2,2) Not Changing Tactics.
- C3's target (3) swings, while (4,1) Not Changing Tactics.
- C4's target (1) stays put, while (3,4) Not Changing Tactics.
- CHQ (1) smashes, while (3,2) Not Changing Tactics.
- C1 (2) swings, while (3,1) Not Changing Tactics.
- C2 (4) thrusts, while (6,1) Changes Tactics to his pale side.
- C3 (6) smashes, while (3,1) Not Changing Tactics.
- C4 and C6 (1) C6 moves to swing, while (2,3) (6,2) only C6 Changes Tactics to his pale side.
- C5 (3) thrusts, while (2,1) Not Changing Tactics.

+Attacks (in speed order):
- C3 neither intercepts nor undercuts.
- C4 intercepts for at least M harm, the goblin is KILLED.
- CHQ neither intercepts nor undercuts.
- C1 intercepts for at least M harm, the goblin is KILLED.
- C5's target is dead.
- C6's target is dead.
- C2 neither intercepts nor undercuts.
- No goblins can attack!

FATIGUE STEP:
- None.

Round 3:
ENCOUNTER STEP:
+Luring:
- C5 lures the Goblin.
+No Random assignment.
+Deployment:
- C4, C3, C2, C1, and CHQ attack the Goblin. Goblin moves to its own sheet with CHQ as its target.
+No Actions.

MELEE STEP:
+Selecting Targets:
- It is obvious.

+No Spells take effect.

+Maneuvers:
- Dark CHQ and C2 attack in CHARGE/THRUST
- Dark C1 and C3 attack in SWING/DODGE
- Dark C5 and C4 attack in SMASH/DUCK
- Pale goblin attacks in CHARGE/THRUST

+Randomizing:
- The goblin (5) swings, while (6,1) Changing Tactics to its dark side!
- C2, C1/C3, C5/C4 (3) left two swap, while (1,3) (1,1) (3,5) none Change Tactics
- CHQ (1) stays put, while (3,6) Changing Tactics to his pale side!

+Attacks (in speed order):
- CHQ undercuts for M+ harm (5,2)+4+3-5=7 Decreased ONE level, the goblin is KILLED.

FATIGUE STEP:
- None.

Aftermath:
15 down, 15 more to go before the Goblin King appears!


Midnight

The Wizard attempts to control his ring and (4,2) does not! For day 18 he is (5) a squirrel, but he cannot be a squirrel two days in a row without controlling the ring, so he is human.

The prevailing winds for day 18 are blowing toward the (3) Northwest.

The Amazon ends her turn at a chapel. The curse of the Sword of Terror is not broken, but the monks give her three suggestions on how to break it. (See quest page for details.)


Evening 18 orders are due by noon, EST, Monday 3/31/03.

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Updated: March 27, 2003


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