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

21st Day:
PURPLE magic

Day 19


Birdsong

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


Daylight

The White Company (Red EVIL VALLEY 2)
Hide (2,5) Hides!
Hide ~ cancel activity
Hide ~ cancel activity
Move RUINS 1

Reveals Red Ruins C and White Howl 5. The Red Goblin King and his five axe-wielding bodyguards appear in the Company's clearing. Six of their buddies also move in from clearing 5.

The White Soldiers (Red EVIL VALLEY 5, White House)
Move EVIL VALLEY 2
Hide (4,3) Hides!
Hide ~ cancel activity
Move RUINS 1

Raider (Red LEDGES 2)
Hide (2,5) Hides!
Rest* and
Rest Move H5*
Search, peer RUINS 2 (6,6) finds nothing
Search, peer RUINS 2 (1,1) Choice, finds the two hidden paths!

Reveals White Bones M and Red Howl 5. Two dark white bats appear in the Raider's clearing, block the Pilgrim and stop prowling. Another red bat appears in clearing 5.
"You CAN see a lot from up here!"

Sorceror (White BAD VALLEY 2)
Move CURST VALLEY 4
Meditate*
Enchant IV4* to Purple
Enchant IV4* to Purple
  Pop a Purple to activate TRANSFORM spell. A frog can walk the woods.
Move CURST VALLEY 2

No denizens appear.
"On the toad, again." he sings.

Wizard/bird (White BAD VALLEY 5, Red Guardhouse)
Fly MOUNTAIN
Fly PINE WOODS
Fly EVIL VALLEY
Fly MAPLE WOODS
  Lands in clearing (3), no, (2).

Reveals White Dank W. No denizens appear.
"Chirp, chirp."

Druid (White DEEP WOODS 1)
Hide (6) no.
Move DEEP WOODS 6
Move DEEP WOODS 4
  Blocked by a demon!

Reveals Red Dank M and White Shrine 4. No denizens appear.
"The demon you say!"

Black Knight (Red EVIL VALLEY 5, White House)
Move EVIL VALLEY 2
Hide (4,1) Hides!
Hide ~ cancel activity
Move RUINS 1
"Just the party I was looking for!"

Dwarf (White BORDERLAND 3, Red Lair)
Move BORDERLAND 5
Hide (4) Hides!
Search, loot (4) finds 4th treasure in pile, fatigues Move H5*.

Reveals White Bones C, White Lost City 3, White Slither 3, Red Lair 3, Red Roar 4, Red Cairns 5, and Red Slither 6. No denizens appear.
"Got one more item!"

Amazon (White OAK WOODS 2)
Move BORDERLAND 2
Move MAPLE WOODS 2
Move* MAPLE WOODS 4
Hide (2,4) Hides!
Hide ~ cancel activity
"Hi ho, Hi ho, its off to work I go."

Swordsman (Red LINDEN WOODS 4, White Large Campfire) Chooses to go after the Amazon does.
Hide (2,1) Hides!
Search, loot (6,3) finds 6th treasure, a treasure card.
Search, loot (3,6) finds 6th treasure, a treasure card.
Search, loot (3,1) finds 3rd or 4th treasure, a pony.

The call for a Red Raid appears with the Bashkars.
"Another cool haul!"

Pilgrim (Red LEDGES 2)
  Blocked by a bat!
"Pesky vermin!"


Sunset

White BORDERLAND 5
(Red Cairns)

The Dwarf digs around that pile of rocks again.

White CURST VALLEY 2

The Sorceror/frog hops to a different beat.

White DEEP WOODS 4

The Druid faces almost certain death in the form of a demon.

Red LEDGES 2

The hidden Raider and unhidden Pilgrim face almost certain death in the form of two dark bats.

Red LINDEN WOODS 4
(White Large Campfire)

The hidden Swordsman finds that the Bashkars (6,3) (4,2) have discoved the theft, but not the thief.

White MAPLE WOODS 2

The Wizard/bird chirps happily.

White MAPLE WOODS 4

The hidden Amazon goes about her business.

White RUINS 1

The hidden White Company, White Soldiers, and Black Knight get the element of surprise on the Red Goblin King and his 11 bodyguards.


Evening

White DEEP WOODS 4

The Druid vs. a demon.

Round 1:
The Druid calls on the forces of nature to smite his foe. He unleashes (2) a raging torrent. The demon is washed away toward the (2) Southwest and lands in clearing Red CURST VALLEY 4. The force of the torrent pushes the Druid in the opposite direction, into Red DARK VALLEY 5, with the Red Chapel. The Druid fatigues Magic II2** and Move L3*.

Red LEDGES 2

Bats on the ledge vs. the hidden Raider and unhidden Pilgrim and their companions.

Round 1:
ENCOUNTER STEP:
+Luring:
- The dragon lures one bat.
- The troll lures the other.
+No Random assignment.
+Deployment:
- R7 attacks the troll's bat. The bat moves to its own sheet.
+No Actions

MELEE STEP:
+Selecting Targets:
- The bats traget the dragon and the troll.
- Companions' target are obvious.
- Raider targets the troll's bat and becomes unhidden.

+No Spells take effect.

+Maneuvers:
- Pale dragon charges, likewise his target.
- Dark troll charges, likewise his taget.
- Pale R7 charges.
- Raider swings his axe with Fight H4*.

+Randomizing:
- The dragon's bat (1) stays put, while (5,3) Not Changing Tactics
- The troll's bat (1) stays put, while (4,4) Not Changing Tactics
- The troll (2) smashes, while (2,2) Not Changing Tactics
- R7 (1) stays put, while (1,3) Not Changing Tactics

+Attacks (in weapon length order):
- R7 intercerpts the bat for M+ harm, (5,4)+3-2=6 No Change, the bat is KILLED.
- A bat intercepts the dragon for M harm, (4,3)+3-4=3 Increased ONE level, the dragon is KILLED.
- The Raider neither intercepts nor undercuts, but his axe is alerted.

FATIGUE STEP:
- None.

Round 2:
ENCOUNTER STEP:
+Luring:
- The troll lures the bat.
+No Random assignment.
+Deployment:
- R7 attacks the bat. The bat moves to its own sheet, troll on top of R7.
- Wolfhound attacks the bat, is placed on top of troll.
+No Actions

MELEE STEP:
+Selecting Targets:
- The bat targets the wolfhound.
- Companions' target the bat.
- Raider targets the bat.

+No Spells take effect.

+Maneuvers:
- Dark troll charges, likewise his taget.
- Pale R7 swings.
- Pale Wolfhound swings.
- Raider smashes with his axe with Fight H4*.

+Randomizing:
- The bat (1) stays put, while (5,2) Not Changing Tactics
- The troll and R7 (5) move right, while (6,6) (4,5) only the troll Changes Tactics
- Wolfhound (6) moves left, while (3,1) Not Changing Tactics

+Attacks (in speed order):
- R7 neither intercerpts nor undercuts.
- The bat intercepts the wolfhound for at least M harm, the wolfhound is KILLED.
- The Raider neither intercepts nor undercuts.
- The troll neither intercepts nor undercuts.

FATIGUE STEP:
- None.

Round 3:
ENCOUNTER STEP:
+Luring:
- The troll lures the bat.
+No Random assignment.
+Deployment:
- R7 attacks the bat. The bat moves to its own sheet, troll on top of R7.
+No Actions

MELEE STEP:
+Selecting Targets:
- The bat targets the troll.
- R7 targets the bat.
- Raider targets the bat.

+No Spells take effect.

+Maneuvers:
- Dark troll charges, likewise his taget.
- Pale R7 swings.
- Raider smashes with his axe with Fight H4*.

+Randomizing:
- The bat (3) swings, while (3,2) Not Changing Tactics
- The Troll (1) stays put, while (6,5) Changing Tactics!
- R7 (6) moves left, while (2,1) Not Changing Tactics

+Attacks (in speed order):
- R7 neither intercerpts nor undercuts.
- The bat undercuts the troll for M harm, (2,2)+4+3-4=5 No Change, no effect.
- The Raider neither intercepts nor undercuts.
- The troll neither intercepts nor undercuts.

FATIGUE STEP:
- None.

Round 4:
ENCOUNTER STEP:
+Luring:
- The troll lures the bat.
+No Random assignment.
+Deployment:
- R7 attacks the bat. The bat moves to its own sheet, troll on top of R7.
+No Actions

MELEE STEP:
+Selecting Targets:
- The bat targets the troll.
- R7 targets the bat.
- Raider targets the bat.

+No Spells take effect.

+Maneuvers:
- Dark troll charges, likewise his taget.
- Pale R7 swings.
- Raider smashes with his axe with Fight H4*.

+Randomizing:
- The bat (3) swings, while (5,2) Not Changing Tactics
- The Troll (2) smashes, while (2,3) Not Changing Tactics
- R7 (4) stays put, while (1,6) Changing Tactics!

+Attacks (in speed order):
- R7 intercerpts for L+ harm (1,1)+3-2=2 Increased ONE level, the bat is KILLED.

FATIGUE STEP:
- None.

Aftermath:
The Raider scores 6 FAME and 6 NOTORIETY for R7's handiwork.

White MAPLE WOODS 2

The Wizard/bird flys away, toward White Dark Valley. He must start day 20 with a FLY phase to either White Dark Valley or White Maple Woods.

White RUINS 1

The hidden White Company, White Soldiers, and unhidden Black Knight ambush the Red Goblin King and his 11 bodyguards.

Round 1:
ENCOUNTER STEP:
+Luring:
- CHQ lures a spear Goblin
- C1 lures a spear Goblin
- C2 lures a sword Goblin
- C3 lures a sword Goblin
- C4 lures a sword Goblin
- C5 lures a spear Goblin
- C6 lures a sword Goblin
- SHQ lures a spear Goblin
- S1 lures a spear Goblin
- S2 lures a spear Goblin
- S3 lures a sword Goblin
+Random assignment:
- The Red Goblin King is randomly assigned to the Black Knight.
+No Deployment.
+Actions:
- Black Knight alerts his mace with Fight M4*

MELEE STEP:
+Selecting Targets:
- It is obvious.
- Black Knight targets the Goblin King.

+No Spells take effect.

+Maneuvers:
- All hirelings charge from their dark side.
- All goblins charge from their dark side.
- The Black Knight smashes at the Goblin King with Fight H6, ducking with Move H5*.

+Randomizing:
- CHQ's target (2) smashes, while (3,1) Not Changing Tactics.
- C1's target (2) smashes, while (5,4) Not Changing Tactics.
- C2's target (1) stays put, while (3,1) Not Changing Tactics.
- C3's target (3) swings, while (5,1) Not Changing Tactics.
- C4's target (6) shifts left, while (3,3) Not Changing Tactics.
- C5's target (3) swings, while (4,3) Not Changing Tactics.
- C6's target (6) shifts left, while (2,2) Not Changing Tactics.

- SHQ's target (3) swings, while (2,2) Not Changing Tactics.
- S1's target (6) shifts left, while (2,3) Not Changing Tactics.
- S2's target (6) shifts left, while (2,5) Not Changing Tactics.
- S3's target (6) shifts left, while (1,3) Not Changing Tactics.

- Goblin King (2) smashes, while (2,5) Not Changing Tactics.

+Attacks (in weapon length order):
- C6 undercuts for H harm, (3,2)+4+1-3=5 Decreased ONE level, the sword goblin is KILLED.
- S3 undercuts for H harm, (1,6)+4+1-5=6 Decreased TWO levels, no effect.
- The spear goblins neither intercept nor undercut CHQ, C1, C5, SHQ, S1, and S2.
- C2 intercepts for at least M+ harm, the sword goblin is KILLED.
- C3 undercuts for M+ harm, (6,6)+4+4-5=9 Decreased TWO levels, no effect.
- C4 undercuts for M+ harm, (6,2)+4+4-5=9 Decreased TWO levels, no effect.
- S1 undercuts for M+ harm, (5,2)+4+4-5=8 Decreased ONE level, the spear goblin is KILLED.
- S2 undercuts for M+ harm, (6,6)+4+4-5=9 Decreased TWO levels, no effect.
- C5 neither intercepts nor undercuts.
- SHQ neither intercepts nor undercuts.
- Goblin King intercepts the Black Knight for T harm, (2,2)+6-5=3 Increased ONE level, the Black Knight's armor is destroyed and the Black Knight takes one wound.
- A sword goblin neither intercepts nor undercuts C3.
- A sword goblin neither intercepts nor undercuts C4.
- A sword goblin neither intercepts nor undercuts S3.
- CHQ undercuts for L+ harm, (5,5)+4+4-5=8 Decreased ONE level, no effect.
- C1 undercuts for M+ harm, (6,2)+4+4-5=9 Decreased TWO levels, no effect.
- The Black Knight intercepts the Goblin King for at least H harm, the Goblin King is KILLED.

FATIGUE STEP:
- The Black Knight fatigues Fight M4* and wounds Move M5*.

Round 2:
ENCOUNTER STEP:
+Luring:
- CHQ lures a spear Goblin
- C1 lures a spear Goblin
- C3 lures a sword Goblin
- C4 lures a sword Goblin
- C6 lures a spear Goblin
- SHQ lures a spear Goblin
- S2 lures a spear Goblin
- S3 lures a sword Goblin
+No random assignment.
+Deployment:
- C2 attacks C3's Goblin. The goblin moves its own sheet with C3 on top of C2. - C5 attacks C6's Goblin. The goblin moves its own sheet with C6 on top of C5. - S1 attacks S3's Goblin. The goblin moves its own sheet with S3 on top of S1. +Actions:
- Black Knight alerts his mace with Fight M5

MELEE STEP:
+Selecting Targets:
- It is obvious.
- Black Knight targets CHQ's goblin.

+No Spells take effect.

+Maneuvers:
- All hirelings charge from their dark side except for CHQ, who is pale, and the C2, C5, and S1, who swing.
- All goblins charge from their dark side.
- The Black Knight smashes at CHQ's Goblin with Fight H6.

+Randomizing:
- CHQ's target (3) swings, while (6,2) Changing Tactics to its pale side.
- C1's target (5) swings, while (6,2) Changing Tactics to its pale side.
- C3's target (2) smashes, while (1,5) Not Changing Tactics.
- C4's target (1) stays put, while (5,2) Not Changing Tactics.
- C6's target (4) stays put, while (1,3) Not Changing Tactics.

- SHQ's target (6) smashes, while (2,4) Not Changing Tactics.
- S2's target (4) stays put, while (1,3) Not Changing Tactics.
- S3's target (6) smashes, while (1,3) Not Changing Tactics.

- C2 (5) smashes, while (6,6) Changing Tactics to his pale side.
- C3 (2) smashes, while (2,2) Not Changing Tactics.
- C5 (4) swings, while (3,3) Not Changing Tactics.
- C6 (3) swings, while (2,6) Changing Tactics to his pale side.
- S1 (4) swings, while (1,3) Not Changing Tactics.
- S3 (5) swings, while (2,4) Not Changing Tactics.

+Attacks (in speed order):
- S3 undercuts for H harm, (6,4)+4+1-5=6 Decreased TWO levels, no effect.
- CHQ neither intercepts nor undercuts.
- The Black Knight neither intercepts nor undercuts.
- C1 neither intercepts nor undercuts.
- C3 intercepts for at least M+ harm, the sword goblin is KILLED.
- C4 intercepts for at least M+ harm, the sword goblin is KILLED.
- S1 undercuts for M+ harm, (4,5)+4+4-5=8 Decreased ONE level, the sword goblin is KILLED.
- S2 intercepts for at least M+ harm, the spear goblin is KILLED.
- Dark spear goblins neither intercept nor undercut C6 nor SHQ.
- Pale spear goblins cannot attack CHQ nor C1.
- C5 neither intercepts nor undercuts.
- SHQ neither intercepts nor undercuts.
- C6 neither intercepts nor undercuts.
- C2's target is already dead.

FATIGUE STEP:
- None.

Round 3:
ENCOUNTER STEP:
+Luring:
- CHQ lures a pale spear Goblin
- C2 lures a pale spear Goblin
- C6 lures a dark spear Goblin
- S3 lures a dark spear Goblin
+No random assignment.
+Deployment:
- C1 and C5 attack CHQ's Goblin. The goblin moves its own sheet with C5 on top. - C3 and C4 attack C2's Goblin. The goblin moves its own sheet with C4 on top. - SHQ attacks C6's Goblin. The goblin moves its own sheet with C6 on top. - S1 and S2 attack S3's Goblin. The goblin moves its own sheet with S2 on top. +No Actions.

MELEE STEP:
+Selecting Targets:
- It is obvious.
- Black Knight targets C6's goblin.

+No Spells take effect.

+Maneuvers:
- All goblins charge.
- CHQ is light side up, while everyone else is dark side up.
- CHQ in CHARGE/THRUST, C1 in SWING/DODGE and C5 in SMASH/DUCK.
- C2 in CHARGE/THRUST, C3 in SWING/DODGE and C4 in SMASH/DUCK.
- C6 in CHARGE/THRUST and SHQ in SWING/DODGE.
- S1 in CHARGE/THRUST, S2 in SWING/DODGE and S3 in SMASH/DUCK.
- The Black Knight attacks with Fight H6 in SMASH.

+Randomizing:
- CHQ's target (1) thrusts, while (3,2) Not Changing Tactics.
- C2's target (5) swings, while (5,3) Not Changing Tactics.
- C6's target (4) thrusts, while (4,4) Not Changing Tactics.
- S3's target (5) swings, while (2,3) Not Changing Tactics.

- CHQ and C1 (4) stay put, while (3,1)(4,6) only C1 Changes Tactics.
- C2 and C3 (1) C3 smashes, while (6,6)(2,1) only C2 Changes Tactics.
- C4 (6) swings, while (5,2) Not Changing Tactics.
- C5 (2) thusts, while (2,6) Changing Tactics to his pale side.
- C6 (5) swings, while (1,6) Changing Tactics to his pale side.

- SHQ (6) thruts, while (1,6) Changing Tactics to his pale side.
- S1 and S3 (2) swap places, while (2,3)(6,2) only S3 Changes Tactics.
- S2 (3) thrusts, while (6,2) Changing Tactics to his pale side.

+Attacks (in speed order):
- CHQ intercepts for at least M+ harm, the spear goblin is KILLED.
- C1's target is dead.
- The Black Knight undercuts for H harm, (4,1)+4+3-5=6 No Change, the spear goblin is KILLED.
- C3 neither intercepts nor undercuts.
- C4 intercepts for at least M harm, the spear goblin is KILLED.
- C5's target is dead.
- SHQ's target is dead.
- S1 undercuts for M+ harm, (3,2)+4+4-5=6 no change, the last spear goblin is KILLED.

FATIGUE STEP:
- None.


Midnight

The Wizard attempts to control his ring and (3,1) does not! For day 20 he is (4) a bird, but he cannot be a bird two days in a row without controling the ring. So, for day 20, he is a human.

The prevailing winds for day 20 are blowing toward the (6) Southeast.

The Company's contract expires and they are no longer employed by the Black Knight.


Day 20 orders are due by noon, EDT, Tuesday 4/8/03.

My Home Page

Updated: April 6, 2003


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