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Subject: PCS Magic Realm game Day 3 and Day 4 Daylight rss

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Bill Koens
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Watsonville
California
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marks the spot.
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3 November 2004

Day three and four show the enormous wealth hidden in the Realm!

The Wizard and Woods Girl continue their cautious trek northward, resting and enchanting the Pine Woods in order to create a path to the North, to possible allies or enemies. The Captain, with the Guard, leaves the spooky but uneventful Deep Woods and heads through the tunnel under High Pass toward the south. The Witch, having explored the tunnel under the High Pass and finding it uninteresting, hides in a dark corner until the Captain and his army march by, then heads north through the tunnel to the now empty Deep Woods.

The White Knight and Pilgrim journey to the Statue and locate it. Just as the White Knight discovers and removes a strangely mushroom shaped ring on day 4, a Tremendous Dragon arrives in the clearing, disturbed from its summer slumber.

The Sorcerer’s apprentice arrives at the Inn, hearing about the death of his master and friend by a band of cutthroats on Day 2. He hides and sneaks into the Ledges and enchants the tile, providing himself with an ample supply of elemental magical forces and (coincidentally?) cutting off his master’s murderers from the rest of the Realm.

The Swordsman continues to bargain with for one additional companion for his journey through the Realm, but finds the Rogue Axeman’s price just too high. After perusing the items available at the shop at the Inn, he heads off to the Ledges to the west. Looking south toward the band at the hoard, and noticing the stinking carcasses of dragons in his clearing, he decides to attempt to locate a rumored hidden path to the west, but finds only brambles.

To the west, under the shadow of the bridge across the towering ledges, the Magician, Druid and Berserker eye one another suspiciously, but agree to jointly search for the rumored Altar in the clearing. After a day of fruitless searching, the Berserker finally locates the Altar and discovers hidden nearby the remains of a previous adventurer! As he strips the corpse of its 20 gold, sword, and shiny bracelets, he hears the last words of the deceased thief echo in his head and finds his once bulging muscles withered and useless. He drags the Living Sword and Battle Bracelets away from the Altar, wondering at the usefulness of such items: they clearly didn’t help their last owner!

The dragon and Sorcerer slayers head over to the Hoard, preparing to try their luck in pulling out its loot. The Witch King peers about fruitlessly, but the Amazon locates the Hoard, and the Elf joins her and pulls out the Deft Gloves, helping all to loot effectively. All, that is, except the Black Knight, whom they refuse to share their information with: instead, they sit back and laugh as the Black Knight scrambles about looking for the location of the Hoard. He fails and sits down grumbling about fair-weather friends and wishing he had a better weapon (or at least better friends). As the sun sets, the Dwarf shows up on his short legs and Elf shares his gloves and the location with him (to the Black Knight’s consternation) and the Dwarf finds a strange shiny spherical paperweight buried in the Hoard.

As day 4 dawns, the Witch King unenchants the Ledges tile, ruining the Sorcerer’s apprentice’s hard work. (The Sorcerer’s apprentice eventually finds a hidden path and prepares to sneak past the murderous looters to the south.) Then the Witch King peers about with his strange understanding and discovers, at the back of the Dragon’s cave, a secret opening that leads to the Crypt of the legendary Sir Durston the Baneblade! He eagerly shares this information with his companions, and the Dwarf pries open the crypt, dons the communal Deft Gloves, explores the Crypt and returns with Sir Durston’s Tremendous Armor and his Tremendous Warhorse, once living but now with its blood running cold in its veins. To show his thanks, the Dwarf gives the definitely creepy horse to the Witch King. The Elf dons the communal gloves and removes a few more items from the Hoard, including the Timeless Jewel, and then tries exploring Sir Durston’s tomb. As he emerges, the Dwarf leaps with joy as he sees the Elf dragging out behind him Sir Durston’s legendary Bane Blade! The Elf is glad to hand the Bane Blade to his friend the Dwarf, as he much prefers weapons that he can lift from the ground. Finally, the Amazon dons the communal gloves and cleans out the remaining treasures in the Hoard. As she prepares to leave, she feels with the gloves a strange protrusion and slides it aside, revealing a secret passage in the Hoard that leads to the lost Enchanted Meadow! The Black Knight finds himself too slow to find any treasures, and the day ends with the Hoard picked clean and our adventurers much richer and scarier than before.
 
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Brad Miller
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Seattle
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These are great
You're doing an excellent job with these reports. My only fear is that you will drive the eBay prices even higher than they already are! Keep up the good work.
 
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Gary Zipfel
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Grayslake
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Keep em coming
OK It's friday, where's my magic realm fix?
Great reports!
 
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Steve McKnight
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Needham
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Spying
I'm not sure that the other characters can keep the location of the Hoard secret from the Black Knight. If he is in the clearing when an unhidden character loots a treasure site, he discovers it by Spying (hidden away in rule 4.5.6).

--Steve McKnight
 
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