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5th August, 2007

by AG last modified 05-08-2007 00:07

Elf, Sorceror, Witch King and White Knight

Setup

Advanced Rules: Caching, Ambush.

Optional Rules: None. I don't like the uncertainty of the Optional Combat Rules, although I should try Commerce and Grudges/Gratitude someday.

House Rules: Persistent Chits, Positive Only Points, Birdsong Rearrangement, Force Inn After Start.

The Map

There's a hole in the map! There's a nice long path from the mountain area of Ledges, though a Valley to the Mountain, High Pass, Deep Woods, then through some forest with junctions to the Ruins, Borderlands and Crag, with the path finally finishing at the Caves. The Cliff and Cavern tiles are reasonably accessible. The Valleys are well-placed. It doesn't look like everyone's going to be forced into the Borderlands or Caves tiles in the first turn, which is something that really annoys me sometimes.

The Characters

I've chosen my favourite four characters for this. The White Knight, Elf, Witch King and Sorceror will enter the Realm. Note that there are no optional character rules - I don't like the restrictions on the Elf or the White Knight.

The White Knight starts at the Chapel with the Make Whole spell, and 3VPs in Fame and 2VPs in Notoriety.

The Elf starts at the Inn with Persuade and Control Bats, 2 Type III chits enchanted for Gold magic, and 3VPs in Notoriety and 2 in Gold.

The Witch King starts at the Ghosts, with Fiery Blast, Absorb Essence, Broomstick and Melt Into Mist, 2 Black and 2 Purple chits, 3VPs in Fame and 2 in Notoriety.

The Sorceror starts at the Inn, with Transform, Dissolve Spell and Melt Into Mist. All 6 Type IV chits have been enchanted to provide Purple magic, 2 Great Treasure VPs and 3 Gold.

GO!

Well, the Inn has immediate 1-phase access to the Ruins, and an easy path from there to the Long Road. The Elf will need to navigate the Ruins (either the cave clearing or the hidden path) to get to the House and his allies the Woodfolk. He may be lucky enough to encounter them on the Long Road, but I won't count on it. The White Knight has a little more trouble - he can easily get to the upper level of the Cliff, but most everything else is a long walk along the Long Road. The Witch King is at the far Caves-end of the Long Road, but at least there's a convenient place to stop and cast his Broomstick and Melt spells in the first turn.

Day 1

White Knight trades with the Order and exchanges his Great Sword for the Morning Star. I always do this. Always. He didn't manage to get a Boon on a warhorse.

Elf hides and alerts his bow, ready to start sniping at the Rogues.

Sorceror hides and moves to the Ruins tile, turning up Dank and Roar, and drawing two H Serpents to his clearing.

Witch King moves to an adjacent Valley (so he doesn't get jumped by the Ghosts) and hides, even though he doesn't need to.

Evening 1

Witch King casts Broomstick and Melt Into Mist on himself.

Elf takes out RHQ and R4 before he is discovered. He casts Persuade on the Rogues so that they don't take him to pieces. This is a process that he will repeat over and over again in future turns.

Sorceror, hidden in a clearing with two big snakes, casts a spell and is Transformed into a Lion! I've never managed this particular trick before, and I'm not so sure of the Lion's stats, so I end the combat there. Sorceror wants treasure, not Fame.

Day 2

Witch King rests and recovers his chits.

Elf hides, loots three workhorses and the Seven League Boots. The Patrol arrives at the Inn.

White Knight moves to the Linden Woods in preparation for going into the

Cliff, and turns up the Large Campfire. No-one is there.

Sorceror moves back to the Inn, but I forgot to burn a Purple chit so my orders to Walk Woods into the Deep Woods is cancelled. I hate it when I forget things like that. At least he's hidden.

Evening 2

The Elf is challenged by the Patrol, but not the Rogues. He takes out PHQ's horse, but is immediately discovered and has to play his second Persuade spell. He needs to recover before he can do this again.

Day 3:

White Knight hides, alerts his morning star, and moves to the Cliff, where he uncovers Bones and Howl. Nothing arrives.

Witch King walks the Long Road to another safe Valley. No sense using his Broomstick until someone finds the Horde.

Again, because I'm typing up this report I forget to activate Sorceror's Transform and I smack myself in the face for it. Sorceror is still hidden at the Inn.

Elf moves away from the Inn, rests and recovers some Gold magic.

Evening 3

Nothing happens.

Day 4

Witch King hides in the valley. Nothing much for him to do until someone draws a good monster.

I finally remember to burn the Sorceror's colour chit so that he can Walk Woods to the Deep Woods, where he uncovers the Lost Castle. Unfortunately the only treasure site there is the Pool, which could prove expensive - and heavy on the monsters.

Elf recovers his last magic chits and moves back to the Inn. Unfortunately he fails his Hide and is unhidden with the Patrol and the remaining Rogues.

White Knight hides, alerts the morning star and moves along the top of the Cliff, drawing a Giant. First Fame and Noto for the Knight!

Evening 4

White Knight easily kills the Giant.

Elf is fortunate in that neither the Rogues nor the Patrol are feeling particularly enthusiastic.

Day 5

White Knight hides and alerts, but fails to find the secret passage to the base of the Cliff. There's bats! One in the Knight's clearing, and two at the base of the cliff.

Elf finds another horse before leaving the Inn, sneaking past the two snakes in the Ruins.

Witch King continues to hide.

Sorceror moves deeper into the Deep Woods. Three bats appear in another clearing.

Evening 5

White Knight takes out the bat in five rounds, but he takes three wounds doing so.

Day 6

Sorceror continues moving through the Deep Woods, slowly (VERY slowly) approaching the Pool. He recovers a little Purple magic on the way. The Octopus appears at the Pool, which could make things very difficult. Might be time to bug out.

White Knight finds the secret passage and starts recovering his health.

Elf moves through the Ruins, aided by his horse and the seven-league boots, but fails to hide. Fortunately he is in a valley.

Evening 6

Nothing happens.

Day 7: White and Black Magic Day

Elf hides and makes it as far as the House.

Witch King gives up waiting for other people to find treasure sites and uses his Broomstick to fly across to the Mountain, where he turns up the Cairns and a Bat. What's the bet the elusive Horde is in some cave somewhere?

White Knight moves to the base of the cliff, while a whole bunch of Bats lands on him. Bats regenerated this day. He is hidden.

Sorceror transforms and moves to the High Pass, where he finds the Lost City. The Vault and the Horde are in the caves, while the Altar is in the Mountains. Now we're getting somewhere!

Evening 7:

Elf takes out three of the Soldiers, but is discovered by the last Pikeman. Despite casting Persuade twice to get more shots, the Pikeman's armour proves too strong for the Elf's light bow and he is forced to run away.

White Knight casts Make Whole on himself, but is discovered by the Bats while doing so. This could prove nasty for the Knight. He takes out one bat in the first round, taking two wounds. He only takes another two wounds from the second bat before the morning star meets its mark. White Knight was lucky this time around. Some dedicated Resting will be in order.

Day 8:

White Knight sneaks past the remaining Bats into the Valley.

Elf moves past the House so that he can Rest his magic chits.

Witch King is blocked by the bats before he can move away.

Sorceror as a Lion finds a way into the caves under the High Pass, and moves hidden to the Horde. Nothing arrives.

Evening 8:

Witch King Melts Into Mist to avoid the bat.

Day 9:

White Knight starts Resting his chits.

Elf re-enchants his Gold chits, fails to hide and moves back to the House.

Witch King fails to hide and is blocked by the Bat again.

Sorceror hides, but fails to locate the Horde in the cave. Two Heavy Trolls appear in his clearing, and two Tremendous Trolls are stalking elsewhere in the High Pass.

Evening 9

Elf takes out the last Soldier in one shot.

Sorceror is hidden with two Heavy Trolls looking for him.

Witch King burns his last Purple chit to avoid the bat. Things are not looking good for the King. If he cannot escape the Bat somehow he is dead. He has no Purple left, and no opportunity to cast Broomstick before the Bat gets him.

Day 10

Elf loots some armour and weapons from the Soldiers' cache. The Woodfolk appear. Yay!

Sorceror escapes the trolls to the Pine Woods.

White Knight rests his final chits and prepares to take on the Borderlands.

Witch King makes his Hide roll and escapes the Bat.

Evening 10

Witch King manages to cast his Broomstick spell.

Day 11

Sorceror rests up and starts recovering his Purple.

Witch King does the same.

White Knight moves into the Borderlands, straight on top of the Lair.

Elf continues to loot armour and weapons from the Soldiers, and sells them all in exchange for the Medium Bow and some gold from the Woodfolk.

Evening 11

Nothing happens.

Day 12

Sorceror continues charging up his Purple.

Witch King continues recovering his mojo.

White Knight discovers the Lair, and draws a Heavy and a Tremendous dragon! Time to go to town!

Evening 12

White Knight easily takes out the Tremendous Dragon in the first round, and the Heavy Dragon in the second round, suffering one wound. The Fame and Noto are starting to rack up - he has 40 of each now. He's met his requirements, but the penalty for his starting Gold is holding him back.

Day 13

White Knight fails to hide, but loots the Draught of Speed and the Penetrating Grease from the Lair. Another Tremendous Dragon turns up, and the Knight is unhidden with one asterisk still fatigued. Fortunately he managed to alert the morning star, so at most he will take a wound.

Sorceror reenchants the last of his Purple chits. With all these Trolls about, I'm thinking that a Bird or a Squirrel would be better than a Lion.

Elf sneaks up on the Guard house.

Witch King flies to the High Pass. The coveted T Flying Dragon is summoned, but the King is not there. Fortunately it's not too far away.

Evening 13

White Knight takes out the dragon, suffering fatigue and a Wound, and damaging his armour. Another turn of looting the Lair, and it's back to the Chapel for a Make Whole spell.

The Guard battle the Elf, but can't find him. With the Medium Bow, the Elf takes out two of them before he is discovered. A quick Persuade spell, and he kills the third Great Swordsman with ease. He now has 72 Notoriety and 85 Gold, which safely meets his victory conditions.

Day 14: Gray Magic Day

Elf loots some weapons, the Map of Lost Castle and the Alchemist's Mixture from the Guard.

Witch King takes advantage of the easy path through the woods from the top of the High Pass to the bottom, and prepares to enter the cave with an Absorb Essence spell ready.

Sorceror moves into the cave with the Tremendous Flying Dragon. The Trolls are all regenerated to their original locations.

The White Knight loots the Ointment of Bite from the Lair. The passage back to the Chapel will be a long one.

Evening 14

Nothing happens.

Day 15

White Knight moves into the Borderland Caves. Nothing appears.

Sorceror hides and discovers the Horde! Unfortunately he draws ALL the trolls to the clearing. There are now 2 Heavy and 2 Tremendous trolls here, and the Tremendous Flying Dragon.

Elf finds some more stuff lying around at the Guardhouse, returns to the House and sells it all to the Woodfolk. 115 Gold, 72 Notoriety.

Witch King moves into the Cave with all the trolls and the dragon.

Evening 15

Witch King Absorbs the dragon, and even remains hidden! He takes out one Tremendous Troll on the second round of combat. He takes out the other Tremendous Troll on the third round of combat. Things are looking up for the Witch King. The next two rounds take care of the two Heavy trolls without any problem. The Witch King now has 59 Fame and Notoriety, which easily exceeds his victory conditions in one turn. I could have got that higher by doing the T trolls last, but I probably would have died doing so. The High Pass is clear of Trolls!

Pause for midgame summary

All of the characters except the Sorceror have met their victory conditions. But the Sorceror is right near the Horde and the Vault, and may be able to use the rest of the game to make up Great Treasures and Gold. The Witch King will hang around with the Sorceror. He has one black chit left, but since his Magic Sight isn't that useful for treasure hunting - and he doesn't want treasure anyway - he will have plenty of time to recover, and protecting the Sorceror from the inevitable monsters will get him some additional Fame and Notoriety.

The Elf I think will go monster hunting, although with the Medium bow he may be able to take on the Order. Most of the other native groups are pretty fickle. The Large Campfire has been found, so if he hangs around there, he may be able to ambush the Company, Lancers and Bashkars - although taking the stuff back to the Woodfolk may prove time-consuming.

The White Knight is beginning his trek back to the Chapel, and there's likely to be ample opportunity to fight monsters on the way. He has to go through the Borderland and Ruins, and some woods to get there. His armour is damaged and he still has some wounds to recover.

Back to the game!

Day 16

White Knight moves out of the Borderland caves.

Sorceror loots the Royal Scepter from the Hoard - a Great Treasure! Nothing arrives.

Witch King recovers some Black.

Elf, with help from the Seven-League Boots and a horse, moves all the way to the Ruins.

Evening 16

Nothing happens.

Day 17

Sorceror finds the Timeless Jewel and the Enchanted Meadow. Not much useful for the Sorceror there. He activates the Jewel.

White Knight prepares to enter the Ruins. He finally has all of his chits rested.

Elf moves through the Ruins cave.

Witch-King is all charged up with Purple and Black.

Evening 17

Nothing happens.

Day 18

Odd thing. The only order available to the Sorceror is Follow - the rest are greyed out. I don't know why. For lack of other options, the Sorceror Follows the Witch King.

Witch King Searches the Horde, but doesn't find anything. The Sorceror, unable to do anything else, does nothing. This bothers me.

White Knight fails to Hide before entering the Ruins, but nothing appears.

Elf makes it as far as the Curst Valley thanks to his extra Move phases. He's moving faster than an Amazon on speed!

Evening 18

Nothing happens.

Day 19

Elf hides, sneaks past the Order, and heads for the Large Campfire, but no native groups arrive.

White Knight hides and moves into the cave. One Tremendous and two Heavy Serpents appear.

The Sorceror still can't do anything but Follow the Witch King. They move out of the cave, back to the woods.

Evening 19

White Knight kills the T serpent on the first round, and takes one H serpent out on round 3, at the cost of one fatigue and one wound. He is now too fatigued to play his Move H4**, so everything the last snake does will Wound him. He finally takes it out on round 10, but he is very heavily wounded.

Day 20

I realised why the Sorceror had no orders. He has the Timeless Jewel! This is a kickself moment, not my first for this particular Sorceror. I'll know better later. Witch King moves back to the Horde, drawing a Demon at the Altar. Sorceror follows (as opposed to Follows) him in, bringing the demon to their clearing. Neither character is hidden.

Elf hangs around at the Campfire, hidden. No-one arrives.

White Knight limps out of the cave, beginning the slow Resting process. Nothing arrives.

Evening 20

Sorceror lures the Demon and Melts into Mist. Witch King transforms into the Dragon. AAHH! No! I Melted the Witch King instead of the Sorceror!! This could be very very bad. Sorceror is Blighted by the Demon. Demon kills Sorceror.

One tiny mistake. Bugger. Looking back, I realise that Sorceror never cast Melt Into Mist.

Day 21: Purple Magic Day

White Knight heads back towards the Chapel, starting to rest his wounded Magic chit.

Elf hangs around at the Campfire, but nothing arrives.

Witch King hides, since he is Mist for the entire day. The Demon returns to the Altar.

Evening 21

Nothing happens.

Day 22

White Knight returns to the Chapel, with his Magic chit fully rested.

Still no-one visiting the Large Campfire.

Witch King restores his used Black chit, and draws the Demon back to the Horde.

Evening 22

Witch King, transformed to Dragon, gets a Forget response from the Demon's Power of the Pit attack, but kills the Demon anyway.

White Knight casts Make Whole to restore himself to full power.

Day 23

Witch King recovers his Black.

Elf discovers his Magic chits are still fatigued from the battle against the Guard, so he Rests them.

Evening 23

Nothing happens.

Day 24

Elf hides, recovers his Gold magic, and prepares his bow. The Company arrive!

White Knight goes to take on the ghosts, just for the heck of it.

Witch King abandons the caves and moves to the Deep Woods, where he is attacked by two Heavy Flying Dragons.

Evening 24

White Knight easily takes out the Ghosts, in exchange for some Fatigue.

Elf only takes out CHQ before he is discovered. A quick Persuade spell stops them from attacking him. Plenty of time later.

Witch King takes out the dragons in three rounds.

Day 25

Witch King hides and moves to the Pool, ready to take on the Octopus.

Elf loots the Black Book and a breastplate from the Company.

White Knight takes the plunge and walks unhidden and with unalerted weapon into the Caves. Fortunately for him, nothing arrives. Bones and Slither are uncovered, but all the dragons and trolls are already dead.

Evening 25

Witch King takes out the Octopus on the second round - he hit on the first with his M attack, and flipped to red side up.

Elf is discovered by the Company on round 2. He is carrying too much heavy stuff, so he can't run away, and he has already cast his Persuade spells. On round 3 he abandons the Breastplate and Medium Bow and gets his horse killed. On round 4, he runs away.

Day 26

Elf returns to the campfire and recovers his bow.

Witch King recovers some Black.

White Knight returns from the Caves, there being nothing there.

Evening 26

Elf foolishly takes a potshot at the Company, who discover him immediately. He takes out the crossbowman, but no longer having a horse to protect him is immediately killed by the others.

Day 27

Witch King returns to a full load of Black.

White Knight returns to the Chapel. The Lancers arrive.

Evening 27

Nothing happens.

Day 28: Gold Magic Day

Witch King hides in the Deep Woods. A Bat turns up in another clearing.

White Knight hides and sells all of his stuff to the Order. Game ends.

End of game summary

The Witch King is the winner, with a total of 30 victory points. The White Knight has 22.

Stupid mistakes cost me the Sorceror and the Elf. I was particularly blunderful with the Sorceror, wasting two days forgetting to burn Magic chits, and the final coffin-nail of not Melting him in the face of the Demon. With the Elf I shouldn't have tried to take on the Company without Gold magic prepared. The Medium Bow is very handy for the Elf, but you have to remember that while carrying it, he is unable to play his L2* and L3* Move chits.

The White Knight and the Witch King, however, performed superbly. With Broomstick it is usually easy to get to the Horde once it's found, and once you have the Tremendous Flying Dragon absorbed, it's difficult to lose.


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