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Woodfolk

by AG last modified 22-07-2006 20:28

Statistics

CodeTypeVuln.Unalerted AttackUnalerted MoveAlerted AttackAlerted MoveWeapon LengthNotoriety BountyGold Bounty
WHQArcherMedium--2M1**41642
W1ArcherMedium--2L1**41442
W2ArcherMedium--2L1**41442

Base Hire Price: 6 Gold

Allied: Elf, Woods Girl

Friendly: Wizard

Unfriendly: Captain, Dwarf

Enemy: Druid

Partner of Campaigns: Raid, Revolt

Foe of Campaigns: Conquer

Monster Roll: 2

Appear: House, Small Campfire

Possessions: 2 small treasures, 2 light bows, 1 medium bow

Total Notoriety for eliminating in one combat: 24

Description

These hardy woodsmen have inhabited the Realm for as long as anyone can remember. No authority can claim them, and they move here and there through the woods of the Realm without leaving a trace. Only one woodsman has left their community, to join the Rogues at the Inn.

Trading

Bows. For this reason they are sought by the Elf and the Woods Girl, who fortunately are both Allies. The Amazon, Black Knight and Captain, with their Aim advantage, would also like to get their hands on these bows, but it is likely to be somewhat more difficult for them.

Hiring

The Woodfolk make a formidable team, attacking with their bows at Time 1. They can strike first and undercut almost anything. The only problem would be Tremendous monsters (which require a good Missile Table roll to kill) and numerous opponents such as Goblins, which can't all be taken out in one volley. With the Elf and Woods Girl (the characters most likely to Hire them) the killing zone is huge, especially if they can get the M Bow beforehand. Always lure monsters with your character rather than with a native - this is contrary to the situation with most natives. The reason is that the Elf and Woods Girl are pretty fast on their feet and likely to be able to avoid any attacks, and each Woodfolk is worth his weight in Gold, so you don't want to risk losing them. Alternatively, deploy one on its unalerted side (move speed 2) and lure a monster, and it won't be undercut by the monster before you get a chance to pepper it with arrows. This would not work very well against Goblins or Wolves.

Fighting

When not using any of the optional rules, the Woodfolk are generally a pushover. Since they cannot attack until they Change Tactics it is easy to overwhelm them with superior numbers. You will need help though - they are impossible to undercut on their unalerted side and you don't want to waste rounds trying to line up. Perhaps the best way to deal with them is to surprise them from hiding with an alerted spell, like Fiery Blast or Stones Fly. If you let them get shots off, then you are most likely to die. Native Archers roll only 1 die on the missile table.

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