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Visitor & Mission Chits

by AG last modified 22-07-2006 20:29

Visitor/Mission chits enter the game only rarely. However, there are a few techniques for getting the chit you want. First, try putting it on the Patrol. This native group turns up at more locations than any other group, which gives you more of a chance to take the chit. Second, put a chit on a native group that is Friendly or Allied if possible. It is easier to take a chit if you can be assured of not being attacked when you arrive. Third, chits can be put on the Altar or the Shrine (where it will also appear with the Enchanted Meadow or Toadstool Circle). This reduces some of the uncertainty in waiting for an appropriate native group to turn up. Hiring a group doesn't help, since hired leaders do not summon Visitor/Mission chits.

Say you're the Black Knight, and you want the crossbow. You could put the Quest on the Bashkars, but there are problems with this. First, you need to find a campfire. Then you need to end your turn in the appropriate clearing, and if the Monster Roll is 5, then the Bashkars will turn up. Then you have to wait around with them until the Monster Roll comes up 6. This could waste a lot of turns that you would be far better off using for something else. Instead, you could put the campaign chit on the Altar, where you are likely to be spending a couple of turns Looting anyway. This makes it much more likely that you can collect the campaign chit that you want. Alternatively you could put the Quest chit on the Company. The Company will not battle the Black Knight under normal circumstances, so he can safely spend a few turns in their presence. He will have to decide whether the chit is more important than Hiring them though.

Remember that visitor/mission chits turn over if the monster roll is 6 on a regeneration day.

Visitors

The four Visitors have spells and items that may be useful to the adventurers in the Realm. None of the spell-supplying Visitors have a better than Neutral relationship with the characters who can use the spells that they supply, so the chances of actually getting a spell from a Visitor is quite small. However, the Visitors are also the discard points for most of the Potions, and can be re-bought from them after they are used.

Scholar

A learned man of books and libraries, but he carries with him three small treasures that he could sell for much-needed cash. He will pay premium price for all Artifacts and Spell Books. He is Friendly to the Captain and the Dwarf, and Unfriendly to the Elf.

Crone

The Crone carries one Type V and one Type VIII spell, which are useful to the Druid, Witch and Witch King. She is the discard point for the Oil of Poison, Ointment of Bite, Penetrating Grease and Reflecting Grease. She will pay top Gold for the Black Book or the Beast Pipes. She is Friendly to the Black Knight and Unfriendly to the Magician, Pilgrim and White Knight.

Shaman

The Shaman carries one Type II spell and one Type III spell, which are useful to the Druid, Elf, Witch and Wizard. He is the discard point for the Amulet, Ointment of Steel, Poultice of Health and Withered Claw. He will pay plenty for the Scroll of Nature or the Glimmering Ring. He is Friendly to the Amazon and the Berserker, and Unfriendly to the Druid and Witch.

Warlock

The Warlock carries one Type IV and one Type VI spell, which are useful to the Sorceror, Wizard and Witch King. He is the discard point for the Alchemist's Mixture, Draught of Speed, Gripping Dust and Potion of Energy. He is willing to fork out lots of gold for the Book of Lore, Scroll of Alchemy or Enchanter's Skull. He is Friendly to the Swordsman and Unfriendly to the Sorceror, Wizard and Woods Girl.

Missions

The two Missions cost 5 Notoriety points each, and commit you to taking the chit to a certain location within the time limit of 14 days. The reward you get is based on the quickest possible route to the destination - so if you are taking a chit all the way across the board, you will get a bigger reward than if you take it up the road. The reward is 2 Gold per clearing on the shortest possible route.

If you are using the Seasons/Weather optional rule, then the destination for the Missions changes depending on the month.

Food/Ale

The Inn has to get its supplies from somewhere. A shipment has become lost in the Realm, and they beseech you to guide them to their destination. The chit must be delivered to the Inn. If it is already at the Inn it must be delivered to the House.

Escort Party

A lost pilgrim asks you to escort him and his party to the Chapel. If the chit is already at the Chapel, it must be delivered to the Guard House.

Campaigns

Campaigns are the toughest of all the visitor/mission chits, but they have potentially the biggest rewards. Each will cost a certain amount of Fame or Notoriety to take, but they will provide rewards in the form of Gold, Notoriety and Treasures (except for the Quest, which rewards in Fame and Notoriety). It is entirely possible to do the campaign without taking the chit - for example, you could conduct your own little War and attack the Company, Bashkars and Rogues, but you wouldn't get the advantage to your relationships with the Patrol, Guard and Soldiers. Generally it is easier to conduct a campaign with the Partners provided than it would be without them.

Quest

Cost: 20 Notoriety

Time Limit: 28 Days

Partners: Order

Foes: All Dragons

The Order don't like Dragons. You may be able to help them to destroy all of dragonkind in the Realm.

A good campaign for the White Knight or any other character who has the capability to take out Dragons (or a lot of Gold to Hire a few knights). The cost is high, but so are the rewards - there are 2x H flying dragons, 1x T flying dragon, 1x H non-flying dragon, and 2x T non-flying dragons in the game, for a total Fame and Noto bounty of 47, not counting bonuses for killing two or more dragons in one turn. This is almost enough to cover putting all 5 VPs into Fame, AND it makes the Order into your partners. This would be very useful for, say, the Black Knight, who will then be able to purchase the Order's Crossbow and use it against the Dragons. The Crossbow costs 10 Gold, which the Black Knight could purchase for Price x1 (1 or 2 on the Allied column of the Meeting table, rolling only 1 die!). The Black Knight with the Crossbow may be able to complete this campaign even without hiring any of the Order. When shooting a T Armoured dragon, he will need a Missile Table roll of 1 or 2, which he will achieve 25% of the time with his Aim bonus. But he will need to rack up 20 points of Noto before he can take this campaign. This will probably involve hiring one of the cheaper native groups like the Soldiers and using them against other characters or natives.

Pillage

Cost: 10 Notoriety

Time Limit: 14 Days

Partners: Bashkars

Foes: Patrol, Soldiers

The Bashkars are raiders, and here they take on the representatives of order and authority in the Realm.

The Patrol is not difficult to take out with most characters, if they have help. The Bashkars are both faster and more numerous than either the Patrol or the Soldiers. The main problem is going to be the Soldiers' Crossbowman, which is virtually guaranteed to take out at least one horse, and SHQ, who is Heavy and Armoured, and thus immune to the Bashkars' attacks, which do a maximum of M damage against armour. This would therefore be a good campaign for someone who can do H damage against armour, like the Berserker, Dwarf or Black Knight. Use one of the Bashkars to lure, and target SHQ with a H attack of speed 4 or better to undercut. The Black Knight can do this with his Mace and his Fight H6 chit (the alerted Mace hits at time 3), the Berserker and Dwarf with the Great Axe. The poor Bashkar used as bait will lose at least his horse, and probably his life, but the other Bashkars will clean up the rest of the Soldiers with ease.

The Soldiers can always be found at the House, but the Patrol may be more elusive. They do turn up at more possible locations than any other native group though, and it's quite possible for them to appear at the House on the turn you are battling the Soldiers. This would make the fight somewhat more difficult. The Soldiers in particular are worth quite a lot of Notoriety, which will more than offset the cost of this campaign.

Raid

Cost: 8 Fame

Time Limit: 14 Days

Partners: Lancers, Woodfolk

Foes: Bashkars, Rogues

One faction of natives takes on another. The Lancers and Woodfolk seek to eliminate their ancient enemies, the Bashkars and Rogues.

Given the probability that the Rogues will be destroyed at the beginning of the game, it is quite possible that the Bashkars are going to be the primary target. I wouldn't think this campaign is possible with only the Lancers, or only the Woodfolk - although with good Missile Table rolls it may be possible with the Woodfolk. This campaign costs Fame to take, but the rewards are going to be in Notoriety. Given how fast the Bashkars are, it might not be possible to take this campaign with Light or Medium vulnerability characters - except for spellcasters. Should the Captain take this campaign, he will be able to buy the Medium Bow from the Woodfolk. This may allow him to succeed. With the Lancers as Allies, and the Woodfolk, Guard, Patrol and Soldiers as Friends, it would be quite possible to hire up a large army. You'd need a fair bit of Gold though...

Revolt

Cost: 35 Notoriety

Time Limit: 28 Days

Partners: Lancers, Woodfolk, Bashkars, Rogues

Foes: Soldiers, Guard, Patrol, Company

The peasants are rising up against the oppressors! They hire you to help them to eliminate the symbols of authority, who have hired the mercenary Company to help them maintain order. Help, help! I'm being oppressed!

This is a nasty set of enemies. The Guard are very tough (heavy and armoured) and they do a lot of damage when they hit. The Soldiers and the Company both have crossbows and a great sword. The Notoriety rewards could be worth it though.

War

Cost: 10 Fame, 15 Notoriety

Time Limit: 28 Days

Partners: Soldiers, Guard, Patrol

Foes: Company, Bashkars, Rogues

The establishment seeks to crush all resistance to Imperial rule in the Realm. The rebels have hired the mercenary Company, so you will need all the help that you can get.

The hardest part of this campaign is likely to be the Company. The Rogues are traditionally wiped out at the beginning of the game, and the Bashkars won't be difficult if you hire the Guard, who can't be damaged by the Bashkars' attacks.

Conquer

Cost: 40 Notoriety

Time Limit: 28 Days

Partners: Soldiers, Guard, Patrol, Company

Foes: Woodfolk, Lancers, Bashkars, Rogues

This time it is the Imperial forces who have hired the mercenaries, to crush all resistance to their rule.

These foes are numerous, but you have some strong allies. Hire the Company if you can, as this will make destroying the Bashkars and Lancers (who have horses) much easier. The Guard will inflict terrible damage with their Great Swords, and be immune to the Bashkars' attacks. The Soldiers have pikemen, crossbowmen and another Great Sword. Be especially wary of the Archer and the Axemen of the Rogues, and try to take out all of the Woodfolk in one round if you can. You really don't want them to Change Tactics on you.

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