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Author Topic: Adventurer's Guild [A Suggestion Game]  (Read 5548 times)

Alexandria

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #75 on: July 29, 2013, 06:59:59 pm »

(( Well we can try to split them up but thats not a major thing. It's a balanced party with all 4 classes so it can always remain whole and just be like our alpha group. The best of the guild who do the jobs the others can't. ))
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The darkness was eternal, all-powerful, unchangeable.
She had stared into it for to many years, alone and unblinking, determined that it would not take her.
Now it never would.
Now she was lighting a candle.

Harbingerjm

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #76 on: July 29, 2013, 07:21:33 pm »

Um, for those of you saying we should train the peasants and send them off to fight Kobolds: Kobolds are small, vicious killers with a love of traps that makes Japan look straight. And we can't train Rogues.
Tucker's Kobolds.

Also I like Kobolds and oppose their slaying as a matter of principle, and consider them useful enough as minions to want them alive and well for that too.
I suggest we "acquire" the Kobolds as minions, possibly via our Rogue persuading them to come back and meet us at which point magic necklace of talkyness. Keep them onsite as a mining operation, get them to trap the estate, let them do raids, if we're lucky get one of them to train Rogues for us... The possibilities are endless!
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15:35   HugoLuman reads Harb his secret spaghetti recipe

Alexandria

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #77 on: July 29, 2013, 07:35:19 pm »

And completely dooms us as a guild since we're working with creatures that have killed dozens if not more innocent people on raids and nobody is going to want anything to do with us for it.

We can find less hated kobolds in future I'm sure but these ones are more use as victims to make us look better and provide loot and supplies. Besides it's a petty difficulty job that our 3 guy's can handle without much trouble while the rouge deals with the competitor.
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The darkness was eternal, all-powerful, unchangeable.
She had stared into it for to many years, alone and unblinking, determined that it would not take her.
Now it never would.
Now she was lighting a candle.

Rolepgeek

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #78 on: July 29, 2013, 07:40:28 pm »

We need money now, though, and the Goblins will provide us with that. The Kobolds will serve as effective training for this batch of peasants, once they're trained. Myabe we don't have rogues, but they have a cleric.
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Alexandria

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #79 on: July 29, 2013, 07:55:05 pm »

(( The goblins are also more dangerous and we have no intelligence on them besides location. Hence no difficulty indicator. The Kobolds are an easy job that will provide money from the loot we find as well as equipment we can use to arm more recruits.
Plus of the 3 men available for the goblins 2 are only rank 1 fighters. Not exactly good odds to send 3 people after far superior numbers when 2 of them have only basic training.

The goblins will still be waiting for us to kill them next time don't worry :). ))
« Last Edit: July 29, 2013, 08:18:40 pm by Alexandria »
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The darkness was eternal, all-powerful, unchangeable.
She had stared into it for to many years, alone and unblinking, determined that it would not take her.
Now it never would.
Now she was lighting a candle.

Ukrainian Ranger

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #80 on: July 29, 2013, 08:40:43 pm »

For training:

Choose a most talented peasant, loan him +1 chainmail and +1 longsword and train him to be a battle cleric of any god with War domain and appoint him a leader of the new party
Choose a peasant with the highest Intelligence and train him to be a mage
Then Choose a peasant with the highest Wisdom and train him to be a support cleric of a god of his choice
Then choose a peasant with the highest dexterity and train him to be a fighter-archer
The last one is to be a generic fighter,

Mission:
Send Jeweled Eyes to loot one of the dens, we have no urgent need to  risk neither our adventures sending them to goblins (I prefer to send all our adventures in quarter two there) , nor our reputation participating in assassinations.
Besides bounty for them may raise should goblin bandits not being cared for
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Harbingerjm

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #81 on: July 29, 2013, 08:44:04 pm »

And completely dooms us as a guild since we're working with creatures that have killed dozens if not more innocent people on raids and nobody is going to want anything to do with us for it.

We can find less hated kobolds in future I'm sure but these ones are more use as victims to make us look better and provide loot and supplies. Besides it's a petty difficulty job that our 3 guy's can handle without much trouble while the rouge deals with the competitor.
Counterpoint: Most people have a really hard time telling kobolds apart.
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15:35   HugoLuman reads Harb his secret spaghetti recipe

Alexandria

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #82 on: July 29, 2013, 08:48:47 pm »

For training:

Choose a most talented peasant, loan him +1 chainmail and +1 longsword and train him to be a battle cleric of any god with War domain and appoint him a leader of the new party
Choose a peasant with the highest Intelligence and train him to be a mage
Then Choose a peasant with the highest Wisdom and train him to be a support cleric of a god of his choice
Then choose a peasant with the highest dexterity and train him to be a fighter-archer
The last one is to be a generic fighter,

Mission:
Send Jeweled Eyes to loot one of the dens, we have no urgent need to  risk neither our adventures sending them to goblins (I prefer to send all our adventures in quarter two there) , nor our reputation participating in assassinations.
Besides bounty for them may raise should goblin bandits not being cared for


Thats going into far to much detail if they even have stats in this and don't just get trained to do something we already decided to do.
We're doing 1 as a mage and 1 as a cleric already, fighters covers both archer and melee so thats plenty.

We're already doing both dens and the assassination and nobody will know we did the assassination anyway.
« Last Edit: July 29, 2013, 08:59:16 pm by Alexandria »
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The darkness was eternal, all-powerful, unchangeable.
She had stared into it for to many years, alone and unblinking, determined that it would not take her.
Now it never would.
Now she was lighting a candle.

scapheap

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #83 on: July 30, 2013, 02:38:35 am »

I'm opposed to the assassination, but that just me.

Yes to the training the peasants to level one(the cleric, mage, fighters seem good)
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Playergamer

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #84 on: August 13, 2013, 08:58:10 pm »

Bump for being awesome?
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Weirdsound

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #85 on: August 13, 2013, 09:42:41 pm »

Iituem said his situation dosn't allow for much b12ing at the moment. I'm fairly sure this is dead.
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