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Author Topic: Adventurer's Guild [A Suggestion Game]  (Read 5550 times)

Iituem

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Adventurer's Guild [A Suggestion Game]
« on: July 28, 2013, 05:51:09 pm »

After 15 years fighting the Spawn, you're ready to retire.  You've been shot at by thousands of arrows, stabbed, slashed at, set on fire, electrocuted, petrified, mind-controlled; sometimes all at once!  But it was that last arrow in the knee that did it for you; you decided that you'd had enough of this adventuring crap and it was time to settle down.  You still have some of the loot you picked up over the years, although you did spend most of it on ale and whores, so you buy yourself a property and try to run it like any comfortable peasant would.

But you still have that itch, and the Spawn is still a threat even pushed back as it is now.  Goblins, kobolds, orcs and other beasts still lurk in the edges of the countryside, and monsters can still be found in their dungeons.  You may not be willing or able to go back out there and kill them yourself, but you reckon you can still profit from their deaths.  You decide to start the first Guild for adventurers, ideally helping out young would-be slayers on their path to glory and taking a cut of the loot for yourself.

But first, a little housekeeping.

What is your name?

What sort of adventurer were you?
- A fighter: A warrior first and foremost, you favoured melee but were equally at home with ranged combat.  You only touched magic insofar as your magic items were concerned, but when you were knee-deep in orcs it didn't make a difference.
- A wizard: You believed in channelling the power of the arcane energies that permeate the aether and wielding godlike spells for your own edification and the destruction of those who opposed you.
- A cleric: On behalf of your god and for wealth and glory you fought, weapon in hand and backed up by a wholly different line of spells to the pure wizard.
- A rogue: You were a thief, a trickster and a tomb raider.  With nimble fingers, a cunning mind and the odd subtle knife to the back you were always willing to take the darker route to victory.

What sort of fame did you achieve?
- Glory: You fought on the side of the Light, opposing the Spawn at every turn and toppling those who sought to use it for their own ends.  You ended up extremely popular with the people as a whole, and your Guild will initially attract those of a positive alignment.
- Infamy: You were one of the most notorious villains in the world, reviled and feared, and powerful enough to be above the admiration or contempt of those around you.  The people hate you, but you will attract strong dark warriors instead to your Guild.
- Concealed: You fought in the shadows, a subtle whisper or knife in the politics of the world.  Your deeds changed the face of kingdoms, but you will never receive accolades for your work.  You don't have fame of either kind, but those in power know who you are, and you are more likely to get secretive or criminal adventurers at the start.

What property did you buy to retire on?  Name it.
- A tavern: The classic, but with good reason.  Adventurers love drinking, and there's always money to be made.  You attract more adventurers and fame accumulates more quickly because of travelling minstrels.
- A ruined tower: She's a fixer-upper, but you did enough repairs to get her water-tight.  The tower is extremely defensible, and constructing things like a dungeon will be much cheaper.
- A city mansion: Simply being in the city gives you access to lots of goods and services much more cheaply and easily.  There are more equipment choices and you start with a well-stocked library courtesy of the former owner.
- A country estate: As lord of the manor you are on the lowest rung of nobility, and the estate provides a not insignificant income of its own in addition to your Guild dues.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Slothman400

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #1 on: July 28, 2013, 06:06:06 pm »

-Fighter
-Glory
-Country estate
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Rolepgeek

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #2 on: July 28, 2013, 06:13:01 pm »

Wizard, Concealed, and a ruined tower.
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Sincerely, Role P. Geek

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Alexandria

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #3 on: July 28, 2013, 06:19:19 pm »

Jeremy Manson.
Fighter, Infamy, Tower.
« Last Edit: July 28, 2013, 06:54:24 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.

Evil Marahadja

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #4 on: July 28, 2013, 06:21:59 pm »

Wizard- Jamgeon Carter, but most of his "associates" simply call him The whisperer. Since he had a finger in most political incidents the last decennium.
Concealed
A city mansion; Avonfall

 
« Last Edit: July 29, 2013, 04:27:04 am by Evil Marahadja »
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Rolepgeek

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #5 on: July 28, 2013, 06:35:44 pm »

Oh, right, a name.

Duh.

Herphas. We used to have a last name. No one, not even ourselves, remembers it.
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Kaferian

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #6 on: July 28, 2013, 07:06:19 pm »

Wizard, Concealed, and a ruined tower.
This, except I want a Country estate.
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Rolepgeek

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #7 on: July 28, 2013, 07:19:13 pm »

Well, I think everything's settled except where we live.

Wizard, Concealed, but tower and country estate are tied.

Marahadja ought to be the tie breaker.
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Evil Marahadja

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #8 on: July 29, 2013, 03:07:04 am »

Well, I think everything's settled except where we live.

Wizard, Concealed, but tower and country estate are tied.

Marahadja ought to be the tie breaker.

Or you can always vote for city mansion.  :P
I don't get why you want a conceled adventurer work outside of a city. Since we are probably going to work in politics/crime/contraband/assassinations etc. It is a very good idea to be connected with people. And that is hard to do if you live outside of a city.
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NRDL

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #9 on: July 29, 2013, 03:13:45 am »

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GOD DAMN IT NRDL.
NRDL will roll a die and decide how sadistic and insane he's feeling well you do.

Xantalos

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #10 on: July 29, 2013, 03:21:36 am »

Wizzerd, secrecy, city mansion.
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Iituem

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #11 on: July 29, 2013, 08:27:05 am »

You are of course Jeremy Carter, a wizard who involved himself in the clandestine politics of the kingdoms of the Golden Reach.  After many years of careful politics you retired to your country estate, Avonfall, a quiet reward for a lifetime of secret service.

Having resolved to establish your new Guild, you decide to take stock of what assets you have.

Spoiler: Person (click to show/hide)
Spoiler: Belongings (click to show/hide)
Spoiler: Estate (click to show/hide)

There are also several villages and the prosperous town of Whitehall not too far from Avonfall.

Not great, but not a bad start either.  Now to make a few decisions about the Guild itself.
Spoiler: Guild Decisions (click to show/hide)

Once you've made your decisions, you'll just have to sit back for a quarter and see if any adventurers take the bait.
« Last Edit: July 29, 2013, 10:53:17 am by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Evil Marahadja

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #12 on: July 29, 2013, 09:42:19 am »

Cool game.

Membership: Open to all, but every member must pay a entering fee of 15 gold.

Advertising:  Pass the word on to our contacts (25 gold)

Dues: 20% of the loot, but no quarterly dues.

Services: Free cramped accommodation. 2 (or 5, note sure) Gold for a private room.
Half Price for the equipment. Full price for healing potions.
Buy loot for 75% of price, stolen loot for 50% of price.
Promise a peasant burial.
Pay our contacts to find interesting work for us.

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Alexandria

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #13 on: July 29, 2013, 09:53:55 am »

Membership : Open to all.
Advertising : Minstrels ( 50 ) ( More people for us to choose from. )
Dues : No quarterly, 10% loot share. ( Low prices are good for business. )
Services.
Accomodation : 1 Gold for adventurers. Personal rooms. ( We want them to be happy. )
Training : 10 gold x level for outsiders. Free for guild members until level 2. Level 3 up 5 gold. ( Our guild members need some training even if they can't afford more advanced right away. )
Equipment : All equipment at 80% For members. 110% for outsiders. ( Again, it'll encourage porer people to join. )
Death Benefits : Peasant burial, sale value of adventures equipment to the widows. ( Costs us nothing but will be very enticing to porer families. )

Jobs : Contacts. ( 25 )
« Last Edit: July 29, 2013, 10:18:10 am by Alexandria »
Logged
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 #14 on: July 29, 2013, 10:22:11 am »

Membership : Open to all.
Advertising : Minstrel
Dues : No quarterly, 20% loot share.

Services.
Accomodation : Free for members if crammed, 5 gold if  double-bunk,  15 gold if personal room.  Don't accept outsiders

Training : 3 gold x level for guild members (thus covering costs only partially),  no passing secretes to outsiders
Equipment : All equipment but potions at 75% cost. Potions at 100%

Loot Purchase : Barter only, adventures may trade their loot for weapons\potions\training. We know better how to spend gold for the benefit of the guild. We don't purchase stolen stuff not because it's immoral, but because we don't want unnecessary problems

Death Benefits :  None

Jobs : word of mouth

My idea here is to attract peasants and other poor souls , a lot of them...
« Last Edit: July 29, 2013, 10:23:52 am by Ukrainian Ranger »
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.
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