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Author Topic: Adventurer's Guild [A Suggestion Game]  (Read 5563 times)

Alexandria

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #60 on: July 29, 2013, 05:40:53 pm »

(( Summoning runs the risk of the creatures going wild though if we lose control, and just outright fire balling means no loot for us. Better to kill and loot then burn the remains. Well better for us anyway. Once we have more trained people we can take risks on the missions but at present we're not really in a position to throw lives away. No telling how many new recruits we're going to get. ))
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Rolepgeek

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #61 on: July 29, 2013, 05:43:59 pm »

((You don't lose control with Summon Monster IV. Or any of them. You lose control with, like, Lesser Planar Binding and Gate. The Summon Monster series actually has a variant rule where you summon the same creatures every time, implying your friends with them or something.))
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Tomcost

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #62 on: July 29, 2013, 06:17:17 pm »

If we acept murdering that merchant (I still opose to that), we should let the rogue do the diplomacy on his own, so that our reputation doesn't fall down. Let him contact the rivel merchand and get the money. We can help, but nobody should know about that.

Iituem

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #63 on: July 29, 2013, 06:20:27 pm »

You're a level 10 wizard, but you're also retired.  Unless the safety of the Guild itself is somehow at threat, you're not involving yourself directly; you spent 15 years rummaging around in dirty holes in the ground and you're sick and tired of it, to say nothing of the twinge you still get from that cursed negative energy arrow of slaying +5 to the knee.  Leave it to the other fetchers.

Edit:  Building stuff isn't out of the question, but you'd need the assistance of an architect at the very least; you don't have the slightest idea how to make a house stand up, even if you can summon walls of stone.

Edit 2:  Editing the posts to clarify, but your training grounds can only train up to level 1 fighters.  Further training facilities will require resident trainers (who need paying) or better training equipment.
« Last Edit: July 29, 2013, 06:24:52 pm by Iituem »
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Alexandria

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #64 on: July 29, 2013, 06:30:20 pm »

(( Ahhh ok, well just train to level 1 then and try to find somebody architect then to see how much it'd cost.

The rouge should be able to handle killing 2 guards and a merchant alone and I'm sure he knows how to start a fire once he's done.

I agree with avoiding most jobs like that Tom but it's a quick and easy one so it's worth doing it to get the cash while we train other men. ))

Look into the cost of better training equipment and advertise for trainers in the 4 basic styles capable of up to level 3 to see how much it'd cost for them. Put our diplomacy and the necklace to good use.
« Last Edit: July 29, 2013, 06:45:36 pm by Alexandria »
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Tomcost

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #65 on: July 29, 2013, 06:35:22 pm »

What about if the Jewelled Eyes take out one kobold camp, then make them tell the others how was it like? It could be a nice experience, which will give the guild member a kind of sense of pertenence to our guild.

Even better: allow adventurers to write their own things about monsters in our bestiary.

Alexandria

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #66 on: July 29, 2013, 06:38:17 pm »

(( I'm sure they can pass on that information after dealing with both. The kobolds are weak, they're more useful to us as victims to get supplies and loot then alive, plus as a way to boost our reputation.. But thats a good idea you should suggest that they pass on knowledge learned to the recruits. ))
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Rolepgeek

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #67 on: July 29, 2013, 06:42:10 pm »

Well, then, I have plans, but they'll need to wait until we have more money.

Look into training facilities for rogues.

Look into training facilities for other classes besides the main four.

Speak with the merchant and try and negotiate for a better price.

Try and find a bulk seller of equipment that we can buy stuff from cheaply. Use our diplomacy skills to negotiate for cheaper equipment too.
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Alexandria

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #68 on: July 29, 2013, 06:43:40 pm »

(( I'd suggest leaving classes beyond the main 4 for a while, at least until we have a few men of experienced rank who it's worth giving extra training to. ))
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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.

Tomcost

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #69 on: July 29, 2013, 06:44:03 pm »

So, about what will the Jewelled Eyes do? Take out kobolds, or risk facing the goblins? I'm on favor of the first one for now.

Also, because the idea had some support:

Arrange meetings to tell stories about battles and heroic acts and the like between the members of the guild. Also allow them to add information to the bestiary (which we will check)

Rolepgeek

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #70 on: July 29, 2013, 06:45:49 pm »

(( I'd suggest leaving classes beyond the main 4 for a while, at least until we have a few men of experienced rank who it's worth giving extra training to. ))
I just want to look into it, see whether it's possible and what the costs might be. I'm devising plans here.
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Alexandria

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #71 on: July 29, 2013, 06:46:50 pm »

So, about what will the Jewelled Eyes do? Take out kobolds, or risk facing the goblins? I'm on favor of the first one for now.

Also, because the idea had some support:

Arrange meetings to tell stories about battles and heroic acts and the like between the members of the guild. Also allow them to add information to the bestiary (which we will check)

+1, the goblins can wait 1 round so we can send in some of the recruits with the jewel to back them up.
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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.

Tomcost

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #72 on: July 29, 2013, 06:46:57 pm »

I'm always in favor of getting information, as long as it doesn't cost us anything.

Alexandria

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #73 on: July 29, 2013, 06:51:53 pm »

(( Yeah thats part of my goblin problem, if we wait we can send more men and with the rouge free to join in he can scout it out ahead of the attack so we don't go in blind.

May have to split up jeweled though, the higher level people should be in groups with the newbies to keep them alive.

So once we get the next round of recruits in I might divide them up with the recruits to give us 2 strong teams. ))
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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 #74 on: July 29, 2013, 06:54:19 pm »

I don't think we can do that, Alex. They formed their own adventuring party, we can ask the rogue to murder people for money, and we can ask the party as a whole to murder other things for money, and we can tell the peasants to get training, but other than that? They aren't our minions. We can't split them up if they don't want to be split up.
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