Lurkers Drawing Quest
Heroic Quests of Gold, Loot and Shenanigans
Once an adventurer of extraordinary success and renown, your twilight years have sapped most of your former bravado.
What remains, is a well of experience, and a fire still unquenched.
While your questing days may be over, your quest remains - stopping now? Why should you!
To this end, you have recently purchased some property. Said property will serve as place of training and learning, and as a base of operations for the next generation of adventurers. Obviously under your tutelage... - Speaking of yourself;
You are a wo/men, from one of these races:Hailing from the Eastern Union of Light Human Boring folk, living on plains. Can't stand Orcs. No mention-worthy quirks or qualities. | Dwarf Bearded, stumpy folk, living in cities carved out of stone. Can't stand Goblins. Tough, with an Aversion to Magic. | Elf Pointy-eared folk, living in forests and jungles. Can't stand a lot of things, especially Lizardkin. Agile and Fragile |
Hailing from the savage Western Tribeslands Orc Bulky, green-skinned folk, living on steppes and in deserts. Can't stand Humans. Strong, but not very Nimble. | Goblin Lanky, amber-skinned folk, living wherever others won't. Can't stand Dwarves. Crafty, but rather Fragile. | Lizardkin Scaled, tailed folk, living in lakes and swamps. Can stand a lot of things, but not Elves. Magic Wiz's - Melee Combat, not so much. |
In your adventuring days, you were a famed: Warriors seek to master melee combat. Berserkers are feared for their bloodlust. Human Knights are famous for their mounted charges. Orcish Raiders are infamous for their guerilla tactics. | Banishers purge extraterrestrial entities from this plane. Turners bring the undead back to their earthly graves. Champions excel at fighting mythical and mighty beasts. |
Rangers are adept and nimble in almost any terrain. Beastmasters know how to tame and command animals. Elven Trueshots are famed for their magical accuracy. | Rogues are known to just slip past to their prize. Assassins tend to overcome their targets without prior notice. Goblin Snatchers are infamous for their trafficking of sentients. |
Summoners call magical entities to their side. Conjurers set devastating magics into place. Enchanters befuddle and inspire minds, enemy and allies alike. | Necromancers give rise to the despised, undead abominations. Warlocks consort and form pacts with demonic entities. Lizardkin Fellcallers abide by dark draconic teachings. |
Priests channel the power of their respective gods. Paladins and Zealots bring their deity glory in combat. Dwarven Runemasters spread the truth of no god. | Shamans commune with the elements. Druids feel and share in all that is life. Spirit-Talkers seek out the souls of the ancestors. |
The mentioned property of your choosing is:An Abandoned Keep in the pastoral countrysideThe solid stonework is still intact, the former lords untimely demise - aided by pitchforks and the stake - only years ago. The writ even came with his former status of low nobility, which will in turn give you rights to a small tithe from the surrounding farmsteads.
A good place for Arcanists, Clergy and Animists.
A bad place for Dark Mages and Slayers.A Deteriorated Playhouse by a minor trade routeOnce the gem of a major trade route, passing of time and mismanagement have made this estate into a... somewhat unsavoury tavern. While a quite bit of work, it could turn a profit either way.
A good place for Fighters, Brigandiers and Arcanists.
A bad place for Animists and Dark Mages.A Forsaken Arena in a port cityFormer home of bloody battles, brute beasts and martial prowess. The effects of some naval war a few decades ago, put a stop to any activity within the walls of this peculiar auditorium. Nowadays? Payed. Training. ... if done right.
A good place for Fighters, Slayers and Hunters.
A bad place for Animists and Clergy.The Wild Valley BulwarkFormer elven warbeast training retreat, the bottleneck was sealed after the former inhabitants - sans animals - were made to leave for good. Generations later, their savage descendants still prowl in there. Keeping it that way will net you a pittance of income - going inside these untouched woods, left to your own devices.
A good place for Hunters, Slayers and Animists.
A bad place for Brigandiers and Arcanists.A Ruined Abbey in reclaimed landsSome warmongering made people leave the area in droves, and left this installation in raided ruins. Now, that both parties of said war have been gone for a decade, people are coming back, and you are the first to express interest in these ruins. It won't generate any income, but it sure comes cheap.
A good place for Clergy, Arcanists and Dark Mages
A bad place for Fighters and Slayers.A Derelict Mine in the mountainsideLeft to itself when the number of people going inside, was far overtaken by the number of... semi-people coming out of it, there has been no such activity in almost a century. The local miners guild wants in there, and wouldn't mind you as sponsor - nor any muscle you bring as potential backup plan.
A good place for Slayers, Brigandiers and Dark Mages.
A bad place for Hunters and Arcanists. (Minus Dwarven Hunters)
Please choose the following;Name:
Gender:
Race:
Subclass:
Residence:
Tell us, how will this play out?Well... you will send adventurers onto quests. Mainly into dungeons. Hence the name. Then, shenanigans, loot, experience and potential death await. Mostly in draw format. Later, loot goes to those who can use it, or gets sold. Any gold left over may be used for wages, expenses and improvements.Classes and Sub-Classes, how do they work?Quite simply. If you have a fighter, and he gets enough experience, he can specialize into one of the fighter sub-classes. In this case, Warrior or Berserker - or one of the two racial iconic classes, should he be of that race.
Take note that some alignments may not take well to others, similar to races.How does the main-characters old career influence the game?For one, it gives certain contacts and similar fluff. Mechanics-wise, it will mainly be a boon to experience gain.
A substantial boost if the adventurers have the same main-class, an even greater boost if they acquire the same Sub-Class. There's also a slight boost if they are in the cousin Main-Class.
Fighters & Slayers, Hunters & Brigandiers, Arcanists & Dark Mages, Clergy & Animists, for those wondering.
Right, hiring instructors to help with other classes is a thing. Heck, here you go, have one on the house next turn.What about race?Races are not all that important for choosing classes. A dwarven arcanist would still work, but he won't really shine as much as others is all.
More important, people of our antagonised race won't really want to work for us. Meaning - just choose Lizardkin already.
Take note, same goes for building teams. Unless you want to add "Racially inclined Murder by Teammate" to the list of potential dungeon dangers, that is.And the residence?Mainly for flair and cosmetics, you can still hire and train those for which it would be a bad place to be in. Just expect to spend way more time and money on them. Later on, once building stuff to suit anyones exclusive needs will come into play, these mali can be made non-existant.
Else, most residences can be upgraded to multiple effects, some may even function as some sort of dungeon in and of themself. Just think of them as a possible sidequest, that will get as much love as the players want to give them.... wait. What... what is THIS?
Oh. You're still here? You're good! That or you know I like these tricks ;3
Please tell me you did NOT do this.
Sure did. Either way, have some bonus information.
Not. Interested.
Not ca~ring~. Just a heads-up, the chosen subclass will include an ambition. But, that's for later on. In the meantime, do have some fun!
Phew. Getting these scribbels digitalized was far more work than I initially thought. Mainly due to my camera - there's a reason I seldomly use it. Guess I will give it another shot - get it, shot? Yeah? - Ahem - another shot tomorrow, but on monday I'm off to buy a scanner. >>
Edit: Rescanned the scribbles. Worth every penny.