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Author Topic: Keyforged Adventurer's Guild  (Read 11950 times)

MadMonkey

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Keyforged Adventurer's Guild
« on: September 18, 2023, 08:32:43 pm »

You enter the Adventurer's Guild tent and find a dwarf looking over maps. Thieves tools and a flagon of ale are layed out on of a chest nearby. He greets you. "You look like a mighty adventurer indeed! My name is Bruv Brightbuckle. I come from a long line of trap detector rogues. I'm the last of my kin. The rest died in traps... Pull up a stool and we can discuss plans to explore the nearby caves and tombs!"

This thread is part of the forum game Keyforged. The main thread can be found here: Keyforged Outpost



Guild Members:
  • Guildmaster Blacktooth Ripclaw (RoseHeart) Level 1 Warrior
  • Bruv Brightbuckle (MadMonkey) Level 2 Rogue
  • Aywen Ayes (A1s) level 1 bard/level 1 Ranger
  • Bim "Bumson" The Great (Megam0nkey) Level 2 Mage

Non Guild Adventurers
  • Taarka (Crystalizedmire) Level 2 Bard
  • Elliot March (sodafoutain) Level 1 Warrior / Level 1 Cleric
  • Garrett Ashborn (PhaseBomb) Level 1 Warrior

More information about adventurer's can be found here.



Groups of adventurers can team up to take on dungeons. Adventurers need not join the guild to join a party but guild members can help with ideas for the mechanics. The first member of a party determins the parties name. Every party needs atleast one rogue or ranger, a warior or mage, and a cleric or bard. When ever the party enters a new room, three d6s are rolled, plus the challeng ratings of that dungeon, setting the difficulty for the traps, enemies, and rituals in that room. Each members stats of each type are added together, plus any modifiers from tools and buffs must meet or exceed that difficuly rating. When rounding we always round down with a minimum of 1. Members start off at level 1 in their class with no tools or buffs.

When you complete dungeons you might level up in a class of your choice. You can gain levels in multiple classes but you must choose only one role per dungeon.

LvlDungeons Completed
10
21
33
45
58

Spoiler: The Rogue Or Ranger (click to show/hide)

Spoiler: The Warrior Or Mage (click to show/hide)

Spoiler: The Cleric Or Bard (click to show/hide)



This thread will have 3 dungeons that can be explored at a time. Each one has challenge ratings that acts as the modifier for the traps, enemies, and rituals you will find inside. Once a dungeon is fully cleared, a new one can be discovered by members of The Cartogrophy Guild.

Spoiler: Arctic Cave (click to show/hide)

Spoiler: Temple of Hathur (click to show/hide)

Spoiler: Cultist Camp (click to show/hide)



Spoiler: Guild Supplies (click to show/hide)
« Last Edit: November 27, 2023, 07:43:12 pm by MadMonkey »
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RoseHeart

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Re: Keyforged Adventures Guild
« Reply #1 on: September 18, 2023, 08:46:53 pm »

I think something unique this guild can offer as loot is monster body parts like eyeballs and batwings and stuff. Since there is a merchants guild gold will need to be done in collaboration with them, also animal body parts could be used in recipes at the tavern guild.
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a1s

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Re: Keyforged Adventures Guild
« Reply #2 on: September 18, 2023, 08:59:28 pm »

I propose a simple one-stat system (well, it's actually 2, with hit points).
Your stat (Sleight for rogues, Brawn for warriors/mages, Brains for cleric/bard) depends chiefly on your level, then on your tools and finally on your buff.
Everyone starts at level 1, with no tools and no buff.

Every room contains a trap, a monster and a ritual for which its suited. Rogue must best the trap (with his sleight) or take damage (or a debuff, depending on the trap.) Warrior/Mage can destroy a monster with her Brawn, and takes the difference between her brawn and the monster roll as damage to hit points. Wizards have more brawn but less hit points. Finally Cleric/Bard can attempt to preform the ritual in the room (pass/fail with appropriate reperscussions) or cleric can heal other characters HP 2-to-1, while a bard can buff any unbuffed character by half their level.
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MadMonkey

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Re: Keyforged Adventures Guild
« Reply #3 on: September 18, 2023, 09:02:47 pm »

Great idea! How much hp should level 1 characters have and how much more per level after that? I'll scale the encounters based on what we decide. The other stats are the same as their character's level.

When ever rounding modifiers and such we will always round down with a minimum of 1.
« Last Edit: September 18, 2023, 09:05:04 pm by MadMonkey »
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a1s

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Re: Keyforged Adventurer's Guild
« Reply #4 on: September 18, 2023, 09:19:24 pm »

Well, off the top of my thumb,
Rogues should have 4 HP, Warriors 6HP, Mages 3 HP, Bards 4HP, Clerics 5 HP.
for the following levels...
LevelRogueWarriorMageBardCleric
146345
269567
38126810
4101581012
... etc.
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MadMonkey

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Re: Keyforged Adventurer's Guild
« Reply #5 on: September 19, 2023, 12:18:46 am »

I've updated the main post with the finalized mechanics. Now we need to work with The Cartography Guild to come up with some locations for dungeons! Their modifiers will be in the negatives since everyone is level 1. Members of the guild should post their name and desired class. Once we have some dungeons we can party up and start adventuring!
« Last Edit: September 19, 2023, 12:27:58 am by MadMonkey »
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RoseHeart

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Re: Keyforged Adventurer's Guild
« Reply #6 on: September 19, 2023, 07:00:09 am »

Ideally, even non members can participate. A guild should expand the gameplay options for everyone in Keyforged, a specific guild and its' members change and run the mechanics.
« Last Edit: September 19, 2023, 01:07:41 pm by RoseHeart »
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MadMonkey

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Re: Keyforged Adventurer's Guild
« Reply #7 on: September 19, 2023, 01:01:44 pm »

I have come up with the first 3 dungeons!

Spoiler: Southern Marshes (click to show/hide)

Spoiler: Arctic Cave (click to show/hide)

Spoiler: Temple of Hathur (click to show/hide)
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Megam0nkey

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Re: Keyforged Adventurer's Guild
« Reply #8 on: September 19, 2023, 01:26:20 pm »

 Maybe the rouge can have an alternate class like the ranger. Like both of them can pick locks, unlock doors and chests. But the rangers can roll to gleam information about monsters, which gives a bonus to warriors and mages, and the rouge can gleam info about the area, giving bonuses to rituals done by clerics and bards
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MadMonkey

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Re: Keyforged Adventurer's Guild
« Reply #9 on: September 19, 2023, 01:28:12 pm »

Maybe the rouge can have an alternate class like the ranger. Like both of them can pick locks, unlock doors and chests. But the rangers can roll to gleam information about monsters, which gives a bonus to warriors and mages, and the rouge can gleam info about the area, giving bonuses to rituals done by clerics and bards

I really like that since the other classes come in pairs. Updating now!
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RoseHeart

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Re: Keyforged Adventurer's Guild
« Reply #10 on: September 19, 2023, 01:35:47 pm »

Ideally, even non members can participate. A guild should expand the gameplay options for everyone in Keyforged, a specific guild and its' members change and run the mechanics.

So, an analogy might be the people who escort climbers up to Mount Everest. The Adventure Guild should regulate adventures, but not be the only ones who can climb to the top. (infact if one of the members does go on an adventure, one of the other members should probably handle the randomness)

At such a time where I can join a party as a citizen of Keyforge and not specifically a member of this guild, you can count on me and my spear. I am a warrior.
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Whenever you've got to make a hard decision, don't become somebody that you don't respect. -Dr. John
Power doesn't corrupt, power reveals. -Robert Caro

Megam0nkey

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Re: Keyforged Adventurer's Guild
« Reply #11 on: September 19, 2023, 01:41:03 pm »

If a need falls for my magical might, I can supply it as a wizard, and can act somewhat as a bard with my arcane lore, if need be.
« Last Edit: September 19, 2023, 01:53:56 pm by Megam0nkey »
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RoseHeart

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Re: Keyforged Adventurer's Guild
« Reply #12 on: September 19, 2023, 03:15:47 pm »

I have ideas for monster raids on Keyforge, I'll place them here as it relates to combat.

Basically a mission to save the town. Monsters can converge on specific buildings, which can even be destroyed.

That guild would close down temporarily to repair, like for a day.



I'm thinkin' like a once a week event, with about a 3 day gap of randomness. Like Fri, Sat, Sun. Maybe there are only a few monsters sometimes, others a double raid.
« Last Edit: September 19, 2023, 03:24:44 pm by RoseHeart »
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Whenever you've got to make a hard decision, don't become somebody that you don't respect. -Dr. John
Power doesn't corrupt, power reveals. -Robert Caro

sodafoutain

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Re: Keyforged Adventurer's Guild
« Reply #13 on: September 20, 2023, 08:39:26 am »

The Tavern might be able to sell food that buffs adventurers. Also, Elliot 'll totally come on some of these adventures to the north.
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MadMonkey

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Re: Keyforged Adventurer's Guild
« Reply #14 on: September 20, 2023, 01:53:07 pm »

The Tavern might be able to sell food that buffs adventurers. Also, Elliot 'll totally come on some of these adventures to the north.

Tavern food could heal when outside of dungeons while healing potions can be used within. I'm not to sure how to balance buffs from food because even a +1 buff would have a significant affect on the gameplay. Any ideas guild members?
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