The Adventurers Guild The Guild was founded on an ale soaked table, lit by a sullen fireplace. The tavern was shelter for weary travelers, and worn down tradesmen, and weather-beaten farmers in town for the night.
And of course, adventurers. Plucked from the populace for a lack of good sense and care for their own survival. Fate had gathered such a group of the rarest kind, the retired adventurer.
An idea was hatched, to pool their experience and knowledge of the dangers of the trade, use their connections, and push the young and foolhardy into great wealth and treasures that they might share with their elders.
And so, clanking their mugs and tankards together, they sign their names onto a greasy paper.
The future seems much brighter in the light of the fire.
Welcome to Adventurer's Guild! You play as the retired adventurers forming the management of the Guild. To start it's just you and the other founders.
-Each joining Founder adds 10 Gold to the Pot. Founder's get 1 share of the Guild.
You had a previous career. Options include, but are not limited to: -Fighter
-Loremaster(able to teach magic users)
-Cleric
-Rogue
-Ranger
-Peddlar
-Blacksmith
-Chirurgeon
-Something else
Please include a reason you are retired. Wizards and other such magic users are not prone to retirement so are not included. You may train students and adventurers in your particular profession, and may hire tutors to expand your students repertoire.
-In addition to voting on the Guild's board you may perform 1 action. This includes, but is not limited to:
-Recruiting ( may recruit either 1 person with either strong martial or magic potential that you can customize, or a random number of people with random potential)
-Training (educate a member in your class, they gain a +1)
-Craft something (+1 items, rare materials will allow stronger crafts
-Drum up contracts ( get more jobs in)
-Sell magic artifacts( price can be highly variable)
-Work in Facility (Once you start building infrastructure you can work in them to improve their effects)
-And probably other stuff (Rangers can do a bit of scouting, Rogues can "deal" with problematic individuals, etc.)
Bold your Actions and your Votes! Turns take place over the course of a season (~90 days). Any income is collected, then expenses are taken out. You have no income at the moment, and the Last Light Inn charges your new guild 30 GP a quarter for the use of a room and yard.
Adventuring gear takes around 4 gold, you can forgo paying for this and the adventurer receives a -1 malus. Magic Users like Wizards require spell-books which cost 30 gold pieces.
Starting Vote: -Decide name for the Guild.
-Purchase a base. (500 gold to build a Tavern, the owner of the Last Light will sell it for 250. Optional)
-Decide any rules for the Guild (Optional.)
-Find a patron to invest in the Guild. (Optional.)
Current Status Income: None
Expenses: 30 Gold a Quarter.
Adventurers:None!
A mix between a SG Management game and a multiplyer game, where you play as the teachers and quest givers of an Adventuring Guild. Have fun with it!
I’ve been reading some Goblin Laws of Gaming, which is more on the side of old school rules. It’s Not going to super dark or anything, but I’m going to try to tune it to the more lethal side for the poor adventurers.