Posted by Rome on May 10, 2000 at 19:30:25:
In Reply to: Has anyone heard any more about the possibility of an Adventures guild ? posted by Bacrie on May 10, 2000 at 16:32:26:
Adventurers Guild
Thought I would throw this together in response to the poor soul who was looking forward to the arrival of the adventurer’s guild. Well, here they are:
Basic Purpose: The adventurer’s guild functions similar to a cabal in that it has an item of power, leaders to induct, and powers. Outside of those similarities, there are few. The guilds main purpose is to provide a support group for each other. Their common binding is their lust for exploration, and discovery of new things. Their politics are such that they would tend to be friendly towards the masters, scarab’s, and dawn.. neutral towards the arbiters and sylvans.. and just try to avoid empire, battle, and entropy due to the trouble they all cause.
Anyone may join the adventurer’s guild so long as they are in some part neutral (NG, LN, TN, CN, NE), those with extreme attitudes tend to discourage others from wanting them around.
Powers:
There would be adventurer’s gulids built in various cities, and would have their own guardians to block the entrance, and vendors inside who would only sell to adventurer’s. The vendors would sell things which may be useful for the surrounding areas (maps, pills, scrolls, and potions).
[11] Adventurer’s Spirit: This skill extend the normal grouping range of the adventurer to include any other adventurers within 15 ranks of them, regardless of alignment. It also improves the rate at which lower ranked adventurers gain experience, provided they are grouped with an older adventurer (learning from stories and pointers while exploring).
[20] Marker: Places a magic mark on the ground that only other adventurers can see. There may be writing on the mark.
[25] Foresight: When scanning, the adventurer with this power can see if a monster is aggressive and dangerous, or if the next room is noexit.
[31] Scavenge: Depending on the type of terrain, the adventurer may or may not be able to scavenge up some food and water. This skill would have a lag associated with it.
[46] Plan of action: By planning out the battle before hand, an adventurer leading the group can give a significant advantage to his group. The syntax would be as follows if you were planning on attacking a dragon to the west:
plan dragon west bob
Then there would be a few minute delay as the leader of the group “tells” the other what is going to happen. During this period the others must be awake, and in the room to receive any bonus. At the end of the delay, the group would move in the direction noted (west in this case) and the person named (Bob in this case) would initiate combat against the creature. Those with autoassist on would get an powerful automatic strike against the target (dragon in this case), while those with autoassist off would not be hit (even if the mob normally attacks everyone that enters the room). The whole group would enjoy a bonus to hit and damage rolls for a few hours after the planned attack.
There you go.. the adventurer’s guild.
..Rome..