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Ideas needed for an adventurers' guild
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<blockquote data-quote="Jon_Dahl" data-source="post: 5733499" data-attributes="member: 89822"><p>I think I'm going to go in the lines of Weem.</p><p>NPCs are going to start up a guild for adventurers, but they need help. PCs will have strong influence in the first steps of the guild. But I still need to outline it because I need to have some kind of suggestions which players can either accept, modify or trash them and create something different. I'm not just going to throw the ball to my players and tell them to think everything from the scratch.</p><p></p><p>So, I've been thinking something like this:</p><p>- Reputation and proof of quality. Whatever makes the adventurers look good makes the guild look good too and vice versa.</p><p>- Guarantee for a proper funeral. If you suffer TPK in the Underdark, we'll get you out and bury you decently. Even if you're just a week old pile of poop.</p><p>- Masterwork prostheses to members. For some reason "losing limbs" if oft mentioned in D&D, even though it never happens!</p><p>- Buying tips of monsters, treasures and other things related to adventuring. Treasure maps too. Guild will investigate the validity of tips and then sell them to their members after they have ranked it. All tips are ranked according to different qualities.</p><p>- Missions. If an outsider has a job to do which considered as adventurous enough, guild will accept it and find the right guy for the job. Bulleting boards as previously mentioned? Just pick your mission!</p><p>- Magical item trading: Don't like that shield +1? Trade it for scrolls then! No selling since they don't want to make Merchants' Guild irritated (this is something that should be considered: No overlapping with other guilds!).</p><p>- Recruiting new adventurers for adventuring parties. So you have a 13th-level group and your roque just died? Where are you going to find a replacement? Of course usually a new character just steps out of nowhere and without any delay, but this sort of guild could perhaps help with verisimilitude? (btw I hate that word <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p>- Magical healing and arcane casting services.</p><p>- Arcane library.</p><p></p><p>This of course doesn't cover the different levels of membership, but I'm going to think about it (SteelDragons had very good suggestions).</p></blockquote><p></p>
[QUOTE="Jon_Dahl, post: 5733499, member: 89822"] I think I'm going to go in the lines of Weem. NPCs are going to start up a guild for adventurers, but they need help. PCs will have strong influence in the first steps of the guild. But I still need to outline it because I need to have some kind of suggestions which players can either accept, modify or trash them and create something different. I'm not just going to throw the ball to my players and tell them to think everything from the scratch. So, I've been thinking something like this: - Reputation and proof of quality. Whatever makes the adventurers look good makes the guild look good too and vice versa. - Guarantee for a proper funeral. If you suffer TPK in the Underdark, we'll get you out and bury you decently. Even if you're just a week old pile of poop. - Masterwork prostheses to members. For some reason "losing limbs" if oft mentioned in D&D, even though it never happens! - Buying tips of monsters, treasures and other things related to adventuring. Treasure maps too. Guild will investigate the validity of tips and then sell them to their members after they have ranked it. All tips are ranked according to different qualities. - Missions. If an outsider has a job to do which considered as adventurous enough, guild will accept it and find the right guy for the job. Bulleting boards as previously mentioned? Just pick your mission! - Magical item trading: Don't like that shield +1? Trade it for scrolls then! No selling since they don't want to make Merchants' Guild irritated (this is something that should be considered: No overlapping with other guilds!). - Recruiting new adventurers for adventuring parties. So you have a 13th-level group and your roque just died? Where are you going to find a replacement? Of course usually a new character just steps out of nowhere and without any delay, but this sort of guild could perhaps help with verisimilitude? (btw I hate that word :) ) - Magical healing and arcane casting services. - Arcane library. This of course doesn't cover the different levels of membership, but I'm going to think about it (SteelDragons had very good suggestions). [/QUOTE]
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