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Quest Pack Join the Fighters Guild

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Quest Pack Join the Fighters Guild

Postby Hinks12 » February 8th, 2013, 1:24 pm

Been playing The Elder Scrolls a lot recently had the idea to incorporate some of the guilds into Hero Quest been working on a quest pack for both the Dwarf and the Barbarian where they join the fighters guild and do some basic things one thing this adds is a ranking system where if you complete a certain number of quests for the fighters guild you rise in rank until you become champions. It also has in between some quest the return to to fighters guild where you can sell and buy new equipment, train, buy a few potions receive rank bonuses and in the latter part of the quest pack you can hire other fighters guild members to join you. For the Elf and Wizard would be a type of wizards or mages guild only thing I have on that at the moment is the elf trains to be a battlemage and the wizard can train to get better spells and become a council member of the Mages Council, with the elf as his body guard, one other thing is that both the elf and wizard can buy extra spells as they finish quests and become more powerful. I have included the map for the prologue where the barbarian and dwarf go and join the fighters guild, sorry no quest notes yet still working on that. Though it may sound something like,

After what was thought to be the final battle against the Witch Lord (for the first time). The heroes gather in the great hall of the Emperors palace discussing there plans. The Wizard has decided to go and join the Mages Guild, the Elf want to become a battlemage. The Dwarf had heard that there is good money to be had in the fighters guild. Mentor sends the Barbarian and Dwarf off with his blessing saying if the empire needs help he Mentor will send a messenger. After saying their goodbyes to the Wizard and Elf the others headed over to the Fighters Guild Head office ready for some great adventures....

Note: only monsters in this quest are the two goblins in the cell the two chaos warriors are just statues all doors exept for the door at the end of the hall is locked until after you talk to the head of the fighters guild.

A-There is a Dwarf and a Warrior in this room the Dwarfs name is (haven't decided yet) he is the leader of the fighters guild, the warrior is second in command. After Joining the guild you both are given a key which will open the other doors. As well as your first contract.
B-There are two members of the fighters guild here they are training, you may ask if you can train here and they will move to one side and pull a lever which will open the door with the goblins and you may battle the goblins (they will only attack the heroes not the FG members) both goblins after kill have 10 gold each that the heroes may have.
C-The only armoury in the fighters guild? No but only one for newbies contains 2 shortswords, 1 set of chainmail, 2 shields, 2 helms, 1 set of platemail, and 1 enchanted broadsword that does 3 combat die damage unless attacking orcs then you get a bonus of 1 extra die. The Heroes may only take 1 weapon and 1 piece of armour so choose carefully, if more is taken then they are kicked out and have to redeam themselves
D-You find a young man in robes in this room, he works for the fighters guild but is an alchemist and sells healing potions for 25 gold each (he needs money to you know).
When you are ready to start the first contract anytime just exit by the door you came in.

comments if any in gaming terms this in in early alpha stage

0-The Fighters Guild.png
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Re: Quest Pack Join the Fighters Guild

Postby Sjeng » February 8th, 2013, 2:53 pm

sounds nice! I love these intermissions, they add more story to the game.
watch your punctuation though, sentences that are too long are hard to read ;)
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Re: Quest Pack Join the Fighters Guild

Postby shy-design » February 8th, 2013, 2:57 pm

this is a really great idea. I hope to see more development towards it in the future. This would be a great place for your adventurers to go to between quests for healing and extra training.. so I would just suggest that you build a narrative or story arc about your guild that unfolds over a period of time. for instance a few quests in.. once your party is used to the idea of going to this place after each quest as a sort of sanctuary.... have the guild hall overrun with enemies for a surprise like encounter. just a suggestion of course. anyways looking forward to seeing more.


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Re: Quest Pack Join the Fighters Guild

Postby torilen » February 8th, 2013, 3:48 pm

I've tossed around thoughts on trying to create an adventurers guild for HQ, but mine would
be for all heroes - I guess similar, because it would have a room (or rooms) for each type of
hero.

Last night I got to thinking about organizations that the heroes could be part of...or tribal/family
groups...that would offer special skills depending on the group. My main focus was going to be,
at first, the barbarian...coming up with a few different tribes, and the player would have to choose
which tribe to be part of, and each would offer a special skill or ability or such.

Hasn't gone beyond the thought stages, though - too many other things I've been "thinking" about.

Good work, though. This is a good start on something - this by itself, all alone, could become a group
project by those at the inn (if you wanted or allowed it).


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Re: Quest Pack Join the Fighters Guild

Postby TMU » February 8th, 2013, 4:06 pm

I like the idea, very nicely done those notes |_P Keep it up!
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Re: Quest Pack Join the Fighters Guild

Postby Hinks12 » February 8th, 2013, 4:08 pm

I have the first two contracts half done the maps and basic idea for the story behind them, as well as the expansion of the guild hall itself I also have been working on a Dark Brotherhood type guild still using Sithis and the Nightmother. I was also meddling in my head with a thiefs guild but dropped that for right now. I would love the help. In lore this is right after the game system and would go part way through then Kellers Keep then you would go and return to doing contracts until Return of the Witch Lord. I have also included the first quest/introduction for the Dark Brotherhood

1-Finding the Nightmother.png


Been working on Quest 1 The Crypt of Narran not to hard of a quest there is a necromancer, the unsettled spirit of Lord Narran and a book treasure called A Guide to Anivl.... Just one of the few Oblivion easter eggs that will be in the quest pack will upload quest when finshed.
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