Post by dodrudon on Mar 4, 2007 4:27:50 GMT
Could there possibly be an remote slight slim chance of adding guilds such as Mage's Guild, Thieves' Guild, etc?
Each guildhall would be hidden somewhere, restricting access only to those who meet certain requirements (class, level, skills, feats, alignment, race, inventory, even gender). There would be a trial to gain membership, and as a character gains levels, more quests are unlocked. As the character completes quests and advances in ranks, a guild token grants some special abilities. Nothing too major, maybe make it only useful pre-LL to give levelling more flavor.
For instance,
Guild of the Fallen Leaf
Membership restricted to Ranger-Druid multiclasser, must be True Neutral.
Quests
Level 10: The usually docile gray renders have gone mad. Go investigate, and attack only if they attack back.
To complete the quest, the player brings back a Gray Render Cloak as proof they investigated. The player is not told where to find the renders, nor what to bring back.
On completion, give an explanation (poachers were making cloaks out of render skins). Give reward (gold+xp, guild token gives invisibility 1/day).
Level 40: (1) Someone has slaughtered the deepbats and raised them as undead! Investigate. {Return with clue item(s).} (2) Ahh, this dusty cloth is slowly deteriorating in the sun. It is probably of drow origin. The weave of this cloth is of the war-mongering clan SomeName. We have reports of them setting up a war camp in the tunnels near the Deepbat Caves. Go investigate. {Return with something.} (3) So it was the powerful wizard that sought the secrets of the Maze. At least find some way to free the bats from their eternal enslavement. Perhaps a powerful wizard or some lich would be able to save them. {Journey to Hall of Bones with something. Return for reward: Improved Invisibility, 40% concealment, 1r/level, 1/day.}
Rewards can range from guild-only equipment, special abilities accessible by token (would be handing for Warrior's Guild to give GMW/Keen/FW/DF/Deafening Clang), and/or gold and xp. The abilities would have to be severely limited as not to imbalance the game, and be only convenience (like Gust of Wind 3/day). Quests are open-ended to encourage exploring, but at the appropriate level. ("I have heard of a legendary stone in the shape of a heart that grants the user temporary but complete immunity to fire! The last I heard, it was within one of the two mazes next to each other.") More tags would be required, to insure the character is rewarded for their own work, not given a quest item by a bank or a higher level toon.
Of course, this would take a lot of work, and a long, long time to complete.
Each guildhall would be hidden somewhere, restricting access only to those who meet certain requirements (class, level, skills, feats, alignment, race, inventory, even gender). There would be a trial to gain membership, and as a character gains levels, more quests are unlocked. As the character completes quests and advances in ranks, a guild token grants some special abilities. Nothing too major, maybe make it only useful pre-LL to give levelling more flavor.
For instance,
Guild of the Fallen Leaf
Membership restricted to Ranger-Druid multiclasser, must be True Neutral.
Quests
Level 10: The usually docile gray renders have gone mad. Go investigate, and attack only if they attack back.
To complete the quest, the player brings back a Gray Render Cloak as proof they investigated. The player is not told where to find the renders, nor what to bring back.
On completion, give an explanation (poachers were making cloaks out of render skins). Give reward (gold+xp, guild token gives invisibility 1/day).
Level 40: (1) Someone has slaughtered the deepbats and raised them as undead! Investigate. {Return with clue item(s).} (2) Ahh, this dusty cloth is slowly deteriorating in the sun. It is probably of drow origin. The weave of this cloth is of the war-mongering clan SomeName. We have reports of them setting up a war camp in the tunnels near the Deepbat Caves. Go investigate. {Return with something.} (3) So it was the powerful wizard that sought the secrets of the Maze. At least find some way to free the bats from their eternal enslavement. Perhaps a powerful wizard or some lich would be able to save them. {Journey to Hall of Bones with something. Return for reward: Improved Invisibility, 40% concealment, 1r/level, 1/day.}
Rewards can range from guild-only equipment, special abilities accessible by token (would be handing for Warrior's Guild to give GMW/Keen/FW/DF/Deafening Clang), and/or gold and xp. The abilities would have to be severely limited as not to imbalance the game, and be only convenience (like Gust of Wind 3/day). Quests are open-ended to encourage exploring, but at the appropriate level. ("I have heard of a legendary stone in the shape of a heart that grants the user temporary but complete immunity to fire! The last I heard, it was within one of the two mazes next to each other.") More tags would be required, to insure the character is rewarded for their own work, not given a quest item by a bank or a higher level toon.
Of course, this would take a lot of work, and a long, long time to complete.