Post by Malefio on Jun 12, 2017 5:24:17 GMT -5
Adventurers Meetings is where you manage your characters, contacts, get quest and leave for quests. Here are a few guidelines to help you.
Scout: Your team has an NPC scout. The first thing you should ever do during a meeting is send him to search for quests. Yes, the scout is the one finding quests for you. You have to send him investigate the whereabouts of the Quest Ruiner(s) of your choice. The scout will come back later with quests for you, leaving you to decide which quest you will send the party on. The quest he'll have will depend on what Quest Ruiner you sent him investigate. If he investigated a single Quest Ruiner, the scout will come back with 5 possible quests to work against this specific Quest Ruiner. If he investigates 2, he'll have three possible quests for each Quest Ruiners. If he investigates three, he'll have two quest for each. Be careful picking which quest you leave on, because you can only pick one.
Trading: If your team decide to trade during meetings, they will search for any possible person they can trade with, depending on the current town they are in. Ressources for trading will be hard to come by, but you'll eventually have a stash.
Social Interactions: The adventurers can decide to pay a visit to a character they saved for various reasons. Visiting a healer to heal their wounds or a navigator to help them cross the sea. Some of these NPCs can be brought in in your adventure, but those who will fight are actually rare.
Travelling: The team can decide to travel to any town they have discovered. In this case, the caravan will hit the road, in which case anything can happen.
Leaving on quests: Once you picked a quest, you're off with the caravan. The last thing you need to do is decide which party of 4 will begin the quest.
Scout: Your team has an NPC scout. The first thing you should ever do during a meeting is send him to search for quests. Yes, the scout is the one finding quests for you. You have to send him investigate the whereabouts of the Quest Ruiner(s) of your choice. The scout will come back later with quests for you, leaving you to decide which quest you will send the party on. The quest he'll have will depend on what Quest Ruiner you sent him investigate. If he investigated a single Quest Ruiner, the scout will come back with 5 possible quests to work against this specific Quest Ruiner. If he investigates 2, he'll have three possible quests for each Quest Ruiners. If he investigates three, he'll have two quest for each. Be careful picking which quest you leave on, because you can only pick one.
Trading: If your team decide to trade during meetings, they will search for any possible person they can trade with, depending on the current town they are in. Ressources for trading will be hard to come by, but you'll eventually have a stash.
Social Interactions: The adventurers can decide to pay a visit to a character they saved for various reasons. Visiting a healer to heal their wounds or a navigator to help them cross the sea. Some of these NPCs can be brought in in your adventure, but those who will fight are actually rare.
Travelling: The team can decide to travel to any town they have discovered. In this case, the caravan will hit the road, in which case anything can happen.
Leaving on quests: Once you picked a quest, you're off with the caravan. The last thing you need to do is decide which party of 4 will begin the quest.