Author Topic: Ideas for Adventurers  (Read 2460 times)

Constantine

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Ideas for Adventurers
« Topic Start: May 17, 2014, 06:49:51 PM »
Sea travel - cheaper but less certain.
As a knight I pay like 35 gp to procure a sea transport for my entire company with carts and siege engines. As a lone adventurer I pay like 15 gp to board a ship. This doesn't sound right.
I suggest lowering the price significantly. Several gp should be enough.
But a certain twist can be added - while nobles can just rent a ship and sail whenever they want, commoners can on only afford to hop on a ship already bound for some port. So every coastal province could have 0-3 ships (more ships in more developed regions) leaving to random ports, destinations changing every day.

More consistent adventuring patterns.
If there was a large battle with lots of casualties or starvation, a region gets a significant increase in undead activity and higher bounties.
Provinces where infrastructure is undeveloped or have severely deteriorated might experience an influx of monsters.
This way we'll just have places where adventurers can expect to find more adventure, thus congregating there and joining forces.

More adventurer/noble interaction in intrigue. More adventurer/adventurer interaction in PvP
I don't buy noble assassins. Leave spying and assassination to adventurers!
Adventurers need to be able to gather more information (especially military info) from the regions they're in.
Give adventurers increased skills in stealth. Make it very hard for nobles to spot and catch an adventurer. Make it fairly easy for another adventurer to track a colleague.
So that to weed infiltrators from their lands, nobles would have to employ other adventurers.

Discuss and throw in your own ideas.