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AG Player's Guide

Adventuring

How Adventuring Works

Once one or more (up to eight) adventurers feel they have trained enough to risk venturing outside the relative safety of the Guild and the city around it, they may organize an adventure party. Out adventuring good organization and communication is even more important than with team challenge fights. The next section details filling out the adventuring forms. Of utmost importance is that all the members of the party send in matching orders in terms of where they are going, and who's in the party. If these are not in perfect agreement, then the adventure cannot occur as planned (or rather, mis-planned). Only player characters in the party and the adventuring site or path must match, the rest of the form should be set to your personal preferences.

Should an adventure fall through before starting because of non-matching orders, there are ways one or more of the adventurers might still get adventuring that turn. You control how small the party must get before dropping out, as well as deciding whether you will go adventuring by yourself if the original adventure doesn't happen. But for now let's assume the original adventuring party has been organized properly, and sets off for their destination, happy to get away from their instructors for awhile.

The party will most likely reach their destination within a couple of days (or minutes, depending on the site chosen), and begin poking around the ruins, caves, temples, or whatever enticed them there. Combat encounters will undoubtedly occur as the party moves about the adventuring site. Many of the monsters have gold on them (except for most animals), and some carry treasure and magical items.

When in combat, the party usually either defeats the opponents, is defeated by the opponents, or has one or more of the party members successfully retreat from the encounter. After every combat encounter the party takes a moment to rest up and bandage/heal wounds as best they can, then they look for and collect any treasure they come across, and finally they consider moving on. Once party members start getting wounded and perhaps even killed, the party may decide to end the adventure early. Here, as with many of the party decisions, the majority rules, with ties going to the conservative approach. At some point the party will decide to turn around regardless of how successful they are doing, though this forced ending won't happen until the party has been through at least five combat encounters, and probably at least three other encounters.

Some of these other encounters might involve traps or puzzles, or interaction with various denizens.

The return trip to the Guild is usually accomplished safely, with the surviving members of the party arriving at the Guild in time to hit the sack for a good nights rest before starting the next week.

Filling out the Adventuring Form

On turns that you adventure you will use three or four forms to control your adventurer. These forms are: Adventuring Orders, Adventuring Combat Orders, Adventurer Improvement, etc., and possibly Battle Orders. On the Adventuring Orders form you'll indicate where you want to go and who you want to go with. The rest of the form lets you specify how tough you want the adventure to be, alternative actions if the adventure doesn't work out, and personal settings which affect your choices during the adventure.

Site, Party Organization, and Difficulty Level

The reason the adventuring site must be agreed on beforehand by all the party members is plain, but the party members having to match deserves some attention. Unless all the party members want another player character along on the adventure, that person may be excluded. Thus if one member forgets to list someone, that someone could be left out of the party. If you are unsure if someone will be adventuring with you it's better to put them down just in case.

The game moderators do their best to work through confusing adventure setups, but the best way to avoid unwelcome surprises is to have clear and matching party setups.


Important Party Notes


The difficulty level controls how dangerous the adventure will be, with each party member able to select their own desired difficulty level. It is the average from all the party members that actually determines the difficulty level of the adventure.

Each player adventurer (companions do not have a say in difficulty level) sets his or her desired difficulty level, ranging from 1 up to 20, inclusive. What follows is a rough idea of how this scale operates:

Difficulty level 1: perhaps a challenge for those with total party power level below 250, 5: not easy, but not overly difficult for a well-rounded and somewhat experienced adventurer or party, 10: a good challenge for a capable adventurer or party, quite likely dangerous, 15: brave souls only! The treasures match the risks though, 20: might as well expect to dieŠ

An advanced option for setting difficulty level is available, and explained later in the "Adventuring Mechanics" section.

If not everyone in the party shows up, you set the minimum number at which you'll still go. In this way you can plan for a large party, but still adventure if some adventurers miss getting their turn orders in, change their mind, or whatever.

Should the party fall apart due to poor organization, you can still go off by yourself (with hired companions if desired), or you can stay and train at the Guild (that's what the Battle Orders form is used for, so if you choose the adventure alone option, you can skip the Battle Orders form). The rest of the Adventuring form involves how you'd like to act during the adventure and what you are bringing along.

Position Preference

Your position preference determines where you'll be in the party marching and combat positioning line up. Set your positioning preference high if you'd like to be towards the front, and low for the rear. You can switch to a different position preference when you're wounded below a certain point if you'd like. When adventuring alone of course there's no need for position preference.

CMI Settings

As you are adventuring the doors and trails you have to choose from will often give clues as to the types of encounters you'll run into if you take that door or path. The three types of encounters are combat, magic, and intrigue. Combat encounters involve just that, and lots of it. If you're looking for hack 'n slash 'n grab the loot then combat encounters are for you. Magic encounters will many times involve combat as well, but the possibility of magic being involved is greater. Intrigue encounters are somewhat the same. Some combat is unavoidable, but opportunities for actions involving intrigue (moving quietly, backstabbing, flanking, avoiding traps, etc.) are more likely. Your interest settings for these three types of encounters will determine what exit you vote for when the party is faced with choosing a direction of travel.

End Adventure and Retreat Settings

The next part of the personal adventure settings allow you to control when you'd like the party to turn back, and when you'd like to retreat before or during combat. Some have no meaning if you are adventuring alone.

The overpowered retreat setting gives you the choice of retreating when you think the monsters are too tough for the current party. That choice is based on the combined power levels of the monsters versus the combined power levels of the party. For example, if you want to retreat when the party (with a total power level of 500) is overpowered by a factor of three or more, then the monsters would have to have a total power level of 1500 or more. If that was the case, you would try to retreat from the encounter. You can see how your fellow adventurers might be upset if they stayed to fight! That's why retreat settings should be discussed beforehand.

Using the time based retreat setting could save your life. When out adventuring fights go on until one side either drops or retreats. In prolonged combats though the fighting eventually gets desperate, at which point all remaining participants get increasingly frustrated and angry. The action gets hot and heavy, with a bonus to chance to hit and damage done slowly accumulating until the fighting becomes more like a game of russian roulette. The applicable retreat setting is "retreat in combat when length of fighting reaches ____ , with an acceptable range of 0 to 300. The point at which the fighting becomes desperate is at the 100% mark, so values above 100 allow you to stay around as long as you're willing. The default (what will be entered if you don't write down a value) is zero, which means you don't care at all about time elapsed.

Bravado Setting

When adventuring you will encounter non-combat situations which require some sort of choice. An example might be a lever on the wall, or a fountain or spring of what appears to be water. Of course your party does its best to ascertain any dangers, but after you are as sure as you can be that it's not a trap the question is: Who wants to try it? You can control how risky you want to be in these types of situations by using your Bravado Setting.

The higher your Bravado Setting, the more interested you are. If at zero, you have no interest whatsoever, even if everyone else benefits from interacting with the encounter. A setting of one means you'll try something, but with extreme caution. On the other end of the spectrum is a setting of nine, which means you want to be the first to interact with the risky situation. Of course if more than one person in the party wants to be first then one of those with equal Bravado Settings will be chosen to go first. There are pros and cons to being ultra-conservative, willing but wary, and foolhardy. One guarantee though, if you see another member of the party suffer, you'll automatically say "no thanks".

Maximum Encumbrance Desired

Any items or gold that you take with you adventuring can weigh you down to some degree. The treasure you pick up also contributes to your encumbrance, and takes up storage space. The only items that do not add directly to your encumbrance are your in-hand weapons, armor, and/or helmet. Because these items already have a fatigue factor associated with them (which can effect you every time you move, attack, defend, etc.), your in-hand weapons along with any armor and helmet worn by you do not have an encumbrance value.

When out adventuring you can control how much you want to be weighed down. By using the Maximum Encumbrance Desired setting on the adventure order form you can limit the amount of encumbrance you are willing to pick up as you come across gold and other treasures. If unsure, you may want to try a setting of 50% at first, and then see if you are getting weighed down too much as the adventure continues and your load increases. Since each adventurer has a different maximum encumbrance capability (which can change), you may have to experiment a bit to find where you are carrying as much as you can without letting the extra weight put you in unnecessary danger.

Before each combat while out adventuring you will be told how weighed down you feel and how much of your maximum encumbrance is being used. How weighed down you feel is described in a phrase, such as "very little encumbrance." This tells you how much what you are carrying is going to affect your combat.

There is an alternative way to designate maximum encumbrance desired, which can replace the percentage setting. This optional method allows you to indicate whether or not you wish to pick up any more gold, missile ammo, or treasure based on how weighted down you are in combat (which can be very different from how encumbered you are)

If you wish to set your maximum encumbrance desired based on roughly how encumbered you'll feel in combat, write a number from zero to 99 preceded by an "F". This setting goes in the same space where you would write the normal setting, and is used instead of the percentage setting. A setting of "F0" means feeling no encumbrance, "F1" is almost no encumbrance, and around "F8" heavy encumbrance starts. You can set it as high as "F99" if you like, but anything over "F20" is probably quite foolish even for an ogre with a strength over 30. A suggestion for starters would be trying a "F3" or "F4" setting and seeing how you like that.

An important tip related to encumbranceŠ when faced with the choice of picking up another treasure item, but you know it will put you over your desired maximum encumbrance, you might want to drop an item you're carrying to make room. The only way you'll get to make those decisions is if you are trained or better in the Appraisal skill.

Pool Experience Points Option

After considering bravado and maximum encumbrance you have the opportunity to vote on an optional experience point distribution method. If you don't vote it is assumed you want the "standard" method instead of the "pooled" method. In the standard method it is your actions which determine how many EPs you receive. In the pooled method the EPs gained through the standard method by all party members (including companions) are pooled at the end of each combat, and then divided out evenly to all party members. This vote takes place only once, at the start of the adventure. If the majority of the party votes for the pooled method, then that method will be used throughout the adventure. Companions don't have any say. If no majority exists wanting the pooled method, or if the companions equal or outnumber the player adventurers, then the standard method of EP distribution will be used. That's right, no riding on the coattails of a hand-picked crew of archers and sergeants!

Equipment Taken

Next on the Adventuring Orders form you should list any items you are taking along. Armor, helm, and the hand-held weapons you are going to fight with in close combat should not be listed here. Also, only missile weapons need be listed. Your missile weapon ammo is automatically taken along; you don't have to write arrows, bolts, or bullets down. Please note that all the missile ammo that you possess will be taken on your adventure! This means if you have 150 arrows before the adventure, but only want to bring 30 along, you must sell 120 of the arrows. For missile ammo only you will be able to sell them for full value, guaranteed.

Other than missile weapons, such items as a medallion of returning, some rope, a lock picking set, or a potion of healing could be listed under equipment taken. You can buy items the very turn you intend to use them adventuring. Please do so on your improvement form. Should you forget, you will not have the item(s) when the adventure is being prepared. If for any reason you do not have in your possession (either on person or in your Guild Locker) an item that you have included in your adventuring equipment you will probably end up either adventuring without it, or paying quite a bit extra for having to make a last second purchase just before the adventure starts. Equally troublesome is having too many items. Your Guild Locker can only hold 35 items, so if you're about to go adventuring but want to leave more than 35 items in your Guild Locker, it's just not going to be possible. You will end up bringing the excess items along.

To avoid having to take extra items adventuring (or into a field challenge or temple raid) you can sell the items if in a Guild or market hex, transfer the items to another character, or destroy the items. Also each character has room for 100 items in their Quartermaster storage area.


Adventure Equipment Checklist
For your convenience it is possible to use an Adventure Equipment Checklist. By using a Checklist, instead of writing in all the items you wish to bring on your adventure orders each turn, you'll only have to write in the item number 237. That's the Item # that tells the system "try to bring everything on my checklist."

Setting up a Checklist is easy. The Extra Action: Add to Checklist lets you add items to it (to a maximum of 24). The Extra Action: Remove from Checklist is used to delete items from the list. The Extra Action: Clear Checklist will clear all items from the list.

Armor you are wearing and in-hand weapons do not need to be added to your Checklist.

Under your items list on the stat sheet you'll see items currently on your Checklist. If an item ID# is in parentheses then you don't currently own the item.

Here's what one adventurer has in her kit: 185-medallion of returning, 179-bow, 371-elven rope, 178-healing potion, 200-protection gem.


Adventure Messages

The last portion of the Adventuring Orders form is for your combat messages while adventuring. If you don't wish to use any messages, just leave the entire section blank. If you want to use some or all of your current special messages, check the appropriate box, and then make any desired replacements or additions. Your last option is to write in all messages you wish to use. These will replace your current special messages.

There are many advanced message capabilities, including the ability to have your adventurer retreat from the combat if a particular foe is encountered. See the Combat Message section for more info.

Adventuring Combat Orders

The combat strategy on the Adventuring Combat Orders form becomes your combat orders for the adventure. Any settings that are not being changed from your special combat orders used the turn before can be left blank if you mark the check box for "Use same as special combat orders (except for changes)". If you are changing anything in the Use These Skills section, be sure to write "Delete [name of skill]" if you want to delete a skill that is currently part of your special orders.

If you are using a magical weapon, please remember to write down the full weapon name, including type of weapon.

A note about combat desire: When adventuring and at extended range your combat desire will determine if you move or stand in place (thus allowing spells or missile fire). This means if you want to use the Flank Maneuver and/or Steal Treasure skill you must have a combat desire greater than zero, and the higher you set it the more you'll try to move. Also worth remembering is that a combat desire of negative one (-1) can be used in team fights and adventure combats to retreat from long range.

Improvements While Adventuring

On the Improvement form you can raise any characteristic or skill you want to. Adventuring characters are basically able to use the entire Improvement form, except for the challenge fight options, and the special actions. Of course if you're not in a Guild or market hex there are some extra actions that are not possible.

Missile Ammo Recovery

All missile ammo is expended upon use. It is possible though to take unused ammo from defeated monsters. This will happen automatically if the ammo is a type being used by the party that turn.

Glimpse Into Adventuring Mechanics

What follows is an in-depth look at the adventure difficulty level setting and how it works. It is the adventure difficulty level that determines just how tough/large the monsters, traps, obstacles, and treasures are that your party will encounter on the adventure.

Adventure difficulty level is your control on how difficult you would LIKE the adventure to be. There are more than a few random factors which can alter reality from your desires though. First however let's consider specifically what difficulty level does control.

An adventuring party has a total power level. At present this total incudes hired companions, but does not include pets or summoned companions. That may change in the future though.

The system uses the total party power level along with the desired difficulty level of the party to create the combat encounters. There is some randomness in the system, so that even adventuring to the same place with the same party at the same difficulty level should be different each time.

With the normal difficulty level setting method, the desired difficulty levels for all player adventurers are averaged, which gives an adventure difficulty level somewhere between one and twenty. Next the power levels for all members of the party are added (including hired companions). This sum is multiplied by the adventure difficulty level, which produces a number known as the Total Adventure Difficulty Value.

An optional way for a party to designate desired difficulty level is called the "Difficulty X" setting. Instead of the normal one through twenty scale, the entire party can ask for a fixed total power level of monsters faced on the adventure. All the "Difficulty X" settings are totaled, then the sum is multiplied by 1000 to reach the Total Adventure Difficulty Value. To use the "Difficulty X" method you simply write "X nnn" for desired difficulty, with nnn replaced with your setting. Please note that the entire party must use the same system, or else we have to adjust your settings as best we can.

With the Total Adventure Difficulty Value calculated we are ready to populate the encounter areas with monsters. Each encounter area that needs monsters has a monster value, which is typically around 15 but can range from 1 to 35, or in rare cases maybe even higher. The monster value is actually a percentage, in that it determines what percentage of the Total Adventure Difficulty Value is going to be used to populate this area. For example, if an encounter area has a monster value of 10, and your Total Adventure Difficulty Value is 1200, then the encounter area will quite likely be populated with one or more monsters whose total power level adds up to 120 (that's 10% of 1200) or less. On rare occasions a monster over the suggested power level total is added out of necessity or coincidence. One possible way to prevent such an occurrence spoiling your day is to set your "retreat if overpowered byŠ" around 1.50, or whatever you feel is appropriate. The other aspects which difficulty level has a strong effect on are door thickness, difficulty level of locks and traps, and treasures available.

It is important to note here that a huge variety of random occurrences can influence the adventure, far beyond the simple power level total of the monsters involved. No two adventures will likely ever be the same. In one adventure you might breeze through, never encountering an unpassable door, never triggering a magical ward which drains the magical energy from your spell casters, and never having the misfortune of being jumped in a narrow corridor by monsters whom you could beat easily if you only had the room to maneuver. In combat your party may dodge or somehow avoid the troublesome Blast spells coming from the irate Warlock, or your best (and only) missile firer may go down immediately, courtesy of the Warlock. Such happenings are in no way affected by the adventure difficulty level. Please realize that the difficulty level settings only provide a rough determination of how challenging the adventure will be.

Death While Adventuring

Most often in combat within the Guild a person is wounded to the point of unconsciousness, at which point the fight is over, and the vanquished fighter is cared for by the healers. In rare cases in a challenge match the damage is so severe that the person dies. Then a resurrection is attempted if the unlucky fighter has 100 or more gold crowns in his or her resurrection fund.

When out adventuring though, combat can be infinitely more dangerous. One way to avoid death entirely is to bring a training amulet (to a site that allows them to work). A training amulet will teleport you back to the Guild just as you were about to take a blow that would have made you unconscious. With no training amulet though, if you drop and your fellow party members don't manage to win the combat, you and any others who didn't retreat are helpless and at the mercy of the monsters that you were just trying to kill. Inevitably, you die.

The only possibility of survival in such a situation is through the use of a Medallion of Returning. This magic item is for sale in the merchants square in every Guild city. If you die adventuring while wearing a medallion of returning the magic within the medallion teleports your body and (usually) all your possessions to the temple at which your resurrection fund is in place, after which the medallion disappears. If you don't have a working resurrection fund set up, your body and returning items will go to a random temple, where the priest will cremate your body and pass your possessions onto the appropriate party.

Safe Adventuring

There are many ways to reduce the risk of dying while adventuring. Some cost a lot, some cost nothing.

Widely Known Adventuring Sites

(training amulets only work at sites that mention it)

Azcor's Tunnel - Antar
One day a mysterious challenge was posted on the front gate of the Antar Guild. It was from a being called Azcor, who lives below the city. He's been bored lately, and invites anyone to come to his adventuring site. Azcor is half troll and half demon, and his site is rumored to be very nasty.

Black Ship - Barstow
The Black Ship has been anchored somehow in the middle of Silver Lake south of Barstow for some time now. Very little is known about this mysterious black ship, except that if the adventuring party total power level is less than 4500 then the party is somehow sent to the Temple of Canaar adventure site in Antar.

Black Wolves Bandit Hideout - Barstow
The merchants of Barstow invite all adventurers to visit this adventuring site. The thieving scoundrels known as the Black Wolves have taken many caravans of treasure to their many hideouts, and you may keep what you find unless your heart urges you to return any stolen property that is recovered. Training amulets do work here.

Blood Cairn - Barstow
A few days journey northeast of Barstow is the Blood Cairn. This area was the site of a huge battle between the armies of Varna and Samerien long ago. The Blood Cairn itself is a roughly mile wide circle of jumbled, massive boulders, all reddish in hue and many streaked with bright red veins. According to legend a mighty wizard of Samerien caused a hill to explode while a large part of Varna's army was camped there.

Chaos Woods - from any Guild
Available in all Guild cities (but not Deathsgate of course), to get to this site, you must have at least 5 members in the party (including hired companions) and someone in the party must have possession of a Chaos Orb. Write in "Chaos Woods" as your adventuring site.

Dead Hills Patrol - Antar
The Rangers of Varna will pay 35 gc to any adventurer that returns alive from patrolling the area north of Antar known as the Dead Hills. A group of renegade goblins along with other bandits call the Dead Hills home, and venture forth to raid farms and ambush travellers. An odd magical effect has been noted in the Dead Hills: Saying "nogems" at the beginning of a combat there will temporarily render inoperative any protection gems.

Isle of Isurus - Antar
This island to the west of Varna is a well-known hideout for many monsters, bandits, and other unwanted beings. There is little to attract settlers to Isurus, so the isle remains a haven for rogues and evil creatures of all kinds. For those Guild members seeking adventure, a ship makes regular trips to the primary landing beach. Training amulets do work here.

Marikhold - Barstow
At one time this underground city was a bustling dwarven community, the stronghold of the dwarves in Varna. Then a terrible disease now known as the Green Death mysteriously struck its inhabitants, and the city was deserted. All refer to the place as Marikhold now. Its entrances had all been sealed tight, until bandits and other foul creatures recently broke in through the river entrance. The training amulet does work here.

Shadowkeep - Antar
A necromancer lived and died in this now ruined keep just outside of Antar. Not much more is known about it other than that monsters have moved in... or lived there all along. Training amulets do work here.

Skree Patrol - Barstow
An area south of Crystal Lake seems to be constantly infested with monsters. The Rangers of Varna encourage adventurers to patrol there, providing transportation and lodging along with 45 gc to any that return alive. Ferocious wild dogs as well as cyclops have been encountered often.

Spider Caverns (Marikhold) - Barstow
This site is available only in Barstow and only to adventurers of 500 power level or lower. If anyone in the party is over 500 PL then access is denied. To get there, one person must possess a Hand Axe Key (item ID#229), which may be purchased for 5 gc at any Guild. This site is part of Marikhold, so indicate Marikhold as the site you wish to go to; possessing the key will get you into the Spider Caverns instead. Keep in mind that though this site is available only to lower PLs, it's not necessarily easier. Training amulets work here.

Swamp Patrol - Ciston
The Ciston Swamp Patrol is not a place for novice adventurers. Some monsters that have been encountered there have been surprisingly tougher than many parties expected, and they all seem to dislike being disturbed.

Temple of Canaar - Antar
Many years ago a temple of Canaar in Antar mysteriously collapsed (or exploded, depending on who is telling the story). To adventure to this ruined temple write "Temple of Canaar" for adventuring site.

UnderCity - from any Guild
Beneath each of the present three Guild cities is a huge system of sewer tunnels, spillways, natural caverns, and catacombs. These areas are generally closed off from the cities by countless gates, grills, and portals. Recent activities though have suggested that the UnderCity may be the home of many threats to the well-being of our cities. The Guild has been authorized to enter the sewers and deal with any inhabitants as deemed necessary.

Other Sites
There are many other adventuring sites, including some that require your party to travel through the wilderness for many turns just to reach them. Don't be afraid to ask other players for information and help... the Adventurers Guild was formed so adventurers could work together.

Miscellaneous Adventuring Info

To those who haven't adventured yet the many unknowns can be daunting. Below are some notes on various aspects of adventuring that you may be wondering about:

Difficulty Level - Definitely start low so that you don't meet up with monsters far beyond your capabilities your first time out.

Training Amulets - If you're worried about dying, why not try an amulet on your first adventure? If you survive with no problems you can always leave it at home next time. If you do decide to use a training amulet, please be sure to adventure to a site where they work!

Solo vs. With Others - There's strength in numbers, no doubt about it. But then again the smaller the party the more treasure and experience each member gets. If you have some gold after buying your starting adventure equipment consider bringing along a hired companion or two.

Retreat Settings - Be conservative at first unless that's just not your style. If the monsters outpower you by 2:1 (e.g. your power level is 300, and the monsters have a power level of 600 or more) then maybe it's time to retreat. Set your "retreat if overpowered by a factor of..." to 2 to try to retreat then, or use a different setting if you like.

Hired Companions

If you'd feel more comfortable adventuring with a large group, yet are not able to organize a suitable party with your fellow Guild members, then the Mercenary Guild has companions for hire. For an up front fee plus an equal share in any gold found you can get any of the below mercenaries to adventure with you.
companion typecostpower level
Warrior1050
Soldier20100
Scout25100
Healer3080
Archer30100
Berserker45300
Sergeant50300
Dwarven Explorer100600
(descriptions of the companions follow)

To hire a companion simply write the companion type down in the "others in party" section of your adventuring orders. Only the person hiring the companion(s) should put the companion(s) down on their orders. Party size must still be eight or less total, so be sure to consult with any other players in your party if there is any chance of your hired companion(s) bringing the party size over eight.

All companions are loyal to the entire party, and unless otherwise noted will only retreat in combat if no players remain fighting. Companions have no say in choosing directions of travel, or in selecting the difficulty level of the adventure. Companions also have no chance at receiving items found (except gold crowns).

Warrior -- Cost: 10, Power Level: 50
Race: human, Sex: male, Height: 68 inches, Weight: Average
Weapons: shortsword in the right hand, none in the left
Skills: shortsword -> Level 1, fist -> trained
Armor: leather, Helmet: leather
Other Skills: Combat Sense -> trained
Notes: Position -> 7

Soldier -- Cost: 20, Power Level: 100
Race: human, Sex: male, Height: 70 inches, Weight: Average
Weapons: broadsword in the right hand, med. shield in the left
Skills: broadsword -> Level 3, med. shield -> Level 2
Armor: studded leather, Helmet: chainmail coif
Other Skills: Combat Sense -> Lvl 1, Mind Wall -> trained, Bandage Wounds -> trained, Intelligent Parry -> trained
Notes: Position -> 8

Scout -- Cost: 25, Power Level: 100
Race: halfling, Sex: male, Height: 41 inches, Weight: Average
Weapons: dagger in the right hand, none in the left
Skills: dagger -> Level 2, fist -> trained
Armor: leather, Helmet: leather
Other Skills: Combat Sense -> trained, Hurl Weapon -> Lvl 1, Lock Picking -> Lvl 3, Move Quietly -> Lvl 3, Backstab - > Lvl 2, Avoid Traps -> Lvl 3, Trip -> Lvl 1
Notes: Position -> 1, retreats in combat if wounded below 50% or tired below 50%, carries 2 extra daggers, lockpick set

Healer -- Cost: 30, Power Level: 80
Race: human, Sex: female, Height: 67 inches, Weight: Average
Weapons: quarterstaff in the right hand, none in the left
Skills: quarterstaff -> Level 1, fist -> trained
Armor: none, Helmet: none
Other Skills: Combat Sense -> trained, Bandage Wounds -> Lvl 4, Cure Party -> Lvl 3, CM­Blink -> Lvl 1, Mind Wall -> Lvl 1, Deity Magic -> Lvl 3
Notes: Position -> 0, retreats in combat if wounded below 80% or tired below 65%, wants to end adventure if wounded below 50%, a priestess of Safandi, Cure Party set at 9

Archer -- Cost: 30, Power Level: 100
Race: human, Sex: male, Height: 72 inches, Weight: Light
Weapons: shortsword in the right hand, none in the left
Skills: shortsword -> Level 3, fist -> trained
Armor: leather, Helmet: leather
Other Skills: Combat Sense -> Lvl 1, Bow Use -> Lvl 3
Notes: Position -> 3, carries bow and 40 arrows

Berserker -- Cost: 45, Power Level: 300
Race: ogre, Sex: male, Height: 88 inches, Weight: Heavy
Weapons:club in the right hand,spiked gauntlet on the left
Skills: club -> Level 3, spiked gauntlet -> Level 2
Armor: studded leather, Helmet: none
Other Skills: Combat Sense -> Lvl 1, Mind Wall -> trained, Berserk Fury -> Lvl 3
Notes: Position -> 8, never retreats

Sergeant -- Cost: 50, Power Level: 300
Race: human, Sex: male, Height: 67 inches, Weight: Heavy
Weapons: battle axe in the right hand,medium shield in the left
Skills: battle axe -> Level 4, med. shield -> Level 2
Armor: studded leather, Helmet: chainmail coif
Other Skills: Combat Sense -> Lvl 2, Hurl Weapon -> Lvl 3, Hand Axe -> Lvl 3, Mind Wall -> trained, Intelligent Parry -> Lvl 1, Bandage Wounds -> Lvl 1, Initiative -> Lvl 1
Notes: Position -> 7, carries two hand axes

Dwarven Explorer -- Cost: 100, Power Level: 600
Race: dwarven, Sex: male, Height: 46 inches, Weight: Heavy
Weapons: mace in the right hand,medium shield in the left
Skills: mace -> Level 5, med. shield -> Level 5
Armor: chainmail, Helmet: light helm
Other Skills:Combat Sense -> Lvl 2, Crossbow Use -> Lvl 3, Avoid Traps -> Lvl 3, Mind Wall -> trained, Intelligent Parry -> Lvl 2, Bandage Wounds -> Lvl 1, Initiative -> Lvl 2, Move Quietly -> trained, Select Target
Notes: Position -> 7, carries crossbow, 20 bolts, and 30' of rope, initial combat desire set to 5, crossbow use at 4/9, select target at 2/1

Commissioned Companions

Other types of adventuring companions are available. Once commissioned, these pet companions become your property, and may be transferred to other characters just like other items.

Extra Action: Commission Pet
Through this Extra Action, you may purchase any of the following critters. The format for this Extra Action is:
Commission Pet / [pet type] / [name]

For example:
Commission Pet / Guard Dog / Bruno

All pet companions will have a chance to gain or lose experience points while adventuring, which can affect the stats and skills of the pet.
Maintenance cost will be automatically deducted at the end of each turn that the owner is active. Maintenance costs listed are initial, and may go up as the pet grows.
Pets on adventures cannot permanently die, but they will lose up to 50% of the experience points they've accumulated if brought far enough below zero hit points.
Eventually we hope to allow pet owners to set team cohesion, combat desire, and retreat settings for pets, along with ways to give pets items for adventures.

To bring a companion pet along on adventure, include them with your adventuring equipment. They may be added to your adventure Checklist - in general, handle them like other items you own. Note, however that pets may not be taken on adventures the same turn they are commissioned.
PetPLCostBase Maint. /turn
Enchanted Rat6001000gc20
Guard Dog100100gc5
Hellcat400400gc10
Warbear5001000gc25
Young Drake15005000gc100

Wilderness Adventuring

The land around the Guild cities and adventure sites can be explored, patrolled, and even controlled by adventurers. Adventuring parties (including solo adventurers) may take extended trips, journeying away from the Guild for weeks or even months at a time.

The Hex System

The Cartographers Guild has provided the Adventurers Guild with a partial map of the lands. On that map Antar is in hex 100100, Barstow is in hex 106103, and Ciston is in 108098. The first three digits of a hex number are considered the "x" coordinate, and the last three digits are the "y" coordinate. The origin point for this mapping system is the hex which contains Antar. Thus as you travel east from Antar the "x" value increases, and travelling south increases the "y" value. Each hex in the map is about 30 miles across.

Monster and Treasure Strength

Each hex on the map will have a dominant terrain along with one or more dominant monster types. How strong the monsters are in each hex will also be stored. Over time the monster strength of a hex may rise or fall... any successful combat within a hex is likely to influence the monster strength downward. The hexes each have a treasure strength value as well. As adventuring parties clear out the treasure from a hex, the treasure strength is going to decrease. If left alone, the treasure and monster values will probably rise.

Movement

Movement on the hex-based map will be possible in one of six directions: North, Northeast, Southeast, South, Southwest, or Northwest. We use numbers to designate the six directions, North being direction #1, Northeast being direction #2, and so on clockwise to Northwest being direction #6. This way an adventuring party can indicate their desired movement path with a string of numbers. To move north five hexes would mean using the movement path "11111". To travel east six hexes is a little trickier... "232323" (or "323232" would work as well). A zero in a path stops movement for the turn - you will patrol within the hex you stopped. You can try to move off the map provided in the Reference section. As you move into a hex you'll be told of the terrain in the six surrounding hexes.

Here are some path examples:

  1. To travel from Antar to Fallow's Point (hex 099103): path 445 is one path that works.
  2. 2) Barstow to the southwest edge of Maggwood Forest (hex 108101): path 212.
As you travel through the land you may discover wilderness adventure sites, market places, or other surprises.

Terrains

The area around Antar is composed of many terrains: plains, woods, forest (very thick woods), hills, swamp, mountain, lake, and sea. Rivers are basically plains... movement cost of one, no need to worry about crossing the river. Movement cost for various terrains are given in the table below. An adventuring party starts each turn with seven movement points. To move into a hex, the party must have enough movement points.

TerrainMovement Cost to Enter
Plains1
Wasteland1
Woods3
Forest4
Hills4
Swamp5
Mountainnot possible
Sea, Lakenot possible
Death Fognot possible

Combat

Barring early death or voluntary ending of adventure the wilderness adventuring parties will still get five or more combat encounters per turn. The type of monster(s) encountered will depend on the hex, with the actual PL of the monster(s) being affected by both the monster strength value of the hex and the desired difficulty level as set by the party. The monster generation system will be basically the same as with set adventure sites, except that the "monster value" (as explained in rules pg. ADV-4, Glimpse into Mechanics) will be nine plus the monster strength value of the hex plus the difficulty level. Here's an example: a party of 10,000 PL that goes at difficulty level 10 will have a Total Adventure Difficulty Value of 100,000. The party is going to patrol hex 100100, which has a monster strength value of 1. The "monster value" for combats in this hex is then 9 + 1 + 10, which totals 20. The total PL of the monsters for each combat encounter should be around 100,000 times 20%, which is 20,000. Unless the party thinks they can handle being outpowered 2:1 for five or more encounters, they might want to lower that difficulty level a bit.

Now if a hex has a large population of monsters the monster strength value might be up closer to 10. Hexes with monster strengths this high will become very dangerous for parties that have a high difficulty level.

The "Difficulty X" system will work much the same in terms of wilderness adventuring, except that the "monster value" will be nineteen plus the monster strength value of the hex.

Actions Possible

If you are wandering about the countryside there are some activities unavailable to you. Since you're not in the Guild at the start of the turn, the below actions work differently:

Sell items - not possible unless you're in a hex with a market. If you are able to sell items, remember that the price you get may be less than what you'd get in a Guild hex. You have access to items in your Guild Locker, so you may sell an item even if it's not on your person.

Buy items - also not possible unless you're somewhere with a market. At this point purchase prices and availability is same as in Guild cities of Antar and Barstow, but this may change.

Give Items - can only work if the recipient is in the same hex as you. The item can come from your Guild Locker. Important Note: There is a special NPC creature named Woodsy's Owlbear (ID# 14) that can receive any items you wish to give it regardless of what hex you are in!

Give Gold - can only work if the recipient is in the same hex as you. The gold can come from your treasury.

Moving Items to Quartermaster Storage - cannot happen if not in a Guild hex. Taking Items from Quartermaster Storage - cannot happen if not in a Guild hex.

Receiving Items - you'll only be able to have items transferred to you from characters in the same hex as you.

Destroy Item - this extra action will be very useful to drop items that you want to get rid of so that you'll have more room. You may sacrifice the items to your deity without being in the Guild.

Ask For Quest - only possible when in the Guild.

Transfer Magic Points - can only be done if in same hex as the magic storage device.

Message Board Submissions and Diplos to Other Characters - allowed

Bet on fights - not allowed

Magic Point Recovery - will occur at end of turn as normal.

Donating gold to deity - can be done. The gold can come from your treasury.

Your First Wilderness Adventure

Going on or continuing a wilderness adventure is very much like adventuring to an established adventure site. We'll try to put the party together for that turn based on what you (and others in the intended party) have down on the form(s). For the adventure to work all party members must start the turn in the same hex, and be operating out of the same Guild. This prevents someone operating out of Antar from moving over to the Barstow hex, and processing two turns in the space of two weeks.

The next item checked while forming up adventuring parties is that the desired adventure site is the same for all. In the case of wilderness adventuring, the adventuring site is actually an adventure path (usually). Use the path of "0" to simply stay in the hex you are in and patrol within it. Otherwise use the directional numbers 1 thru 6 to indicate the movement path. The details of paths and movement have been explained fully in the Movement section (pg. 9 of this section). Unless all party members agree to the adventure path we are going to have trouble forming the adventure party, and may end up having to use everyone's alternate given on the "If this adventure is not possible..." line.

Currently, it is NOT possible to hire companions for wilderness adventures. Those able to use the Summon skill may cast the spell, but the summoned being(s) will only stay for one turn. Pets may be brought on wilderness adventures.

On the Personal Adventure Settings, position preference is still important, but the Combat, Magic, and Intrigue interest has no meaning for non-site wilderness adventures at this point. The "End adventure..." settings will only end the adventuring for that turn if triggered... you'll still be located in the wilderness in whatever hex the adventure ended at. The combat retreat settings work just like "normal" adventuring, and same goes for Bravado setting and Max encumbrance.

The "Additional Equipment" section of the adventuring form for a wilderness adventure deserves special attention. In effect we're bending reality a bit by giving you access to your Guild Locker at the start of each turn. Any items you pick up during the turn are stored on your person. Any items that are destroyed or used up that turn will disappear from your person.

At the start of the next turn you will again list your equipment for the turn on your adventuring form. You will still try to take only the items listed on your new orders. Any items not listed will be magically placed into your Guild Locker (assuming there is enough space). This allows you to possess a total of ten or more healing potions on the turn you start a wilderness adventure, but only actually carry two potions on you on the first turn of the adventure. Planning ahead is still important! You will not be able to buy more of anything unless you happen upon a market.

On long wilderness trips you might start accumulating too many treasure items. To get rid of items in the wilderness you'll have to use the "Destroy Item" extra action. Another way to get rid of unwanted items is to transfer them Woodsy's Owlbear ID#14 with the transfer item extra action. The Owlbear will magically appear to take your items.

Voluntary Triggering a Medallion of Returning

At the very start of a turn, you can voluntarily trigger a Medallion of Returning to instantly teleport you to the Guild hex you are operating out of. You must have a medallion on you (quartermaster storage doesn't work). Your medallion will be used up in the process, but it will bring you and all your possessions immediately to the Guild. An instance that we can see this being useful is when you are many turns travel away from the Guild and suddenly you run out of supplies, or need to get back to participate in an adventure, a challenge fight or item transfer.

To return voluntarily, use the Extra Action "Trigger Medallion".

Automatic Battle Plan in the Wilderness

When a character is out of a Guild hex and has no orders received it will not be possible to have them join Guild battles or regular monster battles under the automatic battle plan. A modified version of the monster battles will occur (using battle orders), as the character wanders within the hex since he/she has nothing more pressing to do. The character will also perform two meditate special actions.

Controlling Hexes

Any hex that is habitable has some population of civilized folks. Each of these hexes may be controlled by a group. If a group controls a hex its group leader receives some gold each turn.

To gain control of a hex an adventuring party must spend an entire turn defeating the current militia guarding the hex. Thus the party has to start the turn in the hex. Also everyone in the party must have an adventure site of "Control Hex" on their adventure orders.

A party that attempts to gain control of a hex will fight with the current militia at least five times. If the party wins all combat encounters then the hex can be claimed.

A person in the party must say at the end of the adventure the phrase "claim this hex" which gives his or her group control of the hex. A possible message:
E - I claim this hex for my group!

Important Note: If the monster strength of a hex is greater than four than it's not possible to keep control of a hex.

To increase the militia strength of a hex anyone can use the Extra Action: Fund Militia. Here's an example that would spend 250 gold crowns towards the militia of hex 100100:
Fund Militia 100100 / 250 gc

The maximum that can be spent per action is 32,000 gc.
The most strength a militia can have is 255,000.

By improving the defenses of a hex with the Extra Action: Fund Militia, a group can make it harder for another group to take control of the hex.

Marking a Hex

If you have an empty quest slot the Extra Action: Mark Hex will let you memorize enough information about a hex you are currently in to allow you to later use the Special Action Buy: Teleport to be teleported to the marked hex.

Buy Teleport to a Marked Hex

The special action Buy Teleport #x where x is the quest slot number holding the marked hex, lets you teleport from a Guild city out to a hex you have marked in a previous turn. The teleport cost is one half your power level in gold. The actual teleport happens at the very end of the turn, so you'll first have a regular turn of battle fights, buying, selling, or whatever you like.

Naming a Hex

For group leaders only, this extra action allows a controlled hex to be named (or re-named). There is a 24 character limit for hex names. As with other names and messages in AG, we enjoy creativity, but do reserve the right to edit content deemed inappropriate. The format for this extra action is:
Name Hex (hex name) / (hex # xxxyyy)

The Future of Wilderness Adventuring

The idea here is to provide a dynamic wilderness which will be changing based on the actions of the adventurers and other forces within th game world. Additional goals are to have the wilderness be fun for all power levels, not just well-established characters or large groups. If you have any suggestions or comments that will help us develop and maintain an exciting world outside the Guild halls please let us know.

Advice from Fellow Guild Members

Greetings! Call me Marcus. Since Killian suggested that the new Guild members could use some advice I thought I'd try to lend a hand. Here are some of the lessons I've learned so far:
When looking over weapons to use, consider using a shield. Shields suffer from being used in the hand you're not naturally skilled with less than other weapons. In addition to parrying weapons, shields also can parry missiles, bites, kicks, and even the combat magic blast spell. Also a shield, or any second weapon for that matter, can give you a chance to control or direct an incoming attack with your parrying weapon, which gives you a chance to attack immediately with your other weapon while the attacker is off guard.

-- Marcus Licinius Crassus

Some scoffed, most didn't know or understand. A very few admired his concern for the novice adventurers. In his own mind, Pazuzeus Gravestone didn't have any choice. Not really. Each week he would rise before dawn, and be waiting by the gate as those first early excursions of would-be adventurers left the Guild to meet the morning tide and the Zephyr Pride bound for the Isle of Isurus.
As was his custom, Pazuzeus wore a white tuxedo and top hat. That always attracted attention. He would speak with the hopeful heroes and heroines, offering something more than the training fightsŠ his experience in the wild. Words of advice that he hoped would remain with the inexperienced young. Closing the door softly behind him, Pazuzeus set a leisurely pace to his outpost. There was time. The dawn was not yet fully broken.
Sitting atop his usual barrel just inside the Guild gate, the three foot goblin didn't have long to wait. He could spot them every time. The boisterous claims of excitement and riches that lay ahead, intermingled with nervous laughter and speculation. This day a small group approached, clad in unsullied armor, bearing shiny new, yet untried weapons.
Pazuzeus inwardly approved. They seemed a well-rounded group. The elf would undoubtedly provide spell support, while the maid with the bow showed the good sense to gain advantage from a distance. The huge strapping youth with the gleaming sword was without question the main fighter in the group. His shorter companion should provide adequate support.
Pazuzeus winked at Mallory, who smiled in return. He was pleased to see that a healer from the Mercenary Guild would accompany the group. It showed that they did not think themselves invincible. The goblin levered himself off the barrel and approached the big youth, who was easily more than twice the height of Pazuzeus.
"Our first challenge!" roared the youth, "and not much of one by the looks of him. I'll deal with this dandy myself!" The others in the group stopped, and laughed among themselves, while the youth drew his weapon and advanced, eclipsing the goblin in his shadow.
Pazuzeus shook his head in disappointment. A quick lesson was in order. In the space of a heartbeat, the youth was unceremoniously sprawled on his back, his own blade a hair's breadth from his exposed throat. The goblin casually flicked some non-existent dirt from his pristine sleeve.
"Do not be deceived by appearances, young man. Your first foray outside the Guild can end just as quick if you act this rashly again. Never reach beyond your grasp. Now, if you and your friends care to listen for a bit, I offer you the benefit of my experience. Hopefully, it will aid each of you more than once."
The doe-eyed maid with the bow stepped timidly forward. "Kind sir," she began, "your advice is indeed welcome. But why do you say Śmore than once'?"
Pazuzeus smiled sadly at the girl's innocence. "Because, young miss, some of you are going to dieŠ"
Pazuzeus then shared many tips, which are summarized below:
Do not expect to dodge with tall or heavy characters. Rather than balancing your stats, pick at least one area to excel in and choose a strategy to complement this.
Strive to fight at no encumbrance.
Get to your weapons primary range and stay there.
Attack as often as you can (5% or lower chance to hit).
Never use anything at untrained.
For the non-human races, concentrate on what you are good at. Elves should depend on spells, ogres on berserk rage, etc.
Use your secondary strategy to rest. Go all out in your primary strategy.

-- Pazuzeus Gravestone (with help from Jamethiel)

(This advice is from AG players, the majority of which are anxious and willing to communicate with you. Through the message board and personal notes to other players you can make many friends. And when it comes to adventuring, you can't have too many friends.)

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