Welcome to Adventurers Guild, a play-by-e-mail/web game which allows you to be an adventurer in a medieval-style fantasy world. Starting as an aspiring youth, you have just been accepted into the Adventurers Guild, where you will be instructed by skilled senior members in the ways of arms and armor. Trainers for other skills will be available as well - from picking locks to casting magical spells. Weekly battles and challenge fights among the guild members provide combat experience. With time and effort your skills will increase, until you feel confident enough to begin your adventuring career. And that will only be the beginning!
At first your main concern will be the combat training aspect of the adventurer's life. Weapon training, combat instruction, battle fights and challenge fights will mold your adventurer into a deadly warrior, or perhaps kill him or her. You'll create your adventurer - from skills and initial weapon training to height, weight, and alignment. Each week of game time will be a game turn, with your adventurer participating in one round-robin style battle with seven other combatants. As the player your challenge is to devise a fighting strategy which will enable your adventurer to win his or her battle group. Once you know a few of the other adventurers, you'll be able to challenge a specific adventurer after the weekly battle fights are over. These challenge fights will offer greater chances for gaining experience and fame, but equally greater chances of death for those not destined for fame and glory.
The guilds are just a small part of an exciting and dangerous world. You are able to venture out of the guild to distant adventure sites, either alone or with a group of adventurers. You'll be responsible for selecting the site and difficulty of the adventure, acquiring equipment, and hopefully surviving to return with valuable treasure and experience. Magical items, ferocious monsters, and devious traps all await you outside the protection of the guild hall.
The rest of this guide is intended to familiarize you with the actual
mechanics of the Adventurers Guild game. Adventurer creation will be covered
first, followed by an explanation of the combat orders, which are used to
determine your adventurer's actions during the combats. Included with this
guide are sample Adventurer Creation and Battle Orders for a fictitious
adventurer named Lefty. You'll also find charts detailing the weapons and
armor available, as well as instructions on magic use, non-combat skills,
adventuring, and much, much more.
My name is Killian. I'm the leader of the Antar guild, and would like to acquaint you with the Adventurers Guild over the next several pages of this guide. If ya got any questions, just yell 'em out.
Existing players should log into the AG Web Area to create a new character.
If you've played AG before but have forgotten your Player ID#, contact Hugh.
Enter the name of your adventurer
Let's start with your name. What are you called? Nicknames or whatever,
but keep it 24 characters or less else I'll shorten it for you. Keep it
clean too.
Fill in player info
Next our administrative department will need some information for bookkeeping
purposes. If you've been assigned a Player ID Number from Entertainment
Plus before, please put it down.
Select sex and race of adventurer
Skill in battle is important here, not gender. Be sure to stay within
the height and starting ability requirements for your race (as detailed
on the Adventurer Creation form).
Choose a height
Allright, what's your height? You may range from 48" to 90" (if you're
human). The average height of humans is between 60" and 72" (five to six
feet). Being taller than average has its advantages (larger selection of
weapons which you can use proficiently, striking down at shorter opponents)
and its disadvantages (slightly harder to avoid attacks, legs more vulnerable
to shorter opponents). Shorter adventurers have the advantages and disadvantages
reversed.
Select your weight class
Next decide on your weight class. Your weight is classified in relation
to the your height. You can be light, average, or heavy for your height.
Those light for their height enjoy a slight advantage when attempting to
avoid attacks, but are built a little less sturdy than the average person,
and suffer for that when hit. Adventurers on the heavy side (be it fat
or muscle) have that much more target area, though they are able to take
a little more damage.
Select starting alignment and location
Choose your moral outlook on life, and the city in which you'd like
to join the guild. Your actions from this point on will affect your alignment,
and you'll be able to travel freely between guilds.
More information on each city can be found in the Guild Life section of this guide.
Explanation of development points
All adventurers are born equal. How you trained in your younger days
though, that's the important thing. The characteristics of every beginning
adventurer are determined by splitting 46 development points among them.
Decide handedness of your adventurer
You may be either right or left handed, or even ambidextrous. If you
choose right or left handed, there is no development point cost. Being
ambidextrous costs 5 development points, but avoids the penalty for using
a weapon in your off-hand. Your choice is permanent. Because of this cost,
new players may want to avoid making their first character ambidextrous.
Set your starting characteristic scores
There are four characteristics which affect your performance . For
each, a score of 10 is considered equal to the "average" person on the
street. These characteristics are described below:
Decide on weapon training
Time to select a weapon in which you've already trained in as a youngster.
Try to match your starting weapon with your characteristics and other traits.
Consult the weapons chart. Originally training in two weapons is not allowed.
All warriors are already trained in fist fighting at no cost. You may train
twice in fist instead of training in another weapon, in which case you
start at level two (six skill points) in fist.
Choose action after battle (optional)
After the training battle you can work for some quick gold, or squeeze in
some extra practice (the default).
Create messages (optional)
Here's your chance to express yourself within battle. You
can have up to five messages which will be said or displayed in the situation of your choice. The Creation form lists basic options.
Once you are ready to begin, the guild leader will divide you and the other adventurers into groups of eight based on your abilities. Eight adventurers of roughly equal power level form a battle group, and will participate in a round-robin battle, fighting once with each adventurer in the group, all in the same turn. To keep power levels reasonably close, non-guild combatants will be added to battle groups as needed. From these many combats a winner of each battle group will be selected, based on number of wins. In the case of a tie, other factors of the battle will determine the ranking within the battle group, with amount of experience gained being the next most important.
To participate in a battle, you must prepare the Battle Orders as described below. The guild will provide you with the weapons and armor you wish to use.
First select the weapon(s) you'll be using, along with the type of armor and helmet you wish to wear. Be warned that using heavy armor and/or weapons will tire a new character out very quickly.
What is left are two areas of options, labeled Primary Strategy and Secondary Strategy. Between the Primary and Secondary Strategy column you'll find three "switch" controllers. By using the switch controllers it is possible to switch your fighting strategy in the middle of a combat based upon either your energy level, health level, or the time remaining in the fight (or any combination of the three). You can fight with only one strategy column if you wish. You'll notice Lefty switches to his second strategy whenever he's pretty tired or hurt.
Before looking at the strategy columns in detail, let's consider the combat system mechanics. Combat in Adventurers Guild is broken down into rounds. At the start of each round all the combatants are awarded action points. Many factors affect how many action points you receive each round, but the main ones at this point are your dexterity, cunning, and encumbrance. The person with the most action points is allowed to do something, with different actions taking different amounts of action points. If that action is an attack the defender is allowed a defense (which costs the defender some action points). After the action is done and the action points subtracted the combatant with the most action points is given the chance to do something. This process goes on until everyone has used all their action points, at which time a new round begins. Note that it is possible for a quick warrior with little or no armor to make a whirlwind of actions until someone else finally has more action points.
When it's your turn to act, you will first consider moving either forward or backward. Normal battle combats begin with the adventurers about six feet apart. This is considered long range . Medium range is anywhere between five and three feet, and short range is three feet or closer. If you move in (close) or back up (retreat) then that action is completed. If, on the other hand, you decide to stay at the current range, you will then have a chance to attack or use a combat skill. Your other choices during this attack opportunity are to rest and let the possible opening pass (and regain some energy), or fake an attack in hopes of tiring your opponent.
To any attack the receiving adventurer will have a chance to attempt a defense. Dodge, parry, retreat, or ignore are the four defensive options. The chance of success for the first three options depends on many factors, including defender's skill, attacker's skill, damage taken so far, and weapon types involved. Depending on the outcome of the attack, the defender may be wounded, dazed, knocked down, or even killed (but not in battle fights). The fight will go on until one of the below occurs:
The next section of the order column controls your Attacking. When it's your turn and you decide to stay at the current range rather than Close / Retreat, you will attack as directed in the appropriate Attack order section for the current range. Keeping to the long spear example, let's suppose you are left handed, and wish to go all out attacking with no thought towards conserving your energy or setting your opponent up with fakes. Writing 100% for "Attack with left hand when," in the long range section would mean you will try to attack whenever possible at long range. The line immediately below the left hand attack percentage is connected, in that it allows you to discriminate between a good and bad attack. An adventurer armed with a short sword considering an attack at long range is going to have no chance of hitting an opponent, regardless of what the opponent tries to do in defense. Thus if that same warrior had entered 5% for "% chance or better to hit" he would decide against attacking and as a result save himself some energy for more meaningful actions by resting. The other two possible attack section options are either faking an attack or resting. A successful fake will fool your opponent, and provoke a reaction. This takes up your opponents energy, and can make a follow-up attack more likely to succeed. Resting is used to gain back some energy - very important for those in heavy armor or wielding heavy weapons.
What you will do upon being attacked is determined by your entries into
the Defending section. Again you should divide 100% among the possible
choices. Continuing with our long spear example, suppose you decide you
wish to retreat most of the time, otherwise you'll parry. Thus you enter
90% at "If opponent attacks, retreat" and 10% at "If opponent attacks,
parry w/ left". The rest of the Defending options would then all be set
to zero. The ignore option is there for those who wish to stand still and
take their chances.
If you a non-human, there may be some skills you start trained with.
For a detailed explanation of skills and their use in combat please refer
to the Skills section.
Also in the order columns is the Yield option. In the battles you are
unable to yield, since there is no chance of death. But in a challenge fight death can occur, so you may wish to yield when you're wounded below
a certain point (expressed as a percentage of health), possibly saving
your life.
Beware of limiting yourself to one range; the better warriors can hold their own in at least two ranges.
Keep in mind that characteristics below five drastically lower your adventurer's performance.
Look at the sample Battle Orders for Lefty. To avoid being forced to retreat forever by a constantly advancing foe, you'll notice Lefty is willing to stay at medium and short range some of the time. He's even ready to try to punch with his off-hand (his right) when in short range just to keep his opponent wary. The point here is be very careful when deciding to close or retreat at 100%. You may spend your fights forever trying to gain position, which does little for either fighter. Eventually the guild leader will interrupt the fight, and a winner will be decided. Such a decision is based mainly on the activity and aggressiveness of the fighters, so those constantly retreating or standing still in plate mail will be less likely to win a called fight.
Fatigue will begin affecting you in a very small degree when and if
your energy level falls below 80%. By the time your energy level reaches
50% of your maximum your performance will begin to suffer more and more.
It is stamina and strength which determine your starting energy level,
and the fatigue factors of the equipment you use along with the actions
you make and damage you take that affect how fast your energy level drops.
Should you over-exert yourself by reaching 0% energy level you'll drop
to the ground and lose the fight. To help avoid collapsing from exhaustion,
use the energy level switch to activate a Secondary Strategy which involves
more resting and more discriminate attacking.
As discussed a little later in this guide, Experience Points (EPs) are used to raise characteristics. The first time you raise a characteristic, the cost will be the same as the multiplier. The next time you raise that characteristic, the cost will be the multiplier times two, then the multiplier times three, etc. For example, a dwarf must spend six EPs to raise Dexterity the first time, 12 the second time, 18 the third time, etc.
Dwarf
Dwarves feel truly at home only in the mountains and hills. Members
of this strong and stocky race are natural miners, and able fighters as well. All dwarves are noted for their thick heads, as well as their resistance
to magic. Characteristic multipliers for dwarves are: Str 4, Dex 6, Sta
3, Cun 6.
Elf
Though weak and frail by human standards, the elven adventurer
can be a formidable foe after he or she has developed. Elves take to magic
quite easy, and all elves come to the guild knowing three of the combat
spells already. The three spells are Daze, Vertigo, and Heal. Please note
elven adventurers can be difficult to play. Characteristic multipliers
for elves are: Str 8, Dex 4, Sta 8, Cun 4.
Suggested Skill Use settings for 1st turn: Daze 9, Vertigo 9, Heal 9
Faery
Faeries recently migrated to this part of the AG world. These small
winged creatures are quite agile and have a limited flight ability. Although
they take to magic easily, they are very delicate. They start with Blink
(and can cast it at short range) and Distraction. A weapon especially suited
to faeries is the Faery Sword, which has no encumbrance value. For faeries
the Training Amulet and Medallion of Returning also have no encumbrance.
Faeries cannot wear armor or helmets. Faeries can also be quite difficult
to play. Characteristic multipliers for faeries are: Str 20, Dex 4, Sta
10, Cun 4.
Suggested Skill Use settings for 1st turn: Distraction 9, Blink 99
Feline
Another race relatively new to the Guild, Felines are much like humans
in most respects, though they tend to be more agile, but not quite as hardy
as their human counterparts. Their fur provides them with a small degree
of natural armor. They are also proficient at Biting, and have retractable
claws in their hands. Characteristic multipliers for felines are: Str 5,
Dex 3, Sta 6, Cun 4.
Suggested Skill Use settings for 1st turn: Bite 9
Gnome
Barely escaping the destruction of their part of the world, the gnomes
have settled into Varna recently. They lack the strength and stamina of
their dwarven cousins, but make up for it in their ability to use and resist
magic. Gnomes are adept at picking locks and avoiding traps. Gnomes are
also quite skilled researchers. Characteristic multipliers for gnomes are:
Str 7, Dex 4, Sta 8, Cun 3.
Goblin
Few goblins are brave enough to voluntarily leave their bands to mix
with the rest of the world. Their height ranges from three to six feet,
and their skin is normally brown and leathery. That skin provides protection
about equal to leather armor. Goblins are very much like humans in respect
to abilities, though they are slightly weaker on the average. Goblins are
notorious for their trickery and evil mischief. Tripping and Kicking come
natural to goblins. Characteristic multipliers for goblins are: Str 5,
Dex 4, Sta 4, Cun 4.
Suggested Skill Use settings for 1st turn: Trip 9, Kick 9
Halfling
Generally a reclusive race, halflings are usually not noticed unless
they want to be. The height of a halfling never exceeds four feet, and
their bodies are proportioned much like humans. The special abilities which
set halflings apart are their tripping combat tactic and their hardy constitution.
Against poisons and other adverse conditions a halfling has a considerable
advantage over humans. Characteristic multipliers for halflings are: Str
8, Dex 3, Sta 4, Cun 5.
Suggested Skill Use settings for 1st turn: Trip 9
Half-Elf
In appearance these mixed blood adventurers vary greatly. Some look
quite similar to full-blooded elves, while others show only the faintest
aspects of their elven heritage. All share to a lesser degree the elven
weaknesses in strength and stamina, but likewise all half-elves are slightly
better than humans at increasing their magical skills after the initial
training. Characteristic multipliers for half-elves are: Str 5, Dex 4,
Sta 6, Cun 4.
Half-troll
Warriors of this type are very hard to kill, as their wounds heal within
minutes rather than days. It takes a lot of damage in a short amount of
time to finish a half-troll. Their special ability of regeneration is limited;
it cannot bring them back from death. To regenerate, a half-troll must
use the rest option in combat. The skin of a half-troll affords minor protection,
roughly equal to leather armor. Characteristic multipliers for half-trolls
are: Str 5, Dex 8, Sta 4, Cun 8.
Human
As the most common race currently inhabiting the AG world, humans are
the base by which other races tend to be measured. Though lacking the special
abilities of other races, humans may train in nearly all skills. Characteristic
multipliers for humans are: Str 4, Dex 4, Sta 4, Cun 4.
Lizardmen
The lizardmen ( a generic term which applies to females of the race
as well ) look much like humans, if you overlook the green scaly skin,
a lizard's head, and a thick tail. Lizardmen are about as strong and intelligent as humans on the average, but are lacking a bit when comparing dexterity and stamina. Their scaly skin gives lizardmen natural armor, about equal to padded armor. Lizardmen are able to attack with their tail, often striking their opponents legs and sending the opponent to the ground. Characteristic multipliers for lizardmen are: Str 4, Dex 8, Sta 6, Cun 4.
Suggested Skill Use settings for 1st turn: Tailwhip 9
Minotaur
With the body of a human, and the head of a bull, minotaurs are able
to cause some serious damage with the head butt attack. When
compared to humans, minotaurs are usually a bit slower and less intelligent.
Characteristic multipliers for minotaurs are: Str 5, Dex 8, Sta 4, Cun
6.
Suggested Skill Use settings for 1st turn: Headbutt 9
Ogre
Ogres are feared for their brute strength and berserk rages. Most ogres
reach seven feet or more in height, and attain strength and stamina ratings
which few humans could match. Quickness of body or mind will never be an
ogre's strong suit. Ogres sometimes go into a berserk rage when wounded,
a special ability which demands respect. Characteristic multipliers for
ogres are: Str 3, Dex 8, Sta 4, Cun 8.
There are other Player Character races available to experienced players. More information on the other races along with many other aspects of the game can be found by having a character read books in the guild library.
At the bottom of the stats you will find player account information. You'll need to use that AG Activation Code# to set up your access to the AG character database section of the website. All turn orders after the initial creation turn are handled in a protected AG Member area of the website. Register in the Players Guild area of the EPM website, and then you can use the AG Activation Code# in the Players Guild Member Services section.
The newsletter (found in the Guild Halls section of the website) will show how you did in your battle group. This battle ranking is determined by number of wins, with ties being settled by experience points earned, then favor points gained.
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Stats for Lefty - ID # 999 (Player ID # 4)
Experience points: 26, Knowledge points: 7
Characteristic EP Cost To Raise
Strength 12 ( 4 )
Dexterity 13 ( 4 )
Stamina 10 ( 4 )
Cunning 11 ( 4 )
Current Location: Antar guild - Hex 0,0, (hex 100100)
Lefty is a human male, left handed, 73 inches tall, and light weight. His current alignment ratings is: neutral, his current honor rating is: uncertain, his current favor rating is: 25, and popularity is 0.
He has 8 wins in 8 fights for 100.0% with 0 kills, and a PL modifier of 0
Battle fights won this month: 8
Lefty's current power level: 100 (history is 40%) - no adventures yet
Quests: none at moment
Skills:
Common Language*: trained, cost to raise = 30 KP's
* indicates a skill used automatically
Weapon Skills:
#0 - fist: trained, EPs to raise 1 pt: 5
#5 - long spear: Level 1, skill pts: 4, EPs to raise by 1 pt: 10
Dodge/Retreat Bonus: 2 , Damage Point Bonus: 0
Maximum encumbrance possible: 74
Devoutness Rating: indifferent, devoted to no deity, Destiny Points: 3
Gold on person: 32, in treasury: 0, Res. Fund: 0
Qty Item Item ID# Estimated Value
none
Items on person: 0, max. allowed: 25, Items in Guild Locker: 0, max. allowed: 35
Current Adventure Equipment Checklist [item #237]: none
All personal possessions to go to the Adventurers Guild should death occur
Automatic Battle Plan Setting: OFF
Challenge Form Wanted set to: YES
Tithing percent set to 0%, Treasure Check option set to: NO
Your battle messages:
position # 1 , code # 2 : Prepare to suffer defeat, (n)
position # 2 , code # 4 :That will not go unpunished!
position # 3 , code # 3 : How'd that feel?
position # 4 ,code # 6 : Perhaps next time - (g)!
position # 5 , code # 2 : (set defense if)L/100/0/0/0/0/B
Your special messages:
position # 1 no message at present
position # 2 no message at present
position # 3 no message at present
position # 4 no message at present
position # 5 no message at present
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Alignment and Honor Rating - Below are the descriptive phrases
used to express your adventurer's alignment and honor ratings listed in
order. (both lists are from lowest to highest)
| Alignment | Honor |
| evil incarnate | despicable |
| nefarious | contemptible |
| pernicious | shameless |
| baneful | insidious |
| wicked | rude |
| evil | knavish |
| neutral/evil | roguish |
| neutral | tricky |
| neutral/good | uncertain |
| good | fair |
| considerate | courteous |
| kindly | just |
| righteous | high-principled |
| guiltless | respected |
| virtuous | admired |
| exemplary | noble |
Your actions can affect your alignment rating. Alignment will take on
more meaning when you start venturing out of the guild hall. Depending
on which guild you are in, the crowds may favor you or dislike you based
somewhat on your alignment.
In combat the judges (and the spectators) do expect adventurers to
fight fairly. Therefore using such skills as tripping and throwing dirt
are considered "dirty" fighting, not becoming of a noble warrior. It's
your body at risk on the battleground though, and if you choose to fight
dirty you can go right ahead. After all, there are no rules once you get
out of the guild hall. A tendency for dirty tricks can also negatively
affect your honor rating. Certain combat spells are also considered dishonorable.
Favor - Favor is a measure of how exciting your fighting is to the spectators. When a fight is called favor can be the determining factor.
PL modifier - Battle wins and losses add to power level (PL). The PL modifier is a reflection of success adventuring in order to keep some PL balance with the many characters who adventure for much of their careers. (See "Power Level," below).
Power Level - From the moment an adventurer enters the guild,
he or she has a power level. This is a measure of the adventurer's combined
weapon skills, abilities, and experience. Win/loss record, damage point
bonuses, kills, ability levels... all these and more are involved in the
power level calculation.
An adventurer's power level will probably change with each fight, and
with each expenditure of experience or knowledge points. It is possible
to go down in power level, though an adventurer would have to be hopelessly
unlucky to do so consistently.
It is the ranking by power level that determines how the battle groups
are formed. In this way adventurers of roughly equal ability will compete.
Power levels also affect the amount of experience points earned by combatants.
A highly skilled adventurer will not get as many points for defeating a
new adventurer as the new adventurer would if he or she wins.
History % of Power level - Power level has many components. Some of those components are stats and skills. Wins, losses, and adventures (PL modifier) make up the "history %" portion.
Quests - Each character has three quest slots available for undertaking, asking for, or being given within the game. See "Quests" in the Guild Life section of this guide for more information on quests.
Skills - Once trained in a skill your character's level in that skill, as well as the experience point or knowledge point cost to raise the skill to the next level, appears in this portion of the stat sheet.
Weapon Skill Levels - Once trained in the proper use of a weapon, your adventurer will be able to gain skill with that particular weapon. By using the weapon successfully in combat, or by spending experience points you gain weapon skill points. These skill points determine what skill level you have attained with that weapon.
Dodge / Retreat Bonus - Just as an adventurer can become skilled in the use of various weapons, it is possible to gain mastery of dodging and retreating.
Damage Point Bonus - This is a measure of your adventurer's increased ability to take damage before being incapacitated.
Destiny Points - An added characteristic of each adventurer is destiny points. At creation an adventurer starts with zero, but can earn destiny points in various ways. One very important use for destiny points is the automatic return from death (after all other means of recovery fail), but for this to happen you need to have quite a few destiny points stored up. Undertaking certain quests also uses destiny points. Other uses may become known in the future.
Treasury - Within the guild hall is a magically protected room,
which all adventurers are able to use to hold surplus gold. Your gold is
absolutely safe in the treasury, and will be withdrawn as needed to make
purchases.
Health Status
not wounded
<100% hardly hurt
<86% suffering from minor wounds
<71% hurting badly
<51% severely wounded
<31% in great pain / critical condition
<16% in excruciating pain / almost incapacitated
Energy Status
full of energy
<93% barely tired
<73% slightly tired
<50% really tired
<30% gasping for breath
<10% dead on feet
Characteristic raises are variable, depending on the race of your adventurer
as well as any previous raises in that characteristic. For humans the cost
is four the first time, then eight, then twelve, and so on. Cost to raise
multipliers are detailed in under the race descriptions.
The other use of experience and knowledge points is training with weapons.
All the weapons in the weapon chart are available, and it costs four experience
points to become trained in a weapon you currently have no skill with.
It is NOT necessary to train with a weapon for one hand, and then train
again for the other hand.
After the initial training in a weapon, you are able to improve your
skill with the weapon at a cost which rises as your skill rises. Looking
back at Lefty's stats, you'll see that he could spend 10 of his experience
points to gain one skill point with the long spear. Any experience and
knowledge points not used will be accumulated, ready to be used next turn.
First thing to set is the proper base guild, and the turn number.
Looking back at Lefty's stat sheet, you'll see that he has 26 EP and 7 KP to spend on improvements. Since Lefty has the EP to spend, he can raise all four of his characteristics this turn. To have him do so, we simply check the box on the form next to each characteristic.
He has enough EP left over to train in a second weapon, in this case a buckler. So, we look up the buckler code # with the link on the form, then enter "26" on the form.
Lefty also has already accumulated enough KP to train in the Combat Sense skill. To have him train in the Combat Sense skill, enter "37" in the Skill training field.
Next, if we want to make sure Lefty doesn't miss a turn if his orders don't make it in on time, we can set his Automatic Battle Plan (ABP) to on, and choose an after battles option. See the Rates & Policies section at the beginning of this guild for an explanation of how ABP works.
If Lefty has a friend, he can will his possessions to that friend by writing in the ID# of that character on the "will my possessions... to" line. The default beneficiary is the guild.
There are many Extra Actions for Lefty to choose from, many of which are described in the Guild Life section of this guide. Others Lefty can discover within the game. This turn, though, Lefty is going to be content with asking for a quest. A character may use up to six Extra Actions each turn.
Travelling to another guild and resurrection funds are explained in the Guild Life section of this guide.
Now it's time to choose a challenge option for Lefty. On his first turn,
he chose to be in the Challenge Pool. This turn, he's going to do it again.
Here are brief descriptions of each of the challenge options:
Challenge Pool - If somehow a challenge fight cannot occur as planned (e.g. the one you challenged doesn't accept) or if you simply don't want to go to the trouble of setting up a challenge fight then you may enter the Challenge Pool. All those adventurers in the Challenge Pool are paired off with a foe at least somewhat close in PL for a challenge fight using their battle orders.The last items on the Improvement Form are Lefty's Special Actions. Commonly known Special Actions are described in the Guild Life section of this guide. A character may only use up to two Special Actions per turn. This turn, we'll have Lefty Meditate (to gain KP) and Exercise (to gain EP).
Study - By putting some time and energy into studying, a character will gain some Knowledge Points and maybe some Experience Points.
Work - Looking for some quick gold? Choosing work will get a character a job in town, sometimes well paying; sometimes not.
Perform Devotions - By performing devotions to his or her deity, a character can increase devotion level.
Gain Converts - Successfully gaining converts to his or her deity will not only mean an increase in devotion level, it might even make the character's deity more popular in the city.
Guard - Since worshippers of rival deities may attempt to raid the temple of a character's deity, characters that risk death by guarding the temple are rewarded with an increase in devotion level.
To change (or just check) combat orders, Use the "Player and Character Info" link on your AG web area page. Then click on the character name to access that particular character.
GM notes
If you've got questions, comments, or any other concerns about the
game, the best way to tell us is through an emailed GM note. Please be sure to send GM notes with the subject "GM Note". We do our
best to respond to GM notes the same turn that they are received.
The guild equipment cannot be taken from the premises. It is your responsibility
to attain weapons and armor of your own for use outside the guild. This
includes equipment for field, patrol, and raid temple challenges. There
are many weaponsmiths and armorers outside of the guild hall who will sell
you their wares.
These reference charts list the equipment available to guild members.