Adventurer’s Guild
Your group belongs to the Adventurer’s Guild, a loose
organization that supports those courageous—or
foolhardy—enough to pick up the professional mantle
of adventuring.
Adventurers are a varied lot, ranging from less scrupulous bounty hunters, mercenaries and treasure hunters to more altruistic archeologists and explorers. But
they share a common bond—all are thrill seekers who
live luxuriously off the spoils they find in monster infested ruins and dungeons… assuming they continue to live.
The Adventurer’s Guild actively recruits young men
and women to join their ranks by extoling the glamorous adventurer lifestyle: the gold and riches, the fame,
and the groupies. Wide eyed neophytes—blinded by
promises of extravagant rewards and lavish lifestyles–
are quick to sign up. But those who actually achieve
the dream of wealth and fame are few and far between.
Most adventurers toil in obscurity, scrabbling to make
ends meet as they chase that elusive “big score” that will
vault them into the upper echelons of the Guild.
For those lucky or talented enough to forge their own
legends, the rewards are truly magnificent: fame and
adulation, not to mention wealth to rival that of any merchant or monarch. Yet even those that achieve success
are often plagued by metaphorical (and sometimes literal!) demons. The horrors they face on a regular basis are rarely discussed in detail, but many adventurers turn to
drinking, drugs, gambling, and other vices in a desperate attempt to drown out the trauma of what they have
witnessed. However, this dark underbelly of the adventurer’s life is rarely discussed. The Guild prefers to celebrate its rare successes—the icons, legends and heroes
that inspire the dream in fresh new recruits.
Adventurer’s Guild Operatives The Adventurer’s Guild doesn’t really have operatives so much as it has roles. Cartographer. Every adventuring band needs someone who maps out the dungeons, ruins and tombs. There is no point finding the treasure if you can’t find your way back out. Zoologist. Unless an adventuring band wants to get slaughtered, someone has to keep up to date on the strengths and weaknesses of monsters that might be encountered. Historian. History can help an adventuring band avoid repeating the mistakes of their predecessors… like waltzing into the den of a demi-lich. Faceman. This is the role that youths across Faerûn dream of becoming: the leader of the band; the iconic hero. These are the poster children for the Guild; the ones who will have beautiful men and women waiting for them in every town, eager to spend even one night with a living legend.
Adventurer’s Guild Quests Adventurers are experts at venturing into the unknown. Random Quests From the Adventurer’s Guild d6 Quest 1 Monster Hunter. You take missions to hunt down and capture or kill monsters 2 Archaeologist. You track down ancient treasures of historical significance and bring them back to museums 3 Treasure Hunter. You purchase treasure maps to dungeons, tombs and ruins that haven’t yet been plundered 4 Mercenaries. You hire out to anyone who needs the unique set of skills that your group provides. As long as the money is good 5 Surveyor. You go into and map unexplored lands for kingdoms and city states 6 Zoology. You seek out monsters to research and write about
Adventurer’s Guild Perks These perks require an annual contribution of 10 gp paid to the guild. These dues fund the guild’s services and activities. Adventurer’s Guildhall. Almost every town and city has an adventurer’s guildhall. The rooms match up to those in a modest inn, but at a lower price (1 sp per day). Fence. It is much easier for you to sell magic items. Any magic item that you want to sell can be sold for its full price. Common and uncommon magic items take a day to sell. Rare and very rare items take 1d10 days. Legendary items take 1d4 weeks. Magic Items. Guildhalls provide you with a huge network of fellow adventurers. This makes it easier to find specific magic items for purchase. Henchmen. You can hire henchmen at any adventurer’s guildhall. These henchmen are willing to accompany you on dangerous adventures if you are willing to pay their daily rate. However, if you ever ask them to perform a risky task, such as engage in battle, you must succeed on an Intimidation or Persuasion check. Other risky tasks include scouting out dangerous areas and reporting back or checking a hallway for traps. You can only have one henchman at a time.
Henchmen Rates and Risk-taking DCs Henchman Daily Rate Intimidation DC Persuasion DC Talkative tasloi 1 gp 12 10 Slobbering gibberling 1 gp 10 20 Flatuelent thug 2 gp 20 12 Anxious scout 2 gp 12 15 Egotistical svirfneblin 2 gp 15 15 Alluring sirene 10 gp 15 15 Ridiculous berserker 10 gp 20 10
Adventurer’s Guild Operatives The Adventurer’s Guild doesn’t really have operatives so much as it has roles. Cartographer. Every adventuring band needs someone who maps out the dungeons, ruins and tombs. There is no point finding the treasure if you can’t find your way back out. Zoologist. Unless an adventuring band wants to get slaughtered, someone has to keep up to date on the strengths and weaknesses of monsters that might be encountered. Historian. History can help an adventuring band avoid repeating the mistakes of their predecessors… like waltzing into the den of a demi-lich. Faceman. This is the role that youths across Faerûn dream of becoming: the leader of the band; the iconic hero. These are the poster children for the Guild; the ones who will have beautiful men and women waiting for them in every town, eager to spend even one night with a living legend.
Adventurer’s Guild Quests Adventurers are experts at venturing into the unknown. Random Quests From the Adventurer’s Guild d6 Quest 1 Monster Hunter. You take missions to hunt down and capture or kill monsters 2 Archaeologist. You track down ancient treasures of historical significance and bring them back to museums 3 Treasure Hunter. You purchase treasure maps to dungeons, tombs and ruins that haven’t yet been plundered 4 Mercenaries. You hire out to anyone who needs the unique set of skills that your group provides. As long as the money is good 5 Surveyor. You go into and map unexplored lands for kingdoms and city states 6 Zoology. You seek out monsters to research and write about
Adventurer’s Guild Perks These perks require an annual contribution of 10 gp paid to the guild. These dues fund the guild’s services and activities. Adventurer’s Guildhall. Almost every town and city has an adventurer’s guildhall. The rooms match up to those in a modest inn, but at a lower price (1 sp per day). Fence. It is much easier for you to sell magic items. Any magic item that you want to sell can be sold for its full price. Common and uncommon magic items take a day to sell. Rare and very rare items take 1d10 days. Legendary items take 1d4 weeks. Magic Items. Guildhalls provide you with a huge network of fellow adventurers. This makes it easier to find specific magic items for purchase. Henchmen. You can hire henchmen at any adventurer’s guildhall. These henchmen are willing to accompany you on dangerous adventures if you are willing to pay their daily rate. However, if you ever ask them to perform a risky task, such as engage in battle, you must succeed on an Intimidation or Persuasion check. Other risky tasks include scouting out dangerous areas and reporting back or checking a hallway for traps. You can only have one henchman at a time.
Henchmen Rates and Risk-taking DCs Henchman Daily Rate Intimidation DC Persuasion DC Talkative tasloi 1 gp 12 10 Slobbering gibberling 1 gp 10 20 Flatuelent thug 2 gp 20 12 Anxious scout 2 gp 12 15 Egotistical svirfneblin 2 gp 15 15 Alluring sirene 10 gp 15 15 Ridiculous berserker 10 gp 20 10
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