Adventurer's Guild Member Image

As a member of the Adventurer's Guild, your life is devoted to delving into the depths of the dungeon of Emon and earning your pay with derring do. You might be a cutthroat, inspired by nothing but your own greed, banking on the lure of money and power to achieve greatness, and devoted to no-one but yourself. Or you could be a true hero, perhaps because you are trying to follow the footsteps of a great parent, were drawn to help the weak and downtrodden with the riches acquired below, or were drawn in by the prospect of a life of action.

 
Skill Proficiencies: Choose any two Skill proficiencies.
Tool Proficiencies: One type of gaming set
Languages: Choose one of Celestial, Draconic, Goblin, or Minotaur
Equipment: A Adventurer's guild copper insignia, a hand-drawn map, a tattered piece of cloth from a fallen comrade, a set of common clothes, and a belt pouch containing 2 gp (a weird mint from the dungeon)
 
Feature: Adventurer's Rank

You have an established place in the hierarchy of the Adventurer's guild. You can requisition simple equipment for temporary use, and you can gain temporary lodging in the adventurer's quarters in Emon, where you can rest in safety and receive the attention of medics. You also gain access to some Adventurer's Guild-only shops in Emon, where you buy at a discount. In exchange, you owe 10% of all gold you earn through adventure to the guild.

 
Spell List

For you, the spells on the Adventurer's Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

Spell Level Spells
Cantrip mage hand, vicious mockery
1st alarm, chaos bolt
2nd knock, locate object
3rd elemental weapon, leomund's tiny hut
4th death ward, dimension door
5th rary's telepathic bond

Your magic often features dramatic lightshows and runic circles. When you cast beneficial spells on your allies, a symbol representing a specific spell often hovers near their head for a short time.

 
Suggested Characteristics

The Adventurer's Guild is a motley crew from all walks of life, with little in common between members and often not a lot of discipline. Its members don't necessary share ideals, but come together in times of crisis - the guild protects its own.

d8 Personality Trait
1 I speak with an accent nobody recognizes.
2 I look at the ceiling every time I enter a room, even if I was just there five seconds ago.
3 I assume every job is a trap.
4 I take notes about everyone and everything I encounter everywhere I go.
5 I leave marks for myself wherever I go, as messages to myself when I return. Their meaning is known only by me.
6 I tell stories about my adventures to anyone who will listen. Even tales of woe and disaster are retold with enthusiasm!
7 I am more accustomed to life underground than in my actual "home".
8 I only respect other adventurers.
d6 Ideal
1 Guild. My guild is all that really matters. (Any)
2 Virtue. I am the sword of virtue for those in need! (Good)
3 Curiosity. If the job is interesting, I'm in! (Neutral)
4 Control. I'll do the work, but some day I will return with a request... (Evil)
5 Wealth. I'm in it for the money! (Neutral)
6 Boredom. Get me away from this boring life! (Chaotic)
d6 Bond
1 The things I have with me are everything I have and everything I am.
2 The people who raised me made me into an adventurer.
3 My comrades fell on a quest that was much harder than we were told. I will avenge them!
4 I can never linger anywhere for too long, or my past will catch up to me.
5 I cannot remember my past before I was an adventurer.
6 I need to be the most famous adventurer alive.
d6 Flaw
1 Adventuring has either made me jaded and pessimistic, or paranoid and jumpy.
2 I am almost dangerously greedy.
3 I cannot resist a drink, or the folk who serve it.
4 I egregiously underestimate or overestimate the risks a job represents.
5 I cannot maintain meaningful relationships.
6 I cannot manage money to save my life.
 
 
Contacts

The undisciplined structure of the Adventurer's Guild offers abundant opportunities to make friends — and rivals — in high and low places. You probably have close friends in other guilds that you went on an adventure with once or that you helped, or bitter enemies among the guilds that you hindered or that got in the way of one of your quests.

Roll twice on the Adventurer's Guild contacts table (for an ally and a rival) and once on the Non-Adventurer Contacts table.

d8 Contact
1 A former comrade in arms that has risen to Gold rank.
2 One of my parents is a high-ranking Adventurer.
3 A close friend who is a clerk for the guild
4 I had a tangled affair with a Platinum-ranker.
5 I have maintained a relationship with one of the members of my first ever delving group.
6 I competed with a fellow Adventurer for the attention of a love interest.
7 The person who recruited me into the guild changed the course of my life.
8 A Diamond knows my name.
d10 Non-contact
1 One of my siblings is an Azorius arrester.
2 Roll an additional Adventurer contact; you can decide if the contact is an ally or a rival.
3 I showed mercy to an injured, now-grateful royal spy.
4 I suspect someone I know is a Golgari assassin, but I can’t prove it.
5 An adolescent relative ran off to join the Gruul in an act of rebellion and has not yet returned.
6 I once befriended an Izzet scientist, and we’re still cordial though the relationship ended messily.
7 I owe a monetary debt to an Orzhov syndic.
8 A Rakdos blood witch seems to enjoy harassing me.
9 I tried to recruit a friend who ended up joining the Selesnya.
10 I keep running into a particular Simic biomancer, and I enjoy the arguments that inevitably result.
 
Adventurer's Guild Member Image

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