
You are a fledgling member of the renowned Adventurers’ Guild, an organization that fosters camaraderie, exploration, and heroism. Whether you joined to achieve fame, amass fortune, or simply answer the call of adventure, the guild has provided you with a foundation for your aspirations. From training in combat to understanding the politics of negotiation, you’ve received just enough preparation to make you eager—and dangerous—out in the world.
Your time in the guild has connected you to adventurers from all walks of life and given you the chance to see wonders and dangers you never imagined. Now, whether you’re fresh off your first contract or taking on missions solo, your journey as an adventurer has only just begun.
- Skill Proficiencies: Athletics, Persuasion
- Tool Proficiencies: One type of gaming set or artisan’s tools of your choice.
- Languages: One of your choice (often Common or a trade language).
- Equipment: A badge or insignia of the Adventurers’ Guild, a set of traveler’s clothes, a belt pouch containing 10 gp, a journal for recording adventures, and a token from your first mission (a claw, coin, or other trinket).
The Adventurers’ Guild attracts recruits with a wide range of skills and backgrounds. Choose the role you performed during your early training, or roll on the table below to determine your specialty.
d8 | Your Role in the Guild |
---|---|
1 | Combat trainee, focusing on melee or ranged skills. |
2 | Diplomatic apprentice, assisting in negotiations or mediations. |
3 | Healer or medic supporting guild parties in dangerous missions. |
4 | Scout or tracker excelling in navigation and reconnaissance. |
5 | Magical apprentice experimenting with minor spells and enchantments. |
6 | Guild chronicler documenting quests and guild history. |
7 | Merchant liaison managing supplies and trade negotiations. |
8 | Brawler, known for dealing with problems head-on in taverns or streets. |
As a member of the Adventurers’ Guild, you can rely on the organization’s network of resources and allies. In most cities and major settlements, guildhouses provide safe lodging, meals, and a place to connect with other adventurers or mentors. When presenting your guild badge, you can access basic information about potential quests, contracts, and local dangers.
Additionally, other guild members recognize you as part of their ranks and are likely to share camaraderie, advice, or minor assistance, such as helping you find equipment or granting introductions to influential figures.
Suggested Characteristics
Adventurers’ Guild Recruits are defined by their enthusiasm for heroism and their connections to the broader adventuring world. They are often driven, resourceful, and slightly reckless, willing to take risks to prove themselves worthy of their title.
d8 | Personality Trait |
---|---|
1 | I thrive on camaraderie and feel most comfortable in a group of allies. |
2 | I’m always seeking new challenges to prove myself. |
3 | I have a flair for dramatic storytelling, embellishing my adventures to entertain others. |
4 | I’m endlessly curious about new places, creatures, and experiences. |
5 | I respect rules and traditions that keep adventurers safe—but I’m not above bending them. |
6 | I make fast friends but struggle with long-term commitments. |
7 | I thrive in chaos, staying calm and focused while others panic. |
8 | I see every setback as a story worth telling later. |
d6 | Ideal |
---|---|
1 | Heroism: Adventurers exist to protect and inspire those who can’t protect themselves. (Good) |
2 | Exploration: The world is vast and filled with wonders waiting to be discovered. (Neutral) |
3 | Comradeship: Bonds formed through adventure are stronger than steel. (Lawful) |
4 | Freedom: I crave the independence and excitement of an adventurer’s life. (Chaotic) |
5 | Fame: My goal is to become a legend, with songs sung in my honor. (Neutral) |
6 | Profit: Adventure is dangerous work, and I deserve to be well-paid for my risks. (Evil) |
d6 | Bond |
---|---|
1 | A guild mentor taught me everything I know, and I strive to honor their lessons. |
2 | My first adventuring party became my second family, and I will always protect them. |
3 | I owe my life to the guild; it gave me a chance when I had nowhere else to turn. |
4 | A dangerous enemy I faced during a mission is still out there, and I must prepare for their return. |
5 | My badge of the Adventurers’ Guild is my most prized possession, symbolizing my commitment to a greater purpose. |
6 | A rival guild member constantly pushes me to do better—or outdo them entirely. |
d6 | Flaw |
---|---|
1 | I can be reckless, prioritizing fame and glory over safety. |
2 | I am overly reliant on the guild’s resources and struggle when left to fend for myself. |
3 | I get carried away embellishing stories of my exploits, sometimes making promises I can’t keep. |
4 | I seek validation and have trouble dealing with failure. |
5 | My ambition sometimes causes me to take unnecessary risks or overestimate my abilities. |
6 | I have a hard time letting go of grudges, especially against those who slight me or the guild. |

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