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Adventurers for Profit

An adventurers guild created by Rufus, Kallista, and Doug.   Powers to the Guildmaster (Roofus)
  • RUMORS: During an adventure or in the lead-up to one, you can spend some money and collect some rumors about the quest you’re about to go on. The cost is 100 gp per estab- lishment level.
On a successful Gather Intel check (below), you learn the name of one kind of creature you’ll be fight- ing (goblins, bandits, dragons, oozes, etc.) and roughly how many there will be (a few, a dozen, dozens, a score, scores, etc.). During the adventure, those creatures will be vulnerable to damage from your attacks, for a number of attacks equal to your establishment level. In addition, the GM can choose to reveal any of the following:
• The location of a secret door or a hidden entrance or exit
• The location and nature of a trap
• A description of one riddle or puzzle
• The location and description of one powerful magic item
  • GATHERING INTEL Investigation allows you to do detective work, learning the whereabouts and activities of individuals, but organizations are larger and more complex. By collecting a little information from everyone who visits, your establishment lets you spy on organizations and people. This is represented by your Gather Intel skill, gained if you own an establishment.
    Intel lets you know what your enemies are up to, along with your allies and those organizations—guilds, orders, countries, and such—who claim to be neutral. What you learn is up to the GM. It will be useful but highly generalized. For example, “The Monks of White Fire know you recovered the sword of a million years and they’re planning on taking it from you,” or “The king is closing trade across the southern border.” Okay, that’s good to know, but it’s narrative. There’s no mechanic tied to these things.
  • Making the Check Gather Intel is a skill granted by your establishment. Whenever you roll a Gather Intel check, add your proficiency bonus, but instead of adding an ability modifier, you can add another bonus by spending gold pieces.1 For each 100 gp you pay, you gain a +1 bonus to the check. It’s expensive to pay folks to spy on people, and larger establishments with larger bonuses have more people to pay! However, you cannot pay for a bonus greater than your establishment level. And no, you can’t pay nothing to add a +0 bonus—you have to pay your spies something.
    Jennifer has a 3rd-level establishment (a general store). If she pays 300 gp, she can add a +3 bonus to her Gather Intel check on top of her proficiency bonus. She cannot pay 400 gp to get a +4 bonus, because she is limited by the level of her establishment. But she could pay 200 gp to get +2.
    You may make a number of Gather Intel checks per season equal to your establishment level, but you cannot make multiple checks against the same organization during the same season.
  • FAVORS Back at the start of this chapter we said you probably had little use for an army or a modified spell, but if you did, shouldn’t you be able to spend a little money, help someone out, and earn a favor from them? According to these rules…yes! You temporarily gain the benefit of another stronghold! Once per season, you may spend 1,000 gp to choose a favor below. To do this, you must know someone with the appropriate stronghold who considers you an ally.
    The Keep
    You gain 500 points per level of your ally’s keep to spend on units for one battle. These units cost you no gold pieces, have no upkeep, but disband after the battle is over. The units may only come from ancestries you and your ally with a keep have access to. You’ll find more about the point values of units in Appendix: Warfare (page 233).
    The Tower
    Choose a modified spell researched by an NPC ally or other party member. You can cast that modified spell a number of times equal to your establishment level before you forget it. Once you forget it, you must pay for another favor in order to cast it again.
    The Temple

    Choose an allied NPC or party member with a temple. You can petition their deity and use their concordance once. If you summon a servitor, it remains for a number of rounds equal to your establishment level.

"Fuck the Order"

Founding Date
1/14/1038
Type
Guild, Fighter / Mercenary
Leader
Leader Title
Parent Organization
Related Ranks & Titles
Notable Members
Stronghold type:
Establishment

Class type:
Rogue's Tavern

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