Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



The Adventurers Guild (TAG)

by Aoz

The Adventurers Guild Poster |Image on pinimg.com

There were a few Adventurers Guilds that popped up around 990 AC but was nothing more than a few mercenary groups. The Grey Wizard then came along in 1016 AC and combined they into one group call The Adventurers Guild (or TAG for short). Now with TAG's monster prices even, a peasant can become rich if lucky.

The Adventurers Guild (TAG) is in most major cities, those who hunted monsters and delved in dungeons banded together to make coin. TAG functions as employment agencies for members and offered additional services, such as search parties for missing adventuring groups. Also, has monster body handlers for those that just want to focus on killing and conqueror the dungeons.

Guild membership is open to those who possessed some skill in the TAG's primary activity. In many cases, interested persons needed only to approach the guild and apply for membership. The Guild normally required an entry fee (120 GP then a monthly fee of 10 gp per month). Benefits of membership in a guild could include access to the guildhall, discounts on trade materials and possibly financial support in the form of loans

 
Name: The Adventurers Guild (TAG).

Role: Provide adventure opportunities
Goals: Profit
Founder: The Grey Wizard*
Members: Independent operators seeking adventure
Demographics: Members are from anywhere on Mystara and their only shared trait is an interest in adventuring and making coins.
Symbol: Stylized backpack with a Skull and crossed bones.

The Hall of Heroes: Record of the Names of fallen heroes and Statues of Legendary Champions

* The Grey Wizard: Is an Agent of Entropy. For a minor temporal immortal name Huul'daac Tarthuul (in Goblin means Golden Shadow).

Class Ranks
E: Cloth: (Commoner or Peasant and Everyone Else)
D: Copper: Basic
C: Silver: Expert
B: Gold: Companion
A: Platinum: Master
S: Diamond: Higher level

Copper and Silver largest members. In bad years, peasants (commoners) may try the guild but many die even on the lowest level missions.

Basic level adventurers (oth level) can receive free training in arms, weapons, armor, tools and skills related to their class. Even a basic library for mages (cantrips to a few 2nd level) and a universal room for pray.

Benefits:
-20% in the cost of guild items, lawyers and not being subject to "some taxes", access to NPCs and knowledge (books/maps/stuff like that), henchmen, hirelings.
Cost: Adventurers: 120 GP fee** to join then 10gp a month fee
**Can be waved for an "initiation" quest.
The Adventuring Guild will trade magic items for others in stock
Receive traveling papers related to their mission that will be honored by local and national governments.
Adventurers are able to stay and reprovision at Adventurers' hostels for free.
Healing. At least one cleric able to cast raise dead per location
Buyers, "Fences" or Sell items.

See The Shady Dragon Inn as an example of some NPC Hirelings.

 
Oath
On my honor, before my betters and the Immortals I swear to champion the Adventuring Guild and its interests. I will bring no physical harm to the innocent, nor steal from the citizens of any land through which I travel; however, monsters are fair game. I will raise my sword and shield or ready my Spell or provide aid to my adventuring party, providing them with all my skill and assistance in matters relating to our assigned mission and for our common defense. I will show integrity to the honest, charity to the good, and cunning in my endeavors. I will fulfill my contract with diligence, fortitude and will. I pledge to making the realms safer and my pockets heavier. I am a champion of The Adventurers Guild!!

 
Average Payout:

The Guild purchases alive species of monsters at the rate of 100 gold pieces per HD (ten times more if the monster's HD have an asterisk, twenty for two asterisks, thirty for three, etc.). For example, a small red dragon (HD 10**) could be sold for 20,000 gold pieces. The Guild will not pay more than these rates.

The Guild purchases dead species of monsters at the rate of 10 gold pieces per HD (ten times more if the monster's HD have an asterisk, twenty for two asterisks, thirty for three, etc.). For example, a small red dragon (HD 10**) could be sold for 2,000 gold pieces. The Guild will not pay more than these rates. Dead monsters must have most of body intact: burnt, disintegration, and similar magic will greatly reduce the price.

HD 1/8 or less: 1.25 gp dead or 12.5 gp alive
HD 1/4 : 2.5 gp dead or 25 gp alive
HD 1/2 : 5 gp dead or 50 gp alive
HD with +1 increase 10% per plus 1
Example: HD 2 + 3
HD 2 (20 gp) increase by +30% equals 26 gp dead or 260 gp alive
HD with -1 decrease by 10% per minus 1
Example: HD 1-1
HD 1 (10 gp) decrease by +10% equals 9 gp dead or 90 gp alive

Dungeons or large monster hunts: 80% value
Will send a body extraction team to remove Monsters once party is finished.

Glantri City Chapter for The Adventurers Guild | Image on britainexpress.com

What Most Other Chapters Look Like | Image From nocookie.net

TAG Reception Area | Image on pinimg.com

Discovery of Dungeons and Lost Libraries: Dungeons and Libraries are supposed to be reported to the administration of the country through the Adventurer's Guild. After the record of the dungeon are registered, the discoverer is granted a limited amount of time to explore it. Due to this rule, for ruins discovered in Glantri by the Adventurers’ Guild, killing the illegal squatters is tolerated.

 
Those who failed to follow these rules faced penalties by the GuildMaster and TAG. Punishments range from issuing a simple warning to being blacklisted from all requests and in the worst-case scenario, expulsion from the Adventurers Guild. The adventurers who were kicked out of the guild went on to taking illegal requests. According to rumors, The Adventurers Guild even hires assassins to eliminate them even allows other champions to hunt down these "evil" doers.

 
Each major city the hosts its own branch of the Guild, where recently arrived, adventurers are required to register. The Guild also serves as an intermediary between adventurers and the local population, nobles even the rulers.

 
"The Adventurers Guild" can act as a "Mercenary Company", "Monster hunters" or "Covert Operations".

 
If one registers with the Adventurer's Guild, they will receive services available to Adventurers.

 
Service Content

All Adventurer's Guilds throughout the world offer these services: job offerings, delivery of compensation and rewards, purchase of raw materials, and exchange of currency.

Registration Information

Adventurers receive a card/tag with their own information under their control upon registering for the Adventurer's Guild. It is possible to re-issue it if lost, but costs gold.

Prohibited Conduct

The below actions are considered prohibited.

Actions which go against a country's laws.
Actions which disgrace and cause the reliability of the guild to fall.
Actions which interfere or obstruct other Adventurers jobs.
Buying, selling, and trading of jobs.
If prohibited actions are discovered, a fine will be applied and The Adventurers Guild qualifications will be revoked.

Breach of Contract

If champion fails three jobs in a row (and survives) the champion rank is reduced and will need to Quest in order to remain in the guild.

Rank

There are Six ranks from E to S based on Adventurers proven skills. As a general rule of thumb, you can only take jobs within one above or below your current rank.

E: (Everyone Else/Cloth)
D: (Copper/Basic)
C: (Silver /Expert)
B: (Gold/Companion)
A: (Platinum/Master)
S: (Diamond/Immortal)

 
Rank Promotions and Demotions

It is possible to raise your rank by succeeding a regulated number of jobs. However, if you feel that your ability isn't up to standard it is possible to remain at your current rank as well. Also, if you fail a three of jobs in succession, your rank will be demoted by one.

Obligation

In the case that a country is under attack by monsters and a request for assistance is made from the guild, the champions have an obligation to obey but will be rewarded afterward.

Also, if an emergency situation arises, Adventurers have an obligation to obey the guild staff members.

Adventurer Card

Adventurer Cards are cards that shows someone as an official adventurer (champion). There are seven sections present in one's adventurer card:

Name
Gender
Race
Age
Job
Rank
Party (if any)

 
When The Adventurers Guild is slow, and monsters are in hiding or hibernating then the Priests of Huul'daac can use:

Plane Shift or Dungeon Shift
5th LEVEL
CASTING TIME: 10 minutes
RANGE/AREA: Touch
COMPONENTS: V, S, M (Holy Symbol)
DURATION: Instantaneous
SAVE: None and only works on willing targets

Up to four plus the clerics level of willing creatures who link hands in a circle are transported to a specific plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the Dungeon of Bones on the second level of Huul'daac's Realm, and the targets appear in or near that destination.

Alternatively, if the priest knows the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

Huul'daac Priests will be given the sigil sequence by the Immortal. These dungeons will be in the Immortal's own plane and is a test for future things to come. The only way back to Mystara is to defeat the boss (ruler) of that specific dungeon then 1 turn after the boss is defeated all surviving champions and whatever they are holding teleported back to The Adventurers Guild.

Huul'daac Tarthuul (golden shadow) or Huul'daac Huun (golden ghost) or Huul'daac (golden for short)
Goblin to Common

Huul'daac with a Mirror Images | Image from crystalinks.com

The Huul'daac is using his funds from the last 400 years and from his own personal domain to hire adventurers not just for entertainment but to corrupt the adventurers with wealth and power. As a bonus, TAG will slowly spread chaos through Mystara and the multiverse.

He has seen firsthand groups of adventurers' raids, pillage, be more brutal than some of the greatest fiends of Entropy, burn down "evil" villages even slaughter scores of inhuman woman and child all to achieve their goal.

Burning Down a Village | Image of pri.org

He started planning TAG over 400 years ago when he lost a dear friend to adventurers and knowns in time that adventurers will cause more chaos than any monster or undead every could. Meanwhile he will sit back and watch even earning power points from his and other spheres.

Huul'daac will get complaints from some Immortals in Entropy; however, He will still aid those in his and other spheres by telling the Immortals or servants about adventurers' activities for a few power points or favors. Of course, He and TAG may have also sent the adventurers.

Image from Omniscient Reader Webtoon in 2021

The clerics of the Huul'daac may even raise a worthy monster or humanoid if it will farther Entropy and Huul'daac plans. The Huul'daac is creative and one of his first madidates to his clerics is during their downtime to donate 50% of their spells to the poor. His clerics have respect and are well liked at least by the common folk.

Cleric Healing | Image on pinimg.com

TAG will send multiple parties if an item or a person needs to be recovered. However, only the party that returns with the item or person will get the reward. If a few other parties never return, adventurers die from accidents and monsters all the time in Mystara. Sometimes other immortals may wish to see two or more parties complete with each other and the Huul'daac through TAG will arrange this for a few power points (or equal value in flavors).