Showing posts with label DM Posts. Show all posts
Showing posts with label DM Posts. Show all posts

Monday, January 3, 2011

Ten vs. Twelve Update

Due to events beyond the group's control (namely Floyd's understanding of a calendar) the session has been postponed to Sunday January 9th. This has altered the Twelve's roster due to availablity. The roster is the same except:

Axe Bludgeonfist has been replaced with Pierce Thundar (human fighter, PC)

Oak has been replaced with Pskeenart (elven wizard, PC)

Monday, December 20, 2010

The Ten vs. the Twelve

Destined Location: Castle Visgoth

Prophecy: "...and lo in the castle of the serpent on the day of ascension shall twelve enter to do battle with ten. And there they will fight to the death; none shall leave until all opponents are slain. In victory shall the course of the world be determined henceforth: freedom or tyranny."

The Ten
Elliot the Necromancer (wizard)
Harvas Raeth (monk/sorcerer)
Jared Shadowsmith (swordsman, shadowdancer)
Mutric (bandaged halfling, sorcerer)
Malus AKA Captain Evil (warrior)
Death Spectre (unknown abilities)
Raven (monk from Eastern Lands)
Blaine (shortsword wielding assasin from Eastern Lands)
The Pagan (unkown abilities, divine caster & melee combatant)
Rumplemintz (wizard)

The Twelve
Floyd Fiftynames (bard/duelist extraordinare - PC Joey)
Brixmor Baldon (cleric - PC Ben)
Virgil Deathbow (ranger, wizard, arcane archer - PC Dave)
Guy Fiftynames (barbarian, knight protector, holy liberator - PC Chris)
Axe Bludgeonfist (fighter - PC Aaron)
Oak (druid - PC Max)
Goldschmidt (druid)
Hemis (paladin)
Klepos (eldritch knight)
Sebastian (paladin)
McGrath (warrior)
Samred (barbarian)

Bench (to swap out with NPC pending availiblity)
Liam Strongbow (fighter - PC Greg)
Pskenart (enchanter - PC Justin)
Pierce Thundar (fighter - PC Daniel)

Brixmor's Game Plan (assuming full NPC roster)
Goldschmidt on Elliot
Guy on Harvas Raeth
Klepos on Jared
Floyd on Mutric
Samred on Malus
Hemis on the Death Spectre
Sebastian on Raven
McGrath on Blaine
Brixmor on the Pagan
Axe on Rumplemintz
Virgil and Oak in back for support

Friday, December 3, 2010

Other Game Blogs by the Group

To any loyal readers out there - while you are waiting for updates or posts to this blog check out these other campagin blogs featuring the same players:

www.imperativevoyage.blogspot.com

www.mouthus.blogspot.com

or check out the group's poorly contrived website at

www.adventurersguild.weebly.com

Thursday, December 31, 2009

Erronious' Report (DM Post)

The Universal Church
Erronius’ Report


As dictated by his Holiness and ratified by the Papal Congress, I have been assigned to act as advisor to the Alliance and Director of the Church resources and participation in the war effort. The Church has invoked Crisis of the Faith, declared the war effort a Holy Crusade, and turned control over to the Council with the stipulation that I be allowed to advise. Below is a description of Church resources.


The Order of Radiant Knights

The Radiant Knights are tasked with rooting out corruption in the church, and answer only to his Holiness directly. That task has been set aside and the Radiant Knights are to aide the war effort in whatever capacity I see fit, as directed by the Council. It should be noted that they will not hesitate to slay any member of the Church found to be corrupt or treasonous, even myself. While there are only three of them, the Church respects them and feels that they will be of value.

Sebastian
Human Paladin/Holy Inquisitor
Leader, Radiant Knights
Status: Committed. In Luthia awaiting orders.

Xian
Human Paladin/Holy Inquisitor
Radiant Knight
Status: In Luthia.

Vernard
Human Paladin/Holy Inquisitor
Radiant Knight
Status: In Luthia

Church Crusaders

The following are the troops that have flocked to the Holy Crusade from the faithful, organized into a single Brigade broken into 6 Battalions, and 2 companies of Paladin Cavalry.

Paladins 400 (leveled paladins acting as heavy cavalry)
Crusaders 6000 (unleveled warriors)

Hospitalers

This group is made up of those among the priesthood and the faithful who are willing to serve as medics and healers for the Alliance.

Clerics 200 (leveled clerics)
Healers 800 (unleveled non-magical healers with some training)
Volunteers 1300 (un-trained)

Church Property

As a throw back to the fall of the empires many abbeys and monasteries are actually fairly defensible buildings. The Cardinals and heads of the Orders are issuing commands that these buildings are to be put to the Alliance’s disposal. All churches, cathedrals, and enclosed shrines and being converted to serve as hospitals should the need arise.

Wednesday, December 30, 2009

Klepos' Report (DM Post)

The Adventurer’s Guild
Klepos’ Report

The Seekers
Order of Occult Scholars

Merrill (Halfling Seeker based in Larst focus was Golems) died during the recent Sack of Larst. There are now four surviving Seekers. Doctor Ethan seemed to be the driving force behind the group, and with his death and significant attrition the group is now pretty much defunct. The four survivors are:

Garam
Gnome Wizard
Based in Dreia
Focus Fey
Status: MIA. Reports from the Order of the Abbey state that he is currently in hiding.

Masari
Human Druid
Based in Nemia
Focus Krakens
Status: Nuetral. He refuses to get involved in the war effort instead focusing on his research. Is not expected to evacuate along with the rest of the Nemian population.

Yalla
Halfling Cleric/Bard
Based in Nemia
Focus Thoth
Status: Committed. Now under the direction of the Guild; is currently in Nemia assisting with the evacuation.

Revan
Elven Sorcerer
Based in Illrea
Focus Morrigan
Status: Committed. Currently in Illrea observing the Illrean front. Making a study of the enemy Beacon Towers.

Fellowship of the Golden Eagle
Adventurers advocating individual rights
and the dissolution of governmental power

The Fellowship is now defunct. Oren (Dwarven Leader and owner of the Shield Splitter Inn) and Petio (Half-Orc Fellow) were in Tutia when the goblins invaded and died trying to recover Gorm’s body. Oren left Soren the Shield Splitter Inn in his will and Soren has retired to run the inn. Guy Axefury and Tempest are the sole active members.

Tempest
Elven Ranger/Sorcerer
Status: Committed. Last report put her in Luthia. She is now under the direction of the Guild.

The Knights of Dawn
Adventurer’s club made up of Eastern Argravailian nobility

The Knights of Dawn went underground after the expansion of the Meliotic Empire, operating mostly from Barovia. When the Goblins came through Darkenhold the Knights pretty much scattered. Some fell, some are missing. The remaining members have consolidated into a platoon led by Count Vlassberg which has accepted Guild authority.

Count Vlassberg
Human Fighter
Leader of the Knights of Dawn
Status: Committed. Currently posted in Silar awaiting orders.

Baronet Hornsby
Human Sorcerer
2nd in Command of the Knights of Dawn
Status: Committed. In Silar with the Knights.

Viscount Ular
Human Wizard
Member of the Knights of Dawn (Advisor to Vlassberg)
Status: Committed. In Silar with the Knights.

Knights of Dawn
Status: Committed. Stationed in Silar.
Roster:
Command 3 (Vlassberg, Hornsby, and Ular)
Scouts 2 (Leveled Rangers)
Bards 1
Warriors 24 (Leveled Fighters)

Defenders of Knights Peace
Organization focused on the destruction of undead

The Adventurer’s Guild has had no contact with any of the Defenders since the goblins came out of Darkenhold. At this point I can only assume that the organization is dead.

The Runners
Messenger’s Guild unaffiliated with the Adventurer’s Guild

I have contacted the Runners’ Guildmaster, Elroy, and the Runners have committed to serving as military dispatch for the war effort in exchange for their members being exempt from conscription.

The Shining Order of Gnomish Protectors
Organization focused on the defense of
Gnomes and their communities

McGrath informed me (in his capacity of High Protector of the Shining Order) that, while 50 of the Shining Order are staying to defend Gnomehome, he has recalled all wandering Gnomish Protectors for the war effort. Additionally the 50 staying in Gnomehome are Burrow Wardens, and the Gnomish Protectors leadership will be taking the field on behalf of the Alliance. In an effort to preserve chain of command the Gnomish Protectors and McGrath will be under the authority of the Adventurer’s Guild, except when McGrath is acting as an Executive Council Member of the Freelands. McGrath will serve as my second and advisor for the Adventurer’s Guild.

McGrath
Gnome Barbarian
High Protector of the Shining Order
Status: Committed. In Luthia serving as Guild command staff.

Gnomish Protectors
Status: Committed. Mustering in Gnomehome and awaiting orders.
Roster:
Command 1 (McGrath as High Protector)
Knights of the Hearth 10 (leadership and leveled warriors)
Knights of Loam 40 (Veteran leveled warriors)
Burrow Wardens 50 (leveled warriors)
Conscripts 120 (gnomes from Gnomehome, base militia)

The Warriors of the Rose
Mercenary band operating out of Nemia and Barovia

Captain Xavier contacted me to commit to the Alliance (free of charge). He has asked to be placed under Guild authority for the war effort to avoid being seen as having any political affiliation. The Warriors are extremely tested veterans that have historically been used to spearhead assaults and I feel they will prove to be valuable allies.

Captain Xavier
Human Fighter
Leader of the Warriors of the Rose
Status: Committed. Stationed at the southern Illrean border awaiting orders.

Warriors of the Rose
Status: Committed.
Organization: Company split into 5 platoons
Roster:
Command 6 (Xavier and 5 lieutenants, 1 per platoon)
Crossbowmen 40 (Alpha platoon)
Infantry 120 (Beta, Theta, and Gamma platoons, leveled warriors)
Scouts 10 (leveled rogues, Omega platoon)
Marksmen 10 (leveled archers, Omega platoon)
Commandos 20 (leveled rangers, Omega platoon)

Non-affiliated Adventurers Answering Guild Call
The following Guild members, none whom belong to the groups mentioned above, answered the Guild call.
Fighters 60
Barbarians 20
Monks 10
Bards 30
Rogues 20
Rangers 40
Wizards 20
Sorcerers 10

Tuesday, June 23, 2009

Source Books Used

These are the source books used in this game:

Players Handbook 3.5
Dungeon Masters Guide 3.5
Monster Manual 3.5
Dungeon Masters Guide II
Complete Warrior
Complete Divine
Book of Vile Darkness
Weapons of Legacy
Draconomicon

The Spirit Circle

Abbott Teris sacrificed his life and his eternal rest to bind the children under his protection together. His soul was used as a link that connects all within the Spirit Circle. Individuals are inducted into the circle and risen through level with elaborate arcane rituals. The members of the Circle, their levels and benefits are as follows:

Members
Pierce Thundar, Level 4
Chris Tennison (deceased), Level 4
Guy Axefury, Level 4
Floyd Fiftynames, Level 4
Virgil Deathbow, Level 4
Brixmor, Level 4
Bjorn Blackrobe, Level 4
Elliot, Level 1

Benefits
Level 1: Message 1/day, permanent Gentle Repose
Level 2: Permanent Status effect, additional Message/day, False Life 1/day (free action)
Level 3: view through another member's eyes 5 min/day
Level 4: Death Ward 1/day for 2 min, +2 insight bonus on saves vs. death and negative energy

Costs
Level 1: 2 hour ceremony, 150 gp worth of components, 25 xp from Ritual Master per member
Level 2: 2 hour ceremony, 200 gp worth of components, 50 xp from Ritual Master per member
Level 3: 4 hour ceremony, 450 gp worth of components, 100 xp from Ritual Master per member
Level 4: 6 hour ceremony, 70 gp worth of components, 200 xp from Ritual Master per member

Bjorn served as Ritual Master for all ceremonies. The components are candles, gem dust, oils, etc...

Dugal and the Meleotic Empire

Dugal the halfing bard and Year of the Ram twin had managed to take over the Republic of Eclia when it was absorbed into the Meleotic Empire. He was granted the title of Imperial Duke. By all accounts he served the Empire well, including acting as diplomat to the Western Kingdoms, but he hinted several times to the PCs that he was uncomfortable with the Empire and that Maloch was more than he bargained for. On occasion he has performed what could be seen as a treasonous act on behalf of the party. Word has now reached the PCs that Dugal is imprisoned in the Empire. Perhaps he can be redeemed; perhaps he could be pumped for information; perhaps he should simple be left to rot. Whatever the case one of the central political players of Argravail is currently removed from play. Who, or what is filling the vacuum?

Monday, June 8, 2009

Goblin Threat

Goblins are thought to be myths in most of Aramathea. When the part was starting out in the Twilight Lands they encounter evidence of goblins. Several farms had been wiped out with military precision. The party met an Illrean Ranger who was interested, and indicated that his presence in the Twilight Lands had to do with goblins. Later on, Elliot led a strike team of goblins into a massive cavern in the Scar where one of the Cthonic Beasts of Legend’s remains were. The strike team took all the treasure and the skeleton and left. Elliot was overheard saying “Tell the Warlord that my debt has been paid. Do not contact me again.” Much later the party went to Darkenhold and discovered that the Darklands was full of goblins that regularly assaulted Darkenhold. Goblins were used as scouts, spies, and assassins, hobgoblins were used as infantry, and bugbears were used as heavy assault groups. The Duke was able to drive them back but said that if they brought their full force against him Darkenhold would fall. The Duke also said that the Warlord has only been operating for 6 years, and serves something or someone who has been in charge in the Darklands for centuries. Later still, the party finds that Dwarfwarren has been invaded by goblins. A group of adventurers working for Bart found hobgoblin deserters in the Gortian Province. They escorted one to Virgilhold for Bart to interrogate. Virgilhold was assaulted that night by goblins, severely crippling the hold and killing almost all occupants (Bart and the children of the hold survived). The Duke of Darkenhold indicated that the goblin armies would march after one to two years. That deadline has come and gone.

The Fifteen Houses

This information was gleaned from exploration of the Thrusian Cemetery, interrogation of various head priests of the Thrusian Cathedral, and conversations with Samuel.

In antiquity, before the Draconic Empire but after the advent of the races, mortals of significant power began ascending to Godhood. At that time as far as what is known there was only one god, the Dagda. These mortals started becoming gods, but with each ascension it became harder for others to ascend. Finally, there was a set of fifteen gods, including the Dagda, and no others were able to ascend.

Flash forward to the time after the fall of the Draconic Empire. Fifteen individuals of great power were identified as Gods on Earth; eight refused this mantle and seven embraced it. There was widespread war between the seven until a simple farmer gathered an army and overthrew them all (the ancestor of Aramus).

Several generations later Aramus gathers an army and succeeds in uniting most of the continent. He establishes a new nobility initially based on merit, the fifteen houses of the Thrusian Cemetery are part of this nobility.
These houses are descended from the fifteen ascended gods. They all have generations in the Year of the Ram, the year that the divine aspect is supposed to manifest. Of the fifteen houses it is speculated that six were absorbed into other houses creating a perchance for twins during the Year of the Ram. One houses remains pure, and two houses have died out.

Thursday, June 4, 2009

Numbers from the High Elf War

The Excutive Council had resolved to unseat the invading High Elves, who had taken over Brightwater and were slowly gaining ground. An international summit was called to address the issue, and a multinational army marched. This army was successful. Here are the troops and losses for this war:

Freelands: 4000 troops, 3000 losses, led by the Executive Council of the Freelands

Silar: 1000 troops, no losses, led by Garvey chief diplomat of the throne

Dwarfwarren: 400 troops, 75 losses, placed under command of the Executive Council of the Freelands

Tutia: 5000 troops, 3000 losses, led by King Gorm

Luthia: 8000 troops, 6000 losses, led by the Huntmaster

Ilrea: 40 rangers, 2 losses, placed under command of the Executive Council of the Freelands

Aramathea: Placed a ship blockade, sent General Abrams to observe

Total Troops in the Field: 17,440
Total Losses: 12,077

The Papal Congress

The Papal Congress is the governing body of the Church following it's recent re-structuring. It's members are as follows:

Pope Benedict I
Erronius, Dean of the College of Theology
Glacius, Cardinal of Aramathea
Gaius, Cardinal of the Freelands
Caervic, Cardinal of Gortia
Peruvius, Cardinal of Larst
Gilgamon, Cardinal of Tutia
Xavier, Cardinal of Illrea
Octav, Cardinal of Silar
Merinious, Cardinal of Barovia
Salsibo, Cardinal of Nemia
Gregarious, Cardinal of the Meliotic Empire
Hallus, Head of the Augustine Order
Faranius, Head of the Isadorian Brotherhood
Quintus, Head of the Evelynic Order
Lugard, Head of the Sampsonian Order
Merric, Head of the Ambrosian Order
Hadjii, Head of the Nathanic Order
Sheum, Head of the Zacariahic Order
Dadius, Head of the Obadiahic Order
Bran, Head of the Davidic Brotherhood

Year of the Ram and the Fifteen Houses

Year of the Ram

Twin: Guy Fiftynames
Twin: Floyd Fiftynames
Race: Gnome

Twin: Virgil
Twin: Zarin
Race: Human

Twin: Eric (now Bjorn)
Twin: Delfin
Race: Human

Twin: Brixmor
Twin: Graxx
Race: Dwarf

Twin: Arathi
Twin: Aida
Race: Elf

Twin: Dugal
Twin: Luth
Race: Halflings

Previous Generations: Visgoth, Harvas Raeth

The Fifteen Houses

House Visgoth
Human
Stands Alone
Mordecai (Visgoth), Zarathos

House Osgov
Human
Combined
Eric/Bjorn, Delfin, Harvas Raeth

House Arundel
Human
Combined
Virgil, Zarin

House Hrothgar
Dwarven
Died Out

House Ulich
Dwarven
Combined

House Baldon
Dwarven
Combined
Brixmor, Graxx

House Al'Aram
Halfling
Combined
Dugal, Luth

House Al'Vuuz
Halfling
Combined

House Al'Mere
Halfling
Died Out

House El'Lauriel
Elven
Combined
Arathi, Aida

House El'Luthiel
Elven
Combined

House El'Fariel
Elven
Combined

House Bostwick
Gnome
Combined
Guy, Floyd

House Bethwell
Gnome
Combined

House Windmere
Gnome
Combined

Thursday, May 21, 2009

DM Post: Riddles Encountered in Game

Here are the riddles that the party has had to solve thus far throughout the course of the game:

1) Brown I am and much admired;
Many horses have I tired;
Tire a horse and worry a man;
Tell me this riddle if you can.

Saddle

2) Two bodies I have,
Though both joined in one.
The stiller I stand,
The faster I run.

Hourglass

3) It increases and decreases,
Yet no one see it.
It is not a fire,
And yet it can be quenched.

Thirst

4) What is that which is not among all the things
that Earth, the nurse, brings forth,
nor the sea,
nor has any growth in its limbs like that of things mortal,
yet in the time of its earliest begotten generation is largest,
but at its midmost height is small,
and at old age itself is again largest in shape and size?

Shadow

5) What king can you make if you take
the head of a lamb
the middle of a pig
the hind of a buffalo
and the tail of a dragon?

Lion

6) He has married many women,
but has never been married.
Who is he?

Priest

7) I am up when you are down
Look hard and you may see a clown
Most times I am blue
But that does not always hold true
You look up at me when you pray
I am never very far away
But I'm not something you can touch
Do you know what I am,
or is this too much?

Sky

8) I have no particular shape or size,
I am usually dark and I am often used to disguise,
Within me people may hide,
Yet I am always near your side.

Shadow

9) What has 1 eye but can't see?

Needle

10) I'm in a zoo
But not in a jungle
I rarely come in pairs
But I'm in every puzzle
Some think I'm in a xylophone
But, I most certainly am not
You don't see me with a loan
But very strangely in a zealot
I'm in the magical prison of Azkaban
Well, can't you see?
I'm in the buzz of a fan
But, my oh my what could I be?

The letter Z

11) Often talked of, never seen,
Ever coming, never been,
Daily looked for, never here,
Still approaching, coming near,
Thousands for its visit wait,
But alas for their fate,
Tho' they expect me to appear,
They will never find me here.

Tomorrow

12) Never stopping and always moving forward,
You can not see, taste, smell, hear, or touch me,
Yet you can feel my effects.
What am I?

Time

13) I have two arms and a back,
Supported by four legs.
But there is something I do lack,
Actually, I have no eyes to see.
I also cannot move around,
Or at least, not on my own.
Unfortunately I can make no sound,
Except perhaps a squeak.
If you chop off my head,
You are left with a hair.
If you chop off my tail,
Only tea is left there.
One more clue I will add,
Is that you often use me.
Yet you barely ever notice,
In fact I'd much rather be a tree.

Chair

14) I am tall when I am young.
I am short when I am old.
When I live I glow.
From your breath I die.
What am I?

A candle

15) I'm called by three letters
Though I have a long name.
I'm in all of you,
But I'm never the same.
I'm all coiled up
So that I am quite small,
But if you stretch me out
I'll be really tall.
I could be the root
Of certain disease;
If man can unlock me
He'll solve many mysteries.

DNA

16) I was carried into a dark room
and set on fire.
Then I started to weep.
What am I?

A Candle

17) I have no voice, yet I speak to you;
I tell of all things in the world that people do.
I have leaves, but I am not a tree.
I have a spine and hinges,
but I am not a man or a door;
I have told you all, I cannot tell you more.

A Book

18) I may be high
I'm not real low
Sometimes fast
Sometimes slow
You can't reach me
But you can see me

Clouds

19) A group of four brothers did travel the land,
with only one steed shared among the whole band.
Though always surefooted, no matter the weather,
their mount would go lame if they didn't ride together.
When one of the brothers was thrown and misplaced,
he was left where he lay and was quickly replaced.
When the ride became old and the brothers not needed,
to a game for all ages they simply retreated.
When many a player would fling them about,
and ringing a post was the victory shout.

Horseshoes

20) Castles may rise and castles may fall
Soldiers will fight and stand tall
Lords of war are enjoying the kill
Not really caring about lives they spill
Winners take all, winners are brave
But in this war they are buried in a grave

Chess

21) I give you life,
but I cause you strife.
If you feel my breath,
I'll give you death.
I keep away the dark,
but I also make darkness.
If you examine me,
I'll be hard to see.

The Sun

Post by Jake: Fake Wiki Page

As a joke I tried to create a wikipedia page for my friend Joey in 2007. Wikipedia denied the page, which gives me comfort as to the validity of the pages they actually allow. Most of the info is outdated but it may still get a laugh. Names have been reduced to initials to protect the not-so-innocent, and the role of one "J M" has been vastly exaggerated.

Here it is:

Joseph M (commonly called Joey) is a Houstonian role-player and director. He is known primarily for his direction of the one act version of Speed the Plow, and his Dungeons and Dragons character Holeroy the Bard. He currently resides in Houston with his fiancée A G and his dog R; Joseph is currently in the employ of the Houston Metropolitan Museum of Art.

Joseph M was born in Dickinson Texas, the oldest of three brothers. His life took a rapid turn when in college he met J M. Since this meeting, Joseph has become a well-known force in the Houston Role-Playing Society (HRPS). While in college he directed Speed the Plow, a one act cutting of David Mamet’s play. Reviewers stated that they had never seen a better interpretation of the piece, particularly of the character Charlie Fox. Joseph followed up this success with Night and Her Stars to similar reviews. Joseph continues to direct plays throughout Houston; so far he has refused to be associated with one theater, instead giving his talents to many.

While he had played role-playing games through out his high school career, it wasn’t he began playing under J M that his talents were displayed. Three events stand out among his role-playing career thus far: his character Holeroy, his epic Star Wars campaign, and his creation of the world Nuestrasia.

Joseph M was part of an adventuring party that made HRPS history. Dungeon Mastered by J M, Joseph M teamed up with C T and J “Boom!” S to fight their way through one of the most famous campaigns in HRPS. It was in this game that Joseph created and ran Holeroy, arguably the most powerful bard ever in HRPS. This game also saw the introduction of Captain Evil, the NPC villain who plagues HRPS heroes.

Joseph’s first run as a Dungeon Master with HRPS was also the group’s first Star Wars campaign. It is considered to be a success. A long running story set just before Episode VI, this game saw the creation and growth of some of the most famous characters in HRPS: J “Boom!” S’s drug addicted sullust, C T’s brutal wookie, and the infamous Uno Zeb. Notable others were G A’s trandosian pilot, and M McC’s human jedi.

Joseph created the Nuestrasia campaign setting for Dungeons and Dragons which has been the background for more campaigns than any other in HRPS. The most famous campaign in Nuestasia, the Montana Stevens game, firmly established Joseph as a high level Dungeon Master. Most of Nuestrasia’s history has been completed, leaving doubt as to how many future games the setting can support, but it will always be remembered as the original HRPS setting, as almost every DM has utilized it.

In addition to these events Joseph M is know for his love of baseball and baseball trivia, his participation in Ubertoast a Houston based sketch comedy group, and his great knowledge of general trivia. He is widely respected as an individual “in the know” despite his current public humiliation after claiming that Billy Dee Williams, beloved Star Wars character Lando Calrissian, was dead.

DM Post: History of the Bard Class

Historically the Bard class was based on a social caste in Ancient Celtic society. The Celts didn’t develop a written language and most of the history and stories of the people were passed down orally by the bards, or warrior poets. They were unique in that they were supposed to be trained warriors, and knowledgeable of the Druidic tradition. The stories and songs were passed down over centuries by the bards and remained unaltered damn near word for word because they used a precise lyrical structure and rhyme sequence which also aided in memorization.

The other historical foundation for the D&D class was the Norse Skalds. The Skalds were warriors who rode at the forefront of battle and sang their heads off. Supposedly their songs caused fellow warriors to go berserk, ignore pain, and fight fanatically. The songs were also supposed to cause enemies to cower in fear, but this may have more to do with the effect on the Skalds’ allies than a direct effect on the opponents. It’d be like if someone invaded the continental U.S. and the National Guard started all singing America the Beautiful at once as they went into battle.

The most famous historical bard was named Taliesin. Folklore has him being the chief bard for King Arthur, but Taliesin lived around the end of the 6th century whereas Arthur (or at least the actual counterpart to the mythological one) died/disappeared at the Battle of Camlann in 532 A.D. (current best historical guess). He’s also famous for the Book of Taliesin, a book of songs and poetry he supposedly created.

As Europe became more civilized, the role of Skalds and Bards became that of court poet, and their main function was to write poems and songs about how great the king is.

D&D: The original Dungeons and Dragons game (1974) had only 7 classes: Fighter, Cleric, Wizard, Thief, Hobbit (which was changed to Halfling after a dispute with the Tolkien estate), Elf, and Dwarf (there was no difference between race and class- an Elf was like a fighter-mage, a hobbit was like a fighter-thief focused on sneaking, and a Dwarf was like a fighter-thief focused on traps).

The Bard class made its first appearance in 1st Ed AD&D (1977). It was a special appendix in the back of the player’s handbook. Becoming a bard was insanely hard. First you had to be either human or half-elven. Second you had to have the following stats: STR 15, DEX 15, CON 10, INT 12, WIS 15, CHA 15. Now remember, stats didn’t go up in previous editions, so you had to roll those at creation. Then you had to start as a Fighter and make it to 5th lvl, then dual class into Thief for five levels, then dual class into Druid. And then you could become a bard. The bard was like an underpowered Druid with the Bardic Knowledge ability and the ability to charm with its music. Needless to say, claims that your character was a Bard were always met with skepticism. “Sure you’re a Bard. I bet he’s got a +10 vorpal sword too.” Nobody in any of my groups ever played a bard waaay back when I was playing 1st Ed.

The Bard became one of the main classes in 2nd Ed. It was basically a really lame version of the Thief (no backstab but can cast a very small number of weak wizard spells). This class saw almost no play, at least in my groups, because you could do the same thing better by being a mage-thief.

When 3rd Ed rolled around, they scrapped the old Bard Class and started over from scratch, trying to make a jack-of-all trades character. Basically the theory is if you’ve got at least 1 warrior, 1 healer, 1 mage, and 1 rogue you’ve got all the bases covered and can handle anything the DM throws at you (level appropriate). In fact all of the challenge ratings assume that you have these four slots filled in your party. If you’ve ever wondered why the challenge ratings seem too low for those powerful undead or outsider types, it’s because it is assumed that your party can heal/turn/banish. Anyway, the Bard class was designed to fill any of those spots if needed.

By the time they cleaned up 3rd Ed and issued version 3.5 (or the thank-you-for-paying-to-play-test-this-is-the-REAL-game edition) they realized that the Bard still wasn’t being played because it was considered a weak class. So they revised the spell list, let the Bard cast in light armor with no Spell Failure (which he couldn’t do in 3.0) and beefed up the skills selection.

Monday, May 18, 2009

DM Post: The Adventures of Brotar

Brotar marched uneasily through Haven, the steady staccato of his dwarven stride ringing out against the solid stone architecture. It was early morning, and the freshly cresting sun sent hazy beams of light through the slender arrow slits that served as the fortress’s windows. Haven’s halls were quiet at this early hour, and the young dwarf found the walk calming in spite of his uneasiness. Shortly he came to the grand foyer and stepped through the massive oak doors and into the dew soaked grass of the courtyard.

A densely muscled gnome lay on his back breathing heavily. Standing above him was easily the largest man Brotar had ever seen. Samred was over six feet tall and at least 300 pounds of thick veiny muscle. Sweat ran of his face and saturated the bright red beard he wore, and droplets fell from the ends of it with each breath. The gnome let out a groan from his position on the ground.

“You rely too much on that axe of yours. Not much for wrestling now are you?” Samred said in his rough growly voice.

“It was supposed to be a knife fight” the gnome wheezed, gesturing to two wooden sparring knives lying a few feet to the left of him.

“Any knife fight can dissolve into a wrestling match if your opponent is willing to get hurt a little. Frankly I’m surprise you survived this long. What, do your opponents just line up like wood to be chopped for the fire?”

“As a matter of fact, yes. Yes they do.”

Brotar patiently waited through this exchange, not knowing if it was appropriate to speak or not. He had a passing familiarity with Samred, the big man taught personal combat to all the troops stationed at Haven, but the gnome was something else entirely. Guy Fiftynames, or Guy Axefury as he was known to the troops, was already a legend in the Freelands. Even though he was one of seven who hammered out the Freelands’ Constitution, the country was based around lands that were rightfully his to begin with. The dwarves who migrated to the Freelands from Dwarfwarren, like Brotar, saw Guy Axefury as their thane, and king of the Freelands in everything but name only. Guy looked over Brotar’s way.

“Are you the soldier Bjorn sent for my errand?”

“His name is now Eric milord.”

Guy grimaced. “Right, the name change. Wow that’s confusing. Ok then, are you the soldier Eric sent?”

“Yes milord.”

Guy glanced up at Samred. Samred winked, turned, and strolled off whistling merrily as he went. Guy got to his feet with a groan.

“What’s your name?”

“Brotar milord.”

“Very well Brotar. Walk with me a bit.”

So saying, Guy began walking back towards the fortress. Brotar quickly fell in line a few feet behind him. Guy turned his head and said, “I said walk with me, not behind me Brotar.”

Brotar quicken his pace and drew along side his ruler. The two made their way into the fortress and crossed the great entrance hall. Haven was fully awake now and servants and dignitaries hustled back and forth, beginning the day’s business. They exited the great hall and made their way down the corridor where the Executive Council Members had their offices. As they did, a slender man in comfortable clothing crossed their paths. There were dark circles under his eyes and his hair was tousled; he did not look as if he got much sleep the previous night.

“How goes the research?” Guy asked casually.

“Frustratingly.” The man replied. “I don’t know how Garam does it with such a cheerful demeanor.” His eyes swept over Guy’s bruises. “Samred kick your ass again?”

“It doesn’t make sense! I know I’ve surpassed him, and I always win when we spar with axes…”

“You rely too much on your axe.”

“Samred said the same thing.”

“Who’s this?” The man asked, turning his gaze on Brotar. Of all the people in Haven, this man – Virgil Deathbow – unsettled Brotar the most. His gaze was always one of unnerving intensity despite his casual conversation.

“He’s going to take care of something for me. How long are you staying this time?”

“I leave after lunch.”

“Okay, see you later.” And with that Guy and Brotar continued until they reached Guy’s office. His office was dominated by several stacks of parchment that towered imposingly down on the meager contents of the room. Guy’s eyes ran over the stacks and he grumbled to himself as he maneuvered behind the simple table that served as a desk.

“Have a seat.” Guy said, gesturing to the two plain wicker chairs that faced him across the table. Brotar hesitated for a moment and then chose the chair closest to him.

“I need you to run an errand for me Brotar.” Guy said. “Are you familiar with the area to the north that is still known as the Twilight Lands?” Brotar nodded in the affirmative. Guy continued, “There is a settlement there known as Eveningmist. Havern the blacksmith lives there. I want you to take him this.” Guy reached over and handed Brotar a wicked looking great axe. Brotar swallowed as he gingerly received the weapon; Guy Fiftynames’ axe was as famous as he was. It was a hefty double bladed axe with some large building etched on the blades. The upper points of each blade extended into a spike – rumor had it that Guy would impale the occasional foe on the end of his axe. “Hang out until he is finish working on it,” Guy continued, “and then bring it back to me.” A long silence stretched out until Brotar realized Guy was waiting for an answer. Tearing his eyes away from the glistening blade, he murmured an affirmative. Guy gave Brotar a supportive smile and then grimaced as his eyes drifted to the closest stack of papers. Sighing, he pulled a few sheets from the top of the stack and began scanning the text it contained. Sensing the dismissal, Brotar quietly stood up and exited the small office. Just as he was about to step across the threshold, Guy’s voice drifted out lazily from behind him.

“Oh Brotar?”

“Yes my lord?” Brotar replied without turning.

“Be kind to my axe. I wouldn’t lose it if I were you.”

The sturdy gnome’s voice was casual, even relaxed, but Brotar felt his blood turn to ice at his words. He took a moment to steady himself before he spoke.

“No sir.”

*********************************


Dreia had become a metropolis almost overnight, and because of this the streets were almost always packed. Workmen carried or carted a never ending supply of building materials through the crowded throng. The construction crew worked practically non-stop but could not satisfy the demand for new residences and shops. Brotar kept a close watch on his purse as he threaded his way through the crowd; pick pocketing was a major industry in the congested city. The quartermaster had given him four hundred gold pieces to cover expenses on the journey and it made him nervous. It was more than three year’s wages to the young dwarf, double his meager savings, and Brotar was more aware of his heavy coin pouch than he was of the large weapon he was transporting, wrapped in oiled leather and strapped to his back.

He had left Haven much later than he intended. There had been a constant barrage of advice, warnings, and requests to see or hold the legendary axe. Brotar politely listened to the advice and warnings and gently refused the requests to see or hold. By the time he was able to pass through the massive gates it was already mid afternoon. Dreia was a four hour walk, and now he found himself pushing through Dreia’s crowded streets thinking about dinner and lodging for the night. A fellow guardsman had once recommended an Inn called the Jolly Badger, and Brotar decided to try his luck there.

The sun was setting on the noisy city when he found his destination. The Jolly Badger was an old building made of solid but eroded stone and weathered oak standing out in sharp contrast to the fresh stone buildings of the city. A faded sign depicting a laughing badger head hung over a well worn door; the threshold had been ground down to almost nothing by decades of patrons’ traffic. Brotar stepped into a small entry room where a pleasant young woman sat behind an antique desk.

“What’s your pleasure good sir?” She asked cheerfully.

“Um, dinner, a drink, and a room for the night if you’ve got it.”

“We’ve got all three. The room will be three gold pieces, food and drink can be found in our common room.”

Brotar paid the girl and stepped into the common room of the Jolly Badger where he was beset by pleasant odors. Most bars he had been in smelled of stale beer and sweat, but here pipe smoke, dried fruit, and fresh baked bread blended their smells into an enticing aroma that drained the tension out of his shoulders. A fire was dancing merrily in the large stone fireplace, and the room was well illuminated by plain candle filled chandeliers that hung from the dependable oaken ceiling. Comfortable chairs and tables of a simple village design were scattered throughout the room facing a small wooden stage. Along the wall ran a sturdy bar where a skinny old man talked animatedly with an elven patron while he poured drinks. Two serving girls in modest peasant dresses moved through the tables taking orders. One of them, a plump blonde human with dimpled cheeks, approached Brotar and guided him to a vacant table.

“Here you go good master dwarf. What can I fetch you?”

“Hmm,” Brotar said as he slid into his chair, “what does the kitchen have tonight?”

“We have a beef stew master dwarf.”

“That will be fine; and ale as well.”

“Coming right up,” she replied and with a dancer’s flourish she made her way to the bar. A few minutes later she returned with a large clay tankard, a steaming bowl, and a small loaf of bread all of which she placed in front of Brotar.

“That will be twelve silver” she said with a smile. Brotar carefully counted out the requested coinage, and she left with a friendly squeeze to his shoulder. The stew was hearty and thick and tasted of thyme and bay leaves. The bread was still warm from the oven and had a tasty sour flavor that complemented the stew. Most of all Brotar was impressed by the ale which he recognized immediately as brewed in Dwarfwarren. Brotar had not been terribly hungry, but he fell into his meal like a starving man. He was just about to order a second ale when the older man who had been behind the bar stepped onto the wooden stage.

“Good patrons,” the old man said, increasing volume until he had everyone’s attention, “we have a bard who wishes to take the stage. Please give him your regard.” Brotar’s eyebrows raised and several other patrons whispered excitedly, while it was not uncommon for a minstrel to play in an inn such as this – indeed that is what the stage was for – a full fledged bard was a rare treat in the even the most expensive inns. Brotar’s eyes opened even more as a small gnome is a ridiculous hat got up on the small stage. Floyd Fiftynames was Guy Furyaxe’s brother, and was also a member of the Executive Council of the Freelands. While Guy was enormously respected, his brother Floyd was regarded with a sort of wry amusement by the soldiers of Haven. You could never predict what would catch Floyd’s interest and what would be waved off as undeserving of his attention. It made for an interesting individual and a frustrating ruler.

Floyd began to speak as he tuned his instrument.

“Good evening one and all. It’s a pleasure to see a good number of patrons in such a fine establishment; the Jolly Badger is a favorite place of mine and I always stop in when I’m not saving the world or running international politics. I’m going to open up with a longer song; it’s not one of my most recent but it is one of my favorites.”

And with that he burst into song, the lute he held intertwining its notes with his voice. The song was a local favorite, but Floyd gave it a personal depth that made it unique. The ballad told of a battle at an inn called the Cracked Flagon where a group of local heroes and notable individuals soundly defeated a large force of mercenaries that culminated in a fight with a dragon. It was one thing to hear the song from a local minstrel, quite another to hear it from the song’s author and a central participant in the battle. The entire crowd in the Jolly Badger listened with rapt attention until the last haunting notes drifted off leaving a feeling of resounding triumph in all the listeners. Floyd calmly took a pull from a flagon he had set on stage and then launched into a song lamenting the difficulty of fighting zombies. Every time Brotar resolved to head upstairs the animated little gnome began another captivating song. He played well into the night repeating a few songs that had struck particularly strong chords with his audience. Not a customer left until Floyd was finally finished singing. Brotar looked at his table and realized he had gone through eight tankards of ale. Glancing around he saw that just about every table was littered with empty mugs; the bar had done an amazing amount of business tonight. Floyd hopped down from the stage with a flourish. Brotar stretched and tried to shake the ale fog from his head. Standing up he pulled out his purse and began sifting through the coinage, looking for appropriate coinage to leave on the table as a tip.

“Excuse me,” said a soft voice at his elbow. Brotar turned to look only to discover that Floyd Fiftynames was addressing him. “You’re a soldier from Haven, aren’t you?”

“Yes sir,” Brotar replied in surprise. While he was wearing armor and was well armed, he did not have on the distinctive surcoat that identified him as a soldier of Haven.

“Well I hope you enjoyed the show. I know you probably don’t get to hear a master bard play such exquisite works of art very often. To the point though is the other patrons enjoyed the show quite thoroughly and their drinks even more so. And you will notice it is quite late. The streets of Dreia, though new and well built, are not the safest place for your average citizen, especially this late and when said citizen is roaring drunk. I am going to escort some of these good audience members to their resting place as an act of good will and I was hoping you would offer to do the same.”

Brotar shook his head again and blinked at the little gnome a few times. “You want me to walk them home?”

“Indeed, that is what I was hoping you would volunteer to do!”

Brotar’s eye scanned the crowd of about thirty. Most were simple laborers and shopkeepers; there didn’t seem to be a mean soul in the bunch. Brotar looked back at Floyd.

“It would be an honor your Gnomeship.”

“Excellent! We’ll split them into two groups based on destination.” With that Floyd headed through the crowd sorting the patrons. Brotar gave his head a final shake and stumped over to the entry room. The same woman was behind the little antique desk, still looking bright and alert despite the late hour.

“Excuse me Miss,” Brotar addressed her, “I’m going to help some of these people home. Would you hold my room until I return? It may be late depending on how far away they live.”

She gave him a warm smile. “Of course we’ll hold your room. You are welcome to come right back to the Jolly Badger, and never mind the hour.”

Brotar nodded his thanks and turned to see a group of about fifteen people looking at him expectantly through bleary eyes.

“All right,” he said. “Let’s go.”

**********************************


By the time his small group and dwindled down to five, the cool night air had chase the last wisps of alcohol from Brotar’s mind. The city had torches hung in street intersections, rather than illuminating the city at night it actually made it worse as the shadows and darkness in the alleys deepened. The harsh yellow light of the torches kept Brotar and his small band’s eyes from being able to fully adjust to the night. None-the-less, Brotar was still able to spot a pair of men trailing his small group. Reaching down he drew a small dagger from his belt and passed it to one of the men with him. The laborer looked worried but accepted the dagger without a word. His group continued through the streets, the pair of men slowly closing the gap behind them. Finally Brotar halted the group in an intersection, under a ring of torchlight, and turned to confront the men. Brotar drew his flanged mace and held it firmly in his hand but kept his shield at his side. His thoughts briefly flitted to the powerful axe strapped to his back but he rejected using it; not only was it not his to use, but it was wrapped tightly in oiled leather. The two men paused for a moment, assessing the situation. They gave each other a long look, and then each drew shortswords.

Brotar stepped forward with practiced ease and brought his shield up. One of the men rushed forward, sword swinging wildly. Brotar calmly caught the clumsy attack on his shield and popped the would be robber in the forehead with his mace. The front of his skull collapsed and the man fell to the ground twitching with blood running out his nose. Brotar calmly shifted his gaze to the other man, ignoring the scared noises of his charges. This brigand came in more cautiously, testing Brotar’s defenses with measured strikes. One of his attacks slipped past Brotar’s shield and drew blood, but Brotar used the opening to clip him on the shoulder, shattering the joint and causing his sword arm to fall uselessly at his side. Wincing in agony the attacker turned and fled down the street. Brotar dropped his mace and in one smooth motion drew and threw his throwing hammer at the escaping robber. The hammer caught him in the back of the head in a spray of blood and gore. Brotar turned to his charges; they were huddled against the wall of a building eyeing him fearfully.

“It’s ok,” Brotar said soothingly, “Let’s just get you all home.” Giving them a moment to compose themselves he went over to the dead attackers. Brotar flipped one of the bodies over with his toe and noticed a black mark under the collar of the dead man’s shirt. Bending over he pulled the shirt aside revealing a black hand shaped tattoo on the body’s chest. Standing up, he went to the next body; it had the tattoo as well. Brotar picked up his throwing hammer and wiped it off on his victim’s shirt. Hmm. That can’t be good. He thought to himself. Shrugging he walked back to the townsfolk and lead them off through the city.

******************************************


It was late when Brotar got back to the Jolly Badger, but instead of going up to his room he headed into the tap room and bellied up to the bar. He was the only one in the room besides the bar man, the same spry old man who had manned the bar earlier. The man was sleepily wiping down the bar but still managed a friendly smile as the young dwarf slid into one of the barstools. Brotar returned the friendly look an placed several gold coins on the bar.

“I’ve got a question.” Brotar stated. The old man’s eyes went down to the coinage and his smile shrank a little.

“Ask away.” He replied, still friendly but with a cautious edge of seriousness.

“What do you know about men who have a tattoo here” Brotar pointed to his chest, “of a black hand?”

“Not enough to make you happy, but too much for my liking. That is the mark of the local thieves’ guild. They call themselves the Black Glove. They are particularly violent, but not as vicious as the were-rat guild that was in town a few months ago. Why do you ask?”

“I killed two of them tonight. They attacked a group of your patrons I was escorting home. I think they were trying to rob us.”

“Well I’m glad you protected my customers. I just hope there are no repercussions. One last thing you should know, the Black Gloves travel in groups of three, five, and ten. Never two.”

There was a moment of silence as Brotar stewed that over. Finally he shrugged and said, “Well I’m for bed. Goodnight.”

“Goodnight master dwarf.”

Brotar walked wearily out of the tap room and went up the stairs. He entered the room that had been assigned to him and gave it a cursory glance. A stout bed frame held a firm mattress covered by a thick quilt. On the floor next to the bed was a simple wooden chest, and over the chest was a window whose wooden shutters were closed and latched. Brotar turned, shut the door, and set the wooden board that served as the door’s lock in place. He stumbled over to the bed, shedding gear and clothing as he went, when he noticed a small pouch placed on the bed’s pillow. He picked it up and spilled its contents into his fleshy hand. A good amount of coin fell out followed by a piece of paper. Curious, Brotar examined the paper; it was a note that read:

Thanks for doing as I asked. Here’s some money by way of thanks. Good luck taking Guy’s axe to Havern, tell him I said hey.
--Floyd

Chuckling Brotar threw himself on the bed and let sleep overtake him. Tomorrow he would leave Dreia and continue north to Eveningmist.

DM Post: The Adventurer's Guild

Adventurer’s Guild

Joining
The only requirement for membership is you must be invited to join by an existing member (Veteran or Master). The guild is not interested in level of power or ability, not will there be any tests to this effect. Journeymen are encouraged to sponsor individuals for membership by introducing prospects to a Veteran or Master and vouching for their worth. There is a joining fee of 500 gp. (Game Mechanics note – you must be 2nd level to join the Adventurer’s Guild).
To become a Veteran, an existing Veteran must sponsor you, and a review board of two Veterans (different from your sponsor) and a Master must decide to promote you. (Game Mechanics note – you must be 4th level to become a Veteran).
To become a Master, a Master must sponsor you, and a review board of three Masters (different from your sponsor) must decide to promote you. Additionally you must have served the guild as a Veteran for one year minimum to be eligible for the rank of Master. Upon receiving the rank of Master, guild members are expected to donate a magic item to the guild. (Game Mechanics note – you must be 6th level to become a Master).

Benefits
Members receive the following benefits:
1) Community, identity, and companionship that goes along with being part of a group of similar individuals.
2) A personal locker in each Guildhall.
3) Access to the Guild Shops.
4) Access to training provided by the guild. (Game Mechanics – prestige classes, skills, and feats)
5) Free lodging at all Guildhalls and Partnerships.

Duties and Expectations
1) A guild member’s actions reflect on the guild, and as such a member is expected to take consideration when interacting with commoners, nobility, and government officials.
2) A guild member is expected to be seen as a force for good on behalf of the individuals and communities they interact with.
3) Guild members are expected to support and defend other guild members.
4) Guild members are expected to abide by the rulings of the Council of Elders.
5) Guild rules, customs, and details are for guild members alone to know.
6) Disputes between members are handled within the guild, never in public.
7) The guild has no political affiliation; members involved in politics should make this clear.
8) Guild business is not expected to take ultimate priority, but members are expected to be regularly involved.
9) Guild members are expected to answer a Guild Call if able.
10) Guild Members are expected to be respectful of those members who
hold higher rank.


Levels of Membership

Prospect
Prospects are individuals who have been sponsored by a Journeyman for membership. They are allowed in the Guildhalls under the escort of a guild member.

Apprentice Adventurer
Apprentices are individuals who have been sponsored for membership but do not have the money for the joining fee, or have been recognized by a Veteran or Master as having good potential but needing more seasoning before joining. Apprentices may enter the Guildhalls freely and without escort but are confined to the ground floor.

Journeyman Adventurer
Recognized as a full member and have all benefits and duties thereof except those specifically designated to Veterans or Masters. Annual Dues are 200 gp.

Veteran Adventurer
Veterans are expected to take a mentorship role in the guild. In addition to the standard benefits and duties, Veterans are required to spend 1 month out of every year in a Guildhall offering training to guild members. Veterans have the ability to invite new members into the guild. Veterans have a discount at Guild Shops. Annual Dues for Veterans are 500 gp.

Master Adventurer
Masters are the leaders of the guild. While they may offer training they are not required to do so as are Veterans. They have a larger discount at Guild Shops than Veterans, and also have the ability to invite new members. Masters are required to mediate disputes between members. Annual Dues for Masters are 500 gp.

Guild Branches
The Branches are organizations within the guild. Not all guild members belong to a branch; those who do belong only to one. Each branch may have its own customs, expectations, and benefits.

Arcane Brotherhood
The Arcane Brotherhood is the branch of the guild that is made up of those who devote their life to arcane magic and mystical knowledge.

Cavaliers
The Cavaliers is the branch of the guild that is made up of those who specialize in hand to hand combat both as individuals and in groups.

Wardens
The Wardens is the branch of the guild that is made up of those who have an interest in the frontiers and wildernesses of the world.

League of Bards and Skalds
The League of Bards and Skalds is the branch of the guild that is made up of those who have a profound interest in history and the performing arts.

Hospitalers
The Hospitalers is the branch of the guild that is made up of those who specialize in healing.

Council of Elders
The Council of Elders is the ruling body of the Adventurer’s Guild. It is made up of no more than fifteen and no less than five Master Adventurers. To gain a seat on the council the current council must invite you. There are no other requirements, other than holding the rank of Master. The Council typically only decides broad policy and then only when needed. Sixty percent of the Council must be present for any meeting to be held (3 out of every five members). Council members enjoy no status benefits and are not differentiated from other Masters by guild members. The Council meets annually, although additional meetings may be called if needed.

Guild Call
Any Master may put out a Guild Call, a general call to arms or attendance. Guild members are expected to respond if able to such a call. Examples of inappropriate Guild Calls are any situations where the full weight of the guild is unnecessary, such as assaulting a lone orc tribe. Examples of appropriate Guild Calls would be: 1) a call to arms to drive a demon invasion out of the Basilica (or anywhere else for that matter); 2) a world tournament of fighting (since a good showing by the guild brings it prestige); 3) a conference on matters of global importance; etc… In the event that the Council of Elders sounds a Guild Call, the membership is expected to respond in force.

Guildhalls
Guildhalls are the headquarters of the guild where all guild business takes place. All Guildhalls have the same design. The ground floor holds the Common Room where food and drink is served and performances are heard. Also on the ground floor is the Training Hall where the Veterans instruct those who are interested, the stables, and the Chapel which is dedicated to both the One True God and the Universal God (same God, different dedication practices). Also within the Chapel are several shrines to Gods not included in the Universalist Faith. The second floor holds the Guild Shops, the Map Room, the Guild Library, and the conference rooms. The Map Room holds maps of the world donated by members and is maintained by the Wardens Branch. The third floor holds the barracks and the guild lockers. Non-members are not allowed into the Guildhalls unless designated a Prospect or an Apprentice. Only full members are allowed on the second and third floors.

Partnerships
Partnerships are inns, bars, and taverns that agree to partner with the Adventurer’s Guild. The Partner agrees to provide free rooms to guild members and to hold a Golden Box for guild member use. In return the guild pays the Partner an annual fee of 50 gp and guild members agree to come to the Partner’s aid if needed. While rooms are free for guild members, food and drinks are not and members are expected to eat and drink at these establishments and tip well. The Partner basically expects to make up lost revenue on the rooms from guild members bar tabs. The Golden Boxes are devices created by Garam. It teleports any paper or parchment placed within to the Guildhall named on the note. Guildhalls can send paper and parchment back to any Golden Box that has been activated.

Guild Shops
Guild shops are private stores located within the Guildhalls, and are for member use only. There they may buy and sell special gear at extremely good rates.

Guild Armory
The Armory buys and sells weapons and armor. No items are made by the store; it is simply a re-sale shop.

The Arcanum
The Arcanum buys and sells arcane scrolls, spell reagents, and wands. Some items are created by the Arcane Brotherhood, others are acquired by purchasing agents that go to wholesalers and other non-guild shops, and the remaining inventory is bought from the membership.

The Apocathary
The Apocathary buys and sells potions and oils. While it is solely a re-sale shop many members who have the ability create potions and oils and sell them to the Apocathary as a source of income.

The Emporium
The Emporium buys and sells any manner of magical item or device that does not fall under the jurisdiction of the other shops. Rings, boots, rods, belts, and just about anything else that is found or created by a member.

The Chapel
Healing can be purchase at the Guild Chapels for good prices by anyone who has access to the ground floor of the Guildhall. The Chapels are run by the Hospitalers who provide the healing.

Guild Staff
The Guild Staff are individuals employed by the guild to provide services to the members. The merchants in the Guild Shops, the cooks, the wait staff, all are guild employees. These individuals are not members but have access to all three floors of the Guildhalls and may purchase healing from the Chapel at standard rates. Guild Staff are paid four times the going rate for their services and are considered under the protection of the guild in an effort to engender loyalty. Members are expected to be courteous and respectful to Guild Staff; they are not servants and are not to be treated as lesser individuals.