Eberron - Rising from the Last War

(Joyce) #1

66


VOICE OF

S�(LAlM�


WATCH


COMMANDER OR


CRIME LORD?


Watch Commander Lian Halamar, in charge of the
large and prestigious Daggerwatch Garrison in Sham's
Dura quarter, has long been suspected of ties to the
infamous Boromar Clan. Though these suspicions are
often dismissed as simple prejudice in the assumption
that any halfling in Sharn must be associated with the
crime syndicate, the Voice of Breland, in cooperation with
civic-minded members of the Clifftop Adventurers'
Guid, have uncovered stunning evidence confirming this
connection. The Clifftop guild denies claims that these
accusations embody the latest fracas in the long-running
tensions between the Daggerwatch Garrison and the
city's various groups of heroes for hire.

Sham Watch. Clifftop is protected of the Daggerwatch
Garrison and Watch Commander Lian Halamar. Hala­
mar has no love for adventurers and is happy to catch
guild members on the wrong side of the law.

GUILD BENEFITS
As members of an adventurers' guild, your group gains
the following benefits:
Accommodations. Guild members can stay at the guild­
hall. The room is comparable to one you'd find in a
comfortable inn, but at a modest price (5 sp per day).
Dues. These benefits require the annual contribution of
13 gp paid to the Clifftop Adventurers' Guild. These
dues fund the guild's services and activities. (Other
guilds typically charge dues somewhere between 10
and 15 gp per year.)
Information. An adventurers' guild headquarters
makes a good place to learn about topics relevant to
adventurers' interests. If you need to find someone
who's knowledgeable about the Mournland, for ex­
ample, the Clifftop guild's headquarters in Sham is a
good place to look.
Referrals. The guild can recommend hired services
to its members, drawing on other guild members'
experiences to provide honest, reliable, and skillful
hirelings.

CHAPTER 1 I CHARACTER CREATION

Storage. The guild will store items for its members. The
Clifftop guild has an account with House Kundarak
banks that allow its members to store valuables in se­
cure vaults. Some guilds have access to items such as
a bag of holding or a safe that opens into a similar ex­
tradimensional space. In the worst case, an item can
be hidden in a guildhall's basement for a time.

BUILD YOUR GROUP
Membership in an adventurers' guild doesn't affect the
composition of your party in any way, though it may
provide added reasons for why a party features a diverse
array of characters with varied fields of expertise.

ADVENTURERS' GUILD CONTACTS
Ty pically, an adventuring group has no particular con­
tact within the larger guild. There's a local leader or
bookkeeper who collects dues, but otherwise you might
interact with a variety of different members of the guild
in different contexts-when looking for a contract, gath­
ering referrals, staying in the guildhall, and so on. The
Guild Contact table provides inspiration for contacts you
might encounter during any given encounter with your
adventurer's guild.

GUILD CONTACTS
dlO Contact
The charismatic leader of the guild, who doesn't
actually do very much except inspire and encourage
members
2 A retired adventurer who works hard to connect
member groups with employment opportunities that
match their skills
3 A petty rival who continually tries to claim jobs, boun­
ties, and rewards before you can
4 A bitter enemy who nurtures a grudge over some past
wrong (real or imagined) and does everything possi­
ble to undermine you
5 A naive adventurer who admires you and tries to emu­
late you in every way
6 A hardened adventurer who thinks a moral compass
is akin to a pair of manacles
7 An injured retired adventurer who can't quite let go of
the adventuring life and experiences it vicariously by
spending time in the guildhall
8 A grouchy employee who keeps the guildhall clean
and cares for its guests while quietly complaining
about how adventurers should "grow up," get a "real
job," and contribute to society
9 A kindly mentor who loves to tell stories of past ex­
ploits in front of the guildhall fireplace
10 A sad, older adventurer who tells cautionary tales in
the vain hope that younger members avoid making
the same mistakes
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