Finder’s Archives – Adventurer’s Guildhouse

Copyright Wizards of the Coast

This week’s location differs from most of the others in that this one is designed to assist the players, rather than provide a location for adventure. That said, as you’ll see, there is plenty of opportunities for that to happen too.

The “Adventurer’s Guildhouse” is located in an out of the way corner in a major city, and it is immediately recognizable as it stands on its own, even in this somewhat deserted part of town. Anyone passing near it seems to throw it sideways glances and starts whenever any sort of noise can be heard from the building. Everyone hurries past it, on the way to be somewhere else, anywhere else.

Lay of the Land

The Guildhouse consists of a 3 story building, with stables nearby. It is made of stone, with a thatched roof, and smoke seems to envelop it at all times. Curiously, it only has one boarded up window, on the top floor, with only one door leading into the building.

The building is a magical location, one that’s only evident when you get inside. On the inside, it is easily 15 stories tall, with stairs leading to each floor, and even some levitation circles for the adventurous to jump onto, and ride to their destination. It is brightly lit, with what appears to be natural sunshine, coming from a huge overhead window (regardless of the weather outside), and birds and other creatures (such as dinosaurs) can be seen occasionally in the sky. Along the walls are 2 types of doors, most of them look like interior doors that lead into rooms suited for the occupants of the guild,  while others lead outside to different planes.

Dangers

The Guildhouse is not dangerous as such, but adventurers come here from all over the planes, and that lends a certain air of danger to the place, as fights break out constantly, spells misfire, drunken parties start and end, and others still set off on missions. At any given time, you can find an assignment suited for you in this place.

Presiding over this madness is the butler and majordomo, a seemingly innocuous man called Helmer Targ (often called “Bob” by adventurers who seem chronically incapable of remembering his name, much to his annoyance).

“Bob” is an outcast Phistophilus Devil, who was caught in human form during a contract signing. The Signing went horribly bad for him, and he has spent hundreds of years working off the contract. He’s actually out of the contract by now, but he found something during his time that he had not expected: a conscience. When the contract ended, he stuck with the adventuring band, and when it finally disbanded, he created a safe haven for adventurers of all types. These days he never leaves the Guildhouse, knowing full well that to other devils he is a traitor, one that must be caught and captured.

 

(For “Bob”, simply use a standard Phistophilus (Contract Devil) from the Pathfinder Roleplaying Game Bestiary 3 and change his alignment from Lawful Evil to Lawful Neutral and replace bestow curse with remove curse. Furthermore, he can no longer summon devils of any sort. While he looks human, his powers remain the same.)

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Kim Frandsen

40 years old, and a gamer since I was 13. These days I freelance as a writer for various companies (currently Fat Goblin Games, Flaming Crab Games, Outland Entertainment, Paizo, Raging Swan Games, Rusted Iron Games, and Zenith Games), I've dipped my hands into all sorts of games, but my current "go-to" games are Pathfinder 2, Dungeon Crawl Classics and SLA Industries. Unfortunately, while wargaming used to be a big hobby, with wife, dog and daughter came less time.

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