All Player Character’s must join The Adventurers Guild
Guild Members may not fight one another unless all parties (or party members) agree to a duel to submission. There are no duels to the death in The Guild.
Guild Members must complete Quests they accept.
Guild Members may use Guild outposts when in need of basic supplies or lodging.
Guild Members may not renegotiate terms of a Quest without approval from a Guild Exchequer.
Dungeon Crawling Rules
Dungeon Crawling Rules
Sequence of Play Per Dungeon Turn
- DM Checks for Wandering Monsters
- Dungeon Actions taken by the Party
- Effects of Actions
- End of Round
- Wandering Monsters
Every 3 hours DM Rolls 1d20+Sound/Light/Stealth
18+=Roll on Wandering Monster table for Encounter
17 or less, nothing happens
Some areas are more (DC 16) or less trafficked (DC20)
Encountered 2d6x10ft away, moving towards the party.
- Dungeon Actions
All Actions taken during Dungeon Crawling take 10 mins
Move, Rest, Search, Pick Lock, Force Door, Listen at Door
- Effects of Actions
- End of Round
DM updates time record, notes light sources, spell durations, etc. If player actions are loud, produce bright light, create smoke or some kind of smell- these effects will directly affect the next Wandering Monster roll.
Move
Traveling in a dangerous dungeon, looking for traps, “watching your doors and corners”, stopping to listen if that was your footsteps or something else. When you take this Dungeon Action you travel your normal speed.
Rest
Does not count as a Short or Long Rest.
May do any light activity, mostly leaning against a wall, taking a breath, sipping a waterskin, munching a cracker.
PCs must take the Rest Dungeon Action once every hour (after 6 turns) to keep their spirits high and their senses sharp. Pushing on without taking a rest every hour will eventually wear down on the adventurer’s morale and sanity. Every time a player character continues to press on without a Rest every hour, the player makes a DC 15 Constitution Saving Throw. Every time a character fails this Con Save the character gains 1 Level of Exhaustion.
Search
Covers a 10’x10’ area chosen by player.
Base DC 18 to notice hidden or secret objects.
Perception check. Rolled in secret by DM
Search (Carefully)
Can search a 10×10 area for 1 hour to “take 20” guaranteeing a maximum roll for sacrifice time
Pick Lock
1d20+Dexterity+Proficiency bonus w/ Thieve’s Tools Player rolls.
Pick Lock (Carefully) Work on lock for 1 hour, “Take 20”
Force Door
1d20+Athletics
DC varies by Door
Listening At Doors
1d20+Perception
DC varies by sound on other side
Native Ioxian: Saint Michael
Saint Michael Riley Carroll (MRC)
Created the first Rat-Catcher Code:
The Rat-Catcher’s Code:
- Decide your own life; don’t let another person run or rule you, especially a Fey.
- When in town, always respect the local law and officials; try to be gentle with good folk.
- Don’t take advantage of someone who is in a vulnerable situation, locals or other catchers.
- Always try to find work, even if temporary, and always seek out jobs nobody wants. By doing so you not only help a business along, but ensure employment should you return to that town again.
- When no employment is available, make your own work by using your added talents at crafts.
- Do not allow yourself to become fall-down stupid and set a bad example for locals’ treatment of other catchers.
- When resting in town, respect gifts and bargains and do not wear them out; another catcher will pass through who needs it as badly, if not worse than you.
- Always respect nature; do not leave garbage or cursed items lying about where you are questing through.
- If in a struggling community, always pitch in and help, especially if a Quest Bounty is offered.
- Try to stay clean; bathe, sleep, drink & eat regularly.
- When traveling, ride your vessel respectfully. Take no personal chances. Cause no problems with crew or captains. Act like an extra crew member.
- Do not cause problems in a shipyard; another catcher will be coming along who will need passage through that yard.
- Suffer no fools who hurt innocent children– they are the worst garbage to infest society.
- Help all lost children, and aid the wayward runaway child homeward bound if you can.
- Help your fellow catchers whenever and wherever needed; you may need their help someday to clear a dungeon.
- If present at a court and you have testimony, give it. Whether for or against the accused, your voice counts!
- Always carry a 10 ft pole, 50 ft of hempen rope, a mirror, and some thread and needles.
- Only accept Quests and Jobs you intend on doing, refusing smartly is always best.
- Pay your hometown a visit at least once a year.
- Discourage dabbling in darker arts, mark those with a spiral any cursed lands or folk you come upon, as a warning to other catchers that the chains are near.
