How did you find this place? Was it an accident? A dark calling? or perhaps you have business here.
[Special] Gain a "Crime Token", pay 1 (T) and Roll to see what work the guild has available. Roll 1d6 for the category, and then another D6 to generate the job. Record your chosen Job in your journal. You may only take 1 Job at a time.
[Special] If you visit this location with a "Crime Token" you may gain the "Prison Break" Thief special ability: "When making prison rolls, on a 6 gain a "Crime Token" and escape the prison".
[Special] If you visit this location with 10 "Crime Tokens" you may gain the "Assassinate" Assassin special ability: "When taking the Stealth option in PvP, your opponent must also take the Stealth Option. ". "
A local Wizard hires you to steal back his spellbook from a rival guild.
On your next Dungeon encounter, you must roll a 1 before you can escape. +2(M)+3(G)
A shady priest pays you to smuggle moonstone shards for her forbidden rites.
On your next Forage event, roll an automatic 1. Gain +1(G) instead of (N).
A cursed noble bribes you to assassinate the witch who bound his soul to a raven.
Next time you kill a Hag, gain +5(G) and forfeit all other rewards.
A rogue arcanist tasks you with testing a stolen portal stone for safe passage.
Teleport back to the home location, gain +1(G).
A cult-infiltrator pays you to silence a demon that escaped their summoning pit.
Use the Banish spell on a demon encounter for +5(G).
A black-market broker demands you capture a rogue elemental to sell as a weapon.
On your next weather encounter, lose 3(M) and gain +5(G).
A rival noble asks you to replace the governor’s official seal with a forgery.
Next time you visit a village, -3(S), +5(G)
A guildmaster hires you to swap out ledgers in a rival’s counting house with doctored records.
Next time you face The Bandit Encounter -5(S), +10(G)
A Spy needs a document delivered to a local hamlet.
Next time you visit a town, -1(S), +1(G), -3(T)
A saboteur urges you to sneak into the enemy stables and steal the horses’ tack.
Next time you encounter Deserters pick stealth and double the rewards
A jeweler begs you to recover a stolen gemstone hidden in a duke’s treasury.
The next dungeon you encounter double the reward when you roll a 6
A librarian quietly asks you to copy and replace forbidden scrolls from the abbot’s study.
On the next Library visit, -2(S), +1(G), +4(T)
A Guild fence tells you rival smugglers have been torching fields that supply your safehouses.
On the next Bandit encounter gain +3(G) upon victory.
The Guildmaster orders you to silence a spy before he can expose your network to the crown.
On the next Assassin encounter use stealth, magic, or combat for +10(G).
A black-market contact offers pay if you reclaim a stolen dwarven heirloom hammer that’s too “hot” to sell.
On the next Giant encounter, upon victory, receive Dwarven Weapons Item and -3(T), or 4(G) and +3(T).
An undercity informant whispers of a relic animating corpses near your hideout. The Guild fears discovery if left unchecked.
On the next Zombie encounter gain +3(T) upon victory.
A merchant indebted to the Guild hires you for protection against raiders threatening his shipments.
Return to your nearest discovered Village, City, or Town for +3(G).
The Guild uncovers that a tyrant vampire is extorting safe passage fees from smugglers. You’re sent to challenge him directly.
On the next Vampire encounter, gain +5(T) upon victory.
The guildmaster tasks you with brokering peace between two rival gangs before their feud brings heat down on the guild.
On the next Bandit encounter, take the talking option or fail this quest, gain +1(G) and +5(T)
A fixer within the guild asks you to persuade a mercenary band to switch allegiances and work for your employers instead.
On the next Deserter encounter, take the talking option or fail this quest, gain +5(G)
A guild contact begs you to sweet-talk a corrupt tax collector into turning a blind eye to guild operations.
On the next Highwayman encounter, take the talking option or fail this quest, gain +5(T)
The guild’s alchemist needs city funds diverted to his “research,” and you’re sent to convince the council to approve it.
Visit the nearest neighboring city to convert X(T) into X(M), minimum 1.
A captured smuggler slips you a sealed letter, urging you to talk your way past the watch and deliver it to his contact.
-3(T) +5(G), or -5(C)
The guild bartender asks you to settle a brewing feud between two thieves before it blows up and ruins business.
On the next Merry Men encounter gain +2(G) and +3(T) upon victory.
A shady apothecary asks you to steal rare herbs from the merchant’s guarded warehouse.
Upon your next Forage event, convert all rewards gained into (G).
A poacher wants you to trap a prized stag from a rival hunter’s lands without being seen.
Upon your next Stag Encounter, you must take the Nature option or fail this quest, +5(G).
A corrupt healer hires you to sneak into a swamp temple and pilfer rare alchemical ingredients.
Next time you have a swamp encounter, you must take the Nature option or fail this quest, +5(G).
A rogue ranger requests you scout and secretly map the hidden paths of a wild forest for smuggling purposes.
Next time you have a forest encounter, you must take the Nature option or fail this quest, +5(G).
A bandit lord wants you to capture a herd of magical beasts from the mountains for his private menagerie.
Next time you have a Folklore encounter, you must take the Nature option or fail this quest, +8(G).
A criminal alchemist sends you to extract venom from giant insects in a cave for his experiments.
Next time you have a Creeper encounter, you must take the Nature option or fail this quest, +8(G).
A greedy bandit hires you to sneak into a crooked noble's camp and retrieve a chest of gold he “lost.”
Next time you have a deserters encounter, you must take the Stealth option or fail this quest. +10(G)
A sorcerer wants you to escort his potions through dangerous roads… and ensure no rival thieves get it first.
Discover a new shrine for +10(G)
A mapmaker hires you to break into a sealed vault beneath the old city and retrieve whatever valuables lie inside.
Triple the reward for rolling a 6 in your next dungeon
A local smuggler promises untold wealth if you recover his treasure hidden in the nearby lake before the authorities do.
Forage a lake to gain +10(G)
A spice trader tasks you with retrieving a lost shipment from a treacherous forest full of rival gangs.
Forage a Forest to gain +3(G)
A black-market fence hires you to steal a hoard of coins from a corrupt governor’s private treasury.
Visit the nearest Village for +5(G), -3(T)