Help me design an "adventure-sniffer"

Jon_Dahl

First Post
It's a little bit silly thread but please bear with me.

In the current game that I'm DMing I'd like to set up an adventurers' guild with the help of the PCs. One of the features of the guild would be that they pay commission for rumors about treasures and monsters - treasure-maps are included of course!

But in order to validate or at least rank these rumors, they are going to need some system... Party cleric has several useful abilities (divination etc.) for this, but he is extremely reluctant to use them.

So they need an "adventure-sniffer". But what is that?
Is it a person of a certain class or multiclass-combo?
Is it a certain creature?
Perhaps a cabal of creatures, people etc.?
Is it an item?

I'd like to have something that doesn't overshine my players. so please don't include anything above CR 10. My players are currently at 9th level. In other words: Adventure-sniffer should be able to sniff adventures or verify rumors, not single-handedly solve everything for my players.
 
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How about the old stand by of reading tea leaves and bird entrails? I'm sure it could work in a fantasy setting like D&D, just have it be less precise than spells. So instead of getting high quality information from a cleric, they have to seek out an expert auger and get somewhat dubious directions from there.

Or just find a bard and ask him.
 

What they need is a contact that works at an animal shelter that takes in the familiars of dead wizards.

Use speak with animals to learn about where their master died and that will put you on the trail to adventure.
 

The oraculum.

In the city of Fontweir an oracle of legend was turned to stone ages ago. Unknowingly a master sculptor carved the statue into a fountain and now prophetic whispers can be heard in the bubbling waters. A listen check and a knowlwdge check is required to make out the various whispers of the oracle.
 

A really slimey-personality NPC contact with a really high Gather Information skill who will meet you in various seedy taverns, alleyways and building tops? Only accepts payment in charred, pickled frogs, a very exotic dish that's rather expensive and challenging to make.

A minor crime boss with the Leadership Feat, has followers spread across the landscape who tip him off with information. He'll pass this information to you, if you'll do him some favors, or provide a cut of the profits.

A small, black cat comes around the guild hall from time to time and for a bowl of milk, she'll tell you what she's heard. She's really a Tibbit who is a member of a much more advanced adventuring guild that has taken a liking to this new, fledgling adventure guild and would like to see if they're worthy of being invited into their larger organization, of which the PC's are ignorant of the existance of.

A Silver Dragon, in disguise as a human man, is tipping off the adventurers. They're really participating in Xorvintaal, "The Great Game" (MMV p.38).

A Demon approaches the heroes, explaining rather frankly that he'd rather supply them with information on how to fight certain evils, to keep them from fighting other evils. They'll still end up doing great things, but just the kinds of things he'd prefer they pay attention to, at the exclusion of others. The Demon knows these heroes have a prophecy of becoming great destroyers of Evil and is looking to thwart this prophecy, as he successfully has five adventuring parties in previous generations who had inherited this prophecy.

An artifact that is a hand held black sphere with a small flat surface on one side, when you shake it and turn the flat part up, it gives cryptic response to questions asked. On the opposite side of the aperture is a sideways infinity symbol.

.... Are you looking for an NPC that is a member of the guild, but does not travel with the party? or does travel with the party? or something else?
 
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The guild hall has an unusual item, a rough crystal shard that they use like a crystal ball. It seems to be able to verify and authenticate rumors, maps, and other adventure leads. It can also advise which ones seem to be rooted in treachery, such as a planned double-cross by an employer.

Unbeknownst to both the guild and the adventurers, the shard is the tool of a major Devil, who's using it to manipulate the guild into sending adventureres off on errands of the Devil's choosing, or steering them clear of areas he wants left alone.

In short, it's a plot device.
 

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