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Rating: 3.9167
Condition: Normal
ID: 2093

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December 23, 2005, 3:05 pm

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Adventurers Guild Contract

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I could think of many times such a party contract would of come in handy.

Adventurers Guild Contract

1. Every signatory to this agreement is entitled to one full share, unless a) the party, by majority vote, allows up to one extra full share for a being or beings who provide the party with information or services vital to the completion of their mission, or b) a signatory agrees to receive but a half-share, in exchange for protection, whenever possible, from physical or magical harm by those receiving full shares. N.B.: The latter clause is often a bone of contention when a dispute is presented to the Guild for arbitration. One who receives a full share must prove that he was in imminent danger of serious injury or loss of life if he fails to protect a half-share member of the party.

2. A signatory forfeits any right to treasure if he: a) attacks another party member without provocation, or b) deserts the party voluntarily (those who have been spirited away or accidently separated from their comrades are obliged to attempt to rejoin the party at the earliest convenient time.)

3. A signatory forfeits one-half of the treasure due him if he a) does not perform according to a pre-arranged battle plan which does not endanger him any more than others in the party, b) is responsible for the death of a party member, c) is responsible for the failure to attain the goal of the adventure through an error of comission or omission, or d) is found to be stealing from the party.

4. If a party member is killed, rendered incapable (e.g., comatose), or involuntarily removed from the midst of the party, that being’s heirs are entitled to his portion of the treasure gained by the remaining party members (see clause 6 below).

5. If a party member is killed or rendered incapable, the surviving party members are obliged to return his body (or what remains of it) to the place from which they started, unless forced to abandon the body because its recovery would imperil others in the party.

6. If a being has not designated one to whom he wishes his effects and share given in his absence and/or to whom he wishes his body given in the event of death, the Adventurers’ Guild will take responsibility for either or both.

7. Monetary treasure must be converted into currency or specie and divided evenly amongst all shareholders. Any party member may choose to buy a particular item at value rather than have it sold to an outside purchaser; if more than one member wishes to buy the same item, all submit sealed bids, with the highest sum gaining its bidder the item in question.

8. Each full shareholder may, at the beginning of the adventure, state one item which he wishes if the party should find it. Unless some other party member also wishes the item, the claimant receives the object of his fancy, but is not entitled to any other unusual or magical treasure.

9. Each full shareholder is entitled to one unusual or magical item before anyone receives a second item. Partial shareholders (including those with in excess of a full share) may gain items before single shareholders gain their second items. A partial shareholder may gain items in proportion to one share (e.g., a half-shareholder gains one item every two rounds, if there are sufficient items to be divided).

10. As long as the provisions of Clause 9 are met, the party may give an item to a particular member by majority vote. If no general agreement can be reached as to which person receives which item, a fair random method should be implemented to assign the items in order.

The Guild stands in for dead or absent party members; failure to provide a satisfactory explanation of why a person is missing by those present can result in blacklisting from the Guild.

A blacklisted person may not hire from the Adventurers’ Guild, and there is a 2000 gp reward for his apprehension and delivery for incarceration in the Guild dungeons.

The Adventurers’ Guild will draft any contract in language acceptable to the local legislative bodies for a fee ranging from 10 to 100 gp, depending on the complexity of the terms of the desired agreement.

The Guild is willing to guarantee arbitration and enforcement of a contract which it has drafted. These services are free to a guildmember in good standing (see below), as are copies of the standard Guild contract (see above). If a being wishes arbitration of a Guild contract, he must pay 50 gp per hour of arbitration (length is up to the GM and may require enactment of the arbitration); if such a being wishes the verdict enforced, he must state so when the Guild contract is signed and pay a fee of 500 gp.

When the Adventurers’ Guild enforces one of its contracts, the beings against which it has decided have 10 hours to deliver the object of dispute to the plaintiff. Unless the arbitration loser has successfully petitioned for an extension to that deadline (which must be for a good reason), he must deliver unto the plaintiff or be blacklisted by the Guild (see above).

Anybody ever use something like this? (Found randomly, proper credit should be given to the author whom we shall call “Anonymous”)

The Guild uses “Detect Truth” when questioning at an arbitration session.



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Comments ( 8 )
Commenters gain extra XP from Author votes.

Voted manfred
December 24, 2005, 10:03
0xp
Simple and useful. One of those things people sign with a shrug but don't bother to read and have a disagreement about later... meaning more roleplaying. However, such disagreements can be now decided and brought to an end much easier.
Voted Scrasamax
December 26, 2005, 9:15
0xp
The presence of a superior, possibly big brother-esque adventurers guild that demands it's pound of flesh from the Heroe's loot? I like the idea. Sign the contract, pay the 10% of the loot and gain all the benefits of the guild.

Legal representation in grave-robbing trials, interdiction by the guild when an adventure strays to close to theft and vandalism. Angry nobles foiled by the guild. Not bad as long as you pay your dues and don't forget that the guild always gets its share
Voted Mourngrymn
March 22, 2006, 9:07
0xp
I have used something like this twice in two different game groups and they both fel lthrough to no avail. The group broke apart due to the signing of the contracts. They felt it was too restrictive when it was in fact set up to help them.

The problem is, when al lthe group except one signs it and is not held by those same guidelines they are left out. The supposed guild takes al lthe rewards and only offers it to those who signed the contract. They can not be healed or raised if they don't sign it. I think it is a good idea to set group rules for certain groups and players, but in the end I think it causes to much of a headache.
manfred
March 22, 2006, 10:02
0xp
If all besides one sign the contract then there will be obviously problems (to me it seems to be more a question of actual relations than of a contract).

Also, why couldn't they be healed or raised? I don't see any such clause in the contract.
Mourngrymn
March 22, 2006, 10:19
0xp
I was saying in general. To be specific since the sub asked if we had any information of using one I put personal experience in it.

In the one I used and saw fit that it was viable to be in a guild, that if you were not part of said guild you would not be able to gain the benefits of said guild. Therefore if you don't sign on with them they will not waste funds and manpower on someone not of their guild.
Voted MoonHunter
March 22, 2006, 9:53
0xp
I think I have voted for this before.
Voted Murometz
March 17, 2007, 13:52
0xp
haha, I am printing this off to show my PCs! :D
Voted valadaar
July 31, 2007, 14:25
0xp
Argh! Fantasy paperwork!

Link Backs



Random Idea Seed View All Idea Seeds

Hu's Iron Ball

       By: Murometz

Hu was an ambassador of the Seventh Emperor of the Reng Dynasty. Throughout his life he traveled across many miles and lands to entreaty with neighboring kingdoms and the semi-savages who dwelled amidst the Metal Mountains.

During one such diplomatic mission, Hu was gifted a small iron marble as a gesture, by a shaman of the Kiy-Kiy tribe. Little else is known of Hu, but that marble was lost and is now somewhere out there for someone to find.

A tiny, shiny sphere, the marble has several properties. First and foremost it is a strong magnet, considerably stronger than its size and density would indicate.

Secondly, if thrown or rolled upon the ground and the command word is spoken, the iron ball will magically enlarge to either the size of an ogres's head or to that of a great globe, twelve feet in diameter. The rolling ball of either size will continue to roll or fly at the same relative speed it was when launched as a marble, and can thus cause great damage to anything in its path. The magnetic power of the ball will also magnify when enlarged.

Legends claim that the ball has been tossed from besieged castles upon attacking foes and rolled at marching armies in ages past. At the end of such rolls, the larger size globe has been known to not only crush soldiers underfoot, but to also "collect" many dozens of metallic weapons and bits of armor unto itself, appearing as an armored sphere, with swords and spears sticking out from it in all directions.

Owning this powerful marble has its drawbacks. Anyone carrying it on their person, will experience the iron ball's insidious effects after some time. The owner feels no worse for wear, but after two month's time they will suddenly awaken one morning to find that their hair has fallen out completely, their teeth loosened like baby's teeth ready to drop, and their fingernails simply shriveled and sliding off the fingers and toes. Perhaps unbeknownst to the owner at first, the iron ball also renders an owner sterile or barren by this time.

Regular clerical healing will not reverse this horrible malady. Only finding and beseeching a shaman of the Kiy-Kiy tribe to heal the iron ball's effects with their particular brand of magic, will work.

Hu's Iron Ball should be handled carefully by players and gms.

Ideas  ( Items ) | March 8, 2014 | View | UpVote 3xp


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