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Re: The Adventurers' Guild
Posted: Sun Oct 23, 2011 11:48 pm
by DM Protector
A new notice is placed outside the door of the Adventurer's Guild.
"Those seeking entrance into the guild must speak with the Contractor within and sign a contract. Read over it. Don't sign if you aren't going to abide by the rules.
Mathias Kreesor."
//Send a PM to either DM RabidBadger or I with the contact posted
here with it being "signed". We will then add you to the guild forums for the Adventurer's Guild.
Re: The Adventurers' Guild
Posted: Mon Oct 24, 2011 8:10 pm
by DM Protector
A few burly men make their way up the length of the Trade Way telling those interested in becoming a mercenary to visit the Adventurer's Guild hall in Nashkel over the next hour. Mathias is in the building.
Re: The Adventurers' Guild
Posted: Sat Dec 24, 2011 3:25 pm
by VinnytheSquid
Delphinn enters the Adventurer's Guild and finds the first person available to help him.
"Please see this letter arrives in the hands of Goodman Kreesor. If you wants to discuss things, I'm happy to meet withi him. Good Business, and thank you for your help."
// PM Sent with letter.
Re: The Adventurers' Guild
Posted: Wed Feb 10, 2016 4:18 pm
by Kagger911
The Hulking mass of armor walks to the top of the windmill in nashkel to survey the land. When his eyes catch an old door with a tarp over it. Now walking towards the door, his armor clattering with each heavy step, he removes his helmet while lowering his head to move under the tarp (harry and the Henderson's style). Looking down at the sign covered in weeds he yanks at them revealing the name.
"The Adventurers' Guild"
His lower lids rose as he smiled, enjoying the thought of company. His heavy hand rose over the solid door, and with three loud knocks he waits for an answer.