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Guild Chronicles: Fires in the Night

Author: Guild Chronicles, LLC

Module: A complete adventure. Must be selected when creating a game.

Price: $4.99

This module is a roll20 supplement for the Fires in the Night adventure, a demo for the Guild Chronicles Storytelling System. To play the adventure, you'll use PDFs that are available to download for free at https://guildchronicles.itch.io/

The Guild Chronicles Storytelling System is a dynamic, flexible, and engaging TTRPG that is designed to reward collaborative play. Whether you’re looking to get into tabletop roleplaying games for the first time, are disenchanted by big name games, or are a veteran who’s looking for a more flexible and engaging system, you’ve come to the right place.

FIRES IN THE NIGHT

You and your adventuring company have been traveling together in the Greater-Tetherys region for the better part of a year now. As a group, you’ve started to build connections and contacts and are on track to have a profitable season. You’ve gotten used to traveling in this rather dangerous nation; attacks by monsters or other “creatures of the forest” are not uncommon and locals whisper of dark fae living in the Wyldlands.

Your adventuring company is currently undertaking a straight-forward contract for the Longstriders’ Guild in the nation of Tetherys. You are tasked with installing a Waypoint - a new technology that allows instantaneous magical communication with other Waypoints. Your work, installing the device in a tavern called the Pig’s Tail, was supposed to begin in the morning. The tavern was full, so you’ve booked a night’s stay at the Tin Whistle across the street. As our story begins, you are arriving at a tiny dot on the map labeled “Pig ‘n’ Whistle”.

Pig 'n Whistle isn't exactly a town; it's actually the site of two taverns, located at the intersection of well-trod roads. One could walk to any of the three nearest cities in a day, and it’s a common stop for caravans and travelers. There are a few scattered homes nearby, but little else of note. A short but sturdy wall surrounds the two taverns, providing at the very least the impression of safety. A total of four guards are employed full-time by the two taverns; most are retired adventurers who see the job as an ideal retirement where they can eat and drink for free and occasionally chase off a stray dire wolf.
The two taverns, The Pig's Tail and The Tin Whistle, have a longstanding rivalry that is a constant source of entertainment for the guests. Some speculate the rivalry is more of a gimmick than true strife; bartenders constantly shout across the street at one another, and staff argue over which tavern will host a caravan as they arrive on the road.

Both taverns are known for their food and relative comfort, making the Pig 'n Whistle a popular spot to rest for those traveling the region. There is ample bunk space available at a low cost, good food and cheap drink. You’re set up to bunk together in a hostel-style room at the Tin Whistle.
What should have been your first restful night on the road quickly devolved into chaos. Soon after you had turned in for the night, the sounds of shouting and panic from across the way at the Pig’s Tail forced you to rush downstairs and to the street. The building was ablaze and its patrons were rushing outside. You all watched helplessly as the building was gutted by fire. Thankfully, all patrons and staff have been accounted for. Before dawn, a traveler named Revan was taken into custody by employees of the Pig’s Tail and locked up in a wine cellar. The owner of the Pig’s Tail, Sheilagh, has gone to fetch the Wardens, the local authorities, but isn’t expected back for days.

Your party is sitting down for breakfast and coffee, having not slept a wink. At every table the only topic of conversation is what happened, what Revan’s fate should be, or how the tavern will ever be rebuilt…

OVERVIEW

This demo adventure is intended to be played in one longer session (though it can be broken into shorter sessions). You can expect it to take 3-4 hours for most groups of newer players. The adventure will highlight what makes Guild Chronicles’ gameplay different from other TTRPGs and should provide a clear picture of whether the game is a good fit for your gaming group. The narrative is short, featuring both more-structured and less-structured portions of play, opportunities to use Skills and Attributes to make Checks, two combat encounters, and the seed of follow-up adventures that a group could use to begin a complete Guild Chronicles game.

Guild Chronicles TTRPG

i Can only be used with Roll20; cannot be downloaded.

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