E.N. Guilds: Safe Harbor Guild (d20) PDF

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Communities built along wide rivers, near shores or on them tend to grow by utilizing the nearby water sources, building small boats to transport goods. As the settlements grow the wharfs that cater to the small boats might not be large enough for a town or a city, especially one that wishes to thrive on trade through the river or sea. In such cases the waterfront is usually deepened, if it is not already deep enough for larger ships.

Safe Harbor was founded by an ambitious merchant who invested all his wealth to create the harbor in hopes of slicing a portion of profits from goods coming into and leaving a young and expanding town. When the merchant died another group of merchants bought the rights to the harbor, and created the Safe Harbor Guild to oversee it. As the harbor grows so does the hunger of the guild, and it seeks to become the best harbor in the area, eventually expanding to control all other nearby harbors.

    This book presents:
  • Information about harbor guilds, including their ranks, member benefits, the dues they collect, and the various servces that might be provided by them.
  • Two new uses for the Appraise skill, and three new uses for the Profession (Porter) skill.
  • 2 new feats
  • 3 new Prestige Classes
  • 3 new spells, and 4 new magical items
  • 8 minor NPCs your players may encounter in the Harbor, and 3 major NPCs for your players to interact with, including adventure hooks.

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