(from the back of the book)
Adventuring is serious business. It's not just about skill - anyone can swing the sword, learn the spell, utter the prayer, issue the command, pick the lock, make the tea - it's about the savvy.
In a world full of monsters, the guilds make everyone sleep a bit better at night. They take on the charters, the jobs that the authorities can't or won't touch. The military have their duties, the churches their obligations, the merchants their deals, so the guilds fill in the gaps and fall through the cracks.
You and your mates have made the choice, to climb the slippery 10' pole of the professional adventurer. Your offices are the sewers, the ruined temples and the fetid dungeons, but hte greatest danger comes from the handshake across the pub table, the nods and winks in the auction house, and the silent daggers in the back alleys.
You can't afford to be an amateur in this business, only the true professionals survive and thrive, and the very best of them all? Well that's the King of Dungeons. Do you have what it takes?