A heroic party whose official professions are defined vaguely enough to allow them to go on all sorts of adventures. Generally requires only one catch (like simply being paid) to take any job no matter how unusual or apparently trite, and all are treated with the same amount of professionalism. A noticeable trend is for these groups to be some variation of either mercenary work or detective work. If dealing with supernatural forces, you literally have a Who You Gonna Call? on your hands. Adventure Guild is a subtrope commonly found in a Role Playing Game Verse.
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