Guild Building
Guild Building
Guild Building
a Guild
Easy rules for creating, maintaining, and growing a guild. These rules
turn creating a guild hall into a mini-game that can help your mid-tier
characters interact with the world.
Once the 5d100 are rolled, the party can decide which
Leveling Up Guilds of the missions to pursue. For each mission the adventurers
Through building a guild hall and having its members are successful with, they bring back experience and have a
be active within the realm it can become a well known chance of gaining a treasure. The following chart determines
establishment within its town or the kingdom it resides in an adventurer’s chance of success or failure.
but first it must be built. Building a guild hall requires the
expenditure of 50,000 gp and a period of 3 months before it
can open to the public. Upon opening to the public the guild Very Easy 1-4% fail, 5-100% success
hall attracts the attention of a single adventurer. To attract
Easy 1-34% fail, 35-69% success, 70-100% trea-
further adventurers a character must spend 5,000 gp on the
sure
school. An adventurer can begin collecting experience for the
guild by going out on missions. They can collect experience
Medium 1-44% fail, 45-79% success, 80-100%
based on the difficulty of the mission they finish. Roll 5d100.
treasure
Each roll represents a different mission the adventurers can
attempt. The level of difficulty or these missions can be
Hard 1-54% fail, 55-89% success, 90-100%
determined on the chart below.
treasure
Medium 10 exp In the event that the outcome of the die is 100, it is
considered a critical success. Roll twice on the respective
Hard 15 exp mission Magic Item Table. The treasures brought back can be
added to the party’s loot or can be sold for half price and be
Very Hard 20 exp used to help bring new adventurers to the guild hall. Initially
the guild can only have 4 adventurers. For each level the guild
goes up another adventurer can join. The following table
shows the guild level by experience.
2
Level 1 Open the Guildhall Guild Workers
Outfitting a guild member can be a heavy burden on
Level 2 15 exp the party’s pockets. To offset the balance they can instead
choose to spend money on workers employed by the guild.
Level 3 30 exp These skilled laborers can help to bring the cost of new
guild members down based off the services they provide.
Level 4 60 exp
The following chart shows what positions are available.
Level 5 120 exp
Skilled Laborers
Level 6 240 exp
Level 8 600 exp Farmer x 3 1000 gp per Reduce cost 150 gp per
Farmer Farmer
Level 9 1200 exp
Carpenter x 3 1000 gp per Reduce cost 150 gp per
Level 10 1800 exp Carpenter Carpenter
3
Guild Status Guild Workers
Exp: 1166 gp Blacksmith Farmer x 3 Stable Hand x 2
Level: 10 reduces cost by 500 gp reduces cost by 450 gp reduces cost by 300 gp
Treasury: 670 gp Stables/Horses Carpenter x 3 Fletcher
Renown: The outskirts of neighboring reduces cost by 500 gp reduces cost by 450 gp reduces cost by 300 gp
kingdoms have become aware.
4
Guild Status Guild Workers
Exp:
Level:
Treasury:
Renown:
Name: Name:
Class: Class:
Goal: Goal:
HP: HP:
Name: Name:
Class: Class:
Goal: Goal:
HP: HP:
Name: Name:
Class: Class:
Goal: Goal:
HP: HP:
Name: Name:
Class: Class:
Goal: Goal:
HP: HP:
Name: Name:
Class: Class:
Goal: Goal:
HP: HP: