Creating and Leveling a Guild

Leveling Up Guilds

Through building a guild hall and having its members be active within the realm it can become a well known establishment within its town or the kingdom it resides in but first it must be built. Building a guild hall requires the expenditure of 50,000gp and a period of 3 months before it can open to the public. Upon opening to the public the guildhall attracts the attention of a single adventurer. To attract further adventurers a player must expend 5,000gp on the school. An adventurer can begin collecting experience for the guild by going out on missions. An adventurer collects experience based on the difficulty of the mission they go on. Roll 5d100. Each roll represents a different mission the adventurers can attempt. The level of difficulty for these missions can be determined on the chart below:

Very Easy 1 Easy 2-44 Medium 45-84 Hard 85-99 Very Hard 100

To build the reputation of a player’s guildhall the guild’s adventurers must go on missions. Each mission offers a reward of experience that helps to level up the guildhall. The higher the level of the guildhall, the more renowned the establishment is. A mission offers different levels of experience based on its difficulty. Amounts are determined on the chart below:

Very Easy 1xp Easy 5xp Medium 10xp Hard 15xp Very Hard 20xp

Once the 5d100 are rolled, the players can decide which of the missions to pursue. For each mission the adventurers are successful with, they bring back experience and have a chance of gaining a treasure. The following chart determines an adventurer’s chance of success or failure:

Very Easy 1-4% fail, 5-100% success Easy 1-34% fail, 35-69% success, 70-100% treasure Medium 1-44% fail, 45-79% success, 80-100% treasure Hard 1-54% fail, 55-89% success, 90-100% treasure Very Hard 1-64% fail, 65-94% success, 95-100% treasure

The DM will roll to determine an adventurer’s chance of success or failure. The player can raise their chance of success by choosing to send more than one adventurer on a mission. Players can send up to four adventurers on a single mission. For each additional adventurer added apply a +5 bonus to the success roll. If the adventurers manage to succeed at the highest percentile they bring a treasure back to the guild with them. To determine what treasure is brought back look at the chart below:

Easy Roll on Magic Item Table A once Medium Roll on Magic Item Table B once Hard Roll on Magic Item Table C once Very Hard Roll on Magic Item Table D once

In the event that the outcome of the die is 100, it is considered a critical success. Roll twice on the respective mission Magic Item Table. The treasures brought back can be added to the players’ loot or can be sold for half price and be used to help bring new adventurers to the guildhall. Initially the guild can only have 4 adventurers. For each level the guild goes up another adventurer can join the guild. The following table shows the guild level by experience: