Sneak peek: Work in progress rules for managing an adventuring guild’s headquarters
Disclaimer: Most of these rules are not completely original and inspired by other works. Other rulesets used are: Old School Essentials, Carcass Crawler issues, Demesnes and Dominations, On Downtime and Demesnes, Forbidden Lands and the 3e Stronghold Builder Guidebook. Also, these rules aren't finished!
Rules for managing an adventuring guild’s headquarters
1.
Reputation
2.
Hiring retainers
3.
Hiring laborers,
artisans and specialists
4.
Construction
5.
Rooms (WIP!)
Comfort (WIP!)
Income and expenses (WIP!)
Passive Income (WIP!)
Debt (WIP!)
1 Reputation
The party’s
reputation greatly influences the success of their business practices inside
the town or region. The factor in reputation during play, the referee can use
the modifiers in the reputation table and apply them to any relevant situation,
like recruiting, bartering or passive income rolls. Reputation usually starts
at ‘unknown’ and is influenced by the party’s actions and the town’s knowledge
of this. Reputation changes happen at the start of a session of play, decided
upon by the referee.
Reputation table
|
Reputation level |
Modifier |
|
Renowned |
+3 |
|
Respected |
+2 |
|
Liked |
+1 |
|
Neutral |
0 |
|
Unknown |
-1 |
|
Disliked |
-2 |
|
Avoided |
-3 |
|
Hated |
Instant failure + players’ plans
actively thwarted by locals |
To decide upon the current reputation level the referee should keep track of
the following factors:
Factors that influence reputation negatively
-
Bad and/or refused
proposals by NPC’s
-
Low pay for hired
help
-
High mortality rate
of retainers
-
NPC knowledge of
bad behavior and/or crimes committed by the players.
Factors that influence reputation positively
-
High pay for hired
help
-
Knowledge of
successful expeditions, especially when hired help participated
-
Low mortality rate
of retainers
-
Investments in
public relations, e.g., hiring minstrels and town criers or giving out
pamphlets
Reputation events
Every week there is a 2-in-6 chance of reputation event. The event should be rolled by the referee on the reputation table.
Reputation event table
|
Roll 2d6 + reputation modifier |
Event |
|
12 |
Donation! And anonymous admirer gifts
2d10x100 gold! |
|
11 |
Experienced adventurer wants to join
up! Demands only a ¼ share. Roll 1d3+1 for level. |
|
10 |
Invited
for publicity event! Free drinks at the local tavern and reputation is
positively impacted. |
|
9 |
Volunteers! 1d4 level 0 retainers want
to join the guild. Negotiate with them with an additional +2 on the reaction
roll. |
|
6-8 |
Visitor! Roll for peasant or noble as
per On Downtime and Demesnes. (if not owned, roll for a rumor) |
|
5 |
Personal attack! Reputation is
negatively impacted by, e.g., indecent graffiti, a hit piece in a pamphlet or
slander by a competitor. |
|
4 |
Unexpected taxation! A local tax
collector has it in for your guild. Pay 1d6x100 gold or get rid of him. Apply
reputation modifier to a minimum of 1 and a maximum of 10. |
|
3 |
Robbery! 1d8 robbers try to loot your
headquarters while the players are away. If the robbers are not killed, roll
on the robbery table! |
|
2 |
Uproar! Besieged by 3d10 locals. They
don’t want you here! |
Robbery table
|
Roll 1d6 + security modifier |
Event |
|
6 |
Bolted shut! Robbers couldn’t find
their way in |
|
5 |
Guards called! Robbers took too much
time trying to enter and only steal 1d4x100 gold and don’t touch your items. |
|
3-4 |
Quick sweep! Robbers enter and steal
1d10x100 gold and 1d6 items. |
|
2 |
Vandals! Robbers enter and smash your
stuff! 3d6 items destroyed and 1d4 rooms destroyed. |
|
1 |
Full sweep! Robbers enter and take
everything. |
2 Hiring retainers
Retainers can
usually be found in taverns, but the party can invest in other means to attract
them.
Locating potential retainers
Frequenting
drinking establishments: Spend a full day and 50 gold for a 3-in-6 chance of attracting applicants. Apply
reputation modifier to maximum of 5-in-6 and a minimum of 1-in-6.
Posting notices of
help wanted: A character can spend a day posting notices in public
places. Costs 10 gold for the printing. There is a 2-in-6 chance of attracting
applicants, who arrive in 1d4 days. Apply reputation modifier with no maximum
or minimum.
Hire an agent: Spend
300 gold to hire a recruiting agent. Applicants arrive in 1d4 days. Only fails
when reputation level is hated.
Applicants
Applicants table
|
Settlement |
Townsfolk |
Adventurers |
|
Village |
1d4 |
1 |
|
Small Town |
1d6 |
1d3 |
|
Large Town |
2d4 |
1d4 |
|
City |
2d6 |
1d6 |
Offering wages
Once an applicant
has been located, the hiring PC must offer them a certain wage.
Townsfolk: Will want a daily rate of pay
Adventurers: Will want a daily rate of pay plus a share of the
treasure recovered
Wages table
|
Generosity |
Daily rate |
Loot share |
|
Lavish (+2) |
10gp |
Full share |
|
Decent (+1) |
5 gp |
2/3 share |
|
Standard |
1 gp |
½ share |
|
Poor (-1) |
5sp |
1/3 share |
|
Mean (-2) |
2sp |
¼ share |
Applicant reaction
The applicant’s reaction is decided by roll on the reaction table,
modified by the party’s reputation and generosity of the offer.
Applicant reaction table
|
Roll 2d6 |
Result |
|
12 or more |
Offer accepted, +1 loyalty |
|
9-11 |
Offer accepted |
|
6-8 |
Roll again |
|
3-5 |
Offer refused |
|
2 or less |
Ill will, reputation damaged |
Guards
If your building possesses a guardroom, any or all
retainers can be stationed as a guard. Guards will try to fend off robbers even
before they try to enter your buildings.
3 Hiring laborers, artisans and specialists
Apart from
retainers, an adventurers guild can hire a variety of laborers, artisans and
specialists, some of which are required to staff rooms inside the headquarters.
In most cases a minimum employment time of 1 week is expected, except for
construction workers.
List of laborers
|
Type |
Weekly wage |
Description |
|
Wench |
2g |
Required for staffing a taproom |
|
Construction worker |
3g (daily wage is 5s) |
Required for building rooms |
|
Clerk |
3g |
Required for staffing a kitchen |
List of artisans
|
Type |
Weekly wage |
Description |
|
Cook |
5g |
Prepares meals and rations |
|
Bowyer |
20g |
Crafts bows, crossbows and ammunition |
|
Carpenter |
10g |
Crafts furniture and wooden structures |
|
Tailor |
10g |
Crafts cloth and leather clothing and
armor |
|
Blacksmith |
10g |
Crafts metal tools, can also assist
armorer or weaponsmith |
|
Weaponsmith |
20g |
Crafts metal weapons, can work with
special materials |
|
Armorer |
30g |
Crafts heavy armor, can work with
special materials |
|
Printer |
30g |
Crafts books and other printed
material |
List of specialists
|
Type |
Weekly wage |
Description |
|
Minstrel |
30g |
Sings about the guild, positive effect
on reputation |
|
Animal trainer |
50g |
Required to train exotic animals |
|
Spy |
50g |
Gathers information about a person or
group |
|
Jurist |
75g |
Necessary to bring a legal trial to action or to mount a
defence |
|
Physician |
75g |
Treats physical afflictions like wounds or diseases |
|
Priest |
75g |
Treats mental and magical afflictions like mania or curses |
|
Humanist |
75g |
Collects books and gathers knowledge, can identify magic
items. |
|
Alchemist |
250g |
Recreates or researches potions,
poisons and alchemical items |
|
Sage |
300g |
May be consulted to answer unusual
questions |
4 Construction
Constructing buildings and rooms: A guild can
construct buildings and rooms by hiring construction workers. One paid
construction worker can build one space or one size of a building or room per
week, e.g., one construction worker can build a small building (with 10 space)
in 10 weeks, or a kitchen (size 2) in two, while ten construction workers can
build a small building in a week, and a kitchen in about two days.
Buildings: There are three
building sizes a guild can own in a town: small, medium and large. Buildings
can be bought or constructed. Small and medium buildings can also be enlarged
by one level for 1000g.
|
Type |
Cost |
Space |
|
Small building |
2000g |
10 |
|
Medium building |
3000g |
15 |
|
Large building |
4000g |
20 |
Security
A guild can invest to secure a building’s locks, doors
and windows. This increases the security modifier of a building, which in turn
protects it from robberies.
|
Type |
Cost |
Cumulative security modifier |
|
Advanced locks |
1500g |
+2 |
|
Reinforced doors |
1000g |
+1 |
|
Reinforced
shutters |
1000g |
+1 |
Rooms: Buildings can be filled with a variety
of rooms. The sum of all room sizes can never exceed the space of a specific
building.
|
Room type |
Size |
Construction cost |
Production cost |
Staff |
|
Alchemical laboratory |
3 |
3000g |
Variable |
Alchemist or MU |
|
Baths |
2 |
500g |
5g/week |
Wench |
|
Bedrooms |
Variable |
200g/size |
None |
None |
|
Chapel |
4 |
1500g |
None |
Priest or cleric |
|
Common Area |
2 |
500g |
None |
None |
|
Dining room |
3 |
1000g |
None |
Wench |
|
Guardpost |
2 |
400g |
None |
Guard |
|
Hospital |
3 |
750g |
5g/week |
Physician, wench |
|
Kitchen |
2 |
750g |
10g/week |
Cook, wench |
|
Library |
3 |
750g |
10g/week |
Humanist |
|
Magic Laboratory |
3 |
3000g |
Variable |
MU |
|
Menagerie |
4 |
1500g |
5g/week |
Animal trainer |
|
Printing press |
3 |
2000g |
10g/week |
Printer |
|
Prison cell |
Variable |
200g/size |
None |
Guard |
|
Shop |
2 |
400g |
None |
Clerk or PC |
|
Smithy |
3 |
1500g |
30g/week |
Blacksmith, weaponsmith, armorer |
|
Storage |
Variable |
200g/size |
None |
None |
|
Study |
1 |
300g |
None |
Jurist, sage, spy |
|
Taproom |
3 |
1000g |
10g/week |
Wench |
|
Workshop |
2 |
1000g |
20g/week |
Carpenter, tailor, bowyer |
5 Rooms
Alchemical laboratory
The alchemical
laboratory allows the (re)creation and research of potions, poisons and alchemical
items. The
laboratory must be staffed by at least one paid alchemist (250g/week) to
produce anything.
Components: All potions, poisons and alchemical items are made
using two types of components. These components are:
• Standard Components (SCs): Sulfur, distilled water,
brimstone, black powder, common metal shavings, ground up common plant and
animal matter. An alchemist can use an alchemical laboratory to
convert common found materials into Standard Components. Per provided material an alchemist can make 1d6 Standard Components
in a week.
• Magical Components (MCs): Silver shavings, gem
powder, fairy powder, earth metals, ground up rare/magical plant and animal
matter. An alchemist can use an alchemical laboratory to convert
uncommon or magical materials into Magical Components. Examples of items that
can be changed into magical components are rare earth metals, precious stones,
dragon teeth, ectoplasm, vampire blood, relics, unicorn horn, etc. Per provided
material an alchemist can make 1d4 Magical Components in a week.
Potions: Potions need 2 MCs per spell level to create.
Recreating potions: An alchemist can recreate potions at half the normal
cost and twice the normal speed.
Researching potions: An alchemist may research new potions recipes.
Researching a new potion recipe costs twice the normal cost and time.
Poisons: A variety of poisons can be made using Standard and Magical Components.
A paid alchemist can invent 2 recipes per week (roll 1d10 on a table of choice).
See Old School Essentials Advanced Rules for usage.
Creation time: 1 alchemist spends 1 day per component used to create
a poison.
List of bloodstream poisons
|
Type
|
Damage or effect (If Save Fails/Succeeds) |
SC |
MC |
Save Mod. |
Chance of Detection |
Onset time |
Production cost |
|
1 Chrome orange |
15hp/0hp |
1 |
0 |
+6 |
80% |
1d4+1 rds |
10g |
|
2 Caustic sludge |
10hp/0hp |
1 |
0 |
+4 |
70% |
2d4 rds |
20g |
|
3 Poxvial |
Befuddled/no effect |
0 |
1 |
+4 |
60% |
1 rd |
50g |
|
4 Scarlet sting |
25hp/0hp |
2 |
0 |
+5 |
65% |
1d3 rds |
75g |
|
5 Banegal |
20hp/5hp |
2 |
0 |
+2 |
20% |
2d4 rds |
175g |
|
6 Pale unguent |
20hp+weakness/5hp |
3 |
0 |
+3 |
30% |
1 rd |
500g |
|
7 Blackblade |
35hp/0hp |
3 |
1 |
+4 |
40% |
1rd |
600g |
|
8 Distillation of
ichor |
Death/ No effect |
2 |
4 |
+3 |
15% |
Instant |
1500g |
|
9 Blood of
Infernus |
Death/ No effect |
0 |
6 |
+2 |
10% |
1 rd |
1750g |
|
10 Cyan solvent |
Death/ 15hp |
10 |
0 |
- |
5% |
Instant |
2500g |
List of ingested poisons
|
Type
|
Damage or effect (If Save Fails/Succeeds) |
SC |
MC |
Save Mod. |
Chance of Detection |
Onset time |
Production cost |
|
1 White hellebore |
20hp / 10hp |
1 |
0 |
+6 |
80% |
2d4 rds |
5g |
|
2 Extract of
cinnabar |
30hp / 15hp |
1 |
0 |
+5 |
65% |
1d4+1 rds |
30g |
|
3 Bogwretch |
20hp+disease / 5hp (disease=green flaky skin, 1hp/day) |
2 |
0 |
+4 |
50% |
1d4 rds |
50g |
|
4 Yellow lotus
powder |
Sleep / no effect |
1 |
1 |
+3 |
50% |
2d4 rds |
100g |
|
5 Black hellebore |
40hp / 20hp |
2 |
1 |
+4 |
40% |
1d2 rds |
200g |
|
6 Purple lotus
powder |
Charm / no effect |
2 |
1 |
+3 |
20% |
2d4 rds |
400g |
|
7 Black lotus
powder |
Death / 25hp |
3 |
1 |
+3 |
15% |
Instant |
500g |
|
8 Gorgon’s tears |
Petrification / 10hp |
0 |
5 |
+2 |
10% |
1d4 turns |
800g |
|
9 Antithesis of
weal |
Death / 30hp |
0 |
8 |
+2 |
0% |
1d4 turns |
1000g |
|
10 Ether of
dissolution |
Death / 30hp |
0 |
10 |
+1 |
10% |
1d4 rds |
2500g |
Bloodstream poisons
Banegel: A pale
pink, odourless gel that becomes almost completely transparent when applied to
a blade. Occasionally used as an anaesthetic, due to the numbing effect it has
when applied to flesh. 2) ed
Blackblade (type
III): A fizzing black grease that seeps into the metal of a blade when rubbed
in.
Blood of Infernus:
A ruby liquid sold in tiny vials of black glass, but three drops constitute a
dose. It is said that this poison puts its victim's fate into the hands of the
arch-devil Infernus, and that those who survive have the fiend's favour.
Caustic sludge: A
rough grey paste of corrosive metals, a common byproduct of alchemical
processes.
Chrome orange (type
I): A bright orange lacquer with an acrid metallic odour.
Cyan solvent: A
thin, bright blue liquid, with a very faint caustic odour. Can also dissolve
gold and silver-up to 100 coins (or equivalent weight) per dose.
Distillation of
ichor (type IV): A viscous, midnight black liquid that reeks of sulphur.
Produced from demon ichor by a closely guarded alchemical procedure.
Pale unguent: A
sweet-smelling white balm. In addition to taking damage, a victim of the pale
unguent is stricken with weakness, suffering a -2 penalty to attack and damage
rolls for 2d4 rounds.
Poxvial: A noxious
green froth with a vile carrion odour. Disappears when rubbed into a blade, but
the odour lingers. Distilled from the fermented flesh of ghasts. A victim of
poxvial is befuddled, suffering a-2 penalty to attack rolls and saves for 2d4
rounds.
Scarlet sting (type
II): A sticky scarlet liquid with a delectable honey aroma. Derived from giant
bee venom.
Ingested Poisons
Antithesis of weal
(type V): A greasy, invisible powder said to be extracted from another
dimension. The powder is utterly devoid of flavour and odour.
Black hellebore
(type III): Powdered leaves of the rare black hellebore plant. Its earthy odour
is mild, but its deep black/purple hue is often distinct.
Black lotus powder
(type IV): A fine powder, utterly black in hue and faintly redolent of musk.
Bogwretch: Sticky
green slime distilled from plague corpses. Dissolves in liquids, but leaves a
bitter note. A victim of bogwretch is infected with a disease that causes their
skin to flake and turn green. This causes 1hp damage per day, until cured. The
disease is non-magical.
Ether of
dissolution: A cloudy grey liquid with a mild almond odour. A victim's very
soul is imperilled, magical resurrection has a 25% chance of failure.
Extract of cinnabar
(type II): A fine, deep red mineral powder with an acrid, bitter flavour.
Gorgon's tears: A
milky white, ambrosial sweet liquid. A victim of gorgon's tears is turned to
porous white stone.
Purple lotus
powder: A deep purple powder that fizzes gently in liquids. A victim is charmed
for 24 hours (per charm person) by the one who administered the poison.
White hellebore
(type I): A pale powder derived from the roasted seeds of the white hellebore
plant. The powder has a strong smoky odour that is hard to mask.
Yellow lotus
powder: A pungent tan powder with golden specks. A victim of the powder falls
into a deep slumber for 4d4 turns. Victims can be forcefully awakened (e.g. by
slapping).
Alchemical items: To create an alchemical item, the alchemist must know
the recipe, possess the right amount of components and the funds to cover the
production costs. A paid alchemist can researching in a laboratory can invent 2
recipes per week (roll 3d10 on alchemical item table).
Creation time: 1 alchemist spends 1 day per component used to create an
alchemical item.
|
Item name
|
Description |
SC |
MC |
Save vs. |
Production cost |
|
3 Acid |
Corrodes organic matter, 1d6, splash 2 rounds |
2 |
0 |
B |
20g |
|
4 Adhesive |
Makes a 1ft area extremely sticky. requires solvent to unstuck |
1 |
0 |
P |
10g |
|
5 Alchemical Fire |
Fire that cannot be put out with liquids. 3d6, splash weapon. |
2 |
2 |
B |
1000g |
|
6 Bottled Lightning |
Creates an item that casts Lightning Bolt once opened |
2 |
3 |
W |
1000g |
|
7 Expanding Foam |
Fills a 10x10x10 area, and is as dense as a hay bale |
3 |
0 |
N/A |
20g |
|
8 Explosive, Impact |
Explodes on impact or with pressure, 1d6 10x10x10 area. |
2 |
0 |
B |
30g |
|
9 Explosive, Fused |
Is ignited and can be rolled or thrown, 1d6 10x10x10 area. |
2 |
0 |
B |
30g |
|
10 Explosive, Ice |
Explodes on impact, causes freezing in a 10x10x10 area (-10ft
to movement and -2 on attack rolls) and does 2d6 damage over 3 rounds |
2 |
4 |
B |
1000g |
|
11 Explosive, putty |
Destroys a locked or stuck door, -2 to
surprise rolls for enemies behind door |
2 |
0 |
N/A |
30g |
|
12 Explosive, Web |
Entangles targets like Web in 15x15 area |
2 |
2 |
S |
250g |
|
13 Fireworks, Chinese firecracker roll |
Attracts enemies for 1 turn |
2 |
0 |
N/A |
20g |
|
14 Fireworks, Rocket |
Hits on THAC0 19 Deals 1d8 damage on impact. |
2 |
0 |
N/A |
30g |
|
15 Flashpowder |
Blinds target, 1d4 rounds |
2 |
0 |
W |
50g |
|
16 Grease |
cover a 10ft area with highly slippery material, not flammable |
2 |
0 |
B |
20g |
|
17 Itching Powder |
target cannot stop itching self (-2 to saves), lasts 1 turn |
2 |
0 |
W |
50g |
|
18 Liquid Fire |
Cover an item with a flammable material that doesn’t harm the
object. Can cover one medium weapon, two small weapons, or 10 arrows. Adds 1d4
to weapon’s damage. Requires a spark to ignite coated object. Ignition lasts
3 rounds. |
2 |
1 |
B |
750g |
|
19 Liquid Ice |
Covers an item with an icy material that doesn’t harm the
object. Can cover one large weapon, two small weapons, or 10 arrows. Freezing
(-10ft to movement + -2 on attack rolls) on a failed save. Lasts 1 turn |
2 |
1 |
P |
750g |
|
20 Liquid Silver |
Cover an item with silver, useful for fighting against
specific creatures. |
2 |
2 |
N/A |
750g |
|
21 Rusting solution |
Causes metal objects to rust. Non-magical weapons fall apart
after one round, magical weapons degrade in one turn. Armor degrades by 1 AC
per round until it rusts off |
3 |
1 |
B |
750g |
|
22 Sleeping powder |
Replicates the Sleep spell on impact. |
2 |
4 |
S |
1500g |
|
23 Smoke pellets |
-1 to enemy surprise rolls in 10 ft area |
1 |
0 |
N/A |
10g |
|
24 Smokerod |
-2 to enemy surprise rolls in a 10 ft area. Can be carried
like a torch |
1 |
0 |
N/A |
20g |
|
25 Sneezing powder |
Target cannot stop sneezing (-2 damage) |
2 |
0 |
W |
30g |
|
26 Solvent |
Rapidly dissolves any adhesive material on a 5ft area |
1 |
0 |
N/A |
10g |
|
27 Spore Balloon |
Creates a slow moving, floating balloon full of a specific
type of mold. Explodes on impact and covers target |
4 |
2 |
B |
1500g |
|
28 Sunstick |
Functions like a torch, but is waterproof and doesn’t release
smoke. Cannot be unlit once used and lasts two hours |
3 |
0 |
N/A |
30g |
|
29 Tanglesack |
Entangles a single target, similar to Web |
2 |
1 |
P |
50g |
|
30 Thunder pellet |
Deafens target, lasts one turn. |
2 |
1 |
P |
250g |
Shop
A shop allows an adventurer’s
guild to sell specific items, e.g., treasure they found during an expedition,
equipment that has been replaced etc. A shop needs at least 1 clerk to start selling
items.
Choosing specific items to sell: A guild can select 20 items or bundles
of items (eg., three torches) to present at their storefront per shop. The 20
items can be written down on the shop table. If the value is not known, the
referee will decide upon an appropriate value.
Selling items: Every week, a shop staffed by a clerk sells a random
amount of items. To determine the amount of items sold, roll the dice specified
by the shop table. Once an item has been sold, roll again with an appropriate
dice to determine which specific items were sold (so, 1d4 for up to 4 items, 1d6
for up to 6 items, etc.) Reroll empty slots.
Determining
the selling price: A clerk can’t always sell an item at it’s
base value. To reflect this, roll 1d4 for every sold item. The result reflects
the percentage of the value at which an item was sold, e.g., a result of 1 is 25%,
a result of 2 is 50% etc. Having at least a “liked” reputation in town, a +1
modifiër can be added to the result.
|
Items sold per week |
Item name |
Value |
|
|
1 |
|
|
|
2 |
|
|
|
3 |
|
|
|
4 |
|
|
1d4 |
5 |
|
|
|
6 |
|
|
|
7 |
|
|
|
8 |
|
|
|
9 |
|
|
1d6 |
10 |
|
|
|
11 |
|
|
|
12 |
|
|
|
13 |
|
|
|
14 |
|
|
1d8 |
15 |
|
|
|
16 |
|
|
|
17 |
|
|
|
18 |
|
|
|
19 |
|
|
1d10 |
20 |
|
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