Founding Cost: 2000 NED Points, used to establish the guild, secure a base, and hire initial staff.
Minimum Members: At least two player characters (PCs) must agree to form the guild.
Purpose: The guild must declare a focus, such as combat, exploration, crafting, or research.
Guild Name and Insignia
The founding members must choose a name and design an insignia for the guild, which can be displayed on banners, documents, or armor.
The guild starts with a modest base of operations, such as a small tavern, warehouse, or abandoned keep.
Guild Membership Buff: Members gain a +1 bonus to one skill of their choice related to the guild’s focus.
Reputation System: The guild starts with Neutral Reputation and can increase or decrease it through actions.
A communal treasury is established, where members can contribute NED Points and loot to fund upgrades and operations.
Guilds can grow and gain more powerful benefits by spending NED Points on upgrades.
Expanded Base
Cost - 1000 NED
Prerequisites - None
Effect - Increases guild size, unlocking space for new facilities.
Training Grounds
Cost - 1500 NED
Prerequisites - Expanded Base
Effect - Members gain a +1 bonus to attack rolls for 1 hour after training.
Library
Cost - 1800 NED
Prerequisites - Expanded Base
Effect - Provides a +2 bonus to Arcana, History, or Religion checks.
Armory
Cost - 2000 NED
Prerequisites - Expanded Base
Effect - Members can access free nonmagical weapons and armor.
Guild Healer
Cost - 2500 NED
Prerequisites - None
Effect - All guild members gain the effects of Death Ward for a delve and have access to Remove Curse, Greater Restoration, and other healing services.
Reputation Boost
Cost - 1000 NED
Prerequisites - None
Effect - Increases the guild’s reputation by 1 tier.
Fortified Headquarters
Cost - 3000 NED
Prerequisites - Expanded Base
Effect - Adds defensive measures such as walls, traps, and guards.
The guild's reputation determines shop discounts, additional delve rewards, and prestige in the world.
Reputation Tier - Neutral (0)
Requirements - None
Benefits - No bonuses or penalties.
Reputation Tier - Respected (+1)
Requirements - +1000 NED Points earned
Benefits - 5% discount on shop items; minor bonus rewards for delves.
Reputation Tier - Renowned (+2)
Requirements - +2500 NED Points earned
Benefits - 10% discount on shop items; moderate bonus rewards for delves.
Reputation Tier - Legendary (+3)
Requirements - +5000 NED Points earned
Benefits - 20% discount on shop items; significant bonus rewards for delves.
Respected: Gain an additional 10% NED Points or a minor magic item.
Renowned: Gain an additional 20% NED Points or a moderate magic item.
Legendary: Gain an additional 50% NED Points or a rare magic item.
Guild Buffs and Bonuses
As the guild expands and builds reputation, members receive additional benefits.
Guild Size - Small (Initial)
Member Buffs - +1 to one skill of choice related to the guild’s focus.
Guild Size - Medium (1–3 Upgrades)
Member Buffs - Advantage on downtime activities related to the guild’s focus.
Guild Size - Large (4+ Upgrades)
Member Buffs - +2 to one skill or saving throw related to the guild’s focus.
Guild Size - Legendary Reputation
Member Buffs - Gain Inspiration at the start of each adventuring day.
Guild NPC System
1. Creating an NPC
Each player creates one NPC for their guild.
NPCs fall into a category that determines their role.
Players customize their NPCs’ name, appearance, personality, and backstory.
At Level 1, the NPC provides a singular buff or service that benefits the guild.
2. Activating NPCs
At the start of each week, the guild selects up to 5 NPCs to be active.
Active NPCs grant their buffs to all guild members for that week.
Buffs do not stack—having multiple NPCs of the same type does not provide extra benefits.
The same NPCs cannot be active two weeks in a row.
3. Leveling Up NPCs
NPCs start at Level 1 and can be leveled up by spending 200 Ned per level.
Each level improves the NPC’s buff or service.
The maximum level for an NPC is Level 5.
Guild NPC Categories & Level Progression
1. The Quartermaster
Role: Supplies gear, potions, and enhancements before dungeon runs.
Level 1 - All guild members receive one free basic healing potion (2d4+2 HP) before a dungeon run.
Level 2 - Guild members' weapons deal +1 damage until the next long rest.
Level 3 - Provides one random minor magical consumable (e.g., alchemist fire, minor spell scroll) before a dungeon.
Level 4 - Grants a temporary +1 AC bonus until the next long rest.
Level 5 - Guild members gain resistance to one type of damage (chosen per dungeon run) for 1 hour.
2. The Arcane Scholar
Role: Provides magical boons, scrolls, and arcane insights.
Level 1 - Each guild member receives one random Level 1 spell scroll before a dungeon run.
Level 2 - Guild members gain +2 to initiative rolls in dungeons.
Level 3 - Can identify magical items for free and reveal hidden properties.
Level 4 - Allows one spell to be stored in a rune-stone, usable once before expiring.
Level 5 - Once per week, can cast a divination spell to reveal major dungeon threats.
3. The Dungeon Delver
Role: Sends NPC adventurers into the dungeon to retrieve resources.
Level 1 - Generates 50 Ned per week in extra funds from recovered loot.
Level 2 - Once per week, provides a clue about an upcoming dungeon boss or floor.
Level 3 - Guild gains a 10% bonus on all treasure found in a dungeon.
Level 4 - Occasionally returns with a random magic item (low-tier) once per month.
Level 5 - Once per month, can reroll a failed skill check in a dungeon for a guild member.
4. The Strategist
Role: Trains guild members in tactics, improving their battlefield effectiveness.
Level 1 - Guild members can reroll one failed initiative check per dungeon run.
Level 2 - Provides +1 to all saving throws for the first hour of a dungeon.
Level 3 - Once per week, guild members can use the Help action as a bonus action in combat.
Level 4 - Guild members gain advantage on their first attack roll in a dungeon.
Level 5 - Once per dungeon run, can grant an extra action to a guild member in combat.
5. The Alchemist
Role: Creates potions, elixirs, and experimental concoctions.
Level 1 - Each guild member receives one alchemical concoction (basic healing potion, antitoxin, etc.) per week.
Level 2 - Grants resistance to poison damage for the first hour of a dungeon.
Level 3 - Can craft a random potion each week (e.g., Potion of Speed, Potion of Fire Breath).
Level 4 - Guild members can choose from two potions instead of receiving one at random.
Level 5 - Once per week, the Alchemist can create a Greater Healing Potion for a guild member.
6. The Spymaster
Role: Provides intelligence, uncovers threats, and manipulates enemies.
Level 1 - Reveals hidden traps before a dungeon run.
Level 2 - Once per dungeon, guild members can reroll one Stealth or Perception check.
Level 3 - Provides insight into enemy weaknesses, granting +1 attack bonus against a specific type.
Level 4 - Once per week, allows guild members to bypass one dungeon encounter via deception.
Level 5 - Once per month, can bribe or coerce an NPC enemy into working for the guild.
7. The Chronicler
Role: Keeps records of dungeon expeditions, improving knowledge-based skills.
Level 1 - Guild members gain +1 to History and Arcana checks in dungeons.
Level 2 - Once per week, can provide lore about a dungeon floor’s history, giving clues to hidden secrets.
Level 3 - Allows guild members to reroll one Intelligence-based check in a dungeon.
Level 4 - Can write detailed reports, allowing rerolls on Investigation checks in dungeons.
Level 5 - Once per month, can predict the next dungeon’s theme, allowing guild members to prepare in advance.
8. The Scoutmaster
Role: Guides guild members through terrain and hazards.
Level 1 - Guild members gain advantage on Survival checks to navigate dungeons.
Level 2 - Once per week, can reveal the safest path through a dungeon floor.
Level 3 - Allows automatic success on one difficult terrain challenge per dungeon run.
Level 4 - Guild members move 10 feet faster for the first hour of a dungeon.
Level 5 - Once per month, the Scoutmaster can completely map out a dungeon floor in advance.
9. The Taskmaster
Role: Organizes and assigns missions to optimize guild efficiency.
Level 1 - Guild members can reroll one skill check per dungeon run.
Level 2 - Provides +5 temporary HP at the start of a dungeon run.
Level 3 - Guild members gain advantage on their first saving throw in a dungeon.
Level 4 - Once per week, allows one guild member to automatically succeed on a non-combat check.
Level 5 - Guild members gain +1 to all ability checks for the first hour of a dungeon.
Armory Features & Benefits
1. Secure Vault
The Armory stores weapons, armor, and magical items with enchantment seals that prevent theft or tampering.
Items stored can only be retrieved by guild members with permission from the Guild Leader or designated officers.
The Armory is warded against detection, preventing scrying, divination, or teleportation-based theft.
2. Magical Infusion Buffs (Scaling Bonuses Based on Stored Items)
As the Armory fills with weapons, armor, and magical gear, it generates latent magical energy that empowers guild members while inside The Never Ending Dungeon. These buffs increase based on the total rarity level of stored items.
Stored Items (Minimum Rarity & Quantity) Provides Guild-Wide Bonus (Active While in the Dungeon)
10 Uncommon Items +1 to Initiative
15 Uncommon, 5 Rare Items +1 AC for guild members while inside the dungeon
25 Rare, 5 Very Rare Items +1 to Attack Rolls
10 Very Rare, 3 Legendary
Items
Once per long rest, guild members can summon a stored weapon to their hand as a bonus action
5 Legendary Items Guild members gain Advantage on Saving Throws against fear effects
10 Legendary Items Unlocks the Vault Guardian (see below)
3. Vault Guardian (Unlocked at 10 Legendary Items)
The Armory manifests an Ethereal Guardian, a powerful magical construct that protects the Armory and aids the guild in the dungeon.
While inside the dungeon, guild members can call upon the Guardian to intervene once per delve.
The Guardian blocks a fatal blow or provides a barrier that grants resistance to all damage for 1 minute (once per delve).
The Guardian is immune to normal destruction and will always reform in the Armory after a delve.
4. Weapon Bonding Ritual
A guild member can bind a weapon or armor stored in the Armory to themselves.
While inside the dungeon, they can summon their bonded item instantly once per long rest.
Bound weapons deal +1 bonus damage when used by the bonded guild member.
A guild member can only have one bonded item at a time
5. Armory Recall (Unlocked at 5 Legendary Items)
Once per delve, the guild leader (or designated officer) may use an action to recall up to 3 stored items from the Armory into their hands, regardless of distance.
This ability cannot be used if the items are currently in use by another guild member.
6. Emergency Stockpile
If a guild member falls to 0 HP inside the dungeon, the Armory can automatically supply another guild member with an equivalent-tier weapon or armor once per delve.
These emergency weapons vanish after 24 hours, returning to the Armory
Upgrade Options (Optional Purchases in NED)
Guilds may invest additional NED to upgrade the Armory:
1. Expanded Storage (5,000 NED) – The Armory can now hold double the usual number of items before hitting buff thresholds.
2. Elemental Forge (10,000 NED) – Grants +1 elemental damage (fire, ice, lightning, or necrotic) to all guild members’ weapons while inside the dungeon.
3. Eternal Warden (15,000 NED) – The Vault Guardian permanently manifests inside the dungeon as an ally in battle, appearing when the party faces a boss or critical danger.