An Out-of-Session System for Guild Expansion & Intrigue


📜 Guild Overview

The party now controls a thieves’ guild. Starting small, they will expand its influence, crew, and territory over time. This out-of-game system is handled via chat messages (Discord or otherwise) and resolves during downtime.


🔍 Guild Tier Structure

Each guild has a Tier (1 to 5):

  • Tier 1: Street crew

  • Tier 2: Neighbourhood gang

  • Tier 3: City-wide influence

  • Tier 4: Regional network

  • Tier 5: Criminal empire

Each Tier gives 1 Guild Action per downtime cycle.


🕵️‍♂️ Crew Types (Choose 1 per Tier)

Choose crew specialisations as the guild grows:

  • Footpads: Pickpockets & muggers

  • Burglars: Home invaders & safecrackers

  • Fences: Sell & launder stolen goods

  • Fixers: Deal in contracts, bribes, assassinations

  • Smugglers: Transport illicit goods or people

  • Saboteurs: Arsonists, wreckers, and blackmailers

  • Spies: Infiltrators & informants


⚖️ Assets

Players may accrue assets over time:

  • Safehouses

  • Blackmail material

  • Magic items

  • Political or trade connections

  • Named NPC operatives

  • Hidden caches or coded maps


⚔️ Weekly Turn Sequence

Every downtime cycle, players select 1 action per Tier.

The DM rolls 1d20 + crew modifier.

  • Public DC: 12 (unless otherwise stated)

  • Players do not roll this check themselves.

Critical Success (Nat 20): Special bonus or opportunity


🎲 Guild Actions

ActionEffect
HeistGain gold, items, or assets
RecruitAdd new crew or named contact
SpyLearn secrets, weaknesses, blackmail
Expand TurfSeize control of new area or business
SabotageDisrupt a rival, guard post, or political figure
FortifyReduce heat, protect assets, or defend turf
SmuggleMove illegal goods; gain coin or rare items
BribeInfluence guards, courts, or factions
Lay LowSpend a week staying hidden and inactive. No roll required. Reduces Heat by 1 (25 gp × current Heat level).

Each success yields one or more:

  • Influence: Spent to upgrade Tier, unlock upgrades, or gain political favours

  • Coin: Direct profits to the party fund

  • Information: Secrets, leads, or blackmail

  • Items: Magic or contraband

You may also gain:

  • Access to covert missions

  • Named informants or allies

  • Faction leverage

  • Passive income streams


🔥 Heat (Suspicion)

  • Heat is gained from failed rolls, high-profile jobs, betrayals, or repeated activity in one area.

  • Heat represents how much unwanted attention the guild is drawing from guards, rival factions, or the general public.

Heat LevelEffect
1–2Low profile. No major consequences.
3–4Increased patrols, minor NPC suspicion, rivals sniffing around.
5–6Raids begin; some guild actions may become riskier or costlier.
7The wider party may be targeted in public. Guards grow more hostile.
8+Friendly NPCs learn of the guild’s actions and may turn on the party.
  • Reduce Heat via Bribe, Fortify, or Lay Low.

  • Avoid reaching 6+ unless you are prepared for social and mechanical consequences.

  • DMs may introduce narrative fallout or session complications based on high Heat.


📈 Upgrades (Costs in Influence)

UpgradeCostBenefit
Hidden Vaults (i)3Protect (i x 10)% of income from seizures or theft
Secret Passages4Auto-succeed Fortify once per week in 1 district
Whispers Network (i)4+2 x i to all Spy actions
Trained Crews (i)3+2 x i to one crew type’s rolls
Magical Aid5Access minor spells (alarm, disguise, unseen servant)
Blood Price61/month contract killing on rival or official

🔢 Example Chat Turn

Player:

Tier 2:

  • Footpads: Heist in Dock Ward (target: noble merchant)

  • Spies: Gather dirt on Watch Captain Arlond

DM:

💰 Footpads: Success (15 vs DC 12)! 45 gp stolen.
🕵️ Spies: Major success (19 vs DC 12)! Discovered illicit affair with a Masked Lord.


Use this system to fuel intrigue, faction politics, and personal vendettas. When the players grow to Tier 3+, they may unlock playable guild-focused missions.

“Every empire begins in the shadows.”