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A guildhall denotes the location where most, if not all, of the important functions of
an organization are coordinated.
by David Dias
GUILDHALL
A
guildhall denotes the location where most, if
not all, of the important functions of an Basic Guildhall
organization are coordinated. After building the guildhall you will have access to an
How to build from the fundation of the Armory, Bedroom Suites, Hireling's Quarters, a Bath, a
building to the rooftop is what I hope you'll be Common Area, a Dining Hall, a Kitchen, a Storage and a
able to acomplish from reading this. Trophy Room.
If you believe that the prices do not fit your campaign, just
make your players go on a quest to earn the place where
they want to build their Guildhall.
1 PART 1 | GUILDHALL
Kitchen Hirelings Types
A Kitchen is used to prepare food. It contains a stove, sink, Hireling Skilled Untrained
and small pantry with basic cooking tools and supplies. A Headmaster x
Kitchen for a business that serves food, such as an Inn,
probably also has Storage just for foodstuffs. Steward x
Servant x
Storage Guard x
This empty room has rough walls and an unfinished floor.
You can store your food here and whatever you see fit. Alchemist x
Arcanist x
Trophy Room
This glorified storage space allows you to display trophies Warden x
won in your expeditions and adventures. Most trophies Librarian x
hang on the walls, while others line tables scattered Abbot x
throughout the room.
Master Smith x
On the next chapter you will see that you can add new Guard
rooms to your Guildhall, and that some of the rooms will Guards vigilant soldiers, dedicated to keeping the peace
require a new hireling to run them, either a skilled or an and maintaining order. They defend the guildhall against
unskilled one. You will have to had his cost to the Cost per external threats, but they also stand ready to break up
Day. fights and brawls, disarming or sundering weapons drawn
in anger, forcing unruly citizens apart.
Hirelings Costs
Hireling Total Cost per Day Alchemist
Alchemists are powerful scientists who obsess over value
Skilled 2 gp of things. They seek to categorize, utilize, and turn magic
Untrained 2 sp into a science. They believe magic without rules is a
worthless prospect, and avoid sorcerers. Many alchemists
spend their time making potions to heal or harm, and often
to restore life.
3 PART 1 | GUILDHALL
Comsumables Smithy
Item Name Rarity This basic smithy features a forge, an anvil, and a full set of
Potions metalworking tools. It has a barrel of water in which hot
metal can be cooled. The stone walls and stone floors
Potion of Superior Healing Very Rare guard against accidental fires.
Potion of Flying Very Rare
Potion of Supreme Healing Very Rare
Jail Stables
This cell includes iron shackles on the walls and hay This rough, wooden structure features stalls for up to six
mattresses strew about. You can shackle up to six prisoners mounts, a wooden water trough, and hay covering the
in a communal cell. You are able to keep your prisoners unfinished floor. Tack and saddles hang over the dividing
under the supervision of people you trust. walls between stalls. The stable requires the employment
of a groom.
Benefits
Can leave prisoners up for interrogation.
Benefits
Take care of your mounts for no fee.
Library
Plain wooden shelves of books fill this room, arranged in Tavern
any manner you desire. One or two small tables allow Place of business where people gather to drink alcoholic
people to read the books, and a single lectern allows you to beverages and be served food.
read a book while standing.
Benefits
Give Advantage on next Religion or Arcana
check.
PART 1 | GUILDHALL 4
Benefits
Gossips can be overheard by your servants and
later be told to your party. (Great for adventure
hooks)
Can be run as a business (More about this later in
this document.)
Running a Business
Adventurers can end up chosing rooms that can be run as
business like the smith and the tavern that has nothing to
do with delving into dungeons or saving the world. If they
hold on to the business, they might feel obliged to spend
time between adventures maintaining the venture and
making sure it runs smoothly. A character rolls percentile
dice and adds the number of days spent on his downtime
activity (maximun 30), the compares the total to the
Running a Business table to determine what happens. If
the character is required to pay a cost as a result of rolling
on this table but fails to do so, the business begins to fail.
For each unpaid debt incurred in this manner, the character
takes a -10 penalty to subsequent rolls made on this table.
Running a Business
d100+
Days Result
01-20 You must pay one and a halftimes the business's
maintenance cost for each of the days.
21-30 You must pay the business's full maintenance
cost for each of the days.
31-40 You must pay half the business's maintenance
cost for each of the days. Profits cover the other
half.
41-60 The business covers its own maintenance cost
for each of the days.
61-80 The business covers its own maintenance cost
for each of the days . It earns a profit ofld6 x 5
gp.
81-90 The business covers its own maintenance cost
for each of the days . It earns a profit of 2d8 x 5
gp.
91 or The business covers its own maintenance cost
higher for each of the days. It earns a profit of3dl0 x 5
gp.
5 PART 1 | GUILDHALL
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PART 1 | GUILDHALL 6