You are on page 1of 7

The Guildhall

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.

Acquiring a Guildhall Armory


An Armory stores a variety of armor and weapons,
A character can spend time between adventures building a providing enough equipment to supply the guards with
Guildhall. Before work can begin, the character must common equipment (the guards or soldiers leave their
acquire a plot of land. If the estate lies within a kingdom or armor and weapons here, and you dont have to pay for
similar domain, the character will need a royal charter, a individual equipment for them). The room is typically
land grant, or a deed.Land can also be acquired by supplied with medium armor and appropriate martial
inheritance or other means. Royal charters and land grants weapons for the guards or soldiers in the building. The
are usually given by the crown as a reward for faithful Armory contains an array of helpful tools to allow you to
service, although they can also be bought. Deeds can be don armor in the time it normally takes to don hastily.
bought or inherited. A small estate might sell for as little as
100 gp or as much as 1,000 gp. A large estate might cost Bedroom Suite
5,000 gp or more, if it can be bought at all. Once the estate A Bedroom Suite provides comfort and privacy for one to
is secured, a character needs access to building materials two people, and typically features one large bed or two
and laborers. The Building a Guildhall table shows the cost smaller beds. Many also have furnishings or features, such
of building the Guildhall and the amount of time it takes, as chairs, wardrobes, chests, tables, or small fireplaces. A
provided that the character is using downtime to oversee Bedroom might be the sleeping place of a buildings owner
construction. Work can continue while the character is or a comfortable room for rent.
away, but each day the character is away adds 3 days to the
construction time. Hirelings's Quarters
These are basic, no-nonsense living quarters. Fifteen slots
exist in each such component, separated by thin walls that
Choose your location give the occupants some small semblance of privacy. Each
Depending on where you want to build your Guildhall, the slot has enough room for a bed, a chest of drawers with a
price will change. A house near a small Village like small mirror atop it, a table, and a chair.
Phandalin shouldn't have the same price as a house in
Waterdeep. The building or terrain costs should change Bath
according to the place. A Bath contains a single large bathtub or multiple smaller
basins, along with a stove for heating water.
Location Construction Cost
Village 1,500 gp Common Area
Town 2,500 gp This versatile open area has enough space for many people
to use at once. A Common Room is typically furnished with
City 4,500 gp benches, chairs, cushions, mats, pews, or stools, and might
have tables.
The size of the building will determine how many upgrades Dining Hall
can be built. You will be able to see what upgrades are Long, rough, rectangular tables and benches line this main
available on a later chapter. hall, both at the edges and in the middle. A fireplace sits at

one end of the place, providing warmth for all. The walls of
Size Construction Cost Construction Time Slots such a place are decorated with hanging weapons, animal
heads, and the like.
Simple 1,500 gp 15 days 3
Grand 2,500 gp 30 days 6
Mansion 4,500 gp 60 days 10

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

Maintenance Costs Groom x


Innkeeper x
It is necessary to have enough people to protect your
property, to cook and keep everything clean, so the base
number of Hirelings are 2 Skilled and 3 Untrained. You will Headmaster
have a Headmaster, a guard and one Steward and two A Headmaster manages the Guildhall. He or she typically
Servants. someone you trust. Running an establishment includes
basic administration, educating students, and ongoing
The Guildhall will have maintenance costs. This is how research.
you'll be able to provide food, clothes, and other household
items for your hirelings. Steward
A Steward manages a large residential building. He or she
Maintenance Costs manages the day-to-day operations of an estate, coordinates
Total Cost Skilled Untrained the work of the servants and disciplines any whose
Property per Day Hirelings Hirelings performance is unsatisfactory, and ensures that the lords
Guildhall 5 gp 2 3 and ladies of the house want for nothing.
Servant
The cost includes everything it takes to maintain the A person who performs duties for others, especially a
property and keep things running smoothly, including the person employed in a house on domestic duties or as a
salaries of hirelings. personal attendant.

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 are vigilant soldiers, dedicated to keeping the
require a new hireling to run them, either a skilled or an peace and maintaining order. They defend the guildhall
unskilled one. You will have to had his cost to the Cost per against external threats, but they also stand ready to break
Day. up 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.

Hirelings Types PART 1 | GUILDHALL 2


Arcanist Additional Hirelings should be taken into account to
The arcanist is usually a Wizard or Sorcerer, who tires of calculate the montlhy maintenance costs of your guildhall.
the limitations of his own magic, and seeks to unlock the Each room adds a benefit to your adventurer's party.
secrets of the other. Whereas others specialize in a school
of magic, or try to tap their unusual heritage for greater Alchemist's Laboratory
power, the arcanist opens up the subtle world of versatility. All sorts of vials, flasks, beakers, burners, crucibles, scales,
measuring devices, and other alchemical equipment fill this
Warden space. The room also include a pair of basins and a ready
A warden oversees a Jail, or other place where people are supply of water in a barrel lining the wall. Along one wall
detained. He or she typically sees to the needs of the guards stands a fireplace that not only heats the room but also
employed within the Jail as well as those of the prisoners, provides the fire necessary for so many kinds of alchemical
and monitors conditions within the facility. recipes. The floor is rough stone, stained with chemicals.
Shelves stocked with chemicals and alchemical reagents
Librarian line the walls.
A librarian is a person who works professionally in a
library, providing access to information. In addition,
librarians provide instruction on information literacy. They
are usually required to attend to a library school. Benefits
The alchemist working for you creates a random
Abbot potion. The Dungeon Master can decide the rate
An Abbot is divine spellcaster trained to take care of a their players will have access to them.
Temple or Shrine and its members.
Master Smith
A Master Smith oversees a productive business. A Master
Smith runs the day-to-day operations of a production Roll a d100 for Rarity
facility devoted to a particular trade, trains apprentices, and Roll Rarity
works on the more challenging and masterful creations 1-60 Common
being produced.
61-85 Uncommon
Groom 86-95 Rare
A groom is a person who is responsible for some or all 96-100 Very Rare
aspects of the management of horses and/or the care of the
stables themselves.
Comsumables
Innkeeper Item Name Rarity
An Innkeeper runs an establishment focused on hospitality. Potions
An Innkeeper sees to the day-to-day operation of an Inn, Potion of Healing Common
Tavern, hotel, restaurant, or exclusive private social club.
Potion of Climbing Common
Guildhall Upgrades Philter of Love Uncommon

It is possible to upgrade your Guildhall by adding different Potion of Poison Uncommon


types of rooms. This way your adventurers might get access Potion of Water Breathing Uncommon
to some buffs. Pay attention that in the "Choose Your Potion of Animal Friendship Uncommon
Location" chapter, depending on the size of the building
you will have different slots to fill with new rooms. For Potion of Growth Uncommon
example a Simple Guildhall will only have 3 slots available Potion of Resistance Uncommon
while a Mansion will have 10 slots available. Potion of Fire Breath Uncommon
Guildhall Upgrades Potion of Greater Healing Uncommon
Construction Skilled Unskilled
Property Cost Hirelings Hirelings Slots Elixir of Health Rare
Alchemist's Laboratory 700 gp +1 - 1 Potion of Heroism Rare
Arcanist's Research 500 gp +1 - 1 Potion of Mind Reading Rare
Room Potion of Diminution Rare
Barracks 400 gp - - 1 Potion of Gaseous Form Rare
Jail 500 gp +1 - 1 Potion of Clairvoyance Rare
Library 500 gp +1 - 1 Potion of Invulnerability Rare
Shrine 1000 gp +1 - 1 Potion of Vitality Very Rare
Smithy 500 gp +1 - 1 Potion of Invisibility Very Rare
Stables 1000 gp - +1 1 Potion of Speed Very Rare
Tavern 900 gp - +2 1

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

Arcanist's Research Room Benefits


You take half the time to craft an item. For every
This simple wooden laboratory contains a small mystical day of downtime you spend crafting, you can
library, a writting desk, and a lab table for various magical craft one or more items with a total market value
experiments. The crude furnishing are made of rough not exceeding 10 gp, and you must expend raw
wood. A basin sits in one corner, next to an open barrel of materials worth half the total market value. If
water. A fireplace squats against another wall, ready to something you want to craft has a market value
provide heat as well as any fire that may be necessary. greater than 10 gp, you make progress every day
in 10-gp increments until you reach the market
value of the item.

Benefits Can also be run as a business (More about this


A magic scroll is randomly created by your later in this document.)
hireling. (Look for spells on Player's Handbook)

Shrine
Roll a d100 for Rarity This space is dedicated to the worship of the higher power
Roll Rarity of your choice. It includes a simple altar for the worshipers,
1-60 Common
and an icon of the power in question. There's also a closet
for keeping religious supplies and garb in. While you don't
61-85 Uncommon necessarily need a cleric around so that you can visit the
86-95 Rare place and pray in it, official services can only be run here by
a person ordained by the higher power your character has
96-100 Very Rare chosen.
Jail
This cell includes iron shackles on the walls and hay
mattresses strewn about. You can shackle up to six
prisoners in a communal cell. You are able to keep your Benefits
prisoners under the supervision of people you trust. During a long rest at the guildhall, you recover
one extra hit dice.

Benefits
Can leave prisoners up for interrogation.
Stables
This rough, wooden structure features stalls for up to six
mounts, a wooden water trough, and hay covering the
unfinished floor. Tack and saddles hang over the dividing
Library walls between stalls. The stable requires the employment
Plain wooden shelves of books fill this room, arranged in of a groom.
any manner you desire. One or two small tables allow
people to read the books, and a single lectern allows you to
read a book while standing.
Benefits
Take care of your mounts for no fee.

Benefits
Give Advantage on next Religion or Arcana
check.
Tavern
Place of business where people gather to drink alcoholic
beverages and be served food.

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 choosing 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 (maximum 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 of ld6 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 of 3dl0 x 5
gp.

5 PART 1 | GUILDHALL
Patreon Website
https://www.patreon.com/daviddias

Paypal
davidias71@gmail.com

Contact
davidias71@gmail.com

PART 1 | GUILDHALL 6

You might also like