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Guild Hall

Level 17 Bastion Facility

  • Prerequisite: Expertise in a skill
  • Space: Vast
  • Hirelings: 0
  • Order: Recruit (1d10 BP)
A Guildhall comes with a guild, for which you are the guild master. Choose the type of guild from the options in the Sample Guilds table, or work with your DM to create a new guild. The facility is a meeting room where members of your guild can discuss important matters in your presence. Wall banners depict the guild’s symbol.   Your guild has roughly fifty members made up of skilled folk who live and work outside your Bastion, usually in nearby settlements.   Each time you issue the Recruit order to this facility, you commission one or more members of your guild to perform a special assignment. Each guild in the Sample Guilds table specifies the nature of that assignment. With your DM’s permission and help, you can create new assignments for guild members to complete.  
GuildSymbolAssignment
Adventurers' Guild Lit torch You send adventurers to track down a Beast that has a Challenge Rating of 2 or lower and is known to lair within 50 miles of your Bastion. The adventurers slay or capture the creature (your choice) in 1d6 + 1 days. If the creature is slain and your Bastion has a Trophy Room, you can add a trophy taken from the creature to that facility. If the creature is captured and your Bastion has a Menagerie, you can add the creature to that facility, provided the facility has space to house it.
Bakers' Guild Pastry You assign bakers to create baked goods for a prestigious event that occurs within the next 7 days. You can receive payment in coin (500 GP) or in the form of a favor owed to you by the event’s host, the details of which are left to you and your DM.
Brewers' Guild Foaming mug You assign brewers to deliver fifty 40-gallon barrels of ale to your Bastion in 7 days. You can sell the barrels of ale for 10 GP apiece.
Cartographers' Guild Sextant You assign cartographers to draw a map in 7 days. Alternatively, you can pay them 500 GP to procure a map of a known adventure location and deliver it to your Bastion in 7 days if the DM agrees that such a map exists.
Entertainers' Guild Silver lyre You assign entertainers to create a work of art (such as a painting, a play, a ballad, a symphony, or a statue) in 7 days. The work gains recognition and high praise but has no monetary value. The DM can decide that the work accrues value after your death.
Jewelers' Guild Golden ring You assign jewelers to craft a gemstone or piece of jewelry worth no more than 1,000 GP. The work takes 7 days, and you must pay half the item’s cost in raw materials.
Masons' Guild Stone mask You assign masons to add a defensive wall to your Bastion at no cost to you. Alternatively, you can have the masons perform this work for another player character’s Bastion, provided their Bastion is within 1 mile of yours. Each 5-foot square of defensive wall takes 1 day to build instead of 10 (see “Bastion Map” earlier in this document).
Shipbuilders' Guild Crossed oars You assign shipbuilders to build one of the vehicles in the Waterborne Vehicles table of the Player’s Handbook. You pay the full cost of the vehicle, and the work takes 1 day per 1,000 GP of the vehicle’s cost (a Rowboat can be made in 1 day).
Thieves' Guild White key You assign thieves to infiltrate a location within 50 miles of your Bastion and steal a nonmagical object from it. The object can be no bigger than a 5-foot cube and is delivered to your Bastion in 1d6 + 1 days. A white key is left in its place. The DM may decide that this activity leaves you at risk of retaliation from law enforcement or the victim.

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