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Guild Hall Location
Hall Way
Random event on a d20: Day time - 1-13 no event, 14-20 random event; Night time - 1-18 no event, 19-20 random event; if a random event occurs then re-roll:
Occurance on d20 Event
1-10 Hear person approach (servant)
11-14 Hear person approach (guild member)
15-16 Hear person approach (guard)
17 Hear person approach (secretary)
18 Hear person approach (vice-president)
19 Hear person approach (president)
20 Hear large crowd of people filing into meeting hall
See room descriptions below for stats of NPCs.
Room 1
Main entrance - the doors on the street lead into this entranceway. During the day when the doors are unlocked, there is one guard outside at each door and one guard inside sitting behind a desk along the top wall
Contents: Desk along the top wall near the inside hallway; higher-end art on all four walls (this guild must be doing well); tiled floors with a pattern that looks like a walkway extending from each door to the center then to the interior hallway.
NPCs:
Exterior Guards (leather armour, trained but not highly)
names: Jafar, Jirac
stats HP:25 AC:13 INIT-MOD:+1 SPEED:30ft ATTACK:+2 DMG: 1d6 FRW:+3/+2/+0
Interior Guard (chain shirt, highly trained)
names: Friha
stats HP:45 AC:16 INIT-MOD:+2 SPEED:20ft ATTACK:+4/+1 DMG: 1d8+1 FRW:+4/+4/+2
Room 2
Meeting hall - large hall with long desk at bottom wall and many chairs filling the room, capacity for approximately 100 people.
Room 3
Supply room -
Room 4
Secret supply room - a secret doorway leads into this room from the supply room.
Contents:
Secret door: Obvious from the inside, is a DC18 to find from the supply room.
Trap door: Leads into the aqueduct system.
Room 5
President's office - desk, chairs, bookshelves, cabinets.
NPCs:
President (no armour, not a fighter)
names: Ma'am Pru'il
stats HP:35 AC:12 INIT-MOD:+5 SPEED:30ft ATTACK:+0 DMG: subdual FRW:+1/+2/+5
Spell 'inflict serious wounds': touch attack, DMG: 3d8+3, save: WILL for half
Room 6
Vice-president's office - desk, chairs, bookshelves, cabinets.
NPCs:
Vice-president (no armour, not a fighter)
names: Wamir Nepil
stats HP:25 AC:12 INIT-MOD:+3 SPEED:30ft ATTACK:+0 DMG: subdual FRW:+1/+1/+3
Spell 'inflict light wounds': touch attack, DMG: 1d8+1, save: WILL for half
Room 7
Secretary's office - desk, chairs, bookshelves, cabinets.
NPCs:
Secretary (no armour, lighly trained fighter)
names: Lim Lim
stats HP:20 AC:12 INIT-MOD:+1 SPEED:30ft ATTACK:+0 DMG: 1d4, 19-20=+1d8 FRW:+1/+1/+1
Has magic 'thundering' dagger that upon a critical hit, causes extra sonic damage to everyone within 50ft except attacker.
Room 8
'Initiation' room - looks like an interrogation room with a single chair in the center and a table against the bottom wall. Upon the table is rope, chains, whips, corked jugs, spikes, manacles.
Rooms 9-10
Bath 1 - there is a 25% chance of finding a servant
Rooms 11-18
Temporary living quarters - guild members visiting or needing temporary accomodations will reside here. There is a 40% chance that you'll find someone in one of these rooms at any time. At night, they would be sleeping, of course.
NPCs:
Regular Guild Members (no armour, not a fighter)
names: Hijal, Rami, Tirji, Zihaf
stats HP:15 AC:11 INIT-MOD:+0 SPEED:30ft ATTACK:+0 DMG: subdual FRW:+0/+1/+0
There are objects in the room that if thrown, will cause 1d4 points of subdual damage.