The adventurers guild

Update:

The Guild has been established and is flourishing in Sor0. However to ensure continuity whilst the Hammers are off adventuring a new organisational structure is required. Here are the two documents that tell how the original party members are the shareholders of the Guild, and how the Guild is supposed to be run by a Guild Master and three Senior Guild Members.

Adventurers Guild Shareholders Agreement

Adventures Guild Charter

 


 

 

The adventurers guild is the stronghold of the party. It is our headquarters and organisation. Here is the poster:

Hero’s for hire at the Adventurers Guild!

Here is the stronghold of the protectors of Sor0. Solvers of the Triffid problem, destroyers of the shambling mount. Liberators of the Quarry. Victors of the Chimera’s. Saviors of Fort Palco. Slayers of the green dragon. Destroyers of the necropolis. Retrievers of the pearl. Redeemers of the lost boat. Reopeners of the trade route to the old continent. Builders of the wall. Proprietors of the speak-to-anyone Tavern and the buy-or-sell-anything general store.

  • Contact the steward Mark Hadson if you are in need of assistance and would like to hire some adventurers.
  • New members welcome. Learn to defend yourself! Please present yourself on the first day of the week with your best weapons and armour if you want to apply for guild membership and receive adventurers training, or contact a guild council member. Lodging and food available for junior apprentices. Membership fees will apply.
  • Free weekly training sessions for all Sor0 citizens who want to become a little tougher and a little stronger in fighting the dangers of the new continent. Let the hero’s be your inspiration.

Guild income and costs

There will be some costs, so this might be how we get some guild income, so it pays for itself (although we make more than enough to cover the costs).

  • Membership fee’s – 15gp/month
  • 30% of contract value. Members can keep the loot they find.
  • Proceeds from
    • The tavern
    • The Smithy

All hirelings are paid a salary and this costs us 4829 gold / year. Redemption pays for the wages for the first year and will take that back from guild income. After that she will pay back herself (5000 gold), Ka’Tau (5750 gold) and Garitas (5000 gold).

If that is ever all paid for, then surplus profit will go to the guild as a reserve for spending money etc.

 


The guildhall

The guildhall is on a piece of land 200m x 200m. Around the whole terrain we have a 2m high stone wall. Here is a picture of the compound layout.

 

Adventurers Guild compound

Compound explained:

  • The gate is an iron double gate that opens to the inside, as high as the wall (2m)
  • The training grounds are stamped earth with various things to train physical combat, including an archery range to the right. Brad gives combat training here to militia members, and once a week to all people from Sor0 who want to learn.
  • The lecture area is semi-open, no wall on the left, where students can sit on benches, be somewhat sheltered and receive verbal instruction. It contains a blackboard for the teacher.
  • The tavern is run by the inn keeper and two pretty maids. It contains a small podium for performances, often used by Jolie (ask Donny) or Astrid (Max) to entertain the crowds. Proceeds from the Inn go to the guild. It contains a bar, connected to a kitchen room. The kitchen has a locked back door onto the guild grounds. It has a private room (above kitchen) and a sleeping room for the Inn keeper on the first floor. Under the influence of hallow with TONGUES, so anyone can be understood (including Gnolls). This generates valuable rumours for the party.
  • The pawn shop is a general store for adventurers goods, food, valuables of all kinds. It is owned by Garitas. Ask him for details about how it is managed (NPC shopkeeper?, but Garitas should pay wages if he wants to hire him). It has a secured section where valuables are kept behind bars, and no back doors. Under the influence of hallow with TONGUES, so anyone can be understood (including Gnolls).
  • The Alchemy research centre is filled with awesome equipment that Redemption and Astrid discovered in the (unexplored) ruins nearby Sor0. It is staffed by an NPC who is trained by Janna, and generates random potions for the party.
  • The Arcane research centre is filled with arcane research stuff, although most books are kept in the Library, and only those needed for the current research are brought here. An NPC works here to create random scrolls for the party.
  • The herb and vegetable garden provides the party and the alchemist with some ingredients. In the herbalist shack Redemption and Astrid are growing mushrooms, taken from the stash behind the bar in Fort Place (sssssst!).
  • The Smithy is manned by a professional Smith. He is currently repairing the armours and weapons that we took from the undead army, to be used by guild members. He has two apprentices helping him. If you want your own smithing done you can place an order, or do it yourself at the accelerated rate of 10gp/day.
  • The stables also contain a Griffin perch for Grifferion. See the forum for current contents. You can keep your animals for free here. The general staff takes care of them and grooms them.
  • The outhouse has three toilets.

Mansion, ground floor:

  • The whole mansion is under the influence of hallow with extra dimensional interference, so no teleporting folks!
  • The great hall is where you usually enter the mansion. Immediately on the left is the notice board where the headmaster (Mark Hadson) posts all notices, requests for hire, etc. Check frequently! The hall itself has tables for dining and has enough space to fit everyone from the entire guild plus guests. It has one visible staircase on the left, leading to the barracks.
  • On the right of the great hall is the common room. These are more comfortable seatings where you can kick-back, meet people and relax. Also get something to eat if there is no formal dinner. Trophies are showcased here!
  • Off the common room is a hallway leading to a guest suite, for visiting friends, and behind that is the room for the headmaster Mark Hadson, our most trusted NPC. Across from him are the hireling quarters where the general staff can live / sleep.
  • The armoury contains all general purpose armour for guild members who do not have their own. See forum for contents. You can don armour extra quick here.
  • The kitchen is where all food for the guild is prepared, with a store room across the hall.
  • Across the kitchen there is a stairwell leading to the first floor.
  • The baths are where you kick back and relax after hard adventuring and get the dirt of the road washed off. It also contains a stove where water is heated, and three baths are there, and a novelty, a steaming cabin.
  • Next to the baths is a door to the outhouse / stables, that locks from the inside.
  • The door to the basement is always locked, and access is actively discouraged. Council members have keys.
  • The door to the stairwell to the council chamber is always locked, and access is actively discouraged. Council members have keys.
  • The shrine is suitable for multiple deities, and gives an extra HD recovery if you rest in the guild.
  • The left far corner contains a secret panel with an escape hatch with a ladder going straight down to escape tunnel to the ocean.

Here is a picture of the other levels (tavern not drawn, self-explanatory):

Mansion, first floor:

  • Two baracks rooms where guild members with no other home can sleep. Could fit more if we put in bunk beds. Currently 2x 10 beds.
  • Library has a nice selection of books (some in infernal 😉 and gives advantage on your next Arcana or Religion check, and perhaps even History?
  • The instructors (arcana, alchemy, combat (Brad), etc) live in the instructors barracks.
  • The guild council of 6 has their rooms here.
    • C1 = Ka’Tau
    • C2 = Astrid
    • C3 = Ricardo
    • C4 = Romero
    • C5 = Garitas
    • C6 = Redemption
  • The council chamber is the private meeting room for the guild council. Think about that room in Sons of Anarchy! Contains a secret escape hatch with ladder straight down to ground floor and to escape tunnel to the ocean.

Mansion, attic:

  • Large space, not too high where surplus furniture and other items that are not needed soon are stored. Checked regularly by the general staff to make sure we have no infestations of any kind, including kobolds!

Mansion basement:

  • When you come down there is a secret door on the left to the vault (what vault? we have no vault?) and a normal hallway to the jail.
  • The guard station has a study door that locks from the inside
  • The jail room has a grate that locks from the outside. Prisoners are kept in manacles / shackles.
  • The questioning room has a table, 2 chairs and basic torturing equipment like nails, hammers, pliers, place to heat coals etc.
  • The antechamber to the vault manly contains the well protected (normal and magical) door to the vault.
  • The vault has racks for weapons and a chest for every council member. Only Redemption and Ka’Tau currently have access to the vault. They walk others in / out as necessary. At the back of the vault is another secret compartment that contains the most valuable and magical stuff. See forum for contents.
  • There is no other way to access the basement than through the entrance stairway.

See the guild cost calculator spreadsheet (ask Guido or Mark) for an overview of hirelings and building costs.


DM APPROVED PDF ON HOW TO BUILD AND OPERATE A GUILDHALL

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Categories: City of Sor0