Dungeons & Dragons ~ A New Beginning
GUILD HOUSE: When members of any guild (merchants,
craft, artisans, etc.) travel to this area, they are offered
the hospitality of this two-story building. This is a fee collection
and administrative post, and the staff is careful
to observe what traffic passes through the KEEP. Any
trader who passes through must pay guild dues of 5% of
the value of his merchandise, but he then gains the
protection of the Guild House, assuming he is not a
regular member. Craftsmen and artisans must gain
Guild permission to enter or leave the land, paying a
fee of 2d6 gold pieces either way (depending on the
value of their trade). The lower floor contains the Guild
Master’s and his two clerks’ quarters and an office (all
sparsely furnished, but the Master has a gold ring.
There are two servants who will not fight and who have
quarters in the cellar. The upper floor is divided into
two private rooms and a dormitory for guests. The Master
is very influential, and his favor or dislike will be
reflected in the treatment of persons by fortress personnel.
Four men-at-arms with leather armor and shields and armed
with spear and sword are on duty at all times, two on the
first floor, two above. They are fanatical
Guildsmen who will obey any order from the Master.
Guests of the Guild eat here. Drinking is frowned upon.