Gaming Hall
Source: Dungeon Master’s Guide (2024), page 340. Creator: Wizards of the Coast / D&D Studio.
Quick Reference
| Field | Value |
|---|---|
| Facility type | special |
| Required level | 9 |
| Space | vast |
| Hirelings | 4 |
| Bastion order | trade |
| Prerequisite | None. |
Rules Text
A Gaming Hall offers recreational activities like chess and games of darts, cards, or dice.
Trade: Gambling Hall
When you issue the Trade order to this facility, the facility’s hirelings turn the Gaming Hall into a gambling den for 7 days. At the end of the seventh day, roll 1d100 and consult the following table to determine your portion of the house’s winnings.
| 1d100 | Winnings |
| --- | --- |
| 01–50 | 1d6 × 10 GP |
| 51–85 | 2d6 × 10 GP |
| 86–95 | 4d6 × 10 GP |
| 96–00 | 10d6 × 10 GP |
Balance Notes
- Compare this facility against other 9-level facilities before allowing homebrew upgrades.
- Keep the listed Bastion order as the primary action loop; additional benefits should usually be narrative, temporary, or gated by downtime.
- If this facility grants creatures, information, resources, crafted items, or empowerment, keep those outputs tied to Bastion turns rather than free adventuring actions.
Links
- Parent index: Bastions Index
- Source index: 00 - Dungeon Masters Guide 2024 Index