Gaming Hall

Source: Dungeon Master’s Guide (2024), page 340. Creator: Wizards of the Coast / D&D Studio.

Quick Reference

FieldValue
Facility typespecial
Required level9
Spacevast
Hirelings4
Bastion ordertrade
PrerequisiteNone.

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 Ɨ 10 GP |

| 51–85 | 2d6 Ɨ 10 GP |

| 86–95 | 4d6 Ɨ 10 GP |

| 96–00 | 10d6 Ɨ 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.