Guild Halls, Chance of locating:
The following chart will help determine if there is a Guild Hall within a Castle, City, Town, or Village and what classes are practiced and taught within each).
Roll on Chart #1 to see if there is a Guild Hall present in a civilized area, and then continue following the instructions to form a complete Guild Hall if one is present:
Chart #1
% chance to find a Guild Hall in a:
Castle: 100% Continue rolling on Chart #2
City: 96% If a Guild Hall is present, continue rolling on Chart #3
Town: 76% If a Guild Hall is present, continue rolling on Chart #4
Village: 25% If a Guild Hall is present, continue rolling on Chart #5
Wilderness: 2% If a Guild Hall is present, continue rolling on Chart #6
There will be a 2% chance to find a Guild Hall in the wilderness if specifically searching for one. If no one is searching, it will be up to the Discretion of the G.M. if one is discovered or not.
Chart #2
Castle Guild Hall
%Roll: # of Classes trained within this Guild Hall:
01-02: 2-D6 +2 Continue rolling on Chart #7
03-05: 3-D6 +3 Continue rolling on Chart #7
06-09: 4-D6 +4 Continue rolling on Chart #7
10-00: All classes are taught within this Guild Hall.
Chart #3
City Guild Hall
%Roll: # of Classes trained within this Guild Hall:
01-03: 2-D6 +2 Continue rolling on Chart #7
04-07: 3-D6 +3 Continue rolling on Chart #7
08-12: 4-D6 +4 Continue rolling on Chart #7
13-00: All classes are taught within this Guild Hall.
Chart #4
Town Guild Hall
%Roll: # of Classes trained within this Guild Hall:
01-50: 2-D6 +2 Continue rolling on Chart #7
51-80: 3-D6 +3 Continue rolling on Chart #7
81-95: 4-D6 +4 Continue rolling on Chart #7
96-00: All classes are taught within this Guild Hall.
Chart #5
Village Guild Hall
%Roll: # of Classes trained within this Guild Hall:
01-81: 1-D6 +1 Continue rolling on Chart #7
82-91: 2-D6 +2 Continue rolling on Chart #7
92-95: 3-D6 +3 Continue rolling on Chart #7
96-98: 4-D6 +4 Continue rolling on Chart #7
99-00: All classes are taught within this Guild Hall.
Chart #6
Wilderness Guild Hall
Before rolling for this Guild Hall, roll your % dice. A 99-00 will indicate this Guild Hall is the Guardians Tower. Once a Guardians Tower is found, never roll for this again (for there is only one Guardians Tower in existence).
See: "Guardians Tower" in the G Section of the Basic Rules Book.
%Roll: # of Classes trained within this Guild Hall:
01-90: 1-D4 Continue rolling on Chart #7
91-94: 1-D4 +1 Continue rolling on Chart #7
95-97: 1-D6 +2 Continue rolling on Chart #7
98-99: 1-D8 +3 Continue rolling on Chart #7
00: All classes are taught within this Guild Hall.
Chart #7
When rolling up the class types present within a Guild Hall, ignore any roll resulting in the same class previously rolled (no two will be the same).
%Roll: Class types present within a Guild Hall:
01-50: Non-Spell-Caster. Roll on Chart - A
51-00: Spell-Caster. Roll on Chart - B
Chart - A
%Roll: Non-Spell-Caster classes:
01-08: Argonaught
09-16: Assassin
17-24: Deminaught
25-32: Forest-Knight
33-40: Gladiator
41-48: Guardian
49-56: Juggernaught
57-64: Monk, Shintar
65-72: Monk, Vekkarian
73-79: Recorder
80-86: Thief
87-93: Trainer
94-00: Warrior
Chart - B
%Roll: Spell-Caster classes:
01-05: Animationist
06-10: Bard
11-15: Conjurer
16-20: Divinationist
21-25: Druid
26-30: Elemental Magician
31-35: Empath
36-40: Enchanter
41-44: Fate
45-49: Healer
50-54: Illusionist
55-59: Light Weaver
60-64: Locust Magician
65-69: Magician
70-74: Mutant
75-78: Mystic
79-83: Necromancer
84-87: Psychic
88-91: Shaman
92-96: Spiritualist
97-00: Supernaturalist