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Guild hall heist · Medium · Medium

Black Ledger Hall

Where the city’s debts are kept under lock, blood, and whispering bells.
Rooms
8
Foes
17, CR 1/2 to 5
Traps
8
Treasure
6,010 gp
12345678Entrance
Select a room on the plan to open it.

The party is in

1. Public Foyer


Seen


Something wanders by


At a glance

The threat

The guildmaster Varrin Holt and his enforcers protect a binding contract-spirit that knows every debt in the hall.

Wandering monsters (1d4)

  1. 1

    1d2× Guild RunnersCR 1/2

    When: When the party makes loud noise in the corridors or defeats a guard room without silence magic.Tense runners carrying messages, keys, or alarm cords between rooms.
  2. 2

    1d2+1× Ledger ThugsCR 1

    When: When an alarm bell is rung or a corridor trap is triggered.Pairs of hired bruisers with lanterns and cudgels, checking doors and responding to disturbances.
  3. 3

    Mask EnforcerCR 2

    When: After combat in or , or if the party lingers in one area too long.A masked enforcer with a whistle and a short blade, sent to investigate deeper intrusions.
  4. 4

    Debt CollectorCR 3

    When: If the party carries obvious stolen goods or triggers the boss office alarm.A roaming debt collector accompanied by a trained mastiff, hunting anyone who has stolen from the hall.

Rooms

8
1

Public Foyer

2 foes1 traptreasuresecret

What they see

Read aloud

This public foyer still looks like a respectable guild entrance, with polished floor tiles, a reception desk, and a long notice board full of forged appointments. The first clue that something is wrong is the silence, followed by the soft click of hidden lenses tracking the door.

Features

  • Reception desk with a concealed alarm bell
  • Notice board of forged contracts
  • Dusty guild crest above the archway
  • Hidden spy holes behind painted trim

What the GM knows

Monsters

2× Guild LookoutsCR 1/2

Suspicious guild lookouts with cudgels and whistles, dressed as clerks.Tactics. They delay intruders, retreat toward , and use the whistle to summon help if pressed.

Traps

Welcoming AlarmDC 14 thunder

A pressure plate under the welcome mat rings a hidden bell in three nearby rooms.Disarm. Wedge the plate with iron or disable the bell chain behind the desk.

Treasure

Clerk's Satchel35 gp

A clerical purse with petty cash, wax seals, and a decent ivory pen.
Room secrets · GM only

Notes

Entrance room. Let the party notice that the place is designed to look legitimate before the violence starts.

3 doors: N (normal), E (archway), W (normal)

The place

What it is

The Black Ledger Hall was once a respected trade guildhouse before it became the secret den of a criminal cabal.

Atmosphere

Dusty ledger rooms and lantern-lit corridors hide the smell of lamp oil, old paper, wet stone, and stale ale.

The threat

The guildmaster Varrin Holt and his enforcers protect a binding contract-spirit that knows every debt in the hall.

History

The Black Ledger Hall was founded as a chartered guildhouse for merchants, factors, and fixers who handled the city’s messy trade disputes.

Rumors

1d5
Roll a rumor

  1. 1The Black Ledger Hall keeps all its contracts in one room and all its secrets in another, so thieves say you only need to steal the right book to ruin half the city.
  2. 2People who go in through the front door are seen leaving through the river a day later, if they leave at all.
  3. 3The guildmaster pays in fresh coin, but every loyal employee eventually starts speaking in the same clipped, rehearsed voice.
  4. 4There is a vault under the vault, and something in it answers to debts spoken aloud.
  5. 5The hall's bells do not ring for intruders alone. They ring when someone inside tells a lie too loudly.

Plot hooks

4
heistErase the City’s DebtA desperate magistrate wants the party to steal a ledger that proves several councilors are bribed. The heist must happen before the next court session.From: Magistrate Elsin VeyReward: 600 gp and legal protection from one minor crime
rescueFind the Missing WitnessA guild apprentice claims the hall is holding a kidnapped witness in the lower archive and begs the party to get them out alive.From: Nera the ink-stained apprenticeReward: A rare magic item from the apprentice's stash and 400 gp
heistThe Fence’s MapA fence offers a map of the public floors in exchange for half of whatever the party steals, but the map is outdated and missing the inner wards.From: Rook FenReward: Inside information, gear discounts, and 300 gp
infiltrationCut Off the HeadThe city watch cannot move openly against the hall, but they will quietly look the other way if the party brings back the guildmaster’s signet and the blackmail chest.From: Captain Ilyra DornReward: 250 gp and official pardon for a minor offense

Corridors

4
  • Between and

    Portraits of former guildmasters have been slit open, their eyes painted over in fresh black ink. Several frames hide narrow peep holes used by lookouts.

  • Between and

    A runner's lane of worn carpet muffles footsteps, but iron hooks in the ceiling can drop weighted nets across the hall. The mechanism is reset from a side alcove.

  • Between and

    Chalk marks and coded scratches mark recent patrol routes, with one false set meant to lure intruders toward a dead end. A faint smell of alchemical smoke drifts from the boss wing.

  • Between and

    The corridor floor near the vault wing is inset with brass tally plates that click under the wrong weight. The sound carries to the guard post beyond the door.

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