7 Guild Halls
These locations are guild halls for adventurers-upon-return, but none are the friendly and warm inn with a jobs posting board, supply shop, and semi-retired heroes giving out advice or scheming to raid a dragon's lair
1. The Mausoleum
The Mausoleum is a haunted guild house. Technically it exists as a hell house and the guild keeps it occupied for two purposes. The first is to protect the surrounding city from the influence of the Mausoleum. So long as it has regular guests, its ability to perform mischief and evil is greatly limited. It is also considered a good place for heroes to hone their skills to face the undead. As one ventures deeper into the Mausoleum, foes appear in greater numbers and threats. From the outside, it looks like a temple devoted to funeral services.
C'mon gang, I want to try out these zombie traps I came up with
2. The Rathe House
The Rathe House is a very poor condition. It leaks when it rains, the rooms are drafty, and there is a persistent smell. The floors creak ominously, splinters dangle from doorways, and nothing is square. Doors are either impossible to shut, or, if they are successfully closed, require a strength check to force them open again. On a gameplay level, periodically players should have to roll saving throws to avoid minor harm or inconvenience, while a major failure would indicate something as dramatic as plunging through a weak spot in the floor, or having to avoid someone falling from above.
A man with a quest falls into the middle of the card table, he is soaped and sitting in a tub of water.
3. The Flagstone House
The Flagstone House is made of stone, beautifully carved, and named for its legendary flagstone floors. It is also known for being tucked into a corner of a desolated ruin. It recalls the glory and splendor of imperial capitals and grand architecture, has an impressive library, and other facilities such as a farriers shop, blacksmithy, and the like. It is also almost completely abandoned, and is maintained by a magical staff of Seen Servants who keep the floors cleaned, the outside gardens decorated, and give the strangest requests to visitors of the guild.
Would you bring us some shrubbery, the back garden is so sad since the tree died and we had to remove it.
4. The Barracks House
The Barracks House is just that, it is a barracks that has a guild hall attached to it, and the Guild recruits strongly from this location. Suitably, the Barracks House is in a major city, most likely one with a strong martial tradition, a capitol, or a major border city. What makes the Barracks House different, besides being one of the largest and most occupied guild houses, is that the players can recruit here. This can range from finding hirelings and henchmen to using leadership and charisma skills to bring swords to their banner. The 2nd ed of D&D had character classes gaining martial followers at certain levels, and the Barracks House follows that mechanic, but rather than levels, charisma decides how many fighting men and women they can attract, and for how long. It is worth noting that this is for short term, to a single mission or fight, they are 0-1st level characters, and the guild and the people will remember how many die and treat players accordingly.
5. The Waterfall Grotto
This guild hall is unique as it is located in a forest, and is no attached to any city or settlement. It is also known to the elves, the fae, and other forest folk. The entrance to the hall is through a waterfall. The hall itself started as a natural cave, but years of work have seen it hewn out into a rustic and charming grotto. There is flowing water, but also luminous fungi for providing light, and the simple coziness of a hobbit hole. The staff is a mixture of halflings, brownies, and the like. The Grotto is a place of rest for weary travelers who know where it is, and are willing to share a few stories, and a bit of something else for the keepers. They have little use for coin in the forest, but tobacco for a pipe, and some food they don't have access to such as jars of spices, uncommon spirits, and the like are favored.
6. The Belvedere
The Belvedere is a unique guild house in that it started life as a sumptuous inn located in an important mountain pass. The pass was beset with monsters, and the heroes fighting to clear the road and merchants needing to use it almost came to blows over who got the rooms at the Belvedere. This dispute lasted until the ice came. Now the Belvedere has plenty of room, as the owners of the inn hired craftsmen to tunnel into the encroaching glacier and turn it into more rooms for their guests. Not to see business stopped, the craftsmen continued tunneling, and eventually made a path through the ice and turned the closed pass into a tunnel of ice.
7. The Traveling Guild House
The Traveling Guild House is a caravan of wagons and moves with the speed and purpose of a traveling circus, slowly. When it reaches a destination, the great tent is lifted, the vendors get to work, and their shops open to the city or travelers on the road. In addition to all the things a traveling market would have, the Traveling Guild House has a menagerie of animals, most being exotic mounts. Non-human races are common, allowing a sort of freak show gallery, a reason for a traveling magic item and potion shop. Finally, the traveling guild house goes where the guild thinks it needs to be, much like the US sending a carrier somewhere. A border about to see a fiesty war, the guild house might roll up on a flank. A new dungeon discovered, on their way.
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