In my game the PCs are about to come in to the inheritance of a Adventurer's Guild Headquarters.
Because the location will feature prominently through the campaign going forward, I wanted give it some thought.....
What types of rooms should be in this headquarters?
my brainstormed list so far includes:
meeting hall/discussion room for guild matters
sleep chambers for any using it as a crash pad
weapon and armor storage
magic research area with library
foyer
meeting room to meet with clients
kitchen
dining
maybe a garden area with dead plants (the place has been seemingly abandoned for a year+)
a shrine/altar
washroom/bathroom
thoughts on something else i might be forgetting?
Because the location will feature prominently through the campaign going forward, I wanted give it some thought.....
What types of rooms should be in this headquarters?
my brainstormed list so far includes:
meeting hall/discussion room for guild matters
sleep chambers for any using it as a crash pad
weapon and armor storage
magic research area with library
foyer
meeting room to meet with clients
kitchen
dining
maybe a garden area with dead plants (the place has been seemingly abandoned for a year+)
a shrine/altar
washroom/bathroom
thoughts on something else i might be forgetting?