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Suggestions for Rooms in an Adventurers Guild HQ
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<blockquote data-quote="Lanefan" data-source="post: 8434039" data-attributes="member: 29398"><p>Some location-dependent ideas: (I'm already thinking in this mode as, in the game I play in, our adventuring company is currently engaged in renovating a conquered dungeon into a rather elaborate home base)</p><p></p><p>If near or on a seacoast or navigable river:</p><p></p><p>lookout towers and-or viewpoints;</p><p>a dock or wharf strong enough to withstand storms;</p><p>a boathouse or cave to store the company's vessel(s);</p><p>a ship construction/repair area with room to store associated materials and parts</p><p></p><p>If near or in a large city, or anywhere thieves are a known problem:</p><p></p><p>multiple secure vaults, some fake (and well-trapped), others real;</p><p>a series of guest/visitor areas and rooms that don't (or only secretly) connect with the owners' part of the building;</p><p>a hidden bolthole or escape route in case of overwhelming attack</p><p></p><p>Anywhere:</p><p></p><p>at least one lead-lined room or chamber that cannot be scried or teleported into or out of, preferably underground or in some other way not obvious as being part of the remaining structure;</p><p>a large bath or steam room preferably with running water;</p><p>a nearby and separate "apartment block" or barracks for guards, staff, and other non-company types</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8434039, member: 29398"] Some location-dependent ideas: (I'm already thinking in this mode as, in the game I play in, our adventuring company is currently engaged in renovating a conquered dungeon into a rather elaborate home base) If near or on a seacoast or navigable river: lookout towers and-or viewpoints; a dock or wharf strong enough to withstand storms; a boathouse or cave to store the company's vessel(s); a ship construction/repair area with room to store associated materials and parts If near or in a large city, or anywhere thieves are a known problem: multiple secure vaults, some fake (and well-trapped), others real; a series of guest/visitor areas and rooms that don't (or only secretly) connect with the owners' part of the building; a hidden bolthole or escape route in case of overwhelming attack Anywhere: at least one lead-lined room or chamber that cannot be scried or teleported into or out of, preferably underground or in some other way not obvious as being part of the remaining structure; a large bath or steam room preferably with running water; a nearby and separate "apartment block" or barracks for guards, staff, and other non-company types [/QUOTE]
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