Working on a campaign where the players are bounty hunters travelling from dimension to dimension in search of infamous foes to terminate. They work for an adventurers guild called Interplanar Incorporated (better known as Interplanar Inc), a famous guild run by Morholt and Merlin, two archmages. It's set in Waterdeep. There are ten floors of the guild:
Entrance Lobby
Hexpresso (café)
Games Room
Meeting Room
Library
Armoury
Training Grounds
Offices
Wayfarer 24000 (an interdimensional elevator)
Office of Morholt and Merlin
Is this good so far for the guild? Is it too big or too small? Should there be any more lore for the guild? (I've already fleshed out some NPCs, and by the way, the guild masters are secretly evil - they're the BBEGs)
Study’s, Labs, Workshops, and living spaces from single person cells to bedroom suites for the head honchos. I suggest not making it a singular tower but a mansion fastness with a main square with an open courtyard, and two arms extending out on opposite sides. There could be two large drum towers at the back, or just a large building sloping up and back from the frontward house. Just the vision I have. As far as lore goes, you can never have too much lore. You should have an idea of what led to the creation of the guild (at least a public reason), and how it attracts new members.
Yep, it does look sort of like a mansion. There are two spires on either side that serve as rooms to store items and other gizmos. The guild was actually constructed by Morholt and Merlin about 50 years ago when they first devised their scheme of hiring adventurers to take down their enemies.
Hi DMs!
Working on a campaign where the players are bounty hunters travelling from dimension to dimension in search of infamous foes to terminate. They work for an adventurers guild called Interplanar Incorporated (better known as Interplanar Inc), a famous guild run by Morholt and Merlin, two archmages. It's set in Waterdeep. There are ten floors of the guild:
Is this good so far for the guild? Is it too big or too small? Should there be any more lore for the guild? (I've already fleshed out some NPCs, and by the way, the guild masters are secretly evil - they're the BBEGs)
If anybody would like my GMing playlists
battles: https://open.spotify.com/playlist/2mRp57MBAz9ZsVpw895IzZ?si=243bee43442a4703
exploration: https://open.spotify.com/playlist/0qk0aKm5yI4K6VrlcaKrDj?si=81057bef509043f3
town/tavern: https://open.spotify.com/playlist/49JSv1kK0bUyQ9LVpKmZlr?si=a88b1dd9bab54111
character deaths: https://open.spotify.com/playlist/6k7WhylJEjSqWC0pBuAtFD?si=3e897fa2a2dd469e
Study’s, Labs, Workshops, and living spaces from single person cells to bedroom suites for the head honchos. I suggest not making it a singular tower but a mansion fastness with a main square with an open courtyard, and two arms extending out on opposite sides. There could be two large drum towers at the back, or just a large building sloping up and back from the frontward house. Just the vision I have. As far as lore goes, you can never have too much lore. You should have an idea of what led to the creation of the guild (at least a public reason), and how it attracts new members.
Yep, it does look sort of like a mansion. There are two spires on either side that serve as rooms to store items and other gizmos. The guild was actually constructed by Morholt and Merlin about 50 years ago when they first devised their scheme of hiring adventurers to take down their enemies.
If anybody would like my GMing playlists
battles: https://open.spotify.com/playlist/2mRp57MBAz9ZsVpw895IzZ?si=243bee43442a4703
exploration: https://open.spotify.com/playlist/0qk0aKm5yI4K6VrlcaKrDj?si=81057bef509043f3
town/tavern: https://open.spotify.com/playlist/49JSv1kK0bUyQ9LVpKmZlr?si=a88b1dd9bab54111
character deaths: https://open.spotify.com/playlist/6k7WhylJEjSqWC0pBuAtFD?si=3e897fa2a2dd469e
You could add a dormitory for members that need a place to crash for a night (No loitering!) and an exchange/appraisal/pawn office.