Guild Resource Center

The guild resource center is a very large structure, located towards the edge of the guild's grounds between it and Phandalin, and is another building dedicated to be utilized by any members of the guild. This building was created by, and upkeeped by Scinre and his companions, a goal to help any of the guilds members in the creation and research of magical items as well as the access and development of knowledge.

## Description

This very large structure sits on the edges of the guilds area within Phandalin. A majority of it is made from stone, and accented and reinforced with various sturdy woods, much of it being from the Neverwinter woods to the north. Many windows line the walls of the building in order to make the structure feel as open as possible from both the outside and inside, although curtains line each window and allow for them to be closed for those within that don’t want to deal with the sun's glare. The exterior and interior of the building is lined with continuinal flames, and each is set within a housing that allows for the amount of light they shed to be reduced to fit the needs and wants of those nearby to them.

The building itself is split into three main sections, the middle being a large commons area that is sandwiched between both other halves, one half being the crafting wing while the other wing is the library and general research wing. The commons area has two stairways on either side that both lead downwards and into the war room; the war room is filled with maps and various gatherings of information on Faerun and the planes, and allows for meeting and planning by the guild for missions, as well as containing a teleportation circle and the doorway to Sigil for embarking and returning from those jobs. Finally behind the building is an expansive training area, boasting a number of self-repairing training dummies, space to run and spar, and various setups and weights to keep oneself in good physical condition.

The entire structure is partly so large because of its design that keeps the anatomy of larger creatures in mind, most areas accessible and partly usable by even a creature as large as a giant if need be.

### Magical Effects

Scinre has placed a number of spells and other permanent magical effects on the premises, the following being the established building wide effects:

#### Private Sanctum

A number of these have been cast over the building, completely covering all areas except for a purposeful gap over the teleportation circle and door to sigil. While within the Resource Center characters are under the following effects and conditions, or is a commonly used resource by guild members:

* Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
* Creatures in the area can’t be targeted by divination spells.
* Nothing can teleport into or out of the warded area.
* Planar travel is blocked within the warded area.

#### Teleportation Circle

Within the War Room and inside an alcove, not inside the area of the Private Sanctum. It is placed upon a sturdy slab of stone within this alcove.

#### Door to Sigil

Just beyond the Teleportation Circle in the same alcove, set within the well made stone wall is a large door made of a different type of stone, upon which thousands of sigils have been carefully carved into. Through this door leads into Sigil, of which is clearly marked that only guild members of gold rank or above are allowed to pass through, unless on an approved mission.

## Facilities

The Guild Resource Center is a large structure, though for good reason due to the amount of rooms filled between the generally large interior. Below the rooms within the resource center, and the magical effects in place in them, are listed

### Commons Area

Between the two sides of this building sits a fairly large interior, within which is lined with a good amount of tables and chairs, some of which are spaced out and large enough for larger creatures to spend time within. Additionally past and connected to this area is two main features, a banquet hall type area where large scale events and just more raucous events can take place, the other is a large performing stage which is equipped for most any kind of performance for the people within the banquet hall or commons to view.

#### Dining Hall

This large section of the commons can house a good amount of people, with a well equipped kitchen to feed such an event as well.

#### Theatre

A large stage that can be seen from the dining area and common area, equipped with all kinds of props for whatever kind of performance might occur within.

### War Room

This room is accessible in a few places by sets of stairs, though most often is accessed by descending some stairs in the commons area. This area has a fairly large interior, most of the tables, tools and maps that can be used in the planning and research into travel for personal travel, or for guild jobs. A number of smaller rooms for private planning and conversation branch off of this area, and are accessible by anyone when not in use.

Towards the back is an alcove, still sizable and large enough for even a huge creature to fit, and within which is a teleportation circle. There is some further space beyond the teleportation circle in this alcove, in which is a space left in progress, some plans left for it. This teleportation circle is set on a solid, but movable stone slab, able to be pulled further into the building and thus entered into the Private Sanctum effect over most of the structure.

Additionally in this alcove, sits the door to sigil, a large stone door laden with a huge amount of incredibly small and detailed arcane sigils that help focus and sustain the magic of the connecting doorway to sigil. This door is clearly marked with the intention that it’s not to be used by guild members with a lower guild rank than gold, on top of other guild restrictions.

#### Magical Modifications (War Room)

* Alarm: A single audible ding triggers every time someone enters the War Room
* Animated Objects: All of the tools, tables, chairs and maps are animated and follow anyones command.
* Magic Circle: Encompasses the entire War Room, including the teleportation circle. It is cast to prevent Fiends and Undead from entering the room, and hampering their abilities while within the room.

### Battle Ring

This area is accessible from the side or back, or by walking through the common area, and is a significant outdoor area dedicated to various forms of training, both with weapons and magic, but also with workout training and the like. Some of the area is shaded by the roof of the resource center, though a majority of it is completely outdoors.

Many training dummies line the area, made in a similar fashion to the ones present and available within the training area in the pool of the guild.

* Training Dummy: These dummies are made primarily of thatch, wood, cloth, stone, and metal in order to represent some of the varying types of targets that adventurers might face in their time at the guild. Each is enchanted with the following properties:
	+ The dummies repair all damage dealt to them over some time after being struck
	+ The training dummies are animated, and thus can move in simple ways, allowing for slightly more interesting training sessions
* Currently there are 20 of these self repairing training dummies

A large sparring area is made and is the primary focus of the enchantment on this area, a slightly depressed sandy pit in the ground with walls high enough to ideally prevent the travel of stray projectiles or magic from making it to the surrounding building or treeline. As with the normal functioning of the enchantment, anyone sparring is reduced to 1hp instead of to 0 when in this area.

Nearby the training dummies is also a wide array of workout equipment, again, mirroring some of the supplies that were made publicly available at the pool/training area at the guild.

#### Magical Modifications (Battle Ring)

* Animated Objects: The training dummies, objects in the workout area, and pieces of simple manipulatable terrain (allowing for different scenarios in a spar setting) in the battle ring are animated, and follow the commands of everyone here

### Crafting Area

This section of the building is the largest, multiple levels where each separate crafting room opens up into a single central opening between them with a number of stairs connecting the levels (reminiscent of the interior of a mall). With access to each level, an elevator-like construction allows the transportation of larger crafted objects and materials to and from each room. Each of these rooms is designed to be used by multiple people at a time, and for all different types of uses of their respective tools. Each room also contains knowledge and such that helps aid in the various processes and creation of each respective craft, every formula made public to the guild is placed within its respective room in this area for use in the crafting processes.

Within this large interior has every type of crafting station, each seated within an open room, some of which larger than others due to the needs of the craft.

#### Magical Modifications (Crafting Area)

* Animated Objects: All of the tools, tables, chairs and blueprints are animated and follow anyone's command.

### Library

On the opposite wing of the building from the crafting area, some of the quieter areas for people to spend downtime are placed, including the library and areas for study, either casually or for information purposes. The library contains a decent selection of books that have been acquired or donated to its archives, enough content existing for the majority of research and casual reading purposes.

##### Magical Modifications (Library)

* Circle of Power: This room gives advantage against spells and magical effects, and is in place within the Ritual Circle Room.
* Magic Circle: Encompasses the Library, and all of the books within. It is cast to prevent Fiends and Undead from entering the room, and hampering their abilities while within the room.

#### Central Room

Described above, but the library contains all sorts of donated and obtained books, maps, records and other important notation for research and casual reading. The majority of the shelves sit in the middle of the room, with a second floor accessible via stair or ladder. Small private rooms branch off of this main room, as well as some other more public desks for reading and quiet conversation.

#### Arcanist Study

Each of these is a separate room from one another, each of which is on the floors above and surrounding the main library interior, their dedications clearly marked in common and their respective arcane notation.

* Abjuration, Conjuration, Evocation, Enchantment, Divination, Necromancy, Transmutation, Illusion.

#### Ritual Circle

On the upper floor, and towards the far corner of the library where one would enter from the front, there is an open room. In the center of this room is a very detailed set of layered arcane symbols, the total of which can help anyone using it in the casting of the spells, as well as the fallout of such spells.