Braunhold

Braunhold is a ancient hidden lair that has historically acted as a guildhall for those in the adventuring profession across Fellhorn. All noble adventurers are welcome to join, but Braunhold's location is only disclosed to guild members. It is left in a rugged state of disrepair similar to those dark places where the most exciting moments of many adventures take place, but still contains many creature comforts and useful facilities. It is carved into the side of a rocky crag somewhere along Fellhorn's southern coast.

Braunhold is watched over by the archmage Mordenkainen, who spends his time in the arcanium performing his research, and the librarian Micheal, who is usually found transcribing books at his station in the library. While Mordenkainen tends to be busy studying the cosmology of The World, he still enjoys the company of adventurers in Braunhold and will stop to drink and make merry with them, out of nostalgia for his early career. Mordenkainen refuses out of principal to intervene in any matters pertaining to the adventures of guild members, but does imbue the hold with some comforts similar to that of an extra-dimensional Magnificent Mansion.

As long as Mordenkainen wills it, Braunhold has the following magical properties:

* The atmosphere is clean, fresh, and warm and will lit by braziers and wall sconces.
* Each day, It contains sufficient food to serve a nine-course banquet for up to 100 people. However usually humble tavern fare and ale is served.
* A staff of 100 near-transparent servants attends all who enter, but they can’t attack or take any action that would directly harm another creature.
* Mordenkainen can expel any creature he chooses outside of the entrance of the hold, and also make the front doors dissapear into the stone arch they are carved from, and does so regularly.
* It is unclear what rooms of the hold exist in extra-dimensional space and which do not.

The expectation is that guild members can take advantage of this guild hall between adventures, and contribute magic items and lost knowledge to the vaults and library for the benefit of the guild. It is not however a flophouse, and Mordenkainen will expel anyone who overstays their welcome, or gets on the wrong side of his temperament in any way whatsoever. Thus, adventurers are permitted 4 days of downtime activities between adventures in the guildhall before they are expected to get back to work.

### Rooms

##### I. The Antechamber

This room is the entryway to the guildhall. It contains a teleportation circle, the skull of a slain ancient dragon, and two sets of stairs leading up to the main hall.

#### II. The Main Hall

This is the main gathering room of the guildhall. Central to the room is an enormous long table where food and drink is served to members and visitors, and the arched ceiling is adorned with an ancient longboat suspended by chains. Along the walls are trophies of exotic slain monsters, including a taxidermy albino owl bear, the skeleton of a Deinonychus, A matching pair of large feathered wings from an unknown creature, and a preserved Gelatinous cube, displayed in a glass case such that the partially digested bones and equipment of its last few victims can be observed. There is room for many more trophies.

##### III. The Library

This is a library full of rare texts recovered from ruins, acquired, or written by Micheal, who resides over the library. Pocket-sized editions of many books are made available here, as Micheal, a warerat, spends much of his time transcribing full sized books into rat-sized editions that can be read with a looking glass.

##### IV. The Archanium

This room's domed ceiling protrudes from the top of the crag, and has a handful of view ports reviling the sky above. This is a room intended for use in arcane research and studies, as well as an observatory. On its shelves you can find many basic spell ingredients, inks, chalks, and parchment, as well as many tools, models, stacks of books, and notes associated with Mordenkainen's research, as well as a telescope viewing the night sky though a round portal in the stone. There are two work desks and a communal orb which can be used for pondering.

##### V. The Vault

This room holds items recovered by guild members on their adventures. The walls and doors are lined with a thin sheet of lead and only Micheal holds a key to the entrance. Adventurers are permitted to borrow a small number items from this vault on their adventures permitted they do not abuse this privilege.

*DM Notes: Its assumed that non-consumable magic items discovered go here and are shared across the campaign, or anything else that players wish to share with the rest of the characters. Players are permitted to choose one item per adventure, per player, to borrow from the vault. This number can be adjusted at higher levels. If things go wrong in an adventure I will be generous about how items somehow make it back to the guild, but generally we will agree not to discard, sell, or steal items from the vault, for the sake of preserving this play style.*

##### VI. The Arena

This is a large, open room with 10 foot tall ceilings. Its layout can be easily modified with magic such as Mold Earth, and may even have seating or bleachers. It can be used as training grounds or other combat sports such as Dungeon Derby.

###### VI.a/Vi.b - The Dugouts

These rooms contain a bench and a weapon rack, where apposing Dungeon Derby teams can rest between rounds or during penalties.

###### VI.c - Arena Storage

This room contains a cache of blunt weapons, target dummies, and a Wyrmhide Ball used to play Dungeon Derby

##### VII. The Lodging

This room contains modest, albeit shared, accommodations where guild members can sleep for the night, assuming they do not overstay their welcome.

###### VII.a Storeroom

Adventurers can safely store their belongings here between adventures.

*DM Note: I don't permit stealing from other player-characters, unless all parties (out of character) agree to it.*

##### VIII - The Workshop

This room contains a forge, and anvil, workbenches, and assorted artisans tools. All members are free to use it as they wish.

##### XI - The Hotsprings

A natural hot spring flows into this room, with a comfortable amount of salts, minerals, and steam for pleasant bathing.