White Rose HQ Quartermaster List

The items listed here are property of the Guild. Any character that wishes to take one of these items for themselves must request permission from the Guild Quartermaster.

## Common Room

2 small, waist high simple bookshelves from Oldrest, Drassai (each holds about 20 books).

1 small end table

2 long tables

24 chairs

2 polar bear rugs

A noticeboard

5 journals (empty)

2 ink pens

1 bottle of ink

2 red cushioned chairs, reclining.

## Bar

4 Human Sized Stools

2 Halfling Sized Stools

20 Tankards

6 shot glasses

12 highball glasses

A Shaker

Crystal Whiskey Decanter

A Pitcher

A Keg of Fruit Ale

Various Bottles of Spirits (Privately owned)

A pitcher of Very Potent Dwarven Ale (privately owned)

### Morana's Ales (Available for all!)

#### Regular Stock (Plenty available!)

**Standard Ale**; simple brown ale, DC10 base con save

**Blooming Dreams**; A standard brew ale with an extra punch of tea. It's a dark brown ale with crisp taste, that packs a little extra punch (causes good dreams), DC12 base con save

**Half Moon Breath;** Rich aroma beer with a surprisingly smooth taste. DC10 Con Save

**Fire Drake**; A strong, spicy honey based mead. It's a good blonde mead that goes down smooth and leaves a spicy burn after. DC13 Con Save

**Old Wayfarer**; A gentle amber mead, a bit thicker than the usual mead that has a sweet front taste and bitter after taste. DC11 Con Save

**Evening Curmudgeon;** Rich malty beer that goes down smooth DC 11 Con Save

**Graf;** An ale/cider hybrid. It has a crisp, sweet taste with a bitter kick. DC13 Con Save

#### Limited Stock

**Nature of Life;** Magical Brew. This drink has the vague taste of raspberries and blueberries. This is a beverage that causes surrounding plant life within 5 feet of you to bloom and blossom for 1d4 hours. The drinker can also cast the Druidcraft cantrip a number of times equal to their Con modifier (minimum of once) while under the effects of the drink. DC10 Con Save.

**Wish Granted;** Magical Brew. The contents of this drink sparkle with yellow light, though the color of the drink as a whole changes depending on who looks at it. The drink takes on the appearance and taste of a drink that a creature would want most at that moment. The alcoholic contents of the drink don’t change, despite the appearance of the drink. DC 10 Con Save.

**Ready for War;** Magical Brew. The feeling of adrenaline rushes through your body after you drink this drink, and any weapons you hold feel more natural to hold and swing through the air with blinding speed. For 24 hours, any weapon attacks the drinker makes are considered magical in terms of overcoming magical resistance. If the target of this attack is immune or resistant to radiant damage, any attacks from a creature under the effects of this drink are at disadvantage. DC12 Con Save.

## Kitchen

A Brewer's Kit

Cook's Utensils

## Upstairs

16 bunkbeds

3 single beds

35 small chests

70 sets of sheets (each bed has a spare)

## Cellar

3 Barrels

2 Troughs, filled with water (typically kept frozen with magic to keep the cellar cold)

## Expansion

16 bunk beds (able to be separated and placed side by side)

16 chests

64 sheets (each bed has a spare)

## Guild Council Room

Large table

3 person sofa

#### All items below require quartermaster approval to retrieve:

58 Arrows

60 Crossbow bolts

A Whip

A Backpack

A Bedroll

A Crowbar

2 Shovels

50' of hempen rope

Large locked chest contain:

* 20gp worth of jewels
* The Guild's Coins
* A cursed sword of Madness (requires attunement).
* Juiblex Journal.
* +1 longsword, grants wielder ability to understand dwarvish if the blade has tasted humanoid blood in the past 24 hours
* A trident of Fish Command
* A vicious mace: A surprisingly light mace adorned with vines and stars, the features adorned in gold filigree. Striking a creature with it causes the bearer to briefly hear faint music.
* A vicious greatsword
* A vicious Spear

## Exterior

2 wagons (room for 2 medium sized creatures up front, 6 in the back).

1 covered wagon (room for 2 medium sized creatures up front, 6 in the back).

1 Cart, Belongs to Morana

### Stables

4 draft horses - Starfeet, Moonflame, Petal, and an unnamed horse

1 Warhorse - Swiftmead, Celestial, shares bond with Morana.

1 Cow (Belongs to Kasmir)

1 Chicken (Belongs to Mally).

### Campsite

11 two-person tents with 22 bedrolls.

One large copper-reinforced tub for baths, with 10 yards of canvas available for simple privacy wall.

### Training Yard

5 Training Dummies (AC 13, HP 30. Be gentle, they cost 1gp each. Mending will repair non-lethal attacks).

1 Large Wood Training Log with a stone core, lined with metal, and fused to the ground in stone (AC 15, HP 100, Damage Threshold of 15. Mending repairs 1d4 hit points per casting so long as it has not been reduced to 0 hp).

### Graveyard

Endarexes, died 09/06/2020. Eaten by a Queen Gibblet - chewed on, crushed and spat out, his ribcage split open in the cave area below Northwood, Akra Kuden.

Adriel Kaaleneth, died 14/06/2020. Got a javelin to the lung and bled out and stopped breathing in a cave near the guild.

## Archmage's Library

All items listed here are under the control of the Archmage and may borrowed by request only. Magical inks for scribing may be purchased at their listed price per vial.

2 jars of magical inks for scribing spells (50gp each).

100gp pearl for use with the Identify spell

### Guild Spellbook

#### Level 1

Burning Hands, Find Familiar, Floating Disk, Witch Bolt

#### Level 2

Acid Arrow, Gentle Repose, Levitate, Misty Step

## Books

**A Kobold's Time -**A sad (and rather descriptively lewd) book about a life of a destitute maiden (books 2 and 4 in a series of 10).

**The Guild Guide To Monsters**- A handwritten collection of creatures encounted by members of the guild.  The more you know!

**Dealing in Absolutes** - By O.W. Kenobi, this book talks about how dealing in absolutes is a bad idea, and the author is very absolute on this stance.

**Necrononsense: A simplified guide to advanced undead threats** - The lesson in this book is to avoid them, or bring someone *really strong* in their faith.

**There and back again: A halfling's tale** - This general fiction (or maybe it's history?) about a halfling's mythical journey.

**Necromancy 101** - This book just talks about the different forms of necromancy, from raising the dead as skeletons to raising them back to actual life.

**Laudable Flower** - A drama stage play

**You Know Nothing** - By J. Snow.  Supposedly it's filled with little known facts that you don't know about.

**Glorious Saga** - Instructive morals stories for young lovers.

**Delicious Tables from The Bounty of Esmeralda** - This book teaches you how to cook and prepare a few select cuisines from Varos

**Star Lores: A New Hope (Book 1 in set)** - It's a book about fighting in space.

**Gods, A Reference Guide** - Title says it all. It's a general reference about the Gods.

**An Anatomical Study of Magical Creatures** - A volume on the interior structures of magical, extra-planar beings (2 copies of volume 6)

**A Spell of Ice and Fire** - By Thermon Dynamos.  Fiction. The ultimate spell turns out to fizzle out and just create a bunch of steam and water.

**Fantastic Beasts and How to Avoid Them** - By Ron Weasley, and the tips in it are absolute shite and so this book is commonly believed to be satire.

**Orcane Romance** - A novel (read: probably smut) about the romance between a female orc and a male wizard.

**The Permanency of Dimensional Realities: Facts and Fallacies** - By Faelynn Aetherdust. A dry read for any but those versed in the arcane arts, theorums and research on using the weave to create permanent pockets of reality, and why these pockets of reality sometimes collapse after time.

**The Great Knoxmilius and the Bashful Banshee** - By The Great Knoxmilius.