Thieves Guild Building / Landmark in Caelum | World Anvil
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Thieves Guild

While they have a few small hideouts on the surface of Springs Dawn, most of their operation is in the sewers of the city. The slaves they kidnapp (not high elves) are taken to a Ray Island just north of the Forgotten Marsh right off the coast. On the isle there are boats that brings the slaves to be to Mocotra, a southern country with a thriving slave economy.  

Springs Dawn Sewer Hideout

  Must travel about half a mile through winding sewer before you reach thieves guild.   R1 Monster XP 300   X's are traps. DC 10 to see. Pressure plates that make arrows shoot from slits in the walls against. ROll against AC AB + 6, 1d6.   There are 2 thugs (better stats) waiting in R1. If you trip traps they attack. If you don't trip traps they test you by asking you to unlock door DC 18. If you open it you pass, if you fail they attack. They have a key to door in R2   They have thieves tools on them and a total of 45g   R2 Monster XP 200   North: door leading away from hideout with trap before it. DC 15 to unlock door. DC 14 to see trap. a trip wire that activates flamethrower. Dex save 16 on sicced take half damage. 3d4 fire damage.   East: winding sewers that start to lower and are submerged in water. DC 15 swim/sthetics. at the end there are two crocs (hiding) and some jewels (100g)   West: tunnel becomes submerged in water DC 15 swim/ athletics     R3 Monster XP 900   one were rat and one thug (gizerathi monk stats MM 161) are here trying to peddle goods. Speaking in thieves cant, if the party doesn't respond with thieves cant then they will be known as intruders. there is a trap door right in front of the merchants wares. DC 13 perception, Dex Save 14 2d6 falling damage + 1d6 spike damage. In the end of the hallway south of this room is a bag containing 30g   the creatures here have 4 throwing knives, 2 vials of poison, 1 vial of oil, caltrops, a hand crossbow, 20 bolts, and 50g     R4   as you enter the hallway there is a lever to the left wall. it has a sign above it saying "pull lever". pulling the lever deactivates the trap. if not pulled trap is DC 17 perception to spot. X's mark presure plate along the floor. If stepped on many poison darts fire along the entire corridor. After one plate has been stepped on the trap must reset and will not fire again. Dex save 15 on succeed take no damage, on fail take 1d4 plus 1d6 poison damage, roll Con save 10 or be poisoned.   There is a door that leads further into the sewers. At the dead end there is a pipe leading downwards filled with water. it only leads to lots of underwater pipes.     R5 Monster XP 1,500-2,300 depending on if gladiator is nerfed   Guards are posted here. They will question those who come in with thieves cant. those who don't respond in kind will be attacked. the guards will use the high ground and half cover from the wall and columns to fight from range, while a meat bag rushes down to soak up the damage.   Wererat and thug stay upstairs to use ranged attacked and gladiator engages with the party in melee, fighting on the stairs if he can   creatures here have 150g and 4 gems worth 25g each     R6   in the room are 2 were-rats and 2 thugs. They wont pay any mind to the players to engrossed with the board game they are playing. they will become suspicious if the party spends too much time near the cells.   Prisoners in cells. some high elves, some human, some half-lings. the elves are for BE but the other are for general slave trade.   The door on the east side of the room leads down a fe hundred feet of more dry sewers, and then leads into the yawning portal

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