BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Vestal Moth Thieves Guild

Traps to use -
  • pressure plate with obscuring smoke/sleeping gas
  • Darts from wall
  • Webbing trap/Net Trap
  • Grease Trap
  • Poison gas trap/Poison needles
  • Wall holes for smaller thieves to tumble out and back stab
  • Alarm trap
  • Vestal Moth Shock Troopers
  • Vestal Moth Thieves
  • Vestal Moth Mongo
Essence of Ether in the DMG, it's an inhale poison so it works as a gas. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Purpose / Function


Room 1 - Crate Room -
The warehouse and holding room for the recent acquisitions of the Vestal Moth. On the Western wall are two sewer pipes that connect to nearby rooftops. They are disconnected from the sewer and are used for quick travel to the tops of those buildings.
Room 2 - Quick Meeting Room - A roughly hewn stone room just off of the Crate Room. It is used often for smaller meetings. It has several tapped casks of ale that mostly empty, indicating the recent meetings. You can see recently used plates and ceramic mugs as well as utensils. Several candles and torches show melted wax and charred wood. Two thieves sit here counting out several piles of gold and silver.
  A halfling man named Dola Dunkweed, and a short human man named Bilgus Knock.
Antechamber - One of the older chambers in the hall. It has several massive statues standing to the side placed into deep alcoves. The statues are darkened with moss and lichen that have grown into the deeper cut sections of the stone. The statues look to be ancient bishops or religious leaders of whatever was down here.
Entry 01 - [DM Note: Perception Check DC 16 or Investigation. Allow a player to spot a slightly different colored stone in the floor. It looks newer, like it was placed there sometime in the last few years. The stone is a pressure plate with the ether gas trap! ] -The tunnel that leads into the antechamber is dark and damp. It bears the marks of centuries of travel on the walls and floor. Certain areas of the wall are smooth from thousands of hands and robes brushing against it.
Entry 02 - [DM Note: Perception Check DC 16 or Investigation. Allow a player to spot a fine filament trip wire placed across the opening just 6 inches off the floor. The wire when broken or stepped on triggers a webbing trap! ] -The tunnel that leads into the antechamber is dark and damp. It bears the marks of centuries of travel on the walls and floor. Certain areas of the wall are smooth from thousands of hands and robes brushing against it.
Entry 03 -[DM Note: Perception / Investigation check DC 16. A fine dust can be seen thrown intermittently side to side. It's coloration is barely perceptible but once you see it, you can see the pattern. Athletics check to bound between.]

Alterations

Main Central room -
In the center stands a golden statue to the god Mankata. This carved chamber seems to be older than the rest.[DM Note: History check to determine that this is an ancient temple to Mankata. A god of death and darkness.] Several stairs lead down to the water that surrounds the temple floor. It is lit from below like a bond villain's lair.
A phosphorescent moss lives on the floor of the shallow moat. The water itself seems to be around 8-12 feet deep and looks clean enough. The floor of the central ceremony chamber is an intricate layout of gray stones, each a slightly different color.
Stepping onto the center platform causes a chill to move up your spine and on the back of your neck. An itchy feeling develops in the back of your throat and you can't ignore the uneasy feeling that creeps into your stomach. The statue in the center looks much like a large golden monkeys head. It's eyes are wide open and the mouth is in a permanent scream. It is placed on a tall thin dark stone altar.
[DM Note: touching the statue causes anyone to make an intelligence saving throw DC 17. A success causes a demonic entity to create a connection in the PC's mind. It is a glabrezu demon demanding to be let out of it's prison. A failure allows the demon to use the PC's energy to escape. The PC takes 1d6+3 damage and the demon appears within 10ft. It then attacks or does whatever it wants.]
Circular Boat Dock - This well carved circular dais used to be used in baptismal ceremonies. Now though it is used as a boat dock. Several low burning torches light the area in a dim orange glow. A low tunnel has been carved that connects to the river that runs through the city. The opening is barely visible and opens up just east of the Durrilan Mansion. The boats are all low walled Bateaux that have poles and oars piled on them for easy access.
Living Quarters - In front of this cozy room sits a large stone planter that somehow still has beautifully vibrant green plants growing in it. [DM Note: Wes or Crashe can make a history or nature check to notice that some of these plants are used for poweful poisons. A blue Hemlock, A Canna Varanis, and a Red Tinged Wolvesbane.] It seems as if it is magically enchanted by some ancient hand. The room itself is open and wide and was clearly rectory at some point. Now it has been converted by the guild to have several comfortable chairs and many shelves of valuable books. Several lanterns and torches are lit brightly.
Four figures lounge and sip wine with documents splayed out in front of them. There are two humans (Mischa and Grishka), a male (Yon Bont) and female, a Halfling woman (Michiko Pon), and a Goliath man (Mungo). The large man fumbles with a small book and is visibly frustrated with it's small type.

Architecture

Main Meeting Hall - [DM Note: The stairwell leading up to the meeting hall is trapped with pressure plates that release a thick black obscuring smoke. DC 16 investigation/perception check to see the plates.]
A large beautifully polished table sits in the middle of this large stone chamber. Several cushioned chairs surround the table. Premalkin Po stands above the table with several rolls of parchment splayed out before him. His lieutenant, a tiefling man, stands to his left. The tielfing is called Scurvy Knot. 

Vault - Trapped with sleeping darts that fire from the walls. Pressure plate on floor.
Hag's Claw / Scimitar +1 / 768 gold, 150 gp worth of jewels, three pounds of shard rock in various small sculptures
Type
Guildhall
Parent Location
Owning Organization

Comments

Please Login in order to comment!