0one's Blueprints: Thieves' Guild PDF (based on
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This medium-sized thieves' guild is a three-story building that can be located in any city or fantasy town. The ground level of the guild offers a smart cover for the thieves' shadowy activities; an unwary citizen will see nothing else than a tavern, a forge and stables. The thieves use the backroom of the tavern or a secret door in the forge to enter the guild. On the first level there are the common facilities of a guild such as an exercise room, a laboratory, a small chapel, a refectory, a kitchen and so on. On the second level there are the guildmasters' quarters and council room for high-level ranking thieves. The guild features two levels of dungeon. The first level dungeon houses a torture chamber, cells and guardrooms, while the second level is the sacred sepulcher of the master thieves, secretly connected to the sewer system.
Some hints to use the guild follow:
The old thieves' guild building belongs now to the PCs, exploring it they discover dangerous secrets of the guild.
The thieves guild is the headquarter of a would be ruler of the city, the PC must sneak into the guild and find clues of his shadowy activities.
This abandoned thieves guild is now haunted by specters and undeads, they search something hidden in the guild.
This is the thieves guild of an ancient ruined city, a bandit has settled here with his thugs.
The Blueprints product line offers you old-fashioned blueprint-style maps for your adventures and campaigns. Each map includes a blueprint version and a standard black-and-white version. The maps are all vector-based for maximum print resolution. Despite their old-fashioned appearance, each map offers a degree of customization by taking full advantage of pdf technology. A small control bar (which will not be printed) on each map allows you to turn the grid on and off, eliminate the room numbers, fill the walls, or hide doors and furniture.
Each product features a classic fantasy adventure location: a dungeon, a keep, a temple complex, a thieves' guild and so on. You can use these maps as reference to build your own adventures or simply have them at hand in case your players go in an unexpected direction during the campaign.
While offering you the best quality, these products are really inexpensive.
The next entry in the Blueprints series presents fully-detailed Thieves' Guild premises. Well, that's how it started out, whether this is still true is up to you. Maybe it's the new home for your party of characters - or the lair of the banes of their lives in their home town! Or it's fallen into ruin and the characters want to see what pickings have been left... as always, the choice is yours.
Like the best 'organised crime' the place is well-disguised with the ground floor being occupied with legitimate business premises: a tavern, a forge and a stables... all of which are likely to be useful to the thieves upstairs and may even be run by them as a cover for their other activities. The upper levels of the building provide spacious living quarters and training facilities, and if your Thieves' Guild is in need of information or has to keep its members in line, there's even a dungeon and torture chamber below! For those secret forays into the city, there is access to the sewers, although you will need to sneak past a crypt or two to get there.
Technically, the maps come as blue or black vector (scalable) images, with some customisation possible - you can have a scale grid overlay, room numbers, and furniture... or not, as you prefer. Several pages of suggested room designations are given, plus a blank chart if you want to do it differently. Again, a very useful product that every DM really ought to have available.