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  3. Help me detail a Thieves' Guild hideout!

Help me detail a Thieves' Guild hideout!

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  • juergen_hubert@ttrpg.networkJ This user is from outside of this forum
    juergen_hubert@ttrpg.networkJ This user is from outside of this forum
    juergen_hubert@ttrpg.network
    wrote last edited by
    #1

    The PCs are likely are going to try to get into a safehouse of the local thieves' guild in the next two sessions. The setting is Ptolus, using the D&D 5E rules.

    The safehouse in question is in a lower middle class region on the surface, but it has another entrance to the vast dungeon systems beneath the city. This, in itself, is not unusual - the bedrock on which the city stands is filled with tunnels and long-forgotten vaults. But while most house owners just try to brick those passages over, the thieves' guild actually uses these passages for their business dealings.

    And I need some ideas on both what might be inside the premises, and what kinds of systems they use to secure the safehouse. The PCs will likely be coming from the "dungeon" side, and this is the kind of city where criminals expect inconvenient adventurers to pop up in all sorts of places.

    I've already determined that the location includes:

    • a vampire ally of the guild
    • some cells for prisoners who get interrogated for information
    • a bunch of drugs for resale

    Any other ideas? The party consists of four 8th level characters, if this helps.

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    lionesslady@mindly.socialL 1 Reply Last reply
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    • juergen_hubert@ttrpg.networkJ juergen_hubert@ttrpg.network

      The PCs are likely are going to try to get into a safehouse of the local thieves' guild in the next two sessions. The setting is Ptolus, using the D&D 5E rules.

      The safehouse in question is in a lower middle class region on the surface, but it has another entrance to the vast dungeon systems beneath the city. This, in itself, is not unusual - the bedrock on which the city stands is filled with tunnels and long-forgotten vaults. But while most house owners just try to brick those passages over, the thieves' guild actually uses these passages for their business dealings.

      And I need some ideas on both what might be inside the premises, and what kinds of systems they use to secure the safehouse. The PCs will likely be coming from the "dungeon" side, and this is the kind of city where criminals expect inconvenient adventurers to pop up in all sorts of places.

      I've already determined that the location includes:

      • a vampire ally of the guild
      • some cells for prisoners who get interrogated for information
      • a bunch of drugs for resale

      Any other ideas? The party consists of four 8th level characters, if this helps.

      Link Preview Image
      lionesslady@mindly.socialL This user is from outside of this forum
      lionesslady@mindly.socialL This user is from outside of this forum
      lionesslady@mindly.social
      wrote last edited by
      #2

      @juergen_hubert one idea, with the drugs and traps, it's if there's one relatively cheap that can be aerosolized, it would make a great temporary insanity/ stun style trap (save against getting high....). The idea being to neutralize them so they can be captured easily without a fight.

      Seems to me a thieves guild wouldn't want lethal traps (dead adventurers bring too much attention), they'd want a trap and release, probably with erased memories or into a situation that puts their veracity/ reliability in doubt, so that any attempts to reveal the location of the thieves to authorities would be ruined.

      Closer in, for instance, might be traps designed to permanently alter intellect/ ability (drop intelligence points by causing brain damage that takes a serious healer to fix), or inflicting synesthesia (mixing up senses to where you hear color and smell sound, etc), or dysarthia (garbled/ slurred speech caused by muscle paralysis/ damage, they'd appear to be drunk).

      And if any of the adventurers would be a good fit, try recruiting them ("you made it all the way here, that's incredible, we're looking for people Just Like You. You can go into dungeons and bring back loot for the guild, and in return you get Benefits XYZ...", and maybe the new recruits take a turn monitoring these traps for other adventurers now and again, which could be fun for the GM and also awkward as heck for the players...)

      Yes. I'm very mean. Comes from being a writer. 🙂

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