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This is the complete set of variants for this weeks maps. It includes Day, Night, Clean and Alternate variants.

Background

Hidden in an abandoned section of the city’s sewer system, the Thieves Guild is one of the dominant underground forces in the Empire. Most citizens are aware of their existence and know where to look if they need to contact them, but very few know where their headquarters are located.

Those seeking access to the guild will first have to pass a series of tests, even after discovering the location of the entrance. However, those who pass the tests will find an incredibly resourceful group of allies, or a very dangerous enemy, depending on their actions.

Thanks to Steve Hupert who suggested this map as part of my two-year anniversary commission competition!

Grid Information

The Test
GRID
SIZE 34x22 (300DPI)
VTT
SIZE –4760x3080 (140DPI)
RECOMMENDED
PRINT SIZE A1/ANSI D

The Cistern
GRID
SIZE 44x34 (300DPI)
VTT
SIZE – 6160x4760 (140DPI)
RECOMMENDED
PRINT SIZE A0/ANSI E

Design Notes

Thieves Guild 01 The Test

  • 01 – Dead End – An apparent dead end in the sewer network, this in fact the entrance to ‘The Test’.
  • 02 – The Test Maze – A series of tunnels interconnected by locked gates, hidden traps, puzzles and concealed doorways. This is intended to ensure that anyone looking to find their way into the Thieves Guild is worthy of doing so.
  • 03 – Final Test – After successfully navigating the maze, this final room must be overcome. A lever in the centre of the room opens the door beyond, but also drops the grates surrounding the platform, opening the pool of water below and dropping any unsuspecting adventurers in to face whatever creatures lurk in the depths.

Thieves Guild 02 The Cistern

  • 04 – Hall of Statues – A long hallway flanked by statues lies beyond the exit from the final test. Anyone walking along it has the strange sense they are being watched.
  • 05 – The Cistern – The water that drains down from above all collects here, before trickling down the central well. Even the thieves aren’t sure what is below, but any bodies dropped down swiftly vanish
  • 06 – Training Room
  • 07 – Lockpicking Practice Roo
  • 08 – Dormitorie
  • 09 – Outfitter – Specialises in close fitting leather armour for moving silently.
  • 10 – Fence – Buys and sells stolen goods. Anything taken on a job that was not requested by the client or deemed valuable enough for the vault can be purchased here.
  • 11 – Alchemist – Seller of potions and poisons. Make sure not to confuse the bottles.
  • 12 – Arms Dealer – Sells specialist tools and weapons for those who prefer to work in the shadows.
  • 13 – Storage Cupboar
  • 14 – Captains Bedrooms
  • 15 – Guildmaster’s Meeting Roo
  • 16 – Guildmaster’s Study
  • 17 – Guildmaster’s Quarters – All of the guildmaster’s rooms are fitted with an odd array of luxury furnishings, clearly stolen from various nobles houses.
  • 18 – Vault – The guilds wealth is stored here
  • 19 – Guild Meeting Hall
  • 20 – Guild Tavern
  • 21 – WCs – When you live in a sewer, it doesn’t really matter.
  • 22 – Kitchen
  • 23 – Pantry
  • 24 – Cells
  • 25 – Torture Room – Sometimes information is needed, however it can be acquired.
  • 26 – Fighting Pit – The guild are not kind to their enemies, and those who are bought to these cells are never allowed to leave. At least not alive.
  • 27 – Escape Tunnels – Guild members do not enter or leave via ‘The Test’, but know of the other secret entrances and exits that can only be accessed by guild members.

S – Secret Doorways

Files

Comments

Sophie Campbell

These are awesome, Tom! A heads up, though, the "Cistern Night_No Grid" file has a grid on it, and the torches aren't lit!

Christopher Floyd

For a part of clarity... in part 3 "Final Test", the information states that the central lever opens up the door beyond (to access the rest of the area). It also drops the grates that the players will be standing upon. However, what's to stop the players from just swimming the 20 feet or dashing across the walkways and running along the edges to get to the door and running out. Bypassing the entire area? Or was this intentional to give the players a non combative solution? Also... any ideas what traps those large cylinders might be? Or are those storm vents/drains? Those would be the ones just North/Northwest of the Keys, just before the unsuspecting treasure chests just sitting unguarded in the open... that CLEARLY aren't traps themselves hehehehe

Xandria

This is so friggen' awesome! I love love love it. The Loki helm just adds that touch of class. Someone needs to apply STATS to a GatorLoki!

tomcartos

Hi Cristopher, my ideas are just intended for inspiration so you can run it however you like. For the grate area, you could have it so the grate only drops momentarily and then snaps back up so the players are trapped underwater. Or maybe the door only stays open for a single round before the players have to re-push the lever and the trap goes again. The large cylinders could be hot steam vents that can be disabled if the find the hidden area behind them.