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Thieves Guild - Complete Variant Set

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KEY & DESIGN NOTES
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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

Thieves Guild 02 The Cistern

S – Secret Doorways

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Comments

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.

Tom Cartos

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!

Xandria

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

Christopher Floyd

Oops thanks! Will update it now

Tom Cartos

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!

Sophie Campbell


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