Theives Guild of Camber


 The Thieves Guilds above-ground presence is detailed in Part I: The City State, at location 139.
THE THIEVES' GUILD, LEVEL1

This level is where most of the treasure is stored, and incidentally, where the entrances to the various tunnels out of the building are located. It may be entered with relative safety since the skeletons have never been seen on this level, but guild members spend as little time here as possible.
Kaflatela is extremely frustrated by the fact that his people fear even their own treasure rooms and is annoyed by the idea that this fear alone might allow the skeletal thieves to eventually take over the area.
All ordinary doors on this level are made of sturdy oak and locked with ordinary locks (2 in.
thick; Hardness 5; hp 20; Break [DC 25]; Open Lock [DC 25]). Secret doors are generally made of the same stone as the walls and given separate statistics.
Every 10 minutes the PCs are on this level there is a 2% (non-cumulative) chance that 1d4 thieves (Rog lvl 1d6) arrive on other errands and discover them.
A. DISGUISES
A good thief must be able to disguise themselves and doing so successfully requires a large array of costumes, wigs, false beards, and other items. Such supplies are kept here so that a guild official always knows what the wearer of any of the articles looks like in the event they are wanted by the guild, or anyone else, for any reason. The only person that can enter this room without a superior is Kaflatela who keeps the key in his possession and has no superior anyway.
B. HALLWAY
This hallway connects to most of the rooms on this level as well as to one of the secret tunnels leading out. The door is at the end of the east leg of the hallway and opens when pressure is placed on a stone in the center of that wall.
Secret Door: Search (DC 20); 4 in. thick; Hardness 8; hp 60; Break (DC 28); discovering the locking/opening mechanism requires a second Search check (DC 28).
C. CLOTHING
Clothing stored here includes loot from burglaries as well as clothing used for costumes. Virtually any type of clothing can be found here; party dresses, priests'robes, fine cloaks, and beggars'rags. Some attempt has been made to keep the clothing in some sort of order, but it hasn’t been very successful. There is a 95% chance that a searcher can find a particular item of common apparel after 10d10 minutes of searching. Less common apparel, such as priestly robes from a particular temple are less likely to be present (35% chance) and take longer to find (20d10 minutes).
D. ARMORY
Weapons and armor of all types are stored here. Everything in the room is stolen, of course, so even uncommon weapons and armor can be discovered here (15% chance of an uncommon item). Cheap daggers predominate, but short swords, longswords, rapiers, spears, crossbows, and ammunition are also common. There are 10 suits of leather armor, 3 suits of studded leather, 3 chainmail shirts, 3 breastplates, a set of full plate, and various greaves, armlets, gorgets, and helms.
Almost half (40%) of the weapons and armor stored here are of masterwork quality but magic weapons are usually recognized by the thieves and either used or stored more carefully. Even so, there is a small (1%) chance that a weapon discovered is magical. If a magical item is discovered roll a d10; 1–4, +1 bonus; 5–7, +2 bonus; 8–9, +3 bonus; 10, special weapon (created by the Judge).
There is a secret door in the southeast corner of the room. It is opened by the same key that opens the door at the top of the stairs but the keyhole is hidden behind a loose stone in the center of the south wall.
Secret Door: Search (DC 22); 12 in. thick; Hardness 8; hp 180; Break (DC 28); Open Lock (DC 35); to pick the lock the keyhole must be identified (Search DC 25).
E. PERSONAL GOODS
Boxes and piles of various personal items are tumbled through the room. Items include tinderboxes, snuff boxes, belt buckles, handkerchiefs and the like. Despite the complete lack of order, it only takes 10–20 minutes to find a particular personal item. Virtually none of the items here has great value. There is a secret door (Search DC 22) in the northwest corner of the room that is opened by pressing a trigger stone in the ceiling (Search DC 25).
F. HOUSEHOLD GOODS
General household items such as candlesticks, pans, rolled-up carpets, metal and wood dishes, and any other common household item deemed reasonable by the Judge. A few of the items have more value than others but identifying them requires a thorough search of the room (Search DC 25) taking at least 2 hours and then a successful Appraisal check (DC 18) to identify the valuable items missed by the thieves. If successful, the PCs discover an ornate wool rug (350 gp), a dwarven ritual mug made of mithral (120 gp), and 2 ornate candlestick holders (35 gp each).
G. RELIGIOUS ITEMS
Virtually everything of a religious nature acquired by the Guild ends up here. Idols, fonts, altar cloths, holy writings, incense burners, musical instruments, and even items that don’t seem to be particularly religious in nature are strewn about the room with little or no consideration for which god or gods they represent. Holy, and unholy, symbols cover the room, hanging on every available projection as well as simply resting on the floor. The only religious items not found here are religious robes that are stored with other clothing.
What should immediately strike the party as odd is the fact that many of the items are extremely valuable (20,000 gp) whereas items in the other rooms are generally not very valuable. A stone trapdoor in the northwest corner holds the answer. This trapdoor leads down to the lowest levels of the guild, levels that are now the domain of the skeletal thieves. The guildsmen put every religious item in their possession in this room as a barrier to the skeletal master thieves that seek nothing more than the destruction of the entire Guild. This tactic appears to be working, though no guildsman is willing to swear to it.
Stone Trapdoor: Search (DC 22); 12 in. thick; Hardness 8; hp 180; Break (DC 40 [barred]). The trapdoor is held shut from this side by 2 in. thick steel bars inserted through rings on the floor. It can be opened easily from this side, but no guildsman would ever think of opening it.
H. TREASURY (EL 3)
This small room is exceptionally difficult to find, let alone enter. It requires passing through the locked door at the top of the stairs and at least three other locked doors before having the opportunity to locate the secret door to the hallway connecting to it (See Area E above).
Finally, thesecret door to this room must be located, and somehow opened.
Secret Door: Search (DC 22); 12 in. thick; Hardness 8; hp 180; Break (DC 28); Open Lock (special). The door is unlocked and opened by uttering the secret word “ECKTYSH,” a meaningless collection of syllables carved on the key carried by Kaflatela. The door must be broken down or opened magically.
Once opened the secret door reveals a small, closetlike room with a second stone door. Close examination of the lock shows that it is identical to the lock on the door to the stairway leading down to this level. Anyone that has successfully picked that lock receives a +10 circumstance bonus to their Open Lock check when attempting to pick the lock on the second door. Unfortunately, the entire floor of this room is part of a complex pit trap.
Stone Door: 12 in. thick; Hardness 8; hp 180; Break (DC 28); Open Lock (DC 35). A small stone to the left of the door must depressed while opening or the entire area before the door opens into a large spiked pit.
Spiked Pit Trap: CR 3; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 20–ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5–ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); Search DC 21; Disable Device DC 20.
Inside the Room: The room beyond the final door is filled with treasure. A total of 8 bags holding 1,000 coins each and 3 partially filled bags rest against the walls. Two of the full bags have gold in them and one partially filled bag contains 777 gp. Four full bags contain copper coins, with a partially filled bag holding 138 cp. The final 2 full bags contain silver, and the last partially filled bag holds 305 sp for a final total of 2,777 gp, 2,305 sp, and 4,138 cp in coins. There is also a small wooden box holding 20 small gems (10d100 gp each), 17 large gems (30d100 gp each), and 3 non-magical rings (2,200 gp, 1,700 gp, 1,400 gp).

THIEVES'GUILD, LEVEL2


Originally used for storage and other Guild business, this level is now abandoned to the skeletal thieves that now control this, and lower levels of the Guild. The skeletal thieves (described in the Monster Appendix) are intelligent undead driven by their hatred of members of the present guild who have abandoned the god worshipped here centuries ago. Skeletal thieves patrol this level (10% chance of encounter for every 20 minutes of exploration) in groups of 1d4. Skeletal thieves are hostile only to thieves whom they seek to kill; they are willing to communicate in low, whispery voices with anyone they feel is opposed to the present guild. If treated politely, they usually allow anyone not opposed to the guild, but not a thief, to leave safely. Doors on this level are the same as those on the first level but are almost never locked.
A. ENTRANCE
This room is 30 ft. below Area G of Level 1 (above) and at the other end of the trapdoor in that room.
Handholds and footholds between the two rooms make the climb easy for even the clumsiest traveler. As soon as the first person entering the room touches the floor a horrifying screech rings out, followed immediately by a scrabbling and moaning that degenerates into mindless giggling. The frightening sounds are nothing more than a magic mouth spell, a tactic of the skeletal thieves to frighten the thieves living above. There is nothing behind the sounds, but it is unlikely any guildsman knowing the horrid stories about what lies beneath the guild stay around long enough to find out.
The room itself is basically empty, possessing only the stub of a burnt-out torch, a badly dented helmet, and a broken spear.
B. STORAGE(EL 3 +)
Once filled with useful household items, time and dampness have reduced most of the material here to junk. Bales of moth-eaten wool, hourglasses with clotted sand, coils of rotted rope, and rusty kettles make up the easily recognized contents. Most of the rest is so decayed and stuck together that it can’t even be identified.
C. UTHICK(EL 3+)
The skeletal thieves are not averse to having human allies. Uthick recently moved into the area and is working on ways to get passed the locked trapdoor.
Uthick, male human Ftr3: CR 3; SZ M; HD 3d10+3; hp 24; Init +1; Spd 30 ft.; AC 17 (+1 Dex, +4 chain shirt, +2 heavy wooden shield), touch 11, flat-footed 16; BAB/ Grap +3/+5; Atk +6 melee (1d8+3, +1 longsword); AL NE; SV Fort +6, Ref +2, Will +1; Str 15, Dex 13, Con 12, Int 10, Wis 11, Cha 10.
Skills: Climb +4, Jump +1, Intimidate +6, Ride +4. Feats: Great Fortitude, Improved Shield Bash, Weapon Focus (longsword). Climb and Jump skills reduced by a –4 armor check penalty.
Possessions: Chain shirt, heavy wooden shield, +1 longsword, potion of cure moderate wounds.
Description and Personality: Uthick is about 34 years old but his red hair and beard show no signs of age which, combined with his healthy build, makes him look far younger. After being released from the army he decided to seek adventure underground. He found as much adventure as he wanted and far more. He fled into the domain of the skeletal thieves only to find himself between several horrifying skeletons and his pursuers.
His pursuers fled and the skeletons didn’t attack. After a short discussion he decided the skeletons’purpose seemed good to him and offered to assist them.
Combat Tactics: If attacked, Uthick defends himself while yelling, “Thieves!” This obtains the assistance of 1d4 1st level skeletal thieves within 2 rounds and an additional 1d4 2 rounds later.
Then he simply maneuvers to fight only one opponent at a time and waits for assistance.
Skeletal thief Rog1 (up to 2d4): CR 2; hp 6 each; see the Monster Appendix.
D. PRISONERS
When the skeletal thieves first appeared the Guild was keeping prisoners in this room. The bones of two prisoners remain chained to the walls. The escaping thieves simply abandoned the prisoners here and they eventually starved to death. These skeletons are not undead, simply abandoned bones given no proper burial. PCs negotiating with the skeletal thieves might be asked to unchain the victims and give them a proper burial. If they agree and do not perform the actions they promised, 2 skeletal thieves haunt each PC until they keep their promise. When given this purpose the skeletons can’t be turned, banished, or destroyed by any normal means.
They do not attack, they simply remain nearby, unnerving the victim and giving a –1 penalty to all attacks, skill checks, and saving throws. If a PC dies before the souls are laid to rest, there is a 30% chance the skeletal thieves steal the victim’s soul so that he may never be resurrected.
E. FOOD STORAGE
This storage room was prepared for any situation in which Guildmembers could not safely leave the Guild. All of the food here is spoiled, stale, or buginfested. Rats have consumed the few foodstuffs that would normally store well.
F. SKELETON
The inanimate remains of a dead body lie against the south wall with its arms out to the sides. A burned-out torch rests near one hand and a broken javelin near the other. A broken arrow shaft protrudes from its skull. Water soaks through a crack in the ceiling near the northwest corner dampening the wall and floor nearby G. WATCHROOM(EL 11) The real home of the skeletal thieves is on the level below this, a level no longer remembered by the living. They have taken over this level though, and use this room as a base from which to control it. The 9 skeletal thieves here vary in level and power, but operate together making them extremely deadly. They wear no armor and all but one lie on the floor as if they are nothing more than ordinary bones. If the party surprises the skeletons they do not animate and stand up until the 3rd round, if they do not the skeletal thieves stand up the 2nd round after the PCs enter the room.
Skeletal thief Rog3 (2): CR 4; hp 19, 21; see the Monster Appendix.
Skeletal thief Rog4 (3): CR 5; hp 26, 26, 30; see the Monster Appendix.
Skeletal thief Rog5 (4): CR 6; hp 32, 34, 38, 39; see the Monster Appendix.
Combat Tactics: When in battle the skeletal thieves attempt to surround a victim giving at least several of their members a flanking position for sneak attacks. They use their fear gaze on as many victims as possible before moving into full combat. They react the same way as wandering skeletal thieves, potentially negotiating with nonthieves, and letting them go free.
H. TREASURY
The rapid exit of the living thieves after the skeletal thieves moved into this level prevented recovery of the wealth they stored here. This was their original treasury so that wealth is not small.
The skeletal thieves left the treasure here, knowing that this, if anything, would draw the living thieves back down to this level. Indeed it has, all of those attempting to regain the treasure have swelled the ranks of the skeletal thieves.
The secret door (Search DC 25) to the room slides down into the floor whenever anyone stands in front of the door and says “Poverty.” A secret known to nobody outside the Guild The treasure inside the room is vast and almost impossible to move in a single trip. Four triplelocked chests (Open Lock [DC 32 x3]) are dedicated to a particular type of coin. The first holds 7,292 gp, the second 35,896 sp, the third 3,418 cp, and the fourth holds 213 pp. The rest of the treasure consists of small items and gems stored in locked strongboxes (Open Lock [DC 30]). The first strongbox contains 64 gems (10d10 gp each), the second holds 2 silver statuettes (300 gp, 800 gp), a gold chain necklace (25 gp), 9 rings (10d10 gp each), 5 armbands (20d10 gp each), 9 brooches (20d10 gp each), and 6 earrings (1d20 gp each).
The third strongbox contains a strange array of magical items including: a ring of mastery, potion of desirability, lamp of truth, and a pair of cursed boots of constriction.
Judge’s Note: It is unlikely the skeletal thieves simply let people get away with this treasure, and equally unlikely they can obtain it and get out without being noticed.
I. CLOTHING
Once the storage room for the Guild clothing and disguises, the 5 boxes of clothing that remain here are filled with the mildewed, rotted remnants of capes, shawls, cloaks, hats and other items.
J. SECRET DOOR
This secret door (Search DC 22) reveals a set of stairs leading down to the forgotten third level of the Guild. The triggering mechanism for the door is under a loose stone in the floor (Search DC 23).
The stone conceals a lever that must be pulled away from the door to open it. If moved any other direction the door locks and can only be opened from the opposite side.

THIEVES'GUILD, LEVEL3


The main reason the skeletal thieves came back to punish their living counterparts was the abandonment of the old religion. This level contains an ancient temple, quarters for its priests, and the crypts for the burial of dead guildmembers. Living guildsmen have forgotten that this level even exists. The skeletal thieves are presently more interested in destroying the upstarts than in restoring the old religion. This is probably a reasonable attitude since reverence to abandoned gods is usually considered pointless, except, perhaps, by the gods.
A. SECRET DOOR
The entrance to the fourth level is behind a secret door (Search DC 22) found at the corner of the hallway immediately after the stairs down to this level from above. This door is opened by pressing on a rock in the northwest corner (Search [DC 25], or Open Lock [DC 15]).
B. PRIESTS' QUARTERS
Years ago, when this temple was actually in use, the high priest lived here. When the temple was finally abandoned, this room was left intact. A large teakwood desk stands on a fine, hand-woven rug at the center of the south wall. A padded chair rests on one side before the desk. Although once luxurious items, they are now worm-infested, faded, moldy, and rotten. The desk contains several pieces of parchment, a dried up inkwell, a tarnished pewter flagon, and a badly corroded lamp.
A stack of rotten firewood occupies the southeast corner next to the fireplace in the east wall. A set of rusting fireplace tools stands on the hearth.
Ashes cover the hearth, the fireplace tools and spread several feet away from the fireplace. A large wardrobe holding moth-eaten robes stands next to the fireplace, its doors now so warped that one is stuck shut and the other can’t be closed. Any pressure on the wardrobe shatters it to pieces as the old wood is making its last stand against final disintegration.
A simple cot with a straw mattress rots in the northeast corner, against the east wall. Mice nesting in the mattress have reduced it to uselessness.
Metal pegs are set in the wall between the cot and wardrobe, but there is no clue what their purpose might have been and nothing hangs on them. A chamber pot covered with dried, encrusted material sits at the foot of the bed and a large wood chest rests at the end of the bed.
The rusted lock of the chest won’t open normally, but the latch is so degraded that it breaks off easily. The chest contains a cloak and leather boots made of fine material that survived due to the protection provided by the chest and a sturdy +1 heavy mace.
The center of the north wall is occupied by a bookcase full of rotting books. Of these books only a few are readable, with their information to be determined by the Judge. A barrel full of brackish water finishes out the room. The water is drinkable, but tastes foul.
C. TEMPLE
The plain temple has little in the way of carvings or precious metals, giving the impression that worship here was rather austere.
Two rows of 3 ft. diameter pillars divide the temple into three parts. Beyond the last set of pillars stands an altar that is 24 ft. long, 4 ft.
wide, and 4 ft. high. Four large brass candlesticks squat on the altar, looking as plain and featureless as the rest of the temple.
An 8 ft. tall statue of a figure wearing a hooded mask over its face stands behind the altar. It carries a dagger in one hand and a truncheon in the other. The idol was carved from a single block of granite and is as simple as everything else in the room.
Divine intervention is unlikely, abandoned gods hold little power, but anyone desecrating the temple draws the full wrath of all of the skeletal thieves upon themselves.
D. GENERAL CRYPT (EL 11)
This room was used for the burial of guildsmen who died, providing that their bodies could be recovered. Each body was placed into their niches with great care and ceremony. Now the crypts are abandoned by all but the skeletal thieves. The niches in the walls suggest why such great changes took place. There are only 87 niches, a sign that the Guild was once much smaller and more select.
The Guild’s growth slowly changed its values and purposes from that of a mutual aid society to something more business oriented. As it grew the crypt space became too small, and a secret, specialized god seemed less important. Finally, when the high priest died, instead of choosing a successor, the Guild simply abandoned the entire level.
The 11 skeletal thieves in this room lie as a normal skeleton would in a niche. It takes them 2 or 3 rounds to animate and another round to get up and get ready to fight.
Skeletal thief Rog4 (11): CR 5; hp 26 (x5), 28 (x3), 30 (x3); see the Monster Appendix.
E. CRYPT OF THE MASTERS (EL 8)
Anyone who had earned the title of Master Thief was buried here rather than in the common crypt. It is smaller, of course, and less crowded.
There is space for 16 bodies and 9 of the niches are filled by skeletal thieves. All of these master thieves wear tattered remnants of the armor they were buried in and wield magical weapons that have withstood the ravages of time.
Skeletal Thief, Rog7: CR 8; hp 45; see the Monster Appendix.
F. CRYPTS OF THEGUILDMASTERS(EL 11)
The outer crypt is divided into 5 individual crypts. Four of these have broken seals, the fifth has no seal at all. The four occupied crypts are home to skeletal thieves that were once guild masters and are perhaps the most dangerous creatures beneath the city. The sound of intruders animates the thieves in 2 rounds, it takes an additional round to open the crypt to get out to prepare for battle. The skeletal guildmasters attack thieves without hesitation, but do ask questions of those that enter this area before slaughtering them.
Generally, the skeletal guildmasters presume anyone here is simply trying to loot their resting places or deface their temple.
The empty crypt (F4) allows the PCs to examine its construction, which is similar to that of the occupied crypts. The crypts are made of the same stone as the rest of the walls and the door to each crypt is made of iron-plated wood. Seals on the other doors were made with two daubs of clay connected by a silver wire. Opening the door without breaking the fine wire is impossible, all 4 remaining crypts have clearly been opened in the past. Each crypt contains a skeletal guildmaster, though they do have different weapons and magic items each has the following basic statistics: Skeletal thief, Rog10: CR 11; SZ M Undead; HD 10d12; hp 65; Init +5; Spd 40 ft.; AC 21 (+5 Dex, +2 leather armor, +4 natural); touch 15, flatfooted 16; BAB/Grap +7/+7; Atk +12 melee (1d6, short sword, 19–20/x2); Full Atk +12/+7 melee (1d6, short sword, 19–20/x2) or +10/+5 primary +10/+5 secondary melee (two-weapon) 0r +7 melee [ 2] (1d6, claw) or +12/+7 ranged (1d6, short bow, crit x3, range 60 ft.); SA sneak attack (+5d6), fear gaze (Will save DC 15), create spawn; SQ evasion, improved uncanny dodge, special ability (improved evasion), uncanny stealth, trap sense +3, trapfinding, undead; AL NE; SV Fort +3, Ref +12, Will +2; Str 11, Dex 20, Con —, Int 11, Wis 9, Cha 10.
Skills: Climb +13, Disable Device +13, Hide +18, Listen +13, Move Silently +28, Open Lock +18, Search +13, Sleight of Hand +18, Spot +13.
Feats: Dodge, Mobility, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Finesse (short sword).
See the Monster Appendix for more information.
F1. The skeletal thief residing in this crypt was buried with a small model of the idol in the temple, also carved in granite and a small brass decanter of wine sealed with wax. He wears 2 necklaces (100 gp, 180 gp), a silver medallion (30 gp), a silver and amethyst cloak brooch (10 gp), a belt with a jade belt buckle (400 gp), and an ivory armband (120 gp). Sheathed at his side is a curved, wide-bladed knife known as a “kukri” that does 1d8 points of damage. The blade is sharpened only one side and requires a great deal of skill to use properly. He also wears an enchanted ring set with a small blue stone (+2 ring of resistance).
Changes to statistics above: Atk +14 melee (1d4+2, +2 kukri, crit 18–20); Full Atk +14/+9 melee (1d4+2, +2 kukri, crit 18–20); SV Fort +5, Ref +14, Will +4; Feats; Exotic Weapon Proficiency (Kukri) in place of Two -Weapon Fighting, Weapon Finesse (Kukri) F2. This former guildmaster was buried with a silver wine decanter (190 gp) and a bag of gems (2d8, 10d100 gp each). He wears 2 gold neck chains (30 gp each), a silver headband inlaid with onyx (100 gp), an ivory bracelet inlaid with gold and turquoise (210 gp), and a silver armband with 6 moonstones (800 gp).
F3. This skeletal thief was buried only with a small stone idol modeled after the one in the temple and a jeweled comb made of silver set with jacinth (55 gp). He wears a matching necklace and headband of gold set with garnets (400 gp, 500 gp) and has a matching shortsword and dagger made of a silvery metal that has been enchanted until they glows in the dark.
Changes to statistics above: Atk +12 melee (1d6+2, +2 short sword); Full Atk +12/+7 melee (1d6+2, +2 short sword) and +12 melee (1d4+2, +2 dagger).
F5. This former guildmaster was clearly one of the most respected and highly regarded to be buried here.
He was interred with a small lead box holding 14 large gems (50d100 gp each) and a small, rough silver idol matching that in the temple. He wears a gold necklace with a small diamond pendant (2,300 gp) and wields a particularly deadly short sword known as a “xiphos” that is 27 inches long and does 2d6 points of damage.
This exotic weapon is strangely balanced, and has wicked edges making it extremely difficult to use.
Changes to statistics above: Atk +14 melee (2d6+2, +2 xiphos, crit 19–20); Full Atk +14/+9 melee (2d6+2, +2 xiphos, crit 19–20); Feats; Exotic Weapon Proficiency (Xiphos) in place of Two -Weapon Fighting, Weapon Finesse (Xiphos) Judge’s Notes: The guildmasters are likely to hunt down anyone that defaces, defiles, or otherwise abuses the temple to the very limit of their abilities. If they negotiate with PCs, or PCs are brought before them for some reason, PCs that are not part of the present Thieves'Guild might be offered particular quests, usually those that foil, damage, or directly attack the present Guild and its plans.

THIEVES GUILD, LEVEL4


When the lower levels of the Guild were abandoned, along with the ancient religion, the Guild was in the process of expanding downward by digging out a level below the temple and the crypts. This is left just as it was when the work stopped. Since that time it has been penetrated by the maze of tunnels running beneath the City State. Lately the skeletal thieves have become more active in using the tunnels to infiltrate the city and directly attack living guild members wherever they find them. Of course, creatures from other areas of the tunnels have also moved into the domain of the Guild.
A. SUCHFED (EL 7)
The 9 suchfed here have no knowledge of the treasure cache buried in the diagonal wall of their new home base (Search [DC 29]: 9 gems [10d100 gp], 9 rings [20d10 gp] and 3,344 gp). They just moved into the area and are extremely vicious when defending their new home.
Suchfed (9): CR 1; hp 11, 12, 13, 14, 15, 16, 21, 22, 23; see the Monster Appendix.
Combat Tactics: The suchfed have yet to run into anything that could seriously damage them and attack without fear, starting with their breath weapons.
If reduced to less than half their number the remaining suchfed flee.
B. GIANT SPIDERS (EL 8)
These spiders are almost comforting in the fact that they are normal giant spiders and have none of the strange abilities possessed by other spiders found in various spots beneath the City State.
They are easy to Spot (+10 circumstance penalty) and busy enough repairing recent damage to their lair that they are less likely to spot adventurers (– 8 circumstance penalty to Spot checks). The suchfed that moved into area A burned their way through, leaving 6 charred spider corpses and burning most of the webs in the area. The remaining 11 spiders are so busy repairing their webs, and are injured enough, that they ignore passersby that do not attack them.
Large Monstrous Spiders (7): CR 2; hp 22; see the MM.
(Wounded) Large Monstrous Spiders (4): CR 2; hp 9; see the MM.
Combat Tactics: These spiders are so busy that they receive a –8 penalty to their Spot checks and are likely to ignore anyone that doesn’t attack them first. Several of the spiders are so injured that they flee rather than fight.
C. EMPTY
It is easy to determine why this room is empty. An unearthly humming comes from the irregularly shaped pit in the center of the room. The walls of the pit are perfectly smooth and the humming makes anyone hearing it distinctly uncomfortable, though it causes no real harm. Anyone investigating the pit finds it to be 40 ft.
deep and possessing the corpse of someone that fell or was pushed down. The poor victim was wearing a chain shirt and carried a +1 short sword along with 38 gp in a small leather pouch.
The humming comes from beneath the solid stone floor of the pit. The stone extends for at least 100 ft. below the pit floor.
Judges Note: If anyone bothers to dig further, you have truly single-minded PCs and are on your own.
D. DIRERATS (EL 3)
A group of 8 dire rats calmly feasts on the windfall left by the suchfed when they passed through. The rats show no qualms about eating the crisped corpses of their 10 fallen comrades. A cache of 2,434 sp is buried in a shallow earthen pit in the center of the room (Search DC 28).
Dire Rats (8): CR 1/3; hp 5; see the MM.
E. SKRAYF (EL 7)
The Assassins'Guild is well aware that the Thieves'Guild is hiding something big and important because various thieves have been overheard making dark hints about something terrifying going on beneath the Thieves'Guild. Skrayf was sent as a spy to find out what is happening in case the Assassins can use it to their advantage. He is not the first to be sent; the others are now among the many victims claimed by the skeletal thieves. Skrayf is using the underground tunnels because everyone at the Assassins'Guild agrees that it would be useless, and probably suicidal, to attempt infiltration from above ground. It is hoped that someone can find out what is going on by sneaking in from below, and then return without being detected. As it stands, Skrayf is likely to find out far more about the Thieves'Guild secret than he desires.
Skrayf, male human Rog5/Asn2: CR 7; SZ M; HD 5d6+5 plus 2d6+2; hp 34; Init +7 (Dex, Improved Initiative); Spd 30 ft.; AC 19 (+3 Dex, +5 studded leather, ring +1), touch 14, flat-footed 16; BAB/Grap +4/+4; Atk +7 melee (1d8+3, +2 longsword) or +8 ranged (1d4, hand crossbow); SA death attack, poison use, sneak attack (+4d6); SQ +1 save vs. poison, evasion, trap sense +1, trapfinding, uncanny dodge (Dex bonus to AC); AL NE; SV Fort +2, Ref +10, Will +1; Str 13, Dex 17, Con 12, Int 15, Wis 11, Cha 9.
Skills: Balance +9, Disable Device +7, Disguise +3, Escape Artist +9, Gather Information +4, Hide +15, Intimidate +8, Jump +3, Listen +9, Open Lock +10, Move Silently +15, Search +8, Sleight of Hand +11, Spot +10, Tumble +7, Use Rope +5. Feats: Improved Initiative, Exotic Weapon Proficiency (hand crossbow), Stealthy, Weapon Focus (hand crossbow).
Possessions: +2 studded leather, +2 longsword, 4 daggers, potion of climb, potion of jump, ring of protection +1.
Arcane Spells per Day (3; save DC 12 + spell level): 1st—disguise self, expeditious retreat, hypnotism.
Description and Personality: Skrayf is a young, cynical man that gave up all contact with his family to become an assassin. Far from crushed by the loss, he is happy to avoid the responsibilities, duties, and lack of respect that came with being the sixth son of a barkeep. Standing a full 6 ft. 6 in. tall and weighing just over 200 lb Skrayf is far more identifiable and odd than one would expect from someone in his line of work. Although only 25, he keeps his head shaved completely bald leaving him with a long red mustache that he keeps waxed at all times. Skrayf’s brown eyes turn hazel during combat, a trait once claimed to be a sign of latent sorcerous powers.
Within his guild, Skrayf is known as the “First Story Man” because he will not, under any circumstances, take to the rooftops, a standard procedure for assassins fleeing the scene of a hit. Smart ones refrain from mentioning this, as it is unwise to anger a skilled assassin. Skrayf’s favorite weapon is a hardwood club spiked with shark’s teeth, but he is equally skilled with his magic shortsword named “Biter.” Combat Tactics: Skrayf’s goal is to discover what is going on beneath the Thieves'Guild. If possible, he stays out of sight and shadows the PCs while they explore. If the PCs notice him he is forced to decide whether to kill them, or to pretend he is simply an adventurer and come forward in a friendly manner (50% chance in either case).
Skrayf, though sturdy and certainly not a coward, prefers to strike with his crossbow and avoid melee combat. He is most willing to flee, and return later to strike again from the darkness.
F. EMPTY
Debris including a ragged tunic, a pair of torn breeches, and a 2 ft. long crowbar dot the intersection.
Additional debris includes pottery shards, rotting straw, and dried animal feces. Anyone truly curious can piece together the shards (if they can glue them somehow) thus forming a small bowl. Further damage to the shards makes this virtually impossible.