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.