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Dungeons & Dragons 3e: Thieves` Guild

Thieves' Guild

Perhaps one of your rogue characters works here... or has upset someone? Or your characters represent the forces of law and order and don't want this place in town any more. Whatever your need for a substantial thieves' guild might be, here is a ready designed one for you to locate in your campaign world and build into your plotline.

Publisher's blurb: "This medium-sized thieves' guild is a three-storey building that can be located in any city or fantasy town. The ground level of the guild offers a smart cover for the thieves' shadowy activities; an unwary citizen will see nothing else than a tavern, a forge and stables. The thieves use the backroom of the tavern or a secret door in the forge to enter the guild. On the first level there are the common facilities of a guild such as an exercise room, a laboratory, a small chapel, a refectory, a kitchen and so on. On the second level there are the guildmaster's quarters and council room for high-level ranking thieves. The guild features two levels of dungeon. The first level dungeon houses a torture chamber, cells and guardrooms, while the second level is the sacred sepulcher of the master thieves, secretly connected to the sewer system. Some hints to use the guild follow:

  • The old thieves' guild building belongs now to the PCs, exploring it they discover dangerous secrets of the guild
  • The thieves guild is the headquarter of a would be ruler of the city, the PC must sneak into the guild and find clues of his shadowy activities
  • This abandoned thieves guild is now haunted by specters and undeads, they search something hidden in the guild
  • This is the thieves guild of an ancient ruined city, a bandit has settled here with his thugs

Megan's review

Book Details:
Author: Mario Barbati
Publishers' Reference: BLU03
ISBN: n/a
PDF, 22 pages
Date: January 2005

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Product page last updated: 20 October 2007