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Thread: Thieves Guild map for publication

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    Post A quick and dirty illustration

    Here's a quick and dirty illustration to better show what the sewer entrance to the guild area actually looks like. It might be worth creating a few illustrations along with the map in the publication, for better description. I'll do a nicer job if I do that. Maybe show a constable with a lantern looking for runaway thieves at the steps.

    Edit: actually the next step is to create the buildings on top, at least to those pertaining to the guild. I'm thinking the north west structure belongs to a tavern frequented by guild members with a trapdoor leading to ladder which I'll place in the northwest chamber (training & equipment room). The building to the northwest will be a barrel makers shop (which will show only the roof and label not the interior). The alley between them will be blocked by crates, barrels and a cart, however the top of one of the crates will feature a trapdoor leading to the stairs that go down to the Guild area.

    The south east structure will be a carter's wharehouse and stable with a large wagon and main door facing south. The hay in the cellar is for the horse. To the south west will be a tiny single story bootmaker's shop, it will be the same dimension as the chamber in the southwest corner of the Guild area, which is the Guildmaster's Office/Quarters (the local Gnomic Syndicate boss.) He will have access to a more hand-drawn version of my Gnomic Vault map, with a portal leading to that extra-dimensional place. Also a hidden ladder will access the Boot shop up top. (Boots are a fetish of Gnomic gnomes!)

    The interior courtyard, is enclosed, with a blocked alley as only entrance. A shed within will feature a hidden ladder going to the guild area. An enclosed (roofed) alley is the gated tunnel down to the sewers. The next adjacent building west prevents passage south. A street off-map to the north is the front of the tavern and barrel makers. While another street lies directly over the sewer channel. Roof plans will allow wall climbing rogues to scale and traverse to escape the authorities should a raid occur. Also providing tertiary access to the guild climbing one of the buildings - bootmaker, carter house, barrelmaker shop, or tavern and entering the courtyard to shed access. The guild lair requires multiple exits and entries...

    GP
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    Last edited by Gamerprinter; 12-31-2009 at 11:24 PM.
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