Unique Buildings and Structures

Whether these are temples, fortresses, vaults, inns, palaces, or mansions, the buildings in a thiefly environment should be well detailed. Determine, as much as possible, details such as window placement, even on higher floors.

Features of construction can be important; a brick wall may prove easier to climb than a surface of smooth plaster. Are there trees or clinging vines near the walls? Are the grounds well-maintained? (Many a thief has failed a move silently check because the leaves rustled beneath his feet!)

Add entertaining features to your buildings such as balconies, atriums, wide stairways with railings, chandeliers, swimming pools, secret passages, and so on. Hanging draperies can make wonderful emergency transportation, and a wine cellar, icehouse, or other specialized room can also be put to interesting use.

Experiment with unusual settings as well—just because your thieves adventure in a social environment doesn't mean that you can't put a dungeon under a noble's manor, or a hidden cavern leading to and from the lair of a rival band of thieves. After the PCs have plundered several houses, you might offer a tower or a pyramid for a change of pace.

Insomuch as a great portion of a thief's career might be spent skulking about the buildings of the campaign world, it is well worth the DM's time to prepare them carefully and imaginatively.

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