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.
Table of Contents