The PCs are likely are going to try to get into a safehouse of the local thieves’ guild in the next two sessions. The setting is Ptolus, using the D&D 5E rules.
The safehouse in question is in a lower middle class region on the surface, but it has another entrance to the vast dungeon systems beneath the city. This, in itself, is not unusual - the bedrock on which the city stands is filled with tunnels and long-forgotten vaults. But while most house owners just try to brick those passages over, the thieves’ guild actually uses these passages for their business dealings.
And I need some ideas on both what might be inside the premises, and what kinds of systems they use to secure the safehouse. The PCs will likely be coming from the “dungeon” side, and this is the kind of city where criminals expect inconvenient adventurers to pop up in all sorts of places.
I’ve already determined that the location includes:
- a vampire ally of the guild
- some cells for prisoners who get interrogated for information
- a bunch of drugs for resale
Any other ideas? The party consists of four 8th level characters, if this helps.


The main headquarters are elsewhere, but the guild maintains lesser safehouses in most districts of the city.
But you are right, I haven’t put much thought into whether this is a hub for activities or a place to lay low. I’d say it’s primarily the former.
Hmm gotcha. If it’s a place for activity and you already have stuff in mind for the headquarters, you could theoretically copy and paste what the HQ has and just trim things off as you like. Otherwise, here’s my two cents. Feel free to include what you need and leave off what you don’t.