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.


Guard “dogs”. Some kind of creature that fulfills the role of guard dogs, maybe trained to recognise a command word to stand down. If the players are able to scout or scry on the place beforehand they might be able to overhear one of the theives using the command. Depending on the setting you can make the creature something more interesting than just a straight combat, like something that tries to paralyze them for interrogation later, something that tries to go and alert the theives, etc.