this post was submitted on 22 May 2026
21 points (100.0% liked)
D&D Next - 5e Discussion
3349 readers
1 users here now
A place to discuss the latest version of Dungeons & Dragons, the fifth edition, known during the playtest as D&D Next.
Join our discord! https://discord.gg/dndnext
-- Rules --
- Be Civil. Unacceptable behavior includes name calling, taunting, baiting, flaming, etc. Please respect the opinions of people who play differently than you do.
- Use Clear, Concise Titles.
- Limit Self-Promotional Links. External links to blogs, kickstarters, storefronts, YouTube channels, etc, must be related to DnD and posted no more than once every 14 days. Affiliate links are never allowed.
This is a new community and the rules are in flux. Please bear with us (and give your feedback!) as we navigate building this new community. Thank you!
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Consider what this place is to the thieves and how they use it.
Do they live here? If so there should be sleeping and dining areas. Do they frequently gather, perhaps to set out for work together, or do they tend to be dispersed, coming and going as jobs demand?
For the former, they most likely a barracks or common room and a dining hall. But if the latter, then something more like a series of tunnels and halls that occasionally have little apartments and safe zones. This is, to use your screenshot, basically the difference between the main guild area and the Ratways.
You say they expect adventurers? Do they set up a few rooms of traps and post a guard to catch them, or do they cleverly hide their entrances and then let monsters roam free outside safe areas as a deterrent, or do they welcome the (money and resources of) the adventurers and so the entrance is guarded but accessible, maybe almost like a lounge or casino?
There's typically a tradeoff between utility and security in any physical space. If it's easy to use the tunnels to get around the city quietly, then it's also easy to lose your enemies, to get lost, and to be suddenly infiltrated. On the other hand, if movement is difficult or dangerous or restricted, then the hideout is more secure from random incursion and discovery.