The Spanterhook Guild
The Spanterhook Guild
The Spanterhook Guild
3. Gurneck Principles
A dim ogre stands guard, bashing anyone who doesn’t know the passphrase: 2 ••Draw maps, leave blanks
“abundans cautela non nocet.” ••Address the characters, not the players
3 ••Embrace the fantastic
4. Cloak Room
4 ••Make your move, but misdirect
The cloaks of all present members hang here. They may contain evidence of
5 ••Never speak the name of your move
other crimes.
••Give every monster life
12 ••Name every person
5. Practice Traps 10
This room is used by apprentices to practice their skills. New traps added regularly. ••Ask questions and use the answers
6 ••Be a fan of the characters
6. Murderhole 13 ••Think Dangerous
7
Both doors to this room open in and can be locked from the outside. Slits in the ••Begin and end with the fiction
walls allow arrows to easily fly in along with poison or other attacks. 11 8 ••Think offscreen, too
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7. Bursar
The guild’s bursar takes in payments and hands out tools and other valuables Moves
here , also serving as secretary to the president. ••Use a monster, danger, or location move
9 ••Reveal an unwelcome truth
15
8. Tool Room ••Show signs of doom
Anything a thief could want is stored here. Poison, tools, stranger devices.
Traps ••Deal damage
••Use up their resources
9. President’s Office A selection of triggers and effects that may be found on traps throughout the ••Offer an opportunity, with or without cost
The guild president resides here, with the Eye carefully on display. Spanterhook Thieves’ Guild. ••Put someone in a spot
10. Common Hall Triggers Effects ••Tell them the requirements or consequences and ask
Boisterous stories and the sour smell of beer fill the air. Filled with members who 0. Trip wire 0. Poison darts
would recognize intruders. 1. Pressure plate 1. Scythes Grim Portents
2. Alignment detection 2. Null gravity Escaped Eye
11. Foyer
☐☐The president is unaware of any intrusion
Formal room used to entertain official guests, should the guild have any. 3. Sound (general or precise) 3. Summoned monster
☐☐The president secrets the Eye away
4. Light (or the lack thereof) 4. Cage ☐☐The eye is on the move
12. Rented Rooms
Small bunks rented to members who need a safe house for a few days. Home to 5. Magic (maybe a specific spell) 5. Alarm ☐☐The eye has left the building
the worst of the worst. 6. Blood 6. Flood
7. Movement 7. Indelible mark
13. Test Chamber
Used to test advancing members, filled with dangerous challenges triggered by 8. Heat 8. Charm
pulleys and magical force. 9. Emotion 9. Transformation
14. Trophy Room Before you start play, note three specific traps not in the practice trap room (5)
A collection of famous items, most valuable if returned to their owners. or the test chamber (13):
15. Dogleg Alley
Wretched hive of scum and villainy. Door is concealed behind fake barrels.