Thieves Guild Headquarters
For context, this is in a magical city. Feel free to remove/change rooms. You have a reception hall to keep outsiders away. The main hall connects all of the rooms together. Off of the main hall you have two rooms of bunks to give the local thieves a place to crash. Immediately North of the Reception Hall is an armory for standard thieves' equipment. Along the East portion of the Main Hall is the Laboratory for magical arts and a storage room. At the end of the East Main Hall is the Training Room. Underneath the Training Room is the infirmary. Above the Training Room is the Guild Leader's Room. It leads into the Vault. Hidden behind the bed is a prison for one prisoner. It would be a good idea to have the adventurers rescue someone either as a quest or to further the plot.
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