Sub-Zero
Subzero's Guild
The Atmosphere of the Guild
Subzero's leadership of the guild is that of a strong one, where the members obey orders and respect the authority. As a leader Subzero imposes rules and laws about the guild and anyone that chooses to disobey either seriously or continually will be punished, but upon a good deed she will reward. She wouldnt and wont just impose laws upon her own concent, she would take it up with the other members of the guild to make sure that they respected her thoughts as well. She will listen to all opinions within the guild and be there to help when it is needed, as to gain the loyalty she would like from her members.
On a whole Subzero would like the guild to be friendly with any other guilds for different classes in the town, and also respectively close to any mages that may recide in or close too the town.
Should an outsider find out any information about the guild, the guild members, who the guildmaster is or any other bit of information that may prove a threat Subzero would summon all of the members immediatly to a meeting where upon a plan would be devised to deal with the outsider in the best possible way.
Over all and maybe eventually Subzero would like a centralist guild where upon all of the members can be trusted, are loyal and good at their occupation but still be clear that Subzero is the powerfull and dominant figure. A co-operative guild makes life easier, and with a high level of organisation chances of reward are alot higher.
When the guild has actually been built and members are used to the goings on Subzero might look into expansion of the guild to make it an even better place.
The Guild
Ground Floor
The entrance to the guild is in an alley way. The entrance to the alley is through an archway. Above the arch on the wall (on the alley way side of the arch) is a column of spikes 10 feet wide and high, two inches apart.
Ten feet into the alley way is a pressure plate, if this is stepped on an alarm sounds through the guild which cant be heard outside. When the alarm sounds all of the traps inside the guild will be armed.
The entrance door is circular and has six locks around it (2,4,6,8,10,12 - clock like). The handle is in the middle. If the door is touched a different alarm sounds throughout the guild which cant be heard outside. All of the locks are trapped and very hard to pick (-30%)
Lock 1 Poison Needle (save or sleep for 3-36 turns). Lock 2 Fire Trap (10-40 dammage). Lock 3 Springs anyone standing on the steps to the spikes on the wall. (10 D8 dmg). Lock 4 Poison gas (save or be paralysed for 2D12 hours). Lock 5 Scything blade from east and west, axe to the head @ double dammage. Lock 6 Person touching the loock teleports 40' into the air, back on the street.
When the door is opened it causes a small pressure plate to be released just underneath the top hindge, this causes the 6 holes on the wall at the end of the corridoor to shoot a melfs acid arrow each.
The door out of the corridoor is locked.
In the next room is a big metal shutter on the floor. When the word "beyley" is spoken it opens to reveal some stairs down. The door out of the room is locked.
10' along the corridoor is a pressure plate.. When this is stood on the hole at the end of the corridoor shoots a dice lightning bolt. Both doors in the corridoor are locked.
The north western door leads to a room full of food, drink and various washing impliments.
The south eastern door leads to a room, in there is another room 20 X 20 which only Subzero has access to. There is a digital pad on the door to the 20 X 20 room and only Subzero knows the code (27186463828).
When the 4th stair up is stood on by someone weighing over 70lbs the stairs change into a slide and any one standing upon it fall down a 40' pit into a locked cage in the basement.
Upstairs
On the very top stair is a pressure plate and when that is stood on by anyone weighing more than 70lbs the hole in the wall shoots an angled dice lightning bolt down the stairs affecting anyone on them.
The room contains a bed, a wardrobe, a small table and 2 big chests. There is a secret compartment on the south wall with a pannel inside. Upon the pannel are 3 buttons (red, blue and green) and a display unit.
The red button arms/disarms all of the traps in the guild. The blue button cycles through all of the traps which are shown on the display unit. The green button is used to arm/disarm the trap shown on the display unit.