Title: Mythica Machina - Speakeasy / Criminal Hideout
In a bustling city street you'd never guess that this cunningly hidden drinking establishment had been built up right under the noses of the cities ruling elite. Behind the mundane facade of a tailor's shop lies a sprawling den of vice, smuggling, and quiet menace, serving the thirsty and the criminally ambitious alike. From the velvet-draped main hall and its hidden stage to the secret upper-floor war room and a cellar wired straight into the sewers, this multi-level map is built for games of intrigue, double-crosses, and law enforcement raids gone wrong. Enhanced by the "Map Shine Advanced" module, flickering lanterns, drifting pipe smoke, and the glow of hidden stills bring the whole den to life.
Map Breakdown & Key Areas:
Ground Floor — The Shopfronts & The Speakeasy:
A row of three unassuming storefronts along the street, hiding the real business behind them.
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The Tailor's Shop: The respectable front of house, complete with fitting rooms and bolts of cloth. Slip past the counter and the real door opens into the speakeasy beyond.
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The Speakeasy Floor: A sprawling, richly carpeted hall packed with booth seating, card tables, and a stage for the evening's entertainment, all watched over by a back office and a performers' changing room.
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Musical Instrument Shop: To the west, a cluttered storefront of pianos, drums, and strings — innocent enough, though its back rooms don't quite connect to anywhere they should.
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Funeral Parlour: To the east, coffins and mourning wreaths line a quiet shop that keeps the neighbours well away from what's really going on next door.
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The Old Brewery: A dormant building to the northeast, its huge copper vats and tangled piping silent for now — but ready to fire up again the moment the owners need it to.
Upper Floor — The VIP Room & The Gang's Business:
Reached by a private staff staircase on the northwest exterior or the speakeasy's own internal stairs to the east, this level is where the real power in the building sits.
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The VIP Drinking Room: A plush, private lounge directly above the speakeasy's east wing, reserved for the clientele who can afford to drink somewhere nobody else is watching.
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The Heist Room: A long table buried under maps and scrawled notes, where the gang plans its next job.
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The Hidden Armoury: A concealed room stocked wall-to-wall with weapons and armour, kept well out of sight of casual visitors.
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The Cage Room: A grim holding room with cages built in, for prisoners the gang would rather keep than kill — at least for now.
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Attic Spaces: A cramped room above the funeral parlour and a handful of disconnected rooms over the instrument shop, both reachable only from within the gang's own territory.
The Wine Cellar:
Below it all, a working cellar stacked with barrels and crates — and two ways in that have nothing to do with the front door.
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The Delivery Hatch: A street-level hatchway in the northeast, used for legitimate deliveries — and the odd illegitimate one.
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The Sewer Entrance: A secret passage connecting the cellar directly to the city's sewers, letting the gang (and anyone else who knows about it) come and go without ever being seen on the street.
GM Tools & Technical Details:
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"Map Shine Advanced" Module Integration: Built for the "Map Shine Advanced" module, which brings the speakeasy to life with flickering stage and lantern light, drifting smoke and steam from the old brewery's copper vats, and other dynamic effects throughout the building.
Suggested Uses:
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The Raid: Law enforcement (or a rival gang) hits the tailor's shop front, forcing the party to decide whether to fight through the speakeasy floor or flee down through the cellar and into the sewers.
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The Heist Job: The party is hired muscle, brought upstairs to the planning room to be briefed on a job laid out across the map table — and expected to raid the armoury for gear before they go.
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The Rescue: A missing contact is being held in the cage room upstairs, and the only safe way in is through the sewer tunnel and up through the wine cellar.
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Eyes and Ears: The party poses as high rollers to buy their way into the VIP room upstairs, hoping to overhear enough gang business to crack the case wide open.
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Firing Up the Still: The gang wants to bring the dormant brewery back online, and needs the party to deal with whoever — or whatever — has moved into it since it went quiet.