Friday, June 11, 2021

Thieves Guild: A loose guide to running a new thieves guild. House rules for the Aleria game The basic functions of the guild” 1. Rumors: The guild will gather rumors about whats going on around Aleria, some true some false 2. Research: Rumors can be researched to get more information and to determine their viability 3. Intimidation: Strength in numbers, some times people will give you money just to leave them alone… this is extortion, it’s also business. The more intimidating the less likely another guild is to challenge our territory. 4. Finding Jobs: Thieves find marks and targets all the time. Picking good jobs is the hard part, that’s why you need a guild master. 5. Executing Jobs. The Gm will assign jobs a difficulty (1 to 10). The thieves doing a job will be taken into account. The difficulty is subtracted from 10+ the thieves level. A Roll of 1d20 is made if the roll is a success Under the target) then the thief succeeded. If not the thief failed. (Rewards and penalties determined by the GM.) 6. Buying and selling illegal goods: What it says on the tin. Personnel: • Once a thief reached 9th level they will attract 2d6 + charisma bonus: level 1 thieves as followers. ◦ The main players in the a thieves guild will be these initial followers. • These followers can be gained in several ways. ◦ Some followers will seek out the higher level thief, reputation and word of mouth will lead them to seek out the professional for training and guidance. ◦ Followers may be recruited. The thief may go out looking for talented prospects. ◦ Followers may already be known to the thief. NPC’s he or she has interacted with in the past. Followers Have the Following Types / Functions. Each thief recruit should fall into one of the categories below, even if they are all simply “Level 1 thieves” • Informant: Best stats Charisma / Intelligence ◦ Once per game the Guild-master may ask an informant for rumors. The informant will know 1d6+ the informant’s charisma bonus local rumors automatically. ◦ Research: The guild master can ask an informant to look into a rumor. This will take time determined by the GM. • Thug: Best stats Strength / Constitution ◦ Thee guild muscle a thug can be tasked with shaking down businesses or generally extorting protection money. The Thug will have a success rate based on his or her intimidation skill. The guild master will set just how much he or she wants to extort from businesses. ◦ Thugs can also be sent to question targets. Intimidation is also important for this function. The time this takes and the information gathered is up to the GM • Street Thief: Best stats Wisdom, ad Dexterity ◦ Street thieves work to gather missions and jobs, then do them. These are not rumors these are true opportunities. Each street thieve rolls 1d6 each game on a roll of 5 or 6 the thief has found a potential Job. The guild master has final say as to whether or not the thief can pursue the job his or her self, the guild master wants to take the job, or if the guild should pass on the job. Job difficulty will be determined by the GM (see executing jobs) ◦ The guild master may also give known jobs to other thieves in the guild if he or she feels that they are better suited. Guild member Experience: As the guild performs jobs and brings in gold, experience is gained per the normal D&D rules. The guild master has the job of deciding which thieves get that experience. For example if a job brings in 1000 Gold the Guild master could decide to divide that 1000 exp among all of the thieves in the guild, reward it to just the few that did the job, or give it all to one key player. Guild Experience: Total experience gained from guild activities should also be tracked and can be used to buy guild features. The guild master can donate his or her own gold to increase guild experience BEFORE it is calculated into the guild masters personal experience. Things to buy: (prices up to GM not yet determined) Fence: This is a connection with a fence that can get rid of your stolen good form a decent price. Store Front: Is it an Inn. A piano shop? (both have happened in game) Bu this is a public facing front of the guild. Black Marketeer: Helps you find rare items. May provide jobs. Bribe the guards: Get some guards in a targeted area on the take. This will make all the other operations safer and easier. Will cost the guild gold monthly. Couriers: Fast communications and movement of goods. Healer: You hire a Dr. or low level priest to work for the guild. This will cost a monthly fee. Apothecary: You hire on an Apothecary which will allow the creation go potions and poisons. Reputation: Each level of reputation bought for the guild is used as a +1 bonus by it’s members on intimidation, and reserch checks. (maximum reputation +5) Connection: Each level of Connection bought for the guild acts as a +1 bonus by it’s members on rumor gathering and Job finding checks (maximum connection +5)