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A Theives Guild
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<blockquote data-quote="Gilladian" data-source="post: 429482" data-attributes="member: 2093"><p>After reading Dragongirl's neat post on the shop she had created, I decided to share a generic theives guild I created once. There's not a whole lot of detail, but it might get someone going!</p><p></p><p></p><p>The Dove Inn: this inn and brothel hides a sordid face under a seemingly quiet and cultured face. The Dove is run by Almina Fireskirt, a half-gypsy woman of late middle years. She keeps a very clean place that serves a good meal and fine drink, but customers who were unaware of the second business will be surprised by the number of ‘special’ dinner guests and visitors the Inn boasts. There is a second “common” room behind the first where men meet the Dove’s doves. All but a few of the Inn’s rooms are occupied by the two dozen girls Almina keeps on staff. Even this activity hides another layer of illicit business. The Red Feather Guild uses the Dove as a meeting place. Two rooms on the upper floor have a secret stair that opens to the kitchen and the cellar. The cellar chamber has a secret passage that leads to the apothecary (25) and the moneylender (26) who are in the Guild’s pocket.</p><p></p><p>The Red Feather Theives Guild:</p><p> The guild’s operations center is located at The Dove Inn, in two rooms on the second floor, a cellar chamber, and secret tunnels that run from there to two nearby shops (the apothecary and the moneylender). This location is a fairly open secret, and is used for regular coming and going, meetings, planning jobs and that sort of routine. However, the guild headquarters is actually located in a set of more secret chambers below the moneylender’s shop. These are the guild’s offices, a hideout, treasury, and other necessary features. Most of the common level thieves never go here and don’t even know where this headquarters is located. There is a tunnel that connects this area to the Temple of Centarius, unbeknownst to the High Priest there.</p><p> The Guild has about two dozen active members, not including Almina Fireskirt. It is led by a man called One-eye. This human man of about 30 years moved into Jerint about ten years ago. Two years later he staged a bloody coup, overthrowing the previous guild-head and executing him. He has been in power ever since. </p><p></p><p>One-eye L12 Guildmaster</p><p>L9 assistant Guildmaster, Khedair</p><p>2 L5 associate guildmasters -Mravia the treasurer and Hradik, the master trainer</p><p>6 L3 housebreakers and pickpockets; one is named Rufio</p><p>6-8 L2 thugs and alley-bashers (including the “guards” from the Dove’s cellar)</p><p>6-10 L1 trainees and jobbers</p><p></p><p>These guildmembers do not all have knowledge of the guildhall and how to enter it from the Dove Inn. They may not know about the apothecary and the priests. Only the L3 and up thieves know how to enter the guild hall, while only the L5 and up know of the associates and their private entrances.</p><p></p><p>The guild has some associate members as well</p><p></p><p>1 apothecary L5 adept</p><p>1 moneylender/fence L7 expert</p><p>3 priests of Denarius L7 assistant high Priest, L4 lackey and L1 acolyte</p><p>8-10 L1-L3 commoner beggar/informants</p><p>6-8 L1-L3 warrior/bullies</p><p></p><p>these associates are not normally found in the guild hall itself, but can be called on in time of trouble.</p><p></p><p>The guild facilities themselves are quite small; there is a hidden stair off the secret passage that leads down into a smallish cavern; it is about 30’ long and 15’ wide. It has been carved out to create a meeting hall. Beyond it are a trio of other rooms; a treasury, a bunkhouse where folk can hid for a few days at a time, and a private meeting room for Khedair to hold meetings. </p><p></p><p>Khedair; assistant Guildmaster L6/3 Rogue/sorcerer</p><p></p><p>HP 43, AC 17, Init +7, Rapier +7(1d6+1 dmg) F +6/R +12/W+7</p><p>Str 12, Dex 16, Con 13, Int 10, Wis 14, Cha 15</p><p>Skills: Hide, MS, tumble +12, List/Spot +11, Use device+8, Spellcraft +6, Concentration +7</p><p>Feats: shield proficiency, alertness, expertise (take up to -5 to attack, add to AC), improved trip (trip opponent and attack in same action), mobility (+4 AC vs AOO’s)</p><p>Class Abilities: sneak attack ( 3d6) uncanny dodge (cannot be flanked), scribe scroll</p><p>Items: cloak of etherealness, scroll of sheild, potion of haste, masterwork studded leather and buckler, masterwork rapier, </p><p></p><p>Spells: 6/6 Knows: L0: ray of frost (1d3 cold), daze, flare, mage hand, detect magic, magic missile, color spray, shield</p><p></p><p>Khedair was here before One-eye arrived. At that time he was a common pickpocket, but he wanted to advance. When One-eye made overtures, he quickly followed the charismatic stranger. Khedair is not particularly intelligent, but he is canny, and the other lower-level thieves were quick to take his new loyalty as a sign. Khedair has never regretted the change. He is a quick thinker and actor, putting much faith into instinct and less into long-range plans. However, when One-eye orders, he follows.</p><p></p><p>Khedair lives near the Dove Inn, pretending to support himself by day-labor, but everyone knows that he rarely works, and always seems to have a ready supply of coin.</p><p></p><p>One-eye; Guildmaster Rogue 6/Aristocrat 6</p><p></p><p>Very little is known of this man; he keeps his face concealed by a mask, but his impairment is such that it is obvious even then. He also walks with a distinct limp. When he arrived two years ago, the guild was dominated by a very cautious and tight-gripping guildmaster, who would not let his people make their presence in the city felt in any way. Many were restless under his authority. One-eye has allowed the guild more freedom to act, and has established several gambling halls in taverns, a brothel (prostitution is not illegal in Jerint, but organized brothels are, so this is a risky operation) and several fences. He has also recently begun to establish a protection racket. These activities satisfy his followers, and give him much popularity.</p><p></p><p>In truth, One-eye is not at all who he seems. His mask is a magical disguise, as is the limp; he is a half-brother to Count Leauld, who rules this town and county. He hates his brother, and is intent on doing all he can to taint the city with evil, thus spoiling his half-brother’s intention of ruling over a good and happy county. One-eye has several other identities, including one as a fop in the Count’s court (the count’s heir is his younger full brother Jasper, and One-eye has become a good friend of the youth). </p><p></p><p>One-eye is rarely found at the guildhall; he makes contact at the Dove regularly, and also frequently uses the apothecary as a message drop. He is rarely seen, so many speculate that he has magic at his ready call.</p><p></p><p>What do you think? Useful?</p></blockquote><p></p>
[QUOTE="Gilladian, post: 429482, member: 2093"] After reading Dragongirl's neat post on the shop she had created, I decided to share a generic theives guild I created once. There's not a whole lot of detail, but it might get someone going! The Dove Inn: this inn and brothel hides a sordid face under a seemingly quiet and cultured face. The Dove is run by Almina Fireskirt, a half-gypsy woman of late middle years. She keeps a very clean place that serves a good meal and fine drink, but customers who were unaware of the second business will be surprised by the number of ‘special’ dinner guests and visitors the Inn boasts. There is a second “common” room behind the first where men meet the Dove’s doves. All but a few of the Inn’s rooms are occupied by the two dozen girls Almina keeps on staff. Even this activity hides another layer of illicit business. The Red Feather Guild uses the Dove as a meeting place. Two rooms on the upper floor have a secret stair that opens to the kitchen and the cellar. The cellar chamber has a secret passage that leads to the apothecary (25) and the moneylender (26) who are in the Guild’s pocket. The Red Feather Theives Guild: The guild’s operations center is located at The Dove Inn, in two rooms on the second floor, a cellar chamber, and secret tunnels that run from there to two nearby shops (the apothecary and the moneylender). This location is a fairly open secret, and is used for regular coming and going, meetings, planning jobs and that sort of routine. However, the guild headquarters is actually located in a set of more secret chambers below the moneylender’s shop. These are the guild’s offices, a hideout, treasury, and other necessary features. Most of the common level thieves never go here and don’t even know where this headquarters is located. There is a tunnel that connects this area to the Temple of Centarius, unbeknownst to the High Priest there. The Guild has about two dozen active members, not including Almina Fireskirt. It is led by a man called One-eye. This human man of about 30 years moved into Jerint about ten years ago. Two years later he staged a bloody coup, overthrowing the previous guild-head and executing him. He has been in power ever since. One-eye L12 Guildmaster L9 assistant Guildmaster, Khedair 2 L5 associate guildmasters -Mravia the treasurer and Hradik, the master trainer 6 L3 housebreakers and pickpockets; one is named Rufio 6-8 L2 thugs and alley-bashers (including the “guards” from the Dove’s cellar) 6-10 L1 trainees and jobbers These guildmembers do not all have knowledge of the guildhall and how to enter it from the Dove Inn. They may not know about the apothecary and the priests. Only the L3 and up thieves know how to enter the guild hall, while only the L5 and up know of the associates and their private entrances. The guild has some associate members as well 1 apothecary L5 adept 1 moneylender/fence L7 expert 3 priests of Denarius L7 assistant high Priest, L4 lackey and L1 acolyte 8-10 L1-L3 commoner beggar/informants 6-8 L1-L3 warrior/bullies these associates are not normally found in the guild hall itself, but can be called on in time of trouble. The guild facilities themselves are quite small; there is a hidden stair off the secret passage that leads down into a smallish cavern; it is about 30’ long and 15’ wide. It has been carved out to create a meeting hall. Beyond it are a trio of other rooms; a treasury, a bunkhouse where folk can hid for a few days at a time, and a private meeting room for Khedair to hold meetings. Khedair; assistant Guildmaster L6/3 Rogue/sorcerer HP 43, AC 17, Init +7, Rapier +7(1d6+1 dmg) F +6/R +12/W+7 Str 12, Dex 16, Con 13, Int 10, Wis 14, Cha 15 Skills: Hide, MS, tumble +12, List/Spot +11, Use device+8, Spellcraft +6, Concentration +7 Feats: shield proficiency, alertness, expertise (take up to -5 to attack, add to AC), improved trip (trip opponent and attack in same action), mobility (+4 AC vs AOO’s) Class Abilities: sneak attack ( 3d6) uncanny dodge (cannot be flanked), scribe scroll Items: cloak of etherealness, scroll of sheild, potion of haste, masterwork studded leather and buckler, masterwork rapier, Spells: 6/6 Knows: L0: ray of frost (1d3 cold), daze, flare, mage hand, detect magic, magic missile, color spray, shield Khedair was here before One-eye arrived. At that time he was a common pickpocket, but he wanted to advance. When One-eye made overtures, he quickly followed the charismatic stranger. Khedair is not particularly intelligent, but he is canny, and the other lower-level thieves were quick to take his new loyalty as a sign. Khedair has never regretted the change. He is a quick thinker and actor, putting much faith into instinct and less into long-range plans. However, when One-eye orders, he follows. Khedair lives near the Dove Inn, pretending to support himself by day-labor, but everyone knows that he rarely works, and always seems to have a ready supply of coin. One-eye; Guildmaster Rogue 6/Aristocrat 6 Very little is known of this man; he keeps his face concealed by a mask, but his impairment is such that it is obvious even then. He also walks with a distinct limp. When he arrived two years ago, the guild was dominated by a very cautious and tight-gripping guildmaster, who would not let his people make their presence in the city felt in any way. Many were restless under his authority. One-eye has allowed the guild more freedom to act, and has established several gambling halls in taverns, a brothel (prostitution is not illegal in Jerint, but organized brothels are, so this is a risky operation) and several fences. He has also recently begun to establish a protection racket. These activities satisfy his followers, and give him much popularity. In truth, One-eye is not at all who he seems. His mask is a magical disguise, as is the limp; he is a half-brother to Count Leauld, who rules this town and county. He hates his brother, and is intent on doing all he can to taint the city with evil, thus spoiling his half-brother’s intention of ruling over a good and happy county. One-eye has several other identities, including one as a fop in the Count’s court (the count’s heir is his younger full brother Jasper, and One-eye has become a good friend of the youth). One-eye is rarely found at the guildhall; he makes contact at the Dove regularly, and also frequently uses the apothecary as a message drop. He is rarely seen, so many speculate that he has magic at his ready call. What do you think? Useful? [/QUOTE]
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