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Help me flesh out a thieves guild
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<blockquote data-quote="Gregor" data-source="post: 3103248" data-attributes="member: 11751"><p>***My players please stay out***</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Hey all,</p><p></p><p>A player of mine is a rogue who is deeply interested in herbalism, botany and the making, selling and using of poisons. In our 3.5 FR campaign, he was able to learn about a small guild of thieves and smugglers who would be willing to sell him poisons and some drugs. The player went, alone, paid his way into the audience chamber of the guild (a small tavern hidden below a spice shop; its secret passage administered by the shop owner) and met with some of the guild members. The guild, seeing him alone and on their turf, decided that this would be a great opportunity to take the player for what he was worth - charging an arm and a leg for information that he requested as well as charging him vast amounts for any poisons he wished to purchase. The player caught wind of the treatment and promptly left on warning, naturally, that if he spoke of the guild the town watch would find his eviscerated corpse in an alley.</p><p></p><p>I should note that we are playing in a neutral / evil campaign.</p><p></p><p>The player had another run in with the guild and he received the same treatment. The player, tired of the guild's cocky attitude and bully tactics, has decided that he would like to infiltrate the guild, kill them, take back his money and take their poison and drugs for himself so that he may study them, manufacture some for himself and sell the rest. </p><p></p><p>For a few days (in game) he cased the spice shop that the guild was located beneath and took tabs on how many came in and out, where they went etc. So, he has a pretty good idea that there are aapproximately 20 individual guild members, all humans and half-elves (there could be more, as well as members that he hasnt seen yet).</p><p></p><p>The guild itself is relatively small time, in terms of thieves guilds, making most of their money through petty crime, extortion and the occasional sale of drugs and poisons. The drugs they are aquiring through a Zhentarim contact (ruthless trade organization in FR) and the poisons they purchase from a reclusive Green Hag Druid named Shagrah who lives in the vast Chondalwood to the south. A follower of Shagrah, a human rogue/cleric and worshipper of Talona (god of disease and poisons) works with the guild to sell the poison, as she gains spiritual fulfillment by seeing these poisons used on people.</p><p></p><p>So, in the guild im thinking:</p><p>- approximately 20 rogues or rogue/fighters;</p><p>- the Zhentarim contact, probably a fighter;</p><p>- the rogue/cleric follower of Shagrah;</p><p>- the guild leader, rogue?;</p><p>- some lieutennants?; and</p><p>- what else?</p><p></p><p>In terms of what is in the guild, im thinking:</p><p>- tavern as the entrance;</p><p>- sleeping area;</p><p>- training room;</p><p>- small underground garden/greenhouse/lab for the rogue/cleric?;</p><p>- storage areas;</p><p>- cruel traps, both mechanical and magical but also situational (like the crucible in the first adventure of the Savage Tide AP)?</p><p>- anything else?</p><p></p><p>I would like this dungeon to be memorable, difficult for the PCs and would like to have some variety without making an illogical dungeon ecology (i.e. would like there to be some undead, some monsters, along with the humanoids...but in a logical manner) and so I turn to your collective wisdom for some help.</p><p></p><p>The party consists of:</p><p>- human rogue 4 (the player wanting to infiltrate);</p><p>- human wererate rogue 2;</p><p>- human diviner 4;</p><p>- half-orc barbarian 4; and</p><p>- human cleric 3</p><p></p><p>Any suggestions on encounters, rooms, the inhabitants, traps?</p><p></p><p>Books I have available are: PH, MM, DMG, PH2, DMG2, Complete Adventurer, FRCS, Players Guide to Faerun, Faiths and Pantheons, Races of Faerun, Monster Manual 3, Lords of Darkness, Magic of Faerun, Shining South.</p><p></p><p>Also, the campaign is situated in Chondath in the FR.</p><p></p><p>My thanks on any and all advice.</p></blockquote><p></p>
[QUOTE="Gregor, post: 3103248, member: 11751"] ***My players please stay out*** Hey all, A player of mine is a rogue who is deeply interested in herbalism, botany and the making, selling and using of poisons. In our 3.5 FR campaign, he was able to learn about a small guild of thieves and smugglers who would be willing to sell him poisons and some drugs. The player went, alone, paid his way into the audience chamber of the guild (a small tavern hidden below a spice shop; its secret passage administered by the shop owner) and met with some of the guild members. The guild, seeing him alone and on their turf, decided that this would be a great opportunity to take the player for what he was worth - charging an arm and a leg for information that he requested as well as charging him vast amounts for any poisons he wished to purchase. The player caught wind of the treatment and promptly left on warning, naturally, that if he spoke of the guild the town watch would find his eviscerated corpse in an alley. I should note that we are playing in a neutral / evil campaign. The player had another run in with the guild and he received the same treatment. The player, tired of the guild's cocky attitude and bully tactics, has decided that he would like to infiltrate the guild, kill them, take back his money and take their poison and drugs for himself so that he may study them, manufacture some for himself and sell the rest. For a few days (in game) he cased the spice shop that the guild was located beneath and took tabs on how many came in and out, where they went etc. So, he has a pretty good idea that there are aapproximately 20 individual guild members, all humans and half-elves (there could be more, as well as members that he hasnt seen yet). The guild itself is relatively small time, in terms of thieves guilds, making most of their money through petty crime, extortion and the occasional sale of drugs and poisons. The drugs they are aquiring through a Zhentarim contact (ruthless trade organization in FR) and the poisons they purchase from a reclusive Green Hag Druid named Shagrah who lives in the vast Chondalwood to the south. A follower of Shagrah, a human rogue/cleric and worshipper of Talona (god of disease and poisons) works with the guild to sell the poison, as she gains spiritual fulfillment by seeing these poisons used on people. So, in the guild im thinking: - approximately 20 rogues or rogue/fighters; - the Zhentarim contact, probably a fighter; - the rogue/cleric follower of Shagrah; - the guild leader, rogue?; - some lieutennants?; and - what else? In terms of what is in the guild, im thinking: - tavern as the entrance; - sleeping area; - training room; - small underground garden/greenhouse/lab for the rogue/cleric?; - storage areas; - cruel traps, both mechanical and magical but also situational (like the crucible in the first adventure of the Savage Tide AP)? - anything else? I would like this dungeon to be memorable, difficult for the PCs and would like to have some variety without making an illogical dungeon ecology (i.e. would like there to be some undead, some monsters, along with the humanoids...but in a logical manner) and so I turn to your collective wisdom for some help. The party consists of: - human rogue 4 (the player wanting to infiltrate); - human wererate rogue 2; - human diviner 4; - half-orc barbarian 4; and - human cleric 3 Any suggestions on encounters, rooms, the inhabitants, traps? Books I have available are: PH, MM, DMG, PH2, DMG2, Complete Adventurer, FRCS, Players Guide to Faerun, Faiths and Pantheons, Races of Faerun, Monster Manual 3, Lords of Darkness, Magic of Faerun, Shining South. Also, the campaign is situated in Chondath in the FR. My thanks on any and all advice. [/QUOTE]
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