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Help me flesh out a thieves guild
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<blockquote data-quote="Shadeus" data-source="post: 3103396" data-attributes="member: 1795"><p>A small-time guild like this usually would start because their leader has an idea and expands his business. You might want the leader to be a rogue/assassin so he's used to handling the poisons. If there's an assassin's guild, make him an excommunicated member...that could lead to some decent RP later on.</p><p></p><p>I would make the guild leader level 9 at least. Give him two lieutenants to take care of the day to day work that he doesn't want to deal with. They should be around level 5. The leader doesn't trust them enough to get anyone more powerful or have more of them so they can try to kill him off in a coup.</p><p></p><p>Maybe make one lieutenant a rogue/fighter to be in charge of the extortion and the other a rogue wannabe assassin who deals in the illicit materials.</p><p></p><p>The cleric is a good idea; it will add some variety to the guild. Make a shrine in there, but maybe only a handful of the worshippers are converts.</p><p></p><p>I would expect the leader to have a method of escaping from the guildhouse that is known only to him. I would also expect several poison-related traps, maybe a glyph of warding as well.</p><p></p><p>Also, develop the relationship of the guild to the green hag. That's a good angle for future adventures. Why is she helping the guild? Purely for money, or is she a drug addict and this is how she pays for it?</p></blockquote><p></p>
[QUOTE="Shadeus, post: 3103396, member: 1795"] A small-time guild like this usually would start because their leader has an idea and expands his business. You might want the leader to be a rogue/assassin so he's used to handling the poisons. If there's an assassin's guild, make him an excommunicated member...that could lead to some decent RP later on. I would make the guild leader level 9 at least. Give him two lieutenants to take care of the day to day work that he doesn't want to deal with. They should be around level 5. The leader doesn't trust them enough to get anyone more powerful or have more of them so they can try to kill him off in a coup. Maybe make one lieutenant a rogue/fighter to be in charge of the extortion and the other a rogue wannabe assassin who deals in the illicit materials. The cleric is a good idea; it will add some variety to the guild. Make a shrine in there, but maybe only a handful of the worshippers are converts. I would expect the leader to have a method of escaping from the guildhouse that is known only to him. I would also expect several poison-related traps, maybe a glyph of warding as well. Also, develop the relationship of the guild to the green hag. That's a good angle for future adventures. Why is she helping the guild? Purely for money, or is she a drug addict and this is how she pays for it? [/QUOTE]
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