Selling Thieves Tools?

elbandit

First Post
So my players got thier hands on a spare set or two of thieves tools and are in a large city. How do you unload such a item when your rogue is not part of the thieves guild and just arrived in town?
 

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With situations like this I usually allow PCs to sell (or buy) most anything by just saying the following "You're in town for x days/weeks and you manage to unload all of your treaure to various buyers and comission items from various sellers." This prevents the players from thinking their characters are going into the adventurers wal-mart, but it also moves things along.

Of course, if you want to roleplay things a little more, just have the party members make a gather info check DC x to see if they can locate a fence who operates outside the authority of the local theives guild (and then roleplay the encounter) or a guildsman who can be discrete about such transactions (and roleplay the encounter). The exchange should NOT take place in a seedy tavern - too many knowing eyes about. The exchange should take place in a cemetary at midnight, a park at dawn, an upscale eating establishment, under the bridge on the King's Highway, or a drop-site on a certain street corner.
 

I don't think that in a world in which adventurers exist, selling tools for picking locks and disarming traps would necessarily be an illegal matter. Why shouldn't people be able to own a portable set of locksmith tools?
 

Selling thieves tools

You could always just have him report to the thieves guild as a curtosy to the guild and just sell to them but he should not have to join cause he is not planning on staying. Unless of course he is planning on staying.
 

mmu1 said:
I don't think that in a world in which adventurers exist, selling tools for picking locks and disarming traps would necessarily be an illegal matter. Why shouldn't people be able to own a portable set of locksmith tools?

I'm afraid that sort of attitude is even more of a modern artifact than the gender equality that is present in (some) D&D games. IIRC in england in the last century there was a law against "going equiped" for a crime. Modern (probably largely american) feelings on "its not a crime to own/know/learn/prepare/discuss" are out of place in the generic middle ages fantasy setting.

I think the DM is doing well to think about the repercussions of such a thing and a few gather info and diplomacy checks should be in order, especially without a known underground contact.

Kahuna Burger
 

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