D&D Basic Rough and ready Thief's Guild.
Below is a reprint of the very rough and ready rules I posted in our Rules Cyclopedia D&D game. Placed here for posterity and possible expansion someday. 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 what's 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, sometimes 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. 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 f