Skullduggery

 Roll: 1d12

1. The thief's guild travels with a carnival, moving about the lands, welcomed everywhere. Quietly recruiting, quietly taking contracts. setting up tents, selling candy, putting on grease paint, committing murders.

2. The match book is filled with tiny paper scraps. on each scrap a name. Each name is a thief, or a fence, or a mark, or a target. When you enter the guild, you receive a matchbook. The rest is up to you.

3. The rob from the rich and kept it until they got rich, and some-one robbed them. The retired thief wants money back.

4. The brickworks is a sprawling affair. It covers a vast area with it kilns slag piles, quarry, and drying sheds. Home to at least two gangs, when the sun goes down the violence starts.

5. There is a dagger known as "Pseutis" It is said to kill in one blow and seek treasure like a compass. It is also told that, it's pommel contains a small piece of a stone from the shore of the river styx. The dead seek the blade as well as the living.

6. In normal times The Machinations of a spoiled child do not amount to anything. However, this child is the heir to an empire and has the power to kill with a word, a cross glance, or an upturned nose. 

7. There were too many pilgrims. The bone pile of saint Asusrgrarius drew travelers and the faithful from every corner of the lands. Now the city has shut its gates only allowing a select few to see the bones, and to smell the divine smoke that still issues from them all these years later. With so many fewer strangers on the streets the thief's guild have seen its profits drop and its coffers begin to empty. What's a guild master to do?

8. A member of the guild, a talented painter, and brilliant society spy has been arrested. The charges being that their seditious art "Undermines the authority of the crown." If the artist talks, everyone is in danger.  

9. A rival thieves guild has been slipping mild poisons into the food given to certain participants in the realm's tournament. The betting line is ruined, coin is being lost right and left. Your guild wishes they had thought of it, and now it needs to stop.

10: When the empress changed the currency to coins that hold her image and devalued all the old coins in the realm, she had no idea the people would riot. The nightly Violence in the street is doing them no favors, with all the attention it brings.  However, the thief's guild is sitting on a not insignificant pile of those old-world coins. The guild needs to take a side or better still, find a way to play both sides.

11: Kidnapping the child of a wealthy merchant for ransom is a tried-and-true way to make some quick cash. The guild ran into a problem when only the reply from said wealthy merchant was "Keep Em."

12: Forget what you think you know about the thief's guild kid. The only thing of real value in this town is information. We don't Rob from stores and shake down old ladies. We steal documents from desks, books form libraries, scroll from the wizard's towers. We can get more gold by selling the Cork Cutters earnings report before it's made public than we ever could by robbing the cork cutter. 


The thief's guild master gives your character a personal assignment.
Roll 3d8: Collums A, B, and D Action Target location. Roll on Column C if Required.
The roll 1d8 for a twist

A quick Personal assignment

A: Action

B: Target

C: Second

D: here

1

Rob

The captain

The Duke / Dutchess

Their home

2

Assassinate

The Magnificent Butcher

The Marshall

The market

3

Spy on

The Banker

The Priest

The factory

4

Rough up

The son of the (Roll on Column C)

The Business Owner

The ship

5

Bribe

The partner of (Roll on Column C)

The Merchant

The caravan

6

Intimidate

The merchant

The rival guild master

The keep

7

Drug

The spy

The Inn keeper

The Storefront

8

Blackmail

The enemy of (Roll on column C)

The politician

The wilds

Twists: Roll 1d8 to determine a twist in the quick personal assignment generated above.

1. The target will pay double what is being paid to kill whoever sent you.

2. The target is a member of a rival thieves' guild and thinks there may be a spot for you in the guild.

3. The target is more than meets the eye. They are actually a high skilled (Roll 1d6: 1.Warrior / 2.Ranger / 3.Spiritualist and seer / 4.Apothecary / 5.Mage / 6.Thief)

4. The target's true nature is that of a demon. The disguise has worked so far, but now you know.

5. The target offers you information implicating a city official in several brutal unsolved murders. In return you must just leave them alone and get the guild off their backs.

6. The target is carrying a large gem. An emerald so large and perfectly cut it's the kind of thing you just can't sell anywhere. The kind of thing people hunt down and kill for. What now?

7. The target wants to Join you. To partner up. Make some cash.

8. The target spills their guys and confess that they are related closely to the thief's guild master.



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