âSo You Want to Run a Thievesâ Guildâ
A smoky back room. Two shadows in the candlelight. One pair of boots up on the table. A dagger idly spins in the otherâs fingers.
Rell: So⌠youâve started a thievesâ guild, huh? Bold move. Dangerous too. You got the stomach for it?
Tassa: Donât scare the poor sod. Theyâve got ambitionâjust need a little guidance before they get all their fingers broken. Or worse.
Rell: Alright then, pull up a chair. Weâll walk you through how it works. Donât worry, weâll use small words.
đŻď¸ The Game We Play
Tassa: You ainât just stabbing folks in alleyways anymore. Youâre building something. Real. Dangerous. Lasting. From a few pickpockets to a full-blown criminal empire.
Rell: Every bit of downtime, you get to make moves. One for each Tier of your operation. The higher you rise, the more strings you can pull in the dark.
đ Tiers of Trouble
Tassa: Hereâs the ladder. Each rung brings more powerâand more problems.
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Tier 1 â Street crew. Just you and a few cutters.
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Tier 2 â Neighbourhood gang. Youâve got turf.
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Tier 3 â City-wide pull. People know your name (even if they wonât say it).
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Tier 4 â Regional reach. You cast a long shadow.
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Tier 5 â Empire in the dark. No place you donât touch.
Rell: One guild action per Tier. Tier 3? Three moves a week. Use âem smart.
đ§Ľ Building Your Crew
Tassa: For each Tier, you get a new specialist crew. Pick what suits your styleâor what solves your latest mess.
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Footpads â Quick hands. Light fingers. Perfect for petty gold or panicking crowds.
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Burglars â Locks? Windows? Fortified vaults? Childâs play.
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Fences â You steal, they sell. Turn loot into clean coin.
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Fixers â Need a noble compromised? A guard captain to disappear? They know a guy.
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Smugglers â Goods, people, infoâif it shouldnât move, they move it.
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Saboteurs â Burn, break, and intimidate. Chaos with a cause.
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Spies â Eyes and ears in every room. Secrets make kingdoms fall.
Rell: You donât need all of âem right away. Choose the ones you can trust⌠or at least the ones who fear you enough to stay loyal.
đ˛ Actions in the Shadows
Tassa: So hereâs how you play your hand each week.
You pick your crew. You give âem a job. The DM rolls 1d20 + their bonus behind the screen. You donât roll. Thatâs part of the thrill.
Rell: DCâs always 12âunless someone really important is watching.
Tassa: Hereâs what you can do:
| Action | Description |
|---|---|
| Heist | Grab gold, magic, or something⌠useful. |
| Recruit | Bring in new blood. Expand your roster. |
| Spy | Dig up dirt. Secrets are sharper than blades. |
| Expand Turf | Claim more of the city. Push out the competition. |
| Sabotage | Break stuff. Rival crews, noble plans, city watch⌠|
| Fortify | Lock it down. Protect whatâs yours. Guard against Heat. |
| Smuggle | Move what shouldnât move. Coin follows. |
| Bribe | Influence someone who matters. Usually to make âem not matter. |
| Lay Low | No dice here. You pay 25 gp Ă current Heat to reduce it by 1. Disappear for a while. Real quiet-like. |
đĽ Heat: The Wrong Kind of Attention
Rell: You ever seen a rat try to look inconspicuous? Thatâs what you look like with too much Heat.
| Heat | Consequence |
|---|---|
| 1â2 | Barely a flicker. Nobodyâs watching. |
| 3â4 | Whispers. Guard patrols sniffing around. Maybe a rival or two. |
| 5â6 | Raids. Informants. Paranoia. Hope youâre sleeping light. |
| 7 | Not just your guild. The whole adventuring partyâs under fire. Public attacks. Streets arenât safe. |
| 8+ | Old allies vanish. Contacts go cold. Youâve got a reputation, and not the good kind. |
Tassa: You want it gone? Fortify, Bribe, or Lay Low. Or donâtâand watch the fire spread.
đď¸ Influence & Upgrades
Rell: Influence is power. Spend it to make your guild bigger, sharper, and meaner.
| Upgrade | Cost | Benefit |
|---|---|---|
| Hidden Vaults (i) | 3 | Protect (i Ă 10)% of your take from loss. Guards canât seize what they canât find. |
| Secret Passages | 4 | Auto-win Fortify in one district each week. Because doors are for honest folk. |
| Whispers Network (i) | 4 | +2 Ă i to all Spy actions. More ears. Fewer lies. |
| Trained Crews (i) | 3 | +2 Ă i to one crewâs rolls. Make âem specialists. |
| Magical Aid | 5 | Minor spells at your disposalâalarm, disguise, illusions. A little arcane grease. |
| Blood Price | 6 | Once a month, name a mark. They donât see the next one. |
đ What You Really Win
Tassa: Sure, youâll make gold. Sure, youâll find magic. But what youâre really buying?
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Fear.
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Reputation.
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Leverage.
Rell: Youâll unlock:
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Hidden guildhouses in multiple cities.
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Passive gold while youâre off killing dragons.
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Political clout with factions and nobles.
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Leads to rare artefacts and forbidden knowledge.
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A whisper network that could bring down kingdoms.
Tassa: And if youâre smart? Maybe youâll live long enough to enjoy it.
Rell: Still in? Or are you thinking of turning yourself in to the Watch and asking for protective custody?
Tassa: Thought so. Welcome to the life. Now shut the door behind youâweâve got work to do.