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Faction Spotlight: The Theives Guild


Keeping on with the various factions of Tamriel, today we're looking at the Thieves' Guild. As with always, we start by going over some of the basics of running Radiant Quests for your guild. If you're already familiar with this idea, skip on down to the Thieves Guild heading.

RADIANT QUESTS

When players have downtime between fending off goblins and slaying trolls, they can decide to do Radiant Quests to increase their standing with their faction.

Radiant Quests are handed out by high ranking members of a faction, usually found within cities and towns. These quests are intended to be simple and quick story based missions that are solved through brief descriptions and a few die rolls. To determine what type of work is available, the DM can hand out a custom made quest, or can roll on the Radiant Quests table that is listed as part of each faction.

These quests are intended to favor the player. Radiant quests are intended to be quick story based missions that should favor the player. A lot of the control is in place of the DM instead of the player. This lack of player agency should be handled carefully, which is why these quests are made to be quick, fun stories, that allow the character to slowly advance through the guild ranks with very little dedicated time. Quest failures are still a possibility, as these missions are solved purely through chance, but they should be dealt with a light hand. Losing one or two standing with a guild isn't that big of a deal, but a constant stream of bad luck could make these quests more frustrating than fun.

Main quests that revolve around the guild are a much better way to advance through the ranks, but this allows the characters to feel like they can keep plugging away through menial labour during downtime rather than dedicating mass amounts of time with the other players that might not share the same allegiances.

Each radiant quest comes with brief instructions on how to describe the tasks and determine the outcomes. Each quest also comes with a listed reputation increases or decreases, based on well or poorly the quest is completed.

RANKS AND STANDING

Factions typically have 10 ranks that you can climb up. When you join a faction, you start out at the 1st rank.

Every rank is tracked by 4 levels of standing. Each time you successfully complete a task for your faction, your standing improves. If you fail a task, or otherwise dishonor your faction, your standing may decrease. More difficult quests may increase your standing faster than simpler quests.

When you join a faction, your standing starts at level 3. This can be tracked with a faction sheet for your character.

REWARDS

When you complete a quest, you also gain a reward, typically gold. The amount of gold is dependent on how well the task is accomplished. See the description of the quest type for more information on how to determine how much gold is awarded.

Some quests have special awards shown with a (s) in the rewards column. These rewards are described in the quest type description.

THE THIEVES GUILD

Along with the other organized guilds, the Thieves Guild came into reality in the second era, after Versidue-Shaie passed the guild act. As with other guilds with skilled trades-persons, the Thieves Guild hires professional burglars, robbers, pickpockets, smugglers, merchants, spies, and other valuable operatives.

Traditionally, the Thieves Guild was only found in provinces under rule of the Empire, many organizations have remained, even while Imperial control was lost. Provinces that have never been under Imperial occupation typically have various forms of Thieves Guilds, even if they don't consider themselves part of the coordinated association. Some provinces might have guilds that are so skilled at what they do, that no one outside the guild even knows they exist.

Although a criminal organization by design, many local authorities have learned how to work with the guild and use it as a crime regulator. The guild has rules that all members must abide by, including not stealing or harming other guild members, not stealing from merchants that provide information to the guild, and looking out for competition. Certain authorities have found symbiotic relationships with the guild, and those that do usually find significant financial benefits.

Some chapters are much more difficult to find than others, but within the organization you can find a handful of useful services. Each chapter includes a high ranking member that handles receiving and distributing contracts, a fence who can launder stolen items, access to black markets that sell all sorts of interesting and sometimes nefarious goods, and plenty of rumors and information that can usually be bought for a price.

FAVORED ATTRIBUTES

The Thieves Guild favors Agility and Personality. Potential members may be put to a test or series of tests that allow them to prove their prowess in Agility and Personality. These tests could include playful deception, such as convincing a merchant that they need to pay you a one time tax, or they might require the applicant to complete a job for the guild.

Ranks

1 Toad

2 Wet Ear

3 Footpad

4 Blackcap

5 Bandit

6 Cat Burglar

7 Prowler

8 Shadowfoot

9 Mastermind

10 Master Thief

PERKS

NON-MEMBERS

The Thieves Guild isn't usually visible to outsiders, however, some chapters have more influence in the fiefdom or local government. If you happen to know where to find a few guild members, you might have access to purchase some black market items from the guild's fence.

LEVEL 1

THIEVES CANT

When you join the Thieves Guild, you learn a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation that only other guild members can decipher.

In addition, you also can write and understand secret signs and symbols that convey short messages such as whether an area is dangerous, nearby treasure, easy marks, or thieves guild members.

LEVEL 3

FENCE

When you reach 3rd rank level, you can now sell your stolen items to any fence in the Thieves Guild.

LEVEL 5

CRIMINAL EXPERTISE

At 5th rank level, your life of crime has allowed you master the skill you owe your livelihood to, granting you advantage to skill checks when you use your skill of choice. Choose one expertise: Acrobatics, Deception, Performance, Sleight of Hand, or Stealth.

LEVEL 7

SMOOTH TALKER

Beginning at 7th rank level, you able to reduce fines and possible jail time when accused of crimes that deal in theft or trespassing. Roll a percentile d10 to determine the amount the fine is reduced by.

LEVEL 10

VEIL OF SHADOWS

When you reach 10th rank level, you have perfected your art. You can choose one additional Criminal Expertise skill.

Additionally, if your total for a check using Sleight of Hand, Stealth, or thieves' tools is less than your Agility score, you can use that score in place of the total.

RADIANT QUESTS

The Thieves Guild has 6 different types of radiant quests, bedlam, burglary, fishing, numbers, shakedown, and shill, each described in detail at the end of this section.

RADIANT QUESTS TYPES

Radiant quests are short stories that are resolved quickly through a series of dice rolls. The Radiant Quests table provides ideas for types of missions that can be handed out, or you can create quests that suit the current setting in your game. Below are a few different examples of quests and some ideas on how to resolve them.

Bedlam. One of the most profitable jobs, but also the most risky, bedlam contracts require you to steal as much as you can without getting caught. These missions are only available to thieves that have proven their skill, and plays more as a mini game than as a short story.

Ranks 6-10

Roll 1. A DC 14 check determines how stealthily you enter the location. You can add your Stealth modifier to this roll.

Game. You have 20 seconds to grab as much as you can. If you were successful on the previous roll, you add an additional 10 seconds to your time. When the player is ready, the DM starts the timer and the player must repeatedly roll 2d6 as quickly as possible. Each time they roll doubles, they successful steal 1 item, trying to steal as many items as they can before the time runs out.

Roll 2. A DC 14 check determines how successful you are at getting away with your crime. You can add your Stealth modifier to this roll. You've slipped away from the guards many times in the past, and know if you drop half of your loot, you're guaranteed to get away. On a successful check, you sneak away unnoticed with all of your items. On a failed check, you lose half your stolen items while you get away.

Reward. You earn 25 gold for each stolen item you get away with.

Reputation. If you successfully steal more than 6 items, you gain +2 standing to the guild. If you've stolen 6 or less items, you gain +1 standing to the guild.

Burglary. Most of the contracts that come into the guild are from clients that want something that someone else has, and it's your job to get it. These jobs are fairly straight forward. Get in unnoticed. Find the prize. Get out unnoticed. These jobs are relatively easy, but they can be fairly risky, especially to new thieves. Complete the mission, and impress the guild and get paid. Fail the mission, and you might need to pay a fine or spend some time in jail.

Ranks 1-5

Roll 1. A DC 12 check determines how successful you are at getting in to the building. You can add your Stealth modifier to this roll.

Roll 2. A DC 10 check determines how quickly you find the item you are looking for. If you are proficient in Perception, you can add that modifier to your roll.

Roll 3. A DC 12 check determines if you get caught. You can add your Stealth modifier to this roll. You gain advantage on this roll if you succeeded any of the previous rolls (you can't gain advantage more than once), but you have disadvantage if you failed any of the previous rolls (you can't gain disadvantage more than once). If you succeeded one, but failed the other, they cancel each other out and you roll as normal. If this roll is successful, you escape unnoticed. If you fail this roll, you have been caught by the guards and may need to pay a fine or face jail time. The DM can use their discretion on how a failed roll is handled. A roll that is barely failed may result in a warning, a near miss, or perhaps they lost the item trying to escape.

Reward. If you escaped unnoticed, you earn an amount of gold equal to the amount listed in the reward column of the Radiant Quest table. If you failed, you can either pay a fine, equal to twice the reward amount, or spend time in jail. The time spent in jail is determined by 1 day for every 10g the item was worth.

Reputation. You can gain +1 standing for a successful mission, or 0 reputation for an unsuccessful one. If the mission is utterly failed, you may lose -1 standing, as decided by the DM.

Ranks 6-10

The higher ranked jobs play out the exact same way, however, the difficulty is increased.

Roll 1. A DC 15 check determines how successful you are at getting in to the building. You can add your Stealth modifier to this roll.

Roll 2. A DC 12 check determines how quickly you find the item you are looking for. If you are proficient in Perception, you can add that modifier to your roll.

Roll 3. A DC 15 check determines if you get caught. You can add your Stealth modifier to this roll. You gain advantage on this roll if you succeeded any of the previous rolls (you can't gain advantage more than once), but you have disadvantage if you failed any of the previous rolls (you can't gain disadvantage more than once). If you succeeded one, but failed the other, they cancel each other out and you roll as normal. If this roll is successful, you escape unnoticed. If you fail this roll, you have been caught by the guards and may need to pay a fine or face jail time. The DM can use their discretion on how a failed roll is handled. A roll that is barely failed may result in a warning, a near miss, or perhaps they lost the item trying to escape.

Reward. If you escaped unnoticed, you earn an amount of gold equal to the amount listed in the reward column of the Radiant Quest table. If you failed, you can either pay a fine, equal to twice the reward amount, or spend time in jail. The time spent in jail is determined by 1 day for every 10g the item was worth.

Reputation. You can gain +1 standing for a successful mission, or 0 reputation for an unsuccessful one. If the mission is utterly failed, you may lose -1 standing, as decided by the DM.

Fishing. Another common contract requires you to steal an item directly from another person by picking their pockets. These types of jobs can be a bit more tricky, as they usually occur out in the open. Quick thinking and distraction is the best way to get through these without getting caught.

Ranks 1-5

Roll 1. A DC 10 check determines how crowded or busy the area is when you decide to pilfer your quarry.

Roll 2. A DC 12 check determines how successful you are at stealing the item. You can add your Sleight of Hand modifier to this roll. You can gain advantage on this roll if you can quickly think of a way to create a distraction. For example, you can use your proficiency in Performance to divert their attention.

Roll 3. A DC 12 check determines if you get caught. You can add your Stealth modifier to this roll. You gain advantage on this roll if you succeeded any of the previous rolls (you can't gain advantage more than once), but you have disadvantage if you failed any of the previous rolls (you can't gain disadvantage more than once). If you succeeded one, but failed the other, they cancel each other out and you roll as normal. If this roll is successful, you escape unnoticed. If you fail this roll, you have been caught by the guards and may need to pay a fine or face jail time. The DM can use their discretion on how a failed roll is handled. A roll that is barely failed may result in a warning, a near miss, or perhaps they lost the item trying to escape.

Reward. If you escaped unnoticed, you earn an amount of gold equal to the amount listed in the reward column of the Radiant Quest table. If you failed, you can either pay a fine, equal to twice the reward amount, or spend time in jail. The time spent in jail is determined by 1 day for every 10g the item was worth.

Reputation. You can gain +1 standing for a successful mission, or 0 reputation for an unsuccessful one. If the mission is utterly failed, you may lose -1 standing, as decided by the DM.

Ranks 6-10

The higher ranked jobs play out the exact same way, however, the difficulty is increased.

Roll 1. A DC 10 check determines how crowded or busy the area is when you decide to pilfer your quarry.

Roll 2. A DC 15 check determines how successful you are at stealing the item. You can add your Sleight of Hand modifier to this roll. You can gain advantage on this roll if you can quickly think of a way to create a distraction. For example, you can use your proficiency in Performance to divert their attention.

Roll 3. A DC 15 check determines if you get caught. You can add your Stealth modifier to this roll. You gain advantage on this roll if you succeeded any of the previous rolls (you can't gain advantage more than once), but you have disadvantage if you failed any of the previous rolls (you can't gain disadvantage more than once). If you succeeded one, but failed the other, they cancel each other out and you roll as normal. If this roll is successful, you escape unnoticed. If you fail this roll, you have been caught by the guards and may need to pay a fine or face jail time. The DM can use their discretion on how a failed roll is handled. A roll that is barely failed may result in a warning, a near miss, or perhaps they lost the item trying to escape.

Reward. If you escaped unnoticed, you earn an amount of gold equal to the amount listed in the reward column of the Radiant Quest table. If you failed, you can either pay a fine, equal to twice the reward amount, or spend time in jail. The time spent in jail is determined by 1 day for every 10g the item was worth.

Reputation. You can gain +1 standing for a successful mission, or 0 reputation for an unsuccessful one. If the mission is utterly failed, you may lose -1 standing, as decided by the DM.

Shakedown. Sometimes a client needs some motivation to keep to their promises. That's where you come in. In a shakedown, you need to let someone know that the guild is a legitimate business and not a charity, using whatever methods you can employ. Violence is not always the best answer, as an injured client might be less profitable than a healthy one, but sometimes it's the only way.

Ranks 1-10

Shakedowns are settled through a best 2 out of 3 contested mini-game which favors the player.

The game consists of the player (the person who is on the job), and the client, (who is played by the person to the left of the player).

Each round the player and the client roll two dice each. Whoever rolls the greatest number wins that round. After someone wins two rounds, the game ends.

The player rolls 2d6, while the client rolls 2d4. If the player is proficient in Intimidation, the player gains +1 to each round.

Reward. If the player wins the game, the player earn an amount of gold equal to the amount listed in the reward column of the Radiant Quest table. If the player loses the game, no reward is received.

Reputation. The player gains +1 standing for a successful mission, or 0 reputation for an unsuccessful one.

Shill. Similar to burglary and fishing jobs, shills require you to either break into someones home or business, or pick someone's pocket. The difference is, instead of taking something, your job is to give them something without their knowing.

Ranks 1-10

Depending on the mission, use either the rules from burglary or fishing jobs, and alter the story to suit the quest description. Use the difficulties as set by the rank.

Numbers. Some of the most important jobs to the guild are about changing the records to make it look like the thieves guild hasn't affected the economy. These jobs require you to sneak into a business or government building and revise the ledgers for the interest of the guild.

Ranks 1-10

Roll 1. A DC 13 check determines how successful you are at getting in to the building. You can add your Stealth modifier to this roll.

Roll 2. A DC 10 check determines how quickly you find the ledger. If you are proficient in Perception, you can add that modifier to your roll.

Roll 3. A DC 13 check determines if you get caught. You can add your Stealth modifier to this roll. You gain advantage on this roll if you succeeded any of the previous rolls (you can't gain advantage more than once), but you have disadvantage if you failed any of the previous rolls (you can't gain disadvantage more than once). If you succeeded one, but failed the other, they cancel each other out and you roll as normal. If this roll is successful, you escape unnoticed. If you fail this roll, you have been caught by the guards and may need to pay a fine or face jail time. The DM can use their discretion on how a failed roll is handled. A roll that is barely failed may result in a warning, a near miss, or perhaps they lost the item trying to escape.

Reward. If you escaped unnoticed, you earn an amount of gold equal to the amount listed in the reward column of the Radiant Quest table. If you failed, you can either pay a fine, equal to twice the reward amount, or spend time in jail. The time spent in jail is determined by 1 day for every 10g the item was worth.

Reputation. You can gain +1 standing for a successful mission, or 0 reputation for an unsuccessful one. If the mission is utterly failed, you may lose -1 standing, as decided by the DM.

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