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Showing posts with label Thieves Guild. Show all posts
Showing posts with label Thieves Guild. Show all posts

Tuesday, October 30, 2012

Lockpicks and Locks

Brunomac did a blog Thieves Tools Hard to Get?  back in September and for some reason I've been going back to that question and others concerning thieves tools.  This is me rifting off some ideas that have been bouncing around in my head and some I've implemented in my game.

I've mentioned before I stole/borrowed how lockpicks are used in my game, from video games (ie Fallout, Oblivion..).  I like that they are a finite resource and needs to be managed.  I'll include some of the stats I use in play.

Legality
Is it illegal to possess lockpicks?  Yes, because there is only one thing to do with them.  But its a secondary consideration.  No guard is going to pull you over at the gate, frisk you and throw you into the pit because you have a set.  If your caught doing something else and then the authorities find them on you then another charge will be added.


Availability (and Crunch for Play)
Lockpicks are easy for a thief to get.  The guild has specialty craftsmen who create them.  The most common is a simple five pick set.  They sell for listed price to thieves.  They can be found at shops fairly often at 20% above cost, although shopkeepers will mark them at 50% above cost claiming they could be thrown into the dungeon for years as their children shrivel and die from hunger.  These picks will snap if the player fails his lockpick roll by 20% or more. 

There are higher quality lockpicks, but these are much more difficult to find.  These are specially sets made for master thieves.  Having a set of these means you've earned your spot in the guild or had a hammer harder than the thief's head.  On occasion these can be found in black markets for 10x the normal asking price.  These picks rarely break, but can if the player fails his roll by 40% or more.

Then there are the legendary picks.  These are picks are made from adamantite or mithril.  They do not break and add a 20% of picking a lock.  It is rumored they can even dispel magic locks.  These picks are not for sale.  They are often possessed by legendary thieves of the time.   Only two sets are known to exist.

Playability
Having the picks become a resource that needs to managed adds an element to the adventure.  If a thief fails to pick the lock what is keeping him from doing it repeatedly until he unlocks it.  Sure there will be wandering monsters, but I think if there is a risk that if the player continues to fail his roll he may use up all his picks.  I think it adds an element of tension.  Some may find it an unnecessary element, but I like it.  And so far the players seem to think its okay.

Locks
You need locks to make those picks useful.  Like the picks there can be various levels.  For locks I like to use a five level of difficulty system.  To add a challenge to the upper level thieves who can unlock a chest with a look.  Here is the simple break down.
Crappy Lock  +10% to Pick
Simple Lock  0% to Pick
Difficult Lock  -10% to Pick
Complex Lock  -20% to Pick
Master Lock  -40% to Pick
I like the 'mini game' feel of picking locks.  But I've also found this very handy when players start establishing their base of operations.  They don't want to get broken into.  So they need locks.  Good locks.  Here's a simple guide to it.  Find your base price for a lock.  In my world a standard (simple) lock is 5sp.  A crappy lock would be less.  A Difficult lock would start at 25sp, a complex lock would start at 100sp and a Master lock at 500sp. 

While I don't do this often, if there is a particular lock maker, say Frower of Ellon, has made locks for years the player may be familiar with the locks he builds and therefore gain an advantage.  If I decide the player knows the lock I give a flat bonus of 10%.  I only use this element occasionally because too much of a good thing can bog down play, but if done correctly can add another nice touch to your world.  

Magic Locks
A mage casts Wizard Lock on a chest the thief is screwed.  But if he doesn't know that its magic locked then let him waste his pick trying to open it.  However, once a thief has been around a while (say over 5th level) he will know the difference.  If the player succeeds on his pick roll he will then know it is magically locked.  Thieves are trained to evaluate, adapt and overcome obstacles.  A thief knows he's going to run into these situations.  At 9th level a thief will carry scrolls of Knock to get past such annoyances. And of course mages counter with a big fat magic trap. 

Tuesday, March 6, 2012

The Work of a City Setting

Running dungeons and adventures out in the wilderness is fairly easy.  You have your set adventure, random tables, maybe a couple of set up encounters and bam, you got your self a cool night of dice rolling.

City adventures.  Especially in the biggest city in the realm becomes a bit more detail oriented.  The thieves guild alone is a convoluted organization that has its fingers into a lot of stuff.  Not to mention there are three of them, and they don't including the freelancers.  Having this kind of diversity sparks a ton of adventuring possibilities, but is also a lot of work.  Here is a short break down of each guild.

The Brotherhood

Brief History
A guild originally built out of necessity as the Gynorians (racial group, think of the Spanish) were being ensalved by the Tharians (racial group, think of the Italians, Romans specifically).  The Brotherhood found it leadership through the clergy, a string religious group of Delaquain.  The Brotherhood attacked, sabotaged and assassinated Tharians for their crimes against the Gynorians.  In time the Gynorians were give freedoms and became rulers.  They found themselves on equal footing with their rival.  But the Brotherhood continued.  Money could be made and so evolved into less of a religious body, but into a guild of thieves and thugs.  Now a days there are those who could care less about Delaquain and what she stands for who call themselves of the Brotherhood.  And there is a small sect within that believe the Brotherhood should rise again with their patron goddess showing them the way instead of the obsession of gaining wealth. 

Rival
The Beggars.  A street group made of Tharians who are considered second class.  They have existed just as long as the Brotherhood and fight over territory.  Their rivalry is only increased due to the cultural and racial differences between the two groups.

Another group, small, but powerful, call the Ullich House.  They seem more interested in information than robbing merchants and nobles.  The Brotherhood has come against a few of their members recently and suffered humiliating defeats each time.

Organization
The Brotherhood is run by five Princes.  These Princes are unknown to most.  Even in the Brotherhood their identities are kept secret.  It is an unfortunate thing to know the name of a Prince.  The Princes delegate their authority through trusted Doggers.  The Doggers are who most of the members know as their leader.  The Doggers are in charge of a number of trainers, recruiters, gangs and informants.

As you can see this is one group in a city where there are hundreds.  This is what makes city adventures so great and such a pain in the ass.  I'm looking forward to our game next week.  Seeds have been planted for adventure.

Saturday, July 25, 2009

A Guild of Thieves

I've been working on my C&C adventure and starting to edit Rob's product he is planning to publish soon. Keep an eye out for the announcement at Bat in the Attic. Here is an example of a thieves guild I developed for a section of my campaign. Enjoy.

Background
The Knights of the Coin (KotC) is a mockery of the trend where noble families would name themselves after a virtue or some symbol that represented their family such as Knights of Mercy, Paladins of Valor and Warriors for Freedom. Noctum, founder of KotC, was amused by the nobility's hypocrisy and decided the thieves' guild would join in the fun.

The Initiate
The first tier of KotC is the initiate. An initiate must be sponsored by a third tier member, a Burglar or Cutthroat. The initiate must give their money and valuables to the guild before they begin. For a year they must survive on the streets without buying or trading. A sponsor may offer relief at times, but for the first year an initiate is to fend for himself. If an initiate is caught buying or trading they forfeit all their valuables and must start their year again if they still want to be a member.

Within this year the sponsor will have the initiate tested in several ways. One will include the person being arrested and questioned about his superior or possible plans. The initiate may be left to be tortured to see how far their loyalty goes. Depending on the sponsor the year can be brutal. Other tests will include the a friend's betrayal and choosing the guild over family.

Upon the completion of the year on the streets an initiate is give a dagger with a copper coin embedded in the hilt and is now considered a...

The Rogue
The second tier of the KotC is the Rouge. The main responsibilities of a Rouge is performing manual labor, provide distractions, acting as soldiers,and watching the initiates. Rouges usually spend two to ten years at this tier depending on the influence of their sponsor and the talent of the Rouge. The death or disgrace of one's sponsor can trap a member at this tier for many years.

When a Rogue is elevated into the third tier of the guild they must decide which path he will follow, a Burglar or Cutthroat. A Rouge is given a curved dagger if he chooses the path of a Burglar or a kryss dagger if he chooses the path of the Cutthroat. Both daggers have a silver coin embedded in the hilt.

The Burglar
A Burglar specializes in theft, gathering information, organizing merchants to sell their stolen goods and to recruit initiates.

The Cutthroat
A Cutthroat specializes in infiltration, intimidation, deception and assassination. There are fewer Cutthroats due to the extreme training and high fatality rate, but they are well paid and feared by all including other members of KotC.

The Masters
There are six Masters at any one time. This is a lifetime office. Only death or disgrace can end a Master's reign. When s Master's reign ends the other Masters choose the replacement.

Masters decide the direction of the guild, policies, punishment and membership. They make arrangements with merchants, nobles and other guilds or as they call it, the practice of night politics. They do not usually get involved in day-to-day operations, but can if they wish. Masters are not subject to the same punishments as other members. Only a vote from the other Masters can sanction any punishment. This is a rarity unless the confidence of the guild is at stake.

Each Master wears one of the Daggers of Noctum as a symbol of their office. These daggers have magical abilities and can be identified by the ancient gold coin embedded in each of the hilts.


Verdelay of the Silent Knives

Verdelay was one of the most feared Cutthroats for over two decades. He completed more contracts than any other member in the history of the KotC. He is an expert of languages, disguise, acting and making his targets feel at ease.

Verdelay has been a Master for seven years and was responsible for the death of his predecessor, Aramon. Aramon was providing information of membership to a rival. The other Masters secretly gave Verdelay the position as long as he disposed of Aramon. It took two days to penetrate the Aramon's defenses. The next day he arrived covered in blood with Aramon's dagger at his side and wearing blood stained Aramon wore when he was murdered. He'd hung Aramon's mangled body over the gate letting the others know traitors within the guild will not be tolerated.

Verdelay is a good natured man who is often the voice of reason when the other Masters get into arguments. Often listening more than talking. He enjoys the simple things in life especially his pair of hunting dogs which do very little hunting. He is not a man of extreme passions, but rather one of calculated control. When he complete contracts he felt no exciting it was just a job.

He has no favorites in the guild. He makes sure the needs of the Cutthroats are not neglected because they have a smaller membership.

The other Masters fear Verdelay and he knows this. He understands the delicate balance between fear and respect. He is not motivated by money or power, but the health and prosperity of the members of the KotC.

Verdelay prefers the peaceful quiet of the graveyard to hold meetings with his henchmen. Within the catacombs of Lord Malendor's crypt Verdelay and his most trusted men meet to discuss the month's business.

Verdelay has possession of Noctum's favorite dagger, Obscurity. This small dagger allows the user to walk through a crowded street without anyone noticing. People will move out of the way without thinking. Only an act of violence against a person (i.e. punch, slap, kick, stab or slash) will bring notice upon the wielder. Because of this power the wielder has complete surprise for the first attack.


I give only one of the six masters. If you're interested in the other five and more details about the Knights of the Coin let me know. Comments and suggestions are always welcome.