This article is a sketch of what a thieves’ guild might be like
in a mid-to large-size AD&D® game city. Since the sketch is
designed to be inserted into any AD&D campaign, there are no
references to any particular name or location. It is not intended
to be an adventure itself, but it could serve as part of a city
adventure, as a model for a player character making his own guild,
or as the guild to which a thief PC belongs.
Classes other than thieves should pay attention also, as the
thieves’ guild does not affect the lives of thieves alone. The
guild detailed herein prides itself on its subtlety and its great
influence in the city, so a PC party may well find itself being
affected by the guild in many ways.
The Black Hand strives to be inconspicuous. Rather than trying to
terrorize the city’s citizens, the guild does its best to remain
totally unseen. Instead of occupying a fortified building in the
city square or an abandoned warehouse where comings and goings
would be highly suspect, this thieves’ guild is located in a
trader/ provisioner’s shop. The owner is the guildmaster, of
course. In this manner, the guild acts as its own fence, has
sufficient reasons for many people (the guild members) to frequent
the place, and imports and exports contraband in the guise of
trader’s supplies.
The thieves’ aversion to being discovered does not keep them from
being up to their necks in every kind of money-making scheme
possible. Low-level thieves take care of the day-to-day
pickpocketing and scouting of new "marks." They also collect the
money resulting from the guild’s protection racket. The protection
racket is the most visible sign of the guild’s work (and the
origination of its name), as the guild places the tiny brand of an
open hand over the doorway of each protected home or business as a
sign of its protection.
Mid-level thieves are in charge of jobs requiring more skill, such
as breaking-and-entering and scams. High-level thieves are given
free reign, but they usually work in political circles (especially
at parties and other social functions) and at high-profit scams.
At the guildmaster’s behest, powerful thieves also attempt to use
their influence to learn of political issues relevant to the guild
(the changing of laws and punishments, diplomatic visits, trade
agreements, etc.). Any thief is permitted to leave on an
adventure, as long as the guild is not short handed.
Janus Bevren, the guildmaster, prefers to be seen as nothing more
than a mild-mannered, middle-class businessman. He makes sure that
he has no more dealings with politics than any other merchant (at
least with the politics people can see). To most citizens, the
closest that Janus gets to the noble class is his affiliation with
the Traders’ Guild.
The thieves’ guild’s attempt to remain unknown has been relatively
successful. The local government is aware of the guild, of course,
but since the thieves stick to nonviolent, nontreasonous crimes,
they receive little pressure from the lord mayor. The citizenry,
excepting the lower class, fancy themselves untouched by the
guild, and many might even deny the existence of a thieves’ guild
in their city. In this manner the guild has not only escaped
reprisals, it has also relaxed the citizens enough that targets
are relatively easy to find. in fact, black-clad, sword-swinging
toughs are not welcome in the city and are taken care of quickly,
quietly, and efficiently.
As a matter of business, the guild regularly bribes members of the
city watch, the guard, and the council (or whatever ruling and
military bodies there are in the DM’s campaign). Anyone who could
make a thief’s job easier (a maid, a butler, a bodyguard, etc.) by
supplying information or by being absent for a certain time is
bribed on a temporary basis, usually by the thief committing the
crime.
The guild also has connections outside of the city in the form of
a large group of bandits. The bandits roam constantly to avoid
capture, but they send word to the guild when they are in the
area. The guild then either sells information it has on departing
merchants (for a hefty fee) or participates in the raid itself,
splitting the profits. In the latter case, some of the thieves may
join the caravan train to ensure that the raid is successful.
The guild began seven years ago when Janus set up shop in the
middle-class neighborhood of the city. Janus’s policy of "blending
in" kept the ruling thieves’ guild totally unaware of the fact
that he was a thief himself, and he began to lay down his plans
for a takeover.
Throughout his long adventuring career, Janus had been impressed
by the power of magic. Although it was terribly expensive, he
spent the money for an all-out magical assault on the rival guild,
using a wide variety of low-power magical items with a few
particularly dangerous ones. His thief henchmen and hired
mercenaries, therefore, saw little action in the battle; uninjured
and fresh, they gave the survivors the choice to join the new
establishment or die.
Approximately half of the Black Hand is made up of these
survivors. Since Janus’s guild has lasted for several years, these
thieves are for the most part content. The rest of the guild
consists of Janus’s old henchmen and new recruits.
It should be apparent that the guild’s first priority is to keep
all of its activities concealed. Crimes are always kept relatively
nonviolent. This doesn’t mean that thieves shouldn’t defend
themselves, but killing a target just for its valuables is
definitely unacceptable.
The Black Hand never commits treasonous crimes, regardless of the
reward. It may, in fact, go to great lengths to prevent such
crimes. This policy is not a result of patriotism; it is just good
business sense. The guild realizes that it would be cutting its
own throat if it committed or condoned such acts.
Clashes between guild members are rare. Since all thieving
activities must be approved by the guildmaster, there are almost
never any overlapping "jobs" Members are also encouraged to keep a
residence in the city (but not at the guild quarters), so even the
demihumans who hate each other don’t meet often at the guild.
Those members who insist on fighting with their fellows get to
talk with the guildmaster, and such talks are invariably short and
messy.
Guild dues start at 40% for 1st-level thieves and are reduced 5%
for each level above 1st to a minimum of 5% at 8th level and
above. This percentage is taken out of whatever the thief purloins
in the city and within a 50-mile radius of the town. This does not
include adventuring, unless it took place within the 50-mile limit
or unless a great deal of help was rendered by the guild. Thieves
of 3rd level and above must also help teach the less-experienced
members as part of their dues. This instruction is required once
every few months for about two weeks.
Breaking any part of the guild’s policies usually results in
severe punishment, with expulsion from the city (with certain
death upon returning) at least. If the guild is betrayed, the
guildmaster is certain to take a personal interest in the
traitor’s (short and messy) future.
As stated before, the guild headquarters is located in a
provisioner/trader’s shop. It really does function as such and
actually provides a small amount of cash for the guildmaster. By
having such a cover, the guild is able to fence some of the
mundane items that its members have stolen. The goods that would
be too noticeable to be sold in the store are shipped out with the
regular merchandise. These goods are then sold by guild contacts
in other cities. To keep up his facade of businessman, guildmaster
Janus lives in the store building. As might be expected, however,
the entire building is filled with traps (mechanical and magical)
and guards (not all of which are human).
The headquarters maps are on page 29. A separate entrance for
guild members (see area #18) leads directly to guild quarters.
Members are rarely invited into the guildmaster’s quarters.
A brief description of each area and of the major guild members
follows. Descriptions have been left sketchy to give the DM room
for his own creativity.
1. Store area. This is the part that the public frequents. A sign
labeled "Bevren’s Goods" hangs outside over the street. Inside, a
large counter divides the front room into two parts. Generally,
any normal piece of adventuring equipment can be found here
(prices are 15% higher than in the Player’s Handbook). Large
quantities of these items can be purchased as well. The order and
payment for large orders are made in the office (area 4), and the
customer, after being given a receipt, is instructed to go to the
back (area 16) to pick up his purchase (possibly at a later date).
A guard (F2, hp 14) and three clerks are usually in area 1. The
clerks are normal, zero-level humans who are not aware of the
guild’s presence. They are permitted to enter only the office
(area 4), the storerooms (area 2 and 18), and the compound (area 3
and 16). The clerks leave the store at sundown.
The front door has two locks, a poison needle trap, and is wizard
locked (8th level). At night, a rug with a glyph of warding (fire,
14 hp damage) is placed in front of the door. It is rolled up and
put away before business hours start.
2. Storerooms. These contain the goods to be sold in the front
room. There is always a guard (F2, hp 16) pacing the corridor
between the two rooms and out onto the loading dock (area 3). The
storeroom doors are always locked. The door to the loading dock is
double locked. At night, a rug with a sepia snake sigil is placed
in front of this door.
3. Loading dock. This raised platform makes the loading and
unloading of wagons much easier.
4. Office. This room contains the materials necessary to run the
business (tax receipts, petty cash, etc.). One of the three clerks
(area 1) is almost always found here during the day.
5. Guards’ quarters. All guards needed for the security of the
shop are quartered here. The night-shift guards (F2, hp 13 and 15)
to replace the ones in areas 1 and 2 are normally asleep during
the day.
6. Trap chamber. This room is specifically designed to trap any
invaders. This 10’ x 10’ room looks like a normal antechamber with
a door on the opposite wall. The door, however, can be opened only
from area 10. When guests are invited to the guildmaster’s
chambers, the door is opened to conceal area 7. At any other time,
the door is closed and cannot be opened from the east side (there
is a fake door handle). Normally, anyone going from the
guildmaster’s quarters to the shop goes through area 7. The door
from area 5 can be opened easily. The back of the door is fire
trapped so that exiting the trap room is more difficult. There are
poison needle traps on both doors. The fake door has a sepia snake
sigil on it. Finally, anything touching the fake door sets off a
magic mouth that screams "Intruder!" for 25 seconds.
7. Secret corridor. This is used to bypass the trap room (area 6).
8.-14. Guildmaster’s personal chambers. These rooms were designed
so that any intruders must pass through each room in turn to reach
area 14. Janus has also had spy holes cut into the wall to observe
any intruders that he is aware of.
8. Kitchen. The kitchen is well stocked. Two zero-level human
servants cook and sleep here. They are aware of the guild and in
fact are wanted by the law themselves, so Janus is assured of
their loyalty.
9. Pantry. Exotic cheeses, breads, wines, meats, and more are
stored here. Fine foods are one of the few luxuries in which the
guildmaster indulges.
10. Lounge. This comfortable room contains stuffed furniture,
board and card games, and several hidden weapons. The door to area
11 can be armed with a poison needle trap but is not usually so
armed.
11. Dining room. The door to area 12 is wizard locked (8th level).
12. Guildmaster’s study. Being an intelligent man, Janus enjoys
reading and studying, so the study doubles as his library. Several
statues decorate the room, the largest of which is a stone
guardian (hp 31). The door to area to area 13 has a magic mouth
programmed to yell "Alarm!" whenever any creature except Janus
touches it.
13. Guildmaster’s bedroom. This room is surprisingly humble, to
suit Janus’s businesslike personality. He keeps his most useful
scrolls, potions, and other magical items here.
14. Water closet. This room’s only remarkable feature is a secret
door that leads to a small room. Concealed in the floor is a
trapdoor that leads to the guildmaster’s personal office
underground.
15. Dog kennels. Five large war dogs are kept here. They roam the
compound (area 16) at all times and have been trained to respond
to any commands from the guards or Janus.
16. Compound. Any wagons owned by Janus or brought in by customers
are driven into the compound and up to the loading dock or over to
the storehouse (area 18).
17. Stables. Three stable boys, all fugitives from the law, tend
to the six horses here. Two of the horses are light war horses
(for fast getaways); the rest are draft horses used to pull the
carts and wagons in the storehouse. There is a trapdoor in one of
the two empty stables that the thieves use to get to the guild
proper after reporting to Janus. The stable boys and all of the
thieves know of it.
18. Storehouse. All goods too large to store in the main building
are kept here. Three carts, all with several secret compartments
in them, are kept here, too. In the rear of the building is a
small room with a fake door. The clerks, who must do inventories,
have been informed that the small chamber contains the few
valuables that the store sells, and that they are to leave the
inventorying of that room to Janus. Actually, there is no way into
the room from the storehouse, only through a secret door from a
small alley outside. This functions as one of the thieves’
entrances to the guild headquarters. A concealed trapdoor in the
room leads underground to the real guild.
19. Entry room. This is the room to which the trapdoor from area
18 leads. Since the secret door from the alley cannot be locked,
this room is a precaution against the secret door being found
accidentally or by invaders. All guild members know where the
secret door to area 20 is and that it must be used to continue
into the guild headquarters. In front of the obvious door is a pit
20’ deep, its bottom lined with spikes. The door is made of iron
and, like many in the guild hall, isn’t really a door at all, just
a facade.
20. Guard room. This is room is staffed in case the secret door in
area 19 is found by intruders. Normally eight guards (four F1 and
four F2, variable hit points) are here at all times.
21-22. Sanctuary rooms. These rooms are reserved for any guild
members who require a hideout from the authorities. Each contains
a bed, a desk, two chairs, and a table.
23. Prison. Insubordinate guild members, ransom victims, and
enemies of the guild best kept alive are held here. Usually only
two guards patrol the front room.
24. Ladder. This leads up to the trapdoor in the stables.
25. Emergency stores. The door to this room is made of iron and is
kept double locked (only Janus and Thardin (see area 42) have the
keys). it contains emergency rations and equipment in the unlikely
event that the guild is put under siege, and contains as well any
equipment that would be incriminating if found in the storerooms
of the store (such as thieves’ tools).
26. Kitchen. This is the kitchen for the common room (area 34).
The servants here have statistics identical to those in Janus’s
kitchen (area 8).
27. Raining room. This large area is used for the training of
lower-level thieves and to keep the higher-level thieves in
practice. The middle open space is used for combat training, and
each of the side rooms is used to teach a different aspect of
thieving (picking pockets from purses with bells on them, moving
silently across leaves or glass, climbing walls with different
surfaces, etc.).
28. Mercenary guard barracks. One shift of 10 guards (five F1 and
five F2, variable hit points) can always be found sleeping here.
All guards have been provided the best equipment the guild can
afford (missile weapons, metallic armor and shields, and
above-average pay).
29.-32. Guild members’ quarters. These rooms contain 1st- and
2nd-level thieves. Although expected to live here until attaining
3rd level, they receive free meals and instruction in thieving and
combat.
29. "Size, Inc." This room is quarters for "Size, Inc.,"the team
of Harmin (a dwarf), Delarr (a halfling), and Berne (a gnome),
1st-level thieves who specialize in—ahem—small crimes. Berne is
also a 1st-level illusionist, a talent in which Janus is
especially interested, and he keeps his spell book hidden here.
30. Half-orcs’ room. tWo half-orcs, Sarven and Karalt, stay here.
They don’t particularly like each other, but none of the other
thieves can tolerate them, so they manage to get along.
31. Females’ room. Allia, a female human, and Sylla, a female elf,
live here. Sylla is a 1st-level wizard in addition to being a
thief. She keeps her spell book hidden in her chamber. She
receives training from Salshan (area 40-41).
32. Males’ room. Avrak and Mertz, both 1st-level human thieves,
make this room their quarters. They work well together, and both
will gain a level soon.
33. Storeroom. The door to this room is iron, and it’s locked
(Janus and Thardin have the only keys). Inside are swords,
daggers, slings, sling stones, saps, garrotes, and any other type
of weapon a thief can use. There are also stores of oil and
poison, the latter to replenish the many needle traps around the
guild quarters.
34. Recreation hall. This room is the most frequently used area of
the guild. All members may come here to eat, drink, and gamble,
and the thieves who live here (those of 1st and 2nd level)
frequently do. The place is usually occupied at all times of the
day and night.
35. Water closet.
36.-39. Instructors’ rooms. These four rooms are the chambers of
the thieves who are required to instruct lower-level thieves.
36. Pheyla’s room.
37. Beltso’s room.
38. Ferren’s room.
39. Kaylas room.
40. Wizard’s office. This small room serves as an office and
lounge for the resident wizard, Salshan. The door is wizard locked
(8th level). Although he is not required to live here, Salshan
stays here to take advantage of the guild (such as buying any
magical items that they might steal) and for the general
excitement. He is paid 800 gp per month (plus material components)
to cast any spells needed by the guild, whether offensive,
defensive, detection, etc. Sylla (area 31) is also paying him for
her tutelage in the arts.
41. Wizard’s bedroom. A small portion of this room functions as a
bedroom; the rest is devoted to desks, tables, laboratory
equipment, and clutter. All of Salshan’s magical items (including
his spell books) are hidden in a wall niche protected by several
protective spells.
42. Supervisor’s room. This sparsely furnished room is the home of
Thardin, a dwarf fighter/thief, and Janus’s closest friend and
confidant. He is ultimately responsible for the supervision of the
guild underground and the day-to-day training of the low-level
thieves. He is gruff and domineering, but his instruction is
thorough.
43. Meeting hall. This is the largest room in the guild. It
sometimes is used by Janus to announce any news that may affect
all of the members (in which case all members must be present),
but it is more frequently used by the guildmaster and his top
thieves (Even Ilmarel, Lible Halfstock, and Vlad "Stilts" Macer)
to decide what courses of action the guild will take in the
future. Since these top thieves are rarely in the city at the same
time, these meetings are infrequent and the area is usually
deserted.
44.-45. Scribe’s rooms. Lalo, the guild’s permanent scribe (and
sometime thief himself), lives in these chambers. The front room
is an office where Lalo busies himself practicing forgery. The
back room is Lalo’s personal chamber.
46. Guildmaster’s office. The door to this room is double locked,
has a poison needle trap, and is wizard locked (8th level). it is
Janus’s personal office and contains all of the guild records on
contacts, bribes, etc He can be found here much of the time,
planning and scheming.
47. Ladder. This goes up to the trapdoor in area 14.
48. Vault. The secret door here is trapped with a poison needle
and is fire trapped (8th level). The secret door opens up to what
appears to be an empty 10’ x 10’ room. There is a pit in the
floor, 20’ deep with spikes on the bottom. Activating a small
hidden catch next to the door keeps the pit from opening. The
secret door on the east wall has a sepia snake sigil on it and
leads into the guild vault. All of the combined cash from guild
dues and Janus’s personal wealth is kept here, in addition to many
magical items and objects d’art. Only Janus, Thardin, and Salshan
know of the vault’s location, and only Janus knows where all of
the traps are.
Following are descriptions of the more important members of the
guild, including their personalities, possible magical items, and
other related information.
Minor Members of the Black Hand
Name | Class | Lvl | hp | AL | Sex | Race |
Valo | T | 7 | 33 | N | M | H |
Thardin | F/T | 6/6 | 38 | LN | M | D |
Farasee | T | 5 | 22 | N | M | E |
Pheyla | T | 4 | 18 | CN | F | H |
Beltso | T | 4 | 31 | N | M | H |
Ferren | T | 3 | 13 | NG | F | H |
Kayla | T | 3 | 12 | N | M | ½ |
Sarven | F/T | 2/2 | 14 | N | M | 1/2O |
Karalt | T | 2 | 12 | NE | M | 1/2O |
Avrak | T | 2 | 9 | N | M | H |
Harmin | T | 2 | 8 | LN | M | D |
Alia | T | 1 | 3 | N | F | H |
Delarr | T | 1 | 5 | CN | M | ½ |
Mertz | T | 1 | 4 | CN | M | H |
Berne | Ill/T | 1/1 | 3 | NG | M | G |
Sylla | Ma/T | 1/1 | 3 | N | F | E |
Salshan | Ma | 8 | 18 | N | M | 1/2E |
Lalo | (scribe) | T | 2 | 5 | LN | M |