Thieves Guild  
A thieves’ guild for fantasy cities by Matthew J. Iden

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.

Description

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.


History

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.

Policies

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.

Headquarters Ground Floor

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.

Headquarters Underground level

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.

Guild members

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
Classes: T—Thief; F—Fighter; Ill—Illusionist; Ma—Mage
Races: E—Elf; D—Dwarf; G—Gnome; 1/2E—Half-elf; ½--Halfling; 1/2O—Half-orc; H—Human