Hello everyone. I need advice on how to let my mid level thief character participate in a thieves' guild. I would really like him to be able to, as I want the guildmaster to supply him with specialized gear and training, that is not available anywhere else. In a recent adventure, he stole from a merchant at a fair (huge problem in my world as the nobility has a large monetary interest to protect the merchants) and gave lethal mushrooms from a previous adventure to a thieves' guild member in exchange for gold, despite knowing the mushrooms can cause a plague. So he is motivated to do participate! This is a small town, 10K, and the guild is about a dozen thieves loosely organized under a high level thief leader named Nine Lives Brunnen.
The problems are twofold. One, his brother is a paladin who is played very adeptly and by the book. (These are my two main players; the third guy plays a cleric who but he only comes to every other D&D night.) Two, even if the paladin turns a blind eye to the thief's misdeeds or the thief sneaks away from the party, I don't want the other guys sitting at a table while we have a one player side adventure.
I think the thief needs a very short (60 minute) adventure that we would play on a night with just me and him. He serves the guild, the guild allows him to acquire equipment and training.
Any ideas on what that task would be? Open to other ideas.
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
Reverse the polarity: this isn't a mission to steal, it's a mission to plant something. Maybe the guild has tipped off the authorities that a rival is in possession of An Important Stolen MacGuffin...that they then hand to your player. He has 20 minutes to race across town, slip into the rival's booby-trapped house while he's sleeping, leave it somewhere reasonably hidden, and slip out again without being noticed.
I ran this with my crime guild party as a session zero mission. Went pretty quick and they had fun.
Maybe the toxic mushrooms need to be planted in someone's shop.
Other ideas welcome.
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Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
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Hello everyone. I need advice on how to let my mid level thief character participate in a thieves' guild. I would really like him to be able to, as I want the guildmaster to supply him with specialized gear and training, that is not available anywhere else. In a recent adventure, he stole from a merchant at a fair (huge problem in my world as the nobility has a large monetary interest to protect the merchants) and gave lethal mushrooms from a previous adventure to a thieves' guild member in exchange for gold, despite knowing the mushrooms can cause a plague. So he is motivated to do participate! This is a small town, 10K, and the guild is about a dozen thieves loosely organized under a high level thief leader named Nine Lives Brunnen.
The problems are twofold. One, his brother is a paladin who is played very adeptly and by the book. (These are my two main players; the third guy plays a cleric who but he only comes to every other D&D night.) Two, even if the paladin turns a blind eye to the thief's misdeeds or the thief sneaks away from the party, I don't want the other guys sitting at a table while we have a one player side adventure.
I think the thief needs a very short (60 minute) adventure that we would play on a night with just me and him. He serves the guild, the guild allows him to acquire equipment and training.
Any ideas on what that task would be? Open to other ideas.
Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.
Reverse the polarity: this isn't a mission to steal, it's a mission to plant something. Maybe the guild has tipped off the authorities that a rival is in possession of An Important Stolen MacGuffin...that they then hand to your player. He has 20 minutes to race across town, slip into the rival's booby-trapped house while he's sleeping, leave it somewhere reasonably hidden, and slip out again without being noticed.
I ran this with my crime guild party as a session zero mission. Went pretty quick and they had fun.
Thanks.
Maybe the toxic mushrooms need to be planted in someone's shop.
Other ideas welcome.
Velstitzen
I am a 40 something year old physician who DMs for a group of 40 something year old doctors. We play a hybrid game, mostly based on 2nd edition rules with some homebrew and 5E components.