| Post/Author/DateTime | Post |
|---|---|
| kitaeren102-02-08, 12:26 PM | There is a PC in my group of gamers that is interested in creating her own thieves' guild. She doesn't want it to be too terribly big. It will be focused more on information gathering than anything else. Any ideas on what I should tell her the costs should be to create the guild? I'm assuming she would want to look for an abandoned building somewhere or an abandoned cave or even a part of the sewers, but quite possibly she might want to build a building outright or renovate an existing one. I cannot find anything about this topic anywhere. I was thinking about telling her 20,000gp, since she certainly has the cash. The would cover any construction costs, recruitment, paying off certain public officials, etc. Any ideas / comments are very welcome. Thanks. |
| Seeker9502-02-08, 02:42 PM | The costs of a thieves' guild are the building (see the Stronghold Builder's Guide or the DMG2 for information on that) and a reputation sufficient to attract members. And a certain amount of paranoia and courage in equal measures. Running a thieves' guild makes one a target. |
| Archarzel03-16-08, 10:55 PM | hopefully you or one of your players has been in the game for a good long time and has a copy of the AD&D Complete Thief's Handbook, Chapter 4 is all about the creation of Thieves' guilds, and seems rather light on mechanics so it should easily translate. As the players are looking to build their own, run with this as fast and hard as you can, this is an incredible opportunity for role play and adventure, especially if the law gets wise to what is going on in their fair kingdom. good luck! |
| Snubbed03-19-08, 03:55 PM | The Player's Handbook 2 has great rules in it for creating affiliations/guilds/organizations that you can use for this exact purpose. |
| Edymnion03-19-08, 04:17 PM | Stronghold Builders Guidebook, the most underrated must own book of 3e. |