TEXT:  
   
   
   
   
   
  The Thieves Guild. The name 
  conjures up a myriad of images. 
  From dashing charming rogues to 
  devilish and evil thieves who take 
  what they want, when they want.  
   
  Some call them trouble makers, 
  others see them as a valuable if 
  contradictory dangerous, resources.  
   
    
   
   
   
   
   
   
   
  Whatever their reason for being, 
  wherever you find people gathered 
  together in large towns and cities, 
  you will often find a guild and this 
  publication is here to help give you 
  some starting points to build from. 
   
   
  If you need a name for your Thieves’ 
  guild, Ennead games have a Quick 
  Generator that can give you some 
  ideas. 
   
   
   
   
  Created by 
  Chris Kentlea 
   
  Copyright 
  Ennead Games 2019 
   
   
  Cover Artwork & Page Background 
  Artwork 
   
  Lord Zsezse Works © - 2019 
   
   
   
   
  
   
   
   
  Empire Builder - Thieves Guild Details ....................................................................................... 3 
  Introduction............................................................................................................................ 3 
   
  Aspects ................................................................................................................................... 3 
  Age ..................................................................................................................................... 6 
  Current Goal ....................................................................................................................... 6 
  Fee ...................................................................................................................................... 6 
  Leader ................................................................................................................................ 7 
  Leadership Style ................................................................................................................. 8 
  Location of HQ ................................................................................................................... 8 
  Major Event ........................................................................................................................ 9 
  Members ............................................................................................................................ 9 
  Numbers ........................................................................................................................... 10 
  Preferred .......................................................................................................................... 10 
  Primary Rule(s) ................................................................................................................. 11 
  Security ............................................................................................................................ 11 
  Services ............................................................................................................................ 12 
  Standing ........................................................................................................................... 12 
  Symbol .............................................................................................................................. 13 
  Targets ............................................................................................................................. 13 
  Training/Skill Quality ........................................................................................................ 14 
  Typical Gear ..................................................................................................................... 14 
  Wealth .............................................................................................................................. 15 
  Weapon of Choice ............................................................................................................ 15 
   
   
  
   
   
  Setting up a guild or any organisation for 
  your story or game can be a struggle, 
  especially if you have no idea where to 
  start. This publication is made to help you 
  create a starting point for your TG, to help 
  give you a core around which you can build 
  something amazing for your world. 
   
  You probably won’t need to use all the 
  tables in this publication, but, if you do, be 
  warned some result may at first glance 
  appear to contradict each other. 
   
  For example, the [age] aspect may give you 
  the “1d4 weeks” but the [numbers] aspect 
  tells you that there are several thousand 
  members. Normally that would not be 
  possible, but one possible explanation 
  would be that the guild was once another 
  organisation that decided to become the 
  guild – The guild itself would then still be 
  quite 
  young, 
  but 
  legitimately 
  have 
  thousands of members. 
   
  If you are still stuck with what the random 
  rolls give you, don’t forget you can pick 
  from the tables instead, or even come up 
  with your own. Think of what is presented 
  here as a starting point for your own ideas 
  and don’t be afraid to change, tweak or 
  alter them for your world and story. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  There are 20 aspects found in this 
  generator. They range from telling you the 
  age of the guild to the favoured weapon, 
  their operating rules and more.  
   
  Each table is a d20 table. Some of the 
  entries are duplicated to increase the 
  chances of a particular result being rolled 
  on. 
   
  D20 
  Aspect 
  1 
  Age 
  2 
  Current Goal 
  3 
  Fee 
  4 
  Leader 
  5 
  Leadership Style 
  6 
  Location of HQ 
  7 
  Major Event 
  8 
  Members 
  9 
  Numbers 
  10 
  Preferred Crime 
  11 
  Primary Rule(s) 
  12 
  Security 
  13 
  Services 
  14 
  Standing 
  15 
  Symbol 
  16 
  Targets 
  17 
  Training/Skill Quality 
  18 
  Typical Gear 
  19 
  Wealth 
  20 
  Weapon of Choice 
   
   
   
   
   
   
   
   
   
   
  
  Age 
  This tells you the age of the guild. It can be 
  used to determine the time for other 
  factors as well, such as how long ago the 
  leadership style changed or a major event 
  occurred, in which case using a smaller dice 
  like a d10 can produce a more realistic time 
  frame. 
   
   
  Current Goal 
  Thieves guilds have many goals that are 
  ongoing, but there is normally one or two 
  that is their primary focus. 
   
   
  Fee 
  The guild has to have their cut. This pay for 
  services, bribes, materials and so on. This 
  can either be a % fee of any guild-
  sanctioned income or a flat amount, 
  normally per month. The higher the rank 
  the more you pay, but the more chances 
  for incomes and services you have access 
  to. 
   
   
  Leader 
  Very few organisations can survive for long 
  without a leader of some kind. It might be 
  one person, two, a small council of the 
  most senior staff or a form of democracy 
  where “everyone is equal…but some are 
  more equal than others” 
   
   
  Leadership Style 
  This gives you a good overview of the style 
  of leadership. Strictly speaking, they would 
  not be like this 100% of the time, but if you 
  had to use one word to describe the 
  leaders, this would be it. 
   
   
   
   
   
  Location of HQ 
  Where is the headquarters of the guild? 
  Whilst they may have secondary offices or 
  locations around the city or country, where 
  is their leadership located? 
   
   
  Major Event 
  What was the last major event that 
  occurred related to the guild? Was one of 
  the leaders or other prominent members 
  arrested or was something stolen…from 
  them! 
   
   
  Members 
  Where, primarily, does the guild draw its 
  membership from? Some guilds have a 
  “recruit anyone who passes checks” policy, 
  whilst others restrict themselves to a more 
  particular group. 
   
   
  Numbers 
  This gives you a vague idea of how many 
  active fee-paying members are currently in 
  the guild right now. This number will 
  change over time of course, but it gives you 
  a rough idea. 
   
   
   
  Preferred Crime 
  Some guilds specialise in theft, others in 
  illegal gambling. Most guilds dabble in all of 
  the possible crimes, but seem to prefer one 
  over another as it’s their main source of 
  income, 
   
   
   
   
   
   
   
   
   
  
  Primary Rule(s) 
  Every guild has rules that they expect their 
  member to follow.  Some rules are much 
  more important to them than others, for 
  various reasons. One guild might wish to 
  not physically harm anyone, whilst another 
  might want their thieves to never take 
  everything from a mark. 
   
   
  Security 
  The guild HQ, or it’s branch offices, will 
  have some form of security, even if it’s 
  just a locked door and a password.  
   
   
  Services 
  Guilds offer many services to their 
  members, from alibis, to help fencing 
  goods. This aspect tells you the ones that 
  the guild will always have on offer, with the 
  others being situational. 
   
   
  Standing 
  The guild is not the only group in town. For 
  the various other factions or groups, this 
  will tell you their standing. This aspect is a 
  little different as with the others you would 
  generally roll once or twice, but this one 
  could be different for each group or 
  faction. The authorities may hate the guild, 
  but the merchant’s guild might love them, 
  for some odd reason… 
   
   
  Symbol 
  A simple symbol that represents the guild. 
  A few guilds don’t have a symbol, but 
  having some covert way of identifying 
  themselves is always helpful 
   
   
   
   
   
   
  Targets 
  This aspect you would roll twice. Once to 
  signify their primary choice of marks, the 
  second to say who they will prefer to not 
  target. 
   
   
  Training/Skill Quality 
  Just how good is the skill level of the typical 
  member of the guild or the quality of any 
  training they offer? 
   
   
  Typical Gear 
  What is the typical gear a member of this 
  guild uses? 
   
   
  Wealth 
  How wealthy is the guild? Do they have 
  enough money to fill a vault or are their 
  destitute and in desperate need of 
  income? 
   
   
  Weapon of Choice 
  Most thieves are in it for the acquisition of 
  wealth, but they know that a weapon of 
  some kind is essential, even if it just for 
  bluff or intimidation purposes. This aspect 
  tells you what they typically use as a 
  weapon, either to attack or defend 
  themselves. 
   
   
   
  As mentioned before, use these aspects as 
  a starting point for your own guild. Expand 
  on them, add to them, come up with your 
  own and make your guild unique to your 
  world. 
   
   
   
   
   
   
  
   
  D20 
  Age 
  1 
  1d4 weeks 
  2 
  2d4 weeks 
  3 
  1d12 months 
  4 
  1 year 
  5 
  1d4 years 
  6 
  2d4 years 
  7 
  2d6 years 
  8 
  2d10 years 
  9 
  4d10 years 
  10 
  6d10 years 
  11 
  8d10 years 
  12 
  10d10 years 
  13 
  1d4 centuries 
  14 
  2d4 centuries 
  15 
  4d4 centuries 
  16 
  6d4 centuries 
  17 
  8d4 centuries 
  18 
  1,000 + years ago 
  19 
  Since before recorded 
  history 
  20 
  Unknown 
   
   
  For this aspect, you can roll twice.  
  Once for actual age, a second time for the 
  age they tell people, to throw them off the 
  scent or to improve their reputation. 
   
  Younger Guilds 
  Roll a d10 or d12 instead of a d20 to 
  determine what bracket the guild falls into. 
   
  Older guilds 
  Roll a d10 again, but add +5 or +10 to the 
  result, to a max of 20. 
   
   
   
   
   
   
   
   
  D20 
  Current Goal 
  1 
  Chaos 
  2 
  Equality 
  3 
  Freedom 
  4 
  Growth 
  5 
  Harassment 
  6 
  Liberation 
  7 
  Major Heist 
  8 
  Named Item 
  9 
  Named Target 
  10 
  Rebellion 
  11 
  Recon 
  12 
  Revenge 
  13 
  Sabotage 
  14 
  Scouting for targets 
  15 
  Trade domination 
  16 
  Trade sabotage 
  17 
  Wealth (any) 
  18 
  Wealth (careful 
  acquisition) 
  19 
  Wealth (rapid acquisition) 
  20 
  Wealth (slow acquisition) 
   
  Once the current goal is met or fails, then 
  this aspect can be rolled for again.  The 
  default is normally [Wealth (careful 
  acquisition)]. 
   
  If you need a time period for the current 
  plan, roll a d6 on the [Age] table and use 
  the time period suggested there. 
   
   
   
   
   
   
   
   
  
   
  D20 
  Fee 
  1 
  1% 
  2 
  2% 
  3 
  3% 
  4 
  4% 
  5 
  5% 
  6 
  6% 
  7 
  7% 
  8 
  8% 
  9 
  9% 
  10 
  10% 
  11 
  10 
  12 
  20 
  13 
  30 
  14 
  40 
  15 
  50 
  16 
  60 
  17 
  70 
  18 
  80 
  19 
  90 
  20 
  100 
   
   
  The fee structure listed above is divided 
  into two possible types: percentage (%) 
  and per month. 
   
  For %, this is the amount the guild takes 
  from any guild sanctioned or supplied 
  activity, plus their fee for fencing, mark up 
  for goods etc. Use a d10 and roll on this 
  table to determine just the fee % they add 
  to services, goods etc. 
   
  The second block is a monthly fee based on 
  the most appropriate currency (gold, silver 
  etc). The higher the rank, the more this 
  amount goes up. E.G If the fee is 20 coins a 
  month and you are the second rank, your 
  fee would be 40 coins. 
   
   
   
   
   
  D20 
  Leader 
  1 
  Time spent in TG 
  2 
  Pseudo-Democracy 
  3 
  Meritocracy 
  4 
  Secret patron 
  5 
  Rotating 
  6 
  Auction 
  7 
  Lottery 
  8 
  Competition/Event 
  9 
  Pseudo-Democracy 
  10 
  Family 
  11 
  Hidden/Mystery 
  12 
  Small council (3 -5) 
  13 
  Small council (3 -5) 
  14 
  Small council (3 -5) 
  15 
  2 Joint-leaders 
  16 
  2 Joint-leaders 
  17 
  2 Joint-leaders 
  18 
  Single Leader 
  19 
  Single Leader 
  20 
  Single Leader 
   
   
  Most of these entries are self-explanatory. 
  A few might require further explanation. 
   
  Auction 
  Whoever can offer up the most funds, via 
  an auction/bidding session is the leader for 
  the next time period. This can be done as 
  an individual or a group. 
   
  Hidden/mystery 
  No-one really knows who the true leader 
  is, or the leader is a weird/exotic monster, 
  or something unusual. Use this option to 
  be really creative and unique, but if you 
  can’t think of one, go with a single leader 
  as it is the default. 
   
   
   
   
   
  
   
  D20 
  Leadership style 
  1 
  Brutish 
  2 
  Careless 
  3 
  Caring 
  4 
  Cautious 
  5 
  Chaotic 
  6 
  Charming 
  7 
  Cryptic 
  8 
  Dangerous 
  9 
  Focused 
  10 
  Generous 
  11 
  Gentle 
  12 
  Insane 
  13 
  Laissez-faire 
  14 
  Megalomaniac 
  15 
  Open 
  16 
  Optimistic 
  17 
  Paternal 
  18 
  Pessimistic 
  19 
  Ruthless 
  20 
  Strict 
   
   
  Once you have a leader, you need to know 
  what their style of leadership is. As 
  mentioned in the introduction this will not 
  be their behaviour every day, but the one-
  word description that would best describe 
  them. No-one would be brutish every day, 
  but over the length of their leadership you 
  could say “Yes, old Burt was a bit of a brute, 
  but they got things done…” 
   
   
  It’s best to roll on this table when a major 
  event has occurred, such as a change in 
  leadership or something else. 
   
   
   
   
   
   
   
   
  D20 
  HQ Location 
  1 
  Bank/Vault 
  2 
  Barn 
  3 
  Barracks 
  4 
  Brothel 
  5 
  Cave 
  6 
  Docks 
  7 
  Farm 
  8 
  Forest hideout 
  9 
  Natural Cave 
  10 
  No fixed abode 
  11 
  Orphanage 
  12 
  Prison 
  13 
  Private club 
  14 
  Private Mansion 
  15 
  Restaurant 
  16 
  School 
  17 
  Sewer Complex 
  18 
  Slaughterhouse 
  19 
  Tavern/Inn 
  20 
  Zoo/menagerie 
   
   
  The list above is just some possible 
  examples of where a guild could be 
  located. Like their members, the HQ of a 
  guild would be unique and different. Even 
  “branch offices” of the same guild would 
  be different, with, for example, the main 
  might be in a mansion, with another in the 
  neighbouring town in a school. 
   
   
  One possible way around things is that the 
  location above is not always the location of 
  the guild, but where the main entrance to 
  it is located. 
   
   
   
   
   
   
   
  
   
  D20 
  Major Event 
  1 
  Arrest 
  2 
  Beaten to it 
  3 
  Betrayed 
  4 
  Blamed for something 
  5 
  Heist of the century 
  6 
  Helped the authorities 
  7 
  In over their heads 
  8 
  Infiltrated 
  9 
  Leader Changed 
  10 
  Leader Killed 
  11 
  Major crime failure 
  12 
  Major crime success 
  13 
  Moved HQ 
  14 
  Popularity Change 
  15 
  Promotion of member 
  16 
  Scam did to them 
  17 
  Take over another group 
  18 
  Taken over 
  19 
  Theft 
  20 
  Turf war 
   
   
  Major events do not occur all the time 
  unless the guild is cursed/blessed by some 
  deity or powerful spellcaster. 
   
  Each of these events can be expanded and 
  used for an adventure hook. 
   
  If you need to determine the time between 
  events, roll a d6 on the [Age] aspect table 
  and use the result given there. 
   
  Something else to consider is that minor 
  versions of these events can occur as well. 
  The Turf war might just be two gangs 
  having a rumble, the leader killed might 
  turn into an injury and so on. 
   
   
   
   
   
  D20 
  Members 
  1 
  Conscripted 
  2 
  Convicted criminals 
  3 
  Escaped slaves 
  4 
  Ex-military 
  5 
  Invited 
  6 
  Invited 
  7 
  Invited 
  8 
  Lower class 
  9 
  Lower class 
  10 
  Merchants 
  11 
  Middle class 
  12 
  Named race/species 
  13 
  Nobles 
  14 
  Non-nobles 
  15 
  Non-nobles 
  16 
  Only a certain gender 
  17 
  Refuges 
  18 
  Servants 
  19 
  Trade 
  20 
  Upper class 
   
   
  This is one of those aspects where you 
  would want to roll twice. The first time to 
  determine 
  the 
  primary 
  targets 
  for 
  members are. 
   
  The second time would be those whom the 
  guild does not want to recruit, for various 
  reasons. 
   
  If you get the same result for both, either 
  pick or roll again, or alternatively, come up 
  with a way of saying why this contradiction 
  exists. For example, if you get “non-
  nobles” for both options, they might 
  recruit non-nobles based on political 
  allegiances and refuse non-nobles who are 
  known to support the “wrong” people. 
   
   
   
   
  
   
  D20 
  Numbers 
  1 
  unknown 
  2 
  less than 10 
  3 
  1d10 
  4 
  2d10 
  5 
  3d10 
  6 
  4d10 
  7 
  5d10 
  8 
  6d10 
  9 
  7d10 
  10 
  8d10 
  11 
  9d10 
  12 
  1d10 x 10 
  13 
  2d10 x 10 
  14 
  3d10 x 10 
  15 
  4d10 x 10 
  16 
  6d10 x 10 
  17 
  8d10 x 10 
  18 
  10d10 x 10 
  19 
  1d4 thousand 
  20 
  2d4 thousand 
   
   
  If you have a rough idea of the size of the 
  guild already, roll a different dice to 
  determine the rough numbers of the guild. 
   
  Small Sized guilds 
  Roll a d6 
   
   
  Medium Sized Guilds 
  Roll 2d10 
   
   
  Large Sized Guilds 
  Roll a d20 but add +5 to the result, up to a 
  maximum value of 20. 
   
   
   
   
   
   
   
   
   
  D20 
  Preferred Crime 
  1 
  Blackmailing 
  2 
  Burglary 
  3 
  Character Assassination 
  4 
  Con-tricks 
  5 
  Counterfeiting 
  6 
  Embezzlement 
  7 
  Extortion 
  8 
  Fencing 
  9 
  Forgery 
  10 
  Framing 
  11 
  Gambling 
  12 
  Illegal Goods 
  13 
  Impersonation 
  14 
  Money Laundering 
  15 
  Mugging 
  16 
  Pickpocket 
  17 
  Protection Racket 
  18 
  Shoplifting 
  19 
  Smuggling 
  20 
  Scams 
   
   
  As mentioned before, a successful guild 
  will have their fingers in many pies, but 
  often prefer to do one or two above all 
  else. This could be that it is easier for them, 
  it makes them the most money or any 
  other reason. 
   
  For this aspect, you may wish to roll two or 
  three times, for secondary or tertiary 
  preferences. If their primary choice is not 
  possible right now, they would focus on 
  the secondary and so on. 
   
   
   
   
   
   
   
   
   
   
  
   
  D20 
  Primary Rules 
  1 
  Always alone 
  2 
  Always in pairs 
  3 
  No witnesses 
  4 
  No-one killed 
  5 
  No-one harmed 
  6 
  Wear a disguise 
  7 
  Leave no mess 
  8 
  Never harm pets 
  9 
  Leave nothing valuable 
  10 
  Never take everything 
  11 
  Minimal damage 
  12 
  No-one killed 
  13 
  If caught, you get no help 
  14 
  Always alone 
  15 
  Wear a disguise 
  16 
  Leave no evidence 
  17 
  Take no more than half 
  18 
  Take no personal items 
  19 
  Do nothing to harm guild 
  rep 
  20 
  Do what you will as long as 
  the guild gets it cut 
   
   
  As with some other aspects, this is one you 
  would probably roll multiple times on, re-
  rolling duplicates. 
   
  The first one, the primary rule, is the most 
  important and breaking this would result in 
  the 
  harshest 
  punishments, 
  such 
  as 
  expulsion from the guild as a minimum or 
  having a bounty put on your head. 
  Ironically, in the thief’s guild, the price of 
  breaking the rules is sometimes harsher 
  than when the laws of the land are broken. 
   
   
   
   
   
   
   
   
  D20 
  Security 
  1 
  A lock on the door 
  2 
  Animals 
  3 
  Arcane wards 
  4 
  Background checks 
  5 
  Challenge/Response 
  6 
  Frisk/Body searching 
  7 
  Guards 
  8 
  Illusions 
  9 
  Lookouts 
  10 
  None to speak of 
  11 
  Passwords 
  12 
  Psionics 
  13 
  Recommendations 
  14 
  Secret Entrance 
  15 
  Secret Handshakes 
  16 
  Secrets Knocks 
  17 
  Tamed/Controlled 
  Monsters 
  18 
  Thieves Cant/Language 
  19 
  Threats 
  20 
  Token/Item required 
   
   
   
  As with any secret organisation, the guild 
  would often have more than one form of 
  security. For this, you can roll 1d4 times.  
  Normally it would be suggested to re-roll 
  duplicates, but in this case, having multiple 
  of 
  the 
  same 
  security 
  type 
  would 
  sometimes make sense, such as multiple 
  handshakes, or many guards and so on. 
   
  The only exception being [none to speak 
  of]. If you get that as one of the rolls it 
  might apply to only one area of the guild, 
  rather than the guild as a whole, a weak 
  link in the security measures. 
   
   
   
   
   
  
   
  D20 
  Services 
  1 
  Alibis 
  2 
  Apparel/Clothing 
  3 
  Appraisal 
  4 
  Assistance 
  5 
  Bribes 
  6 
  Contacts 
  7 
  Disguises 
  8 
  Emergency Financial 
  Assistance 
  9 
  Fencing 
  10 
  Food/Drink 
  11 
  Identification 
  12 
  Job Assistance 
  13 
  Leads 
  14 
  Legal Assistance 
  15 
  Loans 
  16 
  Lodging 
  17 
  Medical 
  18 
  Repairs 
  19 
  Tools 
  20 
  Training/Mentoring 
   
   
   
  This table you would typically roll 1d4 
  times. Larger and/or more wealthy guilds 
  would have more services on offer. 
   
  For smaller guilds, this could represent the 
  services they have available right now for a 
  reasonable rate. They might be able to 
  offer the others, but it could take longer or 
  the price is much higher. 
   
  Some services may even be rank/standing 
  within the guild related, with lowly scrubs 
  getting the bare minimum and those at the 
  top having access to all. 
   
   
   
   
   
   
  D20 
  Standing 
  1 
  Arrested/Attacked on sight 
  2 
  Hated by all 
  3 
  Hated by all 
  4 
  Despised by most 
  5 
  Despised by most 
  6 
  More disliked 
  7 
  More disliked 
  8 
  Tolerated (reluctantly) 
  9 
  Equal like/dislike 
  10 
  Equal like/dislike 
  11 
  Equal like/dislike 
  12 
  Tolerated 
  13 
  More liked 
  14 
  More liked 
  15 
  Liked by most 
  16 
  Liked by most 
  17 
  Only a few dislikes them 
  18 
  Often Ignored 
  19 
  Can do no wrong 
  20 
  In charge of things 
   
   
   
  This is one of the aspects that you would 
  roll on multiple times, generally once for 
  each group that interacts with or has 
  knowledge of the guild. The default is 
  [equal like/dislike] if in any doubt. 
   
  As well as the targets of the guild, other 
  examples of who they might interact with 
  or have standing with can also include: 
   
  Assassins, 
  merchants, 
  police/watch, 
  explorers, cleaners, doctors etc. 
   
   
   
   
   
   
   
   
  
   
  D20 
  Symbol 
  1 
  Amulet 
  2 
  Arrow 
  3 
  Boot/Shoe 
  4 
  Broken Lock 
  5 
  Coin purse 
  6 
  Crow/Raven 
  7 
  Dagger 
  8 
  Eye 
  9 
  Fish 
  10 
  Flame 
  11 
  Gemstone 
  12 
  Humanoid skull. 
  13 
  Key 
  14 
  Lockpick 
  15 
  Mask 
  16 
  Rat 
  17 
  Spider 
  18 
  Treasure Chest 
  19 
  Two coins 
  20 
  Two daggers crossed 
   
   
   
  This aspect tells you the basis of the guild 
  symbol. Something to bear in mind is that 
  two guilds who have the same base symbol 
  would still have variations between them. 
   
  For example, two competing guilds in the 
  same city have the Mask element as their 
  symbol. One might be simple and crude, 
  the other complex and elegant, yet both 
  are still using a mask as the design. 
   
  If you wish, you can combine two symbols 
  to make a more complex one and of 
  course, don’t forget you can use your own 
  symbols. In doing so, remember the design 
  should be something most people can 
  recognise at a glance and be connected in 
  some way to the guild of thievery in 
  general. 
   
   
  D20 
  Targets 
  1 
  Adventurers 
  2 
  Any local 
  3 
  Artisans 
  4 
  Artists 
  5 
  Clerics/Priests 
  6 
  Guards/Police 
  7 
  Merchants 
  8 
  Named profession  
  9 
  Named race 
  10 
  Nobles 
  11 
  Non-guild Thieves 
  12 
  Old people 
  13 
  Politicians 
  14 
  Poor 
  15 
  Rich 
  16 
  Sailors/Fishers etc 
  17 
  Soldiers/Military 
  18 
  Tourists 
  19 
  Young people 
  20 
  Other not listed/Roll twice 
  and combine 
   
   
  This aspect you would roll twice on. The 
  first roll determines the primary targets, 
  the ones that, all other options being 
  equal, are the preferred targets of the 
  guild. 
   
  The second roll tells you who they prefer 
  not to target.  
   
  If there is a duplication of results then 
  either reroll/pick another one or try to 
  come up with a reason why the conflict 
  exists. It might be, that, if for example 
  politicians were rolled twice, they only 
  target those with a political leaning/party 
  membership and leave those alone who 
  might help their cause. 
   
   
   
  
   
  D20 
  Training/skill 
  1 
  Practically non-existent 
  2 
  An hour at most 
  3 
  Very bad 
  4 
  Bad 
  5 
  Sub-par 
  6 
  Below average 
  7 
  Below average 
  8 
  Below average 
  9 
  Average 
  10 
  Average 
  11 
  Average 
  12 
  Average 
  13 
  Above average 
  14 
  Above average 
  15 
  Above average 
  16 
  Good 
  17 
  Very good 
  18 
  Excellent 
  19 
  Hard to be better 
  20 
  World class 
   
   
   
  The training/skill quality of the guild can be 
  important. It gives you an idea of how good 
  the guild is regarded as a whole. 
   
  You might wish to roll multiple times on 
  this aspect. The first would indicate the 
  guild as a whole, with the subsequent rolls 
  reflecting individual members.  
   
  Generally speaking, when rolling for 
  individuals, you would add a bonus to the 
  roll for the higher ranked members, 
  reflecting the fact that those who are 
  skilled rise to the top.  
   
  But what if the guild leader had very bad 
  skills? How are they the leader? 
   
   
   
   
  D20 
  Typical gear 
  1 
  Acid Vial 
  2 
  Caltrops 
  3 
  Chalk 
  4 
  Climbing gear 
  5 
  Cloak 
  6 
  Crowbar 
  7 
  Dust 
  8 
  Emergency currency 
  9 
  File 
  10 
  Glass cutter 
  11 
  Gloves 
  12 
  Key making set 
  13 
  Lantern 
  14 
  Lockpick 
  15 
  Mask 
  16 
  Mirror 
  17 
  Shuttered lamp 
  18 
  Silenced armor 
  19 
  Wax 
  20 
  Wire cutters 
   
   
   
  The typical gear aspect is one you would 
  roll 1d4 times on, rerolling duplicates. 
   
  The gear they have is normally of decent 
  quality, but a down on its luck member or 
  guild would often have sub-par equipment, 
  especially in the lower ranks. 
   
  This can also be used to determine what an 
  individual 
  might 
  have 
  on 
  them 
  if 
  encountered. Keep in mind that they 
  would normally have any gear appropriate 
  for the current job, this would be in 
  addition to that, a part of their standard 
  equipment. 
   
   
   
   
   
  
   
  D20 
  Wealth 
  1 
  Practically nothing 
  2 
  Only a few coins 
  3 
  Enough to fill a purse 
  4 
  Enough to fill several 
  purses 
  5 
  Can fill a small chest 
  6 
  Can fill a small chest 
  7 
  Can fill a medium chest 
  8 
  Can fill a medium chest 
  9 
  Can fill a large chest 
  10 
  Can fill a large chest 
  11 
  Can fill 2 larges chests 
  12 
  Can fill 2 larges chests 
  13 
  Can fill several large chests 
  14 
  Can fill several large chests 
  15 
  Can fill several large chests 
  16 
  We need a vault now 
  17 
  Vault is half filled 
  18 
  Vault filled 3/4 
  19 
  A filled vault is a happy 
  one 
  20 
  Effectively unlimited 
   
   
   
  Some say the measure of success for the 
  guild is in their coffers. A full vault is a 
  happy vault, as the saying goes. 
   
  Older and more successful guilds tend to 
  have more wealth. If they weren’t 
  successful, they wouldn’t still be around, 
  now would they? 
   
  What the vault is filled with is another 
  matter, as not all valuables are coins, but 
  gemstones, artwork and other collectables 
  are often stored securely. 
   
   
   
   
   
   
   
  D20 
  Weapon of choice 
  1 
  Axe 
  2 
  Axe (throwing) 
  3 
  Blackjack 
  4 
  Blackjack 
  5 
  Blow-darts 
  6 
  Brass knuckles 
  7 
  Brass knuckles 
  8 
  Clubs 
  9 
  Clubs 
  10 
  Crossbows 
  11 
  Dagger (serrated) 
  12 
  Daggers (standard) 
  13 
  Daggers (standard) 
  14 
  Daggers (Throwing) 
  15 
  Garrotte 
  16 
  Hammer 
  17 
  Mace 
  18 
  Rapiers 
  19 
  Shorts swords 
  20 
  Staff 
   
   
   
  Whilst most thieves don’t subscribe to 
  killing their marks (after all if you do kill 
  them, you can’t rob them again and 
  security tends to be stricter next time), 
  they all know that having at least one 
  weapon on them at all times is a prudent 
  measure. It can be used to defend, to 
  distract, or even as a makeshift tool in 
  certain circumstances. 
   
  Some guilds though prefer their members 
  to use certain types of weapons when on 
  the job.  Most of the time they are 
  permitted to use others, but the weapon 
  rolled on the table above is the one they 
  prefer you to use. 
   
  
SOURCE: textdata/thevault/Old School Revival (OSR(ic))/[Adventure Design & Dungeoncraft]/Urban Development/Empire Builder Thieves Guild/Empire Builder Thieves Guild Details (print ver).pdf