TEXT: Populated Hexcrawl Series: 
  A Guide to Thieves’ Guilds 
   
   
  Todd Leback 
  
  A Guide to Thieves’ Guilds
  Credits
  Designer​: Todd Leback 
  Editing​: Brian Johnson 
  Layout​: Tim Bannock 
  Cover Art​: Jen Drummond (jendart.com) 
  Interior Art​: Daniel Comerci, Chad Dickhaut, 
  Rick Hershey / Fat Goblin Games, Jeshields, 
  Patrick E. Pullen, Dean Spencer 
  ❖ Daniel Comerci - page 37
  ❖ Chad Dickhaut - pages 11, 13, 17, 23, 25
  ❖ Rick Hershey / Fat Goblin Games -
  pages 4, 5, 19, 21, 27, 35
  ❖ Jeshields - page 38
  ❖ Patrick E. Pullen - page 28
  ❖ Dean Spencer - pages 2, 7, 9, 15, 30, 33,
  40
  Populated Hexes
  Support more hexcrawling by becoming a 
  patron of Populated Hexes at: 
  patreon.com/Populatedhexes 
  Table of Contents
  1. A Guide to Thieves’ Guilds
  1 
  Thieves’ Guild Basics 
  1 
  Activities 
  1 
  Founding a Guild 
  3 
  Non-thief Classes 
  6 
  2. Guild Traits & Operations
  7 
  Guild Structures
  7 
  Example Guild Structure
  7 
  Guild Alignments
  8 
  Guildmasters & Adventuring
  8 
  9 
  9 
  10 
  10 
  11 
  13 
  15 
  17 
  19 
  21 
  23 
  25 
  Revenue & Expenses 
  Revenue 
  Expenses 
  Guild Focuses  
  Assassination 
  Begging 
  Burglary 
  Con Artists  
  Fencing 
  Smuggling 
  Spy Ring 
  Thuggery 
  Extended Example 
  27 
  3. Conflicts
  28 
  Results of Conflict
  28 
  Clerics & Healing
  28 
  External Conflicts
  29 
  Internal Conflicts
  31 
  Mass Conflict
  32 
  4. Running a Guild
  34 
  Morale
  34 
  Morale Results
  34 
  Experience & Gaining Levels
  35 
  Franchising
  36 
  Order of Operations
  37 
  5. Guilds & the Referee
  38 
  Non-Guildmembers
  38 
  Guild Reactions to Non-members
  39 
  Random Guilds
  39 
  Entering a Settlement
  40 
  OPEN GAME LICENSE Version 1.0a
  41 
  ©2020 Todd Leback. Some artwork © Dean Spencer, used with permission. All rights reserved. Publisher's Choice Quality Stock Art © Rick 
  Hershey / Fat Goblin Games. 
  This product is released under the terms of the Open Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc. Please refer to 
  the Open Gaming License included with this release for additional legal text and copyright information. Old-School Essentials is a trademark 
  of Necrotic Gnome. The trademark and Old-School Essentials logo are used with permission of Necrotic Gnome, under license. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  
  Chapter 1: A Guide to Thieves' Guilds 
  A Guide to Thieves’ Guilds
  The rules contained herein provide guidelines for 
  running a Thieves Guild in the abstract, and will be 
  useful for both Referees looking to create Guilds in 
  their campaign and for players looking to found 
  their own Guilds. When desired, PCs can abandon 
  the abstract means of resolution presented here 
  and play out the caper or conflict as per the normal 
  rules. It is suggested that this occur at important 
  times – when a complex heist to steal the crown 
  jewels from the palace dungeon is planned, or when 
  inter-Guild conflict threatens to bring down a PC’s 
  Guild. In such instances it is recommended that 
  PCs who are not members of the Guild participate 
  by playing lower-ranking Guild members. 
  Old School Essentials
  The system presented herein is designed for use 
  with Necrotic Gnome’s ​Old School Essentials​, but 
  can be easily adapted to any OSR-style game. 
  The Referee should also have a copy of ​Domain 
  Building​ ​by Third Kingdom Games, available 
  wherever you purchased this supplement. 
  Thieves’ Guild Basics
  At high levels a thief has the opportunity to found a 
  Guild, an organization – criminal or otherwise – that 
  relies on the unique skills a thief possesses. This 
  document provides rules to found and run such 
  organizations, either in the abstract or in detail. 
  If the thief is 9th level or higher they automatically 
  attract a given number of followers. Thieves of 
  lower levels can found a Guild, but they must attract 
  members in the same manner as hirelings. 
  A Guildmaster does not have to be a thief. However, 
  non-thief Guildmasters suffer the following 
  penalties: 
  ❖
  They do not attract apprentice thieves upon
  reaching 9th level. When they do reach 9th
  level, they attract ½ the normal followers
  for their class, if any.
  ❖
  Non-thieves will be generally less
  successful at running a Guild. When
  generating monthly revenue the gross is
  reduced by 1d4x5%. This modifier is 
  applied before all others, and is rolled for at 
  the beginning of each month. 
  Activities
  When a Guild is founded the Guildmaster must 
  decide which activity it will be focusing on. As a 
  general rule, a new Guild will only specialize in one 
  activity, or focus. Each activity costs one point to 
  purchase. Any given urban center can support a 
  number of Guilds not exceeding the Market Class 
  number without forcing conflict between the Guilds 
  (see the table Thieves’ Guilds by Market Class). 
  Some activities are limited to a specific Market 
  Class; a small urban center simply can’t support a 
  faction of burglars. If the activity has a minimum 
  Market Class it will be noted in parentheses next to 
  the name. 
  Assassination (4)
  The thieves specialize in the art of killing, typically 
  in a subtle manner. Members of a given Guild often 
  travel widely, both to locate their targets and to 
  avoid drawing too much attention to their activities. 
  Begging
  One of the most widespread types of Guilds, it 
  controls a network of beggars who subsist both on 
  the generosity of others and on the flow of 
  information gleaned throughout the day. 
  Burglary (3)
  Specialized in the theft of property from fixed 
  locations, Guild members will be focused on 
  stealth. 
  Con Artists (6)
  The Guild relies on complex plans and fake 
  identities to trick wealthy individuals and 
  organizations out of their money. It requires a large 
  population to draw from. 
  Fencing
  The Guild specializes in the sale of stolen goods, 
  and typically relies on the activities of other Guilds 
  or independent thieves. 
  1
  
  Chapter 1: A Guide to Thieves' Guilds 
   
  Smuggling 
  The Guild specializes in the transportation of goods 
  that are either illegal or otherwise difficult (or 
  expensive) to obtain. 
  Spy Ring 
  The Guild specializes in the trade of information. 
  Secrets are bought and sold. 
   
   
   
  Thuggery (3) 
  Specialized in the theft of goods from individuals, 
  extortion, loan sharking and just general petty, 
  violent crime, Guild members will typically be 
  chosen for brawn and their ability to intimidate 
   
   
   
  2
  
  Chapter 1: A Guide to Thieves' Guilds 
  Thieves’ Guilds by Market Class 
  Guild Focus 
  Market Class 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  Assassination 
  - 
  - 
  - 
  1 
  1 
  1 
  2 
  2 
  2 
  2 
  Begging 
  1 
  1 
  1 
  2 
  2 
  2 
  3 
  3 
  3 
  4 
  Burglary 
  - 
  - 
  1 
  1 
  2 
  2 
  3 
  3 
  4 
  5 
  Con Artists 
  - 
  - 
  - 
  - 
  -
  1
  1 
  2 
  2 
  3 
  Fencing 
  1 
  1 
  1 
  1 
  2 
  2 
  2 
  2 
  3 
  3 
  Smuggling 
  1 
  1 
  1 
  2 
  2 
  3 
  3 
  4 
  4 
  5 
  Spy Ring 
  1 
  1 
  1 
  2 
  2 
  2 
  3 
  3 
  3 
  4 
  Thuggery 
  - 
  - 
  1 
  1 
  2 
  2 
  3 
  3 
  4 
  5 
  Founding a Guild
  There are two possible scenarios when a thief 
  attempts to found a Guild: either the urban center 
  will have a full complement of Guilds already, or it 
  won’t. 
  It is easiest when an urban center does not have as 
  many Guilds as it can sustain: there is a vacuum, 
  and the thief can move in to fill the void. This can be 
  done without Conflict, provided there are not too 
  many of a given type of Guild. See the table below 
  to determine how many Guilds of a given type an 
  urban center can support. 
  If more than the allowed allotment exists in a given 
  urban center, it will create Conflicts (see below) 
  between the Guilds. 
  In order to found a Guild, the thief – the nascent 
  Guildmaster – must first construct a hideout. It 
  costs a minimum of 10,000 gp to construct a 
  hideout. Assuming the hideout is in the community, 
  it can be new construction or the renovation of an 
  existing structure. If an existing structure is used, 
  assume that some of the overall cost goes toward 
  purchasing the building. The rest of the money is 
  spent constructing secret doors and chambers, 
  traps, cells to hold rivals or prisoners, escape 
  routes, etc. Use the prices given on p. 135 of OSE 
  Core. 
  10,000 gp will support a new Guild of no more than 
  five members. For every additional member beyond 
  that, the cost increases by 500 gp. 
  Just as a given Market Class can only support a 
  given number and limited types of Guilds, so too 
  does each Market Class have a maximum Guild 
  size that it is able to support. Refer to the table 
  below for these numbers; note that the numbers are 
  per Guild — they can be used to extrapolate the 
  maximum number of thieves that can be found in a 
  given Market Class. 
  Guild Members by Market Class 
  MC 
  Limit 
  MC 
  Limit 
  1 
  2 
  6 
  30 
  2 
  3 
  7 
  40 
  3 
  5 
  8 
  50 
  4 
  10 
  9 
  75 
  5 
  20 
  10 
  100 
  Guilds focusing on assassination, cons, and spy 
  rings have a maximum membership of 50. Begging 
  and thuggery Guilds have a higher maximum limit. 
  Refer to the section on Guild focuses for more 
  information. 
  Once the hideout is built, the Guildmaster must 
  recruit members. If the character is a thief of 9th 
  level or higher they automatically attract 2d6 
  1st-level thieves who want to serve as apprentices 
  (as per p. 34 of OSE Core). They are not henchmen, 
  so may be of questionable loyalty. 
  3
  
  Chapter 1: A Guide to Thieves' Guilds 
   
  Otherwise, the Guildmaster must attempt to attract 
  followers in the same manner as when finding 
  retainers, mercenaries, or specialists. There are a 
  limited number of potential recruits in a given 
  market during any one month. The number of 
  potential recruits available is determined by the 
  Market Class, as follows: 
  Potential Recruits Per Month 
  MC 
  Recruits Available 
  1 
  60% of 1 
  2 
  90% of 1 
  3 
  1d2 
  4 
  1d3 
  5 
  1d4 
  6 
  1d6 
  7 
  3d6 
  8 
  4d6 
  9 
  5d6 
  10 
  6d6 
   
  The act of recruiting costs 10 gp per month per 
  Market Class, regardless of success, plus 5 gp per 
  level of NPCs successfully recruited. 0-level NPCs 
  cost 2 gold to recruit. 
  Example 
  Guildmaster Argus has just founded a Guild and 
  is looking to attract new members. It’s in a Class 
  7 Market, so there are 3d6 potential recruits each 
  month. The first month he spends recruiting 
  yields 10 potential recruits. It costs 70 gp to just 
  find those 10. 
   
  Guild members do not have to be of the thief class; 
  NPCs of any class can belong to a Guild, as can 
  0-level NPCs. In fact, most Guilds have a 
  membership similar in its proportions to the 
  adventuring world at large; roughly 50% will be 
  0-level, while the rest will be of a leveled class. 
  Use the following table to determine the levels and 
  classes of interested members. 
   
   
   
  Potential Members for Recruitment 
  1d100 
  Level 
  1d100 
  Class 
  1-50 
  0 
  1-50 
  Thief* 
  51-80 
  1 
  51-85 
  Fighter 
  81-90 
  2 
  86-90 
  Cleric 
  91-95 
  3 
  91-95 
  Magic-user 
  96-97 
  4 
  96-00 
  Other 
  98-99 
  5 
   
   
  00 
  6 
   
   
  *If an assassin class exists there’s a 1 in 6 chance a 
  thief is an assassin; this becomes 1-3 in 6 if 
  recruiting for an assassin’s Guild. 
  Example, continued 
  Of the 10 potential recruits, four are 0-level, two 
  1st level, two 2nd level, one 4th level, and one 6th 
  level. He decides to make offers to all of the 0-, 
  1st-, and 2nd-level characters. 
   
   
   
   
   
  4
  
  Chapter 1: A Guide to Thieves' Guilds 
   
  Unlike when an adventurer hires a retainer or 
  mercenary, the Guildmaster does not offer the 
  prospective member a salary. A typical offer is for a 
  share of profits. In return, the Guild will typically 
  offer protection from other Guilds, guaranteed jobs, 
  a safe haven if fleeing the law, etc. 
  When an offer is made, roll 2d6, applying the 
  Guildmaster’s Charisma modifier and the following 
  modifiers: 
  ❖
  The standard share of total profits divided 
  amongst Guildmembers is 50%. If this is 
  the offer there are no modifiers. 
  ❖
  If the offer is below 50% apply a –1 penalty 
  to the roll, with an additional –1 for every 
  15% lower. 
  ❖
  If the offer is above 50% add a +1 bonus to 
  the roll, with an additional +1 bonus for 
  every 15% above. 
  ❖
  If there are already a number of Guilds 
  equal to the maximum the urban center can 
  support, apply a –1 penalty to the roll. 
  ❖
  If the Guildmaster is 9th level or higher add 
  +1 to the roll. 
  ❖
  If the prospective member is a higher level 
  than the Guildmaster subtract 1 from the 
  roll. 
  ❖
  If the Guildmaster is not present for the 
  hiring subtract 1 from the roll. 
  ❖
  If the Market Class is 3 or lower subtract 1 
  from the roll. 
  ❖
  If additional benefits are offered apply 
  bonuses as desired. Accumulated benefits 
  should not exceed a +3 bonus, and said 
  benefits must be substantial and approved 
  by the Referee. 
  Compare the result to the following table: 
   
   
  Member Hiring Reactions 
  2d6 
  Result 
  2 or less 
  Ill will​1 
  3-5 
  Offer refused​2 
  6-8 
  Roll again 
  9-11 
  Offer accepted 
  12+ 
  Accepted with elan​3 
  Table notes: 
  1.
  On a result of 2 or less there’s a 1-2 in 6 
  chance the member will, instead of 
  refusing, join as a double agent for either 
  another Guild (1-3) or the law (4-6). 
  2.
  There’s a 1 in 10 chance that the member 
  will, instead of refusing, join as a double 
  agent for either another Guild (1-4) or the 
  law (5-6). 
  3.
  There is no chance the recruit will betray 
  the Guild unless cruelly mistreated. 
  Example, continued 
  Argus offers a position to 8 of the 10 prospects. 
  He has a Charisma modifier of +1 and is offering 
  a 50% take of the profits. The only modifier is +1. 
   
  Rolling 2d6+1 8 times he gets: 7, 10, 11, 7, 6, 5, 7, 
  4. Two of the recruits accept immediately while 
  two refuse. The Referee rolls 1d10 secretly, 
  getting results of 5, 8, and 2. Luckily, none of 
  those who refuse, join as double agents. The 
  Referee rolls for the remainder of the recruits and 
  ends up getting three more joining. 
   
  The new recruits are as follows: three 0-level, one 
  1st, and one 2nd. It costs an additional 91 gp 70 
  + ((3x2)+5+(2x5)). Argus has spent a total of 91 
  gp on hiring during this month. 
   
  Once a member is recruited, it takes them a period 
  of time to adjust to the Guild. New members do not 
  begin generating revenue until the month after they 
  are hired, but they add to expenses for the month 
  they were hired. 
  Example, continued 
  The five new thieves generate no revenue during 
  the first month they are hired but they do add to 
  the expenses (see the section on Expenses). 
   
   
   
  5
  
  Chapter 1: A Guide to Thieves' Guilds 
   
  Thieves can be recruited from outside settlements 
  as well, which can be useful when trying to grow a 
  Guild in a small urban center. Doing so raises the 
  following issues, though: 
  The recruiting Guildmember must spend the full 
  month in the settlement. 
  When rolling to determine the number of recruits 
  available, roll twice, taking the lower of the two 
  results. 
  If recruits are hired they must be paid one month’s 
  revenue for their level and class (see Guild 
  Focuses) in order to be convinced to move. 
  For every recruit hired there’s a 1 in 6 chance the 
  recruiter triggers a conflict with an existing Guild in 
  the other settlement. This is reduced to 1 in 8 if 
  there are fewer than the maximum number of 
  Guilds in the settlement. 
  Non-thief Classes 
  Classes besides thieves can be Guild members, and 
  each brings different benefits to the Guild. 
  Clerics 
  Provided the deity worshiped by the cleric is of the 
  same alignment as the Guild (see below) all morale 
  checks made gain a +1 modifier.  
  Additionally, Guild clerics are beneficial in reducing 
  injury and death. Whenever a Bane or a Conflict 
  results in injury, clerics can help to reduce the 
  effects, as follows: 
  Each cleric can reduce the degree of seriousness of 
  injury by one degree per level of cleric. These 
  benefits are cumulative and occur over the period 
  of one month. 
  A Guild has two clerics: one 2nd level and one 4th 
  level. Six thieves are injured in a fight with a rival 
  Guild: four are Injured and two are Crippled. 
  Working together, the two clerics can remove the 
  Injuries from the four and reduce Crippled to Injured 
  for the two remaining. 
  Injuries are described later in the section on Guild 
  Focuses. 
  High-level clerics that are also Guild members may 
  pursue domain-related activities (such as founding 
  a temple, creating magical items, researching 
  spells) but at 50% of their normal efficiency. It takes 
  longer for them to research spells and craft magical 
  items, and they attract ¼ of their normal followers 
  upon reaching 9th level. 
  It is also assumed that clerical Guild members can 
  remove curses, cure disease, etc., provided the 
  cleric is of a high enough level to cast such spells. 
  Fighters 
  While not possessing the agility and training of 
  thieves, fighters can contribute in much the same 
  way as thieves in many activities, especially 
  assassinations and thuggery.  
  Fighters cost less than magic-users to employ but 
  generate almost as much revenue. Fighters are also 
  useful when running large-scale battles between 
  Guilds. 
  Magic-users 
  Magic-users are invaluable additions to any Guild, 
  regardless of the focus, and this is reflected in the 
  high revenue they generate.  
  Additionally, they can help the Guild escape trouble. 
  When an External Conflict occurs, the total level of 
  magic-users employed by the Guild is subtracted 
  from the roll. 
  Argus has a 4th-level magic-user working for him. 
  Any time an External Conflict occurs he can 
  subtract 4 from the roll. 
  High-level magic-users that belong to a Guild can 
  conduct domain-related activities, but at 50% 
  efficiency. 
   
   
   
  6
  
  Chapter 2: Guild Traits & Operations 
   
  Guild Traits & Operations 
   
  The following sections cover the general traits and 
  operations of a guild: structure, alignment, 
  Guildmasters that go adventuring, and finally, how a 
  guild generates revenue and deals with expenses. 
  Guild Structures 
   
  As a general rule, higher-level Guild members 
  supervise lower-level members. No one Guild 
  member can directly supervise more than five 
  underlings. In order to avoid Conflicts, underlings 
  must be overseen by a character of equal or higher 
  level. For every Captain or Lieutenant that is 
  overseen by a lower-level member there is a 1 in 6 
  chance per month that an Internal Conflict occurs. 
  Each unit (an overseer and 1-5 underlings) is 
  referred to as a “cell”. Cells are typically led by 
  Lieutenants. A group of cells is led by a Captain. 
  The Captains typically report to the Guildmaster, 
  although larger Guilds might have additional ranks. 
  Example Guild Structure 
  For instance, the Nightwalkers have a Guild of 40 
  members. Their Guildmaster, Argus, is a 7th-level 
  thief, and they have the following composition: 
  ❖
  20 0-level NPCS 
  ❖
  10 1st-level thieves 
  ❖
  5 2nd-level thieves 
  ❖
  3 3rd-level thieves 
  ❖
  1 4th-level fighter 
  ❖
  1 4th-level magic-user 
  The Guildmaster has five Captains that work 
  directly under him: all of the third-level thieves (one 
  of whom is his retainer and acts as the Guildmaster 
  when he is not available), the fighter, and the 
  magic-user. The second-level thieves are referred to 
  as Lieutenants and control the gangs of lower-level 
  thieves. 
  The Guild is structured as follows: 
   
   
   
  Guildmaster 
  ➢
  3rd-level thief (retainer), Captain 
  ○
  2nd-level thief 
  ■
  5 1st-level thieves 
  ○
  2nd-level thief 
  ■
  1 1st-level thief 
  ■
  4 0-level NPCs 
  ○
  1st-level thief (retainer of 3rd-level 
  thief) 
  ○
  1st-level thief 
  ➢
  3rd-level thief, Captain 
  ○
  2nd-level thief 
  ■
  1 1st-level thief 
  ■
  4 0-level NPCs 
  ➢
  3rd-level thief, Captain 
  ○
  2nd-level thief 
  ■
  1 1st-level thief 
  ■
  4 0-level NPCS 
  ➢
  4th-level fighter, Captain 
  ○
  5 0-level NPCs 
  ➢
  4th-level magic-user, Captain 
  ○
  1 2nd-level thief 
  ■
  3 0-level NPCs 
   
   
   
   
  7
  
  Chapter 2: Guild Traits & Operations 
   
  When Argus is not present and his retainer, the 
  3rd-level thief Captain, takes over there is a 1-2 in 6 
  chance per month that an Internal Conflict occurs 
  as two of the other Captains are higher level than 
  the acting Guildmaster. 
  See the Example Guild Structure organization chart 
  for a visual representation. 
   
  Example Guild Structure 
   
  Guild Alignments 
   
  Guilds themselves possess an alignment in a 
  manner similar to characters. Most Guilds, like 
  most individuals, will be Neutral in alignment; even 
  though their business is breaking the law, they tend 
  to have rigid and well-defined roles within the Guild.  
  Chaotic guilds exist; they tend to deal in slave trade, 
  drug sales, kidnapping, etc., rules for which are not 
  covered in this document. Lawful Guilds exist as 
  well, although these will most often operate as an 
  apparatus of the state — spy rings, for instance. 
  When using systems with two-axis alignment, 
  Guilds will most often fall along the Lawful and Evil 
  poles and less often the Chaotic and Good. 
  Unless otherwise stated, a Guild will have the same 
  alignment as the Guildmaster. 
   
   
   
  Guildmasters & Adventuring 
   
  If the Guildmaster is a PC it is assumed they spend 
  a certain amount of time adventuring, rather than 
  running their Guild. In such instances it is always 
  wise to leave a loyal retainer behind in charge of the 
  Guild. 
  However, the Guildmaster does need to spend a 
  certain amount of time each month personally 
  running their Guild to avoid Internal Conflicts. 
  In order to avoid potential Conflicts, the 
  Guildmaster must spend a minimum of one week 
  per month overseeing the Guild’s business, plus the 
  following: 
  ❖
  +1 day per 10 members in the Guild. 
  ❖
  +1 day if there are more Guilds than the 
  urban center’s limit. 
  ❖
  +1 day if there are more members in the 
  Guild than the local Market Class could 
  otherwise sustain. 
   
   
  8
  
  Chapter 2: Guild Traits & Operations 
   
  With a Guild of 40 members, Argus needs to spend 
  a total of 11 days per month overseeing Guild 
  business. 
  The days do not all need to be consecutive, but 
  there need to be at least three consecutive days of 
  management during this time period. 
  If the Guild has franchises in other urban centers, 
  the Guildmaster must visit these franchises at least 
  once every six months and must stay at each for a 
  number of days equal to half its local Market Class 
  (rounding up). See later in this document for 
  information on franchises. 
  The Guildmaster spending less time than is 
  suggested does not automatically trigger an 
  Internal Conflict, but does apply a penalty to the 
  monthly morale check (see Chapter 4). 
  Revenue & Expenses 
   
  Guilds can generate revenue and expenses, but the 
  specifics of these activities depend on the focus of 
  the guild. This section covers the general rules of 
  revenue and expenses; see Expenses afterward, as 
  well as a detailed example of how this all comes 
  together in play at the end of this chapter. 
  Revenue 
  Once a Guild hideout is constructed and members 
  hired, the Guild may begin generating revenue.  
  The amount of revenue generated depends on three 
  factors: 
  ❖
  Guild focus. 
  ❖
  Number and classes of members. 
  ❖
  The morale of the urban center (see the 
  Domain Building supplement for more 
  information). 
  Each type of Guild will be discussed below 
  individually. Regardless of the type of Guild, the 
  same general procedure is used to determine 
  revenue: 
  ❖
  Revenue is generated monthly. 
  ❖
  Determine the classes and levels of all 
  Guildmembers.  
  ❖
  Once a Guild consists of more than 6 
  members, the Guildmaster generates 
  revenue as a character of half their level, 
  since they need to spend more time 
  overseeing activities. 
  ❖
  Total the revenue for the month. This is the 
  gross revenue for the month. 
  ❖
  Modify by boons, banes, morale, and 
  Conflicts (see the section on Order of 
  Operations for more info). 
  ❖
  Adjust total revenue as appropriate. 
  ❖
  The Guild gets its percentage cut and the 
  members get theirs. 
  Once gross monthly revenue has been determined, 
  roll 2d6 and add modifiers, as follows: 
  ❖
  If a magic-user of level 5 or higher belongs 
  to the Guild add 1. 
  ❖
  If the Guild is at the maximum number – 
  but not more – of members for its Market 
  Class add 1. 
  ❖
  If the Guildmaster is present for the entire 
  month add 1. 
  ❖
  If the Guild is the only one with its focus 
  present in the settlement add 1 to the roll. 
  ❖
  If the Guild has fewer than half the 
  maximum number of members for its 
  Market Class subtract 1. 
  ❖
  If there are more Guilds than the urban 
  center can support subtract 1. 
  ❖
  If there are more Guilds of the given focus 
  than the market can support subtract 1. 
  ❖
  If the Guild is in a Market Class of 5 or 
  lower subtract 1. 
  ❖
  If the morale of the urban settlement is 7 or 
  lower (Discontented or worse) add +1 to 
  the revenue roll. If the morale of the 
  settlement is 14 or higher (Happy or better) 
  subtract one for the Revenue roll. 
   
   
  9
  
  Chapter 2: Guild Traits & Operations 
   
  Revenue Modifier 
  2d6 
  Percentage change 
  1 or lower 
  -1d8x5 
  2-4 
  -1d4x5 
  5-9 
  No change 
  8-12 
  +1d4x5 
  13 or higher 
  +1d8x5 
   
  Just as every Market Class has a limit on the 
  number of Guilds, any given urban center can only 
  generate a certain amount of revenue per month, 
  regardless of the size of the Guild or the levels of 
  the thieves within the Guild. Refer to the tables 
  below to determine the maximum revenue that 
  each Guild can generate per month. 
  Maximum Revenue by Market Class 
  Market Class 
  GP/month 
  1 
  1,000 
  2 
  2,500 
  3 
  5,000 
  4 
  10,000 
  5 
  15,000 
  6 
  20,000 
  7 
  25,000 
  8 
  30,000 
  9 
  40,000 
  10 
  50,000 
   
  The above numbers are net, after any modifiers are 
  applied but before the Guild’s cut is calculated. 
  Expenses 
  Each Guild has standard expenses they must pay 
  every month, as follows: 
  ❖
  Every 0-level member costs 5 sp per month. 
  ❖
  Every leveled fighter or thief costs 2 gp per 
  level per month. 
  ❖
  Having a magic-user costs a flat 100 gp per 
  month per magic-user, plus 10 gp per level 
  per month. 
  ❖
  Every cleric costs 10 gp per level per 
  month. 
  ❖
  The hideout requires a maintenance cost of 
  1 gp per 1,000 gp in value (see Founding a 
  Guild above) per month. Every month this is 
  not paid there’s a 1 in 6 chance of an 
  Internal Conflict occurring. 
  ❖
  Every month the Guild must pay bribes to 
  officials, clerics, shopkeepers, and others 
  equal to 3d6% of their gross revenue. Every 
  month this is not paid there’s a 1-3 in 6 
  chance of an External Conflict occurring. 
  Guild Focuses 
   
  The various types of Guilds are discussed below. 
  Note that each Guild has its own revenue per month 
  as well as tables of potential boons and banes. 
  Every month there is a 1 in 6 chance of each 
  occurring. Roll for each at the beginning of each 
  month, so if a boon or bane occurs it does so during 
  the upcoming month (unless indicated otherwise). 
  If there are one or more double agents in a Guild, 
  increase the monthly chance of incurring a bane by 
  one for each double agent, to a maximum of a 1-5 
  in 6 chance. The rolls for banes and boons should 
  be made in secret by the Referee. 
  When a result calls for something to happen to 
  random Guild members determine them randomly 
  as follows, rolling once for each potential member. 
  If there is not a Guild member of the given level roll 
  again. 
  d100 
  Level 
  1-40 
  0-level 
  41-65 
  1st level 
  66-75 
  2nd level 
  76-80 
  3rd level 
  81-83 
  4th level 
  84-86 
  5th level 
  87-89 
  6th level 
  90-91 
  7th level 
  92-93 
  8th level 
  94 
  9th level 
  95 
  10th level 
  96 
  11th level 
  97 
  12th level 
  98 
  13th level 
  99 
  14th level 
  00 
  The Guildmaster 
   
   
   
  10
  
  Chapter 2: Guild Traits & Operations 
   
   
  Assassination 
  A Guild of assassins has the potential to generate a 
  large amount of money but also carries a 
  substantial amount of risk. They are not only 
  murderers for hire but serve as bodyguards, 
  escorts, and professional, elite soldiers. 
  If the campaign uses an assassin class they are 
  treated as being a thief of one level higher for 
  purposes of generating revenue. 
  0-level NPCs that belong to an Assassins’ Guild are 
  typically deployed as look-outs, distractions, or 
  extra manpower during missions. 
  The following attributes apply to Assassins’ Guilds: 
  ❖
  If an assassin class is used in the 
  campaign, assassins generate revenue as 
  thieves one level higher than their actual 
  level. 
  ❖
  Assassins’ Guilds are typically smaller than 
  other Guilds. They are limited to 50 
  members, with their normal maximum 
  membership in urban centers of Class 4 or 
  greater reduced by 50%; an Assassins’ 
  Guild in a Market Class 7 has a maximum 
  of 7 members. 
  ❖
  Because the Guild often works outside of 
  its own community the maximum revenue it 
  can generate per month is increased by 
  25%. 
  ❖
  Because it is the very nature of an 
  Assassins’ Guild to deal in death, it is a 
  dangerous and risky vocation; whenever a 
  bane is indicated roll 1d20 twice and take 
  the higher result. 
   
   
   
  11
  
  Chapter 2: Guild Traits & Operations 
   
  Assassins’ Guild Revenue (gp/month) 
  Level 
  Thief 
  Cleric 
  Fighter 
  Magic-user 
  0 
  8 
  - 
  - 
  - 
  1 
  30 
  20 
  24 
  38 
  2 
  68 
  40 
  46 
  78 
  3 
  140 
  80 
  130 
  150 
  4 
  300 
  160 
  200 
  280 
  5 
  600 
  320 
  400 
  550 
  6 
  1200 
  600 
  800 
  1,000 
  7 
  2,400 
  1,200 
  1,600 
  2,000 
  8 
  5,000 
  2,400 
  3,200 
  4,000 
  9 
  10,000 
  4,800 
  6,400 
  8,000 
  10 
  15,000 
  9,800 
  12,000 
  13,000 
  11 
  20,000 
  15,000 
  17,000 
  18,000 
  12 
  25,000 
  20,000 
  22,000 
  23,000 
  13 
  30,000 
  25,000 
  27,000 
  28,000 
  14 
  35,000 
  30,000 
  32,000 
  29,000 
   
  Assassins’ Guild Boons 
  1d20 
  Result 
  1-8 
  Gross revenue is increased by 2d20%. 
  9-11 
  Gross revenue is increased by 3d20%. 
  12-14 
  If recruiting for new members, apply a +1 
  bonus to all recruitment rolls. 
  15-18 
  Morale checks gain a +1 bonus for 1d4 
  months. 
  19 
  Add a +1 modifier to all rolls amde to 
  level members during this month.* 
  20 
  When rolling for revenue add 2d4 to the 
  roll. 
  *This applies to all members that have the chance 
  to level rolled for during the current month. 
   
   
   
  Assassins’ Guild Banes 
  1d20 
  Result 
  1-8 
  When rolling for revenue subtract 1d4 
  from the roll. 
  7-9 
  When rolling for revenue subtract 1d4+2 
  from the roll. 
  10 
  Morale checks suffer a –1 penalty for 
  1d6 months. 
  11-13 
  1d4 members are slain on the job. 
  14-15 
  1d6 members leave the Guild, slandering 
  the Guildmaster. Apply a –1 penalty to all 
  recruitment rolls for 1d4 months. 
  16-18 
  1d8 members are arrested. Bribes to 
  release them are equal to 200 gp per 
  level per member, but there’s a 1-4 in 6 
  chance per prisoner that the bribes are 
  refused. The captives will be executed in 
  1d4 weeks. 
  19 
  Revenue is reduced to 0 for the 
  upcoming month. 
  20 
  A contract is taken out on the life of one 
  of the Guild leaders. On a roll of 1-2 in 6 
  it is the Guildmaster, otherwise it is a 
  lower-ranking Captain or Lieutenant. 
   
   
   
  12
  
  Chapter 2: Guild Traits & Operations 
   
   
  Begging 
  Beggar Guilds derive part of their income by 
  begging for alms; the largest part, though, comes 
  thanks to their strategic placement throughout a 
  settlement and their near-invisibility to the vast 
  majority of citizens. What they make in begging is 
  dwarfed by the amounts earned through 
  pick-pocketing, petty thievery, and, most 
  importantly, working with other Guilds. Assassins, 
  burglars, con artists and spy-rings especially all 
  utilize a network of beggars to act as accomplices. 
  Beggars’ Guilds gain the following modifiers: 
  ❖
  Because of the large network required, 
  Beggar’s Guilds have a maximum 
  membership 25% greater than normal. 
  ❖
  The Guild hideout only costs 7,500 gp to 
  build, and every member past five requires 
  250 gp in improvements, rather than 500. 
  ❖
  Because they tend to work closely with 
  other Guilds, when an urban center has 
  more than half its maximum number of 
  Guilds the Beggars’ Guild can add +1 to 
  their revenue roll (see the example). 
  Example 
  A Beggars’ Guild is in a Class 8 market that has 5
   
   
   
       
     
   
   
     
  Guilds. Because that is more than half the
   
   
   
   
   
   
   
   
  maximum number, they can add +1 to all revenue
   
   
   
   
   
   
   
   
   
  rolls. 
   
   
   
   
  13
  
  Chapter 2: Guild Traits & Operations 
   
  Beggars’ Guild Revenue (gp/month) 
  Level 
  Thief 
  Cleric 
  Fighter 
  Magic-user 
  0 
  20 
  - 
  - 
  - 
  1 
  30 
  20 
  20 
  30 
  2 
  60 
  40 
  40 
  60 
  3 
  120 
  80 
  100 
  120 
  4 
  240 
  160 
  200 
  240 
  5 
  480 
  320 
  400 
  480 
  6 
  960 
  600 
  800 
  960 
  7 
  1,920 
  1,200 
  1,600 
  1,920 
  8 
  3,840 
  2,400 
  3,200 
  3,840 
  9 
  7,680 
  4,800 
  6,400 
  7,680 
  10 
  12,500 
  9,800 
  10,000 
  12,500 
  11 
  17,500 
  15,000 
  15,000 
  17,500 
  12 
  22,500 
  20,000 
  20,000 
  22,500 
  13 
  27,500 
  25,000 
  25,000 
  27,500 
  14 
  32,500 
  30,000 
  30,000 
  32,500 
   
  Beggars’ Guild Boons 
  1d20 
  Result 
  1-8 
  When rolling for revenue add 1 to the roll. 
  9-11 
  When rolling for revenue add 1d4 to the 
  roll. 
  12-14 
  If recruiting for new members apply a +1 
  bonus to all recruitment rolls. 
  15-17 
  Morale checks gain a +1 bonus for 1d4 
  months. 
  18 
  Increase the chances of all members 
  leveling by +1 during the month.* 
  19 
  The next time a Conflict occurs roll 
  twice, taking the better result. 
  20 
  The next External Conflict involving 
  another Guild can be automatically 
  canceled. 
  *This applies to all members that have the chance 
  to level rolled for during the current month. 
   
   
   
  Beggars’ Guild Banes 
  1d20 
  Result 
  1-8 
  When rolling for revenue subtract 1 from 
  the roll. 
  9-11 
  When rolling for revenue roll twice, taking 
  the worst result. 
  12-13 
  Morale checks suffer a –1 penalty for 
  1d6 months. 
  14 
  1d4 members are killed on the job. 
  15-16 
  1d8 members leave the Guild, slandering 
  the Guildmaster. Apply a –1 penalty to all 
  recruitment rolls for 1d4 months. 
  17-18 
  1d8 members are arrested. Bribes to 
  release them are equal to 25 gp plus 25 
  gp per level per member, but there’s a 1 
  in 6 chance per prisoner that the bribes 
  are refused. Prisoners will be released in 
  1d6 months. 
  19 
  The law clamps down on begging. 
  Revenues are reduced to 0 for one 
  month. 
  20 
  The beggars fail in their duty to another 
  Guild. Roll an External Conflict with 
  another Guild. 
   
   
   
   
  14
  
  Chapter 2: Guild Traits & Operations 
   
   
  Burglary 
  A Burglars’ Guild specializes in thievery of all sorts, 
  but always targeting a location, rather than an 
  individual. Houses, temples, and towers will all be 
  victims of the burglar’s art, and thieves and 
  magic-users are the most valued members, as they 
  can access areas that the others can’t. 
  Burglars’ Guilds have the following attributes: 
  ❖
  They have an easy time recruiting. When 
  rolling to determine how many potential 
  recruits are available per month roll twice, 
  taking the better result. 
  ❖
  They also gain a +1 bonus when making 
  offers of employment. 
   
   
   
  15
  
  Chapter 2: Guild Traits & Operations 
   
  Burglars’ Guild Revenue (gp/month) 
  Level 
  Thief 
  Cleric 
  Fighter 
  Magic-user 
  0 
  8 
  - 
  - 
  - 
  1 
  30 
  20 
  24 
  38 
  2 
  70 
  40 
  46 
  75 
  3 
  140 
  80 
  130 
  150 
  4 
  300 
  160 
  200 
  280 
  5 
  600 
  320 
  400 
  550 
  6 
  1,200 
  600 
  800 
  1,000 
  7 
  2,400 
  1,200 
  1,600 
  2,000 
  8 
  5,000 
  2,400 
  3,200 
  4,000 
  9 
  10,000 
  4,800 
  6,400 
  8,000 
  10 
  15,000 
  9,800 
  12,000 
  13,000 
  11 
  20,000 
  15,000 
  17,000 
  18,000 
  12 
  25,000 
  20,000 
  22,000 
  23,000 
  13 
  30,000 
  25,000 
  27,000 
  28,000 
  14 
  35,000 
  30,000 
  32,000 
  33,000 
   
  Burglar’s Guild Boons 
  1d20 
  Result 
  1-8 
  When rolling for revenue add 1 to the roll. 
  9-11 
  When rolling for revenue add 1d4 to the 
  roll. 
  12-14 
  If recruiting for new members apply a +1 
  bonus to all recruitment rolls. 
  15-17 
  Morale checks gain a +1 bonus for 1d4 
  months. 
  18 
  Increase the chances of all members 
  leveling by +2 during the month.* 
  19-20 
  The burglars obtain an item of great 
  power in addition to their revenue. 
  Randomly determine 1d2 magical items. 
  *This applies to all members that have the chance 
  to level rolled for during the current month. 
   
   
   
  Burglars’ Guild Banes 
  1d20 
  Result 
  1-8 
  When rolling for revenue subtract 1 from 
  the roll. 
  9-11 
  When rolling for revenue roll twice, taking 
  the worst result. 
  12-13 
  Morale checks suffer a –1 penalty for 
  1d6 months. 
  14 
  1d4 members are killed on the job. 
  15-16 
  1d6 members leave the Guild, slandering 
  the Guildmaster. Apply a –1 penalty to all 
  recruitment rolls for 1d4 months. 
  17-18 
  1d8 members are arrested. Bribes to 
  release them are equal to 50 gp per level 
  per member, but there’s a 1-2 in 6 
  chance per prisoner that the bribes are 
  refused. There’s a further 1-2 in 6 chance 
  prisoners are executed in 1d8 days, 
  otherwise they’re released in 1d4 weeks 
  per level of the prisoner. 
  19 
  Revenues are reduced to 0 for one 
  month. 
  20 
  The burglars rob from the wrong place. 
  An individual of 9th level or higher 
  swears vengeance. 
   
   
   
   
  16
  
  Chapter 2: Guild Traits & Operations 
   
   
  Con Artists 
  These Guilds favor intelligence and charisma over 
  specific classes; as long as members possess 
  those qualities they will perform well. They favor 
  complicated, involved cons as well as the selling of 
  counterfeit goods. 
  However, revenue for these Guilds is often 
  hit-and-miss — a con usually either succeeds or 
  fails, instead of yielding a partial result. 
  The following attributes apply to Con Artists’ Guilds: 
  ❖
  Con Artists’ Guilds are typically smaller 
  than other Guilds. They are limited to 50 
  members, with their normal maximum 
  membership in urban centers of Class 4 or 
  greater reduced by 50%. 
  ❖
  Because Guild revenues are so hit-and-miss 
  the maximum revenue that can be 
  generated per month is increased by 50%. 
  ❖
  Con artists endear themselves to no one. 
  When rolling for External Conflicts roll 
  twice, taking the worst result. 
  ❖
  Con artists tend to be a tight-knit group. 
  When rolling for Internal Conflicts roll twice, 
  taking the best result. 
   
   
   
  17
  
  Chapter 2: Guild Traits & Operations 
   
  Con Artists’ Guild Revenue (gp/month) 
  Level 
  Thief 
  Cleric 
  Fighter 
  Magic-user 
  0 
  20 
  - 
  - 
  - 
  1 
  40 
  40 
  40 
  40 
  2 
  80 
  80 
  80 
  80 
  3 
  160 
  160 
  160 
  160 
  4 
  300 
  300 
  300 
  300 
  5 
  600 
  600 
  600 
  600 
  6 
  1,200 
  1,200 
  1,200 
  1,200 
  7 
  2,400 
  2,400 
  2,400 
  2,400 
  8 
  4,800 
  4,800 
  4,800 
  4,800 
  9 
  10,000 
  10,000 
  10,000 
  10,000 
  10 
  15,000 
  15,000 
  15,000 
  15,000 
  11 
  20,000 
  20,000 
  20,000 
  20,000 
  12 
  25,000 
  25,000 
  25,000 
  25,000 
  13 
  30,000 
  30,000 
  30,000 
  30,000 
  14 
  35,000 
  35,000 
  35,000 
  35,000 
   
  Con Artists’ Guild Boons 
  1d20 
  Result 
  1-8 
  When rolling for revenue add 1d4 to the 
  roll. 
  9-11 
  When rolling for revenue add 1d6 to the 
  roll. 
  12-14 
  If recruiting for new members apply a +1 
  bonus to all recruitment rolls. 
  15-17 
  Morale checks gain a +1 bonus for 1d6 
  months. 
  18 
  Increase the chances of all members 
  leveling by +1 during the month.* 
  19 
  The next time a Conflict occurs roll 
  twice, taking the better result. 
  20 
  1d4 double agents within the Guild, if 
  they exist, are automatically uncovered. 
  *This applies to all members that have the chance 
  to level rolled for during the current month. 
   
   
   
  Con Artists’ Guild Banes 
  1d20 
  Result 
  1-8 
  Revenue for the month is reduced by 
  25%. 
  9-11 
  Revenue for the month is reduced by 
  50%. 
  12-13 
  Morale checks suffer a –1 penalty for 
  1d6 months. 
  14 
  1d4 members are crippled on the job. 
  15 
  1d4 members leave the Guild, slandering 
  the Guildmaster. Apply a –1 penalty to all 
  recruitment rolls for 1d4 months. 
  16-17 
  1d6 members are arrested. Bribes to 
  release them are equal to 100 gp per 
  level per member, but there’s a 1-3 in 6 
  chance per prisoner that the bribes are 
  refused. Prisoners will be released in 
  1d12 months. 
  18-19 
  No revenue is collected for the month. 
  20 
  A con cheats the wrong person. A 
  powerful individual of 9th level or higher, 
  plus their entourage, seeks revenge. 
   
   
   
   
   
  18
  
  Chapter 2: Guild Traits & Operations 
   
   
   
  Fencing 
  Another Guild that relies on other thieves, fences 
  are responsible for the resale and distribution of 
  stolen goods. Revenues tend to be on the lower 
  side, but the risks are lower, and conflicts between 
  themselves and other Guilds are often minimal. 
  The following attributes apply to Fencing Guilds: 
  ❖
  Fencing Guilds are typically smaller than 
  other Guilds. They are limited to 50 
  members, with their normal maximum 
  membership in urban centers of Class 5 or 
  greater reduced by 50%. 
  ❖
  Because they tend to work closely with 
  other Guilds, when an urban center has 
  more than half its maximum number of 
  Guilds the Fences’ Guild can add +1 to their 
  revenue roll. 
  ❖
  When rolling for an External Conflict roll 
  twice, taking the better of the two results. 
   
   
  19
  
  Chapter 2: Guild Traits & Operations 
   
  Fences’ Guild Revenue (gp/month) 
  Level 
  Thief 
  Cleric 
  Fighter 
  Magic-user 
  0 
  10 
  - 
  - 
  - 
  1 
  20 
  20 
  20 
  30 
  2 
  4 
  40 
  40 
  60 
  3 
  80 
  80 
  80 
  120 
  4 
  160 
  160 
  160 
  240 
  5 
  320 
  320 
  320 
  480 
  6 
  640 
  640 
  640 
  960 
  7 
  1,280 
  1,280 
  1,280 
  1,920 
  8 
  2,560 
  2,560 
  2,560 
  3,840 
  9 
  5,000 
  5,000 
  5,000 
  8,000 
  10 
  10,000 
  10,000 
  10,000 
  13,000 
  11 
  15,000 
  15,000 
  15,000 
  18,000 
  12 
  25,000 
  25,000 
  25,000 
  23,000 
  13 
  30,000 
  30,000 
  30,000 
  28,000 
  14 
  35,000 
  35,000 
  35,000 
  33,000 
   
  Fences’ Guild Boons 
  1d20 
  Result 
  1-8 
  When rolling for revenue add 1 to the roll. 
  9-11 
  When rolling for revenue add 1d4 to the 
  roll. 
  12-13 
  If recruiting for new members apply a +1 
  bonus to all recruitment rolls. 
  14-15 
  The Guild receives a random magical 
  item. They have the option of keeping 
  the item. Doing so imposes a –4 penalty 
  to the month’s revenue roll. 
  16-17 
  Morale checks gain a +1 bonus for 1d6 
  months. 
  18 
  Increase the chances of all members 
  leveling by +1 during the month.* 
  19 
  The next time a Conflict occurs roll 
  twice, taking the better result. 
  20 
  The next Conflict that occurs can be 
  automatically canceled. 
  *This applies to all members that have the chance 
  to level rolled for during the current month. 
   
   
   
  Fences’ Guild Banes 
  1d20 
  Result 
  1-8 
  Revenue rolls for the month are reduced 
  by 1. 
  9-11 
  Revenue rolls for the month are reduced 
  by 2. 
  12-13 
  Morale checks suffer a –1 penalty for 
  1d4 months. 
  14 
  1d4 members are injured. 
  15 
  1d4 members leave the Guild, slandering 
  the Guildmaster. Apply a –1 penalty to all 
  recruitment rolls for 1d2 months. 
  16-17 
  1d6 members are arrested. Bribes to 
  release them are equal to 100 gp per 
  level per member, but there’s a 1 in 6 
  chance per prisoner that the bribes are 
  refused. Prisoners will be released in 1d4 
  months. 
  18-19 
  Revenue is reduced to 0 for the month. 
  20 
   A cursed magical item comes into the 
  Guild’s possession. Roll for an Internal 
  Conflict. 
   
   
   
   
  20
  
  Chapter 2: Guild Traits & Operations 
   
   
   
  Smuggling 
  Smugglers specialize in surreptitiously bringing 
  goods in and out of settlements. They do this for a 
  variety of reasons: transporting illegal items, 
  bringing in goods that are heavily taxed to avoid 
  paying tariffs, helping criminals or others escape or 
  enter without being noticed, or even slipping past 
  military blockades. 
   
   
   
  The following attributes apply to Smugglers’ Guilds: 
  ❖
  When the domain containing the settlement 
  is at war, or if the settlement is Lawful in 
  alignment, the smuggler’s craft is in high 
  demand. Add a +2 modifier to all revenue 
  modifier rolls under such conditions. 
  ❖
  The smugglers’ hideout does not need to be 
  as elaborate. The minimum cost is 7500 gp 
  and requires expansions equal to 350 gp 
  per member rather than 500 gp. 
  ❖
  Increase the maximum monthly revenue of 
  a Smugglers’ Guild by 25%. 
   
   
   
  21
  
  Chapter 2: Guild Traits & Operations 
   
  Smugglers’ Guild Revenue (gp/month) 
  Level 
  Thief 
  Cleric 
  Fighter 
  Magic-user 
  0 
  10 
  - 
  - 
  - 
  1 
  30 
  20 
  24 
  38 
  2 
  68 
  40 
  46 
  78 
  3 
  140 
  80 
  130 
  150 
  4 
  300 
  160 
  200 
  280 
  5 
  600 
  320 
  400 
  550 
  6 
  1,200 
  600 
  800 
  1,000 
  7 
  2,400 
  1,200 
  1,600 
  2,000 
  8 
  5,000 
  2,400 
  3,200 
  4,000 
  9 
  10,000 
  4,800 
  6,400 
  8,000 
  10 
  15,000 
  9,800 
  12,000 
  13,000 
  11 
  20,000 
  15,000 
  17,000 
  18,000 
  12 
  25,000 
  20,000 
  22,000 
  23,000 
  13 
  30,000 
  25,000 
  27,000 
  28,000 
  14 
  35,000 
  30,000 
  32,000 
  29,000 
   
  Smugglers’ Guild Boons 
  1d20 
  Result 
  1-8 
  When rolling for revenue add 1 to the roll. 
  9-11 
  When rolling for revenue add 1d4 to the 
  roll. 
  12-13 
  If recruiting for new members apply a +1 
  bonus to all recruitment rolls. 
  14-15 
  An official in the government has need of 
  the Guild’s service. They can 
  automatically cancel any one External 
  Conflict related to the law that occurs in 
  the future. 
  16-17 
  Morale checks gain a +1 bonus for 1d6 
  months. 
  18 
  Increase the chances of all members 
  leveling by +1 during the month.* 
  19-20 
  The Guild obtains a randomly 
  determined magical item as payment. 
  Reduce revenue for the month by 2d6%. 
  *This applies to all members that have the chance 
  to level rolled for during the current month. 
   
   
   
  Smugglers’ Guild Banes 
  1d20 
  Result 
  1-8 
  Revenue rolls for the month are reduced 
  by 1. 
  9-11 
  Revenue rolls for the month are reduced 
  by 1d4. 
  12-13 
  Morale checks suffer a –1 penalty for 
  1d4 months. 
  14 
  1d4 members are crippled. 
  15 
  1d4 members leave the Guild, slandering 
  the Guildmaster. Apply a –1 penalty to all 
  recruitment rolls for 1d2 months. 
  16-17 
  1d6 members are arrested. Bribes to 
  release them are equal to 100 gp per 
  level per member, but there’s a 1-3 in 6 
  chance per prisoner that the bribes are 
  refused. Prisoners will be released in 1d8 
  months. 
  18-19 
  Revenue is reduced to 0 for the month. 
  20 
  An important person or item is caught 
  while being smuggled. Roll for an 
  External Conflict. 
   
   
   
   
  22
  
  Chapter 2: Guild Traits & Operations 
   
   
  Spy Ring 
  A Spy Ring is most often formed, and funded, by 
  either a rival government to ferret out secrets, or a 
  settlement’s own ruling class to keep an eye upon 
  the citizenry, as a secret police. It could also be 
  formed by powerful individuals — a magic-user, 
  looking to track down ancient artifacts, perhaps. 
  The following attributes apply to Spy Rings: 
  ❖
  Spy Rings are typically smaller than other 
  Guilds. They are limited to 50 members, 
  with their normal maximum membership in 
  urban centers of Class 4 or greater reduced 
  by 50%. 
  ❖
  The revenue generated by a spy ring tends 
  to be constant, with little variation, as it is 
  often paid for by outside sources, rather 
  than earned haphazardly by individual Guild 
  members. When rolling for percentage 
  changes in revenue (whether positive or 
  negative) roll twice, taking the result that is 
  closest to 7. 
  ❖
  The ring’s hideout must be well hidden. It 
  costs 15,000 gp to construct and 750 gp for 
  each additional member. 
   
   
   
  23
  
  Chapter 2: Guild Traits & Operations 
   
  Spy Ring Revenue (gp/month) 
  Level 
  Thief 
  Cleric 
  Fighter 
  Magic-user 
  0 
  20 
  - 
  - 
  - 
  1 
  40 
  40 
  24 
  40 
  2 
  80 
  80 
  46 
  80 
  3 
  160 
  160 
  130 
  160 
  4 
  300 
  300 
  200 
  320 
  5 
  600 
  600 
  400 
  600 
  6 
  1,200 
  1,200 
  800 
  1,200 
  7 
  2,400 
  2,400 
  1,600 
  2,400 
  8 
  5,000 
  5,000 
  3,200 
  5,000 
  9 
  10,000 
  10,000 
  6,400 
  10,000 
  10 
  15,000 
  15,000 
  12,000 
  15,000 
  11 
  20,000 
  20,000 
  17,000 
  20,000 
  12 
  25,000 
  25,000 
  22,000 
  25,000 
  13 
  30,000 
  30,000 
  27,000 
  30,000 
  14 
  35,000 
  35,000 
  32,000 
  35,000 
   
  Spy Ring Boons 
  1d20 
  Result 
  1-8 
  When rolling for revenue add 1 to the roll. 
  9-11 
  A double agent in the Guild is uncovered, 
  if one exists. 
  12-13 
  If recruiting for new members apply a +1 
  bonus to all recruitment rolls. 
  14-15 
  The ring learns an important piece of 
  information. The next External Conflict 
  that occurs can be canceled via 
  blackmail. 
  16-17 
  Morale checks gain a +1 bonus for 1d4 
  months. 
  18 
  Increase the chances of all members 
  leveling by +1 during the month.* 
  19-20 
  The Guild successfully plants a double 
  agent in another Guild. 
  *This applies to all members that have the chance 
  to level rolled for during the current month. 
   
   
   
  Spy Ring Banes 
  1d20 
  Result 
  1-8 
  Revenue rolls for the month are reduced 
  by 1. 
  9-11 
  1d2 members (determined secretly by 
  the Referee) turn double agent. 
  12-13 
  Morale checks suffer a –1 penalty for 
  1d4 months. 
  14 
  1d4 members are killed in the field. 
  15 
  1d6 members are uncovered and must 
  leave the settlement. If the Guild 
  operates a franchise in another location 
  they can move there, otherwise the Guild 
  membership is reduced by that number. 
  16-17 
  1d4 members are arrested. Bribes to 
  release them are equal to 100 gp per 
  level per member, but there’s a 1-3 in 6 
  chance per prisoner that the bribes are 
  refused. Prisoners will be executed in 
  1d12 days. 
  18-19 
  Revenue is reduced to 0 for the month. 
  20 
  Cover is blown. A new hideout must be 
  built. 
   
   
   
   
  24
  
  Chapter 2: Guild Traits & Operations 
   
   
  Thuggery 
  Thugs operate through violence and intimidation. 
  They offer loans to desperate people, run protection 
  rackets, shake down drunks leaving taverns, and so 
  forth. 
  Thugs’ Guilds have the following attributes: 
  ❖
  When rolling for alignment the Guild will be 
  (roll 1d8): 1 Lawful, 2-5 Neutral, 6-8 Chaotic. 
  ❖
  The maximum size of the Guild is increased 
  by 25%. 
  ❖
  The hideout need not be as elaborate. 
  Reduce the cost per additional member 
  from 500 to 400 gp. 
   
   
   
  25
  
  Chapter 2: Guild Traits & Operations 
   
  Thugs’ Guild Revenue (gp/month) 
  Level 
  Thief 
  Cleric 
  Fighter 
  Magic-user 
  0 
  12 
  - 
  - 
  - 
  1 
  30 
  20 
  30 
  25 
  2 
  60 
  40 
  60 
  50 
  3 
  120 
  80 
  120 
  100 
  4 
  240 
  160 
  240 
  200 
  5 
  480 
  320 
  480 
  400 
  6 
  1,000 
  600 
  1,000 
  800 
  7 
  2,000 
  1,200 
  2,000 
  1,600 
  8 
  4,000 
  2,400 
  4,000 
  3,200 
  9 
  8,000 
  4,800 
  8,000 
  6,500 
  10 
  13,000 
  9,800 
  13,000 
  11,500 
  11 
  18,000 
  15,000 
  18,000 
  16,500 
  12 
  23,000 
  20,000 
  23,000 
  21,500 
  13 
  28,000 
  25,000 
  28,000 
  26,500 
  14 
  33,000 
  30,000 
  33,000 
  31,500 
   
  Thugs’ Guild Boons 
  1d20 
  Result 
  1-8 
  When rolling for revenue add 1 to the roll. 
  9-11 
  When rolling for revenue add 1d4 to the 
  roll. 
  12-13 
  If recruiting for new members apply a +1 
  bonus to all recruitment rolls. 
  14-15 
  1d6 0-level NPCs apply for membership. 
  16-17 
  Morale checks gain a +1 bonus for 1d6 
  months. 
  18 
  Increase the chances of all members 
  leveling by +1 during the month.* 
  19-20 
  The Guild forces an External Conflict on 
  another Guild of their choosing. 
  *This applies to all members that have the chance 
  to level diced for during the current month. 
   
   
   
   
  Thugs’ Guild Banes 
  1d20 
  Result 
  1-8 
  Revenue rolls for the month are reduced 
  by 1. 
  9-11 
  Revenue rolls for the month are reduced 
  by 1d4. 
  12-13 
  Morale checks suffer a –1 penalty for 
  1d4 months. 
  14 
  1d4 members are killed. 
  15 
  1d6 members are crippled. 
  16 
  1d10 members are injured. 
  17-19 
  1d6 members are arrested. Bribes to 
  release them are equal to 100 gp per 
  level per member, but there’s a 1-4 in 6 
  chance per prisoner that the bribes are 
  refused. Prisoners will be released in 1d8 
  months. 
  20 
  Revenue is reduced to 0 for the month. 
   
   
   
   
   
  26
  
  Chapter 2: Guild Traits & Operations 
   
  Extended Example 
   
  The Nightwalkers are a Burglars’ Guild. Their 
  membership, and the revenue generated by each, 
  looks like this: 
  ❖
  20 0-level NPCS: 8 gp each, total 160. 
  ❖
  10 1st-level thieves: 30 gp each, total 300. 
  ❖
  5 2nd-level thieves: 70 gp each, total 350. 
  ❖
  3 3rd-level thieves: 140 gp each, total 420. 
  ❖
  1 4th-level fighter: 200 gp. 
  ❖
  1 4th-level magic-user: 280 gp. 
  ❖
  7th-level Guildmaster: Generates revenue 
  as 4th-level thief, total of 300 gp. 
  ❖
  Gross monthly revenue is 2,010 gp. 
  In an average month the Guild will take in 2,010 gp. 
  It takes a 50% cut, earning 1,005. The other 50% of 
  the profits are divided amongst the members. 
  The Guild has the following expenses: 
  ❖
  Membership: 10 gp for the 20 0-level NPCs, 
  80 gp for the thieves and fighters, 140 gp 
  for the magic-user, for a total of 230 gp. 
  ❖
  Hideout maintenance: 27.5 gp 
  ❖
  Bribes: 3d6% per month, avg. of 10.5%, for a 
  total of 211 gp. While this is calculated 
  using the gross it is subtracted from the 
  Guild’s net. 
  ❖
  Total expenses are 468.5 gp. 
  Each month, assuming there are no modifiers to 
  revenue, the Nightwalker Guild nets 536.50 gp 
   
   
   
  27
  
  Chapter 3: Conflicts 
   
  Conflicts 
   
  There are two types of Conflicts (with a capital “C”) 
  that can occur in game: External and Internal. This 
  chapter details these, and ends on a more severe 
  case: mass conflict, which is armed conflict 
  between guilds. 
  Guilds & the Law 
  For purposes of abstraction these rules do not
   
   
   
   
   
   
   
   
  deal with law and punishment. Certain banes and
   
   
   
   
   
   
   
   
  Conflicts reference breaking the law – Guild
   
   
   
   
   
   
   
  members can be jailed or executed – but these
   
   
   
   
   
   
   
   
   
  rules really do not try to model the justice system
   
   
   
   
   
   
   
   
   
   
  in a settlement. 
   
  Needless to say, Thieves’ Guilds are looked upon
   
   
   
   
   
   
   
   
  with distaste at best in most civilized settings;
   
   
   
   
   
   
   
   
  even state-sanctioned Guilds – such as Spy
   
   
   
   
   
   
   
  Rings, or Smuggling gangs that help get supplies
   
   
   
   
   
   
   
   
  into a city under siege – are regarded with
   
   
   
   
   
   
   
   
   
  suspicion and distrust. 
   
  Typically, External Conflicts occur because there 
  are too many thieves, or too many Guilds, operating 
  in a settlement. Internal Conflicts typically occur 
  when the Guild is overcrowded (i.e. it has exceeded 
  its Market Class limit) or a morale check has failed. 
  Many Conflicts can be resolved through the use of 
  thief skills. These will be noted in the description. 
  Unless otherwise stated, the Guildmaster must 
  designate one or more (when applicable) thieves 
  who will use their abilities to address the Conflict. 
  As a general rule it takes one full month to do so, 
  during which time those designated do not 
  generate revenue. 
  Results of Conflicts 
   
  One of the potential results of a Conflict are dead or 
  injured Guild members. There are three degrees of 
  injury: 
  1.
  Dead​. The member is dead. 
  2.
  Crippled​. The member is gravely wounded 
  and does not produce revenue for one 
  month. After one month they are 
  considered Injured. 
  3.
  Injured​. The member produces half their 
  normal revenue. After one month they are 
  healed. 
  Clerics & Healing 
  Clerics lower than 7th level will not always be 
  successful in reducing Dead to Crippled. 
  Lower-level clerics have a chance of success equal 
  to their level and lower on a roll of 1d8. A 2nd-level 
  cleric, therefore, would be successful in reducing 
  Dead to Crippled 2 times in 8. 
  Without clerical healing there’s a 1-3 in 6 chance 
  that Crippled Guildmembers will not improve and 
  must be retired. There’s a similar 1 in 6 chance that 
  Injured Guildmembers suffer the same fate. 
  If the Guild does not have access to a cleric they 
  may pay a temple to heal the injured. This either 
  costs double to ensure discretion or risks a 1 in 6 
  chance of triggering an External Conflict per 
  wounded individual. 
   
   
   
  28
  
  Chapter 3: Conflicts 
   
  External Conflicts 
   
  External Conflicts typically occur as a result of 
  clashes with either the law of a settlement or other 
  Guilds. If a result is not applicable – the secret 
  police in a city would not need to worry about 
  run-ins with the Guard – roll until an acceptable 
  result is generated. 
  They are triggered mechanically by a number of 
  occurrences: 
  ❖
  Founding a new Guild in a settlement will 
  cause External Conflicts monthly with a 1 in 
  6 chance as the existing Guilds adapt to the 
  newcomer. This will last for a number of 
  months equal to the Market Class of the 
  settlement. 
  ❖
  If the settlement is already at maximum 
  capacity External Conflicts are 
  automatically triggered once per month for 
  the new Guild. This lasts a number of 
  months equal to the Market Class of the 
  settlement. After this point, assuming there 
  are still more than the maximum number of 
  Guilds, one random Guild per month suffers 
  an External Conflict. 
  ❖
  There are more Guilds of a specific focus 
  than the maximum number allowed by the 
  Market Class. The new Guild suffers 
  External Conflicts for a number of months 
  equal to the Market Class, and then the 
  Conflicts are randomly assigned, one per 
  month. 
  ❖
  As the result of a boon or bane. 
  ❖
  Every time a new leader is appointed to run 
  either the settlement or the domain (Mayor, 
  Baron, etc.). 
  External Conflict Results 
  External conflicts are described below. Roll 1d100: 
  the higher the roll, the worse the result. 
  1-10. Street Fight 
  1d4 Guild members get in a fight with a rival Guild. 
  Each will be injured on a roll of 1-3, crippled on a roll 
  of 4-5, or killed on a roll of 6. 
  11-20. Increased Patrols 
  The City Guard mounts more frequent patrols in the 
  area of the Guild’s hideout, reducing income by 10% 
  for one month. There’s a 1-2 in 6 chance that 1d4 
  Guild members are arrested (use chances of bribery 
  and punishment in each Guild’s bane table). If the 
  Guild is able to make a number of successful Move 
  Silently checks equal to the Market Class this 
  Conflict is avoided for the month. 
  21-30. Tough on Crime 
  The city’s leaders begin a crackdown on crime that 
  lasts for one month. During this time 1d10 Guild 
  members will be arrested. Each individual targeted 
  can attempt a Hide in Shadows roll to avoid arrest, 
  but doing so reduces their revenue by 50% for the 
  month as they have to go into hiding. Each jailed 
  member can be released with a successful open 
  locks check (otherwise use chances of bribery and 
  punishment in each Guild’s bane table). 
  31-40. Curses! 
  1d6 random Guild members fall victim to a curse 
  while carrying out shenanigans. They’re removed 
  from play for the month unless they visit a cleric 
  that can cast remove curse. 
  41-50. Slow Month 
  Revenue for the month is reduced by 25%. If the 
  Guild is able to make a number of successful Climb 
  Wall checks equal to the Market Class of the 
  community this Conflict can be avoided. 
  51-55. Unexpected Security 
  A big score is more well-guarded than expected, 
  reducing revenue for the month by 20%. A 
  successful Find Traps followed by an Open Locks 
  check will remove this Conflict. 
  56-60. External Threat 
  A monster that thrives in urban environments – a 
  vampire, wererats, dopplegangers, etc. – terrorizes 
  the settlement. Income is reduced by 1d4x10% and 
  1d6 Guild members are killed. For every successful 
  Move Silently check, reduce the percentage loss by 
  10% and the number killed by 1. 
  61-65. Robbed the Wrong Target 
  The Guild targets someone who can seek revenge, 
  which they proceed to do. Treat the wronged target 
  as a classed character of a level equal to the 
  Market Class plus 1d4, along with whatever 
  entourage would be expected of a character of that 
  level. Refer to the rules on p. 212 of OSE Core for 
  generating NPC encounters. This Conflict should be 
  played out. 
   
   
  29
  
  Chapter 3: Conflicts 
   
   
  66-70. Exposed 
  A rival Guild tracks down the Guild’s hideout. A 
  bribe of one month’s revenue is needed to avoid 
  exposure to the authorities. 
  71-75. Setup 
  The Guild is set up by a rival Guild and find the 
  authorities waiting for them during a job. 1d6–1 
  Guild members per Market Class are arrested, with 
  punishments determined by the Guild’s description. 
  An imprisoned Guild member can be sprung from 
  jail on a successful open locks roll (otherwise use 
  chances of bribery and punishment in each Guild’s 
  bane table). 
  76-80. Gang Warfare 
  Armed conflict with another Guild becomes 
  unavoidable. Refer to mass conflict resolutions, 
  below. Revenue drops by 25% for the month, and 
  the Conflict lasts for one month, regardless of 
  outcome. 
  81-85. Slow Month 
  Revenue is reduced by 50% for the month. 
  86-90. Cutting off the Head 
  High-level Guild members are targeted for 
  assassination. It is recommended that the Referee 
  and PCs play this out, with the thief character taking 
  the role of the target if needed. The Referee rolls 
  1d6: the total level of assassins is 1d6 lower than 
  the target (1-2), equal to the target (3-4), or 1d6 
  higher than the target (5-6).  If the assassination is 
  successful it triggers an Internal Conflict. 
  91-94. Increased Patrols 
  The Guild’s turf is subjected to increased patrols 
  lasting 1d4 months. Revenue is lowered by 25% per 
  month, unless the Guild is able to make Move 
  Silently rolls as described above. 
  95-97. Streets on Fire 
  Armed conflict breaks out between the Guild and 
  one of its rivals (determine at random if there is not 
  another Guild with the same focus). Revenue drops 
  by 50% during this period, and the conflict will not 
  cease until one Guild is destroyed or absorbed by 
  the other. 
  98-99. Exposed 
  The Guild’s hideout is exposed to the authorities 
  and rival gangs. The Guild must flee to safe houses, 
  reducing revenue by 75% until a new safe house 
  can be constructed. 
  100. Cutting off the Head 
  All of the high-level thieves in the Guild are targeted 
  by a coordinated assassination attempt. The 
  attempts target members of Captain rank or higher, 
  as well as any magic-users and clerics in the Guild. 
  The Referee rolls 1d6: the total level of assassins is 
  1d6 lower than the target (1-2), equal to the target 
  (3-4), 1d6 higher than the target (5-6). If the 
  assassination is successful it triggers an Internal 
  Conflict. 
   
   
   
   
  30
  
  Chapter 3: Conflicts 
   
  Internal Conflicts 
   
  Internal Conflicts are those that occur within the 
  structure of a Guild. They can manifest as conflict 
  between members, damage or sabotage to the 
  hideout, destruction or theft of property or profits, 
  etc. 
  Internal conflicts are triggered by the following 
  occurrences: 
  ❖
  The Guild membership exceeds the 
  maximum allowed in a Market Class. 
  ❖
  The result of a Guild morale check. 
  ❖
  The result of a randomly rolled bane. 
  ❖
  Higher-level individuals are overseen by 
  lower level individuals. 
  Internal Conflict Results 
  Internal conflicts are described below. Roll 1d100: 
  the higher the roll, the worse the result. 
  1-10. Internal Dissension 
  There is trouble brewing at the Guild. The next 
  morale check suffers a penalty of –1d4 to the roll. If 
  a Captain or Lieutenant makes a successful 
  Remove Traps roll this penalty can be eliminated. 
  11-20. Skimming off the Top 
  Someone is stealing from the till. Revenue for the 
  month is reduced by 1d10%. This will continue until 
  a successful Hear Noise check is made, which 
  uncovers the guilty party. 
  21-30. Negative Vibes 
  Talk around town is that the Guild isn’t a good place 
  to work. Apply a –1 modifier to all hiring reaction 
  rolls for a period of one month. A successful Find 
  Traps check by an officer of Captain rank or higher 
  removes this penalty. 
  31-40. Vandalism 
  Someone vandalizes the hideout, doing 1d4x1000 
  gp in damage. The damage must be repaired in one 
  month’s time. For every month it is not, another 
  Internal Conflict has a 1-4 in 6 chance of occurring. 
  A Remove Traps roll made by a Lieutenant-rank or 
  higher officer will remove this Conflict. 
  41-50. Sabotage 
  A disgruntled Guild member attempts to sabotage a 
  mission, triggering an External Conflict. A 
  successful Hear Noise made by an officer of 
  Lieutenant rank or higher prevents this sabotage. 
  51-60. Treachery 
  A Guild member turns double agent. A successful 
  Hear Noise check made by a Captain-rank or higher 
  officer negates this Conflict. 
  61-65. Assassination 
  1d4 flunkies attempt to take out their Lieutenant. 
  The outcome should be determined by the usual 
  combat rolls. Roll 1d6: the total level of assassins is 
  1d6 lower than the target (1-2), equal to the target 
  (3-4), 1d6 higher than the target (5-6). 
  66-70. Internal Dissension 
  There is trouble brewing at the Guild. The next 1d4 
  morale checks suffer a penalty of –1d4+1 to the 
  roll. If a Captain or Lieutenant makes a successful 
  Remove Traps roll this penalty can be eliminated. 
  71-75. Skimming off the Top 
  Someone is stealing from the till. Revenue for the 
  month is reduced by 2d10%. This will continue until 
  a successful Hear Noise check is made, which 
  uncovers the guilty party. 
  76-80. Negative Vibes 
  Talk around town is that the Guild isn’t a good place 
  to work. Apply a –1d4 modifier to all hiring reaction 
  rolls for a period of 1d4 months. A successful Find 
  Traps check by an officer of Captain rank or higher 
  removes this penalty. 
  81-85. Vandalism 
  Someone vandalizes the hideout, doing 3d6x1000 
  gp in damage. The damage must be repaired in one 
  month’s time. For every month it is not, another 
  Internal Conflict has a 1-4 in 6 chance of occurring. 
  A Remove Traps roll made by a Lieutenant-rank or 
  higher officer will remove this Conflict. 
  86-90. Treachery 
  1d4 Guild members turn double agent. A successful 
  Hear Noise check made by an officer of Captain 
  rank or higher negates this Conflict. 
  91-95. Curses! 
  1d4x10% of the Guild falls victim to a curse, either 
  from a stolen item or a vengeful target. These 
  members are removed from play until their curses 
  can be lifted, which must occur individually. 
   
   
  31
  
  Chapter 3: Conflicts 
  96-99. Assassination
  1d6 flunkies attempt to take out their Captain. The
  outcome should be determined by the usual
  combat rolls. Roll 1d6: the total level of assassins is
  1d6 lower than the target (1-2), equal to the target
  (3-4), 1d6 higher than the target (5-6).
  100. Assassination
  2d6 flunkies attempt to take out their Guildmaster.
  The outcome should be determined by the usual
  combat rolls. Roll 1d6: the total level of assassins is
  1d6 lower than the target (1-2), equal to the target
  (3-4), 1d6 higher than the target (5-6).
  Mass Conflict
  When two Guilds enter armed Conflict – or a Guild 
  splinters and begins infighting – there are two 
  means of resolving it: it can be played out using the 
  standard rules, or it can be abstracted into a series 
  of die rolls. This section provides a simple means 
  for resolving Conflict via abstract dice rolls. 
  Step 1: Calculate Battle Rating
  The first step is to calculate the total levels of all 
  the combatants involved from each Guild (the 
  Guild’s Battle Rating), as follows: 
  ❖
  0-level members count as ½ level.
  ❖
  Magic-users have their levels multiplied by
  1.5.
  ❖
  Clerics and fighters have their levels
  multiplied by 1.25.
  ❖
  Monsters use their HD equivalent. Each
  asterisk multiplies their HD by 1.25
  All decimals are rounded up. 
  Step 2: Wage Battle
  Conflicts are resolved in chunks of time equal to 
  one month. Each month the two sides roll 1d100, 
  modified as follows: 
  ❖
  Add the Guildmaster’s Intelligence and
  Charisma score to the roll.
  ❖
  Add 5 for each Captain.
  ❖
  Add 2 for each Lieutenant.
  ❖
  If the Guild is an Assassins’ or Thugs’ Guild
  add 1d20 to the roll.
  Add each Guild’s roll to its Battle Rating. The 
  highest total wins the Conflict. Casualties are 
  determined (see below), and if both sides are still 
  standing the Conflict continues (see Step 5). 
  Step 3: Determine Initial Casualties
  The losing side suffers casualties as follows. For 
  every difference of 25 between the two totals they 
  suffer: 
  ❖
  1 Dead
  ❖
  2 Crippled
  ❖
  3 Injured
  The winning side suffers casualties equal to half 
  the number that the losing side does. 
  Example
  Argus and the Nightwalkers are fighting a rival
   
   
   
   
   
     
   
  Gang. The Nightwalkers have a BR of 57, the
   
   
   
   
   
   
   
   
   
  opposing Guild has a BR of 40. 
  Each rolls 1d100 and adds the noted modifiers.
   
   
   
   
   
   
   
   
  The Nightwalkers get a total of 137, the rival
   
   
   
   
   
   
   
   
   
  Guild a total of 52. The modified Battle Ratings
     
   
   
   
   
   
   
   
  are 194 and 92. 
  The difference between the two is 102, so the
   
   
   
   
   
   
   
   
   
  losing Guild has 4 Dead, 8 Crippled, and 12
   
   
   
   
   
   
   
   
   
  Injured.
  The
  Nightwalkers
  have
  2
  Dead,
  4
   
   
   
   
   
   
   
  Crippled, and 6 Injured. 
  Step 4: Resolve Casualties
  Each Guildmaster may make a Move Silently check 
  when determining casualties. If the roll is 
  successful the number of casualties for their Guild 
  is reduced by 1d6x10%. This roll is made after both 
  sides calculate their casualty rate. 
  Casualties of battle are removed from the roster 
  until healed (see Clerics & Healing, above) or their 
  numbers can be replenished. Casualties are 
  determined at random, as laid out in the section on 
  Guild Focuses. 
  32
  
  Chapter 3: Conflicts 
   
  Step 5: Morale 
  Once casualties are determined, both sides must 
  make a morale check. Roll 3d6 and compare it to 
  the Guild’s morale, modified as follows: 
  ❖
  If the Guild has won the battle add +2 to the 
  roll. 
  ❖
  If the Guild has lost more than half its 
  members subtract 2 from the roll. 
  If a morale check is failed the Guild will attempt to 
  end the Conflict by suing for peace. If both checks 
  fail peace is automatic. Otherwise, the Guildmaster 
  seeking peace must roll for the rival Guild’s 
  reaction, modified by their Charisma score, and 
  compare it to the results below: 
  Guild Reaction 
  Result 
  Reaction 
  1 or lower 
  No mercy. The winning side 
  continues to attack until the other 
  Guild is destroyed. 
  2-4 
  The winning Guild continues the 
  attack for one more month. Any 
  Guild members from the losing 
  Guild that remain in the city are 
  targets. Resolve as normal, but 
  the losing Guild only adds 3d20 to 
  their Battle Rating.  
  6-9 
  The winning Guild absorbs the 
  losing Guild. Roll 1d6: they offer 
  positions to the Guildmaster and 
  their officers (1-3) or they demand 
  reparations equal to two months 
  revenue (4-6). 
  10-12 
  The winning Guild seeks 
  reparations equal to 100 gold for 
  each slain member, 50 for each 
  Crippled member, and 25 for each 
  Injured member. The conflict is 
  over. 
  13 or higher 
  The battle is over and no ill 
  feelings remain. These things 
  happen, after all. 
   
   
   
   
   
  33
  
  Chapter 4: Running a Guild 
   
  Running a Guild 
   
  Morale 
   
  Every Guild has a morale score that measures the 
  overall happiness – and loyalty – of its members. 
  Morale checks are made once a month. 
  When a Guild is first founded the starting morale 
  score is Content (see Morale Results, below). 
  A morale check is made by rolling 3d6 and 
  comparing the result to the below chart. Modifiers 
  to the morale score are as follows: 
  ❖
  The Guildmaster’s Charisma modifier. 
  ❖
  If the Guildmaster is a thief add +1 to the 
  roll. 
  ❖
  If the Guildmaster is 9th level or higher add 
  +1 to the roll. 
  ❖
  If the Guild holds a monopoly on its Guild 
  focus in a settlement add +1 to the roll. 
  ❖
  If the Guild pays a death benefit to 
  members’ relatives add +1 to the roll. This 
  applies even if no members die during the 
  time period. Death benefits must be no less 
  than the amount of revenue the member 
  would generate during a month. 
  ❖
  If a cleric of the same alignment as the 
  Guild is a member apply a +1 modifier to 
  the check. 
  ❖
  If the Guild takes less than 50% of revenue 
  from its members add +1 to the roll. 
  ❖
  If the Guild takes more than 50% of revenue 
  from its members subtract 1 from the roll. 
  ❖
  If there are more Guilds that the settlement 
  can sustain subtract 1 from the roll. 
  ❖
  If there are more Guilds of a given type than 
  the settlement can sustain subtract 1 from 
  the roll. 
  ❖
  If the Guild has no revenue for the month 
  subtract 1 from the roll. 
  ❖
  If more than 10% of Guildmembers died 
  during the month subtract 1 from the roll. 
  ❖
  If half or more of the Guildmembers are a 
  combination of jailed, Injured, or Crippled 
  subtract 1 from the roll. 
  ❖
  If the alignment of the Guild is Chaotic 
  subtract 1 from the roll. 
  ❖
  If any member of the Guild is a higher level 
  than the Guildmaster subtract 1 from the 
  roll. 
  ❖
  If the Guildmaster spends fewer days per 
  month overseeing the Guild than are 
  required subtract 1 from the roll. 
  ❖
  If the Guildmaster spends no time during 
  the month overseeing the Guild subtract 3 
  from the roll (not cumulative with above). 
  ❖
  If the Guild is a franchise operation subtract 
  1 from the roll. 
  Morale Results 
  The morale results are described below. Note that 
  morale cannot change more than one degree per 
  month. Therefore, a Guild that has a morale of 
  Content cannot vary beyond Happy or Discontent in 
  one month, regardless of what the actual roll is. 
  Coup (1 or lower) 
  The Guild is in active revolt against the Guildmaster. 
  (1d4+6)x10% of the members participate in a coup 
  against the Guildmaster, led by the highest-level 
  member that is not a retainer of the Guildmaster. 
  No revenue is generated, nor can new members be 
  recruited. 
  Rebellious (2) 
  Revenue decreases by 3d6%. Roll on Internal 
  Conflict table, adding 10 to the roll. New recruiting 
  rolls suffer a –2 penalty. 
  Belligerent (3-4) 
  Revenue decreases by 2d6%. Roll on the Internal 
  Conflict table. New recruiting rolls suffer a –1 
  penalty. 
  Discontent (5-7) 
  Revenue decreases by 1d6%. Roll on the Internal 
  Conflict table, subtracting 10 from the roll. 
  Content (8-13) 
  There’s a 1 in 6 chance that one double agent is 
  uncovered in the Guild, assuming there is a double 
  agent. 
   
   
  34
  
  Chapter 4: Running a Guild 
   
  Happy (14-16) 
  Revenue increases by 1d6%. There’s a 1-2 in 6 
  chance that 1d2 double agents are discovered, 
  assuming there are any. If an Internal Conflict roll is 
  made, subtract 5 from the roll. 
  Loyal (17-18) 
  Revenue increases by 2d6%. There’s a 1-3 in 6 
  chance that 1d4 double agents are uncovered, if 
  there are any. If an Internal Conflict roll is made, 
  subtract 10 for the result. Apply a +1 modifier to all 
  hiring rolls. 
  Dedicated (19) 
  Revenue increases by 3d6%. There’s a 1-4 in 6 
  chance that 1d6 double agents are uncovered, if 
  there are any. If an Internal Conflict roll is made, 
  subtract 10 for the result. Apply a +2 modifier to all 
  hiring rolls. 
  Fanatical (20+) 
  Revenue increases by 4d6%. 1d6 double agents are 
  uncovered if there are any. If an Internal Conflict roll 
  is made, subtract 10 for the result. Apply a +3 
  modifier to all hiring rolls. 
  Experience & Gaining Levels 
   
  Guildmasters gain XP from revenue generated by 
  the Guild’s activities. Divide the monthly net revenue 
  by the Guildmaster’s level. This is the total amount 
  of XP – it is not modified by Prime Requisites – the 
  Guildmaster earns for that month. 
  Retainers of PCs gain XP from Guild-related 
  activities at a rate equal to their share of the 
  monthly profits (i.e. whatever percentage they 
  receive from the revenue they generate). 
   
   
  35
  
  Chapter 4: Running a Guild 
   
  Example 
  On an average month Argus gains 77 XP from
   
   
   
   
   
   
   
   
   
  running the Nightwalkers, not especially lucrative.
   
   
   
   
   
   
  He needs to focus on growing the Guild! 
   
  All other members’ advancement can be 
  determined randomly, as follows: 
  ❖
  For every month they belong to the Guild, 
  0-level NPCs have a 1-2 in 6 chance of 
  advancing to level 1. 
  ❖
  Leveled characters have a chance of 
  advancing a level at a rate in months equal 
  to their current level plus 1. Therefore, every 
  five months a 4th-level Guildmember would 
  roll to determine whether they gain a level. 
  ➢
  Thieves have a 1-3 in 6 chance of 
  advancing. 
  ➢
  Fighters and clerics have a 1-2 in 6 
  chance of advancing. 
  ➢
  Magic-users have a 1 in 6 chance 
  of advancing.  
  This can all be abstracted out: 
  ❖
  At the end of every month one third of 
  0-level NPCs will become 1st level. 
  ❖
  For every given time period ½ of thieves, 
  1/3 of clerics and fighters, and 1/6 of 
  magic-users in the Guild will advance one 
  level. 
  ❖
  If there are only a few members of a given 
  level multiply the above chance by the 
  number of months elapsed to determine 
  when they advance. They will do so when 
  the chance to gain a new level exceeds 
  50%. 
  Example 
  A Guild has one 1st-level magic-user. The first
   
   
   
   
   
   
   
   
  month there’s a 1 in 6 chance of advancing. The
   
       
     
   
   
   
   
  second month there’s a 1-2 in 6 chance, etc.
   
   
   
   
   
   
   
   
   
  Rather than rolling, the magic-user automatically
   
   
   
   
   
   
  advances after the fourth month. 
   
   
   
   
  When a 0-level Guildmember reaches 1st level roll 
  1d20 to determine their class, as follows: 
  1d20 
  Class 
  1-8 
  Thief* 
  9-16 
  Fighter 
  17-18 
  Cleric 
  19 
  Magic-user 
  20 
  Other class 
  *If assassins are being used in the campaign 
  there’s a 1 in 6 chance they become an assassin, 
  rather than a thief. If they belong to an Assassins’ 
  Guild this chance is increased to 1-2 in 6. 
  Franchising 
   
  When a Guild has reached maximum capacity, one 
  option is to expand to a different settlement. 
  Usually when this occurs, the best option is for the 
  Guildmaster to put the new Guild branch under the 
  control of a trusted retainer to ensure loyalty. 
  A Guild franchise must tithe some portion of its 
  revenue to the main Guild. This portion is typically 
  10% of net. Higher tithes impose a –1 penalty to 
  morale checks. 
  Additionally, if the franchise location is more than 
  30 miles from another branch of the same Guild, or 
  more than 60 miles away from the main branch, a 
  –1 penalty is assessed to morale checks. 
  Otherwise, founding a franchise is the same as 
  founding a new Guild; they must still establish a 
  hideout, if there are already the maximum number 
  of Guilds in the settlement a Conflict will occur, etc.  
  However, the main Guild has the option of staffing 
  the franchise with members that are already in the 
  Guild’s employ, whether to complement new 
  recruits or supplant them entirely. A franchise Guild 
  staffed by newcomers suffers a –2 penalty to 
  revenue rolls for a period of months equal to the 
  Market Class of the settlement as the newcomers 
  get to know the environs. 
   
   
   
   
  36
  
  Chapter 4: Running a Guild 
   
  Order of Operations 
   
  Bringing all of this together, the Guild performs the 
  following order of operations, once at the beginning 
  of each month and once at the end of each month. 
  Beginning of the Month 
  At the beginning of each month the Guildmaster 
  does the following: 
  1.
  Pay expenses based on the Guild’s status 
  at the end of the preceding month. 
  2.
  Determine if the Guild will be recruiting new 
  members. 
  3.
  Roll for banes and boons. 
  4.
  Roll for Conflicts. If any Conflicts can be 
  resolved via thief skill checks designate 
  members to do those and resolve. 
   
   
   
  End of the Month 
  At the end of the month: 
  1.
  Collect Revenue. 
  a.
  Determine gross revenue first. 
  b.
  Modify by boons and banes (if any) 
  second. 
  c.
  Modify by morale third. 
  d.
  Modify by Conflict (if any) fourth. 
  2.
  If the Guild tried to recruit new members 
  this month, pay recruiting costs 
  accordingly. 
  3.
  Add/subtract members that were gained or 
  lost during the month. 
  4.
  Roll for morale changes 
   
   
  37
  
  Chapter 5: Guilds & the Referee 
   
  Guilds & the Referee 
   
  Non-Guildmembers 
   
  It is easy to determine the Guild membership 
  numbers in an urban center, based upon the 
  number of Guilds, the types, and the average 
  membership. As a general rule, there will be a 
  number of freelance thieves operating in the urban 
  center equal to the total number of Guild-affiliated 
  thieves times 1d10x10%. 
   
  If there are fewer Guilds in the center than the 
  maximum number allowed add 1 to the roll per 
  degree of difference. 
  Example 
  An urban center with a Market Class of 10 can
   
   
   
     
   
   
   
   
   
  support
  a
  maximum
  of
  10
  Guilds
  without
   
   
   
   
   
   
   
  Conflict. If the city were to have a total of 6
   
   
   
   
   
   
   
   
   
   
   
  Guilds the Referee would roll (1d10+4)x10% of
   
   
   
   
   
   
   
  Guildmembers to determine the total number of
   
   
   
   
   
   
   
  freelance thieves. 
   
  The total number of thieves in a city cannot exceed 
  the total number of thieves allowed for that urban 
  center without causing Conflict. Every month while 
  the thieves exceed the maximum limit, choose one 
  Guild at random and roll for an External Conflict. 
  Example 
  An urban center of MC 10 can have a total of 10
   
   
   
   
   
   
   
     
   
   
   
  Guilds, each with a maximum of 100 members.
   
   
     
   
   
   
   
  The urban center, therefore, can support a total of
   
   
   
   
   
     
   
   
  1,000 thieves (both Guild and non-Guild). For
   
   
   
   
   
   
   
  purposes of this example we’ll assume that all of
   
   
   
   
   
   
   
   
   
  the Guilds present have the standard limits. 
   
  The Referee rolls 1d6–1 for each Guild to 
  determine the total membership. 
  1.
  40%. 60 members. 
  2.
  40%. 60 members. 
  3.
  50%. 50 members. 
  4.
  40%. 60 members. 
  5.
  10%. 90 members 
  6.
  50%. 50 members. 
  7.
  30%. 70 members. 
  8.
  10%. 90 members. 
  9.
  10%. 90 members 
  10. 0%. 100 members. 
   
  There are a total of 720 Guild-associated thieves 
  in the city. Rolling 1d10x10% the Referee gets a 6; 
  there are a number of freelance thieves in the 
  community equal to 720x60%, for a total of 432. 
  The total number of thieves in the community is 
  720+432, or 1,152. 
   
  This exceeds the total number of thieves allowed 
  by 152. 
   
  Regardless of the number of organized thieves in a 
  community there will always be a minimum number 
  of unaffiliated thieves equal to the Market Class of 
  the settlement.  
  Example 
  A village of Market Class 3 has a total of 15
   
   
   
   
   
   
     
   
   
   
  Guildmembers (3 Guilds with a maximum limit of
   
   
   
     
   
   
   
  5 each). There will always be 3 unaffiliated
   
   
   
   
   
   
   
   
  thieves present. 
   
   
  38
  
  Chapter 5: Guilds & the Referee 
   
   
  Guild Reactions to Non-members 
  Different Guilds respond to unaffiliated thieves 
  differently. Some Guilds will drive freelancers out of 
  town, or report them to the authorities, or worse. 
  Other Guilds view them as a source of potential 
  recruits. When a Guild is founded, chose one of the 
  following. The decision may be changed, but it can 
  only be done at the beginning of a month and only 
  once per year. 
  Friendly 
  Unaffiliated thieves are viewed as an asset to the 
  brethren in general. When recruiting new members 
  roll twice to see how many potential recruits are 
  available, taking the better of the two results. 
  Additionally, the Guildmaster gains a +1 bonus to 
  the reaction roll when hiring. However, the Guild’s 
  monthly revenue is reduced by 2d6% due to 
  increased competition.  
  Cooperative 
  Unaffiliated thieves are viewed as a necessary evil 
  and a resource to be exploited. When rolling to 
  determine potential recruits roll twice, taking the 
  better of the two results. However, the Guild’s 
  monthly revenue is reduced by 2d4% due to 
  competition.  
  Neutral 
  No effect.  
  Opposed 
  The Guild does its best to eliminate unaffiliated 
  thieves. Every month 1d4–1 independent thieves 
  will be eliminated from the pool. There’s a 1-3 in 6 
  chance they are convinced to join the Guild, but if 
  they do there’s a 1-2 in 6 chance they are double 
  agents for another Guild or the state. Such an 
  attitude helps the Guild with the authorities, as it 
  reduces random crime; if an External Conflict 
  occurs involving the law reduce any penalties by 
  25%. 
  Hostile 
  The Guild is outright hostile to independent thieves. 
  Every month 1d6 are eliminated from the 
  population. If an External Conflict occurs involving 
  the law reduce any penalties by 50%. 
  Random Guilds 
   
  This section details rules for determining the 
  number of Guilds, their types, and membership in a 
  given urban center. 
  To determine the number of Guilds operating in an 
  urban center refer to the table below for the Market 
  Class, roll 1d20, and cross-reference to find the 
  number of active Guilds. 
  Number of Guilds in an Urban Center 
   
  1d20 result: 
  MC 
  1 
  2-3 
  4-17 
  18-19 
  20 
  1 
  0 
  0 
  1 
  2 
  3 
  2 
  0 
  1 
  2 
  3 
  4 
  3 
  0 
  1 
  1d2+1 
  4 
  5 
  4 
  0 
  2 
  1d2+2 
  5 
  6 
  5 
  1d2-1 
  2 
  1d3+2 
  6 
  7 
  6 
  1d2-1 
  3 
  1d4+2 
  7 
  8 
  7 
  1d3-1 
  3 
  1d4+3 
  8 
  9 
  8 
  1d3-1 
  4 
  1d4+4 
  9 
  10 
  9 
  1d4-1 
  4 
  1d4+5 
  10 
  11 
  10 
  1d4-1 
  5 
  1d4+6 
  11 
  12 
   
  When determining the number of members in each 
  Guild, take the maximum number of members 
  allowed and subtract (1d6–1)x10%. 
  As a general rule of thumb, the makeup of a given 
  Guild can be broadly extrapolated as follows. Start 
  rolling with the 0-level members and continue down 
  the list, rounding up any fractions. Upon reaching 
  100% stop rolling; the Guild rolls have been filled. If, 
  after rolling through the first time, a total of 100% 
  has not been reached there are two options: return 
  to the beginning and continue rolling until 100% is 
  achieved, or modify the total number of members to 
  reflect the lower total. 
  ❖
  Determine the total number of members. 
  ❖
  20-50% of the members will be 0-level. 
  ❖
  20-50% of the members will be thieves. 
  ❖
  10-30% of the members will be fighters. 
  ❖
  1-10% of the members will be clerics. 
  ❖
  1-10% of the members will be another class 
  or non-humans. 
  ❖
  1-6% of the members will be magic-users. 
   
   
  39
  
  Chapter 5: Guilds & the Referee 
   
  Example 
  The Referee is creating a Guild with 50 members.
   
   
   
     
   
   
   
   
  The rolls are as follows: 
  ❖
  1d4+1 = 40%. 20 members are 0-level. 
  ❖
  1d4+1 = 30%. 15 members are thieves. 
  ❖
  1d3 = 10%. 5 members are fighters. 
  ❖
  1d10 = 2%. 1 member is a cleric. 
  ❖
  1d10 = 8%. 4 members are of other
   
   
   
   
   
   
   
   
  classes or non-humans. 
  ❖
  1d6 = 3%. 2 members are magic-users. 
   
  There are 3 unfilled slots. The Referee can either
   
     
   
   
   
   
   
   
  assume the remainder are 0-level, or the Guild
   
   
   
   
   
   
   
   
  only has 47 members. 
   
  Each Guild will possess an alignment as follows 
  (roll 1d6): 
  1d6 
  Alignment 
  1 
  Lawful 
  2-4 
  Neutral 
  5-6 
  Chaotic 
   
  When determining the focus of each Guild, roll on 
  the list below. If the result is a Guild that cannot 
  exist in the chosen Market Class, roll again until one 
  that can is generated. If the result will put the 
  maximum number of 
  Guilds over the limit for 
  the settlement – 3 
  Beggars’ Guilds in a 
  Class 4 Market, for 
  instance – do not 
  re-roll. This simply 
  provides a means for 
  pre-generating Conflict 
  within a Market Class. 
   
   
  1d20 
  Guild Focus 
  1 
  Assassins 
  2-5 
  Beggars 
  6-8 
  Burglars 
  9 
  Con Artists 
  10-12 
  Fencing 
  13-15 
  Smuggling 
  16 
  Spy Ring* 
  17-20 
  Thuggery 
  *Any urban settlement of Lawful or Neutral 
  alignment has a 1-3 in 6 chance of possessing a 
  state-run spy ring, in addition to any randomly 
  determined Guilds. This spy ring counts against the 
  maximum number of Guilds in a settlement. 
  Entering a Settlement 
   
  When the party thief enters a new city, the question 
  asked is often: “is there a Thieves’ Guild in the city?” 
  The way to answer that question is as follows. 
  For every day the thief is in a new city searching for 
  a Guild, make one Hear Noise roll. On a success the 
  character discovers the presence of one Guild that 
  exists in the city, and may approach a Guild 
  member if desired. They may continue to 
  search for as long as they’d like, with each 
  successful roll uncovering the presence of 
  another Guild – up to the maximum number 
  of Guilds, of course.  
  Once a Guild is uncovered, the thief has the 
  option of trying to suss out where their 
  hideout is. For each day spent searching for 
  the hideout make a Search for Traps roll. On 
  a successful roll they have uncovered the 
  location of the Guild. 
   
   
   
  40
  
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  registered trademark clearly identified as Product identity by the owner of the Product
  Identity, and which specifically excludes the Open Game Content;
  (f) “Trademark” means the logos, names, mark, sign, motto, designs that are
  used by a Contributor to identify itself or its products or the associated products
  contributed to the Open Game License by the Contributor
  (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format,
  modify, translate and otherwise create Derivative Material of Open Game Content.
  (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License
  This License applies to any Open Game Content that contains a notice indicating that
  the Open Game Content may only be Used under and in terms of this License. You must
  affix such a notice to any Open Game Content that you Use. No terms may be added to
  or subtracted from this License except as described by the License itself. No other terms
  or conditions may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance
  By Using the Open Game Content You indicate Your acceptance of the terms of this
  License.
  4. Grant and Consideration
  In consideration for agreeing to use this License, the Contributors grant You a
  perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this
  License to Use, the Open Game Content.
  5. Representation of Authority to Contribute
  If You are contributing original material as Open Game Content, You represent that
  Your Contributions are Your original creation and/or You have sufficient rights to
  grant the rights conveyed by this License.
  6. Notice of License Copyright
  You must update the COPYRIGHT NOTICE portion of this License to include the exact
  text of the COPYRIGHT NOTICE of any Open Game Content You are copying,
  modifying or distributing, and You must add the title, the copyright date, and the
  copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game
  Content you Distribute.
  7. Use of Product Identity
  You agree not to Use any Product Identity, including as an indication as to
  compatibility, except as expressly licensed in another, independent Agreement with the
  owner of each element of that Product Identity. You agree not to indicate compatibility
  or co-adaptability with any Trademark or Registered Trademark in conjunction with a
  work containing Open Game Content except as expressly licensed in another,
  independent Agreement with the owner of such Trademark or Registered Trademark.
  The use of any Product Identity in Open Game Content does not constitute a challenge
  to the ownership of that Product Identity. The owner of any Product Identity used in
  Open Game Content shall retain all rights, title and interest in and to that Product
  Identity.
  8. Identification
  If you distribute Open Game Content You must clearly indicate which portions of the
  work that you are distributing are Open Game Content.
  9. Updating the License
  Wizards or its designated Agents may publish updated versions of this License. You may
  use any authorized version of this License to copy, modify and distribute any Open
  Game Content originally distributed under any version of this License.
  10. Copy of this License
  You MUST include a copy of this License with every copy of the Open Game Content
  You Distribute.
  11. Use of Contributor Credits
  You may not market or advertise the Open Game Content using the name of any
  Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply
  If it is impossible for You to comply with any of the terms of this License with respect to
  some or all of the Open Game Content due to statute, judicial order, or governmental
  regulation then You may not Use any Open Game Material so affected.
  13. Termination
  This License will terminate automatically if You fail to comply with all terms herein
  and fail to cure such breach within 30 days of becoming aware of the breach. All
  sublicenses shall survive the termination of this License.
  14. Reformation
  If any provision of this License is held to be unenforceable, such provision shall be
  reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000. Wizards of the Coast, Inc; Authors Jonathan
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave
  Arneson.
  A Guide to Thieves’ Guilds. © 2020, Todd Leback; Author Todd Leback.
  Domain Building. © 2019, Todd Leback; Author Todd Leback.
  Old-School Essentials Core Rules © 2018 Gavin Norman. Author Gavin Norman.
  Product Identity: The following items are hereby identified as Product Identity, as
  defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content:
  All trademarks, registered trademarks, proper names (characters, place names, new
  deities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics,
  sidebars, and trade dress. (Elements that have previously been designated as Open Game
  Content are not included in this declaration.)
  41
  
SOURCE: textdata/thevault/OSR(ic)/Old-School Essentials; BX Essentials/Old-School Essentials Supplements/Populated Hexcrawl Series (OSE)/Populated Hexcrawl Series A Guide to Thieves Guilds (OSE).pdf