TEXT: The big book of rogues
  The big book of rogues
  from the street to prison to the guildsman's high seat
  from the street to prison to the guildsman's high seat
  Written by Matt Harris 
  (/u/famoushippopotamus)
  Written by Matt Harris 
  (/u/famoushippopotamus)
  
  The Big Book of Rogues 
   
   
  from the street to prison  
  to the guildsman's high seat 
  Introduction: I’ve had a lifelong fascination with rogues, grifters, burglars, assassins, 
  and thugs, and that has translated into using them in my D&D games over the 4 
  decades I’ve been playing the greatest roleplaying game of all time. I hope that you find 
  your way into the alleyways, secret hideouts, and fronts and discover uses for the 
  ubiquitous “thief” that you never even considered. Enjoy! 
  by Matt Harris (/u/famoushippopotamus) 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D 
  Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. 
  All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the 
  Coast. 
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content 
  Agreement for Dungeon Masters Guild. 
  All other original material in this work is copyright 2019 by Matt Harris and published under the Community Content Agreement for Dungeon Masters Guild. 
  The Cover Illustration is from Alexandra Presser (https://alepresser.com). The interior images are from dmsguild.com. The Book Layout was made by tarrask.com. 
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro 
  Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   1
  
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  photocopy this document for personal use only.
  The Big Book of Rogues
   2
  
  Table of Contents 
  The Big Book of Rogues
  1
  Table of Contents
  3
  Chapter 1 - Introducing Rogues
  6
  Asking The Right Questions
  6
  Chapter 2 – Rogues’ Gallery
  10
  The Burglar
  10
  The Fence
  12
  The Forger
  15
  The Grifter
  20
  The Kidnapper
  27
  The Pickpocket
  31
  The Pusher
  33
  The Spy
  38
  The Smuggler
  40
  The Thug
  43
  Chapter 3 – Wealth and Commerce
  46
  Money In
  46
  Money Out
  47
  Commerce
  48
  Chapter 4 – Rackets
  50
  List of Missions for Rackets
  50
  Chapter 5 – Survival in the Streets
  70
  Chapter 6 - Gangs and Commoners
  73
  Thug Life
  73
  Chapter 7 - Security and Tools
  82
  Gadgets and tools
  83
  Poisons
  86
  Chapter 8 - Law and Prisons
  88
  Working on a Chain Gang
  88
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  The Big Book of Rogues
   3
  
  Meet the Cellies
  88
  Chapter 9 - Guilds
  91
  So What Elements Comprise A Guild?
  91
  Appendices: NPCs and Plot Hooks
  97
  NPCs
  97
  Plothooks
  101
  Afterword
  106
  Acknowledgments
  106
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  The Big Book of Rogues
   4
  
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  The Big Book of Rogues
   5
  
  Chapter 1 - 
  Introducing 
  Rogues 
  Having a rogue or rogues in your party is 
  probably going to happen quickly, maybe 
  even in your first campaign or session. 
  Rogues present special considerations for 
  both worldbuilding and in-game, ranging 
  from needing to understand how criminal 
  elements act and interact, to realizing 
  varying types of “loot” will be needed to 
  prevent boredom, to managing that wealth, 
  to criminal shenanigans you never planned 
  for, all the way to players wanting to form 
  gangs and guilds. It can be overwhelming at 
  first, and it is my hope that this document 
  will present enough choices and options that 
  you can take what you want and drop them 
  into your games without too much trouble. It 
  all starts with Session 0. 
  Asking The Right Questions 
  A rogue can be just a “rogue”, that classic 
  Jack-of-all-Crimes, and the 5e version game 
  is designed to support that play style, but 
  the game is going to be a lot more fun for 
  your player and for you if you ask the right 
  questions when the idea is being discussed. 
  You want options, so your players feel that 
  they can create characters that suit their 
  vision. 
  “What is going to be your 
  specialty?” 
  Every rogue has their passions/talents, and 
  providing a list of ideas can spur more 
  focused character ideas, beyond the bland 
  “everythief” class base. 
  Here's a list of rogue specialties: 
  • Burglar – Breaks into locations 
  • Fence – Sells stolen goods 
  • Forger – Creates false documents and fake 
  items 
  • Grifter – Confidence artist 
  • Kidnapper – Holds others for ransom/
  demands. 
  • Pickpocket – Street thief who steals from 
  individuals 
  • Pusher – Drug dealer (can produce, 
  transport and sell drugs) 
  • Spy – Covert information gatherer 
  • Smuggler – Moves illegal goods in secret 
  • Thug – Muscle, Mugger, can upgrade to 
  Assassin 
  These will be discussed at length in 
  Chapter 2. For now, I've provided a 
  thumbnail only so you don't bog down 
  looking stuff up during the conversation. If 
  they want more details, check Chapter 2. 
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  The Big Book of Rogues
   6
  
  “Why are you a rogue?  
  What happened to you that caused you to 
  live outside the law?” - Understanding the 
  motivation behind the character will help you 
  create a network of NPCs and organizations 
  that both support and oppose the character 
  in line with their backstory. Ask questions 
  about the rogue's early life. Write the 
  answers down. 
  Here's a list of Backstory Questions to get 
  you started. Feel free to add others as the 
  player talks, and the story opens up. 
  The First 10 Questions - The Early 
  Years 
  These questions are meant to build a 
  picture of the character as a child, where 
  they live, and who their family, friends, and 
  rivals are. You can ask more than these 
  listed ones, of course, feel free to drill as 
  deep as you see fit, but these are the 10 
  basic ones that should always be covered. 
  • Tell me where you see this character as a 
  child? What does their home look like? 
  • Who else is in the home? Any animals? 
  • And the area. Where is your home? Is it a 
  village? A farm? A city? Something else? 
  • What does your family do to make money?  
  • How religious are you and your family? 
  • Tell me about a rumor you heard about the 
  surrounding area. 
  • Tell me a rumor you heard about one of 
  your parents. 
  • Tell me what you believe about yourself? 
  • Tell me about your friends. (at least 2) 
  • Tell me about your enemies. (at least 2) 
  The Second 10 Questions - The 
  Maturing 
  This set of questions is meant to flesh out 
  the character as a teenager/young adult, and 
  should build upon the questions answered in 
  the Early Years. 
  • What do you do for fun? What are your 
  hobbies and pastimes? 
  • What kind of work are you required to do? 
  Do you have an apprenticeship? Or 
  education? 
  • Tell me about your teachers/mentors/
  masters. How was your relationship with 
  them? 
  • Have you had any romantic liaisons? How 
  did they turn out? 
  • What are you interested in outside of your 
  work or studies? What are your passions? 
  • Which of the divine faiths have caught your 
  attention and why? 
  • Tell me a rumor about one of your rivals. 
  • Tell me about a tragedy that you 
  experienced. 
  • What are your ambitions/life goals/
  dreams? 
  • What are your fears/addictions/flaws? 
  That's a lot of information in only 20 
  questions. Try to encourage the character to 
  think smaller rather than larger. This is 
  about mundane, not epic. 
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  The Big Book of Rogues
   7
  
  “Did you survive on your own, or 
  did you join others like you?” 
  This is a very important question, and it 
  feeds directly into the idea that a rogue that 
  grew up alone is going to be able to survive 
  even without support, and that means 
  setting up stashes and safehouses/areas in 
  the character's backstory that can be used in 
  the present campaign. If the rogue ran with a 
  gang, then they are going to have allies and 
  enemies from that world that will carry over 
  into the present campaign. Understanding 
  who the rogue is and how they grew up 
  allows you to lay foundations from the 
  backstory that resonate in the campaign. 
  This creates realism. 
  Write a quick list as the player talks of 
  allies, enemies, safe areas, and other items of 
  interest that seem relevant. This is your 
  basic “map” of ideas, NPCs, and 
  worldbuilding cues that you can build 
  between Session 0 and Session 1. 
  Once you start getting answers to all the 
  questions you are asking, and the character 
  starts to take shape you will begin to see how 
  the life of the character is shaped and why 
  becoming a rogue seems a natural 
  progression and you will start to think about 
  the way this criminal is tied to the other 
  criminal elements in the world. 
  Session 0. Most important thing you can 
  do. Don't skip it. 
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  The Big Book of Rogues
   8
  
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  The Big Book of Rogues
   9
  
  Chapter 2 – Rogues’ 
  Gallery 
  In Chapter 1 we discussed “specialties” for 
  your rogue PC. There is a lot of information 
  to follow, and I have tried to balance theory 
  and practical as much as possible, but you 
  will be required to fill in some gaps yourself, 
  as I cannot make worldbuilding decisions for 
  you! 
  • Burglar – Breaks into locations 
  • Fence – Sells stolen goods 
  • Forger – Creates false documents and fake 
  items 
  • Grifter – Confidence artist 
  • Kidnapper – Holds others for ransom/
  demands. 
  • Pickpocket – Street thief who steals from 
  individuals 
  • Pusher – Drug dealer (can produce, 
  transport and sell drugs) 
  • Scout – Covert information gatherer 
  • Smuggler – Moves illegal goods in secret 
  • Thug – Muscle, Mugger, can upgrade to 
  Assassin 
  The Burglar 
  History 
  Burglary, also called breaking and entering, 
  and sometimes housebreaking, is an 
  unlawful entry into a building or other 
  location for the purposes of committing an 
  offense (usually theft). 
  Methods 
  Burglary primarily relies on exploits to gain 
  entrance into a location. That may be an 
  unlocked door or window, a stolen key, a 
  duped/blackmailed accomplice, some form of 
  magic, or any number of things that allow 
  easy access. 
  The primary concerns for a burglar are 
  Security, Personnel, and Escape. 
  Security refers to the physical and magical 
  - these could be locks, traps, Alarm spells, or 
  anything of that nature. Locks can come in 
  basic, moderate and advanced versions that 
  require a higher DC to beat, or perhaps 
  involves multiple steps to open/bypass the 
  lock. 
  Personnel refers to people, animals, 
  constructs, or some other form of "guard". 
  Guards should be of a level consummate 
  with the Location Security Level (see below), 
  and animal guards can be highly trained, or 
  even magically-enhanced. Guards don't 
  always need to be Fighters. Rogues, Mages, 
  Paladins, or any other class that makes 
  sense could serve as a guard - get creative! 
  Escape refers to how easy it is for the 
  burglar to leave the premises without being 
  detected. Without a viable means of escape, 
  no burglar will agree to a job. 
  All three concerns are generally planned 
  for before the burglary, and a smart burglar 
  will have multiple contingencies for when 
  things inevitably go wrong. 
  Expertise 
  Stealth and a high-level of understanding on 
  how to bypass traps, locks, and other forms 
  of security are key to the success of the 
  burglar. 
  Lots of tools are available to the burglar to 
  accomplish their goals - lockpicks, pry bars, 
  bags of flour, bags of pepper, poisoned meat 
  (for animal guards), magical items to bypass 
  magical security, acids, drills, glass-cutters, 
  or any number of items – See “Chapter 7: 
  Security & Tools” for practical examples. 
  There are 10 NPC levels for burglars, and 
  these directly correlate with the levels of 
  Security/Personnel on a particular location. 
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  The Big Book of Rogues
   10
  
  These are only a *rough guide*, so feel free to 
  create your own versions! 
  Locations also have 10 levels of Security, 
  which will be listed below: 
  The NPC level of the burglar directly 
  correlates with the level of Location Security 
  with regards to penalties or bonuses to 
  activities related to committing the burglary. 
  The Basic Mechanic 
  If the NPC burglar is the same level as the 
  Location Security level, there is no change to 
  any skill checks. 
  If the NPC burglar is above the level as the 
  Location Security level, skill checks are made 
  with Advantage, and if the NPC burglar level 
  is 5 levels above the Location Security level, 
  the Advantage'd checks also gain a +5 to the 
  result. 
  If the NPC burglar is below the level as the 
  Location Security level, skill checks are made 
  with Disadvantage, and if the NPC burglar 
  level is 5 levels below the Location Security 
  level, the Disadvantage'd checks also gain a 
  -5 to the result. 
  Burglar 
  Level
  Location Security
  1
  1 or 2 basic locks/barred doors
  2
  1 or 2 basic locks/barred doors, 1 security 
  personnel
  3
  Multiple moderate locks/barred doors, 1-3 
  security personnel, low-level magical 
  security
  4
  Multiple moderate locks/barred doors, 1-3 
  security personnel, mid-level magical 
  security
  5
  Multiple moderate locks/barred doors, 2-4 
  security personnel, high-level magical 
  security
  6
  Multiple advanced locks/barred doors, 
  multiple security personnel, low-level 
  magical security
  7
  Multiple advanced locks/barred doors, 
  multiple security personnel, mid-level 
  magical security
  8
  Multiple advanced locks/barred doors, 
  multiple security personnel, high-level 
  magical security
  9
  Multiple advanced locks/barred doors, 
  multiple security personnel, high-level 
  magical security, coordination with 
  Government/Security Forces
  10
  All points of access with advanced locks, 
  high level magical security, many 
  personnel, very fast response time with 
  coordination with Government/Security 
  Forces/Magic Guilds
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  The Big Book of Rogues
   11
  
  The Fence 
  A fence, also known as a receiver, mover, 
  moving man, or thiefspawn, is an individual 
  who knowingly buys stolen goods in order to 
  later resell them for profit. The fence acts as 
  a middleman between thieves and the 
  eventual buyers of stolen goods who may not 
  be aware that the goods are stolen. As a 
  verb, the word describes the behavior of the 
  thief in the transaction: “The burglar fenced 
  the stolen radio”. This sense of the term 
  came from thieves' slang, first attested c. 
  1700, from the notion of such transactions 
  providing a defense against being caught. 
  The Fence is the linchpin in the 
  complicated web of the black market. Thieves 
  sell their illicit acquisitions to the Fence, for 
  some amount of money below their actual 
  value. The Fence then resells the "hot" goods 
  on the black market. If the city in which he 
  operates is large and the goods are minor 
  enough (not the crown jewels of the local 
  royalty), they may be sold directly to local 
  buyers. If the Fence thinks they're "too hot," 
  though, he will probably arrange to have 
  them smuggled and sold elsewhere. To 
  acquire or retain an extensive network, a 
  Fence needs much cunning and experience—
  which may coincidentally result in a high 
  character level. The most powerful Fences 
  keep their identities secret, and may never 
  see their clients, neither thieves nor buyers. 
  They coordinate things from behind the 
  scenes, and have minor Fences to serve as 
  intermediaries. Even a close contact may 
  never have seen the face of a great Fence—at 
  least, not knowingly. A Fence may secretly 
  play the role of an underling in his own 
  network—or even that of a rival or freelancer! 
  The fence is able to make a profit with 
  stolen merchandise because he/she is able 
  to secretly pay thieves a very low price for 
  "hot" goods that cannot be easily sold on the 
  open markets. The thieves who patronize the 
  fence are willing to accept a low profit margin 
  in order to reduce their risks by instantly 
  "washing their hands" of the black market 
  loot and disassociating themselves from the 
  criminal act that procured it. After the sale, 
  the fence recoups their investment by 
  disguising the stolen nature of the goods (via 
  methods such as repackaging and altering 
  outward appearances) and reselling the 
  goods as near to the white market price as 
  possible without drawing suspicion. This 
  process often relies on a legal business (such 
  as a pawnshop, flea market or street vendor) 
  in order to "launder" the stolen goods by 
  intermixing them with legally-purchased 
  items of the same type. In some cases, fences 
  will transport the stolen items to a different 
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  The Big Book of Rogues
   12
  
  city to sell them, because this lessens the 
  likelihood that the items will be recognized. 
  The fence is able to make a profit with 
  stolen merchandise because he is able to pay 
  thieves a very low price for stolen goods. 
  Thieves agree to this because their 
  alternatives may present a greater risk of the 
  thief being caught. As well, selling stolen 
  goods takes a great deal of time and effort, 
  as the thief would have to try to contact a 
  number of potential buyers and show them 
  the merchandise. Some habitual thieves are 
  so well known to police that if the thief were 
  to attempt to sell any used goods, this would 
  quickly draw the attention of law 
  enforcement. 
  The prices fences pay thieves typically 
  depend both on norms and on legitimate 
  market rates for the items in question. 
  Vulnerable sellers, such as drug addicts or 
  casual thieves, may receive less than 20% of 
  an item's value. Higher prices, sometimes as 
  high as 50% of an item's value in a legal 
  market, can be commanded by a professional 
  thief, especially one who concentrates on 
  valuable items. At the same time, fences will 
  often take advantage of thieves by deceiving 
  them about the value of an individual item 
  and the relevant market conditions. For 
  example, a fence may falsely tell a petty thief 
  that the market for the type of good which 
  the thief is selling is flooded with this type of 
  merchandise, to justify paying out a lower 
  price. 
  Research on fences shows that they view 
  themselves as entrepreneurs, relying on 
  networking with and patronage by prominent 
  criminals to become successful in their 
  word-of-mouth-based "wheeling and 
  dealing". They occupy the middle ground 
  between the criminal world (thieves, burglars 
  and shoplifters) and the legitimate world 
  (e.g., everyday people who purchase used 
  goods). Some active fences go farther in their 
  business, maintaining longstanding contacts 
  and even teaching thieves how to practice 
  their craft, whether by identifying specific 
  products or by teaching them tools of the 
  trade. 
  There are a number of different types of 
  fences. One way of categorizing fences is by 
  the type of good in which they trade, such as 
  jewels, coins, or artefacts. Another way of 
  categorizing fences is by their level of 
  involvement in buying and selling stolen 
  goods; for some, fencing is an occasional 
  "sideline" activity, while it is an economic 
  mainstay for others. At the lowest level, a 
  hustler or drug dealer may occasionally 
  accept stolen goods. At the highest level 
  would be a fence whose main criminal 
  income comes from buying and selling stolen 
  items. At the broadest level, two tiers of 
  fences can be distinguished. The lower level 
  of fences are those who directly buy stolen 
  goods from thieves and burglars. At a higher 
  level are the "master fences", who do not deal 
  with street-level thieves, but only with other 
  fences. 
  Types of Fences 
  The majority of fences will be straight 
  rogues, but as you move upwards in the 
  expertise levels, many will have a second 
  class - mostly Mage, but the odd Cleric level 
  will be seen. This allows the fence to cut 
  down on costs for Detect Magic, Identify, 
  Legend Lore and other divinations. Its up to 
  you what kind of Fence you want to create, 
  so get creative! 
  Fence Characteristics 
  There are varying degrees of expertise, 
  prestige, and attitude when it comes to your 
  fences. 
  A fence has an "NPC Level", which ranges 
  from 1 to 10, with 10 being the highest. 
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  The Big Book of Rogues
   13
  
  • Fences with a level of 1-3 will only purchase 
  mundane items. 
  • Fences with a level of 4-6 will only purchase 
  mundane and high-end mundane items. 
  • Fences with a level of 7-9 will only purchase high-end 
  mundane, and low-end magic items. 
  • Fences with a level of 10 will purchase all items. 
  Skills 
  Each fence will have their own set of skills 
  that allow them to do their jobs, but most 
  share the same ones, in some degree. Its up 
  to you as to the level of the skill, and you can 
  make your own skill set, but these are some 
  examples: 
  • History (Local, Ancient, Racial, Warfare, 
  Magic, etc...) 
  • Arcana 
  • Appraise (all fences will have this, 
  obviously) 
  • Knowledge (Coins, Politics, Heraldry, etc...) 
  Attitude 
  Every fence has their good days and their 
  bad days. This will affect both their 
  relationships, and the manner in which they 
  conduct business. You may choose a starting 
  attitude, or roll at random. For every 
  Charisma Skill Check used against the fence, 
  a success will raise the attitude level by one 
  degree, and a failure will lower the attitude 
  level by one degree. 
  • Angry: Refuses to do business, and will not 
  agree again for 1-2 weeks. 
  • Grumpy: Will only purchase 25% of the 
  offered goods. Will subtract an additional 
  10% from the value. 
  • Moody: Will only purchase 75% of the 
  offered goods. Will subtract an additional 5% 
  from the value. 
  • Indifferent: May or may not buy 100% of 
  the goods. Flip a coin. If its a "losing toss", 
  then the fence will only purchase 50% of the 
  items. 
  • Content: Will purchase 100% of the goods 
  and add an additional 5% to the value. 
  • Delighted: Will purchase 100% of the 
  goods and add an additional 10% to the 
  value. Will give a "hot tip" about a possible 
  theft opportunity (75% reliable). 
  • Friendly: Will purchase 100% of the goods 
  and add an additional 15% to the value. Will 
  Level
  Expertise & Prestige Levels
  1
  Will buy items for 80% of their value. Can 
  appraise items up to 50 coins in value. 
  Fence is virtually unknown. No allies. 
  2
  Will buy items for 70% of their value. Can 
  appraise items up to 100 coins. Fence is 
  virtually unknown. 1 ally. 
  3
  Will buy items for 60% of their value. Can 
  appraise items up to 250 coins. Fence is 
  known. 1-2 allies. 
  4
  Will buy items for 60% of their value. Can 
  appraise items up to 500 coins. Fence is 
  known. 2-3 allies. 
  5
  Will buy items for 60% of their value. Can 
  appraise items up to 750 coins. Fence is 
  well-known. Guild protected. 
  6
  Will buy items for 50% of their value. Can 
  appraise items up to 1000 coins. Fence is 
  well-known. Guild protected. 
  7
  Will buy items for 40% of their value. Can 
  appraise items up to 2500 coins. Fence is 
  well-known. Guild protected. 
  8
  Will buy items for 40% of their value. Can 
  appraise items up to 5000 coins. Fence is 
  well-known. Guild protected. 
  9
  Will buy items for 30% of their value. Can 
  appraise items up to 10000 coins. Fence is 
  famous. Government protected. 
  10
  Will buy any items for 30% of their value. 
  Can appraise items up to ANY coins in 
  value. Fence is famous. Government 
  protected.
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  The Big Book of Rogues
   14
  
  give a "hot tip" about a possible theft 
  opportunity (100% reliable). 
  Plot Hooks for Fences 
  • A fence is looking for a specific set of items, 
  an order has been placed by someone 
  important. These items are in a dangerous 
  location. 
  • A fence has been robbed and beaten quite 
  badly. Until the culprits are found, no one 
  will be able to sell their goods in the area. 
  • Next time you go looking for a fence you are 
  ambushed by several thugs who demand to 
  know who you have been talking to - the 
  fence thinks the party has squealed on them. 
  • A Paladin has come sniffing around, posing 
  as a Rogue, and the fence has gotten nervous 
  but doesn't know the "rogue's" true identity. 
  A bounty has been placed on the Paladin's 
  head. 
  • A fence had a problem with another client, 
  he asks you to take care of this issue. If 
  successful, promises to introduce the party 
  to his boss, who can give them more work. 
  • The strongest local Guild has declared the 
  Fence a rat, and has 
  demanded their head. A 
  high bounty has been 
  placed, and the 
  gratitude of the Guild 
  will be forthcoming. 
  • A fence is gone, a 
  second is there to 
  inform you he hasn't 
  seen the fence in a 
  week. Investigation 
  might reveal that a local 
  gang has kidnapped 
  him and is demanding a 
  Guild ransom. 
  • The local fence has 
  suddenly tanked their 
  prices, claiming a glut 
  on the market. 
  Investigation might reveal there's an 
  adventuring party in the area with a lot of 
  loot. 
  • The local fence has suddenly raised their 
  prices on narcotics, claiming an "interested 
  party" is willing to pay top coin. There is no 
  buyer. The fence has become an addict. 
  The Forger 
  History 
  The world of forgery (facsimile documents) 
  and counterfeiting (facsimile objects) is 
  almost as old as humanity itself. In D&D, the 
  role has traditionally fallen to Rogues who 
  have too much time on their hands :) This 
  post will attempt to outline the 
  methodologies and mechanics that your PCs 
  and NPCs can use to dip their criminal 
  fingers into. I know that counterfeiting is 
  traditionally used when creating false 
  currencies, but in this post, its to mean 
  anything that isn't a document, and I've 
  included paper currencies under forgery (just 
  to make things more confusing). 
  Preparations 
  Copying a document 
  and copying a painting 
  or sculpture are very 
  different things. Each of 
  the two "fraud" 
  branches have their 
  own methods, 
  problems, and set of 
  mechanics to govern the 
  creation of these items 
  and how difficult they 
  are to detect to the 
  observer. In each case, 
  the use of a "kit", as per 
  5e rules, will be 
  required to carry out 
  the activity. 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   15
  
  Forgery 
  In 5e there is the "Forgery Kit". This small 
  box contains a variety of papers and 
  parchments, pens and inks, seals and 
  Sealing wax, gold and silver leaf, and other 
  supplies necessary to create convincing 
  forgeries of physical documents. Proficiency 
  with this kit lets you add your proficiency 
  bonus to any Ability Checks you make to 
  create a physical forgery of a document. 
  Before any forgery can take place, a number 
  of things need to be addressed, and there are 
  concerns that need to be addressed about 
  the actual documents as well: 
  • An original sample of a person's 
  handwriting, or signature, or a copy of a 
  document being copied/altered will be 
  required. - Getting a rogue's hands on these 
  are adventures in and of themselves. 
  Sometimes they can be purchased from other 
  rogues, but this can be dangerous as other 
  rogues may have poor forgeries themselves, 
  or have deliberately given a sample with 
  errors so the rogue gets caught or killed. 
  • Time, adequate lighting, and a writing 
  surface are necessary. A rogue cannot write 
  a "night pass" while running from the Watch, 
  scribbled on some barrel top in a dark alley. 
  No. Forgery is always a "long" game. 
  Documents must be prepped first. 
  • The lie that sells the forgery is often as 
  important as the document itself. With 
  access to common paperwork, a good 
  Disguise skill, and a fast tongue, a Rogue 
  can move at will through the environment if 
  they are cautious and clever. 
  • How complex is this particular item to 
  forge? A document with intricate printing, 
  custom paper, metal woven into the paper, 
  specialty dyes or other devices to prevent 
  forgery is far more complex than a note 
  written in somebody else's handwriting. It 
  takes time, and potentially money to 
  duplicate expensive documents. You may 
  have to find a source for the correct papers/
  inks if a government or bank is issuing 
  custom documents or paper currencies. 
  • How much scrutiny will it be able to 
  withstand? A forged gate pass in torchlight 
  during a rainstorm isn't going to be eyeballed 
  as hard as a deed certificate for the old 
  mansion on the hill in some lawyer's well-lit 
  chambers. 
  • Are there other records to compare it to? - 
  Documents are often created in duplicate or 
  triplicate, and secured with various 
  administrative bodies to keep a record of 
  transactions. If the rogue has forged a Letter 
  of Marque from the King, you can bet that 
  the Royal Scribe will be consulted to ensure 
  that there is an "official" copy on hand. The 
  more important the document, the more 
  likely there are many copies. Other problems 
  are possible arcane bonds tying documents 
  to locations or people, as well as any other 
  possible law and judicial systems, such as 
  Zones of Truth, and investigatory systems as 
  people investigate the perjury. You might be 
  able to scare a farmer off their land with a 
  forged royal charter, but that doesn't stop 
  them from going to a law enforcers. Or 
  questions being raised elsewhere. 
  Counterfeiting 
  There is no counterfeiting kit in the core, so 
  we are inventing one. It is a large crate that 
  contains tools and machinery, vials and 
  stands, various arcane foci, and assorted 
  bits that cannot be categorized, but are 
  necessary for the creation of facsimile 
  objects. Proficiency with this kit lets you add 
  your proficiency bonus to any Ability checks 
  you make to create a physical counterfeit of 
  an object. Counterfeiting is a lot more 
  involved than forgery. Anything can be 
  copied, from paintings, to magic items, to 
  machinery, to jewelry, to furniture. Literally 
  anything, which makes this section a bit 
  difficult to parse into something usable. 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   16
  
  Much like forgery, however, having the item 
  on hand to copy is going to ensure that the 
  counterfeiter has the best possible chance of 
  success. In the case of coin currency, this is 
  going to be relatively simple to obtain. A 
  painting in a museum, not so much. The 
  process of obtaining some way of getting a 
  good look at the object to be counterfeited is 
  an adventure in and of itself. 
  Nearly all of the things mentioned in the 
  forgery section, above, apply here. Adequate 
  space, time, light and materials are needed 
  to complete the task, and the scrutiny 
  involved once the counterfeit is in place are 
  important. Keep these in mind. 
  Methods 
  Forgery 
  Forgery requires writing materials 
  appropriate to the document being forged, 
  enough light or sufficient visual acuity to see 
  the details of what you’re writing, wax for 
  seals (if appropriate), and some time. To forge 
  a document on which the handwriting is not 
  specific to a person (military orders, a 
  government decree, a business ledger, or the 
  like), you need only to have seen a similar 
  document before, and you gain a +8 bonus 
  on your check. To forge a signature, you need 
  an autograph of that person to copy, and you 
  gain a +4 bonus on the check. To forge a 
  longer document written in the hand of some 
  particular person, a large sample of that 
  person’s handwriting is needed. 
  The Forgery check is made secretly, so that 
  you’re not sure how good your forgery is. As 
  with Disguise, you don’t even need to make a 
  check until someone examines the work. 
  Your Forgery check is opposed by the 
  Investigation check of the person who 
  examines the document to check its 
  authenticity. The examiner gains modifiers 
  on his or her check depending on certain 
  factors. (see "Investigation Modifiers" table, 
  below) 
  Action: Forging a very short and simple 
  document takes about 1 minute. A longer or 
  more complex document takes 1d4 minutes 
  per page. The Forgery check is Dex-based. 
  Try Again? Usually, no. A retry is never 
  possible after a particular reader detects a 
  particular forgery. But the document created 
  by the forger might still fool someone else. 
  The result of a Forgery check for a particular 
  document must be used for every instance of 
  a different reader examining the document. 
  No reader can attempt to detect a particular 
  forgery more than once; if that one opposed 
  check goes in favor of the forger, then the 
  reader can’t try using his own skill again, 
  even if he’s suspicious about the document. 
  The reader might have be told its a forgery, 
  but to his eyes, it doesn't look like one. 
  Restriction: Forgery is language-
  dependent; thus, to forge documents and 
  detect forgeries, you must be able to read 
  and write the language in question. A 
  barbarian can’t learn the Forgery skill unless 
  he has learned to read and write. 
  Special: If you have the Observant, 
  Diplomat, Silver-Tongued, or Investigator 
  feat, you get a +2 bonus on Forgery checks. If 
  you have an example of the item in question 
  (a handwriting sample, a copy of a deed, etc.) 
  the DC to copy it is reduced by -4. 
  DCs 
  • A note on plain paper that's written in somebody 
  else's handwriting might be a DC 8-10. 
  • A travel document/visa/(forged) accounting book/
  deed to property/other document that is common and 
  written on readily available materials might be a DC 
  12-15. 
  • A writ/ofﬁcial government issued document/bank 
  certiﬁed check might be a DC 20 (or more). 
  One Last Word on Forgery 
  Official documents can provide an excellent 
  means for a rogue to prove themselves, 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   17
  
  reinforce a point, argument, or attempt to 
  persuade someone. With properly forged 
  documents - created with a normal use of 
  the Forgery skill and opposed by the viewer's 
  Investigation check - the rogue can gain 
  special bonuses to certain skills due to 
  synergy. 
  At the DM's discretion, the rogue can forge 
  documents that grant a +2 circumstance 
  bonus on a specific Deception, Intimidate, or 
  Persuasion check. These false credentials 
  become, in effect, the perfect tool for the job 
  and provide a bonus much like the bonuses 
  provided to other skills by masterwork tools. 
  Unlike other bonuses, these apply only when 
  the rogue presents the documents and the 
  creature they are interacting with does not 
  detect the forgery. If they present forged 
  documents and they are detected as a 
  forgery, the check the rogue was attempting 
  to use the documents for automatically fails. 
  The DM is also free to rule that there are 
  other repercussions in such situations. 
  Counterfeiting 
  Much like forgery, a check is made to 
  determine the quality of the reproduction, 
  but this is never tested until the object is 
  observed by someone who has interest in the 
  item. 
  Action: Counterfeiting is not a short 
  process. Even for coinage, you will need time 
  to create something that doesn't look like a 
  child did it. 
  • A single coin takes 6 hours. 
  • A small painting takes a week. 
  • A large painting takes a month. 
  • A small sculpture takes a month. 
  • A large sculpture takes 6 months. 
  • A magic item can vary between 1 month 
  and 1 year. 
  • A piece of jewelry takes 2 weeks. 
  These are only sample time-frames, so feel 
  free to tweak to your desires and use the 
  base for things not listed to get some kind of 
  table you can use in the future. The 
  Counterfeiting check is Dex-based. 
  Try Again? Usually, no. A retry is never 
  possible after a particular observer detects a 
  particular counterfeit. But the object created 
  by the counterfeiter might still fool someone 
  else. The result of a Counterfeit check for a 
  particular object must be used for every 
  instance of a different observer examining 
  the object. No observer can attempt to detect 
  a particular counterfeit more than once; if 
  that one opposed check goes in favor of the 
  counterfeiter, then the observer can’t try 
  using his own skill again, even if he’s 
  suspicious about the object. The observer 
  might have be told its a counterfeit, but to 
  his eyes, it doesn't look like one. 
  Restriction: If there are special materials 
  needed to complete the counterfeit, the Kit 
  does not include them, and they must be 
  obtained by the rogue. This would include 
  unique things like a certain kind of metal, 
  wood, jewel, or other decorative item, or 
  anything that makes the object stand out. 
  Special: If you have the Historian, 
  Perceptive, or Quick-Fingered feat, you get a 
  +2 bonus on Counterfeit checks. If you have 
  an example of the item in question the DC to 
  copy it is reduced by -4. 
  DCs 
  • Modern coinage might be a DC 8-10. 
  • A small painting or sculpture might be a DC 12-15. 
  • A famous artefact or piece of art might be a DC 20 
  (or more). 
  Detection 
  A specialist in forensics has advantage to 
  detect counterfeits. A complex object or one 
  designed to be difficult to counterfeit may 
  easier to examine than to create. A simple 
  object may be harder to examine than to 
  fake. 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   18
  
  To discover a counterfeit with an 
  Intelligence (Investigation) check could 
  depend on how much you beat the DC by 
  when you create the object. I use 
  10+difference to determine how hard the 
  counterfeit is to detect. 
  If you have a gold piece of the local 
  kingdom, and use that to create a counterfeit 
  duplicate (DC 10, you roll a total of 19), the 
  DC to detect the counterfeit is 10+9 (DC+Roll 
  Result-DC) which results in a final DC of 19 
  to detect 
  Essentially, it's an opposed check; Int 
  (Investigation) can discover whether the 
  object is authentic; Cha (Deception) allows 
  you to give credence to a lie on the 
  counterfeiter's part. If you're replacing an 
  object in situ, then it's the object that's going 
  to be checked, rather than the integrity of 
  the lie. Which can be discovered if it was Int 
  (History) or Int (Investigation). 
  An object that is found in the wrong 
  location, or doesn't fit the observer's 
  expectations can increase that character’s 
  suspicion (and thus create favorable 
  circumstances for the checker’s opposing 
  Investigation check - these could range from 
  +1 to +8 or whatever you decide is 
  appropriate). 
  Condition Investigation Modiﬁers 
  Type of object unknown to observer -2 
  Type of object somewhat known to observer 0 
  Type of object well known to observer 2 
  Type of object intimately known to observer 4 
  Types of Forgeries 
  Bureaucracies are rife with licenses, 
  paperwork, deeds, writs, manifests, lists of 
  every conceivable kind, travel passes, 
  identification, and more. A skilled forger can 
  move at will through these environments, 
  and one based in an urban environment with 
  a restrictive government can become wealthy 
  very quickly selling documents to the 
  criminal underworld and the oppressed 
  citizenry alike. 
  Some common documents include the 
  following: 
  • Identification: Since photography isn't 
  available, handwriting is used to establish 
  identity, and the state will often keep files of 
  all its citizenry's signatures to check for 
  people trying to commit fraud. 
  • License: These can be anything from 
  weapon licenses, to a merchant's right to 
  trade, to a freelance hunter or mercenary 
  operating in a foreign territory. 
  • Military ID: Much like citizen's IDs, the 
  military also requires paperwork for its 
  armed forces. 
  • Deed: Paperwork establishing ownership of 
  property is done by nearly all governments, 
  to prevent fraud and disputes. 
  • Will: A final will & testament declares who 
  is to own the deceased person's personal 
  property upon their death. 
  • Cargo Manifest: Merchants have to include 
  a detailed list of goods being transported to 
  ensure that what is shipped arrives at its 
  destination intact, and without being stolen 
  by the merchants! 
  • Certificate: Guild membership includes 
  embossed, ornate paperwork showing the 
  owner's inclusion in the Guild. These are 
  almost always kept by the Guild itself. 
  • Letter: Communication between people. A 
  rogue can do a lot of damage with forged 
  letters. 
  In places where travel, trade, and war at 
  sea are common-place, governments 
  naturally develop various licenses, letters, 
  and documents in order to regulate and 
  administer the activities of those who travel 
  by sea. A skilled forger can be a valuable 
  asset, especially for a captain or crew who 
  wish to pass off a stolen ship as their own 
  vessel. 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   19
  
  Some common nautical documents include 
  the following: 
  • Bill of Sale: If you are in possession of 
  valuable property you didn't pay for, you can 
  forge a bill of sale to make it appear that you 
  bought and paid for the property legally. 
  • False Chart: You can falsify a chart in 
  order to lead someone using it into 
  dangerous waters or to hide the location of 
  something you don't want that person to 
  find. The navigator making use of your phony 
  chart is entitled to a Knowledge (geography) 
  check (DC equal to your Forgery result) to 
  detect the chart's false nature; if the 
  navigator's check fails, she accepts your 
  chart as genuine (and takes a significant 
  penalty on any course setting she attempts 
  based on your false chart. 
  • Letter of Marque: A letter of marque is a 
  document issued by a government that gives 
  a private citizen the right to attack that 
  government s enemies at sea and confiscate 
  their property. It's often a thin veneer 
  legalizing piracy against the ships of a 
  particular kingdom or realm. Your fake letter 
  of marque testifies that you have been given 
  the right to attack certain ships. 
  • Cargo Manifest: A manifest lists the cargo 
  and passengers for your current voyage. If 
  you have something you really don't want to 
  declare to the customs officers, a fake 
  manifest could be helpful (although it's more 
  common to just omit to list all your cargo on 
  your real manifest). 
  • Owner's Papers: Most civilized kingdoms 
  require a ship to carry papers naming its 
  owner, home port, or licenses for special 
  trades, if any. You might find it convenient to 
  draw up convincing facsimiles of these 
  documents as you need them, instead of 
  dealing with time-consuming and costly 
  paperwork. 
  The Grifter 
  History 
  A confidence trick (also known as a con 
  game, a con, a scam, a grift, a hustle, a 
  bunko, a swindle, a flimflam, a gaffle or a 
  bamboozle.) is an attempt to defraud a 
  person or group after first gaining their 
  confidence, used in the classical sense of 
  trust. Confidence tricks exploit 
  characteristics of the human psyche, such as 
  credulity, naivete, compassion, vanity, 
  irresponsibility, and greed. Although general 
  expectation is that con artists are 
  untrustworthy, their particular ability is 
  actually to be able to gain the trust of their 
  victims. They play on people's selfish desires, 
  greed and the desire to obtain much with 
  minimal effort. Victims often do not report 
  con men due to their own complicity in an 
  activity of dubious, if not criminal, nature, 
  and their embarrassment at having been 
  tricked. 
  Con artists are charismatic, intelligent, 
  have good memories, and know how to 
  manipulate people's hopes and fears. They 
  attempt to blend in, to look and sound 
  familiar, and often work diligently at 
  appearing to be smooth, professional, and 
  successful. A con man may wear expensive 
  clothes and appear to work in a high class 
  profession. Or, conversely, a con artist may 
  put him or herself in a weaker position to 
  play on a victim's sympathies: They may take 
  on the role of illegal immigrant, a likable 
  man down on his luck, or a woman with a 
  small child who needs to use the bathroom. 
  From city official to beggar, the con artist 
  can appear to be just about anyone. 
  The Mark 
  The "mark," or victim (also known as 
  suckers, stooges, or rubes), may also be just 
  about anyone who wants something. Con 
  artists prey on human desires for money, 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   20
  
  health, happiness, and even the desire to 
  help others. Some may argue that con artists 
  are a sort of Robin Hood, nobly cheating the 
  greedy and dishonest out of their money; 
  hence the old adage, "you can't cheat an 
  honest man." In many cases, this holds true, 
  as many cons exploit the greed and 
  willingness to go "around the law" in their 
  victims. Many cons dangle the prospect of 
  "something for nothing (or very little)" in 
  front of their marks. 
  A short con or small con is a fast swindle 
  which takes just minutes. It typically aims to 
  rob the victim of everything in his or her 
  wallet. Many victims of confidence games are 
  embarrassed to admit they fell victim to a 
  scam, feeling foolish and stupid for being 
  taken in by the con artist's game. 
  Sometimes, the con artist is so convincing 
  with the pitiful tales he tells the mark about 
  his family, children, and so forth, that, even 
  though the mark knows he has been 
  swindled, he still feels bad for the con man 
  and fails to report him. Other times, the con 
  artist will manipulate the situation so that 
  the mark cannot go to the authorities 
  without admitting that he has committed a 
  crime. Because of this surefire way to escape 
  punishment, many confidence games include 
  a minor element of crime. For example, the 
  victim may be encouraged to use money 
  concealed from the tax authorities to invest 
  in the con artist's scheme; if they go to the 
  authorities, they must reveal that they have 
  committed tax fraud. Similarly, the mark 
  who buys stolen weapons off the back of a 
  wagon, only to find he has bought an empty 
  barrel filled with bricks, cannot report the 
  seller without admitted to attempted 
  purchase of stolen goods. 
  A long con, big con, or big store is a scam 
  that unfolds over several days or weeks and 
  are meticulously planned and carefully 
  rehearsed “plays”, involving a team of 
  swindlers, as well as props, sets, extras, 
  costumes, and scripted lines. It aims to rob 
  the victim of huge sums of money or valuable 
  things, often by getting him or her to empty 
  out banking accounts and borrow from 
  family members. 
  How do these scams work? 
  1. Some cons rely on the gullibility of their 
  victims. (Too naive to be suspicious).  
  2. Some cons depend on the dishonesty of 
  their victims. (Too blinded to see the 
  trap).  
  3. Some cons exploit the intelligence of their 
  victims. (Too arrogant to think they could 
  be hoodwinked).  
  4.  Often, the mark tries to out-cheat the 
  con men, only to discover that they have 
  been manipulated from the start.  
  5. All cons have one thing in common—they 
  employ the victim's greed or need as a 
  lever to success.  
  6. You don’t have to be cynical 24/7. But if 
  you’re not even slightly suspicious, you’re 
  prime for the picking.  
  7. A “get rich quick scheme” or “too good to 
  be true” investment is easy to spot from 
  the outside. But when you’re right in the 
  middle of it, your critical thinking skills 
  are thrown out the window.  
  8. In the most sophisticated cons, the victim 
  never realizes he's been conned. He 
  thinks he was just involved in a failed 
  gambit.  
  9. 9. The con man can't be classed in the 
  same group as “thieves”, since he doesn't 
  actually do any stealing—the victims 
  willingly hand over the money.  
  10.A clever play of the con man is to make 
  you think the scheme was your idea.   
  11.In a traditional con, the marks are 
  encouraged to believe that they will 
  obtain money dishonestly and are 
  stunned to find that due to what appears 
  to be an error in pulling off the scam they 
  are the one who loses money.  
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   21
  
  12.Very few con men are ever brought to 
  trial. The victim must admit his own 
  criminal intentions if he wishes to 
  prosecute. 
  Long Con Example 
  The opening scene is the catch, when the 
  mark is lured into the first stage of the long 
  con by a lugger or a roper. The mark’s 
  interest in the scheme is then excited in the 
  build up, with promises of easy money—from 
  glowing recommendations by a fellow 
  member of the crew known as a boost or 
  singer. Or perhaps tipped through an 
  intentionally overheard conversation between 
  two members of the team known as the 
  crossfire. 
  Next, the customer is allowed to invest a 
  moderate amount of money and naturally 
  succeed, proving the efficacy of the scheme 
  being sold. The money won at this stage of 
  the game is known as the convincer or the 
  kickback. The next stage is sending the mark 
  home or to the bank to get more money, 
  known as putting in the send. The head con 
  man now appears to invest his own money 
  into the scheme for further proof of its worth
  —giving this stage of the game its name: the 
  last hurrah. Just when it all seems too good 
  to be true—it is! The customer/mark gets the 
  surprise of all surprises—the gold was not 
  gold, the diamonds were not diamonds, the 
  telegraph operator made a mistake in 
  reporting what horse had won a race. 
  Imagine that! Welcome to the sting. Finally, 
  when the customer and his money have been 
  successfully separated, it’s now time to get 
  rid of him with the blow off or the cool off. 
  This is accomplished through a number of 
  dramatic embellishments, such as a false 
  arrest (the button), the destruction of a 
  mark’s check (the tear up), or an incredibly 
  dangerous maneuver that gets the mark 
  arrested (played against the wall). 
  List of Classic Grifts 
  NOTE I've not included all of the ones I've 
  found, as some are more technology-based 
  nowadays, and I've had to do some obvious 
  rewording for these to fit into a D&D scenario 
  ("The Accident", for example, is an insurance 
  fraud involving cars, usually, so I had to 
  change that to wagon, etc...). I've also 
  changed some of the names of the classic 
  scams as they didn't really fit the D&D vibe. 
  Forgive me, fellow rogues. 
  Salting: Salting or “salting the mine” are 
  terms for a scam in which gemstones or gold 
  ore are planted in a mine or on the 
  landscape, duping the mark into purchasing 
  shares in a worthless or non-existent mining 
  company. 
  The Hoard: This scam takes advantage of 
  the victim's greed. The basic premise involves 
  enlisting the mark to aid in retrieving some 
  stolen money from its hiding place. The 
  victim sometimes believes he can cheat the 
  con artists out of their money, but anyone 
  trying this has already fallen for the essential 
  con by believing that the money is there to 
  steal. 
  The Curse: One traditional swindle 
  involves fortune telling. In this scam, a 
  fortune teller uses his or her cold reading 
  skill to detect that a client is genuinely 
  troubled rather than merely seeking 
  entertainment; or is a gambler complaining 
  of bad luck. The fortune teller informs the 
  mark that he is the victim of a curse, and 
  that for a fee a spell can be cast to remove 
  the curse. In Romany, this trick is called 
  bujo ("bag") after one traditional format: the 
  mark is told that the curse is in his money; 
  he brings money in a bag to have the spell 
  cast over it, and leaves with a bag of 
  worthless paper. 
  Pig in a Poke (Cat in a Bag): The con 
  entails a sale of a (suckling) "pig" in a 
  "poke" (bag). The bag ostensibly contains a 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   22
  
  live healthy little pig, but actually contains a 
  cat (not particularly prized as a source of 
  meat). If one buys the bag without looking 
  inside it, the person has bought something of 
  less value than was assumed, and has 
  learned first-hand the lesson caveat emptor. 
  Fun Facts: Pig in a poke originated in the 
  late Middle Ages. "Buying a pig in a poke" 
  has become a colloquial expression in many 
  European languages, including English, for 
  when someone buys something without 
  examining it beforehand. In some regions the 
  "pig" in the phrase is replaced by "cat", 
  referring to the bag's actual content, but the 
  saying is otherwise identical. This is also 
  said to be where the phrase "letting the cat 
  out of the bag" comes from, although there 
  may be other explanations. 
  Gem Dealers: This phony gem scam 
  involves layers of con men and helpers who 
  tell a tourist of an opportunity to earn money 
  by buying tax-free jewelry and having it 
  shipped back to the tourist's home country. 
  The mark is shown around the city by one of 
  the con men, who ensures that the mark 
  meets one helper after another, until the 
  mark is persuaded to buy the jewelry from a 
  store also operated by the swindlers. The 
  gems are real but significantly overpriced 
  (usually 1000% or more). 
  The Badger: This is extortion that is often 
  perpetrated on married men. The mark is 
  deliberately coerced into a compromising 
  position, a supposed affair for example, then 
  threatened with public exposure of his acts 
  unless blackmail money is paid. This also 
  works well on anyone in positions of power or 
  prestige or fame. 
  The Clip Joint: A clip joint (or Fleshpot) is 
  an establishment, usually a strip club or 
  entertainment bar, typically one claiming to 
  offer adult entertainment, in which 
  customers are tricked into paying money and 
  receive poor, or no, goods or services in 
  return. Typically, clip joints suggest the 
  possibility of sex, charge excessively high 
  prices for watered-down drinks, then eject 
  customers when they become unwilling or 
  unable to spend more money. The product or 
  service may be illicit, offering the victim no 
  recourse through official or legal channels. 
  The Accident: The con artist tricks the 
  mark into damaging, for example, the con 
  artist's wagon or cart, or injuring the con 
  artist, in a manner that the con artist can 
  later exaggerate. One relatively common 
  scheme involves two wagons, one for the con 
  artist, and the other for the shill. The con 
  artist will pull in front of the victim, and the 
  shill will pull in front of the con artist before 
  slowing down. The con artist will then try to 
  rein up to "avoid" the shill, causing the 
  victim to rear-end the con artist. The shill 
  will whip the horses and pull away quickly, 
  leaving the scene. The con artist will then 
  claim various exaggerated injuries in an 
  attempt to collect from the victim. 
  Pigeon Drop: The pigeon drop involves the 
  mark or pigeon assisting an elderly, weak or 
  infirm stranger to keep a large sum of money 
  safe for him. In the process, the stranger 
  (actually a confidence man) puts his money 
  with the mark's money in an envelope or 
  chest with which the mark is then entrusted. 
  The container is then switched for an 
  identical one which contains no money, and 
  a situation is engineered where the mark has 
  the opportunity to escape with the money. If 
  the mark takes this chance, he is merely 
  fleeing from his own money, which the con 
  artist will have kept or handed off to an 
  accomplice. 
  Fun Fact: This scam is depicted early in 
  the film The Sting. 
  The Fiddle: The Fiddle uses the Pigeon 
  Drop technique. A pair of con men work 
  together, one going into an expensive 
  restaurant in shabby clothes, eating, and 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   23
  
  claiming to have left his wallet at home, 
  which is nearby. As collateral, the con man 
  leaves his only worldly possession, the violin 
  that provides his livelihood. After he leaves, 
  the second con man swoops in, offers an 
  outrageously large amount (for example 1000 
  gp) for such a rare instrument, then realizes 
  he is late and runs off to an appointment, 
  leaving his card for the mark to find him 
  when the fiddle-owner returns. The mark's 
  greed comes into play when the "poor man" 
  comes back, having gotten the money to pay 
  for his meal and redeem his violin. The mark, 
  thinking he has an offer on the table, then 
  buys the violin from the fiddle player who 
  "reluctantly" agrees to sell it for a certain 
  amount that still allows the mark to make a 
  "profit" from the valuable violin. The result is 
  the two con men are richer (less the cost of 
  the violin), and the mark is left with a cheap 
  instrument. 
  Fun Fact: This is depicted in the TV series 
  Better Call Saul where James McGill and a 
  friend sell a Kennedy half-dollar to a mark 
  for a very high price, claiming the coin is a 
  rare and valuable misprint. 
  Glim-Dropper: The Glim-Dropper scam is 
  a variation of the Fiddle It requires several 
  accomplices, one of whom must be a one-
  eyed man. One grifter goes into a store and 
  pretends he has lost his glass eye. Everyone 
  looks around, but the eye cannot be found. 
  He declares that he will pay a 1000 gp 
  reward for the return of his eye, leaving 
  contact information. The next day, an 
  accomplice enters the store and pretends to 
  find the eye. The storekeeper (the intended 
  griftee), thinking of the reward, offers to take 
  it and return it to its owner. The finder 
  insists he will return it himself, and 
  demands the owner’s address. Thinking he 
  will lose all chance of the reward, the 
  storekeeper offers 100 gp for the eye. The 
  finder bargains him up to 250 gp, and 
  departs. The one-eyed man, of course, 
  cannot be found and does not return. 
  Fun Fact: Variants of this con have been 
  used in movies such as The Flim-Flam Man, 
  Hustle, The Traveler, Shade, and 
  Zombieland, and also in books such as 
  American Gods. 
  Three-Card Monte: The trickster shows 
  three playing cards to the audience, one of 
  which is a queen (the "lady"), then places the 
  cards face-down, shuffles them around, and 
  invites the audience to bet on which one is 
  the queen. At first the audience is skeptical, 
  so the shill places a bet, and the scammer 
  allows him to win. In one variation of the 
  game, the shill will (apparently 
  surreptitiously) peek at the lady, ensuring 
  that the mark also sees the card. This is 
  sometimes enough to entice the audience to 
  place bets, but the trickster uses sleight of 
  hand to ensure that he always loses, unless 
  the con man decides to let him win, hoping 
  to lure him into betting much more. The 
  mark loses whenever the dealer chooses to 
  make him lose. There is a variant of this 
  scam. The shill says loudly to the dealer that 
  his cards are fake and that he wants to see 
  them. He takes the card and folds a corner 
  and says in a hushed voice to the audience 
  that he has marked the card. He places a bet 
  and wins. Then he asks the others to place 
  bets as well. When one of the audience bets a 
  large sum of money, the cards are switched. 
  The Art Student: The art student scam is 
  common in major cities. A small group of 
  'students' will start a conversation, claiming 
  that they want to practice their Common. 
  After a short time they will change the topic 
  to education and will claim that they are art 
  students and they want to take you to a free 
  exhibition. The exhibition will usually be in a 
  small, well hidden rented office and the 
  students will show you some pieces which 
  they claim to be their own work and will try 
  to sell them at a high price, despite the 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   24
  
  pieces usually being nothing more than an 
  counterfeit of other lesser-known works. 
  The Big Store: The Big Store is a 
  technique for selling the legitimacy of a scam 
  and typically involves a large team of con 
  artists and elaborate sets. Often a building is 
  rented and furnished as a legitimate and 
  substantial business. (The "betting parlor" 
  setup in the film, The Sting is an example.) 
  Fun Fact: In 2014, a rural co-operative in 
  Nanjing, China constructed an entire brick-
  and-mortar fake bank with uniformed clerks 
  behind counters; the unlicensed bank 
  operated for a little over a year, then 
  defaulted on its obligations, swindling 
  Chinese savers out of 200 million Chinese 
  yuan. 
  Quick Change: Change raising, also 
  known as a quick-change, is a common short 
  con and involves an offer to change an 
  amount of money with someone, while at the 
  same time taking change or bills back and 
  forth to confuse the person as to how much 
  money is actually being changed. The most 
  common form, "the Short Count". For 
  example, a con artist shopping at a gas 
  station pays for a cheap item (under a dollar) 
  and gives the clerk a ten dollar bill. The con 
  gets back nine ones and the change and then 
  tells the clerk he has a one and will exchange 
  ten ones for a ten. This is what the scam 
  artist is doing: getting the clerk to hand over 
  the $10 before handing over the $1 bills. 
  Then the scam artist hands over nine ones 
  and the $10. The clerk will assume there has 
  been a mistake and offer to swap the ten for 
  a one. Then the con will probably just say: 
  "Here's another one, give me a $20 and we're 
  even." Notice that the scam artist just 
  swapped $10 for $20. The $10 was the 
  store's money, not the con's. To avoid this 
  con, clerks should keep each transaction 
  separate and never permit the customer to 
  handle the original ten before handing over 
  the ten ones. Another variation is to flash a 
  $20 bill to the clerk, then ask for something 
  behind the counter. When the clerk turns 
  away, the con artist can swap the bill he is 
  holding to a lesser bill. The clerk might then 
  make change for the larger bill, without 
  noticing it has been swapped. 
  Fun Fact: This has been featured 
  prominently in several movies about grifting, 
  notably The Grifters, Criminal, Nine Queens, 
  and Paper Moon 
  The Jam Auction: In this scam, the 
  confidence artist poses as a retail sales 
  promoter, representing a manufacturer, 
  distributor, or set of stores. The scam 
  requires assistants to manage the purchases 
  and money exchanges while the pitchman 
  keeps the energy level up. Passersby are 
  enticed to gather and listen to a pitchman 
  standing near a mass of appealing products. 
  The trickster entices by referring to the high-
  end products, but claims to be following 
  rules that he must start with smaller items. 
  The small items are described, and 'sold' for 
  a token silver piece amount - with as many 
  audience participants as are interested each 
  receiving an item. The pitchman makes an 
  emotional appeal such as saying "Raise your 
  hand if you're happy with your purchase" 
  and when hands are raised, directs his 
  associates to return everyone's money (they 
  keep the product). This exchange is repeated 
  with items of increasing value to establish 
  the expectation of a pattern. Eventually, the 
  pattern terminates by ending the 'auction' 
  without reaching the high-value items, and 
  stopping midway through a phase where the 
  trickster retains the collected money from 
  that round of purchases. Marks feel vaguely 
  dissatisfied, but have goods in their 
  possession, and the uplifting feeling of 
  having demonstrated their own happiness 
  several times. The marks do not realize that 
  the total value of goods received is 
  significantly less than the price paid in the 
  final round. Auction/refund rounds may be 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   25
  
  interspersed with sales rounds that are not 
  refunded, keeping marks off-balance and 
  hopeful that the next round will refund.  
  Fun Fact: The Jam Auction has its roots in 
  Carny culture. 
  The Money Exchange: This scam occurs 
  when exchanging foreign currency. If a large 
  amount of cash is exchanged the victim will 
  be told to hide the money away quickly 
  before counting it ("You can't trust the 
  locals"). A substantial amount will be 
  missing. 
  Rain Making: Rainmaking is a simple 
  scam in which the trickster promises to use 
  their power or influence over a complex 
  system to make it do something favorable for 
  the mark. The trickster has no actual 
  influence on the outcome, but if the 
  favorable outcome happens anyway they will 
  then claim credit. If the event doesn't happen 
  of course then the trickster may be able to 
  claim that they need more money until it 
  finally does. This can be stretched out over a 
  long period, depending on the greed of the 
  mark. 
  Fun Fact: Classically this was promising to 
  make it rain, but more modern examples 
  include getting someone's App 'featured' on 
  an App Store or a politician implying that 
  they can use their influence to get a contract 
  awarded to the mark (as illustrated by Clay 
  Davis in Season 3 of TV show The Wire). 
  The Rip: The Rip is essentially a Pigeon 
  Drop confidence trick. In a typical variation 
  scammers will target, say, a jeweler, and offer 
  to buy some substantial amount of his wares 
  at a large markup provided he perform some 
  type of under-the-table cash deal, to avoid 
  taxes and export fees. This exchange goes 
  through flawlessly, at considerable profit for 
  the mark. Some time later the scammers 
  approach the mark with a similar 
  proposition, but for a larger amount of 
  money. His confidence and greed inspired by 
  the previous deal, the merchant agrees—only 
  to have his money and goods taken, by 
  sleight-of-hand or violence, at the point of 
  exchange. 
  Fun Fact: This scam was depicted in the 
  movie Matchstick Men. The same term is 
  used to describe a crime where a vendor 
  (especially a drug dealer) is killed to avoid 
  paying for goods. 
  The Dropped Coin Purse: The Dropped 
  Purse scam usually targets tourists. The con 
  artist pretends to accidentally drop his coin 
  purse in a public place. After an 
  unsuspecting victim picks up the coin purse 
  and offers it to the con artist, the scam 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   26
  
  begins. The artist accuses the victim of 
  stealing money from the coin purse and 
  threatens to call the Watch, scaring the 
  victim into returning the allegedly stolen 
  money. 
  The Kidnapper 
  In criminal law, kidnapping is the unlawful 
  carrying away and confinement of a person 
  against his will. The abduction element is 
  typically but not necessarily conducted by 
  means of force or fear. Kidnapping may be 
  done to demand for ransom in exchange for 
  releasing the victim, or for other illegal 
  purposes. 
  Types 
  Kidnapping has been done for all sorts of 
  reasons throughout history - for money, for 
  "love" (or the facsimile thereof, in the case of 
  stalkers), for blackmail, for political 
  expediency, or even just for the evil fun of it. 
  Bride kidnapping is a term often applied 
  loosely, to include any bride "abducted" 
  against the will of her parents, even if she is 
  willing to marry the "abductor". It still is 
  traditional amongst nomadic peoples. 
  Groom kidnapping is when eligible 
  bachelors are abducted by the bride's family 
  and later forcefully married, to avoid heavy 
  dowry costs. Considering the traditional 
  regard for the marriage sacrament, most 
  such marriages are not annulled. 
  Express kidnapping is a method of 
  abduction where a small ransom, that a 
  company or family can easily pay, is 
  demanded. 
  Tiger kidnapping is taking a hostage to 
  make a loved one or associate of the victim 
  do something: e.g. a child is taken hostage to 
  force the shopkeeper to open the safe. The 
  term originates from the usually long 
  preceding observation, like a tiger does on 
  the prowl. 
  Fake kidnapping is kidnapping that has 
  been staged by the victim. ("She kidnapped 
  herself, Dude") 
  Political kidnapping is conducted to obtain 
  political concessions from security forces or 
  governments. 
  Shanghaiing is the practice of kidnapping 
  people to serve as sailors by coercive 
  techniques such as trickery, intimidation, or 
  violence. This is also known as "press-
  ganging". 
  Extraordinary rendition, also called 
  irregular rendition or forced rendition, is the 
  government-sponsored abduction and 
  extrajudicial transfer of a person from one 
  country to another. 
  Forced disappearance (or enforced 
  disappearance) occurs when a person is 
  secretly abducted or imprisoned by a state or 
  political organization or by a third party with 
  the authorization, support, or acquiescence 
  of a state or political organization, followed 
  by a refusal to acknowledge the person's fate 
  and whereabouts, with the intent of placing 
  the victim outside the protection of the law. 
  The Perpetrators 
  Individuals: Certainly this is the most 
  common type of kidnapper. 1 or 2 rogues 
  who specialize in this type of crime can earn 
  a lot of money and gain a good reputation in 
  the criminal underworld if they are cautious 
  and careful. The kidnapped victim is usually 
  held in the criminal's home or safe-house, or 
  in some remote, but small location (like a 
  cabin in the mountains or a cleaned-out 
  ruin). 
  Gangs: This refers to both gangs of 
  individual rogues working in concert, or 
  street gangs (although this happens rarely 
  with these organizations). Gangs tend to 
  kidnap multiple persons at once, usually 
  those who are known to one another and 
  whose abductions are required to happen 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   27
  
  simultaneously. Gangs tend to hold their 
  victims close to their powerbase, and rarely 
  go to remote operations, as the number of 
  rogues involved would draw too much 
  suspicion if the traffic is noticed. 
  Guilds: Rogues guilds are the most common 
  ones to commit these crimes, but Merchants 
  guilds have also been known to do this in 
  order to stop/start/or intervene in a dispute 
  with a rival or rivals. Rogue guilds nearly 
  always do this for political reasons, in order 
  to force concessions from rivals or 
  governments, and they almost never hold 
  their victims nearby. Guilds can afford 
  privacy and they nearly always hold the 
  victim in some strong location far from their 
  powerbase. 
  Governments: The state always has a good 
  reason to conduct kidnappings. Political 
  maneuvering is as natural as breathing, and 
  the wise political animal has myriad 
  protection to guard against unwanted 
  snatchings-from-the- street, but the crime is 
  still rampant, and although extortion is the 
  primary reason, there are plenty of reasons 
  for the State to play rough, and non-
  compliance from the target often results in 
  the death of the kidnapped victim. The State 
  has no reason to hide, and often houses its 
  victims directly in State-run facilities such as 
  prisons, asylums, hospitals, laboratories, 
  and even private residences. 
  Methods 
  Secrecy in a kidnapping is most often desired 
  by the rogues who commit the crimes, but 
  there are political or terrorist intentions that 
  feel that public abductions carry more social 
  weight, if perfectly timed and executed. In 
  the first case, as is most common, the victim 
  is taken while they are alone, whether by 
  design or having been separated from a 
  group by purpose (by the kidnapper) or 
  chance (went for a piss). This most often 
  occurs while the victim is walking or 
  standing, isolated. However, abductions from 
  vehicles or mounts is not unheard of, if more 
  difficult. In the latter case, unless the rogue 
  has powerful magic or a foolproof plan, they 
  are going to need help. Most carriage-
  kidnappings are carried out by groups on 
  horseback, and most waterborne ones are 
  carried out by those with the ability to fly. 
  The kidnapper's biggest enemy is the 
  Eyewitness. Places that eyewitnesses can 
  espy the crime are myriad, and a wise 
  kidnapper takes extra precaution with 
  regards to evasion and deception after the 
  abduction to lose any possible pursuit and 
  foil descriptions by any potential 
  eyewitnesses. A foolish witness can become a 
  dead witness, so there will not be many who 
  would intervene, and that possible number 
  depends on the personal beliefs of the people 
  in that area. A Lawful Good village is going to 
  have more people willing to call for the Watch 
  than a dreary Neutral Evil port. 
  The idea is to snatch the victim and then 
  move them to a secure location. The quickest 
  method of doing this is to take the victim 
  while they are near the place to be 
  imprisoned, but this is extremely difficult to 
  do, logistically, and a lot of research and 
  preparation is needed to be done before this 
  can be attempted. Finding the perfect 
  location, near where the victim walks at 
  night, is going to have to be undertaken 
  carefully! 
  Most often the victim is transported by 
  vehicle or mount, with wagons, carriages, 
  and the like being the most reliable and 
  fastest common method. Knock the victim 
  out, put a bag on their head, bundle them 
  into a waiting carriage and off you go. That's 
  the preferred way for the common rogue 
  without many resources. However, rogues in 
  D&D have access to magic items, magic 
  spells, and various potions, poisons, and 
  who-knows-what-else-that-you-homebrewed, 
  and these can dramatically change the 
  methods available to a kidnapper. A rogue 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   28
  
  with the ability to teleport is going to be a 
  very successful kidnapper against a victim 
  without magical defenses. 
  Once snatched, the victim is moved to a 
  secure location and either imprisoned in a 
  cell or secure room, or shackled/tied to some 
  fixed object like a wall or post or bolted-down 
  chair. The victim's treatment largely depends 
  on the kidnapper's goals. If particularly 
  cruel, the kidnapper might remove 
  appendages to send as "messages" to the 
  target, and other physical ill- treatment is 
  likely. The victim might or might not be fed, 
  but most often is, depending on the 
  estimated length of the ordeal. Bathroom 
  facilities could be provided, as well as 
  bedding, or the callous rogue might house 
  his victim in a pit, or dangling cage, or some 
  other noisome place. 
  In any case, the victim will need to be 
  attended to, and eventually transported a 
  second time, to the exchange (see below). The 
  wise kidnapper never leaves his victim alone 
  and does not engage in communication 
  unless absolutely necessary, but how many 
  people are truly wise? The opportunity for 
  escape is ever-present unless carefully 
  guarded against, and a victim that can get 
  into their kidnapper's psyche can sometimes 
  win their freedom peacefully. 
  Ransoms 
  The delivery of money, goods, or information 
  from the real target of the kidnapping - 
  someone related to the victim - is the point of 
  the enterprise, and has its own perils. Many 
  a kidnapper has been foiled during the 
  ransom exchange. Many elaborate plans 
  often fail to come to fruition, and many 
  simple ones are too simple, and the use of 
  magic has changed the entire process and 
  made things much more complicated. 
  The exact price of the ransom is going to 
  depend on what the kidnappers actually 
  want, and while this is going to be informed 
  mostly by the narrative, it is possible to 
  create a base of value for various figures 
  purely based on social and economic and 
  political status. It is just that, a base, and 
  should not be expected to be inserted into 
  your game without your own modifications 
  that fit your own campaign paradigms. So, 
  caveat DM. 
  This is super basic, and can be expanded 
  to include particular factions or important 
  groups that inhabit your campaign world(s). 
  This is just monetary value, and does not 
  reflective any narrative ransoms that would 
  fit the current arc. 
  NOTE: If children are revered in a 
  particular society, the values could be 
  swapped for the adult versions. 
  • Street Person/Child: 25 coins 
  • Laborer: 50 coins 
  • Laborer's Child: 25 coins 
  • Farmer: 75 coins: 
  • Farmer's Child: 25 coins 
  • Poor Merchant: 100 Coins 
  • Poor Merchant's Child: 50 coins 
  • Wealthy Merchant: 400 coins 
  • Wealthy Merchant's Child: 200 coins 
  • Clergy: 600 coins 
  • Clerical Elite: 800 coins 
  • Noble: 1000 coins 
  • Noble's Child: 750 coins 
  • Royal: Multiple 1000s of coins 
  • Royal's Child: Multiple 1000s of coins 
  Exchanges 
  As explained above, setting up the exchange 
  is even more dangerous than the initial 
  crime, because there is now a reward at 
  stake. The kidnapper has to account for the 
  victim's transportation to the exchange site, 
  and hold them securely during the exchange. 
  They have to consider their own safety and 
  the intentions of the target who has brought 
  the ransom. Eyewitnesses could still be a 
  problem, but most exchanges are designed to 
  be in areas where no one can see the activity. 
  The rogue also has to secure the ransom in 
  their possession and then leave the area 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   29
  
  unharmed and unseen. Not an easy set of 
  tasks. 
  Magic, again, does change the 
  methodology and considerations, so you 
  should look at the options available to your 
  kidnappers and adjust accordingly. 
  An exchange can, and sometimes does, 
  result in a betrayal. This can come from 
  many directions - the target, the victim, the 
  target's companions/security, the 
  kidnapper's own companions/security, or 
  even some outside party that has been 
  clandestinely involved or watching. The 
  number of ways of getting screwed are 
  enough to make a rogue's head spin. 
  Kidnapping is the most dangerous of all 
  crimes because an exchange is involved 
  instead of simply a theft of some kind (goods, 
  information, or life). 
  Kidnappers often demand a "dead drop", 
  where the ransom is placed somewhere that 
  the kidnapper's can pick up with relative 
  security and then agree to release the victim 
  afterward, but this is always a bad idea for 
  the target. The chances of the victim being 
  killed escalate in this scenario, and a smart 
  kidnapper can get away clean without any 
  way for the target to pursue or glean any 
  information on where the rogue(s) escaped 
  to. Sometimes these dead drops can occur 
  off the side of bridges, or into deep pits, or in 
  some crowded location like a fountain or 
  locked chest. Sometimes the drop must 
  occur magically, with teleportation being the 
  easiest, but potentially the most dangerous, 
  method. (Sire, the note reads, "Teleport the 
  gold to the foot of the great waterfall at 
  midnight." What shall we do, my lord? - 
  "Assemble 40 of my best men. Let's give 
  these bastards a surprise.") 
  In any case, a rapid and stealthy exit is the 
  kidnapper's best case scenario. Horses are 
  the most common and cheapest option, with 
  vehicles a close second. If magic is available, 
  so much the better - invisibility and 
  teleportation are some optimal choices. The 
  escape route is usually pre-planned, and if a 
  group is involved they often split up to meet 
  later to divide the spoils or to simply regroup 
  in safety. A wise kidnapper will have multiple 
  escape scenarios planned out, involving 
  multiple routes-of-possible-escape in case 
  things go wrong. Vehicle/mount changes, 
  disguises or changes, and other methods of 
  confusion might be utilized to avoid pursuit. 
  In any case, the reputation of any claims 
  by the kidnapper after an exchange will rise 
  or fall with factions with interest in the 
  victim or target, it just depends on what 
  happened and who had a stake in the 
  outcome. Rumors are always rampant during 
  a victim's imprisonment and afterward the 
  truth is often manipulated about who 
  perpetrated the crime and why - especially if 
  the victim was a noble or royal. 
  Plot Hooks for Kidnappers 
  • A relative/friend of one of the party 
  members has been abducted and a note 
  delivered demanding ransom. 
  • The King/Queen's son/daughter has been 
  kidnapped, and a lavish reward has been 
  publicly posted. 
  • The local Guild has had its leader abducted 
  and now there is a political war raging in the 
  streets among competing factions. 
  • Someone is kidnapping orphans from the 
  local temple. A few bloody clues have been 
  found. 
  • An allied NPC of the party sends an urgent 
  request to help with the kidnapped spouse of 
  the NPC. 
  • One of the party members themselves has 
  been kidnapped (good for those sessions 
  where someone can't make it) and ransom 
  demanded. 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   30
  
  The Pickpocket 
  History 
  Pickpockets and other thieves, especially 
  those working in teams, sometimes apply 
  distraction, such as asking a question or 
  bumping into the victim. These distractions 
  sometimes require sleight of hand, speed, 
  misdirection and other types of skills. 
  Methods 
  In a standard scheme, the "stall" suddenly 
  stops in front of the "mark" (victim) so that 
  the mark bumps into him. The "pick" 
  pretends to accidentally bump into the mark 
  from behind and graciously apologizes while 
  removing the mark's valuables. It might 
  seem strange that the stall suddenly 
  stopped, but the pick seems completely 
  innocent, so the mark doesn't notice he's 
  been robbed. Sometimes their will be layers 
  of hand-offs from the pick to "runners" who 
  serve to confuse the path of the stolen goods. 
  In the pickpocketing world, distraction can 
  get pretty elaborate. Two members of a team 
  might stage a fight while the third member 
  takes advantage of the inattentive crowd. 
  Child pickpockets may try to show something 
  to a mark, like a drawing or a toy, while other 
  children sneak up from behind. Another 
  common trick is to surreptitiously spray 
  someone with bird droppings, or a 
  convincing facsimile, and then offer to help 
  clean it off. 
  One of the most effective distractions is 
  sex: An attractive person, usually pretending 
  to be drunk, will touch an unsuspecting 
  victim affectionately, and lift their valuables 
  while they are distracted. 
  Some pickpockets play on compassion in 
  their distractions. They "accidentally" drop 
  change or shopping bags on the ground so 
  that someone will stop to help them. While 
  the mark is kneeling on the ground with the 
  first pickpocket, another member of the team 
  steals his or her valuables. At the beach, one 
  member of the team may pretend to be in 
  trouble in the water. When the mark runs in 
  to help out, another member of the team 
  walks off with whatever the mark has left on 
  the beach. 
  Sometimes, pickpockets don't want to 
  distract you from your money; they want to 
  bring your attention to it. For example, one 
  member of a pickpocket team might yell out 
  "Somebody just stole my coin purse!" in a 
  crowded marketplace. Most people's 
  automatic reaction is to make sure they still 
  have their own valuables, so they'll pat 
  whatever they have stashed them. This 
  makes the pickpockets' job a lot easier -- it 
  shows them exactly where to look. 
  Acting scams are common and can be 
  difficult to spot. Fake tourists asking for 
  directions, fake charity workers asking for 
  donations, and fake attendants asking for 
  your ticket can all be effective diversions for 
  thieves. 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   31
  
  It’s difficult to spot every pickpocket, no 
  matter how careful you are, because 
  pickpockets generally camouflage 
  themselves. They're very careful not to fit the 
  common conception of criminals. Many dress 
  like wealthy businessmen and women; others 
  carry babies, who they use to hide what their 
  hands are doing. Some even mimic tourists, 
  their prime targets. 
  Method Examples 
  The Ride-By - You’re strolling down the 
  sidewalk on a balmy evening. You hear the 
  galloping of an approaching horseman 
  behind you, but think nothing of it. The 
  galloping gets louder, and suddenly your 
  valuables are ripped from your arm as you 
  see two thieves riding away with your coin 
  purse, weapons, or anything else they can 
  grab. 
  The Good Samaritan - You’re grappling with 
  your heavy cargo as you are unloading your 
  wagon. A friendly stranger approaches and 
  offers to help, so you hand them a chest to 
  carry. Before you know it, the stranger has 
  disappeared along with your goods into the 
  crowd. 
  The Sandwich - You’re standing on some 
  stairs, waiting to get into the tavern, with the 
  people in front of you blocking the way past. 
  Unknown to you, the couple standing in 
  front of you are acting as 'stallers', while the 
  man behind you picks through your 
  backpack. 
  The Bottleneck - You’re disembarking a 
  train/carriage at a busy station but a crowd 
  of people on the platform are blocking the 
  doors. The passengers in the carriage are 
  squeezed together as they try to exit, and 
  with the mass of bodies, you fail to notice the 
  hand snatching your coin purse 
  The Young Assassin - You’re exploring the 
  sights and sounds of a tourist attraction 
  when a group of children start dancing 
  around you. As you watch them, a tiny hand 
  is exploring the depths of your backpack. 
  The Bump & Lift - You’re craning your neck 
  to wonder at the Statue of Gygax when a 
  man bumps into you. You both quickly 
  apologize and go on your way. It’s not until 
  you sit down to lunch that you notice your 
  amulet has been stolen from where it was 
  hanging from your neck. 
  The Slash, Grab & Run - You’re winding 
  your way through a market when you feel a 
  jolt on your back. A thief has taken a knife to 
  your day bag, spilling its contents over the 
  ground and taking off with your valuables. 
  Pickpocketing isn’t always a delicate affair or 
  an art of distraction. In some cases, it’s an 
  aggressive case of slash, grab and run. Bag 
  slashing is particularly dangerous because it 
  involves a weapon - often small knives or 
  scissors. 
  The Romantic - You’re unwinding at the 
  tavern after a long day in the sun, when a 
  friendly person strikes up conversation. They 
  insist on sharing a few drinks with you and 
  slides closer. Just as you think you’ve met 
  your holiday romance, they leaves suddenly. 
  You grudgingly go to pay the bill, but find 
  that your coins are gone. 
  The Distraction - You’re exiting the 
  restaurant as a brawl erupts on the street. 
  You stand aside and watch the commotion, 
  while a crafty accomplice works through the 
  crowd and steals vulnerable items. 
  Expertise 
  Dexterity is obviously going to be the most 
  important skill-set for a dip, but Charisma is 
  often used for stalls and distractions - 
  Diplomacy, Intimidation & Seduction all 
  viable choices. 
  Low level pickpockets usually have a +1 to 
  +3 Sleight of Hand skill modifier, while an 
  expert could have +8 to +10 (or more!). 
  Hiding and climbing could also be valuable 
  skills to have. 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   32
  
  The Pusher 
  The Process 
  Note: Normally in this section I put in some 
  researched articles giving some history, but 
  in the case of drug-dealing, I don't think this 
  is necessary. Instead, we are going to jump 
  right into the meat of the matter. 
  A rogue that has become a "pusher", that 
  is a drug-dealer, can assist the operation at 
  many levels, such is the depth of the 
  production chain. There are 6 things we need 
  to consider: 
  Production: Where raw goods are refined 
  into finished products. 
  Distribution: Where finished products are 
  delivered to the market area. 
  Sales: Where finished products are sold to 
  the end-user. 
  Security: Where the entire production chain 
  is protected from interference. 
  Economics: Where the local economy 
  dictates the price of goods. 
  Hazards: Where the unexpected can happen. 
  Production 
  Note: Digging this deep into this subject 
  requires us to use actual examples of 
  narcotics, and there are a ton of 
  supplements out there to sate your fantasy-
  drug needs, so I will not be creating any of 
  my own for this book. I will, however, use 
  generic- effects as names to illustrate the 
  strata of outcomes you can introduce. 
  The production of narcotics is where it all 
  begins. This is the first step in a long line of 
  processes that gets the product to the end-
  user. The raw materials used in the 
  production of narcotics can take one of two 
  forms - Plant and Monster. Plant-based 
  narcotics are created from refining natural 
  materials. Monster-based narcotics are 
  created from refining organic (dead) 
  materials. I have only detailed the Plant-
  based methods in this section. 
  Agriculture 
  Growing plants to create drugs is not 
  much different from food or resource crops. 
  You need arable land, a water source, seeds 
  or cuttings, tools, pesticides, fertilizers, and 
  the labor to work the process. 
  The amount of land used dictates the 
  output of the production process. Loss, of 
  course, is possible, due to weather, natural 
  phenomenon, incompetence from the 
  farmers, outside interference, or other 
  complications. The output of the farms is 
  called "the shipment". 
  The shipment value is based on the raw 
  good being refined and the loss of yield 
  before market forces are applied. Shipments 
  are always measured in "doses". The number 
  of marketable doses will depend on the 
  narcotic being refined. There is more 
  information about this, below. If you prefer 
  actual numbers, that is beyond the scope of 
  this project, but I will point you towards the 
  supplement, "Grain Into Gold" for yields of 
  agricultural products that you can adapt 
  towards narcotics production. Also note, that 
  all costs are listed in "coins", as I don't know 
  what kind of economic model you will be 
  using. 
  5 types of narcotic effects that can be farmed 
  Stimulants: These drugs make you hyper-sensitive. 
  Depressants: These drugs make you relaxed. 
  Hallucinogens: These drugs make you hallucinate. 
  Analgesics: These drugs take away your pain. 
  Soporiﬁcs: These drugs make you sleep. 
  The type of plant you farm will require 
  different growing times, and the outcome of 
  the final drug's effect(s) can be altered with 
  refining techniques. 
  Arcane Reﬁnery: Affects spellcasting ability 
  Body Reﬁnery: Alters physical capabilities 
  Combat Reﬁnery: Affects battle prowess 
  Mind Reﬁnery: Alters mental capabilities 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   33
  
  Medicinal Reﬁnery: Creates safe dosage 
  Party Reﬁnery: Affects social experiences 
  Spirit Reﬁnery: Alters metaphysical capabilities 
  Calculating how much the crop will yield is 
  a simple matter: 
  • 1 acre of crop = 10 lbs (4.5kg) of raw 
  material AND 
  • 10 lbs of raw material = 1000 doses of 
  final product. 
  Crop Time Requirements 
  1 acre of land costs 1000 coins to 
  purchase. If the land can be obtained freely, 
  so much the better! 
  Crop Time 
  Yield Event Table 
  These are events that can affect the final 
  yield of the raw crop. It is strongly 
  recommended that you include these to 
  simulate the vagaries of the chaotic world, 
  and so that there is never an "automatic" 
  aspect to making money in this business. 
  Sometimes there will be losses, and failure is 
  a part of the drama we invest into in D&D. 
  Roll on the table once per growing cycle 
  and once per acre farmed. 
  NOTE: If the Farmer/Rogue is proficient in 
  Nature or Knowledge(Agriculture), you may 
  roll on this table with Advantage. If they are 
  not, roll with Disadvantage. 
  Refining 
  Raw material is rarely sold as is. It must 
  be refined first. This will reduce the number 
  of final product doses, and comes with a 
  time requirement and cost. If you want to sell 
  material raw, you can use 2000 coins per 
  pound as a rough estimate of value. 
  Refining carries a cost and time 
  requirement, and this is factored into the 
  shipment's final value, as illustrated in the 
  table below: 
  Overhead 
  Analgesic
  12 weeks
  Depressant
  10 weeks
  Hallucinogen
  12 weeks
  Soporiﬁc
  10 weeks
  Stimulant
  12 weeks
  d20
  Event
  Yield Effect 
  (in doses)
  1
  Fire
  100%
  2
  Bird Flocks
  20%
  3
  Insect Swarms
  20%
  4
  Bountiful Crop
  75%
  5-6
  Too Much Rainfall
  20%
  7-14
  No Event
  0%
  15-1
  6
  Not Enough Rainfall
  20%
  17
  Bumper Crop 
  50%
  18
  Frost
  50%
  19
  Vermin
  50%
  20
  Blight (Fungi)
  100%
  Reﬁnery
  Cost 
  (gp) 
  Time
  # of 
  Doses 
  Lost
  Final Value 
  per Dose
  Arcane
  3000
  2 weeks
  50%
  100 coins
  Body
  2000
  1 week
  20%
  25 coins
  Combat
  4000
  2 weeks
  50%
  50 coins
  Mind
  3000
  2 weeks
  50%
  25 coins
  Medicinal
  2000
  1 week 
  20%
  20 coins
  Party
  1000
  1 week
  20%
  10 coins
  Spirit
  3000
  2 weeks
  50%
  75 coins
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   34
  
  Overhead is the cost of doing business. It 
  includes the cost of labor, water, raw 
  materials, fertilizers, pesticides, and other 
  assorted operating costs. 1 acre of farm from 
  planting to final refinery is going to incrue a 
  30% addition to the cost of production. This 
  is calculated from the Shipment Value (If the 
  value of the shipment after being refined is 
  20000 coins, then the overhead cost is 6000 
  coins). 
  Assume 4 laborers per acre to plant, work, 
  and harvest the crop. They will be paid in the 
  overhead costs. 
  That's a lot of tables, I know. Apologies. 
  But necessary to introduce a bit of 
  verisimilitude (feel free, of course, as always, 
  to tweak any and all numbers to your own 
  preferences). 
  Let's break down a single example as an 
  illustration. 
  Farmer/Rogue Fred wants to start a 
  stimulant farm, and sell GoJuice! to the local 
  military. 
  He can only afford to plant one acre, so he 
  starts with that. He pays 1000 coins to 
  Farmer Bob for his field. 
  He grows Stimulants, which takes 12 
  weeks to grow, and Mother Nature decides 
  that he is going to get a Bumper Crop, which 
  increases the harvest by 50%, giving him 
  1500 doses to refine. 
  He chooses the Combat Refining 
  technique, which takes 2 more weeks, costs 
  him 4000 coins and reduces the dosage by 
  50%, giving him 750 refined doses to ship. 
  The Combat Refinery yields doses that cost 
  50 coins per dose. His 750 doses are worth 
  37500 at market, but he still has to pay his 
  overhead. So 37500 x 30% = 11250, which 
  results in a shipment value of 26250 at 
  market. 
  He sells the lot and then he pays his 
  refinery costs of 4000 and that leaves him 
  with a profit of 22250 coins. Not too shabby 
  for 3 months work. 
  To review: 
  Land Cost ---> Crop Growth ---> Refinery 
  Time/Cost ---> Market Sale ---> Overhead 
  Costs = Final Profit 
  Distribution 
  Distribution is getting the narcotics to the 
  places where they will be sold. It comes with 
  its own process and hazards, which I will 
  attempt to outline, below. 
  Moving narcotics into areas where it is 
  illegal is fraught with peril. There are 
  security risks both from law enforcement 
  and other rogues. A distribution chain needs 
  heavy security in order to insure its safety 
  OR the goods must be smuggled in such a 
  way that security would draw too much 
  attention. Smugglers are experts at 
  concealing items within other items or 
  vehicles, so having some on the payroll is 
  probably a good idea. 
  Distribution is a dull job, but necessary, 
  and tends to attract Thugs to work the 
  routes. Wagon-loads generally have a 4 or 5- 
  man crew, with one driver, and 4 guards - 
  sometimes they ride the wagon/carriage, 
  and sometimes they act as outriders on 
  mounts. Either way, they will be trained for 
  fighting and carry both missile and melee 
  weapons. The drivers sometimes carry 
  Wands or Rings to aid in security. 
  These routes are usually run at night, but 
  not always, and not always by land. Sea and 
  Air routes are perfectly viable (as are 
  Underground routes) and have the benefit of 
  attracting less hazards on the way (usually). 
  A distribution crew is generally paid by the 
  run, and the driver usually makes 100 coins 
  per day and the guards make 50. Lost/
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   35
  
  Robbed shipments tend to result in very 
  harsh penalties/death. 
  A distribution network consists of known 
  buyers who will buy in bulk and pay the 
  shipment value all at once. They usually (but 
  not always) have fixed locations to receive the 
  shipments, and from there, they use internal 
  networks to move the narcotics into the 
  hands of the sales teams. These locations 
  always have heavy security, and if magic is 
  available, they will use it. Locations can 
  include warehouses, businesses, abandoned 
  locations, hidden coves/caves/groves, or 
  anything else you can imagine. 
  Sales 
  Sales are the exchange of narcotics for 
  money to a customer base. This is where the 
  drug network ends, and the point of its 
  whole existence. Narcotics will be sold by the 
  dose, generally, and to individual customers. 
  The Pushers (ah, yes, remember the title of 
  this post?) job is to make sales, and ensure 
  the safety of themselves and the stash. 
  The sales network can be complex, but 
  most of them are generally fairly simple. 
  Sales teams work in groups of 5 rogues each. 
  2 lookouts, 1 runner, 1 guard, and 1 
  salesman. 
  The lookouts do just that, they watch for 
  rivals, law enforcement, or anything out of 
  the ordinary and they signal the salesman if 
  trouble is coming. They do this by shouting, 
  signaling, or some other method of 
  communication. 
  The runner is the one who moves doses 
  between the stash and the salesman. The 
  salesman **never** has the product on his 
  person. It is always stashed nearby, and 
  watched over by the Guard. The salesman 
  will signal the runner how many doses are 
  wanted (usually by holding up fingers) and 
  the runner delivers the goods to the 
  salesman. 
  The Guard watches the stash and is 
  always armed. 
  The salesman does the actual transactions 
  and is in charge of holding the "take" (the 
  profit made so far). Some crews that work for 
  a gang or larger organization like a guild will 
  periodically give the take to another runner 
  to transport to a holding facility or 
  "headquarters". This is to ensure that the 
  day's take cannot be robbed. In the same 
  vein, these runners will sometimes drop off 
  new batches of product if the sales crew runs 
  out. This is called a "re-up" and is the most 
  likely time when a crew will be robbed by 
  rivals or busted by law enforcement. (Omar 
  not included) 
  The salesman is responsible for ensuring 
  an accurate count and tally of product sold 
  and profit taken. If these do not match, then 
  the rogue will have some hard questions to 
  answer. 
  Most sales crews are paid by the salesman 
  himself, who is, in turn, paid by the gang, or 
  guild, or out of his own pocket in the case of 
  small crews working independently. The 
  lookouts and runners are paid a small 
  amount (5 coins per day) and the guard 
  makes a bit more (15 coins per day). If the 
  salesman is working for someone else, he 
  makes 20% of the day's profit for himself. 
  These numbers can change, obviously, as 
  favor and status for the salesman changes 
  within the organization. 
  Security 
  Security is going to be found at every point 
  in the chain - Production needs local guards 
  to protect the crops and refinery areas; 
  distribution need security to protect the 
  goods, and the Pushers themselves are going 
  to need protection from being robbed in the 
  streets. 
  Security usually takes the form of Fighters 
  or Rogue/Fighters, but not always. Arcane or 
  Divine spellcaster multi-classes are common, 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   36
  
  and they are able to mount defense and 
  attack forms that the average junkie-thief 
  isn't going to be thinking about when trying 
  to rip off a stash house. 
  Fixed locations are good places for security 
  - vantage points up high where marksman 
  can pick off assailants with missile fire. 
  Similarly, spellcasters also benefit from these 
  raised locations. 
  More often, though, you are going to find 
  Thugs with clubs and blades doing the heavy 
  lifting. These guards are trained to kill first 
  and ask questions later, and all of them are 
  going to flee and alert their fellow rogues 
  rather than fight to the death. That benefits 
  no one. Guards with spellcasting abilities will 
  often Wizard Mark anyone they can, so they 
  can be followed later at their leisure. 
  Invisibility, and other sight-obscuring spells 
  are helpful to security forces, and they will 
  employ as many illusions and trickery as 
  they can to protect their charges. 
  Economics 
  The hard facts of capitalism are that 
  market forces dictate price. If Farmer/Rogue 
  Fred keeps dumping GoJuice! on the market, 
  the price is going to fall as the supply 
  increases. A smart drug farmer keeps his 
  farms diverse, growing many kinds of 
  narcotics, and rotating which ones are sold 
  to the populace. 
  Rich areas are going to naturally have 
  higher initial prices with a savvy sales team, 
  and poor ones, lower. However, if a niche 
  market can be found, and exploited, then 
  profits from any area can become quite high. 
  If Farmer/Rogue Fred discovers that the 
  local dilettantes love Party Drugs that make 
  you trip your face off, then he can charge a 
  premium while the interest is high. The 
  shipment value listed in the production 
  section is the value just based on a "base 
  price" - the Rogue is free to ask for whatever 
  they like from whom the shipment buyer! 
  Prices can and should change to reflect the 
  shifting market. Don't let the Rogue just get 
  "X coins" every time they ship. Mix it up. 
  There is drama in conflict. 
  Hazards 
  The hazards of running a drug network are 
  myriad. From rival gangs/guilds/single 
  rogues to law enforcement, to internal theft/
  betrayal, to natural disasters, to 
  unpredictable chaos, the list seems to never 
  end. The important thing is to remember to 
  keep the pressure on! Never let a drug 
  operation work without any problems. This 
  should never be an "automatic money 
  maker". 
  • Rivals rob the raw shipment 
  • Law enforcement has found the production 
  facility 
  • A blight has wiped out the current farm 
  crops 
  • Rivals rob the dealers 
  • Law enforcement arrests the dealers and 
  seizes the product 
  • Someone has poisoned the raw goods 
  • A new rival is undercutting your prices 
  • Ankhegs have discovered the farms and its 
  mating season 
  • A “lone wolf” is ripping off all crews 
  regardless of affiliation 
  • The producers inform the dealers that 
  there is a snag/delay in the chain, and there 
  will be no product for days 
  • An insider steals the finished product 
  • A rival is murdering dealers 
  • A crooked law enforcer is now blackmailing 
  you 
  • A fire/storm has wiped out the production 
  facility 
  • Monsters are ambushing the 
  transportation 
  • A strange disease is killing off all the end-
  users 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   37
  
  The Spy 
  Espionage or spying, is the act of obtaining 
  secret or confidential information without 
  the permission of the holder of the 
  information. Spies help others (not 
  themselves, usually) uncover secret 
  information. Any individual or spy ring (a 
  cooperating group of spies), in the service of 
  a government, guild or independent 
  operation, can commit espionage. The 
  practice is clandestine, as it is by definition 
  unwelcome and in many cases illegal and 
  punishable by law. Espionage is a method of 
  "intelligence" gathering which includes 
  information gathering from public sources. 
  Espionage is often part of an institutional 
  effort by a government or commercial 
  concern. However, the term tends to be 
  associated with state spying on potential or 
  actual enemies for military purposes. Spying 
  involving commerce is known as industrial 
  espionage. 
  One of the most effective ways to gather 
  data and information about the enemy (or 
  potential enemy) is by infiltrating the 
  enemy's ranks. This is the job of the spy 
  (espionage agent). Spies can return 
  information concerning the size and strength 
  of enemy forces. They can also find 
  dissidents within the enemy's forces and 
  influence them to defect. In times of crisis, 
  spies steal technology and sabotage the 
  enemy in various ways. Counterintelligence 
  is the practice of thwarting enemy espionage 
  and intelligence-gathering. Almost all nations 
  have strict laws concerning espionage and 
  the penalty for being caught is often severe. 
  However, the benefits gained through 
  espionage are often so great that most 
  governments and many large corporations 
  make use of it. 
  Espionage Roles 
  In D&D terms, the rogue fills the role of spy 
  through a few different means. The fantasy 
  staple of the "beggar's network" of street folk 
  who gather information is the most classic 
  example, but any political or fantasy-flavored 
  novel has spies, double- agents, and other 
  "information brokers" that can throw the 
  hero's plans awry. Indeed, the beggar is a 
  good role for a low- level rogue, and selling 
  information to more powerful rogues or 
  guilds is a good way to gain income and a 
  reputation of reliability and trustworthiness 
  (until its convenient not to be). 
  Moles are spies that work in the area 
  where the espionage is to occur, and is 
  considered above suspicion and/or has 
  access to sensitive materials beneficial to the 
  spymaster. Sometimes these are "defectors" 
  who never actually leave their homeland. 
  Operatives are those who work as 
  traditional rogues - infiltrating places and 
  gathering evidence or outright stealing it, 
  and getting away without triggering any 
  suspicion or security. This is the traditional 
  "spy" role. 
  Some sample "agents": 
  Double Agent: engages in clandestine 
  activity for two intelligence or security 
  services (or more in joint operations), who 
  provides information about one or about 
  each to the other, and who wittingly 
  withholds significant information from one 
  on the instructions of the other or is 
  unwittingly manipulated by one so that 
  significant facts are withheld from the 
  adversary. Peddlers, fabricators, and others 
  who work for themselves rather than a 
  service are not double agents because they 
  are not agents. The fact that double agents 
  have an agent relationship with both sides 
  distinguishes them from penetrations, who 
  normally are placed with the target service in 
  a staff or officer capacity. 
  Not for resale. Permission granted to print or  
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  The Big Book of Rogues
   38
  
  Redoubled Agent: forced to mislead the 
  foreign intelligence service after being caught 
  as a double agent. 
  Unwitting Double Agent: offers or is 
  forced to recruit as a double or redoubled 
  agent and in the process is recruited by 
  either a third-party intelligence service or his 
  own government without the knowledge of 
  the intended target intelligence service or the 
  agent. This can be useful in capturing 
  important information from an agent that is 
  attempting to seek allegiance with another 
  country. The double agent usually has 
  knowledge of both intelligence services and 
  can identify operational techniques of both, 
  thus making third-party recruitment difficult 
  or impossible. The knowledge of operational 
  techniques can also affect the relationship 
  between the operations officer (or case 
  officer) and the agent if the case is 
  transferred by an operational targeting 
  officer to a new operations officer, leaving the 
  new officer vulnerable to attack. This type of 
  transfer may occur when an officer has 
  completed his term of service or when his 
  cover is blown. 
  Triple Agent: works for three intelligence 
  services. 
  Intelligence Agent: provides access to 
  sensitive information through the use of 
  special privileges. If used in corporate 
  intelligence gathering, this may include 
  gathering information of a corporate 
  business venture or stock portfolio. In 
  economic intelligence, "Economic Analysts" 
  may use their specialized skills to analyze 
  and interpret economic trends and 
  developments, assess and track foreign 
  financial activities, and develop new 
  econometric and modeling methodologies." 
  This may also include information of trade or 
  tariff. 
  Access Agent: provides access to other 
  potential agents by providing profiling 
  information that can help lead to 
  recruitment into an intelligence service. 
  Agent of Influence: provides political 
  influence in an area of interest, possibly 
  including publications needed to further an 
  intelligence service agenda. The use of the 
  media to print a story to mislead a foreign 
  service into action, exposing their operations 
  while under surveillance. 
  Agent Provocateur: instigates trouble or 
  provides information to gather as many 
  people as possible into one location for an 
  arrest. 
  Facilities Agent: provides access to 
  buildings, such as garages or offices used for 
  staging operations, resupply, etc. 
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  The Big Book of Rogues
   39
  
  Principal Agent: functions as a handler 
  for an established network of agents, usually 
  considered "blue chip." 
  Confusion Agent: provides misleading 
  information to an enemy intelligence service 
  or attempts to discredit the operations of the 
  target in an operation. 
  Sleeper Agent: recruited to "wake up" and 
  perform a specific set of tasks or functions 
  while living under cover in an area of 
  interest. This type of agent is not the same as 
  a deep cover operative, who continually 
  contacts a case officer to file intelligence 
  reports. A sleeper agent is not in contact 
  with anyone until activated. 
  Illegal Agent: lives in another country 
  under false credentials and does not report 
  to a local station. A nonofficial cover 
  operative can be dubbed an "illegal" when 
  working in another country without 
  diplomatic protection. 
  In military conflicts, espionage is 
  considered permissible as many nations 
  recognize the inevitability of opposing sides 
  seeking intelligence each about the 
  dispositions of the other. To make the 
  mission easier and successful, soldiers or 
  agents wear disguises to conceal their true 
  identity from the enemy while penetrating 
  enemy lines for intelligence gathering. 
  However, if they are caught behind enemy 
  lines in disguises, they are not entitled to 
  prisoner-of-war status and subject to 
  prosecution and punishment—including 
  execution. 
  Targets of Espionage 
  Espionage agents are usually trained experts 
  in a targeted field so they can differentiate 
  mundane information from targets of value 
  to their own organizational development. 
  Correct identification of the target at its 
  execution is the sole purpose of the 
  espionage operation. 
  Broad areas of espionage targeting 
  expertise include: 
  Natural resources: strategic production 
  identification and assessment (food, energy, 
  materials). Agents are usually found among 
  bureaucrats who administer these resources 
  in their own countries. 
  Strategic economic strengths 
  (production, research, manufacture, 
  infrastructure). Agents recruited from 
  science and technology academia, 
  commercial enterprises, and more rarely 
  from among military technologists. 
  Military capability intelligence 
  (offensive, defensive, maneuver, naval, air, 
  space). Agents are trained by military 
  espionage education facilities, and posted to 
  an area of operation with covert identities to 
  minimize prosecution. 
  Counterintelligence operations targeting 
  opponents' intelligence services themselves, 
  such as breaching confidentiality of 
  communications, and recruiting defectors or 
  moles. 
  The Smuggler 
  History 
  Smuggling is the illegal transportation of 
  objects, substances, information or people, 
  such as out of a house or buildings, into a 
  prison, or across an international border, in 
  violation of applicable laws or other 
  regulations. 
  Smuggling has a long and controversial 
  history, probably dating back to the first time 
  at which duties were imposed in any form, or 
  any attempt was made to prohibit a form of 
  traffic. Smuggling is often associated with 
  efforts by authorities to prevent the 
  importation of certain contraband items or 
  non-taxed goods; however, there has also 
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  The Big Book of Rogues
   40
  
  been smuggling based on illegally exporting 
  goods. 
  In England smuggling first became a 
  recognized problem in the 13th century, 
  following the creation of a national customs 
  collection system by Edward I in 1275. 
  Medieval smuggling tended to focus on the 
  export of highly taxed export goods — 
  notably wool and hides. Merchants also, 
  however, sometimes smuggled other goods to 
  circumvent prohibitions or embargoes on 
  particular trades. Grain, for instance, was 
  usually prohibited from export, unless prices 
  were low, because of fears that grain exports 
  would raise the price of food in England and 
  thus cause food shortages and / or civil 
  unrest. Following the loss of Gascony to the 
  French in 1453, imports of wine were also 
  sometimes embargoed during wars to try and 
  deprive the French of the revenues that 
  could be earned from their main export. 
  In D&D, of course, smugglers have a lot 
  more choices ranging from magic spells, to 
  artefacts, to live monsters, to cursed objects, 
  to anything your imagination can conjure! 
  The Smuggler plays a vital role in the 
  underworld, moving goods from place to 
  place. Without the Smuggler, Fences could 
  only sell to local buyers, which would mean 
  they couldn't deal in exceptionally valuable 
  goods. This would greatly cut the profitability 
  of theft. Guilds themselves might not even be 
  able to function, at least not on a large scale. 
  Most bandits or humanoids, and even 
  intelligent monsters, would be perfectly 
  happy to let Smugglers through in return for 
  a cut of their merchandise. Or they may tell 
  the Smugglers that they can pass safely 
  through, and then renege on the deal. For 
  such a situation, it is best for the Smuggler 
  to have some powerful muscle behind him—
  like a guild. A great many Smugglers are part 
  of guilds. Guilds that operate in more than 
  one urban center, or in the countryside, 
  usually employ a number of Smugglers just 
  to move people and items within their own 
  networks. They may also have Smugglers 
  who specialize in dealing with other guilds; 
  they serve as diplomats as well as 
  businessmen. Finally, there are freelance 
  Smugglers. They may operate between 
  guilds, between guilds and freelance fences, 
  or, on rare occasion, solely among freelance 
  fences. Remember that a Smuggler operates 
  between fences; he rarely, if ever, deals 
  directly with thieves or non-"wholesale" 
  customers. The fence or guild works out 
  deals with prospective buyer fences, and 
  then hires the Smuggler to make the 
  delivery. 
  Methods 
  In smuggling, concealment can involve 
  concealing the smuggled goods on a person's 
  clothing, luggage or inside a body cavity. 
  Some smugglers hide the whole 
  transportation vehicle or ship used to bring 
  the items into an area. Smugglers try to 
  avoid border checkpoints by such methods 
  as; by small ships; private carriages on 
  overland smuggling routes; smuggling 
  tunnels; and even small submersibles. 
  Smuggling also applies for illegally passing a 
  border oneself, for illegal immigration or 
  illegal emigration. For illegally passing a 
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  The Big Book of Rogues
   41
  Factors
  Poor
  Struggling
  Thriving
  Rich
  No law
  0-1 coin per day
  1-5 coins per hour
  10-50 coins per hour
  25-100 coins per hour
  Militia only
  0-3 coins per day
  1-5 coins per day
  5-25 coins per hour
  10-50 coins per hour
  City Watch
  0-5 coins per day
  1-3 coins per day
  3-18 coins per day
  5-20 coins per day
  
  border oneself, another method is with false 
  papers (completely fake, or illegally changed, 
  or the paperwork of a lookalike). 
  There are two general methods of 
  protecting contraband from discovery: Either 
  you hide the goods within the 
  transportation, or you hide the means of 
  transportation itself. An example of the 
  former would be a wagon or boat built with a 
  false floor, beneath which the cargo is 
  hidden. Hidden transportation would include 
  sneaking oneself over the city wall late at 
  night, with a pack full of stolen loot to be 
  taken to a distant Fence; or, perhaps, a 
  simple boat traveling late at night. 
  Plans for hidden transportation may 
  become elaborate. The trick is to be small 
  and fast. Small makes it more difficult to find 
  you; fast makes it likely that you can get 
  through or, at least, get away, even if you are 
  discovered. Sometimes the best smuggling 
  routes go through treacherous territory or 
  difficult terrain. This means that a Smuggler 
  must be flexible. 
  For instance, he may arrange to bring a 
  canoe or even smaller craft to traverse a 
  swamp or area of many small lakes and 
  streams, portaging when necessary and 
  leaving the canoe behind (and hidden, of 
  course) when he has passed the natural 
  obstacles. If the Smugglers will pass through 
  dangerous territory (plagued by bandits, 
  humanoids or monsters, for instance), it is 
  best to work out some means of protection: 
  Either bring along a couple of thugs or 
  mercenaries for the difficult parts, or pay 
  "protection money" to the dangerous parties. 
  With the resources of a fantasy world, 
  however, things change dramatically. There 
  are a host of spells that can be used to hide 
  the existence of things, as well as charms, 
  illusions, and other trickery to distract and 
  deceive the wary customs officer. There are 
  magic items, such as the ubiquitous 
  Container of Holding, and other pocket and 
  demi-spaces. There are magic items galore 
  that can be used to smuggle, and the most 
  successful of the smugglers employ as many 
  of these assets as they can afford. 
  Expertise 
  Smugglers tend to be Intelligent and Wise 
  individuals. Quick witted and forward-
  thinking, they need to have some Charisma 
  as well to fast-talk their way out of sticky 
  situations. Most smugglers fall into the life, 
  they do not choose it. Agreeing to move 
  something for a bonded Guildsman when 
  you are a nobody, with no protection on the 
  mean streets, seems a simple task. Those 
  who keep their curiosity to themselves and 
  prove to be cunning and resourceful are 
  given more and more responsibility, 
  eventually becoming a valued member of any 
  Thieves Guildhouse. 
  The kinds of goods a smuggler is entrusted 
  with largely depends on their level of 
  expertise. As with all of these NPC "classes", 
  the smuggler has a level ranging from 1 to 
  10. The Expertise level has little to do with 
  their own skills and more to do with the 
  kinds of goods they are smuggling. In this 
  way, this labeling system is slightly different 
  to the others I've introduced, but I think it 
  makes sense. 
  Smuggled Goods 
  This is a list off the top of my head, and its 
  by no means exhaustive. Use your own ideas! 
  • Narcotics/Alcohol 
  • Gemstones/Coins/Currency 
  • Slaves/Refugees 
  • Weapons 
  • Magic Items 
  • Constructs 
  • Poisons 
  • Live Monsters/Animals 
  • Information 
  • Luxury Items 
  • Food/Water/Medicine 
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  The Big Book of Rogues
   42
  
  NOTE - This isn't a complete list, and a 
  high expertise smuggler could smuggle all 
  the items on the list below their current 
  level, but they would charge a premium. 
  The Thug 
  History 
  Thugs (originally called thuggee) traveled in 
  groups across the Indian sub-continent for 
  six hundred years. There were numerous 
  tradition about their origin. One recorded by 
  D. F. McLeod traced their origin to seven 
  Muslim tribes formed from those who fled 
  Delhi after murdering a physician. Another 
  traced it to seven great Muslim families who 
  fled after murdering a favored slave of Akbar. 
  According to other traditions by Thugs, they 
  were Kanjars or descended from those who 
  worked in the Mughal camps. Others have 
  blamed the rise of Thuggees on the 
  disbanding of armies in employment of 
  Indian rulers after the British conquest. 
  The earliest authenticated mention of 
  thugs appears in Ziya-ud-Din Barani's 
  History of Firuz Shah, dated around 1356. 
  The earliest recorded traditions of their 
  origins date from 1760. Thugs were a secret 
  cult which worshiped the goddess Kali. They 
  operated as gangs of highway robbers, 
  tricking and later strangling their victims. 
  Of course, in D&D, and in English 
  vernacular a thug is simply a brute. 
  Someone who uses violence to achieve their 
  goals. They are not a typical rogue, in that 
  they do not use cunning to acquire wealth 
  and power, and so they do not follow the 
  usual thinking in their construction. 
  Evolutions 
  A rogue that doesn't have much going for 
  them in the Intelligence department, but 
  excel is Wisdom and Strength are probably 
  going to end up as "low level muscle" in any 
  street gang, band of pirates, or thieves guild. 
  These rogues will serve as soldiers, doing the 
  dirty work that needs to be done in order to 
  serve the collective. Thugs, at low level, tend 
  to be one of a few things: Bodyguards, 
  Muscle, or Muggers. 
  Bodyguards get a bit more specialized 
  training in identifying threats and who's sole 
  job is to protect their boss(es). They stand 
  around a lot looking intimidating but don't 
  often get to practice their trade. 
  Muscle consists solely of rogues with 
  hands stained with blood. They beat up 
  reluctant shopkeepers, dispose of bodies, 
  knock around other rogues who get out of 
  line, and generally throw their weight and 
  intimidating nature around. These are the 
  guys who laugh when taking you apart 
  piece-by-piece. 
  Muggers are true rogues. They forcibly rob 
  pedestrians, usually with a weapon (or two). 
  They are not above murder if they have no 
  other choice, but more street deaths 
  generally means more interest from the 
  Watch, so they will try and avoid bloodshed if 
  Smuggler 
  Level
  Goods Smuggled
  1
  Information
  2
  Food/Water
  3
  Medicine
  4
  Narcotics/Alcohol
  5
  Weapons
  6
  Poisons
  7
  Luxury Items
  8
  Slaves/Refugees
  9
  Magic Items
  10
  Live Monsters/Animals
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  The Big Book of Rogues
   43
  
  they can. As thugs level up, their areas of 
  control sometimes change. 
  Racketeers are thugs who have graduated 
  from street crime to providing "protection 
  services" to local businesses and 
  homeowners. The thugs agree to protect 
  them from harm, and the locals, against 
  their will, pay a fee in exchange for this 
  service. If the local does not pay, the 
  racketeer will harm the victim, their families, 
  businesses, and other assets to ensure a 
  return to compliance. 
  Thugs like this generally run crews to 
  control a wide area, and they stop getting 
  their hands dirty. These kinds of rackets rise 
  and fall with regularity, as the thug will 
  inevitably make too many mistakes and lose 
  their life or position. If the thug finds a 
  partner who has more intelligence than they 
  do, they will become sidelined and lose any 
  power they once had as they become a 
  puppet or irrelevant. 
  Sometimes thugs find blackmail/extortion 
  to be more lucrative, and will shift their 
  focus to finding out secrets and exploiting 
  them. The difference between a protection 
  racket and extortion is negligible at the most 
  basic level, except extortion tends to mete 
  out physical punishment over property 
  damage. 
  Thugs who have a higher-than-average 
  intelligence, in addition to wisdom and 
  strength, will sometimes rise to a level of real 
  power, fueled by brute efficiency and swift 
  retaliation to all who oppose them. These 
  thugs become Bosses, sometimes known as 
  Kingpins, and they tend to barricade 
  themselves in high levels of security and rule 
  their territory from a mostly hidden position. 
  Kingpins are often hard to dislodge, as 
  their paranoia affords them a greater 
  challenge against intrusion and espionage 
  than the average rogue. They often control 
  exterior assets, such as military or 
  government agents who can shield them 
  from any credible threats. 
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  The Big Book of Rogues
   44
  
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  The Big Book of Rogues
   45
  
  Chapter 3 – Wealth 
  and Commerce 
  The stuff that adventurers acquire through 
  the act of adventuring can seem 
  overwhelming at first. How do you track it 
  all? Thankfully you can break it down into a 
  few categories: 
  Money In 
  Coins: Coin wealth is 
  the staple of all 
  campaigns and one of 
  the top 3 cliches in the 
  fantasy world. The chest 
  of gold pieces. But not 
  all gold pieces are the 
  same. Create currencies 
  for each region - "Oh 
  these are silver ducats 
  from Moronia". Split 
  them into time periods - 
  "Yes, but that's not King 
  Glamourpuss, that's Biggus Dickus". Only 
  the currency that's official can be exchanged 
  for goods and services. Other currency must 
  be exchanged for local currency at a 
  government or private money-changer’s 
  office. This incurs a fee. For currency that is 
  not from the current era (such as ancient 
  coins from a tomb), the seller might have to 
  seek out a collector, as the coins might not 
  be recognized by any administrative body as 
  official currency. This sort of wealth might 
  have to be stored somewhere, also incurring 
  a fee. 
  Aesthetic: Treasure comes in many forms, 
  and gems and jewelry, statuary, paintings, 
  sculpture, and other mechanical, magical, or 
  material means of artistic expression. The 
  value of these are largely subjective, but 
  there are antiquities dealers, collectors, 
  museums, galleries and other possible 
  outlets for the 
  overburdened 
  adventurer. 
  Oftentimes the costs 
  incurred in moving 
  the artwork from the 
  dungeon to the city outweighs the bother, or 
  leads to ruinous outlays for disasters along 
  the trip. Selling artwork could be 
  accomplished via auction instead of a single 
  buyer, with fees to list the item, of course, 
  and a tax on anything sold as well. In either 
  case, finding a buyer is the hardest part of 
  the transaction. Costs could be incurred 
  looking for one. 
  Property: This category makes one think 
  of houses and businesses, primarily, and the 
  ancillary costs associated with maintenance, 
  upkeep and other potential overhead (like 
  property taxes and wages for employees). 
  However, including items such as mounts, 
  wagons, and carriages, you can expand the 
  range of what you can tax. Mounts and 
  vehicles can be lost, stolen or destroyed both 
  in-town and in the wilderness (and 
  sometimes mounts will get eaten!). Clothing 
  is an important consideration, and one that 
  is missing from many games. Crawling 
  through dungeons in sweaty armor coated in 
  dead oozes and fungal spores leads to 
  laundry issues. Armor, weapons and 
  equipment all are fair game as well. Shoddy 
  goods are often sold to adventurers with 
  bulging pockets, and when these things 
  break/shatter in the heat of the adventure, 
  the fraudulent merchant is often long gone. 
  Caveat rimor! 
  Magical: Arcane goods are largely 
  subjective to your current campaign. If 
  assuming 5e, then only collectors or 
  scholars/researchers or powerful rogue 
  guilds would deal in these sorts of items, and 
  the cost incurred in finding this information 
  to start with might be severe. Negotiations 
  with the buyer could take some time, and 
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  involve a lot of 
  procedures and 
  security 
  measures. The 
  buyer will never 
  give "book value" 
  and will usually 
  start at 50% of 
  that price, and 
  only reluctantly 
  move upwards. 
  Because you 
  have a rogue in 
  your party, all of 
  this stuff is going 
  to matter a lot 
  more than in an 
  adventuring party 
  without one. Sure, 
  all groups love 
  loot, but the 
  Rogue is built 
  around it. So you 
  need to get 
  creative and start 
  using all kinds of revenue streams for the 
  rogue to tap into. 
  With wealth, comes commerce. And 
  commerce is where the rogue spends most of 
  his time when in urban areas. Casing shops, 
  pulling heists, stealing shipments, and all 
  manner of nefarious activities. The economy 
  needs to respond to these events, and prices 
  and supply/demand factors should change. 
  Don't keep a static economy. That just 
  encourages clever players to try and “game” 
  the system. 
  Money Out 
  Taxes: Every time you look at a price on 
  any list of goods either in the books or some 
  homemade supplement, ask yourself, "How 
  much animosity does this NPC have towards 
  the PC right now, based on mood, prejudice 
  or circumstance?" and 
  then increase the 
  price accordingly. If 
  the answer is "none" 
  then skip the tax, but 
  don't be afraid to 
  charge wildly different 
  prices based on 
  merchant whim, as 
  that was (and is in 
  some places) the 
  norm when dealing 
  with an unregulated 
  marketplace. 
  Tolls: Every bridge, 
  entry-into-a-city, or 
  paved/maintained/
  patrolled road charges 
  a fee to each traveler 
  based on the number 
  of heads OR legs in 
  the group. 5 to 10 
  coins is reasonable, 
  and the cost of a long 
  journey's tolls must be 
  factored in, or the party may find themselves 
  forced to travel in dangerous wilderness or 
  break the law and bypass the toll. 
  Tariffs: - Trade guilds will impose tariffs 
  on goods that are imported into the city for 
  the purpose of being sold. This can include 
  treasures and artifacts from plundered 
  tombs. The cost imposed can be whatever 
  you like, but between 5% and 50% is 
  common. The goods are allowed to be sold 
  after the tariff is paid. If the tariff cannot be 
  paid, the goods will be impounded (with a 
  daily storage fee of course) until the tariff 
  can be paid, or a bond worth half the goods 
  can be paid to release the goods now but 
  with the stricture that the merchant must 
  leave the city immediately. 
  Fines: The cost of breaking the law in 
  civilized places is directly proportionate to 
  the corruption of those in charge in such 
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  The Big Book of Rogues
   47
  
  places. The various laws and rules imposed 
  by these authoritative bodies often vary 
  wildly from place to place, and ignorance of 
  the law is no excuse. Fines can be of any 
  amount and must be paid immediately or the 
  lawbreaker will enter the justice system as a 
  prisoner-of-debt (confined but not worked to 
  death or beaten, usually). Fines can be paid 
  with nearly any kind of wealth in certain 
  jurisdictions, including narcotics, magic 
  items, or other property. 
  Fees: The cost of doing business with a 
  professional incurs a fee that pays for the 
  labor of the work above the retail cost of the 
  good itself. Any master craftsman, 
  professional, scholar or sage will charge a 
  fee. They range in price, but generally start 
  at several hundred coins and can go into the 
  thousands. Oftentimes a bond on the final 
  fee must be paid for the work to even begin, 
  with the bond held in trust via a third party 
  (generally respected, but sometimes a scam 
  in itself - caveat emptor!) 
  Tithes: All members of a local 
  congregation pay a tithe to the temple for the 
  upkeep and maintenance of the actual 
  building, and to pay the living costs of the 
  clergy. This is usually paid monthly, and 
  almost always in coin. A good rule of thumb 
  is 100 coins for every character level gained, 
  so a Fighter 7/Cleric 3 would pay a tithe of 
  1000 coins a month, not just 300. Obviously 
  you can change this per-level amount to 
  whatever you like. 
  Don't forget corruption is a staple in most 
  economies! Bribes are rife, and the smart 
  rogue always keeps extra on-hand for when 
  greasing a few palms is necessary. Rogues 
  that operate in largely law-abiding areas will 
  actually have less overhead, due to less 
  corruption! 
  Commerce 
  When it comes to deciding where the rogue is 
  going to be operating, you need to consider 
  how much wealth the area can support. 
  Keeping things consistent and with an eye 
  towards realism will ensure your 
  worldbuilding efforts are appreciated. 
  Economic models can be as simple or as 
  complicated as you like, and there are a lot of 
  good 3rd party resources to help you in your 
  design efforts that go far beyond the scope of 
  what I would feel comfortable doing. I can, 
  however, provide a simple model that you can 
  adapt to your liking. Now please keep in 
  mind this is a model to accommodate rogues, 
  and not a comprehensive one, so it will only 
  touch on the things that a rogue would be 
  concerned with, and is designed to return an 
  average value that a rogue could “earn” while 
  performing “normal duties”. 
  There are a few things to consider. The 
  wealth level, the amount of law enforcement, 
  and competing interests. 
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  The Big Book of Rogues
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  The Big Book of Rogues
   49
  
  Chapter 4 – Rackets 
  Rackets are the way rogues make money. 
  They are illegal activities that are practiced 
  by all rogues, from the lone thief, to the 
  street gang, to the fully-fledged Guildhouses. 
  Alchemy - The creation of potions and 
  poisons for personal use or for limited sale to 
  others. 
  Assassination - The murder of others for 
  political reasons. 
  Blackmail - The extortion of money from 
  people in exchange for not revealing 
  damaging secrets about them. 
  Burglary - This is simple theft of houses or 
  businesses. (see later section on “Heists”) 
  Confidence Games (Grifting) - Convincing 
  others to participate in illegal activities or 
  being persuaded to hand over valuables. A 
  Swindle is a “short” con, a Grift is a “long” 
  con 
  Fencing - The purchase and resale of stolen 
  or illegal items. Without fences, rogues 
  cannot operate. 
  Fraud (Forgery, Counterfeiting) - This is a 
  specialized activity, undertaken only by those 
  with specialized knowledge. Forgery is the 
  creation of false documents; identification 
  papers, travel papers, weapon licenses, or 
  other forms of official papers. Counterfeiting 
  involves the creation of false items, usually 
  artwork, or currency, but can also be used to 
  create false magic items or weapons that 
  don't have any actual powers, but have been 
  enchanted to appear as if they do. 
  Gambling - These can take the form of a 
  fixed location, like a casino, or street games, 
  like shooting dice in an alley. The ones who 
  run the games get paid a fee to participate, 
  and the ones cheating make money for 
  themselves :) 
  Kidnapping - The capture and imprisonment 
  of people for the purpose of exchanging them 
  for money or information or both. This 
  involves a lot of logistics and is quite 
  dangerous for all involved. 
  Narcotics – The sale of illegal drugs and 
  substances. Sales and distribution are the 
  primary activities. Production is costly and 
  time-consuming, but the most profitable part 
  of the chain. 
  Prostitution – The sale of sex for money. 
  Can take a few forms – street (act done in a 
  nearby location), in-house (act done in a 
  specialized location), or call-outs (act done at 
  customer's home/location). Sex workers are 
  protected and controlled by pimps and 
  madams, who take a cut of the worker's 
  profits. 
  Protection – This is the old classic. 
  Homeowners or shopkeepers (or both) pay a 
  weekly or monthly fee to prevent their 
  homes, businesses or selves from being 
  destroyed/robbed/beaten up. 
  Slavery – The illegal detention of someone 
  against their will. This usually only has two 
  forms – labor and sex, and slaves can be any 
  sex, race or age, depending on the market 
  forces. 
  Smuggling – This involves moving illegal 
  goods in or out of population centers or 
  across borders. 
  Street Crimes (Pickpocketing, Mugging) – 
  These are generally crimes of “opportunity”. 
  Pickpocketing is Stealth, Mugging is Assault. 
  List of Missions for Rackets 
  The following are d10 lists of easy, medium, 
  and hard “tasks” for each of the rackets. 
  These can be simple plot hooks, or part of a 
  gang or guilds “work roster” that each 
  member must undertake in order to move up 
  in status. 
  Alchemy  
  The creation of potions and poisons for use 
  by the Guild or for limited sale to others. 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   50
  
  Alchemy Missions - (Easy) 
  1d10  
  1-2: Go and pick up some basic reagents and 
  return to the Guild without getting caught.  
  3-4: Deliver a poisoned weapon without 
  getting caught.  
  5-6: Create a basic poison in quantity, and 
  deliver it to a customer, get paid, and return 
  without getting caught.  
  7-8: Create a basic potion in quantity and 
  deliver it into enemy territory. Return with 
  the money.  
  9-10: Create a previously unknown potion or 
  potion in your skill level. 
  Alchemy Missions - (Medium) 
  1d10  
  1-2: Harvest intermediate reagents in enemy 
  territory and escape. 
  3-4: Create a previously unknown potion or 
  potion in your skill level.  
  5-6: Steal a shipment of enemy alchemical 
  goods worth at least 500gp.  
  7-8: Create an intermediate potion in 
  quantity and deliver it into enemy territory. 
  Return with the money.  
  9-10: Destroy an enemy's alchemical 
  laboratory and escape. 
  Alchemy Missions - (Hard) 
  1d10  
  1-2: Create a previously unknown potion or 
  potion in your skill level.  
  3-4: Successfully mix two advanced potions 
  and get a favorable result.  
  5-6: Create an advanced potion in quantity 
  and deliver it into enemy territory. Return 
  with the money.  
  7-8: Oversee the successful application of at 
  least 40 poisoned weapons with an advanced 
  poison.  
  9-10: Successfully reduce your creation time 
  by 25%. 
  Assassination  
  The murder of others for political reasons. 
  Assassination Missions - (Easy) 
  1d10  
  1-2: Track a target to a location and observe 
  for 4 hours. Do not get caught or be seen. 
  Signal a contact and return.  
  3-4: Kill a target in ambush, through a fixed 
  killzone and escape. Claim credit for it.  
  5-6: Deliver a contact poison to a target in a 
  crowded location. Escape.  
  7-8: Track a target to a location and observe 
  for 1 hour. Trigger a fixed trap and escape.  
  9-10: Deliver ingested poison to a target in 
  an public area. Escape. 
  Assassination Missions - (Medium) 
  1d10  
  1-2: Kill a political target. Escape.  
  3-4: Kill a target in his own home and steal 
  goods worth at least 500gp.  
  5-6: Kill a target with ingested poison only, at 
  a specific time and date.  
  7-8: Kill a group of targets with a fixed trap.  
  9-10: Kill a group of targets in a public 
  location and claim credit for it. 
  Assassination Missions - (Hard) 
  1d10  
  1-2: Kill a royal target in a moving vehicle. 
  Escape and claim credit for it.  
  3-4: Kill a political target at a public function 
  with contact poison. Escape.  
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   51
  
  5-6: Kill a group of targets spread across 
  several locations on the same day. Claim 
  credit for it.  
  7-8: Kill a group of targets with ingested 
  poison only, at a specific time and date.  
  9-10: Kill a group of targets with no visible 
  means of assassination on the corpse. 
  Blackmail  
  The extortion of money from people in 
  exchange for not revealing damaging secrets 
  about them. 
  Blackmail Missions - (Easy) 
  1d10  
  1-2: Pick up a payment from a dead drop 
  without being seen. Return to the Guild.  
  3-4: Follow target and observe for 4 hours 
  without being seen. Obtain "dirt" on the 
  target. Present blackmail terms worth at 
  least 10gp/month. Escape.  
  5-6: Pick up a payment from a target in 
  enemy territory. Escape and return to the 
  Guild.  
  7-8: Collect evidence against a target in 
  enemy territory. Escape.  
  9-10: Collect evidence on a target in a public 
  location without being seen. Return to the 
  Guild. 
  Blackmail Missions - (Medium) 
  1d10  
  1-2: Collect evidence on a political target 
  without being seen.  
  3-4: Collect payment from a target, in public, 
  and escape without being identified.  
  5-6: Follow target and observe for 24 hours 
  without being seen. Present blackmail terms 
  worth at least 100gp/month. Successfully 
  blackmail for 6 months. 
  7-8: Pick up a payment from a political target 
  in enemy territory. Escape and return to the 
  Guild.  
  9-10: Collect enough evidence to blackmail 3 
  targets in one month. 
  Blackmail Missions - (Hard) 
  1d10  
  1-2: Collect evidence on a royal target 
  without being identified. Blackmail for at 
  least 1000gp/month. Successfully blackmail 
  for at least 3 months.  
  3-4: Maintain a group of at least 3 targets 
  successfully for at least 1 year. Blackmail 
  must be at least 500gp/month.  
  5-6: Successfully blackmail 1 target for 
  750gp/month. Maintain for at least 3 
  months.  
  7-8: Collect evidence to blackmail 3 political 
  targets in one month.  
  9-10: Collect enough evidence on your allies 
  to ensure a clean exit strategy, if needed. 
  Burglary  
  This is simple theft of houses or businesses. 
  Burglary Missions - (Easy) 
  1d10  
  1-2: Steal 10gp worth of goods from a home.  
  3-4: Steal 20gp worth of goods from a 
  business.  
  5-6: Break into a safe and escape with goods 
  worth at least 20gp.  
  7-8: Disarm 3 traps and retrieve the 
  package. Escape.  
  9-10: Place a target location under 
  surveillance without being seen for 4 hours. 
  Return to the Guild. 
  Burglary Missions - (Medium) 
  1d10  
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   52
  
  1-2: Break into a shop with magical 
  defenses. Steal at least 500gp worth of 
  goods. Return to the Guild. 
   3-4: Steal 250gp worth of goods from a 
  home or business.  
  5-6: Break into a vault and escape with 
  goods worth at least 500gp.  
  7-8: Steal an object guarded by constant 
  physical surveillance. Object should be 
  worth at least 250gp.  
  9-10: Steal an object from a political or royal 
  location and escape. Object can be worth 
  anything, but should be unique and 
  memorable. 
  Burglary Missions - (Hard) 
  1d10  
  1-2: Break into a royal location and steal 
  goods worth at least 1000gp.  
  3-4: Break into a location with physical and 
  magical defenses, as well as constant 
  physical surveillance. Steal an object worth 
  at least 5000gp.  
  5-6: Steal an artefact from any location. 
  Escape and keep in your possession for at 
  least 48 hours.  
  7-8: Rob a moving vehicle of goods worth at 
  least 1000gp and escape.  
  9-10: Break into a Guild House and steal an 
  object that is unique and memorable. Keep it 
  for at least 48 hours. 
  Confidence Games (Short and Long 
  Cons) 
  Convincing others to participate in illegal 
  activities or being persuaded to hand over 
  valuables. A Swindle is a “short” con, a Grift 
  is a “long” con. See later section (“Grifts”) for 
  practical examples. 
  Con-Game Missions - (Easy) 
  1d10  
  1-2: Swindle a target out of 10gp or 
  equivalent goods. Escape.  
  3-4: Swindle a target out of 20gp or 
  equivalent goods. Escape.  
  5-6: Swindle a target and get the target to 
  promise an additional 10gp later.  
  7-8: Swindle a target and retrieve your 
  original investment back as well as keeping 
  the target's money. Escape.  
  9-10: Swindle 3 targets in one day. Any 
  amount over 5gp. 
  Con-Game Missions - (Medium) 
  1d10  
  1-2: Grift a target out of 500gp or equivalent 
  goods. 
  3-4: Grift a target out of 500gp or equivalent 
  goods and get the target to promise an 
  additional 100gp later.  
  5-6: Swindle a target and get the target 
  arrested before you escape.  
  7-8: Grift a target and retrieve your initial 
  investment back as well as keeping the 
  target's money. Escape.  
  9-10: Run a Grift that takes 3 months to 
  finalize and take at least 1000gp or 
  equivalent goods from the target. 
  Con-Game Missions - (Hard) 
  1d10  
  1-2: Grift a target out of 1000gp or 
  equivalent goods and get the target arrested 
  before you escape.  
  3-4: Grift a political or royal target for at 
  least 500gp or equivalent goods.  
  5-6: Run 3 successful grifts in 1 month for at 
  least 250gp or equivalent goods each.  
  7-8: Swindle a target out of at least 1000gp 
  or equivalent goods and escape without 
  using a distraction.  
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   53
  
  9-10: Become accepted as a legitimate agent 
  in the commercial/political/royal world in a 
  Life Grift. 
  Fencing of Goods  
  The purchase and resale of stolen or illegal 
  items. 
  Fence Missions - (Easy) 
  1d10  
  1-2: Successfully identify and evaluate goods 
  worth at least 10gp.  
  3-4: Successfully identify and evaluate a 
  minor magical item. 
  5-6: Successfully identify a minor cursed 
  item.  
  7-8: Identify 3 counterfeit items.  
  9-10: Sell onwards goods worth at least 
  20gp. 
  Fence Missions - (Medium) 
  1d10  
  1-2: Successfully identify and evaluate goods 
  worth at least 500gp.  
  3-4: Successfully identify and evaluate a 
  major magical item.  
  5-6: Successfully identify a major cursed 
  item.  
  7-8: Identify 3 counterfeit items and 3 
  forgeries in 1 month.  
  9-10: Sell onwards goods worth at least 
  500gp. 
  Fence Missions - (Hard) 
  1d10  
  1-2: Successfully identify and evaluate goods 
  worth at least 1000gp.  
  3-4: Successfully identify and evaluate an 
  artefact.  
  5-6: Successfully sell onwards a set of linked 
  magical items.  
  7-8: Successfully identify and evaluate goods 
  in enemy territory and return with the goods 
  to the Guild.  
  9-10: Sell onwards goods worth at least 
  1000gp. 
  Fraud (Forgery, Counterfeiting)  
  This is a specialized activity, undertaken only 
  by those with specialized knowledge. Forgery 
  is the creation of false documents; 
  identification papers, travel papers, weapon 
  licenses, or other forms of official papers. 
  Counterfeiting involves the creation of false 
  items, usually artwork, or currency, but can 
  also be used to create false magic items or 
  weapons that don't have any actual powers, 
  but have been enchanted to appear as if they 
  do. 
  Fraud Missions - (Easy) 
  1d10  
  1-2: Steal an official paper without getting 
  caught. Return to the Guild.  
  3-4: Steal an official paper in enemy territory 
  without getting caught. Return to the Guild.  
  5-6: Create a forgery or counterfeit item and 
  successfully use it without getting caught.  
  7-8: Create 3 forgeries or counterfeit items 
  worth at least 20gp.  
  9-10: Successfully use a forgery or 
  counterfeit item 3 times. 
  Fraud Missions - (Medium) 
  1d10  
  1-2: Create a royal or political forgery/
  counterfeit and sell it for at least 500gp.  
  3-4: Create a forgery/counterfeit object of 
  artistic merit and sell it for at least 500gp.  
  5-6: Steal political or royal papers and use 
  them to create at least 3 forgeries.  
  7-8: Create 3 forgery/counterfeit objects 
  worth at least 250gp each.  
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   54
  
  9-10: Create travel documents for a 
  secondary political body. (like another 
  Kingdom) 
  Fraud Missions - (Hard) 
  1d10  
  1-2: Create a royal or political forgery/
  counterfeit and sell it for at least 1000gp.  
  3-4: Create forgeries for at least 20 people to 
  be used in one transaction.  
  5-6: Create royal identification papers.  
  7-8: Steal supplies to create travel, identity 
  and official documents for at least 3 other 
  political bodies.  
  9-10: Create a counterfeit that for an object 
  that is normally displayed in a public 
  location and switch them. 
  Fence Missions - (Medium) 
  1d10  
  1-2: Successfully identify and evaluate goods 
  worth at least 500gp.  
  3-4: Successfully identify and evaluate a 
  major magical item.  
  5-6: Successfully identify a major cursed 
  item.  
  7-8: Identify 3 counterfeit items and 3 
  forgeries in 1 month.  
  9-10: Sell onwards goods worth at least 
  500gp. 
  Fence Missions - (Hard) 
  1d10  
  1-2: Successfully identify and evaluate goods 
  worth at least 1000gp.  
  3-4: Successfully identify and evaluate an 
  artefact.  
  5-6: Successfully sell onwards a set of linked 
  magical items.  
  7-8: Successfully identify and evaluate goods 
  in enemy territory and return with the goods 
  to the Guild.  
  9-10: Sell onwards goods worth at least 
  1000gp. 
  Fraud (Forgery, Counterfeiting)  
  This is a specialized activity, undertaken only 
  by those with specialized knowledge. Forgery 
  is the creation of false documents; 
  identification papers, travel papers, weapon 
  licenses, or other forms of official papers. 
  Counterfeiting involves the creation of false 
  items, usually artwork, or currency, but can 
  also be used to create false magic items or 
  weapons that don't have any actual powers, 
  but have been enchanted to appear as if they 
  do. 
  Fraud Missions - (Easy) 
  1d10  
  1-2: Steal an official paper without getting 
  caught. Return to the Guild.  
  3-4: Steal an official paper in enemy territory 
  without getting caught. Return to the Guild.  
  5-6: Create a forgery or counterfeit item and 
  successfully use it without getting caught.  
  7-8: Create 3 forgeries or counterfeit items 
  worth at least 20gp.  
  9-10: Successfully use a forgery or 
  counterfeit item 3 times. 
  Fraud Missions - (Medium) 
  1d10  
  1-2: Create a royal or political forgery/
  counterfeit and sell it for at least 500gp.  
  3-4: Create a forgery/counterfeit object of 
  artistic merit and sell it for at least 500gp.  
  5-6: Steal political or royal papers and use 
  them to create at least 3 forgeries.  
  7-8: Create 3 forgery/counterfeit objects 
  worth at least 250gp each.  
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   55
  
  9-10: Create travel documents for a 
  secondary political body. (like another 
  Kingdom) 
  Fraud Missions - (Hard) 
  1d10  
  1-2: Create a royal or political forgery/
  counterfeit and sell it for at least 1000gp.  
  3-4: Create forgeries for at least 20 people to 
  be used in one transaction.  
  5-6: Create royal identification papers.  
  7-8: Steal supplies to create travel, identity 
  and official documents for at least 3 other 
  political bodies.  
  9-10: Create a counterfeit that for an object 
  that is normally displayed in a public 
  location and switch them. 
  Gambling  
  These can take the form of a fixed location, 
  like a casino, or street games, like shooting 
  dice in an alley. 
  Gambling Missions - (Easy) 
  1d10  
  1-2: Win at least 10gp in one day  
  3-4: Win at least 5gp from 3 different targets 
  in one day  
  5-6: Successfully cheat and win at least 
  10gp.  
  7-8: Successfully bankrupt all opponents in 
  one game.  
  9-10: Successfully cheat and win at least 
  20gp. 
  Gambling Missions - (Medium) 
  1d10  
  1-2: Win at least 250gp in one day  
  3-4: Win at least 50gp from 3 different 
  targets in one day  
  5-6: Successfully cheat and win at least 
  500gp.  
  7-8: Successfully bankrupt all opponents in 
  one game and get the losers to agree to 
  another game tomorrow.  
  9-10: Successfully cheat a professional 
  gambler and win at least 100gp. 
  Gambling Missions - (Hard) 
  1d10  
  1-2: Cheat a gambling establishment of at 
  least 1000gp.  
  3-4: Win at least 1500gp in 1 day.  
  5-6: Successfully cheat a professional 
  gambler and win at least 500gp.  
  7-8: Successfully win a game with at least 19 
  other competitors.  
  9-10: Successfully rig a mechanical game or 
  a racing competition to win at least 1000gp. 
  Kidnapping  
  The capture and imprisonment of people for 
  the purpose of exchanging them for money or 
  information or both. 
  Kidnapping Missions - (Easy) 
  1d10  
  1-2: Track a target for at least 4 hours 
  without being seen.  
  3-4: Track and observe a target in enemy 
  territory for at least 1 hour without being 
  seen. Return to the Guild.  
  5-6: Abduct 1 minor target and hold for at 
  least 48 hours. Demand a ransom of at least 
  10gp.  
  7-8: Abduct 2 minor targets and hold for at 
  least 24 hours. Demand a ransom of at least 
  20gp.  
  9-10: Subdue a violent target and hold for at 
  least 8 hours. 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   56
  
  Kidnapping Missions - (Medium) 
  1d10  
  1-2: Abduct a major target and hold for at 
  least 24 hours. Demand a ransom of at least 
  500gp.  
  3-4: Track a target for at least 24 hours 
  without being seen.  
  5-6: Abduct multiple targets and hold for at 
  least 1 hour. Demand a ransom of at least 
  50gp per target.  
  7-8: Abduct a political target and demand a 
  ransom of at least 250gp. Release the target 
  alive.  
  9-10: Abduct a target from a moving vehicle. 
  Kidnapping Missions - (Hard) 
  1d10  
  1-2: Abduct multiple targets from a moving 
  vehicle.  
  3-4: Abduct a royal target and demand a 
  ransom of at least 1000gp. Release the target 
  alive.  
  5-6: Abduct a political target from a public 
  place and demand a ransom of at least 
  500gp.  
  7-8: Abduct at least 10 targets at the same 
  time and hold them for at least 30 days.  
  9-10: Abduct an enemy target in enemy 
  territory and demand a ransom of at least 
  500gp. 
  Narcotics  
  The Guild may be involved in the narcotics 
  production chain at any level. They may 
  produce the product, distribute the product 
  or both. 
  Narcotics Missions - (Easy) 
  1d10  
  1-2: Buy product from a rival worth at least 
  10gp and return to the Guild. 
  3-4: Collect money owed to the Guild by a 
  non-paying customer.  
  5-6: Protect a product shipment from 
  enemies for at least 24 hours.  
  7-8: Sell product worth at least 10gp.  
  9-10: Sell product worth at least 20gp. 
  Narcotics Missions - (Medium) 
  1d10  
  1-2: Sell product worth at least 500gp for the 
  month.  
  3-4: Buy product in enemy territory worth at 
  least 500gp and escort it back to the Guild.  
  5-6: Ship product worth at least 500gp into 
  enemy territory and collect the money and 
  escape.  
  7-8: Set up at least 10 distributors for your 
  product and maintain them for at least 30 
  days.  
  9-10: Start a production facility for your 
  product and create raw goods worth at least 
  250gp per month. 
  Narcotics Missions - (Hard) 
  1d10  
  1-2: Sell product worth at least 1000gp for 
  the week.  
  3-4: Destroy an enemy's production facility 
  and escape. 
  5-6: Set up at least 20 distributors for your 
  product and maintain them for 3 months.  
  7-8: Ship product worth at least 1000gp 
  through enemy territory and sell the 
  product. Return through enemy territory to 
  the Guild.  
  9-10: Takeover a rival's production chain. 
  Prostitution  
  This can take three forms: Brothels, where 
  the johns come to a fixed location; 
  Streetwalkers who service johns in a nearby 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   57
  
  location either indoors or out; and Call-Outs, 
  where the prostitutes go to the homes/
  locations of the johns. 
  Prostitution Missions - (Easy) 
  1d10  
  1-2: Earn at least 10gp in 1 day. 
   3-4: Successfully protect an employee from a 
  violent customer.  
  5-6: Retrieve an employee from enemy 
  territory and escape. Return to the Guild.  
  7-8: Earn at least 20gp in 1 day.  
  9-10: Recruit 1 new employee and earn at 
  least 5gp from them in 1 day. 
  Prostitution Missions - (Medium) 
  1d10  
  1-2: Earn at least 250gp in 1 day. 
   3-4: Recruit at least 10 employees and earn 
  at least 100gp from them in 1 day.  
  5-6: Retrieve at least 3 employees from 
  enemy territory and escape.  
  7-8: Discovering the cure for an outbreak of 
  disease among your employees.  
  9-10: Set up a base of operation and 
  maintain it for at least 30 days. 
  Prostitution Missions - (Hard) 
  1d10  
  1-2: Maintain 3 bases of operation for at 
  least 3 months.  
  3-4: Earn at least 1000gp in 1 day.  
  5-6: Recruit at least 10 employees and earn 
  at least 500gp from them in 1 day.  
  7-8: Acquire new employees in enemy 
  territory and return them to your base of 
  operations without being seen.  
  9-10: Discover who has been murdering your 
  employees. 
  Protection  
  This is the old classic. Homeowners or 
  shopkeepers (or both) pay a weekly or 
  monthly fee to prevent their homes, 
  businesses or selves from being destroyed/
  robbed/beaten up. 
  Protection Missions - (Easy) 
  1d10  
  1-2: Intimidate a target into buying 
  protection worth at least 10gp a week.  
  3-4: Intimidate a target into buying 
  protection worth at least 20gp a week.  
  5-6: Retrieve stolen weekly earnings from 
  enemy. Return earnings to the Guild.  
  7-8: Re-intimidate a non-paying customer.  
  9-10: Successfully assault a non-paying 
  customer without getting caught. 
  Protection Missions - (Medium) 
  1d10  
  1-2: Intimidate a target into buying 
  protection worth at least 250gp a week.  
  3-4: Negotiate an increase in a target's 
  weekly payoff by 25%. 
   5-6: Destroy a rival's racket and escape.  
  7-8: Negotiate an increase in a target's 
  weekly payoff by 50%, but decrease the 
  payments to twice a month.  
  9-10: Set physical or magical traps to destroy 
  a non-paying customer's home or business. 
  Protection Missions - (Hard) 
  1d10  
  1-2: Intimidate a target into buying 
  protection worth at least 500gp a week. 
  3-4: Intimidate a political target into buying 
  protection.  
  5-6: Negotiate an increase in a target's 
  weekly payoff by 75%.  
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   58
  
  7-8: Renegotiate an increase in at least 10 
  target's weekly payoffs by 50% 
  9-10: Destroy a rival's businesses and 
  remove them from doing business ever again. 
  Slavery  
  This usually only has two forms – labor and 
  sex, and slaves can be any sex, race or age, 
  depending on the market forces. 
  Slavery Missions - (Easy) 
  1d10  
  1-2: Sell 1 slave worth at least 100gp.  
  3-4: Sell 1 slave worth at least 200gp.  
  5-6: Move 1 slave through enemy territory 
  and return to the Guild with the slave 
  unharmed.  
  7-8: Intimidate 10 slaves.  
  9-10: Acquire 1 new slave and sell it within 
  48 hours for at least 100gp. 
  Slavery Missions - (Medium) 
  1d10  
  1-2: Oversee a successful sale of at least 10 
  slaves worth at least 1000gp.  
  3-4: Ambush a rival's goods and steal at 
  least 3 slaves and escape.  
  5-6: Put down a minor revolt among the 
  slaves. 25% rise up.  
  7-8: Secure a new source of acquiring slaves 
  worth at least 500 gp/month.  
  9-10: Sell at least ten slaves and intimidate 
  the target into giving at least 1 slave back. 
  Slavery Missions - (Hard) 
  1d10  
  1-2: Establish a secure base of operations 
  doing at least 1000gp worth of trade a 
  month. 
  3-4: Destroy a rival's operations and escape 
  with as many goods as possible.  
  5-6: Put down a major revolt among the 
  slaves. 75% rise up.  
  7-8: Oversee the transport, through enemy 
  territory; and sale of at least 10 slaves for a 
  profit of at least 1000gp.  
  9-10: Sell 100 slaves in one month and make 
  a profit of at least 10000gp. 
  Smuggling  
  This involves moving illegal goods in or out of 
  population centers or across borders. The 
  goods can be anything that is outlawed, from 
  narcotics, to weapons, to slaves. 
  Smuggling Missions - (Easy) 
  1d10  
  1-2: Move goods worth at least 10gp.  
  3-4: Move goods worth at least 20gp.  
  5-6: Move goods through a low physical-
  security checkpoint.  
  7-8: Pick up goods worth at least 20gp in 
  enemy territory and successfully return to 
  the Guild.  
  9-10: Move live cargo without being seen and 
  return to the Guild. 
  Smuggling Missions - (Medium) 
  1d10  
  1-2: Move goods worth at least 500gp.  
  3-4: Move goods through a high physical-
  security checkpoint.  
  5-6: Move goods through enemy territory at 
  pick up goods worth at least 500gp and 
  return to the Guild. 
  7-8: Move goods worth at least 250gp 
  through moving magical surveillance.  
  9-10: Move goods worth at least 250gp via 
  air. 
  Smuggling Missions - (Hard) 
  1d10  
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   59
  
  1-2: Move goods worth at least 1000gp. 
  3-4: Move goods worth at least 500gp 
  through magical-security checkpoint.  
  5-6: Move goods worth at least 500gp inside 
  a political or royal shipment.  
  7-8: Move goods worth at least 500gp via 
  planar teleportation.  
  9-10: Move live cargo through enemy 
  territory and return to the Guild. 
  Street Crimes (Pickpocketing, 
  Mugging)  
  These are generally crimes of “opportunity” 
  and are generally performed by the lowest 
  level rogues in the Guild. Pickpocketing is 
  Stealth, Mugging is Assault. 
  Street Missions - (Easy) 
  1d10  
  1-2: Pickpocket 10gp or equivalent goods.  
  3-4: Pickpocket 20gp or equivalent goods.  
  5-6: Pickpocket an official paper.  
  7-8: Successfully mug 3 targets in 1 day.  
  9-10: Mug a target for at least 30gp or 
  equivalent goods. 
  Street Missions - (Medium) 
  1d10  
  1-2: Pickpocket 250gp or equivalent goods  
  3-4: Mug a group of targets for 100gp or 
  equivalent goods 
  5-6: Mug a political target.  
  7-8: Pickpocket 10 targets in 1 day.  
  9-10: Pickpocket a magic item. 
  Street Missions - (Hard) 
  1d10  
  1-2: Pickpocket a royal target of some 
  valuable, personal or otherwise.  
  3-4: Mug a political target of 500gp or 
  equivalent goods and escape.  
  5-6: Pickpocket 3 magic items in 1 day.  
  7-8: Mug a Guild Leader for at least 500gp or 
  equivalent goods.  
  9-10: Pickpocket an artefact. 
  Heists 
  A heist is a burglary of goods with a 
  moderate amount of security. Analyzing the 
  security and figuring out its weaknesses is 
  the key to a successful heist. 
  I think there are 6 Factors that need to be 
  looked at: 
  The Prize 
  The Location 
  The Security 
  The Targets 
  The Escape 
  The Payoff 
  We will also need to discuss Preparation. 
  We will visit that at the end of the 6 Factors. 
  The Prize 
  What exactly is being stolen? The type of 
  object will determine every other aspect of 
  the scenario. A painting is not going to be 
  found in the same location as an artefact. 
  Giving each Prize a history and a pedigree 
  will go a long way in informing the rest of the 
  details that you are going to have to create. 
  I'll include some loose categories, to get 
  your mind turning. Customize to your own 
  tastes. 
  Art: Paintings, statues, tapestries, bronzes, 
  ornamental weapons, armor, or regalia. 
  Jewelry: Rings, necklaces, brooches, 
  earrings, or any other body ornament. This 
  includes gemstones without settings. 
  Money: Coins, ingots, banknotes, scrip, 
  bonds, stocks, or any other meta-value 
  currency. 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   60
  
  Rare Objects: Artefacts, magic items, one-off 
  specialty items (like books or letters), or any 
  rare, unique thing. 
  Personal Object: This can be anything, from 
  a key, to a code or password, to a keepsake 
  or official credentials. 
  Information: Records of things come in 
  many forms, from books and scrolls to 
  magical devices. 
  Illegal Goods: Drugs, mostly would fall into 
  this category, and poisons, or any illicit, 
  valuable substance. 
  Vehicles/Animals: Tricked-out surreys and 
  prize racehorses, to work-a-day carts and 
  family pets. 
  Weapons/Armor: This also includes 
  ammunition for ranged weapons as well as 
  shields. 
  Trade Goods: Any commercial commodity, 
  from food to clothes, medicine, alcohol and 
  water, or any common item. 
  We'll need to create an example, so this 
  doesn't become too confusing. OK, so we 
  need a Prize. I happened to have written 10 
  categories, so lets roll <clatter> and I rolled a 
  6. Information. The Prize needs to be 
  something of high value and with some 
  history. Lets go with....a Primer of 
  Necromancy. 
  It's cover is living tissue and has an 
  enslaved chain devil's essence ritually bound 
  to it. 
  You can see that might immediately 
  answer your next category, Location, and 
  probably fires off all kinds of ideas about the 
  Security surrounding it and the Targets who 
  are guarding it or own it. Some evil Temple, 
  maybe, with death traps and alert guards 
  protecting its underground vault. Or maybe 
  some rich, corrupted nobleman's mansion, 
  in a secret shrine secreted in the walls. 
  If I had chosen a book of History, perhaps, 
  a contentious one, maybe the last of its kind, 
  full of slander and political satire towards 
  the old Empire, then you would be thinking 
  of a totally different place, a library maybe, 
  locked in the vaults, with traps meant to 
  delay and detain. 
  But the Primer of Necromancy it is. So let's 
  roll with it. 
  The Location 
  This is the area where the Prize is located. It 
  will most likely be shaped once the Prize is 
  decided, but sometimes (like the 10th time 
  you've built a heist) you might want a 
  random location, or at least a random idea, 
  to spark something interesting in your mind. 
  The Location should always make sense to 
  the larger world context, and it should be 
  relatively close to the characters' present 
  location. No more than 2 or 3 days away 
  would be best. A good heist runs on timing, 
  and you need to keep the pace and the 
  pressure high, to keep everyone focused and 
  running hard. 
  The Location should also have its own 
  history and its own life. The Location is just 
  another NPC (non player chambers) in the 
  story, and it can be an obstacle in and of 
  itself. Very large, old buildings are hard to 
  navigate, with rooms and hallways that can 
  branch off into a confusing labyrinth of wood 
  paneling and tired wall-hangings. A jewelry 
  store has its owners living above it, most 
  likely, in a light commercial district, and any 
  noise created will be heard by many, many 
  neighbors. 
  Random List (by no means exhaustive): 
  • Personal Residence 
  • Place of Business 
  • Temple 
  • Museum / Gallery 
  • Bank / Vault 
  • Castle / Fort 
  • Sewers / Catacombs 
  • Tower 
  • Military Compound 
  • Monster Enclave 
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  photocopy this document for personal use only.
  The Big Book of Rogues
   61
  
  Let's put our Primer of Necromancy inside 
  a Personal Residence. Some rich noble who 
  spent a fortune to dabble in the Dark Arts. 
  The residence is large, let's say 3 stories, 2 
  above ground and 1 below. Perhaps 20 rooms 
  in total. 
  Location matters. It will give you the 
  answers to your next category, Security. 
  The Security 
  Security is the second most important aspect 
  of the heist set-up. How you structure your 
  security spells the difference between a fun, 
  challenging adventure, and a boring, stifling 
  one. 
  Security needs to be designed the same 
  way you would design a series of traps in a 
  dungeon - by looking at the physical space 
  and imagining people walking around in the 
  space. Are there places where the security/
  traps can't be bypassed, creating areas 
  where no one can go? If there are choke-
  points, do the denizens have the ability to 
  bypass the security, and if they do, how does 
  it work? These can range from keys, to 
  passwords, to combinations, to magic items, 
  to spellcasting, to all or any combination of 
  the above. 
  The security needs to be built logically, so 
  that there is consistency in what the party 
  faces, and so what they are seeing makes 
  sense, and can be used to help them move 
  around and interact with things - if they see 
  a guard open a door with a key, and then go 
  and knock the guard out and use his key, 
  then the key should work, it shouldn’t 
  magically fuck the party over because they 
  were clever (I've seen that wayyyy too often 
  over the years). 
  Security can come in 3 forms, at least to 
  my mind. 
  1. Personnel. This would be the guards, and 
  by guards I mean anything that is 
  guarding the location, regardless of class 
  or race, including animals.  
  2. Physical. Locked doors, bars, gates, traps, 
  or whatever.  
  3. Magical. Warded areas are vast and 
  varied in their creative possibilities. I 
  have always ruled, as a DM, that if there 
  is a spell in the book, then I can pair that 
  with Contingency and Permanency to 
  create really interesting, and sometimes 
  difficult, traps. 
  The simplest magical protection is the 
  Alarm spell. It lasts for 8 hours, is 
  customizable, and has 2 alarm types - silent 
  (in the casters mind) and audible (60', for 10 
  seconds). Refreshed 3 times a day, its the 
  ultimate watchdog. But it is suppressed 
  fairly easily with Dispel Magic, and the 
  audible ones at least can be countered with 
  Silence. 
  Spells that detain or teleport intruders are 
  great in theory, but sometimes they will just 
  wreck the heist, and there are plenty of ways 
  for the characters to wreck it themselves, so 
  you don't need any help. That's not to say I 
  don't still use them, because I love to teleport 
  the unwary, the foolish, and the greedy, but 
  you should refrain from doing this too much, 
  and keep in mind how much fun/not fun it 
  is to split the party for your DM-style. 
  OK, so let's set up the Security for our 
  Personal Residence. 
  • All doors and windows are physically 
  locked. 
  • The exterior doors are Alarmed (and these 
  Alarms are refreshed so that they are active 
  during the night hours only) 
  • 2 armed guards patrol the grounds during 
  the night. They are 3rd level fighters, armed 
  with sword and hand- crossbows, and they 
  carry whistles to alert one another during a 
  crisis. Any whistle-blasts will also call 2-4 
  security personnel from the nearby estates 
  (who work together to keep everyone safe). 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   62
  
  • The Primer is kept inside a locked safe 
  inside the Master Bedroom. The safe is a 
  combination lock, and its code is known only 
  to the Primary Target (more on Targets in the 
  next section). It is also warded with a Glyph 
  of Electricity, which has a contingency that 
  will trigger a silent Alarm that is keyed to 
  alert the security personnel and the Primary 
  Target. The Glyph can be deactivated with a 
  keyword that is only known to the Primary 
  Target. 
  The Targets 
  Targets are the people who own the object 
  that is being stolen (Primary Targets), are 
  connected to the Location (Secondary 
  Targets), or have some personal relationship 
  to the Primary Target (Tertiary Targets). 
  Because the Targets are often the only ones 
  who have primary knowledge about the 
  Prize, The Location and the Security, they 
  will be the ones who need to be either 
  interrogated or neutralized (killed, captured, 
  or incapacitated). These aspects will be dealt 
  with in the Preparation step. 
  Let's list our targets 
  Balthazar Kerm (Primary Target): Human, 
  male, 45, noble. Balthazar is a dilettante, 
  who inherited into his family's merchant 
  business. His net worth is upwards of 
  100,000 coins. He has few friends, who find 
  him amusing, but dull. He has never 
  married, and has no lovers, but occasionally 
  disguises himself to visit one of the city's 
  many brothels. He has no vices, and seems 
  to be a rather boring person. In reality, he 
  craves power and has a bloodlust that he is 
  barely able to contain. On some of his 
  brothel trips, he has let this murderous rage 
  overtake him, and killed the prostitute hired 
  to service him. These murders have been 
  quietly covered up by Balthazar himself, who 
  has paid hefty bribes to a man named Simon 
  Fench, a mid-level Guild rogue under the 
  protection of the 29th Street Jump 
  (moderately powerful Rogues Guild). 
  Gyush Gizek (Secondary Target): Head of 
  Security for Balthazar's estate. Dwarven, 
  male, 261. Ex-soldier. Only drinks on his 
  nights off (Tuesday and Thursday) and 
  occasionally gambles to excess a a local 
  tavern. He suffers fools lightly, and would not 
  normally work for a man like Balthazar, but 
  the nobleman pays him triple a normal wage 
  (which has highly raised his suspicions 
  about him) and Gyush needs the money for 
  his retirement, which is rapidly approaching. 
  On cold nights, he limps. 
  Hector Yukult (Secondary Target): 
  Watchman at Balthazar's estate. Human, 
  male. 31. Ex-soldier. Hector does not drink 
  and does not gamble, but does have a quite 
  severe addiction to amphetamines, and 
  spends nearly all his pay on the speed. He 
  has been able to keep this from Gyush, but 
  will not be able to much longer, and has even 
  taken to extorting a local excommunicated 
  cleric of the Deity of Love (whom he is 
  blackmailing to keep the cleric's raging 
  bestiality a secret). Hector has a large family 
  that he does not talk to anymore and has 
  several lovers who share his addiction. 
  Uly Minsch (Tertiary Target): One of 
  Balthazar's friends. A noblewoman of some 
  means, who shares Balthazar's interest in 
  opera, and the two are often seen together at 
  the theater. Uly puts up with dull Balthazar 
  because she secretly wants him to marry 
  her, so she can poison him (as she has done 
  with 3 former husbands) and inherit his 
  wealth. She is a plain woman, however, and 
  Balthazar has no romantic interest in her. 
  You can create as many targets as you 
  want of course, and they should all have 
  some connection to the Primary Target, the 
  Location or the Security. 
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  The Big Book of Rogues
   63
  
  The Escape 
  This is the final important consideration. 
  How will the burglar escape with the Prize? 
  The best heists should have several Escape 
  options. Best is stealthy, worst is bloody and 
  noisy, but all should be viable and all should 
  have several challenges along the way. There 
  should be multiple ways to overcome these 
  challenges, and Diplomacy, Skills and 
  Combat should be the primary means, but 
  don't underestimate the ingenuity of the 
  characters! 
  Let's set some escape options for 
  Balthazar's Residence. 
  The Roof: The best option, as the private 
  residences in the area are very close 
  together, and the rogue can flee across the 
  rooftops to a pre-planned point/rendezvous. 
  The Basement: Connects to the sewers. A 
  good option, but without extensive planning 
  and recon of the sewer system itself, this 
  could be very dangerous. 
  The Front Door: The least desired option, 
  this is the "run and gun" exit, very loud, very 
  messy, and very dangerous. 
  The Payoff 
  The Payoff is when the Prize is either sold/
  traded to some third party, or when the 
  burglar is able to make use of the Prize. 
  Sometimes the heist was purely for personal 
  gain, and the Prize will be kept. 
  A Fence is a person who will purchase the 
  Prize for coin or some other form of currency 
  (gemstones, magic items, spellbooks, etc..), 
  and has a reputation for discretion. The 
  Fence will never give the full value of the 
  Prize to the rogue, and usually won't pay 
  more than 50% of its "real-world" value. 
  In the case of a heist that was contracted, 
  the Payoff comes when the rogue delivers the 
  goods to his employer. The chance of betrayal 
  (on both sides) is always a consideration, so 
  caution should be taken to ensure that the 
  rogue can make the Payoff work for him 
  while keeping his life. 
  Preparation 
  A heist works best when the Rogue has done 
  their homework and has spent time watching 
  the Targets, the Location and the Security to 
  learn as much as they can about the factors 
  involved. A prepared Rogue is a cunning 
  Rogue. Sometimes the Rogue will need to put 
  a lot of preparation in place and these can 
  take the form of: 
  • Bribes for information about the Target, 
  Location, Security, or even the Prize itself. 
  • Disguises 
  • Forged documents (security passes, 
  invitations, identification or other important 
  papers) 
  • Escape vehicles/mounts 
  • Hired personnel (or simply allies) to 
  distract, contain, or neutralize any 
  roadblocks during the Escape phase. 
  • Specialized tools, weapons, poisons, or 
  spells. 
  The Preparation phase can be played out 
  over as individual sessions, where each 
  aspect is prepared and can be "ticked off the 
  list" before moving to the next phase. GTA V 
  did this really well. Each heist had around 4 
  sub-missions that needed to be completed 
  before the heist could be unlocked. These 
  ranged from stealing vehicles for the getaway, 
  to securing information. 
  Grifts 
  A confidence game, also known as a con, 
  scam, grift, or flim flam, is an attempt to win 
  the trust and confidence of a victim, known 
  as the "mark," in order to defraud them. 
  There are two main categories of confidence 
  games: The "short con" and the "long con." 
  Sometimes called a "street con," the "short 
  con" takes little set up and little time to 
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  The Big Book of Rogues
   64
  
  execute. The "long con," on the other hand, 
  involves much more time to set up, more 
  planning, more money, and often more 
  accomplices. Unlike the short con, though, 
  the long con usually scams the victim out of 
  a sizable amount of cash. The long con is 
  sometimes referred to as a "big store scam," 
  where the "big store" is an elaborately set up 
  fake bank, lawyer's office, betting parlor, and 
  so forth. 
  The Plays 
  These confidence games are meticulously 
  planned and carefully rehearsed “plays” with 
  members of a team (the crew) assigned 
  detailed parts and lines, which they practice 
  assiduously so as not to speak out of turn. 
  It’s a fascinating form of theater. 
  The opening scene is the catch, when the 
  mark (a.k.a. the customer) is lured into the 
  first stage of the long con by a lugger or a 
  roper. The mark’s interest in the scheme is 
  then excited in the build up, with promises 
  of easy money—from glowing 
  recommendations by a fellow member of the 
  crew known as a boost or singer. Or perhaps 
  tipped through an intentionally overheard 
  conversation between two members of the 
  team known as the crossfire. Next, the 
  customer is allowed to invest a moderate 
  amount of money and naturally succeed, 
  proving the efficacy of the scheme being sold. 
  The money won at this stage of the game is 
  known as the convincer or the kickback. The 
  next stage is sending the mark home or to 
  the bank to get more money, known as 
  putting in the send. The head con man now 
  appears to invest his own money into the 
  scheme for further proof of its worth—giving 
  this stage of the game its name: the last 
  hurrah. 
  Just when it all seems too good to be true
  —it is! The customer/mark gets the surprise 
  of all surprises—the gold was not gold, the 
  diamonds were not diamonds, the telegraph 
  operator made a mistake in reporting what 
  horse had won a race. Imagine that! Welcome 
  to the sting. 
  Finally, when the customer and his money 
  have been successfully separated, it’s now 
  time to get rid of him with the blow off or the 
  cool off. This is accomplished through a 
  number of dramatic embellishments, such as 
  a false arrest (the button) or the destruction 
  of a mark’s check (the tear up). 
  List of Classic Grifts 
  NOTE: I've not included all of the ones I've 
  found, as some are more technology-based 
  nowadays, and I've had to do some obvious 
  rewording for these to fit into a D&D scenario 
  ("The Accident", for example, is an insurance 
  fraud involving cars, usually, so I had to 
  change that to wagon, etc...). I've also 
  changed some of the names of the classic 
  scams as they didn't really fit the D&D vibe. 
  Forgive me, fellow rogues. 
  Salting - Salting or “salting the mine” are 
  terms for a scam in which gemstones or gold 
  ore are planted in a mine or on the 
  landscape, duping the mark into purchasing 
  shares in a worthless or non-existent mining 
  company. 
  The Hoard - This scam takes advantage of 
  the victim's greed. The basic premise involves 
  enlisting the mark to aid in retrieving some 
  stolen money from its hiding place. The 
  victim sometimes believes he can cheat the 
  con artists out of their money, but anyone 
  trying this has already fallen for the essential 
  con by believing that the money is there to 
  steal. 
  The Curse - One traditional swindle involves 
  fortune telling. In this scam, a fortune teller 
  uses his or her cold reading skill to detect 
  that a client is genuinely troubled rather 
  than merely seeking entertainment; or is a 
  gambler complaining of bad luck. The 
  fortune teller informs the mark that he is the 
  victim of a curse, and that for a fee a spell 
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   65
  
  can be cast to remove the curse. In Romany, 
  this trick is called bujo ("bag") after one 
  traditional format: the mark is told that the 
  curse is in his money; he brings money in a 
  bag to have the spell cast over it, and leaves 
  with a bag of worthless paper. 
  Pig in a Poke (Cat in a Bag) - The con entails 
  a sale of a (suckling) "pig" in a "poke" (bag). 
  The bag ostensibly contains a live healthy 
  little pig, but actually contains a cat (not 
  particularly prized as a source of meat). If 
  one buys the bag without looking inside it, 
  the person has bought something of less 
  value than was assumed, and has learned 
  first-hand the lesson caveat emptor. 
  Fun Fact: Pig in a poke originated in the late 
  Middle Ages. "Buying a pig in a poke" has 
  become a colloquial expression in many 
  European languages, including English, for 
  when someone buys something without 
  examining it beforehand. 
  Gem Dealers - This phony gem scam 
  involves layers of con men and helpers who 
  tell a tourist of an opportunity to earn money 
  by buying tax-free jewelry and having it 
  shipped back to the tourist's home country. 
  The mark is shown around the city by one of 
  the con men, who ensures that the mark 
  meets one helper after another, until the 
  mark is persuaded to buy the jewelry from a 
  store also operated by the swindlers. The 
  gems are real but significantly overpriced 
  (usually 1000% or more). 
  The Badger - This is extortion that is often 
  perpetrated on married men. The mark is 
  deliberately coerced into a compromising 
  position, a supposed affair for example, then 
  threatened with public exposure of his acts 
  unless blackmail money is paid. This also 
  works well on anyone in positions of power or 
  prestige or fame. 
  The Clip Joint - A clip joint (or Fleshpot) is 
  an establishment, usually a strip club or 
  entertainment bar, typically one claiming to 
  offer adult entertainment, in which 
  customers are tricked into paying money and 
  receive poor, or no, goods or services in 
  return. Typically, clip joints suggest the 
  possibility of sex, charge excessively high 
  prices for watered-down drinks, then eject 
  customers when they become unwilling or 
  unable to spend more money. The product or 
  service may be illicit, offering the victim no 
  recourse through official or legal channels. 
  The Accident - The con artist tricks the 
  mark into damaging, for example, the con 
  artist's wagon or cart, or injuring the con 
  artist, in a manner that the con artist can 
  later exaggerate. One relatively common 
  scheme involves two wagons, one for the con 
  artist, and the other for the shill. The con 
  artist will pull in front of the victim, and the 
  shill will pull in front of the con artist before 
  slowing down. The con artist will then try to 
  rein up to "avoid" the shill, causing the 
  victim to rear-end the con artist. The shill 
  will whip the horses and pull away quickly, 
  leaving the scene. The con artist will then 
  claim various exaggerated injuries in an 
  attempt to collect from the victim. 
  Pigeon Drop - The pigeon drop involves the 
  mark or pigeon assisting an elderly, weak or 
  infirm stranger to keep a large sum of money 
  safe for him. In the process, the stranger 
  (actually a confidence man) puts his money 
  with the mark's money in an envelope or 
  chest with which the mark is then entrusted. 
  The container is then switched for an 
  identical one which contains no money, and 
  a situation is engineered where the mark has 
  the opportunity to escape with the money. If 
  the mark takes this chance, he is merely 
  fleeing from his own money, which the con 
  artist will have kept or handed off to an 
  accomplice. 
  Fun Fact: This scam is depicted early in the 
  film The Sting. 
  The Fiddle - The Fiddle uses the Pigeon 
  Drop technique. A pair of con men work 
  together, one going into an expensive 
  restaurant in shabby clothes, eating, and 
  claiming to have left his wallet at home, 
  Not for resale. Permission granted to print or  
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  The Big Book of Rogues
   66
  
  which is nearby. As collateral, the con man 
  leaves his only worldly possession, the violin 
  that provides his livelihood. After he leaves, 
  the second con man swoops in, offers an 
  outrageously large amount (for example 1000 
  gp) for such a rare instrument, then realizes 
  he is late and runs off to an appointment, 
  leaving his card for the mark to find him 
  when the fiddle-owner returns. The mark's 
  greed comes into play when the "poor man" 
  comes back, having gotten the money to pay 
  for his meal and redeem his violin. The mark, 
  thinking he has an offer on the table, then 
  buys the violin from the fiddle player who 
  "reluctantly" agrees to sell it for a certain 
  amount that still allows the mark to make a 
  "profit" from the valuable violin. The result is 
  the two con men are richer (less the cost of 
  the violin), and the mark is left with a cheap 
  instrument. 
  Fun Fact: This is depicted in the TV series 
  Better Call Saul where James McGill and a 
  friend sell a Kennedy half- dollar to a mark 
  for a very high price, claiming the coin is a 
  rare and valuable misprint. 
  Glim-Dropper - The Glim-Dropper scam is a 
  variation of the Fiddle It requires several 
  accomplices, one of whom must be a one-
  eyed man. One grifter goes into a store and 
  pretends he has lost his glass eye. Everyone 
  looks around, but the eye cannot be found. 
  He declares that he will pay a 1000 gp 
  reward for the return of his eye, leaving 
  contact information. The next day, an 
  accomplice enters the store and pretends to 
  find the eye. The storekeeper (the intended 
  griftee), thinking of the reward, offers to take 
  it and return it to its owner. The finder 
  insists he will return it himself, and 
  demands the owner’s address. Thinking he 
  will lose all chance of the reward, the 
  storekeeper offers 100 gp for the eye. The 
  finder bargains him up to 250 gp, and 
  departs. The one-eyed man, of course, 
  cannot be found and does not return. 
  Fun Fact: Variants of this con have been 
  used in movies such as The Flim-Flam Man, 
  Hustle, The Traveler, Shade, and 
  Zombieland, and also in books such as 
  American Gods. 
  Three-Card Monte - Three-Card Monte, "find 
  the queen", the "three-card trick", or "follow 
  the lady" is essentially the same as the 
  centuries-older shell game or thimblerig 
  (except for the props). The trickster shows 
  three playing cards to the audience, one of 
  which is a queen (the "lady"), then places the 
  cards face-down, shuffles them around, and 
  invites the audience to bet on which one is 
  the queen. At first the audience is skeptical, 
  so the shill places a bet, and the scammer 
  allows him to win. In one variation of the 
  game, the shill will (apparently 
  surreptitiously) peek at the lady, ensuring 
  that the mark also sees the card. This is 
  sometimes enough to entice the audience to 
  place bets, but the trickster uses sleight of 
  hand to ensure that he always loses, unless 
  the con man decides to let him win, hoping 
  to lure him into betting much more. The 
  mark loses whenever the dealer chooses to 
  make him lose. 
  Fun Fact: There is a variant of this scam. 
  The shill says loudly to the dealer that his 
  cards are fake and that he wants to see 
  them. He takes the card and folds a corner 
  and says in a hushed voice to the audience 
  that he has marked the card. He places a bet 
  and wins. Then he asks the others to place 
  bets as well. When one of the audience bets a 
  large sum of money, the cards are switched. 
  The Art Student - The art student scam is 
  common in major cities. A small group of 
  'students' will start a conversation, claiming 
  that they want to practice their Common. 
  After a short time they will change the topic 
  to education and will claim that they are art 
  students and they want to take you to a free 
  exhibition. The exhibition will usually be in a 
  small, well hidden rented office and the 
  students will show you some pieces which 
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  The Big Book of Rogues
   67
  
  they claim to be their own work and will try 
  to sell them at a high price, despite the 
  pieces usually being nothing more than an 
  counterfeit of other lesser-known works. 
  They will often try 'guilt tricks,' (e.g., 
  introducing their "starving child") on people 
  who try to bargain the price. 
  The Big Store - The Big Store is a technique 
  for selling the legitimacy of a scam and 
  typically involves a large team of con artists 
  and elaborate sets. Often a building is rented 
  and furnished as a legitimate and 
  substantial business. (The "betting parlor" 
  setup in the film, The Sting is an example.) 
  Fun Fact: In 2014, a rural co-operative in 
  Nanjing, China constructed an entire brick-
  and-mortar fake bank with uniformed clerks 
  behind counters; the unlicensed bank 
  operated for a little over a year, then 
  defaulted on its obligations, swindling 
  Chinese savers out of 200 million Chinese 
  yuan.[37] 
  Quick Change - Change raising, also known 
  as a quick-change, is a common short con 
  and involves an offer to change an amount of 
  money with someone, while at the same time 
  taking change or bills back and forth to 
  confuse the person as to how much money is 
  actually being changed. 
  Fun Fact: The most common form, "the 
  Short Count", has been featured prominently 
  in several movies about grifting, notably The 
  Grifters, Criminal, Nine Queens, and Paper 
  Moon. For example, a con artist shopping at 
  a gas station pays for a cheap item (under a 
  dollar) and gives the clerk a ten dollar bill. 
  The con gets back nine ones and the change 
  and then tells the clerk he has a one and will 
  exchange ten ones for a ten. This is what the 
  scam artist is doing: getting the clerk to 
  hand over the $10 before handing over the 
  $1 bills. Then the scam artist hands over 
  nine ones and the $10. The clerk will assume 
  there has been a mistake and offer to swap 
  the ten for a one. Then the con will probably 
  just say: "Here's another one, give me a $20 
  and we're even." Notice that the scam artist 
  just swapped $10 for $20. The $10 was the 
  store's money, not the con's. To avoid this 
  con, clerks should keep each transaction 
  separate and never permit the customer to 
  handle the original ten before handing over 
  the ten ones. Another variation is to flash a 
  $20 bill to the clerk, then ask for something 
  behind the counter. When the clerk turns 
  away, the con artist can swap the bill he is 
  holding to a lesser bill. The clerk might then 
  make change for the larger bill, without 
  noticing it has been swapped. The technique 
  works better when bills are the same color at 
  a glance like, for instance, U.S. dollar bills. 
  The Jam Auction - In this scam, the 
  confidence artist poses as a retail sales 
  promoter, representing a manufacturer, 
  distributor, or set of stores. The scam 
  requires assistants to manage the purchases 
  and money exchanges while the pitchman 
  keeps the energy level up. Passersby are 
  enticed to gather and listen to a pitchman 
  standing near a mass of appealing products. 
  The trickster entices by referring to the high-
  end products, but claims to be following 
  rules that he must start with smaller items. 
  The small items are described, and 'sold' for 
  a token silver piece amount - with as many 
  audience participants as are interested each 
  receiving an item. The pitchman makes an 
  emotional appeal such as saying "Raise your 
  hand if you're happy with your purchase" 
  and when hands are raised, directs his 
  associates to return everyone's money (they 
  keep the product). This exchange is repeated 
  with items of increasing value to establish 
  the expectation of a pattern. Eventually, the 
  pattern terminates by ending the 'auction' 
  without reaching the high-value items, and 
  stopping midway through a phase where the 
  trickster retains the collected money from 
  that round of purchases. Marks feel vaguely 
  dissatisfied, but have goods in their 
  possession, and the uplifting feeling of 
  having demonstrated their own happiness 
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  The Big Book of Rogues
   68
  
  several times. The marks do not realize that 
  the total value of goods received is 
  significantly less than the price paid in the 
  final round. Auction/refund rounds may be 
  interspersed with sales rounds that are not 
  refunded, keeping marks off-balance and 
  hopeful that the next round will refund. 
  Fun Fact: The Jam Auction has its roots in 
  Carny culture. 
  The Money Exchange - This scam occurs 
  when exchanging foreign currency. If a large 
  amount of cash is exchanged the victim will 
  be told to hide the money away quickly 
  before counting it ("You can't trust the 
  locals"). A substantial amount will be 
  missing. 
  Rain Making - Rainmaking is a simple scam 
  in which the trickster promises to use their 
  power or influence over a complex system to 
  make it do something favorable for the mark. 
  The trickster has no actual influence on the 
  outcome, but if the favorable outcome 
  happens anyway they will then claim credit. 
  If the event doesn't happen of course then 
  the trickster may be able to claim that they 
  need more money until it finally does. This 
  can be stretched out over a long period, 
  depending on the greed of the mark. 
  Fun Fact: Classically this was promising to 
  make it rain, but more modern examples 
  include getting someone's App 'featured' on 
  an App Store or a politician implying that 
  they can use their influence to get a contract 
  awarded to the mark (as illustrated by Clay 
  Davis in Season 3 of TV show The Wire). 
  The Rip - The Rip is essentially a Pigeon 
  Drop confidence trick. In a typical variation 
  scammers will target, say, a jeweler, and offer 
  to buy some substantial amount of his wares 
  at a large markup provided he perform some 
  type of under-the-table cash deal, to avoid 
  taxes and export fees. This exchange goes 
  through flawlessly, at considerable profit for 
  the mark. Some time later the scammers 
  approach the mark with a similar 
  proposition, but for a larger amount of 
  money (and thus a larger return for the 
  mark). His confidence and greed inspired by 
  the previous deal, the merchant agrees—only 
  to have his money and goods taken, by 
  sleight-of-hand or violence, at the point of 
  exchange. 
  Fun Fact: This scam was depicted in the 
  movie Matchstick Men. The same term is 
  used to describe a crime where a vendor 
  (especially a drug dealer) is killed to avoid 
  paying for goods. 
  The Dropped Coin Purse - The Dropped 
  Purse scam usually targets tourists. The con 
  artist pretends to accidentally drop his coin 
  purse in a public place. After an 
  unsuspecting victim picks up the coin purse 
  and offers it to the con artist, the scam 
  begins. The artist accuses the victim of 
  stealing money from the coin purse and 
  threatens to call the Watch, scaring the 
  victim into returning the allegedly stolen 
  money. 
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  The Big Book of Rogues
   69
  
  Chapter 5 – 
  Survival in the 
  Streets 
  Creating a believable and challenging world 
  for your rogues to interact with takes some 
  work, but it can be very rewarding. Rogues 
  operate outside the law, usually, and 
  traditionally the poor and disenfranchised 
  often operate in these same spheres due to 
  necessity. The streets, and the people, and 
  the mechanisms for survival are where you 
  need to begin. 
  As with any community, no matter the 
  size, there are people who have allegiances 
  and biases that dictate whom they show 
  loyalty and distrust towards. It is easy to 
  gain enemies, and hard to gain allies. That is 
  a truism that has persisted throughout 
  history, and its no different for the rogue. 
  The first ally any rogue is going to need is a 
  Fence. Without access to a marketplace to 
  offload stolen or illegally-obtained items, the 
  rogue is not going to prosper. Stealing 
  straight coin-wealth from the poor is folly, 
  and most upper-class folks do not carry hard 
  coin on their persons – settling for IOUs to be 
  paid by lackeys at a later date, or with a 
  simple handshake and a promise. The 
  merchant class is where the coin-wealth can 
  be found, and for a starting rogue, the 
  security involved isn't worth the risk. Most of 
  the rogues income will come from selling 
  objects, either to a Fence, or to some other 
  shady character. 
  Getting to know those in-the-know, should 
  also be a priority. The local beggars, street 
  kids, hedge witches, and barkeeps are a good 
  place to start. Without information, a rogue 
  is not going to be successful, and it pays to 
  pay for sound intelligence – a good rogue 
  always keeps money aside for this purpose, 
  and makes sure his contacts are kept happy 
  and whole. 
  The local law enforcement is inevitable, 
  regardless of skill – luck is a fickle mistress, 
  and eventually every rogue gets caught. A 
  criminal's life is full of law enforcement, and 
  getting to know them, and their habits is key 
  to a rogue's success. Knowing who they can 
  bribe, who they must run from, who has 
  secrets, and who doesn't is vital in staying 
  out of prison as much as possible (when that 
  happens, see Chapter 9, “Law and Prisons”). 
  A rogue having allies in law enforcement is 
  not unheard of, and mutual arrangements 
  are often made to enrich both individuals. 
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   70
  
  These arrangements are often a death 
  sentence if discovered by other rogues, of 
  course, so the smart rogue takes pains to 
  hide his allegiances. 
  Safe places to sleep and to recuperate from 
  wounds and other injuries is a primary need. 
  A smart rogue will often have multiple “safe 
  houses” that they can move between and 
  some go so far as to disguise themselves as a 
  false identity before entering these places, to 
  keep up appearances of this character they 
  use to keep themselves safe. Knowing people 
  with medical skills is also important, and 
  plenty of complicit or corrupt clerics have 
  been known to assist rogue packs and 
  Guildhouses, not to mention the aid 
  rendered by hedge witches and urban druids 
  (often coerced) when concealment and 
  distractions are needed to keep locations 
  secret. 
  Food is most often stolen. A rogue who 
  cannot purloin food from a marketplace has 
  no business being a rogue. Drink, often 
  alcohol, is most often purchased in the 
  taverns where the rogue has a relationship 
  with a barkeep, and narcotics purchased 
  from street dealers whom the rogue also has 
  good relations. All a rogue's activities are 
  centered on keeping allies happy and keeping 
  enemies at a minimum. Some rogues develop 
  relationships with animals, the abundance of 
  feral wildlife a constant in a urban 
  environment. Trained animals can be used in 
  theft and confidence-games, and sometimes 
  are used to smuggle or pass messages/
  materials to allies or contacts. A smart rogue 
  will train a dog as soon as he can, and keep 
  it well fed and well- trained. A good animal 
  ally is hard to beat, and can often save the 
  day. 
  The relationship the rogue has with local 
  street gangs cannot be underestimated. A 
  new rogue is invisible to a Guild's interests, 
  and the local power is what dictates the life 
  of a rogue, and power means ganglife. A 
  rogue's local area of operation will oftentimes 
  be claimed by 2 or 3 gangs, the territory 
  always changing hands, and understanding 
  a gang's habits, leadership, and operations is 
  something a good rogue will pay attention to, 
  and a good DM will create deep, rich NPCs 
  for the rogue to interact with, beyond simple 
  black and white morality. 
  As DM, you have a lot of NPCs to create. 
  Not going to lie. It becomes a lot, but they 
  don't need to be all built at once. Like all 
  campaigns, things are created as-you-go, 
  and you will find yourself at the end of a 
  campaign with a raft of new people and new 
  areas that now exist in your world, and can 
  be used again in another campaign – and will 
  have their own real history and attitudes 
  beyond the initial creation stage! How cool is 
  that?! 
  Survival for a rogue in the streets revolves 
  around people and places. You must create 
  enough of them that the rogue does not feel 
  trapped in a video-game, and can interact 
  with dozens of buildings and denizens, so 
  that they can feel like they matter in a world 
  that feels rich and deep. 
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  The Big Book of Rogues
   72
  
  Chapter 6 - Gangs 
  and Commoners 
  Gangs all have the same basic attributes: 
  • They claim a real world location as owned 
  property 
  • They exploit that location according to the 
  location's purpose - businesses are taxed, 
  parks are used as an outdoor venue for 
  business or pleasure, homes are used as 
  "safe houses", etc... 
  • They will defend their territory with 
  violence or diplomacy, but never just 
  diplomacy. Gangs are violent entities. 
  • They give the gang a name, and members 
  will choose a new name (their "blood name"). 
  • They will adopt a symbol that is used to 
  mark the members and their claimed 
  territory. 
  • New members are tested before being 
  allowed entrance. This can take myriad 
  forms, from being physically beaten, to 
  performing unlawful activities, to contests of 
  strength, or cunning, or wit - or all of the 
  above in a D&D version of Hellweek (or 
  Month or Year). 
  • The only way to leave the gang is to die. 
  Anyone who betrays the gang is marked for 
  death. 
  • The members work towards a common 
  goal, have common interests, and feel a 
  sense of belonging. Betrayal is the ultimate 
  sin. 
  From there, however, the way Gangs 
  operate, their methods and motivations, their 
  hierarchies, and their means of choosing new 
  members are as myriad as the stars. Settle 
  in. This is gonna be a long one. 
  Thug Life 
  The Gang narrative is simple. Its an action 
  film and while action films are all about high 
  adventure and crazy individuals, you should 
  lay down your social contract with your 
  group before you start to discuss running a 
  campaign like this. Its going to be hard to 
  take up the mantle of a street gang without 
  discussing all the horrible shit that occurs in 
  that lifestyle. No sexual violence is mostly a 
  no-brainer for most groups, but I've been in 
  stories where its occurred, and its powerful 
  stuff if used correctly and with the right 
  people, but you should have a talk 
  beforehand. How much is too much street 
  ugliness? What is not going to be part of the 
  narrative? Get everyone in the same 
  headspace and the tone of the setting will 
  resonate with everyone, and you can all play 
  on the same stage with the same narrative 
  tools and easily keep out the dissonance. 
  Nothing kills a game faster than players who 
  bring noise to a harmonic game. 
  All about that 
  • Money: "Get it" 
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   73
  
  • Reputation: "Protect it" 
  • Lifestyle: "Spend it" 
  Gangs all have the same primary 
  motivation - life is all about the quick profit, 
  the easy score, the no-brainer heist. Smash 
  and grab is the fastest way to rob a business, 
  and threatening a guard into leaving a door 
  unlocked is the easiest way to heist. Gangs 
  don't plan for the long term. They might not 
  be alive tomorrow. Immediacy drives the 
  street gang. If they are thwarted or diverted 
  from their goals, they will generally keep 
  trying until the gang, or the obstacle, breaks. 
  This is the reason that gang violence is as 
  regular as the rising sun - without striving 
  for more power, the gang's motivation (fast 
  money, cheap thrills) sputters and dies. They 
  are like sharks, these street gangs, they have 
  to keep moving or they die. In the gang's case 
  - moving up. If another gang is holding a set 
  next to theirs and they can't push them 
  away, they will just keep fighting until one 
  side is wiped out. 
  Peace is a political tool, never a true state 
  of affairs. Gang life is about perception. Who 
  thinks what about you and your crew. That 
  matters. Its the second primary motivation - 
  reputation. Without it, the extremely vital 
  mechanism that both drives gang violence 
  and prevents it from consuming all the 
  combined gang territory into a whirlwind of 
  violence, cannot function. Reputation also 
  serves a political goal - it makes your enemy 
  spend precious time and resources worrying 
  about you. The more badass people think 
  you are, the more money, time, and 
  manpower your rivals spend making sure 
  they are safe from you. That's always 
  worthwhile, and so Reputation with a capitol 
  R, is something that drives every gang 
  member. They will always be thinking about 
  how their actions impact the reputation of 
  the gang first, and themselves second, and 
  their set (territory) last. Violent clashes over 
  disrespect keeps the gangs churning over 
  new members - chumming the waters for the 
  smart members to survive and grow stronger. 
  The OG in a street gang has been in the 
  organization for a year, maybe 2. But that 
  gangster is smart, tough, and cunning, and 
  from their ranks come the true Rogues of of 
  a city. 
  What does money and reputation allow 
  you as far as lifestyle is concerned? Gangs 
  are born from poverty and 
  disenfranchisement, and wealth and status 
  symbols are direct refusals of that humble 
  truth. No one wants to be poor, but if you're 
  going to be rich, let everyone know just how 
  rich you are - after all, wealth and reputation 
  go hand-in-hand. Gangs are almost obsessed 
  with symbolism. From their emblems that 
  adorn bodies, clothing, weapons, armor, 
  flags, banners, walls and any other place 
  that can be tagged, to the secret symbol-
  languages (shadowmarks) that cover their 
  own territory and the nearby territories of 
  their rivals in tiny graffiti, to the complicated 
  handslang that they use to speak internally 
  and to throw shade at enemies or whoever 
  they want to intimidate. Symbolism creates 
  meaning to those who know what the 
  symbols stand for, and that meaning is 
  always a powerful one of belonging to the 
  group. Almost everyone wanted to make up a 
  secret language as a kid with a friend or two, 
  yes for the sheer coolness of being able to 
  speak in code, but also because you wanted 
  to solidify your loyalty to your friends, even 
  though you didn't know that's why you did it 
  - wanting to belong is a primary driving force 
  in the human psyche and that's a powerful 
  bit of psychology to someone who has 
  nothing, and no familial ties. Gang is family. 
  Gang is life. 
  Like a G-Ster an OG-Ster 
  The fun part for your party will be creating 
  the Gang itself. Do this BEFORE you start 
  the first narrative session. After all, you need 
  to set up all the pieces around them before 
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  you begin. Here's the steps you should take, 
  and that will be followed by the details of 
  each list entry. 
  1. Pick a name. This is crucial and might 
  take certain parties awhile to figure out. 
  That old goblin, The Name. I’ve listed 
  some generators that can help, below.  
  2. Pick a symbol. The crew's tag. This will be 
  used to mark territory, bodies (in the 
  form of tattoos, generally), clothing, and 
  other items. There's an Emblem generator 
  below if you want to fiddle with that, or if 
  you have an artist in the party, that's 
  even better. Part of the decision making 
  about the tag is the color or colors of the 
  gang. This will identify them through 
  clothing and other items.  
  3. Choose the leadership. This is the first 
  decision that will require your party to 
  elect a leader. Yes. A leader. This is not 
  something that's been seen in D&D very 
  much, but I think the idea of it can work 
  well in a Gang format, for a few different 
  reasons. Firstly, there's no democracy on 
  the street, and having someone step up 
  and give orders is a concession that is 
  practically a requirement. Secondly, the 
  leadership can change, as the Gang's 
  power and respect levels shift around. I'll 
  talk about those later, but its a fun 
  dynamic that I think you'll enjoy. Thirdly, 
  and most importantly, the drama that's 
  created by hierarchies in general is good 
  for the tension it creates and the personal 
  subplots that spring up because of it. I 
  don't mean PVP, well, I do, but its a 
  modified form. That comes later. 
  Humiliation and loss of power is far better 
  suited to a group activity over death, but 
  DM's discretion as always. I'll talk about 
  the actual hierarchies a bit later.  
  4. Choose the initiation test. None of the 
  party members will have to undergo this 
  test. They are the Original members and 
  don't have to do that shit, unless your 
  group wants to. The Gang Leader would 
  oversee these activities, but they are 
  going to have to be largely bullshit, 
  because the characters can't fail or they 
  aren't in the gang. So use it as a cool 
  opening montage if its used at all. The 
  test will be for any NPCs OR new PCs OR 
  existing player's new character. In the 
  case of the NPC there is always the 
  chance of failure, but there won't be for 
  the PCs - that's just a cut scene. By that I 
  mean they can't fail, although the DM 
  can certainly foster the illusion that they 
  could lose. This is mostly for narrative 
  flavor. I've made up a short list of possible 
  tests, below.  
  5. Decide on the makeup of the Gang's 
  initial territory. This is the starting area 
  of the Gang, and its holdings. This will 
  be, at the start, a single street. It will be 
  either all households, all businesses, or a 
  mixture of the two. The DM should allow 
  the party to decide for themselves what 
  the territory is going to comprise, by 
  informing them of the differences between 
  the two. A Household pays less per week, 
  but is less likely to refuse to pay 
  protection, and will resist more if the 
  weekly rate is raised. A Business pays 
  more per week, but is more likely to 
  refuse to pay protection, and will resist 
  less if the rate is raised. How this plays 
  out with dice is explained, below.  
  Let's recap. 1. Name 2. Symbol/Colors 3. 
  Leadership 4. Initiation 5. Territory 
  The list details 
  Name 
  • A GTA one - (http://
  www.gtavwebsites.com/crew-name-
  generator/). Its not terrible, but some of the 
  choices are a bit too modern sounding. I did, 
  however, have a good laugh at "Nutty 
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  Irresistible" and pictured a thug of the forest 
  gnome persuasion, all stylee, maybe a big 
  glittery hat and a spiked, bloodstained 
  baseball bat. Just click the "Generate crew 
  names" button and the names appear at the 
  bottom of the page. ("Hawkish Coercion" was 
  another good one for the right group). 
  • A Fantasy one - (http://
  fantasynamegenerators.com/gang-
  names.php#.WBxxyNR94_5). Not bad. Some 
  are weird, but not really funny. 
  • A Shadowrun-inspired one - (http://
  erebaltor.se/rickard/generatorer/
  crazyGangNames.html). Probably my 
  favorite. Got the right mix of swearing and 
  cool sounding adjectives. "Baker Street 
  Misery" and "Satanic Hamsterfuckers", I 
  mean come on. Fantastic. 
  Symbol 
  This site also has a pretty cool emblem 
  generator - (http://
  fantasynamegenerators.com/emblem- 
  creator.php#.WBxzRdR94_4), but read the 
  quick tutorial - (http://
  fantasynamegenerators.com/emblem-
  creator- tutorial.php#.WBxz-NR94_4) before 
  you start, its a bit fiddly. 
  Leadership 
  Modern day street gangs are fractured, 
  complex things, and that won't do for D&D, 
  and we need something a bit more medieval 
  feeling anyway. I think the best kind of 
  hierarchies are the simplest, where everyone 
  has a designated task or tasks, and they are 
  welcome to speak their opinions on the 
  actions of the others, they each stick to their 
  respective specialties when it comes to gang-
  related activity. In other words, the Dope 
  King can talk all the smack he wants on the 
  War Chief, but at the end of the day, The War 
  Chief decides who the Gang's enemies are, 
  and when its time to fight. 
  Trying to come up with titles that don't 
  sound corny is difficult at the best of times, 
  so its often beneficial to get the party to 
  make these up for themselves. I'll list the 
  generic positions that should/could be filled 
  along with my own shitty names, and you 
  can amend as you see fit. I'll keep the titles 
  masculine for simplicity. Sorry, ladies. 
  • The Leader: The King, The Baron, The 
  Emperor, The Boss 
  • The Second in Command: The Earl, The 
  Prince, The Second 
  • Security: Warchief, Sargent-at-Arms, The 
  Enforcer 
  • Treasurer: King Stacks, The Banker, The 
  Cashman 
  These are optional (and listed in case your 
  party is larger than 4) 
  • Wise Man: Memory, The Dreamer, Chief o' 
  Dreams 
  • The Finder: The Procurer, The Provider, 
  Chief Plenty 
  • Make Something Up That You Find Cool: 
  Chief Whatever 
  By no means should this be the structure 
  for every gang or even your first gang! This is 
  just a very generic example, so please do 
  something more creative! 
  Initiations 
  These are only examples, of course, and 
  fairly tame. Go wild with these. 
  1. Jumped In - Survive a physical beating 
  from the entire gang for 60 seconds.  
  2. Blood for Blood - Kill a rival member  
  3.  Trophy - Bring back a valuable item from 
  a rival  
  4. Street Marks - Tag the gang symbol in 
  rival territory (usually in a prominent 
  place)  
  5. Wilding - Kill 1 or more civilians  
  6. Spree - Destroy or cause a lot of physical 
  damage to a location  
  7. Run the Pack - Kill a guard and get away  
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  The Big Book of Rogues
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  8. Renegotiate - Force 3 new marks to pay 
  protection (minimum DC 15)  
  9. Burn the Witch - Kill a mage/cleric (of 
  rank)  
  10. Rat Race - Take large amounts of drugs 
  and alcohol, and be blindfolded and 
  dropped far from home. Return alive. 
  Territory 
  Taking turf 
  A household or business must be 
  Intimidated into paying a weekly protection 
  tax in order for that location to be added to 
  the Gang's territory. This location must be 
  adjacent to existing Gang territory, or within 
  1 city block of it. The Intimidation can be 
  roleplayed (best) or forced with a skill check. 
  If a skill check is used, the DC for a 
  household is 10 and for a business is 
  between 12 and 17 (1d6 for a random DC), 
  usually the higher DCs are for the more 
  wealthy businesses. Government locations 
  cannot be acquired, and neither can Guild 
  Houses or Public Works. Once the payment 
  is secured, the target will pay a weekly tax 
  for as long as the Gang maintains its 
  presence in the area. 
  Some targets will refuse to pay on certain 
  weeks, and must be convinced to change 
  their minds. If a target refuses to pay, then 
  they must be Intimidated or Assaulted to 
  force a new check. If Intimidated, the DC is 
  between 10 and 15 (1d6 for a random DC) for 
  a household and a DC between 12 and 21 
  (1d10 for a random DC) for a business. If the 
  check succeeds, then the Chance to Raise 
  Tax check is performed by the DM, by rolling 
  a percentile. If the target number or less is 
  rolled, the victim agrees to pay more weekly 
  tax. This increase is between 1 to 5 coins per 
  week. Each household or business can only 
  have their tax raised once. If more money is 
  extorted the household will be forced to 
  move, or the business will be forced to close. 
  Make money take money 
  Rackets 
  Gangs are going to operate differently from a 
  formal Guild, however. Was less bureaucracy, 
  usually, and gangs generally don't involve 
  themselves with any aspect of business from 
  the production side of things. They also don't 
  tend to split themselves up when there are 
  less than 10 members. Its just too 
  dangerous. All the work done by the gang is 
  done by the gang as a whole. "Rollin less 
  than 10 deep" isn't just a stupid idea, its bad 
  business. The Gang is nothing without its 
  reputation, and shows of force are simple-to-
  understand and don't cost anything. Gangs 
  are all about that low overhead. When you 
  live fast and die young, profit - easy and 
  quick profit, is king. 
  Rackets are illegal activities that provide 
  money for the Gang. The rackets list 
  included in the Let's Build a Thieves Guild 
  isn't fully appropriate for a Gang, as they are 
  not a Guild, and will never have the 
  resources and power as a true Guild House 
  would. I am going to include the ones that 
  are appropriate, modified for a Gang-centric 
  campaign. 
  • Burglary – This is simple theft of houses or 
  businesses. This racket is rare among Gangs, 
  and usually only occurs when they have 
  100% reliable intelligence that something of 
  immediate value to the Gang is present and 
  Household
  Business
  Weekly Tax
  1-5 coins
  5-50 coins
  Chance to 
  Refuse
  10%
  25%
  Chance to 
  Raise Tax
  20%
  60%
  Raised Tax
  Additional 1=5 coins 
  per week
  Not for resale. Permission granted to print or  
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  The Big Book of Rogues
   77
  
  can be either sold or used immediately. As 
  such, there is no weekly income. 
  • Narcotics – Corner sales and low-level 
  distribution are the primary activities. Gangs 
  never produce, and are the main source of 
  distribution for true Guild Houses, or in the 
  case of smaller areas, a few lone suppliers. 
  Gangs make anywhere from 20-200 coins per 
  week, depending on a number of factors - 
  your campaign's economy, the size of the 
  distribution areas, and non-interference from 
  rivals. Getting ripped off is a hazard of street 
  life, and there may be weeks where the Gang 
  brings in zero income. 
  • Prostitution – Gangs generally never 
  undertake any formal prostitution rackets, 
  *as a general rule*, but there may be 
  instances where new recruits are asked to 
  provide services as part as their initiation 
  process, or by forcing locals into the trade, or 
  by members themselves. This is completely 
  optional depending on your table's social 
  contract, obviously. If this is included, the 
  weekly income could be between 5 and 50 
  coins per week, with the same factors as 
  mentioned in the Narcotics racket. 
  • Protection – This is the old classic. 
  Homeowners or shopkeepers (or both) pay a 
  weekly or monthly fee to prevent their 
  homes, businesses or selves from being 
  destroyed/robbed/beaten up. This is the 
  main source of income for a Gang, and is the 
  only way that a Gang can gain new territory. 
  Every protected building enlarges the Gang's 
  influence. The price of protection varies, 
  based on who is being strong-armed, but a 
  good rule of thumb is 1-5 coins per week 
  from a homeowner, and 5-50 coins per week 
  from a business. There is a 10% chance that 
  each week a different "protectee" refuses to 
  pay, and must be intimidated or physically 
  threatened in order to continue the payment. 
  If this fails, then the mark gets enraged and 
  attacks the bagman/men. Anyone who 
  protests and is successfully intimidated will 
  agree to pay 1-5 coins more per week out of 
  fear. There may be instances where they 
  cannot pay anymore coin, and will offer some 
  trade instead. 
  • Smuggling – This involves moving illegal 
  goods through the Gang's territory, for a 
  price. This is always an outsider wishing to 
  smuggle goods, not the Gang's themselves. 
  There is a 10% chance each week that a 
  Smuggler will approach the Gang and ask for 
  safe passage. The smuggler's goods will be 
  worth between 50 and 500 coins and is 
  willing to pay 5-20 coins for protection 
  through the Gang's area. If the smuggler is 
  killed/assaulted for their goods, there is a 
  100% chance that the one who hired the 
  smuggler will send one or more persons to 
  find out what happened. The power level of 
  this unknown employer is, of course, up to 
  you, but I wouldn't make it someone too 
  powerful. After all, the idea is that the Gang 
  stays in this territory and isn't driven out. 
  • Street Crimes (Pickpocketing, Mugging) – 
  These are the other main staple for a Gang. 
  Harassing travelers is practically a pastime 
  for a Gang member, and its done almost 
  without thinking. Everyone pays coin and 
  respect. This generally nets a small amount 
  per week, from 5-20 coins. 
  Need a table? When do you not need a 
  good table? 
  Racket
  Weekly income
  Narcotics
  20-200 coins
  Protection
  1-5 coins per homeowner; 5-50 
  coins per business
  Street Crimes
  5-20 coins
  Smuggling
  10% chance, 5-20 coins
  Prostitution
  5-50 coins
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  The Big Book of Rogues
   78
  
  JUICE - An Optional Inclusion 
  This is all a new rule-set. I urge you to at 
  lead give it a read and consider my 
  arguments. If its shit, by all means, amend 
  or toss. I don't mind. This is a gift, not a 
  lecture :) 
  This is the addition of a new Statistic for 
  your individual PCs. We are going to create a 
  simple points based system that will be used 
  as votes by the PCs at the end of each 
  gaming session. This will reflect a shifting 
  leadership dynamic based on in- game 
  actions. The actual points count will be kept 
  secret from the party, but the DM will advise 
  when things have shifted, and when 
  Challenges can be made. Follow. 
  Respect is earned. Daily. Every day you 
  gotta prove yourself. Prove your worth. Prove 
  your loyalty. 
  The DM creates a new meta-value called 
  Respect (or Juice, or Sand, or Balls, or 
  whatever). This number value is never 
  revealed to the players, but only the players 
  are the ones who can change this value, the 
  DM cannot. 
  At the end of every session, the DM asks 
  the players to "Show Respect" to the other 
  members of the gang. They then assign a 
  number to each player, giving a score 
  between 2 and 7. This is a public 
  declaration. This score is based on how 
  much the player's character acted in line 
  with the values of the gang during the 
  session. This is added to the running total. A 
  Gang Leader starts with 30 Respect. The 2nd 
  in Command (if there is one) starts with 15 
  Respect. Soldiers start with 5. 
  When a Soldier's respect is equal with a 
  Leadership member's respect, the Soldier 
  can challenge the member for the position in 
  the gang. The winner claims that position. 
  The loser becomes a Soldier with 5 Respect, 
  and loses all other previously gained respect. 
  This means that if you challenge, and lose, 
  you have to gain the Respect of your crew 
  again, but for real. Sure, your group could 
  game the system but that's no fun for 
  anyone, and should be strongly discouraged. 
  So here's how this looks at the table. 
  The Gang, the Stone Axe Killerz, has just 
  successfully beaten off a rival crew who tried 
  to invade their set. Trophies are gathered up 
  and the bodies dumped. Everyone is 
  celebrating and carousing. The Tale begins. 
  Someone brings up the fight again and the 
  encounter is rehashed, in real time, by the 
  party, as they remember it right then. They 
  mention the other crew members who 
  impressed them, and throw them some props 
  - using the number in the praise of the crew 
  member. Does that make sense? "And when 
  Lothar knocked that fuckin toe-head's teeth 
  out?! Oh man, that shit was five alive! And 
  Little Spark! Blew those Green meatheads 
  away was so cool man, but missing their 
  Chief, Zod, with that last bolt? Sorry but 
  that was three strikes, man. You should have 
  fried his Green ass!" 
  If that's all too corny, by all means, just 
  have the PCs say what impressed them, 
  simply, and then they give the number to 
  each party member. Simple. 
  The DM keeps a running total. The DM 
  never reveals this total except to announce 
  that a challenge may be made. This 
  announcement can be private, if you like, 
  but secret planning and scheming is not in a 
  Gang member's repertoire. Live fast, die rich, 
  that's the thuglyfe. Once the challenge is 
  announced, the actual event must occur 
  within 7 days or the challenger loses all his 
  respect and drops to 5. This causes a 
  constant churning of responsibilities and 
  chances at all the positions in the gang, 
  including leadership, and maybe leadership 
  more than once. By creating a gang 
  hierarchy and assigning each rank a Respect 
  level, you can control the administrative roles 
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  The Big Book of Rogues
   79
  
  within the gang, and that gets real fun, real 
  fast. The party has to be well-advised, in 
  advance, that this is the kind of campaign 
  dynamic that is going to be used. It is PVP, 
  but its PVP with a purpose, and its never to 
  the death, only to the first blood, or whatever 
  criteria is set. And the near-immediate 
  aspect of regaining the approval of the gang 
  members who had previously lost all of their 
  respect because the PC failed, is a powerful 
  reinforcement that the group is worth 
  keeping alive, and (should) cut down on 
  vendetta-mindsets that inevitably spring up 
  in PVP campaigns. Also, since 2 is the lowest 
  Respect you can throw, its an advertising 
  dodge that makes it seem more valuable. 
  Similarly with having 7 at the top, instead of 
  6, reinforces the existing mythology that 
  humanity has with 7, and lends it more 
  weight, serving as further reinforcement that 
  the gang is someplace where you can be 
  someone worthy, of respect, and of 
  belonging. Very important with us nerdy 
  types. I digress. 
  There's an alternate rule-set that should 
  be considered. Instead of violent challenges 
  for leadership where lots of respect is lost 
  (and earned), the challenged gang member 
  can peacefully step aside and lose only half 
  their current respect score. This would allow 
  for more politically minded groups, and 
  should be considered for an add-on to the 
  method I mentioned above. 
  Perhaps the gang has a mix of active and 
  passive challenge "modes" that can be 
  utilized to change the leadership around. 
  Worth considering, I think. 
  You can set the values of each gang rank 
  as you like, but starting with "some" is 
  always better than 0. Play around with my 
  numbers (30,15,5) and see what works for 
  you. You can always change the values after 
  the game gets rolling. Who's to know but 
  you? 
  One last comment. This aspect of forcing 
  leadership on everyone is only going to 
  strengthen the group as a whole. If everyone 
  fills every role, then all are more efficient as 
  players interacting with the game, but more 
  importantly, they will be more immersed, 
  and more invested in the mythology and 
  power of the gang. Imagine the first PC to get 
  patched in as the new Prez. Or the old Prez, 
  who took a chance and nearly won, but now 
  is bloody and beaten and still a fuckin 
  Soldier, still alive, but now has to look at the 
  world from a new place. How is that ever a 
  bad thing in a narrative? 
  STREET FIGHTING MEN 
  Conflict with other gangs is going to occur on 
  a regular basis for your gang's members. 
  Fighting to expand, fighting to protect, 
  fighting just to survive, sometimes. The level 
  of lethality in these conflicts is going to 
  depend largely on the group's decision before 
  play begins. Straight up brawling without 
  weapons with characters with 5 or more 
  levels is going to get tediously slow, so I 
  would advise against going that low on the 
  violence scale. But I can see not fighting to 
  the death as a valid middle ground. To the 
  death is common, but perhaps this area's 
  gangs don't all play like that. Maybe its more 
  about show and lots of bruises, with the 
  occasional unfortunate accident. Or perhaps 
  it's total murdercity out there. You'll have to 
  find your own level of settling gang clashes, 
  and what works for the narrative you all 
  want to explore. 
  The fights between gangs are rightfully 
  called Wars, because all available members 
  are involved and all resources of the 
  respective gangs are spent on winning. When 
  there's a gang beef in the streets, people 
  know it, and sometimes (often times), 
  civilians get hurt or killed. The Law gets 
  involved, sometimes. Or other interests, with 
  uncertain intentions. 
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  The Big Book of Rogues
   80
  
  Gang Wars generally are trying to 
  accomplish one or more of the following: 
  There are other reasons of course, some of 
  them shrewd, others insane, but this is only 
  a short example to give you inspiration for 
  your own lists. 
  • Gain Territory - Winning the War means 
  instant access to new income from protected 
  locals, and oftentimes resources left by the 
  losing gang are recovered. 
  • Defend Territory - Winning means 
  survival. Losing means a loss of area, 
  income, resources, and influence. 
  • Prosecute a Grudge - Beefs are as old as 
  mankind. They build up and explode. You 
  don't need my help of thinking of ways to get 
  angry. 
  • Terrify the Locals - Gang Wars will force 
  all protected civilians to check to see if they 
  want to refuse paying protection. This causes 
  havoc and distracts the invaded gang's 
  leadership from focusing on the War. This 
  check is done 1/week during a War. 
  CAMPAIGN HOOKS 
  You should create a chart with all the local 
  gangs listed and their respective 
  relationships with one another, and perhaps 
  even the corrupted Powers That Be in the 
  area, if they exist. A simple matrix will give 
  you an at-a-glance look at who's cool and 
  who's got beef. You can use a tickmark, 
  dash, and x for positive, neutral, and 
  negative relationship statuses, or smiley 
  faces, or whatever symbolism you like. But 
  keep it on your shield and keep it updated. 
  This is your Map O' Drama Fun, and should 
  drive the whole damn over-narrative. 
  The hooks should write themselves from 
  there. Decide which gangs control which 
  resources, and start moving them around 
  and watch what your gang does with 
  information that you give them from the 
  street or from their own observations. 
  The campaign could literally start with the 
  gang hanging out in some alleyway, shooting 
  dice, when that shithead, Dunka Moane, 
  little snot nose from upstreet says he saw a 
  rival gang's wagon over on X Street. The gang 
  reacts. The city reacts to the gang's reaction 
  and that's all you need. The Engine Has 
  Begun. 
  Decide on how many gangs and power 
  players/factions in the area and flesh them 
  out. That's going to be the most work. The 
  party will build their own gang, so don't even 
  consider them when you are planning out 
  the “milieu", just roll 3d4 and think of as 
  many funky ideas as you can and then pare 
  them down to something that won't be 
  impossible to track. I think an area number 
  of 6 would be manageable. You could of 
  course use more or less, depending on how 
  good your scheduling/project management 
  genes are in your family history. 
  So yeah. I'm not giving you any hooks. You 
  only need to create 1. The Catalyst. Get that 
  Great God a'Mighty Steamshovel moving and 
  the world will build itself. 
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  The Big Book of Rogues
   81
  
  Chapter 7 - Security 
  and Tools 
  Large amounts of currency and other 
  valuables will require taking measures to 
  ensure they remain secure. From personal 
  vaults with arcane defenses to a hidey-hole 
  under the floorboards, any place there is 
  wealth, there are people trying to take it. 
  Security does not come cheaply, be it from 
  personal guards, arcane shielding, physical 
  traps or offloading the whole mess to a 
  storage facility like a bank or other 
  fantastical method found in D&D campaigns. 
  These do not come cheap, and most come 
  with a daily/weekly/monthly/yearly ongoing 
  fee, and the best of the best should cost the 
  most of the most. Don't be shy with putting a 
  price on everything. You are The World and 
  The World is a greedy so-and-so. The less 
  money they have means the more 
  adventuring they are required to do in order 
  to keep up with the Cost of Living (in a 
  Fantasy World). 
  Safes/Vaults: By material and then size 
  might be best. Small/Large Iron/Steel/
  Mithral?/Other. Maybe 25/50 for small/large 
  and add 25/250/2500 for material type. 
  Lock Mechanism Upgrades: Gnomish - add 
  250, Elven - add 100, Halfling - add 50, 
  Dwarven - add 500. 
  Arcane Upgrades: Fucked if I know. Start 
  with a base of 5000 and maybe charge X for 
  every spell level involved (1000?2000?5000?). 
  Permanency should add 50000. 
  Wages, housing, food, medical care for any 
  security personnel (adjust as needed if 
  monster guards involved) - 50 per week for 
  adequate guards, maybe 500 for elite. 
  Not for resale. Permission granted to print or  
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  The Big Book of Rogues
   82
  
  Gadgets and tools 
  Chalk: For marking things - from messages 
  to showing if an area has been used recently. 
  Oil: For rusty hinges and locks, to making 
  floors slippery, to creating fire. 
  Flour: Good for showing invisible/hidden 
  things, if a floor has been walked upon, and 
  explosive if dispersed first and then set to a 
  spark. 
  Crowbar: :Gives Advantage on Strength 
  checks, where appropriate. 
  Twine & Bell: Good for stringing makeshift 
  alarms. 
  Flint & Steel: For making fire. 
  Collapsible Pole: For testing floors, setting 
  off traps from out of range, and assembly 
  into makeshift gadgets. 
  Small Block & Tackle: With rope, to move 
  really heavy things short distances. Usually 
  assembled with a hook to hang from. 
  Parchment & Charcoal: For making 
  rubbings of important carvings. 
  Hand Mirrors: For spoofing light based 
  traps, peeking around corners, and handling 
  petrifying monsters. 
  Paper, Pen, and Ink: For notes, forgeries, 
  maps, or any number of reasons. 
  Grappling Hook: For climbing, hauling, and 
  pulling distant objects. 
  Smokebombs: Expensive, but good for 
  obscuring an area. 
  Dog Treats: For rogues who don't feel 
  comfortable killing animals, this is a non-
  lethal alternative. 
  Glue: For blocking locks, gumming up 
  machinery, or hanging false 
  communications, like posters. 
  Limewood Strips: These are strips of wood, 
  usually around 4 to 6 inches long and an 
  inch or so high, and very thin. Limewood 
  strips are slipped between a door and its 
  door frame so that the thief can raise a latch 
  on the other wise of the door and open it 
  normally. 
  Tar Paper: This is simply any kind of heavy 
  paper or (more usually) cloth which has been 
  soaked in tar, honey, treacle, or anything 
  suitably sticky. The thief usually uses it by 
  slapping it on a window before breaking the 
  glass in a window-pane. The sticky surface 
  keeps all the fragments together as the glass 
  breaks. Noises is considerably reduced, both 
  from cushioning the impact of a hammer on 
  glass and by preventing broken glass from 
  scattering all over the floor beyond the 
  windows. Tar paper can be used with a glass 
  cutter, being affixed to the center of the area 
  of glass to be cut out, so that it can be 
  simply pulled out when the cutter has done 
  its work. 
  Blinding Powder: A powder which is highly 
  abrasive, irritating to the eyes, and disabling 
  to the victim as a result. Powdered stone, 
  pepper, dust soaked in onion juice, and 
  strong ammonium salts--blinding powder 
  can be made from many ingredients. 
  Blinding powder is only useful if it is thrown 
  right into the eyes of a victim. Attacks are 
  made with Disadvantage unless 
  circumstances negate this penalty. 
  Manacles/Shackles: Good for locking up 
  victims, guards, or anyone you want to 
  incapacitate. 
  • Whistle/Dog Whistle: For manipulation of 
  people and dogs. 
  • Lodestone: Good if you want to manipulate 
  metal latches and levers without touching 
  them. 
  • Solvents: Used to dissolve adhesive, wash 
  away poisons, and neutralize acids. 
  • Small Bladder: In case you need to hold 
  your breath, you can take an extra gulp of 
  clean air. 
  • Acid: When thieves tools fail you, acid can 
  solve a lock problem, and it can do it quietly. 
  Can also disable a lot of different forms of 
  traps. 
  • Pin Ring: This simple weapon is a ring 
  with a flip-up lid, below which is a needle 
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  The Big Book of Rogues
   83
  
  capable of delivering a dose of poison (or 
  knock-out drug, etc.) 
  • False Scabbard: Thieves can employ stout 
  scabbards which are slightly longer than the 
  swords which fit into them, leaving a length 
  of scabbard at the end which is a separate, 
  hollow compartment. Usually, this can be 
  accessed via a sliding panel at the end of the 
  scabbards. This hollow compartment can be 
  used to conceal a great many kinds of 
  things, either to smuggle them in (poisons, 
  dog pepper, blinding powder, etc.) or smuggle 
  them out (gems and such). Some are so well-
  designed that the compartment can be 
  entered from above or below, so that the thief 
  can use the false scabbard as a snorkel (or, 
  more correctly, as an underwater breathing 
  tube) if he has to stay concealed in the water 
  for any reason. 
  • Wired Cane : a rigid wire and leather 
  wristband straps this cane to the wrist, 
  allowing a pick-pocket to feign infirmity until 
  close enough to strike. Then by bumping into 
  the target, the cane-bearing hand can 
  perform the pilfery and return to the cane 
  before it is noticed. The wired cane’s handle 
  contains a long-bored hole sized for coins of 
  most types and most jewels. This gives 
  Advantage on the Sleight of Hand check. 
  • Mini-Blade: This little blade—so small that 
  it hides easily between the knuckles of a 
  thief—has given the cutpurse his name. 
  Masters of this tiny and keen blade can 
  garner a day’s wages in a mere hour. Of 
  course, novices may end up missing a finger 
  or two. Gives a +1 to the Sleight of Hand 
  check. 
  • Rosin And Powder: For thieves whose 
  pocket-picking fingers do not seem sticky 
  enough, rosin applied to the tips can boost 
  sticking power. Those who have trouble 
  slipping their hands into and out of purses 
  and pockets might use our powder to 
  facilitate movement. Using rosin on the 
  fingertips and powder on the edges produces 
  a particularly useful combination. +1 to 
  Sleight of Hand check. 
  • Garottes: Constructed of strong wire and 
  hardwood handles, these are designed to 
  choke a victim to death. If used from Stealth 
  or with Surprise, grants a +2 Attack bonus 
  (otherwise the Attack penalty is at -2). Target 
  is Restrained, and after 3 consecutive hits 
  the target dies. 
  • Glass Cutter: A diamond-tipped tool used 
  to score glass. Place the cutter in the center 
  of a pane of glass and score a circle around 
  it. A gentle tap creates a hole from mouse-
  size to wagon-wheel size. Requires Dex check 
  at -2; failure means the cut section of 
  window slipped and shattered. 
  • Hinge-Removing Set: Doors have two 
  sides—if you can’t pick the lock, you might 
  try removing the hinges. The hinge-removing 
  set contains all the tools you need to remove 
  hinges on anything from jewelry boxes to 
  castle keeps. Requires Dexterity checks made 
  per round: 1 round for small hinges, 5 
  rounds for door-sized, and 10 rounds for 
  large hinges. 
  • Keymaking Set: This expensive item allows 
  a thief to make duplicates of keys his holds 
  in his possession or from impressions of keys 
  made using a wax pad. The keymaking set is 
  a number of molds, files, small blades, 
  metal- working instruments and the like. It 
  also uses a small oil-burning apparatus for 
  softening and molding metal, so its use is 
  usually restricted to a safe, secure lair where 
  the thief will not be disturbed. Duplicating a 
  key takes 1d4 hours, depending on the size 
  and intricacy of the original. The keymaking 
  set permits the manufacture of poor-to- fair 
  quality soft-metal replicas of keys, which are 
  rough in appearance and do not resemble 
  the work of a professional. However, the 
  duplicate key will open the same locks as the 
  original if the thief makes a successful 
  Dexterity test. The thief always thinks his 
  duplicate is a successful piece of 
  workmanship, of course. Only when it is 
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  photocopy this document for personal use only.
  The Big Book of Rogues
   84
  
  actually tried on the appropriate lock(s) will 
  the thief find out for sure. 
  • Hacksaw: Where lockpicks require finesse 
  and time, hacksaws only require time. Blades 
  are constructed by dwarven craftsmen and 
  made of fire-hardened steel. A small lock 
  takes 3 rounds to saw through, a medium 
  lock takes 6 rounds, and a large lock takes 9 
  rounds or more. 
  • Sleep Gas: There are three levels of potency 
  for our sleeping gas, for small, medium, and 
  large-size creatures. All come in sturdy 
  stoppered flasks that break easily on impact. 
  In liquid form when stoppered, these vials 
  contain enough punch to lay low one 
  creature of the indicated size - Constitution 
  Saving Throw vs DC 14 (or whatever you 
  choose) to avoid the effects. 
  Lockpicks: This allows the rogue to roll with 
  Advantage when attempting to pick a lock. 
  Noisemaker: These are tiny segments of 
  bamboo that contain ordinary salt. When a 
  string on the noisemaker is set on fire and 
  the salt heats up, the device splits apart with 
  a loud smack. Best used when thrown. 
  Silent Shoes: Much stray sound comes from 
  poor shoes. These soft leather shoes are 
  coated with a thick, stretchy substance from 
  the deep jungle. The silent shoes work well in 
  thick forests as well as wet dungeons. +1 
  bonus to Stealth checks when moving. 
  Silk Bodysuit: Any noise not made by shoes 
  must come from clothes. This black, tight-
  fitting bodysuit helps thieves hide in 
  shadows. +1 to Stealth checks when moving. 
  Gnomish Cloaks: Unlike cloaks of 
  Elvenkind, these garments are not magical. 
  Their neutral gray color and ingenious 
  gnomish design make their wearer blend 
  readily into shadows. +1 to Stealth checks 
  when NOT moving. 
  Climbing Irons: These bent rods strap 
  comfortably to the legs, allowing a thief to 
  sink the barbed ankles into most any wood 
  surface. Traditionally used by lumbermen, 
  climbing irons also work very effectively on 
  the corners of wooden buildings. Of course, 
  though they aid climbing, they hamper 
  getaways — I’ve seen many a thief running 
  bow-legged from a crime scene to avoid 
  bloodying his ankles. Advantage on climbing 
  checks; -10 movement speed while worn. 
  Rope Set: Set includes 200 yards of high-
  quality, triple-stranded silk rope of Elven 
  manufacture, two foldable grapples, and the 
  spikes and pulleys needed for serious 
  climbing. All of this comes in a lightweight 
  pack. +2 to climbing checks; cannot be used 
  with other climbing gear. 
  Earblade: Though many thieves carry these 
  handy gadgets, most hope never to use them. 
  The earblade is an incredibly keen blade 
  mounted on a spring hinge and resting 
  unobtrusively behind the ear. The earblade’s 
  sole use is to deeply score a nooseline placed 
  over a thief’s head. Thus, when the gibbet 
  block is dropped, the rope will snap and the 
  thief can escape. Since none can guess 
  which side the noose will be placed on, most 
  thieves buy two of these. 15% chance of 
  discovery; 50% chance of success. 
  Spider Poles: This odd and gangly 
  assortment of metal poles can be collapsed 
  into a small, lightweight bundle. When 
  unfolded, however, the spider-poles can be 
  snapped variously together to form a semi-
  rigid ladder or articulated frame for scaling 
  walls. +3 bonus to Climb Walls; requires Dex 
  check for assembly/fold up; cannot be used 
  with other climbing equipment. 
  Files: These thin and sturdy files can be 
  easily sewn into the hems of clothing before 
  any thievery is attempted. Then if captured, 
  the thief has a ready means for making an 
  exit from his cell. These files are not to be 
  swallowed and regurgitated under any 
  circumstance. Cut through 1⁄4 inch square of 
  iron or lesser material in 10 rounds. 
  Bladeboots: Captured thieves are typically 
  stripped of their weapons, but not of their 
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  photocopy this document for personal use only.
  The Big Book of Rogues
   85
  
  shoes. If a thief has a shoe for a weapon, 
  odds for escape improve significantly. Solid 
  leather construction, a broad steel blade, 
  and a heel- click trigger mechanism add kick 
  to any escape. Damage is 1d6. 
  Marbles: Pursuers move at 1⁄2 speed or Dex 
  check for slipping; failed check means they 
  fall prone for 1 round. 
  Aniseed: Stops dogs from tracking for 1d4+1 
  hours; successful save vs. poison lets trained 
  dog pursue after 1d4+1 rounds. 
  Foot Traps: Pursuers move at 1⁄2 speed or 
  Dex check; failure means pursuer steps on 
  trap and takes 1d4 damage and reduced 
  movement by 5'. 
  Caltrops: Pursuers move at 1/3 speed or 
  Dex check; failed save halts movement and 
  does 1d4 damage. 
  • Disappearing Ink: Varieties disappear 
  within the hour, day, week, or month, and 
  there is an ink that is invisible until heated 
  over a candle. 
  Poisons 
  I won't be attempting to homebrew any 
  poison systems, as there are plenty of good 
  ones out there. Here's a short list of links: 
  https://www.reddit.com/r/
  DnDBehindTheScreen/comments/87plzk/
  heres_a_random_poison_generator_i_found_a
  nd/ 
  https://www.reddit.com/r/
  DnDBehindTheScreen/comments/6r1zpr/
  pc_wants_to_run_a_plague_doctor_need_help
  _with/ 
  https://www.reddit.com/r/
  DnDBehindTheScreen/comments/72b6sm/
  lets_build_an_illegal_substance/ 
  https://www.reddit.com/r/
  DnDBehindTheScreen/comments/6umxob/
  an_automated_spreadsheet_for_herbalism_al
  chemy_v12/ 
  https://www.reddit.com/r/
  DnDBehindTheScreen/comments/637an8/
  the_great_big_random_d100_list_of_poisons_ 
  dd5e/ 
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  photocopy this document for personal use only.
  The Big Book of Rogues
   86
  
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   87
  
  Chapter 8 - Law and 
  Prisons 
  Working on a Chain Gang 
  Your party has been found guilty of the 
  crimes they committed (or not, everyone 
  loves a good frame-up) and has been given 
  an unusual sentence. Instead of a fine, 
  public shaming, servitude or the gallows, 
  they have been ordered to serve their time in 
  a Penitentiary. Penance, you see, is good for 
  the soul, and increases moral fiber. 
  They are transported, in chains, and under 
  magical suppression if necessary, under 
  heavy guard to the Place of Punishment. This 
  can take whatever form you'd like, and 
  location is very important to set the tone. 
  Here's a short list of ideas to prime your 
  imagination. Get creative! 
  The Island - Set on a remote island, this 
  place is half prison, half work-camp. The 
  guards are on horseback, and the 
  surrounding terrain is formidable and deadly 
  - a jungle perhaps, or a fell swamp. 
  The Underground Hellhole - A place of 
  stone and metal, without softness or soul. A 
  vast underground complex half prison, half 
  mines. The work is brutal and the guards, 
  unforgiving. 
  The City - A baroque compound in the heart 
  of a bustling city or capitol, the sounds of the 
  streets serve as a constant goad to the 
  imprisoned who labor on behalf of their free 
  neighbors. 
  The Barrens - A wooden compound in the 
  vast wilderness, remote and subject to harsh 
  winters and sweltering summers. The work 
  here is largely heavy labor, and there is 
  nowhere to run. 
  Once they have arrived, they will be met by 
  more guards, mages, dogs and archers, just 
  to name the basics. An overwhelming show 
  of force will be necessary to communicate to 
  the party that escape is not an option, and 
  that any attempts will be met with deadly 
  force. "Show, don't tell" is our maxim as 
  DMs, and showing some new fish making a 
  break for it and being cut down (especially if 
  its a magical attack) will go a long way into 
  impressing the impotence of their situation. 
  Meet the Cellies 
  Prison is about survival, and like any good 
  D&D campaign, it needs strong NPCs to keep 
  the drama moving. Factions of prisoners, 
  grouped for survival, is the most common 
  thing we've all seen a million times in our 
  media, and its a viable conceit. What's more 
  fun than some gangs? Hell, I wrote a massive 
  post on them, so I'm right there with you. 
  But don't neglect the lone wolves. Those 
  prisoners that everyone either defers to, or 
  brags about killing, or whispers about in 
  fear. Sprinkle a few throughout your 
  Dramatis Personae to give it a bit of spice. 
  Don't neglect the hapless ones either, or the 
  weirdos, or the sycophants. Not everyone is a 
  thug, and it would be boring if they were. 
  I'd create a nice list of factions and solo 
  NPCs. Maybe 4-6 factions and maybe 6-10 
  solo. Then I'd make a nice flowchart showing 
  who's on top, who are allies, who are 
  enemies, who owes whom, and connect it all 
  together into a web of relationships. Think 
  about the dynamic of this web. What's the 
  history here? What has led up to the current 
  state-of-play? Where does this web of power 
  and relationships stand, right now, as your 
  PCs walk into it? Figure that out, and the 
  story will write itself. Introduce one NPC and 
  let the party react and you are off to the 
  races. You need do nothing but simply 
  *react*. Knowing the web, you can react with 
  some semblance of authority, and won't feel 
  like you are making too much up on-the-fly. 
  A simple flowchart! Use them in all your 
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  photocopy this document for personal use only.
  The Big Book of Rogues
   88
  
  campaigns, and you'll look like you actually 
  know what you are doing ;) 
  What We Have Here, Is Failure to 
  Communicate 
  We've talked about the prisoners, and now 
  we need to talk about the authorities. The 
  Warden, the Guards, and whomever else 
  you'd like to drop into the mix. Depending on 
  the setting and tone, you could have any 
  number of interesting NPCs be a part of the 
  prison staff. Torturers, psychologists, clerics 
  of interesting deities, mages with specialized 
  spell packages to help protect the prison, or 
  minister to the prisoners, or any paradigm 
  in-between. 
  There will be cliques within the staff, as 
  their are with any organization. Make a new 
  flowchart. The Staff Roster. Then start 
  linking their relationships and cliques. 
  Maybe Tom Terrington and his night staff 
  take it a bit easier on the prisoners than the 
  day staff does. Maybe Tom himself has a beef 
  with another guard, or doesn't get along with 
  his boss. Whatever. Create the web. 
  You'll need to figure out one more thing 
  about the Powers That Be - their prejudices. 
  Oh yes. This is the most important bit of 
  information you can have. This allows you to 
  know, at-a-glance, how the guards will treat 
  the prisoners, and most especially, how they 
  will treat your PCs. Maybe ol' Tom really 
  fuckin hates Dwarves, and doesn't trust any 
  of them, and even though your PC's Dwarf is 
  a really nice guy, he's about to have a bad 
  time of it. How will the party react to feeling 
  helpless? 
  I'm Not Locked In Here With You, 
  You're Locked In Here With Me! 
  You know the state-of-play now. All your 
  webs are in place. Now how do you make this 
  fun? Most people will claim that rolling dice, 
  killing things, and getting treasure is all 
  players care about, but we know that's 
  mostly bullshit. People are a lot more flexible 
  and clever than you think, and there is fun 
  to be found in the most unlikely of places. 
  A prison session (or two) won't have much 
  dice rolling. There can be fights, of course, 
  mostly of the unarmed, or improvised-
  weapon variety, but skill checks will be 
  uncommon, I think, and life as a felon will be 
  mostly roleplay, I think. 
  Prison life is harsh and is probably a lot 
  like war - boredom and routine punctuated 
  by moments of sheer terror. You should set a 
  schedule for the prison. A timetable of daily 
  life. When to get up, when to eat, when to 
  work, when to sleep. Repeating this 
  schedule, daily, over and over again, mixed 
  with whatever roleplay occurs, is the key to 
  creating this idea of being locked in one 
  place. You should strive to make this 
  experience unpleasant. Does this contravene 
  that mantra of Must Be Fun? Possibly. 
  What's important here, is that the party 
  hates being in prison, and never wants to go 
  back. 
  This is the key, you see? Curbing the 
  reckless, the thoughtless, and the stupid 
  actions of our parties isn't done with time- 
  skips, avoidance, or handwaves. It requires 
  penance, paid in full. 
  Get Busy Living or Get Busy Dying 
  So how long do you leave them in prison? In 
  game-time? Months? Years? Well that 
  depends on the crime, of course, and now 
  much you want to impress upon your players 
  that actions have consequences. What about 
  real-time? I'd say no more than three 
  sessions, tops. After you've established the 
  day-to-day routine of the mundane and 
  harsh life inside the prison, you can start to 
  time-skip a bit. Yes, I know what I said, but 
  if you are going to be using this as penance, 
  then time becomes very important, but 
  serving Fun still remains. A session of the 
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  The Big Book of Rogues
   89
  
  mundane makes the narrative come alive. It 
  shows the party that penalties have weight. 
  But after you've put them through that 
  grinder, you can start to speed up, and 
  introduce moments of drama, shock, 
  suspense, and comedy as the weeks, 
  months, and years tick by. Whatever the 
  methods and time used, there will come a 
  time when the party has served its time and 
  is being released. 
  Freedom. How very sweet it is. You as the 
  DM need to have advanced the world in their 
  absence. Things have changed. The world 
  keeps turning, and the party may be coming 
  out to a very different world indeed. Make 
  sure you make these changes, so the party 
  understands that not only have they had to 
  pay penance, but that the world moved on 
  without them. 
  Now you can have gobs of storylines that 
  can play out. Who comes to meet them at the 
  gates? What do they want? Maybe no one 
  shows up. Maybe enemies are waiting for 
  them. Maybe lovers and friends and family 
  has died or endured radical change. Maybe 
  the villain has already won and the party 
  missed it. Whatever occurs, they have to live 
  in this new paradigm, and one thing is 
  certain - your players will never forget the 
  experience. 
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  The Big Book of Rogues
   90
  
  Chapter 9 - Guilds 
  Thieves Guilds are very iconic in this game. 
  Never mind that they probably didn't exist in 
  history (that we know about. Illuminati 
  confirmed?). They are fun to run as a DM 
  and fun for players, too, because they 
  generally get fed missions that can have a 
  mix of all the story elements offered by the 
  game; stealth, combat, intrigue and puzzle-
  solving. 
  So What Elements Comprise 
  A Guild? 
  Well, as usual, we have to ask ourselves 
  some questions. 
  • What is the organizational structure of the 
  Guild? 
  • How much control does the Guild exert 
  over the society in which it's found? 
  • What are the Guild's activities? 
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  The Big Book of Rogues
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  • What kind of security does the Guild have 
  in place to protect itself and it's assets? 
  • How does the Guild gather information? 
  • What kinds of assets does the Guild 
  control? 
  • Does the Guild have any conditions of 
  entry for new members? 
  • What kinds of activities can I have my 
  Rogues do while working for the Guild? 
  Guild Structure 
  These can take many forms. There is the 
  traditional “Mafia” style Guild where the 
  bosses have been in power for a long time; 
  there are loose collections of street thieves 
  that change leadership very often; there are 
  “blind” Guilds where you never know who 
  you are working for (a lot of Assassins Guilds 
  work like this); or any other organizational 
  structure that you see fit. If you are looking 
  for a more “Mafia” type Guild (probably the 
  most common, as we are familiar with it), 
  then you could possibly structure it like this: 
  Level 1 – These rogues are not officially part 
  of the Guild as of yet. They haven't proven 
  themselves, and as such usually work in 
  Street Crimes or as runners for Narcotics 
  rackets. Sometimes they work as muscle for 
  Protection, Prostitution or Gambling rackets. 
  Level 3 – These rogues are now officially part 
  of the Guild and are given jobs in one of the 
  rackets at an entry level. They must give up a 
  cut of any profits they earn to their 
  immediate boss(es). This can be upwards of 
  75% of the take. 
  Level 5 - These rogues are now trusted 
  members. They are generally given roles in 
  one or more of the rackets, and are in charge 
  of overseeing the lower level rogues that work 
  for them. They still pay a cut of their profits 
  to the Guild, but this is generally at a lower 
  rate, say 40% or 50%. 
  Level 7 - These are the mid-level bosses. The 
  "Sergeants" of the Guild. They generally serve 
  as advisers to the Level 9s and oversee all 
  the smaller rackets. They pay 30% to the 
  Guild. 
  Level 9 - These are the racket bosses. They 
  oversee the actual logistics of the Guild 
  activities and make sure they are profitable 
  and secure. They pay around 10% to the 
  Guild. 
  Level 13 - These are the real bosses. They 
  don't pay profits and they oversee usually 
  more than one of the rackets and usually 
  run the Security and Intelligence branches 
  Level 17 - These are the advisers to the 
  Guild leader. They don't pay profits and they 
  generally split the running of the Guild 
  branches between them. If there are any 
  Assassins, they run these as well. 
  Level 20 (or higher) - This is the Guild 
  leader. They know all the pieces of the puzzle 
  and control all the lower level bosses and 
  ultimately decide the direction of the Guild 
  and reap the most profits. Most guild leaders 
  strive for anonymity and even their own 
  Guild do not know who they are. Some are 
  masquerading as political leaders or 
  businessmen(or women). The character of 
  Gus from "Breaking Bad" is a great example 
  of this. 
  If you wanted to run a more loose style, 
  you could have maybe 2 or 3 levels of 
  participation, and give them names to keep 
  them straight. Let's just make something up 
  right now. 
  Let's say you've decided your guild will be a 
  street gang, called the 9th Street Razorbacks. 
  Any newcomers and those who have only 
  been hanging around for a year or so are 
  called Swine, and are treated pretty poorly, 
  and given the worst jobs. These could be 
  your Level 1s and 2s. Those who have stuck 
  around and stayed loyal are called the 
  Bloody Boars and have varying degrees of 
  autonomy to make sure the guild makes 
  money. These could be your level 3s to 8s. 
  The really smart and cunning Rogues that 
  are still around and have "made their bones" 
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  The Big Book of Rogues
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  would run the guild in a loose confederation 
  of leadership, called The Hogs, with a lot of 
  squabbling, and sometimes some killing to 
  keep everyone sharp. Once a year they elect 
  The Razor, who gets to decide how the yearly 
  take is split up among all the members, and 
  gets to review any rules (if any) that the 
  Guild has, and make changes. After that, 
  The Razor's title is purely honorary, and he 
  (or she) can be challenged on decisions by 
  any of the other Hogs. 
  A more compartmentalized, Assassins-type 
  Guild could work like a "blind ladder" of 
  power. With one powerful "Grandmaster of 
  Assassins" (as called in the 1e PHB) 
  controlling a whole network of assassins 
  while keeping their identity secret from the 
  others. Lower assassins would be controlled 
  by the one above them in the "ladder". 
  Orders would trickle down from the 
  Grandmaster and contracts would be either 
  provided by the Grandmaster or any of the 
  others in the ladder (who would be sourcing 
  their own from the populace). Below a 
  certain level, say level 5, are the low-level 
  assassins, who just do as they are told and 
  only raise in rank when one of the higher-
  level assassins is killed and a spot opens on 
  the ladder. All communication would be 
  clandestine, either through a dead drop (a 
  neutral, usually secret, location that can 
  hold written messages in secret until picked 
  up), or through spells like Message or 
  Sending or some other means of distant, 
  anonymous communication. 
  Really the choice is up to you. Be creative 
  and think like a criminal. What's going to be 
  the safest, easiest way to make money and 
  stay safe? 
  Guild Control 
  You need to decide how much power your 
  Guild has. Are they brand new, scrambling 
  for power and influence? Maybe they have 
  been around awhile, but not secure, fighting 
  for more territory and wealth among a host 
  of others doing the same? Or is it an old and 
  powerful Guild, that has the city sewn up, 
  with politicians and wealthy patrons under 
  their control? 
  The decisions you make about your Guild's 
  control will dictate how much security they 
  have, the types and amount of information it 
  receives and the types of activities it does to 
  make money. Remember that your Guild 
  does not have to be static, it can become 
  more powerful or it can lose power, and 
  running several Guilds in the same area 
  amid a shifting "political" landscape can be 
  extremely rewarding and provide entire 
  campaign arcs worth of story or at least be a 
  driving force in the background of others. 
  The New Meat - What organization? This 
  is just one local, loosely affiliated gang. Their 
  power even over their own members is 
  limited. Surely there are other similar gangs 
  around, and perhaps larger criminal 
  organizations on the rise/fall. These Guilds, 
  if they can truly be called that, come and go 
  with surprising (and bloody) speed. Only the 
  strong and the smart survive. Any PCs 
  wishing to start their own Guild should 
  begin at this level. Let them fight for survival, 
  and it will make a great story whether they 
  rise to the top, or go down in flames. 
  The Upstarts - The Guild is getting large 
  and organized enough to cover a larger area. 
  They probably have a small headquarters, 
  maybe the basement of a seedy tavern, or the 
  backroom of some Inn or shop. Authorities 
  know that the Guild exists and are willing to 
  try and stop them. Most watchmen don't 
  hesitate to intervene, but some are already 
  on the take. There may be multiple rival 
  organizations. They might try and absorb 
  these others or go to bloody war for a bigger 
  slice of the pie. 
  The Locals - The criminal organization is 
  getting more serious now. A whole area of 
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  The Big Book of Rogues
   93
  
  town is known to be theirs, or their influence 
  is more diffusely felt across the entire town. 
  There are 2-3 Guild houses in the area, but 
  the population also knows to stay away from 
  them. Protection rackets abound. They 
  actively (and violently) encourage fences and 
  independent criminals to join up or stay 
  away. The Watch start having second 
  thoughts about responding to incidents in 
  areas known to be controlled by the group. If 
  there are still rival organizations, they know 
  the boundaries of their territories. Border 
  clashes are probably frequent, unless some 
  form of truce is put in place. People who live 
  in the Locals zone of control actively protect 
  the Guild by informing on any activity that 
  might hurt them, or report on any strangers 
  in their streets. They will mostly refuse to 
  help the Watch, but if pressured heavily, 
  might turn on the Guild, but will beg for 
  protection. 
  The Family - At this level, the guild can 
  commit crimes and make sure they get no 
  follow-up from the authorities. Extremely 
  high-profile incidents still get investigated, 
  but the Guild and the Watch have a mutual 
  understanding. Townspeople are acutely 
  aware of the problem, but live in fear. There 
  are at least a dozen Guild houses that 
  everyone knows about. The organization's 
  priorities and activities are felt throughout 
  the city. Corrupt or fearful authorities 
  downplay the problem. Over half of the 
  businesses are directly or indirectly 
  controlled by the Guild and their wealth is 
  formidable. There may only be 1 or 2 other 
  Guilds at this level and they most likely have 
  long- standing truces in place, but war is 
  inevitable and probably breaks out every few 
  years, just to keep things tight. New Guilds 
  are actively hunted and destroyed and no 
  new Rogues can operate in the city without 
  them finding out and either recruiting or 
  killing the newcomers. 
  The Institution - The government knows 
  that cooperation with the Guild ensures 
  relative peace in the city. Some idealistic 
  guards and authorities still think they're free 
  from the Guild's influence, but they are in 
  the minority and tend to vanish mysteriously 
  in the night. At this point, there are few or 
  no rival criminal organizations in town. 
  Nearly 100% of the businesses are controlled 
  by the Guild and nothing goes in or goes out 
  that they don't know about and make a 
  profit from. New Rogues are recruited or 
  killed and informers are rampant. Protection 
  paid to the Guild is no longer thugs at the 
  door. The Guild simply takes its cut from the 
  annual taxes collected by the government. 
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  There is little bloodshed, and any new Guilds 
  are squashed immediately and publicly. 
  People don't live in open fear, for the Guild 
  has been there for so long that they don't 
  realize there is any other way to live, and 
  they instinctively avoid places that they 
  should and any criminal shenanigans are 
  quickly reported to "known persons" in the 
  Guild. The Guild members have no need to 
  hide and the upper echelon often live lavish, 
  open lifestyles and are seen as benevolent 
  members of the populace. Guild houses 
  abound and members are never more than a 
  few blocks from a place of safety and 
  welcome. 
  Guild Security 
  Security simply means the guards and 
  physical (and magical) protections in and 
  around the Guild house itself. The more 
  control a Guild has, the more security they 
  will need. For New Meat, this is nothing more 
  than a couple of bruisers outside the tavern, 
  but at the other end of the spectrum, like the 
  Family or the Institution, there are 
  hundreds, maybe even thousands of security 
  personnel scattered around the area, 
  protecting Guild houses, important 
  businesses and other areas of importance. 
  Guards can take the form of any class or 
  combination of class. Rogue/Wizard is 
  particularly effective as backup to the main 
  units of Fighters or Fighter/Rogues. Rogue/
  Clerics work to keep the troops healthy, and 
  some Rogue/Barbarians are on hand when 
  shit gets real. Dogs and other wild animals 
  also might serve as shock troops. 
  Physical security includes reinforced metal 
  doors, bars on windows, and architecture 
  that provides safety, like lookout posts, 
  murder holes, portcullises, and traps. Traps 
  abound in Guild Houses, mostly death-type 
  or confining-type traps. Some Guilds have 
  entire sections that serve as false entrances 
  and are laden with traps. They are usually 
  very well hidden and have a high DC to 
  disarm. Magical traps are very likely. Simple 
  Alarm spells, refreshed 3 times a day, can 
  sometimes provide more security than all the 
  stone walls and poison-arrow traps in the  
  world. 
  Intelligence 
  There are many ways to gather intelligence. 
  All of it is vital and all of it can be used and 
  manipulated by a cunning Guild leader to 
  keep the Guild healthy, wealthy and wise. 
  Hometown Eyes - Locals who are afraid of 
  the Guild provide invaluable intelligence on 
  Watch patrols, strange newcomers, any 
  criminal activity not perpetuated by the 
  Guild, and anything else that seems like it 
  would be important. 
  The Fearful - Those who pay protection to 
  the Guild or who are being blackmailed or 
  have a kidnapped ally will provide 
  intelligence to the Guild in exchange for 
  many things - not being killed, not being 
  embarrassed or the return of a loved one. 
  Spies - These are sometimes high-level 
  Rogues that are embedded into various areas 
  of the government, other Guilds (other 
  Thieves Guilds, too), and the military. These 
  spies are almost always “deep operatives”, in 
  that they have been planted in their areas for 
  a long time and are usually above suspicion. 
  Inserting new spies is a dangerous and 
  tricky proposition. They work directly for the 
  Guild and are in positions to assassinate 
  powerful figures, so most have assassin's 
  skills as well as Rogue's. Not all spies are 
  actual rogues though. Some are just people 
  who are in no position to say no to the Guild, 
  or are doing so for money, power, revenge, or 
  some other reason. These spies are 
  sometimes highly trusted, but because they 
  are not full Guild members they will always 
  be suspect if things go sour, and these types 
  of spies often vanish and meet messy ends in 
  such cases. These intelligence networks take 
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  time, influence, and money to set up and 
  constant vigilance to control. New Guilds get 
  their intelligence from the people they 
  intimidate and threaten, while more powerful 
  Guilds use all their wealth and clout to 
  accomplish the same ends. 
  Guild Assets 
  These will also directly tie in to the level of 
  control exerted by the Guild. Assets, in this 
  definition, encompass actual cash money, or 
  other treasure-type wealth, magic items and 
  weapons/armor, but also the myriad goods 
  produced or secured by the businesses they 
  control. They can take endless forms, from 
  ships, to horses, to wagons, to food and 
  water and alcohol, all the way up to being 
  able to call upon government troops for the 
  very powerful Guilds, who treat the military 
  as their own private armies. The list is 
  endless. How many assets the Guild has 
  means how many things they need to 
  protect. The larger the Guild, the more ways 
  to bring them down, but also the more ways 
  they have of stopping you. 
  Conditions of Entry to the Guild 
  Every time I see someone wanting to design a 
  Guild they always talk about tests. What 
  they want to make the new Guild members 
  do to prove they should belong. I have done 
  this myself. I don't know where we get these 
  ideas, but I have discovered that they are 
  pointless because they are toothless. If your 
  Rogue fails the test, will you do what a real 
  Guild would do an either "jump them 
  out" (beat the hell out them and kick them 
  out) or kill them? We all know that's 
  probably not going to happen. Even if they 
  fail, DM's will often devise another test for 
  the Rogue, in hopes that they do pass. The 
  DM wants them to join the Guild, because 
  that is the whole point. 
  So dispense with the tests altogether. Time 
  and loyalty should be the "test"'. If the Rogue 
  hangs around, and does what they are told, 
  and don't bring the heat down too hard on 
  the Guild, then they are in. I have kicked 
  Rogues out of Guilds for bringing half the 
  City Watch to a Guild house on occasion but 
  that is a rare thing to happen, and actually 
  worked in the long run, so if this does 
  happen, be prepared to roll with it and take 
  the hard line. 
  Guild Missions 
  So you've got your Guild in place. You've 
  figured out the Security, the Rackets, the 
  Intelligence and the Structure. So what do 
  you do with it? How do you turn all that into 
  stuff for your Rogues to do? 
  You should devise missions/quests/jobs 
  based on the Guild's activities. A Guild that 
  doesn't run narcotics isn't going to send your 
  Rogue on a mission to pick up 50 bales of 
  trenchweed. They need to make sense, so 
  random stuff won't really work. At least, not 
  totally random. Devising escalating lists of 
  missions dependent on Rogue level, and 
  activity type is probably the easiest to do, 
  and each level of escalation can have a 
  random element to it if you desire. See 
  Chapter 4 – Rackets, for specific plot hooks. 
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  Appendices: NPCs 
  and Plot Hooks 
  This is a compilation of all the NPCs and plot 
  hooks found throughout this guide, as well 
  as a bunch of new ones that I created to 
  ensure that you have a well-rounded toolbox! 
  NPCs 
  Enchen Misk: Enchen is an old hand at 
  the game, and has worked some big jobs in 
  his storied past. He takes his jobs with care, 
  and does his due diligence, making sure he 
  has multiple ways in and out of a location. 
  His true expertise is safe- cracking, though 
  he would qualify as a Master Trapsmith if he 
  was ever stupid enough to get himself 
  saddled to a Guildhouse. He is a brute-force 
  cracker - using acids, drills, and magical 
  items to bypass the boxes he is trying to 
  break into. If he cannot complete the job 
  safely, in situ, then he has a large Sack of 
  Holding that he will use to spirit the box 
  away in (if its possible to remove from the 
  location). He knows a few high-level Fences 
  that take his goods and keep his name off 
  the street. Quirk - He refuses to kill animals 
  (has developed some sleeping potions that he 
  uses instead) 
  Bob Dobalina: Bob has a taste for danger, 
  and often goes after locations that have 
  unusually high levels of traps or magical 
  security. Styling himself as a Master Evader, 
  he does have a nose for bypassing and 
  breaking traps, but his recklessness 
  sometimes means he's burnt the location 
  before he can even get to the goods. This 
  reputation has started to haunt him, and the 
  Guilds have been warned to keep him out of 
  their "pickup crews", lest the whole 
  organization go down with him. Quirk - He is 
  a true kleptomaniac and cannot help but 
  pick up items that are either well-guarded, 
  important-but-misplaced, or on someone's 
  actual person. 
  Wuloo Upp - Wuloo is new to the game, 
  but has some serious physical skills. Once a 
  trained dancer, he has honed his skills to 
  allow him to climb and hide in nearly any 
  location he wants, for hours at a time. He 
  once spent 6 hours inside a clothes chest 
  just to gain access to a politician's study 
  (and her hidden jewels). His lockpicking and 
  trap-removal skills are still lacking, and as 
  such, he relies more on his physical prowess 
  and social engineering to gain access to the 
  goods he wishes to steal. Quirk - He cannot 
  stand the sight of blood and will avoid all 
  violent confrontations, if possible. If not 
  possible, he will faint in fear for 1d6 rounds. 
  Maggy the Rat : A scrawny woman that 
  can always be found in the same booth of the 
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  same tavern in the same damn town. It 
  seems she never moves. Still. Somehow. She 
  manages to be one of the most well-
  connected people in the region. She can get 
  you anything, and she will buy anything. 
  Quirks: She talks as if she is the town itself, 
  the town is her blood and soul. She always 
  bites the second coin she is handed, and she 
  smells everything else that is handed to her. 
  They say she can smell magic, and especially 
  foul magic. Motivation: Not moving, for the 
  rest of her life, she is content where she is. 
  She manages this by using all the usual bar 
  patrons as mules for the goods, in return 
  they receive settlements on their tabs. 
  Herriot Gunther the Fifth : Young son of 
  some lowly noble family that fancies being a 
  badboy. He is a real brat, doesn't care about 
  money really, as long as it sounded like a 
  good barter. He has no limit as to what he 
  thinks is "too hot", and he can be sold any 
  high-end goods, he doesn't deal in small low-
  value products though. Quirks: He wants 
  code names, if you don't use them you pay 
  double, or get half. He wears a mask and you 
  can only meet them in what a noble brat 
  assumes to be a "shady" place, but most are 
  quite rich still. Motivations: He wants to have 
  cool stories with his friends, and the thrill is 
  the only thing that counts. He has some 
  really powerful friends and he can get rid of 
  any high-end item you can get your hands 
  on. Nobles always want fancy stuff, 
  regardless of who it once belonged to - 
  someone who pays in favors instead of gold 
  and someone who is unknown and only uses 
  a drop box system and mouth-to-mouth 
  messages 
  Chen : Most fences are unwilling to deal 
  with magical items due to their volatile 
  nature and that their powerful owners often 
  have the means to track them. When one 
  steals such an item Chen is the one to 
  contact. He/she/it? only deals in magic 
  items and nothing is too hot or too 
  dangerous for them. If the item is interesting 
  enough they will even come to you. Quirks: 
  Chen never shows their face or even their 
  skin. They dress in hooded robes with 
  scarves and gloves as well as magical means 
  of concealment, and speak with a mellow 
  androgynous tone. Due to this mystery 
  rumors abound as to 
  Chen's true identity and what they want 
  with these items. While they are most likely 
  just a very cautious dealer, if you ask in any 
  tavern in the seedier parts of town you'll get 
  rumors of all sorts claiming they are a worm-
  that-walks, a lich, a dragon, or a construct 
  that eats the items. Motivations: Chen's 
  motivations are unclear, but its interest in 
  items is quite unpredictable. Some seemingly 
  bland items fetch large offers from him while 
  others that seem nearly identical receive 
  lower. Everything he buys goes into a small 
  bag of holding, never to be seen again. All 
  sales to Chen are final, but unfortunately it 
  turns out that an item that was sold to them 
  is needed by the party. Chen is obviously 
  resistant, but may be willing to trade, 
  however the item he requests seems almost 
  impossible to procure. 
  Jeremiah Mole: This young human has a 
  deft hand and a keen eye for forgeries. He 
  was kidnapped by a rogue's crew and 
  bargained his way free by agreeing to forge 
  withdrawal slips for his father's bank 
  account for the thieves. They kept him 
  around and appreciated him (unlike his 
  father) and so he stayed with them and now 
  is forging paperwork for them on a daily 
  basis. He is naive and eager-to-please, and 
  doesn't know that eventually someone is 
  going to get caught and he is going to be 
  killed for his mistake. 
  Melly Seph: This gnomish woman has 
  been making counterfeit art pieces for 
  decades and working with a crew who swaps 
  them for real art out of museums and private 
  collections. She has become very wealthy 
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  selling the real goods to shady buyers, and is 
  getting set to retire. She has a few bad habits 
  and a weakness for handsome Elves, and 
  flattery will get you everywhere with her. She 
  has stopped working heists and now only 
  takes custom contracts from a select 
  clientele. 
  Elso Unwinch: This dwarven engineer is 
  the finest metalsmith of his generation. He 
  could have run his own Forgeclan if he 
  desired, but instead he slept with the Clan 
  Chief's daughter and was exiled from his 
  homeland. He now plies his trade in one of 
  the larger cities and creates counterfeit 
  presses for coin currency. His work is among 
  the finest of the Royal Coinsmiths, and in 
  the last 10 years none of his work has ever 
  been detected as anything but genuine. He 
  gambles, however, and owes a lot of money to 
  a local Rogues Guild, and he has been 
  secretly counterfeiting his debt-sum to pay 
  them off and then he plans on fleeing. 
  Elena Valentine: This "mack" is a 
  stunning 18 Charisma Elven woman who's 
  beauty and style makes her the center of 
  attention wherever she goes. This makes her 
  the perfect grifter, and her marks are 
  cheating husbands and wives, foolish young 
  men and women, and those who cannot keep 
  their heads when they drink. She "loves 'em 
  and leaves 'em", taking their valuables and 
  making sure a record of their dalliance is 
  saved and can be used for future blackmail. 
  She will sometimes "sing" for other grifters 
  that she knows, and she has a real knack for 
  storytelling, but often has to play down her 
  looks so as not to distract the mark. Her 
  weakness is her arrogance. She believes 
  herself to be infallible. She mistrusts other 
  Elves. 
  Hooley Dooley: This grifter is a true flim-
  flam man. He's human and old, and has 
  forgotten more scams than he's invented. He 
  is a master of disguise and mimicry and 
  enjoys taking down the rich and haughty. He 
  has run many crews over the years, some 
  more successful than others, and done some 
  prison time now and again. Now, he's ready 
  to retire and looking for that last big score. 
  His weakness is his nostalgia and he's 
  getting soft and maudlin about his life as an 
  outlaw. He mistrusts children. 
  Eightrock Valley: This halfling man runs 
  short cons strictly, not having the patience 
  for the big store games. He is quick- witted 
  and quick-tongued and often disguises 
  himself as a disabled child to garner more 
  sympathy from his marks. He has a lot of 
  friends, and generally knows all the local 
  Fences and he pays handsomely for tips 
  about new merchants in town - he hates all 
  businessmen (including the Fences he sweet 
  talks, but needs) and will sometimes let 
  emotion cloud his judgment. He mistrusts 
  Humans. 
  Jerah Minx: is an old and crafty "dip". He 
  usually plays the victim of some disability 
  and will often do "bump & lifts" as he 
  staggers down the street, oftentimes 
  pretending to be intoxicated. If confronted, 
  he feigns injury and calls out for help against 
  his "attacker". 
  The Muddle: are a street gang of children 
  under the age of 12. They move as a pack, 
  pretending to play (usually with a ball or 
  some other distracting object). They will 
  surround victims and bump and shove them 
  as hands and knives lift and slash at 
  valuables and purses. The goods are passed 
  through multiple layers of "runners", so if 
  one is caught, the goods are long gone. 
  Alaysia Kresh: is a former actress turned 
  pickpocket. Her crimes revolve around 
  seduction and distraction. She hones in on 
  drunken, wealthy patrons and lets them flirt 
  with her while she surreptitiously goes 
  through their pockets. If caught, she cries 
  out that she has been assaulted and 
  demands that someone defends her honor. 
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  Melly Finch: is a low-level street dealer. 
  She is a tweaker, and has taken to skimming 
  from the doses. She runs a 4-person crew, 
  and none of them trust her. When she is 
  angry or jonesing, she gets delusional and 
  has killed a few people based on her 
  crumbling sanity. When she's relaxed, she 
  lies a lot, making herself seem more 
  important. She flops in an abandoned 
  warehouse and is hard to wake. 
  Setaya Uusch: is a mid-level street boss, 
  who runs 4 crews. He is a cruel and 
  impatient man, prone to gutting anyone who 
  pisses him off, and has no time for excuses 
  or mistakes. He has grown wealthy at the 
  expense of creating a huge amount of 
  enemies. He has a weakness for drink and 
  can often be found in the arms of one of his 
  favorite prostitutes. 
  Xavier Green: is a wealthy drug lord who 
  owns over a dozen farms and brings tens-of-
  thousands of gp to market every week. His 
  patience is as legendary as his temper, and 
  he has been systematically converting or 
  destroying all who would rival his market 
  share. When angry, he goes into full CE 
  behavior, murdering and destroying in a 
  swath of outrage. When relaxed, he is a 
  kindly and gracious host, and has given back 
  to the communities that he controls with 
  outreach programs, education and health 
  services, and throws a lavish block party 
  several times a year. 
  Ashok Mob: "King" Mob, as he styles 
  himself, is an upstart smuggler, who thinks 
  he is better than he is. His expertise level is 
  4, and he specializes in the smuggling 
  narcotics across the Empire's borders, and 
  has mostly gotten lucky, but has attributed 
  that to his skills. The problem is, he is 
  pilfering from the goods he smuggles and is 
  now a full-blown junkie. He has friends in 
  very low places, and if things continue the 
  way they are, he is going to end up dead or 
  worse. 
  Cariana Ketch: Cariana is a smuggler 
  with an expertise of level 8. She deals 
  primarily is "live trade" - people smuggling 
  (mostly slaves). She is a cruel and capricious 
  master, and often murders anyone who steps 
  out of line (this includes clients). Her 
  reputation as a lunatic has only served to 
  heighten the mythology surrounding her, 
  and she charges a premium for her services, 
  as she has access to individuals that most do 
  not get the chance to even get near - her 
  brother is a high-ranking politician and he 
  funnels prisoners who have committed minor 
  crimes into her smuggling network. 
  Garth Miller: Despite the nerdy sounding 
  name, Garth is a level 10 smuggler, and 
  specializes in smuggling live creatures - 
  mostly dangerous monster types, for the 
  wealthy and the odd. His rates are 
  exorbitant, citing the high cost of security 
  and care (mostly food), but he has never lost 
  a shipment, and has never been caught. He 
  employes a half-dozen adventuring groups to 
  secure "beast flesh" for him, and they go 
  through several layers of "blinds" so they 
  never know exactly who has employed them. 
  Garth has one weakness - he cannot say "no" 
  to a child. 
  The Notorious D.O.G.:This thug is a local 
  legend and is both revered and feared by the 
  local population. The rogue controls a fairly 
  large territory and makes a nice living 
  running protection and extortion rackets. 
  The thug owns a large pack of dogs trained 
  to attack upon command and uses these to 
  terrify those who would defy him. He often 
  lets the pack run loose through the 
  neighborhoods at night in order to keep the 
  population in check. He has a major flaw - he 
  cannot resist a pretty face. 
  Markham Dubbs: This rogue was once a 
  bodyguard for the Grandmaster of the Twin 
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  Hills Guild but after his charge was 
  murdered and the Guildhouse razed, he has 
  fallen on hard times and now survives 
  mugging rich patrons who stagger home 
  drunk. He is a quiet, intense man, and has 
  no compunctions against murdering a victim 
  who is recalcitrant. His major flaw is that he 
  has an unnatural hatred for Elves, who he 
  believes were behind the attack on his Guild. 
  Nick the Pig: This thug is a towering 
  human, over 7' tall and upwards of 400 lbs. 
  His Kingpin-dom comprises nearly half the 
  city and his favorite method of executing 
  people is dropping them from the tops of tall 
  buildings in pairs and betting on who will hit 
  the ground first. His rackets are 
  innumerable, but include prostitution, 
  narcotics, smuggling, and slavery. He has a 
  loud booming voice and a hearty laugh, 
  which he saves for those he is about to 
  murder. His major flaw is his vanity. 
  Grak Deplak: This halfling "beggar" is the 
  nuisance of the neighborhood and is not 
  well-liked. However, he secretly runs the spy 
  network and has intel on nearly all the major 
  and intermediate players in the city's power 
  struggle. He has a high- pitched, nasally 
  voice, and can be quite rude. This is all a 
  show, and in reality he is a thoughtful, 
  deeply insightful person with a high 
  intelligence and an eidetic memory. 
  Mister Smith: This mid-level spy is as 
  unassuming and generic looking as you can 
  get. He excels in infiltration and social- 
  engineering. Most people can barely 
  remember his face, let alone his name. 
  Mister Smith is a master of disguise, but 
  rarely needs to use his skills, as he has a 
  host of magic items that allow him to create 
  illusions and prestidigitations to aid in his 
  role. 
  Andrea Greywall: This double-agent is 
  both a rogue and a politician, and feeds 
  information back to the Guilds about 
  political maneuverings and occasionally tells 
  the government about shady Guild-dealings. 
  She hasn't been caught yet, but the circle of 
  suspicion is closing in on her, and she is 
  getting ready to run. She has too much value 
  to be killed, so a kidnapping is in the works, 
  once the evidence of her betrayal is clear. 
  Plothooks 
  Plot Hooks for Burglars 
  • The party rogue has been contacted by a 
  local rogue to assist a burglar on a 
  dangerous heist. The PC's reputation 
  precedes them, of course, and this will in no 
  way go pear shaped. 
  • A number of prominent locals have had 
  their wealthy estates burglarized and a large 
  bounty has been posted. The burglar, 
  maddeningly, has not left behind any 
  evidence except for a single drop of dried 
  blood on a windowsill. 
  • The Tinker's Guild has announced the 
  "Titanium2000", an "unbreakable" safe, and 
  has placed it in the town square, bolted to a 
  large hunk of iron, and inside has been 
  placed 10 bars of platinum. The Guild has 
  said anyone who can crack the safe, can 
  keep the valuables. The safe will be on 
  display for the next 7 days. The local Thieves 
  Guild is beside themselves with competition-
  fever. 
  • The local bank/money-changer has been 
  robbed and there is suddenly a financial 
  crisis in the area, as the loan records have 
  gone missing in addition to a vast sum of 
  reserve currency. 
  • The party's base of operations has been 
  burglarized! All stashed/hidden items have 
  been taken and the local Thieves Guild has 
  no idea who did the job, as it was not 
  sanctioned. 
  • Someone's been robbing tombs of their 
  valuables and leaving cursed objects in their 
  place. Traps have been turned around or 
  twisted, so that they are now designed to 
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  keep any intruders inside the location, and 
  not out. 
  Plot Hooks for Fences 
  • A fence is looking for a specific set of items, 
  an order has been placed by someone 
  important. These items are in a dangerous 
  location. 
  • A fence has been robbed and beaten quite 
  badly. Until the culprits are found, no one 
  will be able to sell their goods in the area. 
  • Next time you go looking for a fence you are 
  ambushed by several thugs who demand to 
  know who you have been talking to - the 
  fence thinks the party has squealed on them. 
  • A Paladin has come sniffing around, posing 
  as a Rogue, and the fence has gotten nervous 
  but doesn't know the "rogue's" true identity. 
  A bounty has been placed on the Paladin's 
  head. 
  • A fence had a problem with another client, 
  he asks you to take care of this issue. If 
  successful, promises to introduce the party 
  to his boss, who can give them more work. 
  • The strongest local Guild has declared the 
  Fence a rat, and has demanded their head. A 
  high bounty has been placed, and the 
  gratitude of the Guild will be forthcoming. 
  • A fence is gone, a second is there to inform 
  you he hasn't seen the fence in a week. 
  Investigation might reveal that a local gang 
  has kidnapped him and is demanding a 
  Guild ransom. 
  • The local fence has suddenly tanked their 
  prices, claiming a glut on the market. 
  Investigation might reveal there's an 
  adventuring party in the area with a lot of 
  loot. 
  • The local fence has suddenly raised their 
  prices on narcotics, claiming an "interested 
  party" is willing to pay top coin. There is no 
  buyer. The fence has become an addict. 
  Plot Hooks for Forgers 
  • Someone has been changing birth records 
  and due to a death in the nobility, there is a 
  crisis about succession. 
  • A law-enforcement officer, a stranger, and a 
  lawyer show up at a party member's house 
  claiming that the property belongs to this 
  stranger. The stranger has a deed with his 
  name on it, and ID papers with the same 
  name as the party member. 
  • The party tries to spend some currency 
  they had stashed in the bank and discover 
  half of it is counterfeit. 
  • The party's travel pass (purchased legally), 
  upon being examined by a patrol, is found to 
  be forged. 
  • A party member buys a piece of expensive 
  art, only to discover that its counterfeit when 
  an expert comes to appraise it. 
  • A party member's magic item doesn't work 
  the next time they go to use it. Its a 
  counterfeit, the real one stolen and swapped 
  some time in the recent past. 
  Plot Hooks for Grifters 
  • A friend of the party has been scammed 
  and has discovered where one of the grifters 
  is living. He sends a letter asking for help. 
  Little does he know this con-man is part of a 
  large group (20 rogues) who are here for the 
  season. 
  • A party member is approached by a child 
  who runs a short-con, and if the kid gets 
  away with it, will attempt to hit the same 
  party member again the next day. 
  • A party member overhears the catch for a 
  Big Store game, and if ignored, the grifters 
  instead attract a local NPC (who will later be 
  seen leaving town with no possessions). 
  • Local law enforcement has uncovered a 
  grifter ring in the city and has put up 
  warning posters in the neighborhoods. A 
  local doppelganger decides to have some fun 
  and implicates a party member in the ring by 
  planting false evidence and then tipping off 
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  The Big Book of Rogues
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  the authorities. The doppelganger has 
  already replaced one of the ring members. 
  • A party member is approached by a mack 
  and is subject to a seduction attempt. If 
  successful, the rogue will flee with all the 
  coinwealth he/she can carry. If caught, the 
  rogue will fight back to the death. 
  • Someone scammed the King! Wanted 
  posters, "Dead or Alive" for a sizable reward, 
  have been posted both in the local 
  population centers and in the wilderness, 
  nailed to trees. There are 3 names listed on 
  the poster and general descriptions. 
  Plot Hooks for Kidnappers 
  • A relative/friend of one of the party 
  members has been abducted and a note 
  delivered demanding ransom. 
  • The King/Queen's son/daughter has been 
  kidnapped, and a lavish reward has been 
  publicly posted. 
  • The local Guild has had its leader abducted 
  and now there is a political war raging in the 
  streets among competing factions. 
  • Someone is kidnapping orphans from the 
  local temple. A few bloody clues have been 
  found. 
  • An allied NPC of the party sends an urgent 
  request to help with the kidnapped spouse of 
  the NPC. 
  • One of the party members themselves has 
  been kidnapped (good for those sessions 
  where someone can't make it) and ransom 
  demanded. 
  Plot Hooks for Pickpockets 
  • A team of dips has been working a tavern 
  patronized by the wealthy. One of them has 
  stolen something valuable, rare, and very, 
  very dangerous. A countdown has now 
  started. 
  • A member of the party discovers that one of 
  their valuables has been stolen and replaced 
  by a counterfeit. An accidental clue has been 
  dropped nearby by the thief. 
  • An assassin has taken a bold approach and 
  has started *reverse-pickpocketing* poisons 
  and explosives into victim's belongings, and 
  then hiding nearby to confirm the kill. (Idea 
  stolen from Fallout? Perish the thought!) 
  • A party member catches a pickpocket in 
  the act of stealing from them. The dip bursts 
  into tears and relates a sob story about how 
  they have no choice and offers to lead the 
  victim to their boss. This is a lie. There is no 
  boss. 
  • A party member sees a pickpocket lift a key 
  from a person of authority. The person is not 
  well liked in the area, and there have been 
  rumors surrounding them of clandestine 
  activities. 
  • A group of pickpockets is discovered to be 
  hiding in the sewers/abandoned areas of the 
  city. They are not human and will become 
  violent if confronted. 
  Plot Hooks for Pushers 
  • A PC's relative owed a lot of money to a 
  dealer, but that relative has died and the 
  dealer has shown up to collect. 
  • The local monster population has been 
  hooked by the local ruler to keep them in 
  line. But now the supply has dried up and 
  the monsters are getting ready to attack the 
  populace. 
  • A dealer offers a “free taste” of a new drug 
  to the PCs. It is highly addictive and has 
  psychic effects. 
  • A local dealer has set up shop right outside 
  the PCs home/business and is attracting all 
  sorts of unwelcome visitors. 
  • The local ruler has declared that drugs are 
  now legal. Users flood the location and law 
  enforcement is overwhelmed. 
  • A NPC ally of the party has become a 
  junkie and their life is spiraling out of 
  control. 
  Plot Hooks for Smugglers 
  • A local museum was just robbed and many 
  valuable artefacts have been stolen. There 
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  photocopy this document for personal use only.
  The Big Book of Rogues
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  are rumors that they are being smuggled out 
  of the city via the sewers, but none of the 
  City Watch is brave (or stupid) enough to 
  venture into the Undercity to find out. The 
  museum proprietor is offering a hefty sum 
  for their return. There is just one (secret) 
  catch - the smuggled items went out through 
  the gate, not the sewers, and a deadly 
  ambush is waiting. 
  • A distraught man, disheveled and beaten 
  bloody is frantically calling for help on a 
  busy city street. If questioned, he says he 
  escaped from a slave-smuggler and his wife 
  is still being held. He begs for aid and says 
  he has some wealth saved up that he would 
  freely give in exchange for his wife being 
  freed. If he is ignored, a crossbow bolt from a 
  hidden rooftop cuts him down a few rounds 
  later. 
  • A drug smuggling operation has gone 
  (literally) up in flames, and half of a city 
  block is now ablaze. The smoke from the fire 
  is wafting powerful narcotics into the air and 
  soon the area will be plagued with 
  hallucinations and manic activity. The Watch 
  refuses to investigate (corruption and 
  bribery) and a few locals have died from the 
  toxic fumes. 
  • A local war has cut off food and aid to a 
  nearby city, and the word has gone out that 
  the city will pay handsomely for anyone who 
  can run food and medicine past the 
  blockade. This is a lie, and is a "honeypot" to 
  catch traitors. 
  • A Beholder has been captured, subdued, 
  and is being transported via heavy wagon to 
  a rich dilettante who enjoys watching his 
  slaves being killed and eaten by weird 
  creatures. The Beholder's wagon is disguised 
  as a prison wagon and is currently stopped 
  in a street with thick traffic. The Beholder 
  takes its chance and begins to break loose. 
  • A powerful magic item is being smuggled 
  into a prison, at the request of a powerful 
  rogue who has had enough of incarceration. 
  The party learns of the item's ultimate 
  delivery destination and has some choices - 
  to inform the authorities, to do nothing, or to 
  try and steal the object for themselves. 
  Plot Hooks for Spies 
  • A spy has been hired to steal the 
  "amazing technology" that the party is 
  carrying. The spy will attempt to rob the 
  entire party at once while they sleep. 
  • A mole has reported that a double-agent 
  is in the city and is looking to foment a 
  rebellion. The PCs overhear the agent stirring 
  up trouble. 
  • The "beggars network" informs the party 
  that there are many agents of the enemy 
  looking for them. 
  • A spymaster is looking to retire, but 
  "knows too much". The local government 
  hires the party to eliminate him before he 
  can talk or disappear. 
  • A rival guild is getting detailed 
  information on a critical resource and 
  crippling the city's economy. The party must 
  find the agent before the economy collapses. 
  • The party finds a dead spy in the 
  wilderness with critical information, but 
  there's a time-limit before the information 
  becomes useless. 
  Plot Hooks for Thugs 
  • A party member, separated from the party, 
  is accosted by a mugger who appears to be 
  on some kind of stimulant. The rogue is 
  jumpy and more than likely will turn to 
  violence at the first sign of resistance. This 
  rogue is not alone however. 3 more of his 
  accomplices (also junkies) are hidden in the 
  shadows - 2 with hand crossbows and one 
  with a poisoned blade. If the mugging goes 
  south, the other rogues will attack 
  immediately. If they are killed, the locals (and 
  the law) turn a blind eye. This group of 
  rogues were related to a local politician who 
  disowned them years ago, but upon hearing 
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  photocopy this document for personal use only.
  The Big Book of Rogues
   104
  
  of their death, will make it their mission to 
  apprehend the culprits. 
  • The party spots a group of thugs harassing 
  a local businessman. The man resists and 
  the thugs begin beating him mercilessly. If 
  the party intervenes, the thugs flee and 
  inform their Guild. The party will be paid a 
  visit by some burglars the next night. 
  • A racketman comes to the party's business 
  or base of operations and tries to sell them 
  "protection". If the party complies, the cost is 
  100 coins per week. If the party resists, they 
  will find their business or base of operations 
  vandalized upon their next visit. If they still 
  refuse to comply, and unless measures are 
  taken to prevent it, their property will be 
  burned/destroyed. 
  • A blackmailer has some dirt on the party or 
  one of the party members. They will demand 
  a monthly payment lest the secret get out. If 
  they are assaulted, the blackmailer's crew 
  will show up in force for revenge. 
  • A local Kingpin has taken notice of the 
  party and has decided they are too 
  dangerous to be allowed to operate in the 
  area. The Kingpin sends crews at the party 3 
  times. If the party defeats all 3 crews, the 
  Kingpin will begin to hire assassins - each 
  being more deadly than the last. 
  • A local Kingpin has taken the rare risk of 
  being seen in public. The Kingpin is seen by 
  the locals as a "benefactor". The party and 
  the thug find themselves in the same venue/
  area. The Kingpin is attacked by rivals and 
  the crowd panics and flees. If the party 
  intervenes, the Kingpin will offer them 
  further work in addition to an award. If the 
  party doesn't, the Kingpin is killed and the 
  power in the local area shifts. 
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  photocopy this document for personal use only.
  The Big Book of Rogues
   105
  
  Afterword 
  It’s been a true delight to interact with all 
  of you at /r/DndBehindTheScreen, and the 
  various other subreddits, and I want to 
  thank all of you for supporting my work, 
  sending my amazingly uplifting messages, 
  and just generally being awesome. I am 
  humbled. 
  I hope this book provides you with hours 
  of entertainment and information so that you 
  can run your games in ways that will blow 
  your players' minds. It's been fun writing it. 
  Thanks everyone, and I'll see you in the 
  next book! 
  Acknowledgments 
  I wouldn't be where I am today without the 
  support of the following redditors: 
  /u/OrkishBlade /u/MisterDrProf /u/
  Kami1996 /u/AnEmortalKid /u/PivotSs /u/
  PetrichorParticle /u/sage-wise /u/
  TuesdayTastic 
  and The Gollicking Writing Collective: 
  /u/DeathMcGunz /u/PaganUnicorn /u/
  RexiconJesse /u/Mimir-ion /u/
  Paddywagon123 /u/PantherophisNiger /u/
  Zweefer /u/Fortuan /u/Foofieboo 
  The Cover Illustration was made by Ale 
  Presser (https://alepresser.com) and the 
  book layout was made by Tarrask ( http://
  www.tarrask.com. 
  Thanks guys (and girls), yinz are the best!
  Not for resale. Permission granted to print or  
  photocopy this document for personal use only.
  The Big Book of Rogues
   106
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/The Big Book of Rogues.pdf