This is yet another installation in my Downtime Activities series. Previously, I wrote about a Mage Guild and a Warrior Arena. I wasn’t clear before, but with the exception of the tables for the activity of the guild, these Rank or Renown tables, the Complications table, and the Rivals and Allies all come from D&D’s 5e Dungeon Master Guide Chapters 1 and 6, and the Xanther’s Guide to Everything chapter on Downtime Activities. The idea is that these tables provide some structure and inspiration to guide both DM’s and players during any downtime between adventures.
So, for instance, for the Thieves Guild, a PC might say they are going to hang out at the Guild for a couple of months, and attempt two jobs. They might gain a renown point for just hanging out at the Guild (suggested renown awards for hanging out at a guild is Current Renown X 10 = 1 Renown), but they would also roll on the Jobs Table to see if they successfully pulled off a thieving job. The DM would also roll for a 10% chance for each job, plus however many times s/he thinks is necessary for the PC’s time spent hanging out at the guild. If a Complication occurs, then the DM would roll on the complication table. The DM might also simply mention things the PC sees while at the Guild, such as mentioning something the PC sees a rival or ally doing.
And without further ado, here are the tables and rivals/allies:
Renown/Rank Table
Rank | Renown + Prereq | Privileges (each level includes all privileges of the lower ranks) |
Cut Purse | 1 + reference | Know thieves’ guild password, access to guild’s fence |
Sticky (Fingers) | 3 + A Successful Job | Trusted accomplices for small heists, small cut of profit, access to safe houses |
Handy (Man/Gal) | 10 + Successful heist involving traps | Trusted accomplices for large heists, good cut of profit |
Shadow | 25 + Successful heist involving infiltration | Trusted with all jobs, large cut of profit, |
King/Queen | 50 + Opportunity | Leadership of Guild |
Jobs Table
Job Type (player’s choice)→ Outcome (d100) ↓ | Mild Risk | Moderate Risk | High Risk |
You fail (1-5) | You make no money | You get sent to jail for d6 days, property confiscated*, lose 1 renown | You are sentenced to death, property confiscated*, lose 3 renown |
You barely pull it off (6-15) | You make 1 gold | You retrieve 10% of the loot | You retrieve only 10% of the loot + useful item |
You do okay (16-35) | You make 4 gold | You retrieve 25% of the loot | You retrieve 25% of the loot + useful information |
You do an average job (36-65) | You make 10 gold | You retrieve 50% of the loot | You retrieve 50% of the loot + common magical item |
You did great (66-85) | You make 20 gold | You retrieve 75% of the loot | You retrieve 75% of the loot + valuable information |
Total success! (86 – 95) | You make 25 gold | You retrieve 100% of the loot | You retrieve 100% of the loot + uncommon magical item |
Jackpot! (96-100) | You make 35 gold | You gain 1 renown and 125% of the loot | You gain 3 renown, 150% of the loot, and learn a closely guarded secret |
* If your property is confiscated, any contraband is destroyed and you have a 20% chance that something else is missing upon receiving it back.
Complications Table
(roll for 10% chance anytime DM believes appropriate, such as anytime player attempts a heist or for every 10 days they hang out at the guild)
d6 | Complication |
1 | You realize during a heist that the people you’re stealing from are good people |
2 | Some piece of loot (e.g. an oil lamp) is housing a monster (genie/ghost/elemental). |
3* | You receive an ominous message (e.g. a black coin or a broken clock) |
4* | You were crossed! |
5 | Some piece of loot has a mysterious stamp/map on it. |
6 | The guards raid the guild |
Possible Rivals or Allies
- Okuz (thug/m/half-orc/27 years old/Sticky) has been with the Guild for ten years, but has never advanced to Handy since he always manages to set off traps. However, he’s well-liked for his fun-loving nature and serves as an imposing figure when the Guild goes to collect on its debts. Okuz, therefore, has a lot of influence in the Guild, and can be ally to anyone he takes a shine to. However, he hates anyone who doesn’t like fun or disapproves of his debt-collecting methods.
- Goal: To finally pull off a real heist.
- Assets: Always seems to “know a guy.” He lives in a single-bedroom apartment in the seedy part of town with his long-term girlfriend, Obecay.
- Actions: Okuz always challenges new Guild members to a drinking contest. He doesn’t care so much if he wins or loses as long as he has a good time with the new person. Anyone he deems a party-pooper he will start to bully and turn other guild members against. Anyone who he has a good time with, he’ll mostly leave alone. If he has a really good time, he’ll take them under his wing.
- Sunny Icelake (assassin/f/half-elf/60/Shadow) is one of the Guild’s elite thieves, well-known for her excellent assassin skills. Her reputation is so well-known that she makes a significant income from wealthy nobles who pay her to ignore any job offers she gets to assassinate them. Rumors say that she made a pact with dark forces which allow her to turn into a wind at will, but she dismisses such rumors as envy.
- Goal: To make enough money that she can disappear.
- Assets: Sunny lives in a beautiful townhouse in the city’s trendiest district. She also may or may not have connections with dark forces which she may or may not be willing to share with the right person (or turn against someone who makes her an enemy)
- Actions: Sunny is always on the look out for new weapons and poisons to use in her assassinations, and will pay handsomely for such. However, she will not look kindly of someone who tries to compete with her.
- Jay Cap (assassin/m/human/40/Shadow) is a skilled thief with a soft heart. He is a beautiful man, with almond eyes and long, dark hair he wears in a bun. His archery skills know no match. His charismatic personality wins him many friends, even among those he steals from. He gives most of his loot to charity.
- Goal: To become the guild’s King and turn the guild from merely a bunch of thieves to thieves with a noble purpose – to take from the rich and give to the poor.
- Assets: Jay lives out of town in a caravan with about a dozen of his loyal supporters. He is also good friends with the high priests of the local temple and has the king’s unofficial approval (the king figures he’d rather someone like Jay Cap running the thieves’ guild than someone more brutal). The head of the guard, though, hates Jay.
- Actions: Jay asks any new members if they would voluntarily give some of their profits to the poor, and although he won’t begrudge those who chose not to, he will look more favorably on those who do. He could be willing to be a co-ruler with a person who he deems generous and good-hearted, but will oppose the rise of someone he sees as cruel or petty, or someone unwilling to share the crown with him.
- Night Rose (thief/f/human/22/handygal) is a fast-talking, master-of-disguise. She can infiltrate any event from exclusive balls to illegal backroom betting rooms. She steals not for money, but for fun. Sometimes she gives her loot to Jay for charity, but more often, she spends it on frivolous things like a dress made out of butterfly wings. Once, she even took all the money from a heist and burned it. When asked why she was doing so, she replied that thieving wasn’t any fun if she was rich.
- Goal: To pull off the ultimate heist, one that will go down in the history books.
- Assets: Night Rose owns a modest townhouse where she displays some of the more notable items she has stolen or purchased with stolen money. However, she cannot usually be found there since she is more often than not undercover. She also owns a farmhouse outside of town which she bought for her parents and siblings, and sends them money. Most people do not know about her family as she works to keep them secret for fear both that other theives’ would see her as soft and to protect them danger, but they are the only people she truly cares about.
- Actions: If Night Rose thinks the player character could help her with an undercover mission, she will approach them. She may also ask them along after a successful heist to help spend her cut of the shares. She can help the PC make good contacts and learn how to do good disguises. However, if the PC tries to lecture her on her frivolous ways or is a downer, they will have made an enemy.