This volume helps to create a thieves' guild, from its senior members to the benefits of joining it, or simply dealing with it. Inside you will discover: - Chapter 1: Everything about creating a thieves' guild: its organization and activities, its relationship with the law, merchants and artisans, and its base of operations. - Chapter 2: The benefits of being a member of a thieves' guild and how to rise through its ranks. - Chapter 3: How to run a thieves' guild if a character becomes the guildmaster. - Chapter 4: 13 mundane and 12 magic items available on the black market. - Chapter 5: A new background: the Thieves' Guild Member. - Chapter 6: Three new NPCs: the Arcane Trickster, the Cutpurse, and the Thug Leader. - Appendices: Two thieves' guilds ready to be used in your campaign, the Shadow Thieves and the Shadowmasters of Telflamm.
If you want to include a thieves’ guild in your companion, then this would be a useful resource. I’ve already used it to inspire a one-shot I ran for a new player.
They chose to be a rogue, and so I used the idea of a thieves’ guild to run a session zero/tutorial thing where they were accepting a “routine business” sort of mission and playing that out.
It has a section for how to make such a guild: ranks, operations, size and relationships with other city factions like police and merchants. All of this is presented as a paragraph or two of explanation and then some random tables, so you can generate such a guild quickly.
It sections for how to integrate the guild into the campaign, be it through the Patron optional rules or through side quests, etc. It also has downtime activities, which can also lead into new story directions.
What’s more, there are examples of such guilds, including members and history. These can be used for reference or just plopped into your campaign as they are.
There are a couple other things, like background and items, too. Trickster Eric Novels gives “Thieves’ Guild” an A+