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 fi gured out the Security, the Rackets, the Intelligence and the Structure. So what do you do with it? How do you turn all that into stu ff 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 stu ff 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 speci fi c plot hooks. Not for resale. Permission granted to print or photocopy this document for personal use only. The Big Book of Rogues 96
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 o ff 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
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