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.
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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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