Showing posts with label thief. Show all posts
Showing posts with label thief. Show all posts

Friday, September 21, 2012

Thieves Tools hard to get?





I’m seeing some conversation going on about the availability of thieves’ tools, and that suddenly had me scratching my head. Yet another case of gamer over-think? Somebody suggested that you need to go down to a thieves guild to get such tools, and perhaps even pass a test. Another says you risk drawing undue attention to yourself by trying to have them made or buying them.


Really, does every little common thing have to be turned into an adventure? This is the minutia some DM’s are focusing on?


These tools aren't some elaborate, almost magical mechanisms from far away lands. Any locksmith will have such tools to ply their trade (I mean, somebody makes the locks, right?), and perhaps their shops even sell them for apprentice locksmiths. They won't necessarily raise an eyebrow at some young lad buying them ("I'm a locksmiths apprentice, sir!") Should not be hard to pick up, and going to a guild should not be required. I would imagine they are available enough that it would not be some kind of thieves test to obtain them. Unless you consider going down to the weaponshop to buy a sword some kind of test for a fighter. If you got the money, you should be able to buy them and get on with the real adventuring.

Friday, March 19, 2010

Have you ever tolerated a thieving party member?



Thieving from the party that is. Well, not directly from anybody (yet), but, well, here’s the tale.

One of my fairly new players is running a magic-user/thief named Lily. A few games ago when the character was started, the party was on the way into the Night Below setting. Lily and another new player character were tied up and about to be added to stew for a hearty Gnoll feast. The party slew the gnolls and took on these new party members.

Lily is a child of the streets with a tragic family background. She is a thief and a prostitute who learned some magic from a “boyfriend” to help her get by. Lily is not a great fighter, and the most she usually helps out is by throwing the occasional dagger at an enemy during combat. There is a single classed MU in the group a little higher level than Lily, so Lily is sort of outshone in both combat and magic-use.

But she really loves move silent, hide, and pick pockets. She will use her abilities each time she is near a treasure stash, and she is more often than not the first to the treasure area (while others still slug it out with the monsters) and she usually nabs a small item or two for herself. Mostly gems and jewels, but once a decent magic item too.

Last night Lily was on fire, getting to the biggest treasure pile in the campaign so far while the others were in combat (but a couple of wary characters trying to catch glimpses of her movements while they fought). With some lucky rolls on hide and pick pockets (I was using that to see how slick she was with grabbing a couple of small gem boxes), she got some more good stuff.

Already suspicious of her (and sort of catching her red handed in a previous game), the female drow of the group used detect lie and threats of strong arm tactics. Lily handed over the gems she just took, but that did not satisfy a couple of the characters. The two other female characters took her aside for a strip search, finding a couple of other suspicious items. Lily managed to “kiester” her small magic item and they didn’t find it.

Lily does not tell them what they want to hear – that she is sorry and is just used to stealing to get by. She is unabashed and comes off with a fairly nihilistic attitude. “It is what it is.”

She is still in the party, but I’m not sure this would be the common outcome in other games. So, what would your party do about Lily once she had her say?

Monday, February 15, 2010

The Thieves Guild campaigns: The Featherguild & Sword and Gold


These days I’ve noticed on various game blogs, and forums like Dragonsfoot, that thieves as a character class get a lot of smack talk (at least as far as 2nd and earlier editions are concerned) . Most recently, their quality as player characters has been most called into question. Skills with very crappy percentages, lack of affective fighting ability, Magic Users being able to better duplicate thief abilities, etc.

Also, I’ve seen some talk about thief related city campaigns failing and being abandoned after just a few games. Monotony and lack of variety is often cited. I mean, how many times can you get a kick out of burgling gems out of temple towers and city townhouses?

Personally, I’ve had two long thieves’ guild campaigns in my time; one in the 80’s, and one in the 90’s. Both were a huge success. I have to admit that they were both conceits of mine. I didn’t actually discuss them before hand much with players or anything. It was pretty much me deciding to do it. Picture an authoritative voice “OK, this campaign is over, you have to run thieves now in the next campaign.”

Now my players in a meek, almost apologetic voice “Oh…OK”

But they worked out great. The campaign in the 80’s was characterized by infighting and bloody violence; and the one in the 90’s by a sort of family feel.

The campaign in the 80’s came to be known as “The Feather’s Guild Campaign.” The major character was Kraylar Eaglesfeather, a half-elf fighter/thief who worked his way up to mid-levels in standard dungeon adventures. Several of my players at the time had thief or thief-type characters, and at some point they became associated with a guild in the main city of Tanmoor. The guild was mostly human of course, but some of the characters, including named Kraylar, my girlfriend of the time’s MU/thief Jarell, and some others were elvish or partly elvish. They often clashed with the human guild members who were a bit racist and not happy with the amount of elvish blood moving into the city, and that eventually led to violence. The human guildmaster died, Kraylar took over in a bloody coupe, and suddenly PC’s were in charge of what remained of the guild. Renamed “The Featherguild,” it became characterized by its racial diversity.

The Featherguild became strong, but Kraylar joined an adventure that took him to the snowy north, and during the months he was gone his second in command Jarell, also half-elvish, took full command of the guild due to popular opinion. When Kraylar finally returned, the guild split in two and a small war commenced with many player characters caught in the middle.

At some point some innocent folk were hurt in a street battle amongst guild members, and a cousin to the city Grand Marshall was killed in the crossfire. This led to the guild being shut down permanently.

In the 90’s I decided to work in another guild angle, this time with an NPC named Marlow, a young human ex-soldier who had grown up as an orphan thieving on the city streets. This fighter/thief gathered up some 1st level PC’s, and went about setting up his guild. He named his new guild after a small tavern he owned in a poor part of town named “The Sword & Gold”. PC’s went on lots of typical dungeon crawls and such, but most game sessions got bookended by trips to the marketplaces in the city for some nice purse-cutting and other thieving activities.

The Sword and Gold campaign went on for a couple of years, and the characters got to be like family to each other. One teenage female thief character became Marlow’s apprentice, and another female thief character became his lover (she would eventually leave the guild because he would not commit to marriage).

Marlow’s guild was mostly human, and at some point came into various conflicts with a guild of half-elf thieves. Coming out on top of most conflicts, Marlow had a golden touch. The part of the city they operated in became a nicer place as Marlow invested money into the area. He also avoided anything to do with murder or violent crimes, so he got little attention from the city watch. Towards the end of the campaign, Marlow became involved with the unmarried queen of the city (he had bought a local falconry establishment she frequented), further cementing his power on the streets. The campaign pretty much ended with Marlow’s young apprentice being groomed for Guildmaster status. That was all several years ago in game-time, so I’ll for sure have to revisit the Sword and Gold at some point.

I should note that both of the major thieves’ campaigns had a big difference between them. That is, the Feathersguild campaign was very player driven. PC’s got in charge, and they made the big decisions. In Sword and Gold, I had Marlow, an NPC, call most of the shots. But it did free up the player characters from administration chores. Although most characters had high level positions in the guild, they had private lives and agendas they were able to focus on.

Weak and often overshadowed by other character types? Sure. Fun to play in a thieves’ guild campaign? No doubt! It takes some work, and you for sure have to mix in standard D&D stuff with the thievery, but in my case I really lucked out with a couple of great campaigns that I will never forget.