Thieves' Guild Acceptance

Tests for Joining the Thieves Guild

 

  1. Pickpocketing Challenge (Career Path: Cutpurse)
  2. Objective: Steal an item from a target in a crowded market without being caught. The item should be worth a certain amount (i.e., 10-20 gold pieces), but the difficulty lies in doing it discreetly.
  3. Skill Check: Dexterity (Sleight of Hand), Charisma (Deception) if the target is watching.
  4. Success Criteria: Successfully steal the item and avoid detection.

 

  1. Breaking and Entering (Career Path: Lockmaster)
  2. Objective: Infiltrate a noble’s home or a wealthy merchant’s office. The character must pick the locks, disable traps, and gather at least one valuable item (such as a document, coin pouch, or magical artifact).
  3. Skill Check: Dexterity (Thieves’ Tools), Intelligence (Investigation), Wisdom (Perception).
  4. Success Criteria: Enter the premises without alerting guards or triggering traps, successfully stealing an item.

 

  1. Silent Kill (Career Path: Silent Blades)
  2. Objective: Assassinate a target in a public space, ensuring that no one notices or suspects foul play. This may require using poison, stealth, or distraction.
  3. Skill Check: Dexterity (Stealth), Constitution (Poison), Wisdom (Insight) to assess the target’s behavior.
  4. Success Criteria: Kill the target silently, leave no evidence, and evade suspicion.

 

  1. Infiltration (Career Path: Spy)
  2. Objective: Infiltrate a rival guild or political faction to gather important intelligence (such as plans for an upcoming heist, a noble’s secret dealings, etc.). This could involve lying, stealing documents, or eavesdropping on a conversation.
  3. Skill Check: Charisma (Deception), Wisdom (Insight), Intelligence (Investigation).
  4. Success Criteria: Gather useful intelligence without blowing your cover, return undetected.

 

  1. Smuggling Operation (Career Path: Smuggler)
  2. Objective: Steal a rare or illicit item and successfully smuggle it past guards or out of a highly controlled area. The item could be a smuggled gem, magical artifact, or black-market goods.
  3. Skill Check: Dexterity (Sleight of Hand), Strength (Athletics) to sneak past obstacles, Charisma (Persuasion) to convince guards if caught.
  4. Success Criteria: Successfully transport the item through security without it being found or traced back to the Guild.

 

  1. Forgery and Deception (Career Path: Spy/Thief)
  2. Objective: Forge a noble’s signature or create a fake document (such as a false letter of recommendation or a fake deed to land). This test requires subtlety and an understanding of the noble's handwriting or seal.
  3. Skill Check: Dexterity (Forgery Kit), Intelligence (Investigation) to mimic signatures, Charisma (Deception) to pass the document off as authentic.
  4. Success Criteria: Successfully forge the document and use it to gain an advantage or access to a restricted area.

 

  1. Traps and Escapes (Career Path: Lockmaster/Silent Blades)
  2. Objective: Disarm a complex trap or set one up to capture a rival or escape a dangerous situation. This could involve complex puzzles or disabling deadly mechanisms.
  3. Skill Check: Dexterity (Thieves’ Tools), Intelligence (Investigation), Wisdom (Perception).
  4. Success Criteria: Successfully disarm or set a trap without being harmed, or escape a dangerous area (such as a dungeon or noble’s mansion).

 

  1. Stealth Retrieval (Career Path: Lockmaster/Cutpurse)
  2. Objective: Steal a high-value item from a heavily guarded area (such as a museum or a wealthy noble’s vault), and do so without setting off alarms or being caught on camera.
  3. Skill Check: Dexterity (Stealth), Intelligence (Thieves’ Tools), Wisdom (Perception) to avoid traps and detect guards.
  4. Success Criteria: Retrieve the item and leave without leaving a trace of your presence.

 

  1. Guild Loyalty Test (Career Path: All Paths)
  2. Objective: Perform a task for the guild that proves your loyalty—this could be stealing from another guild member, sabotaging a rival group, or completing a dangerous task that only guild members would know how to do.
  3. Skill Check: Charisma (Persuasion) to convince allies to trust you, Dexterity (Stealth) to pull off the heist, or Intelligence (Investigation) to uncover weaknesses in the rival.
  4. Success Criteria: Successfully complete the task without being caught or betraying the guild.

 

  1. Escape and Evasion (Career Path: Cutpurse/Silent Blades)
  • Objective: After completing a heist or assassination, escape a heavily guarded area without being caught. This could involve climbing, navigating through tunnels, or disguising oneself as a guard.
  • Skill Check: Dexterity (Acrobatics), Charisma (Deception), Wisdom (Perception) for avoiding detection, and Intelligence (Stealth).
  • Success Criteria: Escape the area, losing any pursuit and leaving no evidence behind.

 

Completion Criteria

  • Number of Tests: A player must complete at least 3 tests (Loyalty Test is mandatory) before they can join the guild or gain a multi-class into Rogue.
  • Failure: Failing a test doesn't mean a complete failure but could result in consequences, such as needing to redo the test or receiving a lower rank within the guild.
  • Reward: Successful completion of tests gives players reputation with the guild, potential rewards (items, gold, magical items), and training that unlocks special guild abilities or higher-tier missions.

 


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