Locations and Fronts for a Thieves' Guild (d45)

d45 Result

1

Under a tall monument rife with secret doors. Prospective guild members have to scale to the top at night

2

A nice restaurant where all staff are guild members. They use what they see and hear for picking targets and informing allies

3

Inside a massive stone bridge. Members wear a silver charm that wards of spirits haunting the bridge at night

4

In a tavern full of junk. The thieves all pretend to be retired adventurers

5

In a cavern outside the city protected by a dragon. The guild has entrances via the sewers and an agreement with the dragon.

6

A collection of small buildings offering roadside services at a minor crossroad on a major highway. The used goods and parts that are selling look suspiciously like the caravan that came through here a week or two ago.

7

A library, where all inquisitive souls are summarily shushed. Those in the know can find orders, tips, and marks stashed in the pages of appropriately titled tomes.

8

A local Orphanage where the children are all trained pickpockets for the thieves guild. The entire time the players are there the kids are practicing on them and some of them are quite adept despite being so young.

9

A ramshackle hut in an overgrown field an hour outside town. Assuming they don't shoot you or set the dogs on you, you might eventually be invited to an outdoor range/group training exercise. Turns out these guys are farmers by day, highwaymen by night.

10

A secret glade maintained by a Druid on the outskirts of the city. The guild members carry willow whistles and communicate through bird calls.

11

A ship that comes to port only during the early morning fog as the tides are changing and disappears as the tide rolls back out.

12

A small local bankers guild, located in the commoner side of town. It is a fully functioning bank but a severe amount of it's weslth comes from thieving, afterall who would suspect one of the very targets of a robbery to be stealing. Of course to keep suspicion away the facility is occasionally robbed. The vault acts as the entrance to a network of tunnels and subterranean room for storage of the majority of the excess wealth.

13

A speakeasy that has its entrance in an alleyway. The thieves all share a tattoo on their forearm. When trying to gain entrance to the speakeasy, they are required to show their tattoo. Anyone who shows an arm without a tattoo has their hand chopped off.

14

A tavern located above a cave. The tavern is known for the unique assortment of games that can be played there. The clientèle don't know it, but the tavern is used to introduce counterfeit currency into supply. Bookies take bets on games and payout a mix of real and fake currency, allowing the Thieves Guild to accrue more legitimate currency. Under the tavern in the cave, there is a boat that can be used for a quick getaway should the authorities catch on.

15

A thrift/estate sale storefront. The thrift store is just an unsuspecting front but in the backroom a black market of magical items are sold. During estate sales members of the guild gather intel on other potential rich targets around the city to steal from.

16

A traveling caravan of normally unsuspecting sales people. Interestingly their wares grow each day they are in the city proper.

17

A travelling carnival pops into one town in particular to ensure operations are normal. Rumor has it, the carnies have diabolical origin.

18

Above the scribes guild. The main floor is full of desks and paper, but ask to see the archive with the proper credentials and you’ll be lead to a maze of shelves filled with scrolls and documents. Follow the right path, and one bookshelf acts as a ladder to the third floor, where the country’s best forgers have a view of the city.

19

At a local community theater. Orders are given through scripts written in thieves cant. Members are expected to act in shows to keep up the façade.

20

At a local poorhouse. In the city, it's difficult to tell if a person is homeless or a high-ranking guild member.

21

At the local flophouse. The rooms are rickety and fragile, and heavier character are likely to fall through the upper floors.

22

At the theater. Who is going to look twice at a theater having "secret" doors? It is expected.

23

Barbershop, a good place to hear the word on the street. Saying that you have an appointment with a certain barber or want a particular style of cut will prompt them to either bring you to a private room or tell you when to come back.

24

Beneath a barn. The guild is accessed via a trapdoor underneath the hay.

25

Directly underneath the local authorities/town guards office with secret entrances hidden all over the building including the cells, captains office, barracks, kitchen, etc.

26

Ever wonder where necromancers get fresh corpses in a busy city that doesn't leave such things lying about? Come to the Church of Light mausoleum on a new moon to find out.

27

In a brothel. Prostitutes are thieves and use what they hear for blackmail material.

28

In a crematorium. The guild takes the money, puts on the funeral, and then switches out the body for simple ash to give to the grieving family. Taking jewellery off corpses is also their bread and butter. What are they doing with the bodies? Something something sacrifice to underworld god something something

29

In a disused church. This building has been empty for almost twenty years, ever since they built a much larger church a few blocks away to accommodate the growing population of the city. The door is bricked shut and the windows all have boards on them. The holy symbol above the door is broken and rusty. But if one should crawl through (or leap over) the overgrown bushes on the western side, you may notice a keyhole in the stone that looks like an ordinary crack in the masonry. It requires a special key issued to members, or a very difficult lockpicking check to open. Opening the lock without a key may be enough to convince them to offer you a membership tryout.

30

In a drug den operated by underdark operatives. Orders are given through magical syrups that implant the orders in the operative's mind.

31

In a fast food restaurant. Orders are hidden in the wrappers and utensils. Typically, the correct orders get to the correct operatives.

32

In a great big terraced building that has a shop downstairs. The shop is one shelf and a counter, with just a single loaf of bread that's been sat there for ages. There's a door behind the counter that might as well say "Thieves' Guild this way" on it, but the shop attendant is built like a brick shithouse so everyone goes along with the ruse, even the local constabulary.

33

In a local orphanage. Orders are given by children in singsong voices.

34

In the bowels of a long abandoned acrobatics studio, entrance is hidden by a clever obstacle course.

35

In the local constabulary. All major officers are effectively apart of the guild, though not publicly. Operatives are "arrested" then given their jobs.

36

In the local library. Asking for a specific combination of books or one of a set of books (ex. Tombhlain’s Explain-All by Tombhlain Belaroth, Mr.Bullerwell’s Recounting of Mythic Beasts by Carlyle Bullerwell, A History of Accounting by Imbor Ingu) prompts the librarian at the desk to say that they do not believe they currently have it on the shelves right now, but they can take them to the discontinued book storage to check. The storage is real, but part of one of the bookshelves there swings out to a staircase that runs underground, leading to the guild hideout.

37

In the lord's keep of the city itself, hidden in numerous tunnels, secret doors and passageways long forgotten by the royal court, some nearly forgotten by the guild itself. The guild is kept hidden by the court spymaster, in exchange for secrets uttered by unwitting fools in the keep who believe themselves unheard.

38

In the Old Town there is a bar called "The Thief's Guild", which is famous for being home to shady characters and is sad to have been frequented by the Empire's most talented and famous thieves. The Thieve's Guild is actually behind the bar next door called "The Law and Order".

39

Inside a secret passage that opens in the middle of the city proper's fountain, only accessible through solving a puzzle by arranging the statues or parts of the fountain.

40

Inside the mayor/burgomasters/lords/kings own home; except in the Border Ethereal Plane, Shadowfell, or other plane adjacent to the Material Plane. Members of the guild wear special rings which allow them to slip between planes. Possessions in this town have a habit of disappearing into thin air.

41

Ordering a specific drink order at a particular bar will get you a key disguised as a drink adornment. Going to the bathroom and inserting the key into a hidden keyhole reveals a hidden chute, which slides shut once you enter it, depositing you into the thieves’ guild hideout.

42

The local rat catchers/exterminators guild. All the guild members are also thieves and use their positions to assess potential targets.

43

The Thieve's Guild is actually decentralized to avoid getting raided The Guild is actually a series of traveling merchants who move goods and people.

44

The wainwright/stablemaster. He and his crew see wagons come in and out everyday. They know which merchants get expensive imports and which caravans will move hot items out of the city.

45

Through an outhouse. Lifting the bench-like seat reveals a staircase imbedded with small cleansing stones.