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Underground Sphere

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Old version of removed Underground Sphere
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The Underground DM is responsible for managing the cities underground criminal element, including the Thieves Guild. You may be asked to run scenes where players can pick pockets, perform heists or otherwise take things that don't belong for them.

Adventure Frequency: once every 14 days.

Skills: Good understanding of stealth adventures, information brokerage and criminal and espionage efforts

Bookkeeping

You are responsible for all bookkeeping and paperwork related to the following:

Thieves Guild Membership

You should keep an eye out to recruit PCs for the Thieves Guild. You are responsible for recruiting and keeping track of thieves guild members. Each member also has a reputation rating which represents their status within the guild, and you should keep track of that as well.

Members of the Thieves Guild gain access to some fences in the guild and they are able to sell stolen items, no questions asked, presuming the item is not "too hot" (at the usual rate of 50% value)

Additionally, membership gives them access to guild quests, see below.

Finally, members can use some of the guilds resources like safe houses in one of the poor districts where they can stay. This gives them 1 Lifestyle Point as if they had a Small House.

Link: Thieves Guild Members

Thieves Guild Missions

Once a month, you should run a "Thieves Guild" mission, in which the Thieves Guild assigns a task to members to sort out a problem. These missions should usually be a heist, theft or spy mission, in line with the nature of the guild.

Important: a true professional doesn't leave a mess. The thieves guild requires its members don't kill anyone.

Non-members can participate in Thieves Guild missions, but only if they are vouched for by a Senior Member (see below).

If any of the Thieves Guild members complete a mission successfully, they gain 2 Reputation Points

Senior Members

Once a PC has earned 10 reputation points, they become a senior member of the guild. Senior members get all the benefits of regular members, but can vouch for non-members on Thieves Guild Missions.

Additionally, they get access to buy any poison listed in the Core Rulebook (at the listed prices).

Assassins Guild

Besides the Thieves Guild, there also exists a rival guild of Assassins. The Assassins guild does not keep membership and it does not operate like the thieves guild.

Instead, a secretive "Master Assassin" offers contracts to those who have caught his attention, leaving a letter in their possessions.

When PCs want to become Assassins, they contact you OOC and you should offer an opportunity for them to be contacted in this manner.

You then run an assassination mission, given out by the "Master Assassin" (who's details are up to you), to let the PC become an assassin.

You also track the list of assassins and as appropriate give out and run missions for one or more assassins.

Important: Assassins are a very small minority. As such, you should try to limit such missions. Once a season (every three months) is a good range, though the details are up to you.