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Let's Build a Thieves Guild (Part 2)

[Find the first part of the post here](http://www.reddit.com/r/DnDBehindTheScreen/comments/2uxfyy/lets_build_a_thieves_guild_part_1/) **Guild Activities (Rackets)** These are activities that provide money for the Guild. They are a vast and varied collection of jobs that each come with their own logistical and security problems, and each has a different rate of return. I have listed all the ones that I generally use, but not all Guilds will be involved with all of these rackets, that would be too complicated. Generally 4-5 is sufficient to keep the coffers full for a Guild with the control level of "The Locals", while "The Institution" level Guilds may be truly be involved in all of them. • Narcotics – The Guild may be involved in the narcotics production chain at any level. They may produce the product, distribute the product or both. Direct distribution is a lot more risky but involves a higher rate of return as you don't have to pay dealers a cut of the profits. • Prostitution – This usually take three forms: Brothels, where the johns come to a fixed location; Streetwalkers who service johns in a nearby location either indoors or out; and Call-Outs, where the prostitutes go to the homes/locations of the johns. • Protection – This is the old classic. Homeowners or shopkeepers (or both) pay a weekly or monthly fee to prevent their homes, businesses or selves from being destroyed/robbed/beaten up. • Smuggling – This involves moving illegal goods in or out of population centres or across borders. The goods can be anything that is outlawed, from narcotics, to weapons, to slaves. • Burglary – This is simple theft of houses or businesses. • Confidence Games (Short and Long Cons) – These are tricky to outline, but the Wikipedia has a great list of them for you to look over. • Street Crimes (Pickpocketing, Mugging) – These are generally crimes of “opportunity” and are generally performed by the lowest level rogues in the Guild. • Fraud (Forgery, Counterfeiting) – This is an elite activity, undertaken only by those with specialized knowledge. Forgery is the creation of false documents; identification papers, travel papers, weapon licenses, or other forms of official papers. Counterfeiting involves the creation of false items, usually artwork, or currency, but can also be used to create false magic items or weapons that don't have any actual powers, but have been enchanted to appear as if they do. • Kidnapping – The capture and imprisonment of people for the purpose of exchanging them for money or information or other desires. • Blackmail – The extortion of money from people in exchange for not revealing damaging secrets about them. • Assassination – The murder of others for money, politics, revenge or any other reason. • Fencing of Goods – The appraisal and purchase of stolen items • Gambling – These can take the form of a fixed location, like a casino, or street games, like shooting dice in an alley. • Slavery – This usually only has two forms – labor and sex, and slaves can be any sex, race or age, depending on the market forces. • Alchemy/Poison – The creation of potions and poisons for use by the Guild or for sale to others, but poisons are generally not sold to others for fear of them being used against the Guild directly. **Guild Security** Security simply means the guards and physical protections in and around the Guild house itself. The more control a Guild has, the more security they will need. For New Meat, this is nothing more than a couple of bruisers outside the tavern, but at the other end, there are hundreds, maybe even thousands of security personnel scattered around the area, protecting Guild houses, important businesses and other areas of importance. Guards can take the form of any class or combination of class. Rogue/Wizard is particularly effective as backup to the main units of Fighters or Fighter/Rogues. Rogue/Clerics work to keep the troops healthy, and some Rogue/Barbarians are on hand when shit gets real. Dogs and other wild animals also might serve as shock troops. Physical security includes reinforced metal doors, bars on windows, and architecture that provides safety, like lookout posts, murder holes, portcullises, and traps. Traps abound in Guild Houses, mostly death-type or confining-type traps. Some Guilds have entire sections that serve as false entrances and are laden with traps. They are usually very well hidden and have a high DC to disarm. Magical traps are very likely. Simple Alarm spells, refreshed 3 times a day, can sometimes provide more security than all the stone walls and poison-arrow traps in the world. **Intelligence** There are many ways to gather intelligence. All of it is vital and all of it can be used and manipulated by a cunning Guild leader to keep the Guild healthy, wealthy and wise. • Hometown Eyes - Locals who are afraid of the Guild provide invaluable intelligence on Watch patrols, strange newcomers, any criminal activity not perpetuated by the Guild, and anything else that seems like it would be important. • The Fearful - Those who pay protection to the Guild or who are being blackmailed or have a kidnapped ally will provide intelligence to the Guild in exchange for many things - not being killed, not being embarrassed or the return of a loved one. • Spies - These are sometimes high-level Rogues that are embedded into various areas of the government, other Guilds (other Thieves Guilds, too), and the military. These spies are almost always “deep operatives”, in that they have been planted in their areas for a long time and are usually above suspicion. Inserting new spies is a dangerous and tricky proposition. They work directly for the Guild and are in positions to assassinate powerful figures, so most have assassin's skills as well as Rogue's. Not all spies are actual rogues though. Some are just people who are in no position to say no to the Guild, or are doing so for money, power, revenge, or some other reason. These spies are sometimes highly trusted, but because they are not full Guild members they will always be suspect if things go sour, and these types of spies often vanish and meet messy ends in such cases. These intelligence networks take time, influence, and money to set up and constant vigilance to control. New Guilds get their intelligence from the people they intimidate and threaten, while more powerful Guilds use all their wealth and clout to accomplish the same ends. **Guild Assets** These will also directly tie in to the level of control exerted by the Guild. Assets, in this definition, encompass actual cash money, or other treasure-type wealth, magic items and weapons/armor, but also the myriad goods produced or secured by the businesses they control. They can take endless forms, from ships, to horses, to wagons, to food and water and alcohol, all the way up to being able to call upon government troops for the very powerful Guilds, who treat the military as their own private armies. The list is endless. How many assets the Guild has means how many things they need to protect. The larger the Guild, the more ways to bring them down, but also the more ways they have of stopping you. **Conditions of Entry to the Guild** Every time I see someone wanting to design a Guild they always talk about tests. What they want to make the new Guild members do to prove they should belong. I have done this myself. I don't know where we get these ideas, but I have discovered that they are pointless because they are toothless. If your Rogue fails the test, will you do what a real 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 figured out the Security, the Rackets, the Intelligence and the Structure. So what do you do with it? How do you turn all that into stuff 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 stuff 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. I'm going to show you one such list, and you can figure the rest out on your own. • **Narcotics Missions (Easy)** 1-2: Go and buy a small amount of product and return to the Guild without getting caught. 3-4: Go collect money owed to the Guild by a non-paying customer 5-6: Protect a product shipment • **Narcotics Missions (Medium)** 1-2: Rivals are attacking our dealers and our production facility. Protect them and bring back any captured rivals for some hard questioning. 3-4: Buy a very large amount of product and escort it back to the Guild through hostile territory 5-6: Distribute the week's product to the entire distribution chain and collect the weekly profits. The Watch knows you are coming and is going to try and stop you. • **Narcotics Missions (Hard)** 1-2: Establish a new production facility and ensure the end result is high quality 3-4: Destroy an established rival's production chain. Leave no survivors. Bring back the product and the cash. 5-6: Sell a huge amount of product in a very short amount of time. Failure is not an option. -------------------------------------------------------------------------------- I hope you have found this informative and helpful. Creating an interesting Guild can be one of the most rewarding (and addictive) of the DM's jobs. Don't forget to add conflict between all your Guilds, even if its minor. Don't let them exist in a static environment, that's boring and that's not why we play. If you have any questions, as always, I'm happy to help.

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Beefat99's Pre Draft Combine Mock Draft

**Round 1**: In round one, I feel most comfortable taking **Shaq Thompson** or **Bernardrick McKinney**. Both players would shore up our line backing core, and help our run defense in a division where every.single.one of our rivals have a work horse back. Bernardrick may be seen as a reach at our pick, but we can trade down and receive a few more picks, and I've always felt Shaq was too small, but he can build that bulk. **Round 2**: In round two, **Kevin Johnson** would be a solid pick up with only slight issues which include his lack of speed, but I'm not entirely sure as I don't have his 40 yard time. He's a lanky CB, and he has fair play recognition. My only worry is that he would get burnt by fast receivers. Alternate: Lake Tomlinson; OG **Round 3**: Now in my mock draft for the 3rd round, I found it hard to decide which player I'd like to see drafted. There is **Gerod Holliman** who would be a nice ball hawking safety to step up in a year or two and start. There is **Paul Dawson** who could add more depth to our Linebacking core, but if we got Shaq or Bernardrick, it'd mean we wouldn't really need to draft another LB. Finally we have **Joey Mbu**, he's a big bodied DT who would be good to have clogging up the line of scrimmage, and also giving our DLine a future at the DT position. **Round 4**: In the fourth round, we can't go wrong with drafting either **Christian Covington** or **Antwan Goodley**. Christian Covington is a prospect who, like I said with Joey Mbu, gives our OLine depth and a talented future once our guys move on. Antwan Goodley is a stocky receiver who can man handle CBs, but he is a little short. He's a fast guy who also has a good set of hands. It will give Tannehill a solid 4th or 5th receiver. **Round 5-Round 7**: Things get dark here since most prospects I projected to go in these rounds have little to no game footage, and I have not found the time to watch each of their team's games. **Jordan Taylor,( WR ) Marcus Murphy, ( RB ) and Corey Robinson, OT would be alright picks** Jordan Taylor is a tall receiver, but he is on the lighter side, and he is a prospect more than a guy who can start immediately. Marcus Murphy would be an amazing third back behind Lamar Miller and possibly Damian Williams. He led his team in All Purpose yards this year, and it'd make Lazor's offense much more explosive. Corey Robinson is an aight OT. **THESE ARE OPINIONS, IT'S OKAY IF YOU DON'T AGREE, BUT HELP A BROTHER OUT AND EXPLAIN WHY YOU DON'T LIKE SOMETHING** Thank you for reading!

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Christie stays out of vaccine greeting card program embraced by 2016 rivals
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How Rand Paul Trolls His Rivals
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Christie stays out of vaccine greeting card program embraced by 2016 rivals
18M4F Pokémon rp
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This I feel is a unique post due to the fact it involves pokemon and that I have no real prompt. I want to discuss somthing we can rp about that involves the pokemon universe. Maybe we are members of teem rocket maybe we are starting our pokemon journey together or maybe we are long time rivals. Who knows? I think this has A ton of ways this can go so message me. We can think outside of the box I am down for anything. I do want this to be long term but just tell me if you want it to be a one time thing.

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The Evil

An evil has haunted this land from its birth. A taint that has blinded many good people, and turned them from the light. We have seen it before, as an ancient and dark power that sought to have the world consumed in sand. It performed twisted experiments on the corpse of an old woman, making her body a vessel for trapped evils to work through. Ancient records discovered in archeological digs all ended before the climax. We do not know what happened to destroy the evil, but we know it was here. The records we have uncovered show detailed accounts of the evil. For many years now the balance of magic has grown unstable, and in the dark, unseen to the eyes of foolish men and women, this same evil has grown. Drawing on the power of a wizards magic, the evil grew, and, when an unknowing apprentice joined this wizard, a most unlikely opportunity was created. It was by no mistake that apprentice entered the wizard's node. The evil needed a body to have an effect this world. It latched onto the apprentice, infecting her body, her mind and her soul. Now, the evil seeks to destroy. It persuaded the wizard to help it, as in this form, it was still weak. It masks its lust for destruction by targeting a corrupted organisation. A lesser evil that dared to threaten it, no less. And now, in these dark days, the Evil is at its most powerful since its fall, having taken control of The Reaper, one of its ancient rivals. The Evil has returned.

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Racing Rivals Hack and Cheats Tool v.1.83 - Cash & Gems Generators Updated

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