08 November 2020

d10 Ways the local thieves guild is going to get back at you

So you, the local thieves guild master have some troublesome adventurers that you cannot go after directly for whatever reason; what are your options to make their lives unpleasant?


1. To just cause trouble for them while you snickers into their pints far away - spread rumours that they are carrying lots of treasure after a successful dungeon run and wait for the random muggers and sneak thieves to have a go.
2. Put the word about that one of them is a minor noble scion and potentially valuable hostage and
3. Spread rumours they have committed heinous deeds against some group likely to take violent reprisal - burned down a shrine, killed a respected elder, etc.
4. If the guild is willing to put in a little legwork then connect with them through a false front, find out what they want, then go about getting it for them with massive collateral damage. When consequences start coming down the trail will lead to them and they genuinely wanted the thing so noone will believe it wasn't their fault
5. Put around rumours they are cultists, blood war mercenaries or other vile souls who bring ruin in their wake - then make sure ruin follows in their wake.
6. Set out bounty notices for some local notables, payment to be collected on delivery of their heads to the party. Even if no-one takes it up, the local guards will be down on them like a landslide. If someone does take it up, better and better
7. Spy on them, infiltrate their residences, blackmail their henchlings and servants to get their plans - then tip off their foes that they are coming.
8. Make some extra coin by selling a foe a full description of what they can do and any known weaknesses
9. Find our their secrets and vices and spread them all over town - best part is that every word will be true
10. Meet some group of up and coming troublemakers and offer them a bounty for every flashy wicked deed they do in the partys name

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