Twilight Hunters

There are many thieves’ guilds that operate in Furyondy – some small, some large – but all dabbling in some aspect of crime. The largest of these thieves’ guilds is the Twilight Hunters. Crime has always been low in Furyondy until after the Greyhawk Wars and the Great Northern Crusade. With taxes being high to support an ongoing war with Old Wicked, many destitute individuals across Furyondy have turned to thievery. In a short period of time, a secret network was created under leadership unknown to most and recruits are watching the streets for potential candidates for their local guild branch.

The Twilight Hunters is the brainchild of Gilbair le Ronde. Gilbair currently serves as the Reach’s representative to the Noble council. Portly, bald, and possessing a sharp and vicious wit, the boisterous Gilbair le Ronde is a keen diplomat, an incurable romantic and one of the most vicious knights of Furyondy. However, an unfortunate injury at the hands of a jealous rival cost Gilbair the full use of his left leg (he still walks with a limp) and kept him from the Greyhawk wars. Morose for having been left behind, Gilbair gave himself over to gluttony, developing a particularly strong taste for rich desserts and strong ale. This is the public façade that Gilbair wants everyone to think. During his injury Gilbair had an epiphany. If he couldn’t help his king and country on the battlefield he would help in other ways – so the Twilight Hunters was born.

Gilbair knew full well, that his liege lord, King Belvor IV, would have nothing to do with the thieves’ guild, as a tool for the crown, he kept this secret well. He will take it to the grave or suffer a traitor’s death at the headman’s block rather than shame or embarrass his king. A very small handful of people know the real truth (Nelonshir, the High Guildmaster of Chendl, Karzalin Master Elementalist of Fire from the Council of Four, and Margo Effretti, a spymaster), that not only is the Twilight Hunters thieves guild one of the largest and most lucrative of the thieves guilds but it is also a tool for the crown in the hands of a master statesman.

The Twilight Hunters has a guild in every county and cells in the towns that support a population over 300 in Furyondy. They are now even moving beyond the borders of Furyondy. Each guild has a guild master and spymaster for each county with the high guild located in the capital city of Chendl. Each guild has personnel for whatever job needs doing! These personnel are broken down into a couple of groups within the Thieves Guild.

All three groups of the Twilight Hunters secretly work to improve the financial position of the guild in and out of Furyondy – whether by alms begged off a nobleman, a small pouch of gold from a merchant or information obtained from a foreign dignitary. Each cell funnels information and gold to the local branch of the guild, which in turn sends it to the high guild in Chendl. It eventually makes its way into the hands of Gilbair le Ronde, who makes sure it goes where it’s needed to best help the crown in its endeavors and war on Old Wicked.

PCs are considered members of only one branch of the Twilight Hunters guild

Brute Squad

Sometimes a show of force is necessary to convince others of the need to share their bounty. On these occasions, a few individuals clearly dedicated to good down home brawling and bashing can make the difference with some shopkeeper from getting stubborn and holding out the extra coin or giving up without making a fuss. In the Brute Squad is where the seedier side of thievery can be found, such as drugs, extortion, and protection.

Entry Requirements

Members of the Brute squad are welcome to come from any professional background. Mostly a degree in “might makes right” will do the trick. Applicants must have at least two of the following items, abilities or racial features: 3rd level or higher, 3 ranks in a background focusing on Intimidating others, a Strength bonus of +3, be a half-orc or centaur, ability to rage.

• Members cannot have any hatred or disfavor from any thieves’ guilds. This sort of bad news clings to a guy, after all.

• Members must donate 1 magic item to a Furyondy Thieves Guild or 500 gp to to get an invitation.

Yearly Cost

• The guild members are expected to contribute towards those individuals who make jobs go smoothly, including information handlers and behind the scenes preparations. A tithe of 5% of member’s income is considered adequate.

• Guild members spend 4 TUs for each year assisting with guild activities.

Benefits

• Brute squad members are taught time-tested methods of intimidation resulting in a +2 circumstance bonus to intimidate other people

• Members of the Brute Squad can expect to receive aid from other members of the guild throughout Furyondy. Members in good standing receive a +2 circumstance bonus in the following backgrounds: Enforcer, Scholar (local-Iuz metaregion) and Thievery if the check is made in a population center of more than 250 people, if time permits the member to call upon the assistance of another guild member.

• Occasionally members of the Brute squad become specialists of such quality that they are given additional training. This qualifies the character to multiclass with either the fighter or barbarian class as per the 13 True Ways books

• Members have access to the guild’s legal counsel. This grants them a +2 circumstance bonus to checks made to convince others of their innocence in case of accusations of a crime.

• Members always have friends willing to put them up, to make it convenient to share current news on possible jobs. Standard lifestyle is always provided in Furyondy adventure to guild members, from their comrades based in the area.

Acquisitions & Investigations

This group pretty much speaks for itself. It includes beggars, embezzlers, pickpockets, prostitutes, scouts, smugglers and spies. Members of this group compliment each other’s talents by developing information on potential targets. The members are responsible for patrolling of the streets using their various skills to gather information and increase the coffers of the Guild.

Yearly Cost

• The guild members are expected to contribute towards those individuals who make jobs go smoothly, including information handlers and behind the scenes preparations. A tithe of 5% of members’ income is considered adequate. Guild members spend 4 TUs for each year assisting with guild activities.

Entry Requirements

• Members of Acquisitions and Investigations group are welcome to come from any professional background. However, this is a thief’s organization, so it is necessary to be able to demonstrate some elementary skills related to the profession. Members must have at least 3 ranks in two backgrounds that pertain to the following areas: Sleight of Hand, Tumble, Open Locks, Move Silently, Disable Device, Disguise, Escape Artist, and Gather Information.

• Members cannot have any hatred or disfavor from any thieves’ guilds. This sort of bad news clings to a guy, after all.

• Members must donate 1 magic item to a Furyondy Thieves Guild or 500 gp to to get an invitation.

Benefits

• Members of the Acquisitions and Investigations group can expect to receive aid from other members of the guild throughout Furyondy. Members in good standing receive a +2 circumstance bonus in the following backgrounds: Diplomat, Scholar (local [Iuz Border States MR]) and Thievery if the check is made in a population center of more than 250 people, if time permits the member to call upon the assistance of another guild member.

• Members of the Acquisitions and Investigations group are required to practice certain tasks regularly to be ready for any job at a moments notice. This gives them a +2 circumstance bonus to background checks pertaining to ; Disabling Devices, Forgeries, Opening Locks and Sleight of Hand.

• Members have access to the guild’s legal counsel. This grants them a +2 circumstance bonus to checks made to convince others of their innocence in case of accusations of a crime.

• Members receive a permanent +1 untyped bonus on interactions with other members of the any Thieves Guild.

• Members always have friends willing to put them up, to make it convenient to share current news on possible jobs. Standard lifestyle is always provided in Furyondy adventures to guild members, from their comrades based in the area.

• Occasionally members of the Acquisitions and Investigations group become specialists of such quality that they are given additional training. This qualifies the character to multiclass with the bard class as per the 13 True Ways books.

The Specialist Squad

These stealthy individuals specialize in the highly difficult sneak jobs: infiltrating complicated defenses and shutting down wards and protective magic’s that would otherwise make some missions impossible, using information developed by Acquisitions and Investigations. They also specialize in assassinations and kidnapping victims. These individuals frequently work in special teams developed on a mission-by-mission basis.

Yearly Cost

• The guild members are expected to contribute towards those individuals who make jobs go smoothly, including information handlers and behind the scenes preparations. A tithe of 5% of member’s income is considered adequate. Guild members spend 5 TUs for each year assisting with guild activities.

Entry Requirements

• Members of the Specialist Squad are welcome to come from any professional background. However, this is a thief’s organization, so it is necessary to be able to demonstrate some elementary skills related to the profession. Members must have at least 3 ranks in two backgrounds that pertain to the following areas: Sleight of Hand, Tumble, Open Locks, Move Silently, Disable Device, Disguise, Escape Artist, and Gather Information.

• Members cannot have any hatred or disfavor from any thieves’ guilds. This sort of bad news clings to a guy, after all.

• Members must donate 1 magic item to a Furyondy Thieves Guild or 500 gp to to get an invitation.

Benefits

• Members of the Specialist Squad can expect to receive aid from other members of the guild throughout Furyondy. Members in good standing receive a +2 circumstance bonus in the following background areas: Dectective, Scholar (local [Iuz Border States MR]) and Thievery if the check is made in a population center of more than 250 people, if time permits the member to call upon the assistance of another guild member.

• Members of the Specialist Squad are required to practice certain skills regularly to be ready for any job at a moments notice. This gives them a +2 circumstance bonus to background checks pertaining to ; Acrobatics, Disabling Devices, Escape Artistry, Opening Locks and Sleight of Hand.

• Occasionally members of the Specialist Squad become specialists of such quality that they are given additional training. This qualifies the character to multiclass with the monk class as per the 13 True Ways books.

• Members have access to the guild’s legal counsel. This grants them a +2 circumstance bonus to checks made to convince others of their innocence in case of accusations of a crime.

• Members always have friends willing to put them up, to make it convenient to share current news on possible jobs. Standard lifestyle is always provided in Furyondy adventures to guild members, from their comrades based in the area.

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Twilight Hunters

The Chalice of Thrommel BBPlainwell