| The guild's description | The guild's history | The guild's policies | The guild's HQ | Underground level |
| Guild members | - | - | - | - |
| 1st Edition AD&D | - | - | - | Dragon magazine |
The Touch of the Black
Hand
A thieves' guild for fantasy cities
by Matthew J. Iden
Classes other than thieves should pay
attention also, as the thieves? guild does
not affect the lives of thieves alone. The
guild detailed herein prides itself on its
subtlety and its great influence in the city,
so a PC party may well find itself being
affected by the guild in many ways.
Table 1
Major Members of the Black Hand
| Name | Class | Level | hp | AL | Sex | Species | S | I | W | D | C | CH | COM | P |
| Janus Bevren | T | 14 | 72 | N | M | H | 15 | 16 | 10 | 16 | 17 | 17 | - | - |
| Even "Lucky" Ilmarel | T | 12 | 67 | CN | M | 1/2E | 14 | 16 | 6 | 17 | 17 | 11 | - | - |
| Lible Halfstock | T | 9 | 37 | N | M | 1/2 | 11 | 14 | 11 | 18 | 11 | 13 | - | - |
| Vlad "Stilts" Macer | T | 9 | 41 | N | M | H | 16 | 14 | 14 | 17 | 15 | 14 | - | - |
Table 1
Minor Members of the Black Hand
| Name | Class | Level | hp | AL | Sex | Species | Stats (16+) |
| Valo | T | 7 | 33 | N | M | H | - |
| Thardin | F/T | 6/6 | 38 | LN | M | D | S17, I17, C16 |
| Farasee | T | 5 | 22 | N | M | E | S16 |
| Pheyla | T | 4 | 18 | CN | F | H | - |
| Beltso | T | 4 | 31 | N | M | H | W16, D17, C18 |
| Ferren | T | 3 | 13 | NG | F | H | S16 |
| Kayla | T | 3 | 12 | N | M | 1/2 | D18 |
| Sarven | F/T | 2/2 | 14 | N | M | 1/2O | S18/66 |
| Karalt | T | 2 | 12 | NE | M | 1/2O | S16, C16 |
| Avrak | T | 2 | 9 | N | M | H | D16, Ch17 |
| Harmin | T | 2 | 8 | LN | M | D | S16 |
| Alia | T | 1 | 3 | N | F | H | Ch16 |
| Delarr | T | 1 | 5 | CN | M | 1/2 | - |
| Mertz | T | 1 | 4 | CN | M | H | D17 |
| Berne | Ill/T | 1/1 | 3 | NG | M | G | I16, D18 |
| Sylla | Ma/T | 1/1 | 3 | N | F | E | I16 |
| Salshan | Ma | 8 | 18 | N | M | 1/2E | I18 |
| Lalo | (scribe) | 2 | 5 | LN | M | H | I16, D16 |
The guild's description
The Black Hand strives to be inconspicuous.
Rather than trying to terrorize the
city?s citizens, the guild does its best to
remain totally unseen. Instead of occupying
a fortified building in the city square
or an abandoned warehouse where comings
and goings would be highly suspect,
this thieves? guild is located in a trader/
provisioner?s shop. The owner is the guildmaster,
of course. In this manner, the guild
acts as its own fence, has sufficient reasons
for many people (the guild members)
to frequent the place, and imports and
exports contraband in the guise of trader?s
supplies.
The thieves? aversion to being discovered
does not keep them from being up to
their necks in every kind of money-making
scheme possible. Low-level thieves take
care of the day-to-day pickpocketing and
scouting of new ?marks.? They also collect
the money resulting from the guild?s protection
racket. The protection racket is the
most visible sign of the guild?s work (and
the origination of its name), as the guild
places the tiny brand of an open hand
over the doorway of each protected home
or business as a sign of its protection.
Mid-level thieves are in charge of jobs
requiring more skill, such as breaking-and-entering
and scams. High-level thieves are
given free reign, but they usually work in
political circles (especially at parties and
other social functions) and at high-profit
scams. At the guildmaster's behest, powerful
thieves also attempt to use their influence
to learn of political issues relevant to
the guild (the changing of laws and punishments,
diplomatic visits, trade agreements,
etc.). Any thief is permitted to leave
on an adventure, as long as the guild is not
short handed.
Janus Bevren, the guildmaster, prefers to
be seen as nothing more than a mildmannered,
middle-class businessman. He
makes sure that he has no more dealings
with politics than any other merchant (at
least with the politics people can see). To
most citizens, the closest that Janus gets to
the noble class is his affiliation with the
Traders? Guild.
The thieves' guild's attempt to remain
unknown has been relatively successful.
The local government is aware of the
guild, of course, but since the thieves stick
to nonviolent, nontreasonous crimes, they
receive little pressure from the Lord
mayor. The citizenry, excepting the lower
class, fancy themselves untouched by the
guild, and many might even deny the
existence of a thieves' guild in their city. In
this manner the guild has not only escaped
reprisals, it has also relaxed the citizens
enough that targets are relatively easy to
find. In fact, black-clad, sword-swinging
toughs are not welcome in the city and are
taken care of quickly, quietly, and efficiently.
As a matter of business, the guild regularly
bribes members of the city watch,
the guard, and the council (or whatever
ruling and military bodies there are in the
DM?s campaign). Anyone who could make
a thief?s job easier (a maid, a butler, a
bodyguard, etc.) by supplying information
or by being absent for a certain time is
bribed on a temporary basis, usually by
the thief committing the crime.
The guild also has connections outside of
the city in the form of a large group of
bandits. The bandits roam constantly to
avoid capture, but they send word to the
guild when they are in the area. The guild
then either sells information it has on
departing merchants (for a hefty feel or
participates in the raid itself, splitting the
profits. In the latter case, some of the
thieves may JOIN the caravan train to ensure
that the raid is successful.
The guild's history
The guild began seven years ago when
Janus set up shop in the middle-class
neighborhood of the city. Janus?s policy of
?blending in? kept the ruling thieves? guild
totally unaware of the fact that he was a
thief himself, and he began to lay down
his plans for a takeover.
Throughout his long adventuring career,
Janus had been impressed by the power of
magic. Although it was terribly expensive,
he spent the money for an all-out magical
assault on the rival guild, using a wide
variety of low-power magical items with a
few particularly dangerous ones. His thief
henchmen and hired mercenaries, therefore,
saw little action in the battle; uninjured
and fresh, they gave the survivors
the choice to join the new establishment
or die.
Approximately half of the Black Hand is
made up of these survivors. Since Janus?s
guild has lasted for several years, these
thieves are for the most part content. The
rest of the guild consists of Janus?s old
henchmen and new recruits.
The guild's policies
It should be apparent that the guilds
first priority is to keep all of its activities
concealed. Crimes are always kept relatively
nonviolent. This doesn?t mean that
thieves shouldn?t defend themselves, but
killing a target just for its valuables is
definitely unacceptable.
The Black Hand never commits treasonous
crimes, regardless of the reward. It
may, in fact, go to great lengths to prevent
such crimes. This policy is not a result of
patriotism; it is just good business sense..
The guild realizes that it would be cutting
its own throat if it committed or condoned
such acts.
Clashes between guild members are
rare. Since all thieving activities must be
approved by the guildmaster, there are
almost never any overlapping ?jobs.? Members
are also encouraged to keep a residence
in the city (but not at the guild
quarters), so even the demihumans who
hate each other don?t meet often at the
guild. Those members who insist on fighting
with their fellows get to talk with the
guildmaster, and such talks are invariably
short and messy.
Guild dues start at 40% for 1st-level
thieves and are reduced 5% for each level
above 1st to a minimum of 5% at 8th level
and above. This percentage is taken out of
whatever the thief purloins in the city and
within a 50-mile radius of the town. This
does not include adventuring, unless it
took place within the 50-mile limit or
unless a great deal of help was rendered
by the guild. Thieves of 3rd level and
above must also help teach the lessexperienced
members as part of their
dues. This instruction is required once
every few months for about two weeks.
Breaking any part of the guilds policies
usually results in severe punishment, with
expulsion from the city (with certain death
upon returning) at least. If the guild is
betrayed, the guildmaster is certain to
take a personal interest in the traitor?s
(short and messy) future.
The guild's headquarters
As stated before, the guild headquarters
is located in a provisioner/trader?s shop. It
really does function as such and actually
provides a small amount of cash for the
guildmaster. By having such a cover, the
guild is able to fence some of the mundane
items that its members have stolen. The
goods that would be too noticeable to be
sold in the store are shipped out with the
regular merchandise. These goods are
then sold by guild contacts in other cities.
To keep up his facade of businessman,
guildmaster Janus lives in the store building.
As might be expected, however, the
entire building is filled with traps (mechanical
and magical) and guards (not all
of which are human).
The headquarters maps are on page 29. <Store Level> <>
A separate entrance for guild members
(see area #18) leads directly to guild quarters.
Members are rarely invited into the
guildmaster?s quarters.
A brief description of each area and of
the major guild members follows. Descriptions
have been left sketchy to give the
DM room for his own creativity.
1. Store area. This is the part that the
public frequents. A sign labeled ?Bevren?s
Goods? hangs outside over the street.
Inside, a large counter divides the front
room into two parts. Generally, any normal
piece of adventuring equipment can,
be found here (prices are 15% higher than
in the Player's Handbook). Large quantities
of these items can be purchased as well.
The order and payment for large orders
are made in the office (area 4), and the
customer, after being given a receipt, is
instructed to go to the back (area 16) to
pick up his purchase (possibly at a later
date).
A guard (F2, hp 14) and three clerks are
usually in area 1. The clerks are normal,
0-level humans who are not aware of
the guilds presence. They are permitted to
enter only the office (area 4), the storerooms
(area 2 and area 18), and the compound
(area 3 and area 16). The clerks
leave the store
at sundown.
The front door has two locks, a poison
needle trap, and is wizard locked (8th
level). At night, a rug with a glyph of
warding (fire, 14 hp damage) is placed in
front of the door. It is rolled up and put
away before business hours start.
2. Storerooms. These contain the goods
to be sold in the front room. There is
always a guard (F2, hp 16) pacing the
corridor between the two rooms and out
onto the loading dock (area 3). The storeroom
doors are always locked.
The door to the loading dock is double
locked. At night, a rug with a sepia snake
sigil is placed in front of this door.
3. Loading dock. This raised platform
makes the loading and unloading of wagons
much easier.
4. Office. This room contains the materials
necessary to run the business (tax
receipts, petty cash, etc.). One of the three
clerks (area 1) is almost always found here
during the day.
5. Guards’ quarters.
All guards needed
for the security of the shop are quartered
here. The night-shift guards (F2, hp 13 and
15) to replace the ones in area 1 and area
2 are
normally asleep during the day.
6. Trap chamber. This room is specifically
designed to trap any invaders. This
10' X 10' room looks like a normal antechamber
with a door on the opposite wall.
The door, however, can be opened only
from area 10. When guests are invited to
the guildmaster?s chambers, the door is
opened to conceal area 7. At any other
time, the door is closed and cannot be
opened from the east side (there is a fake
door handle). Normally, anyone going from
the guildmaster?s quarters to the shop goes
through area 7.
The door from area 5 can be opened
easily. The back of the door is fire trapped
so that exiting the trap room is more difficult.
There are poison needle traps on
both doors. The fake door has a sepia
snake sigil on it. Finally, anything touching
the fake door sets off a magic mouth that
screams ?Intruder!? for 25 seconds.
7. Secret corridor. This is used to bypass
the trap room (area 6).
8.-14. Guildmaster’s personal chambers.
These rooms were designed so that any
intruders must pass through each room in
turn to reach area 14. Janus has also had
spy holes cut into the wall to observe any
intruders that he is aware of.
8. Kitchen. The kitchen is well stocked.
2 zero-level human servants cook and
sleep here. They are aware of the guild
and in fact are wanted by the law themselves,
so Janus is assured of their loyalty.
9. Pantry. Exotic cheeses, breads, wines,
meats, and more are stored here. Fine
foods are one of the few luxuries in which
the guildmaster indulges.
10. Lounge. This comfortable room
contains stuffed furniture, board and card
games, and several hidden weapons. The
door to area 11 can be armed with a poison
needle trap but is not usually so
armed.
11. Dining room. The door to area
12 is
wizard locked (8th level).
12. Guildmaster's study. Being an intelligent
man, Janus enjoys reading and studying,
so the study doubles as his library.
Several statues decorate the room, the
largest of which is a stone guardian (hp
31). The door to area to area 13 has a
magic mouth programmed to yell ?Alarm!?
whenever any creature except Janus
touches it.
13. Guildmaster’s bedroom. This room is
surprisingly humble, to suit Janus's businesslike
personality. He keeps his most
useful scrolls, potions, and other magical
items here.
14. Water closet. This room?s only remarkable
feature is a secret door that
leads to a small room. Concealed in the
floor is a trapdoor that leads to the guildmaster
?s personal office underground.
15. Dog kennels. Five large war dogs are
kept here. They roam the compound (area 16)
at all times and have been trained to
respond to any commands from the
guards or Janus.
16. Compound. Any wagons owned by
Janus or brought in by customers are
driven into the compound and up to the
loading dock or over to the storehouse
(area 18).
17. Stables. Three stable boys, all fugitives
from the law, tend to the six horses
here. Two of the horses are light war
horses (for fast getaways); the rest are
draft horses used to pull the carts and
wagons in the storehouse. There is a trapdoor
in one of the two empty stables that
the thieves use to get to the guild proper
after reporting to Janus. The stable boys
and all of the thieves know of it.
18. Storehouse. All goods too large to
store in the main building are kept here.
Three carts, all with several secret compartments
in them, are kept here, too. In
the rear of the building is a small room
with a fake door. The clerks, who must do
inventories, have been informed that the
small chamber contains the few valuables
that the store sells, and that they are to
leave the inventorying of that room to
Janus. Actually, there is no way into the
room from the storehouse, only through a
secret door from a small alley outside.
This functions as one of the thieves? entrances
to the guild headquarters. A concealed
trapdoor in the room leads
underground to the real guild.
Underground level
19. Entry room. This is the room to
which the trapdoor from area 18 leads.
Since the secret door from the alley cannot
be locked, this room is a precaution
against the secret door being found accidentally
or by invaders. All guild members
know where the secret door to area 20 is
and that it must be used to continue into
the guild headquarters. In front of the
obvious door is a pit 20' deep, its bottom
lined with spikes. The door is made of iron
and, like many in the guild hall, isn?t really
a door at all, just a facade.
21-22. SANCTUARY rooms. These
rooms
are reserved for any guild members who
require a hideout from the authorities.
Each contains a bed, a desk, two chairs,
and a table.
25. Emergency stores. The door to this
room is made of iron and is kept double
locked (only Janus and Thardin (see area
42) have the keys). It contains emergency
rations and equipment in the unlikely
event that the guild is put under siege, and
contains as well any equipment that would
be incriminating if found in the storerooms
of the store (such as thieves? tools).
26. Kitchen. This is the kitchen for the
common room (area 34). The servants
here have statistics identical to those in
Janus?s kitchen (area 8).
27. Training room. This large area is
used for the training of lower-level thieves
and to keep the higher-level thieves in
practice. The middle open space is used
for combat training, and each of the side
rooms is used to teach a different aspect
of thieving (picking pockets from purses
with bells on them, moving silently across
leaves or glass, climbing walls with different
surfaces, etc.).
28. Mercenary guard barracks.
One shift
of 10 guards (five F1 and five F2, variable
hit points) can always be found sleeping
here. All guards have been provided the
best equipment the guild can afford (missile
weapons, metallic armor and shields,
and above-average pay).
29.-32. Guild members’ quarters. These
rooms contain 1st- and 2nd-level thieves.
Although expected to live here until attaining
3rd level, they receive free meals and
instruction in thieving and combat.
29. “Size, Inc.” This room is quarters for
?Size, Inc.,? the team of Harmin (a dwarf),
Delarr (a halfling), and Berne (a gnome),
1st-level thieves who specialize in?ahem?
small crimes. Berne is also a 1st-level illusionist,
a talent in which Janus is especially
interested, and he keeps his spell
book hidden here.
30. Half-orcs’ room. Two half-orcs, Sarven
and Karalt, stay here. They don?t
particularly like each other, but none of
the other thieves can tolerate them, so
they manage to get along.
31. Females’ room. Allia, a female human,
and Sylla, a female elf, live here.
Sylla is a 1st-level wizard in addition to
being a thief. She keeps her spell book
hidden in her chamber. She receives training
from Salshan (area 40 & area 41).
32. Males’ room. Avrak and Mertz, both
1st-level human thieves, make this room
their quarters. They work well together,
and both will gain a level soon.
33. Storeroom. The door to this room is
iron, and it?s locked (Janus and Thardin
have the only keys). Inside are swords,
daggers, slings, sling stones, saps, garrotes,
and any other type of weapon a thief can
use. There are also stores of oil and poison,
the latter to replenish the many needle
traps around the guild quarters.
34. Recreation hall. This room is the
most frequently used area of the guild. All
members may come here to eat, drink,
and gamble, and the thieves who live here
(those of 1st and 2nd level) frequently do.
The place is usually occupied at all times
of the day and night.
35. Water closet.
36.-39. Instructors’rooms. These four
rooms are the chambers of the thieves
who are required to instruct lower-level
thieves.
36. Pheyla’s room.
40. Wizard’s office. This small room
serves as an office and lounge for the
resident wizard, Salshan. The door is
wizard locked (8th level). Although he is
not required to live here, Salshan stays
here to take advantage of the guild (such
as buying any magical items that they
might steal) and for the general excitement.
He is paid 800 gp per month (plus
material components) to cast any spells
needed by the guild, whether offensive,
defensive, detection, etc. Sylla (area 31) is
also paying him for her tutelage in the
arts.
41. Wizard’s bedroom. A small portion
of this room functions as a bedroom; the
rest is devoted to desks, tables, laboratory
equipment, and clutter. All of Salshan's
magical items (including his spell books)
are hidden in a wall niche protected by
several protective spells.
42. Supervisor’s room. This sparsely
furnished room is the home of Thardin, a
dwarf fighter/thief, and Janus?s closest
friend and confidant. He is ultimately
responsible for the supervision of the
guild underground and the day-to-day
training of the low-level thieves. He is
gruff and domineering, but his instruction
is thorough.
43. Meeting hall. This is the largest room
in the guild. It sometimes is used by Janus
to announce any news that may affect all
of the members (in which case all members
must be present), but it is more frequently
used by the guildmaster and his
top thieves (Even Ilmarel, Lible Halfstock,
and Vlad ?Stilts? Macer) to decide what
courses of action the guild will take in the
future. Since these top thieves are rarely
in the city at the same time, these meetings
are infrequent and the area is usually
deserted.
44.-45. Scribe’s rooms. Lalo,
the guilds
permanent scribe (and sometime thief
himself), lives in these chambers. The
front room is an office where Lalo busies
himself practicing forgery. The back room
is Lalo's personal chamber.
46. Guildmaster’s office. The door to this
room is double locked, has a poison needle
trap, and is wizard locked (8th level). It is
Janus's personal office and contains all of
the guild records on contacts, bribes, etc.
He can be found here much of the time,
planning and scheming.
47. Ladder. This goes up to the trapdoor
in area 14.
48. VAULT. The secret door here is
trapped with a poison needle and is fire
trapped (8th level). The secret door opens
up to what appears to be an empty
10? X 10? room. There is a pit in the floor,
20? deep with spikes on the bottom. Activating
a small hidden catch next to the
door keeps the pit from opening. The
secret door on the east wall has a sepia
snake sigil on it and leads into the guild
vault. All of the combined cash from guild
dues and Janus?s personal wealth is kept
here, in addition to many magical items
and objects dart. Only Janus, Thardin,
and Salshan know of the vault?s location,
and only Janus knows where all of the
traps are.
Guild members
Following are descriptions of the more
important members of the guild, including
their personalities, possible magical items,
and other related information.
Janus Bevren, guildmaster--Janus is an
extremely cautious man who enjoys developing
elegant and simple schemes. He is
quiet and has never been known to raise
his voice in anger, but his abilities are
unquestioned. In addition to many minor
magical items, Janus owns a long sword
+4 defender a dagger + 3, and bracers of
defense AC 2.
Even Ilmarel--Even is the second-mostexperienced
thief in the guild. He is
known as ?Lucky? among his fellows because
his chronically bad judgment (wisdom
6) is surpassed only by his ability to
get out of danger. He is jovial and good
natured. He wears elven chain + 1 and
carries a short sword of speed.
Lible Halfstock?A halfling of notorious
reputation, Lible has probably traveled
more than all of the guild members put
together. He has apparently settled down,
however, a fact that makes Janus happy.
Lible has never been known to use weapons
other than daggers (his most prized
possession is a dagger + 3, + 4 vs. giants).
Vlad ?Stilts? Mater?Vlad is the only
thief skilled in acrobatics in the guild, but
since several thieves of lower level have
shown an ability at acrobatics, Janus has
Vlad busy teaching. His nickname comes
from a crazy second-story job he did at 1st
level with the use of 10' stilts. He is proficient
with the garrote, short sword, and
club.