Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: Notesfiles $Revision: 1.6.2.13 $; site uiucdcs.UUCP Path: utzoo!watmath!clyde!floyd!vax135!houxz!houxm!ihnp4!inuxc!pur-ee!uiucdcs!kaufman From: kaufman@uiucdcs.UUCP Newsgroups: net.games.frp Subject: Looking for a few good ideas - (nf) Message-ID: <9300031@uiucdcs.UUCP> Date: Mon, 18-Jun-84 12:20:00 EDT Article-I.D.: uiucdcs.9300031 Posted: Mon Jun 18 12:20:00 1984 Date-Received: Thu, 21-Jun-84 00:40:05 EDT Lines: 22 Nf-ID: #N:uiucdcs:9300031:000:1177 Nf-From: uiucdcs!kaufman Jun 18 11:20:00 1984 #N:uiucdcs:9300031:000:1177 uiucdcs!kaufman Jun 18 11:20:00 1984 [vorpal bug - eats lines on a 20] I am taking part in an AD&D campaign in which our party and about 10000 others have just settled a previously unexplored section of wilderness. This land is currently being governed by all (three) inhabitants who have achieved name level - a paladin, a 9th level cleric, and an 11th level magic user (all NPCs) - with a lawful good (emphasis on lawful) based set of ordinances including no drinking and mandatory church on Sunday. My situation - I run a dwarven fighter-thief who is currently a 9th level thief, and making plans to open a guild in the area as soon as I reach 10th level. Of course, in such an environment, it is probably not a good idea to put a large neon (ok, continual light) sign outside the guildhouse reading: THIEVES' GUILD. My DM has told me about a campaign he knows of in which such a situation was averted by using the front of the building as a lock shop! Well, I loved that idea, but would also like to do something more original (at least to him). So, has anyone got any creative ideas on what a thieves' guild in such an environment can front as? Send replies to: Ken Kaufman (uiucdcs!kaufman)