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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
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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)