First of all I want to thank Sign of the Dragon for sending us Thieves’ Guilds for this review. It’s a sourcebook for D&D5e which focuses, as the title says, on thieves’ guilds and everything about them. This volume is available only in digital format on DMSGuilds for $4.95 (about 4€). It has been published about 4 weeks before the publishing of this article and it has already reached the Gold Bestseller Medal on that site.
The Sign Of The Dragon In The Art And The Layout
We have already reviewed many works created by Sign of The Dragon, from Acererak’s Guide to Lichdom to Of Warlock & Patrons. This product honor the valid quality standard of the art and the layout.
The classic two-column format that perfectly imitates the official manuals is complemented by images that vary in origin and quality. Some are more relevant, others acts more as fillers, everything as whole still make the aesthetic side of this supplement enjoyable. As always, the full-page illustrations give breath and charm to the entire volume.
Review On The Contents of Thieves’ Guilds
This supplement has 35 pages, divided into six chapters and two appendices.
The first chapter analyzes in detail the structure of a thieves guild, taking into consideration activities, organization chart, reports and many other aspects. Several tables allow to randomly roll each of these facets. Some elements may seem obvious, but I find very convenient to have a large list of possibilities. I’m not limited to create the usual guild of thieves that I always have in mind, but I vary among many options and create diversity and hooks for the players.
The second chapter focuses on the characters, defining the options they can have as a member of a thieves guild. Contacts, Renown, new downtime activities.
The third chapter instead focuses on managing a guild. A few pages with many tables that give practical indications for characters who have reached the top of the pyramid or for the master who wants to randomly draw how things are going.
The fourth chapter is dedicated to items. From the common ones, that thieves can easily find on the black market to the magical ones that suit them best.
The fifth chapter provides a new background for the characters, the Thieves Guild member.
The sixth chapter is a gallery of some themed NPCs.
Finally, the appendices put into practice the teachings of the previous pages and present two examples of thieves’ guilds.
Final Considerations Of The Review of Thieves’ Guilds
I’ve always liked thieves’ guilds. They are always the first organization I look for in every The Elder Scrolls game, if you know what I’m talking about (and I think so). Of course when I insert them in a campaign I tend to always make them very similar, following a stereotype that I realize makes them quite flat. This volume is slim, each chapter has a few pages, but it has the advantage of providing many quick reference ideas for the creation of always different guilds. I find it very useful and the price is absolutely adequate for the material provided.