Alignment
This is worth determining for all thieves in the guild, because it will have a
powerful effect on the way the guild operates, on guild intrigues, and so on.
The alignment of the guildmaster and the top senior thieves should always be
selected by the DM to fit the needs of the campaign. The rulership style dice
rolls should be strongly suggestive of certain options in any event. A fairly
strong, cruel, and fairly despotic guildmaster looks like a good candidate for
neutral evil, whereas a fairly strong, just, and populist member of a ruling
council would be closer to chaotic good.
For other thieves (juniors and members of the middle echelons) a dice roll on
Table 20 can be used to determine alignment. This table is biased away from
lawfulness and towards neutrality, which is probably an accurate reflection of
most thieves. However, if the DM wants more goody-goody types or lawfuls then
these options can be fudged into the table in place of (or via) the "Dominant
social alignment" entry.
Table 20: NPC THIEF ALIGNMENTS
d20
Roll
Thief Alignment
1
Neutral Good
2-3
Chaotic Good
4
Lawful Neutral
5-10
Neutral
11-12
Dominant social alignment
13-14
Chaotic Neutral
15-16
Lawful Evil
17-19
Neutral Evil
20
Chaotic Evil
Modifiers to dice roll:
+2 if social alignment is evil
-2 if social alignment is good (But a natural roll of "20" still means Chaotic
Evil)
Note: For "dominant social alignment," if the DM is uncertain, take neutral. If
dominant social alignment is lawful good, take neutral good (1-4 on 1d6) or lawful
neutral (5-6 on d6) instead.
Table of Contents