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I had some time this morning and am still excited about the Homebrew Kit now being out, so here's a Daggerheart-compatible environment to try in your game:

THIEVES’ GUILD

Tier 2 Social

The guild-house (official or not) for the organized crime of the settlement.

Impulses: coordinate jobs, gamble with loot, jockey for position, trade tips on possible marks.

Difficulty: 14

Potential Adversaries: Assassins (any), Jagged Knife Bandits (any), Masked Thief, Spy

FEATURES

Thieves’ Cant - Passive: Members of the guild speak in a specific coded language of double and triple-meanings. Any PCs without an appropriate background or experience take disadvantage on any roll to understand or communicate using thieves’ cant.
How do the thieves conceal their intents? What metaphors, similes, alliterations, or other linguistic devices do they use to communicate their secret intent? Do they know the area better than you, or have some other advantage? What do you fear they’ll do if they get away?

Trawling for Work - Passive: A PC that has been welcomed in to the guild (as a member or guest) can ask around for leads on honest crime or tips on how to outsmart a target. On a successful Presence Roll, the PC gains a lead on a job or a clue that will grant advantage on their next roll to address a specific challenge.
What information are you looking for? Does anyone here have it? Was someone here already planning to do what the PCs want to do?

A Friendly Game - Action: Offer one or more PCs the chance to Clear Stress as if it were a short rest by gambling with the local members. Stakes start at a Handful of Gold per hand. Let them choose which trait to use to attempt to win.
Who is your main competition at the table? What house rules complicate your efforts? Are you really trying to win, or do you have another agenda?

Knives Out – Reaction: If a PC is discovered to be cheating or trying to get one over on the thieves, the guild closes ranks against the interloper. That PC will be thrown out (or worse) unless they succeed on a Presence Reaction Roll to explain themselves.
What sets them off? How do you try to recover face under threat of extreme violence?

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This is not official Daggerheart material. This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com. There are no previous modifications by others.

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