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.