NINE-FINGERS KEENE
Medium humanoid (human), neutral
Armor Class 15 (leather armor)
Hit Points 84 (13d 8 + 26)
Speed 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
14 (+2)
Saving Throws Dex +7, Int +4
INT
13 (+l)
WIS
17 (+3)
CHA
14 (+2)
Skills Acrobatics+ 10, Deception +5, Insight +6, Intimidation
+S, Perception +6, Sleight of Hand +10, Stealth +10
Senses passive Perception 16
Languages Common, thieves' cant
Challenge 5 (1,800 XP)
Cunning Action. On each of her turns in combat, Nine-Fingers
can use a bonus action to take the Dash, Dise ngage, or
Hid e action.
Dagger Thrower. Nine-Fingers adds double her proficiency
bonus to t he damage s he deals on ranged attacks made with
d aggers (already facto red into her attacks).
ACTIONS
Multiattack. Nine-Fingers attacks three times with
her d aggers.
Dagger. Me/ee or Ranged Weapon Attack: +7 to hit, reach S ft.
or range 20/60 ft., one target. Hit: 6 (ld4 + 4) p iercing damage,
p lus 6 piercing damage if it's a ranged attack.
REACTIONS
Uncanny Dodge. Nine-Fingers halves the damage that she
ta kes from an at tack that hits her. She must be able to see
the attacker.
BALDUR'S GATE GAZE1TEER
D ANGERS IN BALDU R' S GATE
Crime is a powerful force in the city. Fearsome crea-
tures hunt along cobbled streets, and the worship of evil
deities continues to rise.
THE GUILD
The organization known simply as the Guild unites
cutpurses, loan sharks, killers, thugs, con artists, grave
robbers, cat burglars, and every other type of criminal
in the city. The Guild operates under the noses of the
Watch and the Flaming Fist by adroitly keeping its illicit
activities quiet.
Each city neighborhood falls under control of one or
more kingpins, crime bosses who report to the head of
the Guild. These kingpins style themselves as elite crim-
inals, often adopting memorable nicknames and dis-
tinctively decadent dress. Scores of common criminals
work beneath each kingpin, with the most competent
and cutthroat members rising to favored status.
Some kingpins keep strictly to the shadows, but oth-
ers operate more openly. Particularly in the Outer City,
citizens often know their local kingpin. A kingpin might
receive requests for help from citizens, asking for loans
or dealing with unauthorized crime, such as a thieving
neighbor. A kingpin tracks these favors and debts, call-
ing them in when it suits them- often with interest.
Rivalries exist between kingpins, and their territorial
borders shift constantly. As long as these internal feuds
don't disrupt Guild business or draw the attention of the
authorities, no one interferes. Recent rumors claim that
an Outer City kingpin known as Straightstick is calling
in all his favors to make a move on a Lower City turf.
Crossing the wall is riskier than the average power play,
and those in the know predict the coming conflict to be
a bloody one.
Guild operations in the Outer City center on smug-
gling and gambling. Some violent crime and theft occur,
but for the most part, Outer City residents are too poor
to draw the attention of the Guild. Travelers and visitors
do fall victim to pickpocketing, muggings, and assault,
though. As the Flaming Fist rarely comes to the district,
the Guild has long operated with impunity. In recent
years, though, the interference of vigilantes and hired
adventurers has been on the rise.
The Lower City serves as the heart of the Guild's op-
erations. The locals here have enough money to make
burglary and protection schemes worthwhile, and the
Flaming Fist is spread too thin to address every in-
stance of petty crime. The Guild's operations widen to
numerous commercial ventures, such as gambling dens,
animal fights, races, and brawling tournaments. Their
traffickers also maintain routes into other districts, and
guide individuals and illicit trade through them for a
fee. Those who oppose the Guild- typically by going to
the Flaming Fist- invite retaliation upon themselves
and their neighbors. This makes most folk afraid to
report crimes and pressures their neighbors to keep
quiet as well.
In the Upper City, the Guild engages in burglary,
extortion, blackmail, and confidence games. Patriars
might even hire Guild members to gain (or plant)