|
|
|
|
|
|
|
|
|
|
Spying
is a profession which is typically reserved for assassin
characters.
Other types of characters
can be paid to spy, but such activity must be at the discretion of the
Dungeon Master.
The player character must
locate a likely prospect and then employ him or her in some capacity which
is in accord with the prospective spy's station and occupation or profession.
Then, by means of discussion
and offers of payment,
the player character must
convince the character that he or she should become a spy.
The sums offered can range
from as little as 100 g.p. to as great as
10,000
or more depending on the situation and the person being
approached.
If the area where the spy
must go is distant,
the person or persons to
be spied upon dangerous,
or the prospective spy of
high station,
the likelihood of acceptance
is low unless the pay is exceptional --
in money and possibly magic
or land or position or some other valuable consideration.
Payment must always be made
by installment, part on taking the assignment, the balance on completion
of the assignment.
Use the ASSASSIN
SPYING TABLE to determine the success of any mission, <see Spying>
treating the spy as a Bravo
(Apprentice) (A1) on his or her first
mission, Rutterkin (A2) on the second,
etc.
Such spies can never become
more proficient at spying than 8th level in any event.
<Note that a spy doesn't have to be an assassin. For example, in T1, one of the spies is a fighter, and another is a 0-level groom.>