18. The Assassins' Guild
 
This small stone building has no windows 
in its walls. Its walls and doors are
marked with coded words and signs.

An assassin or thief will recognize the
signs identifying this building as the assassins'
guild. The doors are locked and <Open Locks, PH>
double-barred (open only on roll of 1-2 on
1d6 if an attempt is made by characters
whose combined Strength is 72 or more).

Characters may, by searching, discover
the secret panel in the floor; they must successfully
avoid a deadly reloading poison
needle trap to get the panel open. The secret
passageway leads below to the functioning
offices of the guild, where poisons are concocted
and sold, contracts and records are
kept, etc. 

For a fee, assassins can find out

where potential victims live, how they are
guarded, what kind of treasure they are
known to have, and so forth: the information
will never be 100% accurate, but the
greater the fee the higher the likelihood of
accuracy.

The guild will not provide any information
concerning the catacombs ("impassable
sewers filled with rats"), and will report
anyone questioning them on these matters
to Nerelas the Assassin, who functions as
the local guildmaster--and as one of the
slave lords.

Membership in the guild is required in
Suderham; anyone doing freelance assassinations
is soon visited by 2 messengers in
black cloaks, who explain the 2 options
available: join the guild or die. Dues are
based on the level of the member: at 1st
level, the assassin pays 50% of any fees (or
treasure won while adventuring) to the
guild: at 2d level, 40%; at 3d level, 30%; at
4th level, 20%; at 5th or greater leve1, 10%.
This compensates for the greater fees and
treasure received at higher levels (from the
guilds point of view!). Woe be to the assassin
who welches or doesn't pay the full
amount, for the guild is notorious for somehow
knowing the loot assassins return with
--it is said their eyes and ears are everywhere!

Being a guild member does have its
benefits, though. Aside from being able to
purchase poisons and have special weapons
and tools constructed, the guild offers a safe
haven where a hunted assassin can stay
until things cool off. The guild also offers
(for a fee) plans to many of the buildings in
town, which can help members to carefully
plan their next jobs.

>>19.