This small
stone building has no windows
in its walls. Its walls and doors are marked with coded words and signs. |
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.