Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!watmath!clyde!floyd!vax135!houxz!houxm!hogpc!hogpd!jrrt From: jrrt@hogpd.UUCP (R.MITCHELL) Newsgroups: net.games.frp Subject: Possible fronts for a Thieves Guild Message-ID: <345@hogpd.UUCP> Date: Wed, 20-Jun-84 11:22:09 EDT Article-I.D.: hogpd.345 Posted: Wed Jun 20 11:22:09 1984 Date-Received: Thu, 21-Jun-84 07:24:52 EDT Lines: 20 Depending on how well your dwarf gets along with those NPC hotshots -- how about having them appoint you head of the militia for some major town? If all they know about you is your fighting ability, you may not have a problem. Another possibility is an inn. Taverns and such are great places to pick up the information so dear to a thief's career, plus you have a "captive" audience for your talents (particularly transient adventurers). With some discretion, any thefts that occur at the inn will not point at the innkeeper. Could a detective agency be a plausible front? Particularly if you had a relatively powerful mage on a retainer, this approach would give you a chance to bring to "justice" those thieves who do not join your guild. Of course, a detective agency may not be compatible with the flavor of your campaign. Erusen the Iconoclast aka Rob Mitchell {allegra,ihnp4}!hogpd!jrrt