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Hijinks and Spy Rings

Thieves of 1st level or higher can participate in hijinks as members of a syndicate. Most characters
lack the connections to be able to directly monetize their operations, so membership in a syndicate
or guild can be quite beneficial in covering their monthly wage and providing legal support if a
character is caught while on guild business; they also receive half the gp value of hijinks they
complete as XP. However, by 5th level, characters with the Hideout Stronghold option have built a
network of Underworld Contacts sufficient to allow them to monetize their own hijink operations
and those of their henchmen, albeit at half the listed value. Most guilds, recognizing this, allow such
high level characters to keep half the earnings of hijinks they complete. As well, if such a character
founds their own syndicate, they can manage and monetize up to one spy ring (as described below)
at 5th level, two rings at 6th level, four rings at 7th level, etc. By 9th level, a character has developed
a full Underworld Network and can fully monetize their own hijinks and those of any subordinates
within their syndicate, and are generally seen as threats by guild leadership, to be dealt with as
necessary. They gain XP equal to the full gp value of any hijinks they personally complete, and half
XP for any hijinks completed by their syndicate underlings.

Thieves within a syndicate are generally structured into spy rings, just as soldiers form units. A ring
is led by one 4th level thief, with a supporting cast of two 3rd level thieves, four 2nd level thieves,
eight 1st level thieves, and fifteen 0th level carousers. Assassins, bards, or characters of other classes
may be substituted for thieves at half the availability by market class listed below. Together, they
operate in a tight-knit group that can synthesize information from multiple sources and carry out
hijinks more effectively on a larger scale. Any character can hire a spy ring to operate on their behalf,
at a cost of 1800 gp per month. The spy ring will take care of any legal expenses, healing, or
replacements required for its members. It rolls morale and loyalty as a collective group, otherwise
following standard rules for Specialists. Specialists employed to perform hijinks outside of a
syndicate or spy ring take a -1 penalty to all morale and loyalty rolls unless they would be eligible to
monetize their own earnings. Spy rings employed by a character capable of monetizing their
operations earn their employer 2800 gp per month gross, for a net income of 1000 gp per month.

Spy rings operate on a monthly basis, and can be assigned to observe a single contiguous domain or
urban settlement. They automatically take note of any new rumors entering the area, any major
political events, and other significant happenings. They also dig up four notable rumors each month
(or alternatively, spread an equivalent number of rumors). As well, they may be assigned to other
major activities on behalf of their employer: Assassinating, Carousing, Smuggling, Spying, Stealing,
or Treasure Hunting (other hijinks from The Art of Thievery may be assigned at the Judge’s
discretion).
Spy Ring Hijink Options

Assassinating Murder one unsuspecting NPC

Carousing Recover three additional rumors

Smuggling Discretely transport 60 loads of trade goods

Spying Gain secret information about one target

Stealing Unlawfully obtain 12 loads of a random trade good

Treasure Hunting Find a treasure map to 1d6*5000 gp

For Judges who wish to introduce a more random element, roll 2d6 each month on the following
table (characters with the Hideout Stronghold option may add +1 to this roll if they have Leadership
proficiency).

Spy Ring Monthly Success Table

Adjusted Die Roll Result

2- 1d4e random members of the Ring are killed; check morale for the spy
ring, and no hijinks beyond rumor-gathering may be completed or
assigned while losses are replaced (this lasts for two months in Class IV
markets or smaller)

3-5 The hijinks turn out more difficult than expected, and are not completed
until next month (no hijinks may be assigned until these are complete)

6-8 Hijinks are completed as normal

9-11 The hijinks turn out easier than expected; garner an additional 1d3
rumors (or an additional 300 gp)

12+ The hijinks turn out easier than expected; complete one additional hijink
of the type selected (or an additional 1750 gp)
*1d4e indicates the roll “explodes” on a result of 4

Each month of successful operation, a spy ring gains 10 XP. When the ring accumulates 100 XP, it
thereafter becomes a veteran spy ring (its 0th level carousers have leveled into thieves) and
automatically collects an additional three rumors each month and charges 2100 gp per month for its
services (if monetized, it still earns 1000 gp per month but still provides the three extra rumors).
When the ring has accumulated 625 XP, it becomes an expert spy ring (all of its members have
leveled) and charges 3600 gp per month. However, an expert spy ring not only provides an
automatic seven rumors per month, it is capable of performing two hijinks from the above list each
month as well (or earn 2000 gp in profit if its employer has a means of monetizing its earnings).
Rings that level while in a character’s employ gain a permanent +1 bonus to morale and loyalty rolls
for that character. Expert and veteran spy rings may be hired directly as if in a market class one
degree smaller.

If XP totals are ever needed to be known for individual members of ring, each member has
accumulated total XP = (Spy Ring XP) * 2^(Member Level). This leads to faster advancement for
low level members, and slower advancement for high level members; this is because members of the
ring work to support one another and accomplish hijinks collectively. Total XP collected by this
method is halved, to represent the occasional loss of members and their accumulated XP — but this
method is still much safer than going it alone!

At lower levels, smaller ruffian gangs may be more affordable. Each consists of one 2nd level thief,
two 1st level thieves, and four 0th level carousers. A gang requires 300 gp per month to cover its
wages and other expenses, provides general updates on large scale happenings, and learns one rumor
per month. Each gang can also be assigned hijinks as normal, but each takes two months to
complete, and requires a roll on the Spy Ring Monthly Success Table (or alternatively, earns 50 gp
per month; four gangs can be monetized in place of one spy ring). This roll treats the degree of
success as one worse (if the roll would naturally indicate a failure, e.g. rolling 5-, it remains as is). Any
reference to a one month period from said table should be doubled. Gangs collect XP as normal.

A table for the availability of spy rings by market class and a revision to the Hideout Size and Cost
table are included below in order to be more compatible with the rules for spy rings.

Availability per Month - Revised Hideout Size and Cost

Ruffian Spy Rings Market Max. Syndicate Max. Min. Hideout


Gangs Class Membership (members) Syndicate Value (gp)
Membership
(spy rings)

20% 5% Class VI 30 1 5000

75% 20% Class V 60 2 10,000

1 25% Class IV 90 3 20,000

1d6 80% Class III 360 12 75,000

2d6 1d3 Class II 750 25 150,000

5d10 2d6 Class I 3000 100 600,000


Spy Ring Alignment and Style
[Very tentative]
Roll 1d6 to determine alignment: 1-2 Chaotic, 3-5 Neutral, 6 Lawful.
For Chaotic Rings roll 1d12, for Neutral Rings roll 1d12+3, for Lawful Rings roll 1d12+5.
Alternatively, roll 1d20 to determine a Ring’s style without an alignment. On an 18+, roll again, and
the Ring is already under another’s employ and is secretly infiltrating the hiring character’s service.

1. Open Cult — roll 1d6: 1 Aberrant, 2 Demonic, 3-4 Sorcerous, 5 Infernal, 6 the Fallen God
2. Secret Cult — roll 1d6: 1 Aberrant, 2 Demonic, 3-4 Sorcerous, 5 Infernal, 6 the Fallen God
3. Terrorist Cells
4.
5. Contract Assassins
6. Highwaymen
7. Protection Racket
8. Beggars and Pickpockets
9. Pirates
10. Sorcerer-Thieves
11. Secret Society
12. Gentlemen Thieves
13. Mercantile Company and Fences
14. Con Artists
15. Rebels
16. Imperial Assassins
17. Religious Assassins

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