When the upstart Black Hand organization challenges the Guild's control
over the city's thieves, there's action aplenty and danger galore! In Thieves' Guild 4,
you can be a member of the elite group of Guild thieves assigned to
foil the Hand's attempt to smuggle a rare set of enchanted crystal
goblets out of the city. But there's only 36 hours to complete your
task! Or join the Hand as it attempt to pull of the ultimate second
story job, a direct assault on the supposedly impregnable secret
headquarters of the Guild! Both adventures are also specially designed
so that players can face off against each other by portraying the rival
sides in this deadly battle for supremacy, enhancing the challenge still
further.
And as if that weren't enough to keep you busy until
the next issue (Thieves' Guild 5), you'll also find new rules describing
the thiefly art of tailing, discussions on the care and feeding of
informants, and expanded explanations on the determination of character
sensory abilities. So face it, if you like fast paced action, and
strange adventures that can let your role-playing imagination run wild,
then you can't make a better investment than this!!!
"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Tuesday, May 20, 2025
Thieves' Guild IV (1981)
From the back cover:
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