"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:

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!!!
 

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