Now here's yer chance fer a rollickin' good time out on the rolling
waves of the high seas! Don yer bandanna and tie on the old eye-patch ...
fifteen men on a dead man's chest! Yo-ho-ho and a bottle of rum! Make
'em walk the plank, me hearties!
At last, Theives' Guild has gone
to sea! Here are complete rules for designing and sailing ships, for
sea chases and bloody boarding actions, and what's in the holds of the
wallowing merchantman you just overhauled and captured.
And ...
lots of encounters at sea!! Ships by the score! Broad-beamed merchantmen
loaded with luxury merchandise bound for exotic ports in faraway lands,
or wondrous treasures to enrich the coffers of powerful empires! Slim
deadly warships, to guard these golden argosies, or to seek freebooters
out in their own lairs and put an end to their larcenous careers! Even
fellow pirate vessels, to sail with at sea or to sail on!!
Mer-people,
herds of whales, world-lashing storms, exotic uncharted lands, omens of
disaster and great good fortune, even sea-serpents will be met in the
pages of Thieves' Guild's latest triumph.
Error Flynn never had it so good!!!
High seas adventures at their very best!!!
"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
Wednesday, May 21, 2025
Thieves' Guild VI (1982)
From the back cover:
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