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Thieves' Guild 7

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Thieves' Guild 7: One of these great blades is to be stolen -- can you invade the smithy of the dwarf Vultar and steal the right sword? Which is it - Windchime or Justiciar? You'll be well paid if you succeed -- but very dead if you fail.

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Thieves' Guild 7: One of these great blades is to be stolen -- can you invade the smithy of the dwarf Vultar and steal the right sword? Which is it - Windchime or Justiciar? You'll be well paid if you succeed -- but very dead if you fail. It's so simple -- the smith will be away on his honeymoon, he's getting married this weekend -- just sneak in, find the right sword, and leave. So simple...

You've been assigned by the Guildmaster to recover the Claw of Frithnath, a mighty emblem of arcane power. It's in the possession of one of a number of travelers in a caravan - but who? and how to get it quietly and unnoticed. You've only got ten days to complete the mission and the trail of the caravan is fraught with perilous encounters -- who's got the Claw and what is it?

Also, expanded rules for bows, a guide to the fine art of locksmithry (and lockpicking) and special inborn abilities to differentiate your characters -- all brought to you in the newest volume of a great series -- Thieves' Guild 7!!!

Condition: Used, wear across front and back surface of book.

Features

Mechanics roleplaying, fantasy
Author Lloyd, Kerry, Janet Trautvetter, Keith Holzapfel, Richard Meyer, Ham McKinney, and Walter Hunt
Publisher Gamelords Ltd
Year Published 1982
Binding Paperback
Condition Used

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