Thieves' Guild 8
Thieves' Guild 8 is a supplement published by Gamelords in 1983 for the fantasy role-playing game Thieves' Guild. It is the eighth of ten books in the series.
Contents
[edit]In the Thieves' Guild fantasy role-playing game, players take on the roles of thieves in an underworld of crime. In a series of supplements, Gamelords presented a number of adventures as well as extra rules. Thieves' Guild 8 contains additional rules for ranged weapons, and further explanation and adventure hooks for
- highwaymen
- cat burglars
- various types of armed robberies
- temple looters and tomb robbers
- pickpockets and cutpurses
- assassins
- pirates
Two adventures are included:
- the adventurers must rescue a kidnapped bride
- In Part 1 of "Secret of the Crystal Mountains", the players enter the haunted Eregin Forest, seeking a treasure of glowing crystals. (Continued in Thieves' Guild 9: Escape From the Ashwood Mines).[1]
Publication history
[edit]Gamelords first published Thieves' Guild in 1980. Over the next four years, they released nine more supplements, including Thieves' Guild 8 in 1983, a 32-page softcover book written by Kerry Lloyd, Alfred Hipkins, and Janet Trautvetter, with artwork by Becky Harding, Denis Loubet, Wallace Miller, Larry Shade, Hannah M. G. Shapero, John Statema, and Janet Trautvetter.[2]
Reception
[edit]Chris Hunter reviewed both Thieves' Guild 8 and Thieves' Guild 9: Escape From the Ashwood Mines for Imagine magazine, and stated that "The scenarios are all very good though some need a little extra work to flesh them out."[1]
Reviews
[edit]- Different Worlds #45 (March/April, 1987)