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Haven | Thieves Guild | Traveller Accessories

MetaScape: Guild Space


The Compleat Tavern
"WINE, WOMEN, and SONG can be expected on a tavern visit. But where else can you find Grunt (the barbarian) playing darts, arm-wrestling with Brunhilda (the blacksmith), pat Tumbelina, the serving wench on the (ahem!!), or gamble away your hard-earned silvers in the rigged games of Gahnyff, the gambler? Nowhere but in THE COMPLEAT TAVERN!!!

In THE COMPLEAT TAVERN, you can find potent liquor, winsome wenches, games of skill (arm wrestling & darts), and games of chance (Roulette, Chuck-a-Luck, & Dice games of various design), food (watch the cook’s greasy thumb), lodging (complete with fleas), wild rumors (and maybe even reliable reports), and maybe even a good barroom brawl. All the information needed to have an evening (or a week) of adventure in THE COMPLEAT TAVERN, or The Singing Siren, or the Golden Ducat, or the Bawdy Balladeer, or..."

1981 ... Kerry Lloyd & Richard Meyer ... 24 pages + tavern fold-out map + sheet of tavern furnishings cutouts ... Gamelords (The Companions produced the tavern furnishings)

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Lost Abbey of Calthonwey
"Listen, O Wayfarer, and hear a tale of long ago in the days of the great hero Tagam Dragohbrother. In those times worship of Syrenthia, the great goddess, was strong in these lands. Strong too was her priesthood, for her priests were great and learned men. Among the greatest was Aript, who was the Abbot of Calthonwey. . It came to pass, in theautumn of the lastyearof the Reign of Meso the Wise, that Aript was visiting a village near the Troll Fens. As he was returning to the inn from visiting a sick farmer, he encountered a bedraggled young lad who spoke no known language. Aript befriended the boy against the advice of the villagers.

The boy was fair of countenance, yet also he was dark of coloring, in hair, skin and eyes. Aript called him Liodga, which means "black pearl," for his coloring and rarity of appearance. The superstitious villagers called him Liodcinat, which means "black serpent." They feared the circumstances of the boy's appearance and behind Aript's back (or so they thought), they made signs against the evil eye. Aript was not unobservant, and he feared for the boy's life at the hands of the villagers. So it was that Aript took Liodga away into the night like a theif.

The travellers reached the Abbey without incident, and Liodga was inducted into the priesthood.

Years passed and Calthonwey prospered. The Abbey's dual choir of f rocked priests and martial monks was renowned through the realm. As with Calthonwey so with Liodga, for he was favored by the Master of the Abbey, and the dark one came to stand high in the Order.

It was in the year of the Long Winterthat Aript's soul left his mortal shell to begin the Great Astral Journey. In accordance with the ancient rules, the Order met in conclave to elect his successor. When the ballots were cast and the tally made, it was discovered that to Liodga had gone the majority of votes. This was strange, for few of the priests would admit to favoring him for the position. Geshyan, a wise and respected patriach of the order, spoke out vehemently against the election of Liodga, but the chapter upheld the decision as it had been accomplished in the ancient way.

Lo, the very day after Liodga's assumption of the position of Abbot, Geshyan was found headless within his own locked room. The new Abbot announced that it was the god's punishment of Geshyan for disputing the ancient ways. Unbelieving, several of theolder priests objected, but Liodga would hear no words against his. By the next morning the cells of the outspoken priests were empty. Mostfeltthey had simply left during thesecret hours of the night, but others darkly hinted that Liodga was responsible. Under Liodga the Temple continued to garner wealth, though now the lands around the Temple began to suffer. Those who sought to evade or dispute Liodga's tithe frequently met with terrible accidents. Yet as Liodga's power and influence grew, so did unrest in some parts of the order. The simple folk of the land began to fear a coming of strife amongst the priests that would reach out to encompass them, and they dreaded the coming of a religious war.

And so finally word spread through the land that Jarfar Lindenstaff, master of the martial monks, had quarreled openly with Liodga and named him blasphemer. Soon after this word came the news that the Abbey itself was hidden from men. It remained so for 100 long years.

When Clathonwey was again seen by men of good faith, the lands about it were blasted and barren and none were seen about it. The fates of the priests to this day remain unknown, for the few brave men that have approached the Abbey return with tales of haunting and dread evil."

1979 ... R. Norman Carter & Bob Charette (cover) ... Phoenix Games (Little Soldier Games) #2510

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Mines of Keridav

1979 ... 24 pages ... Robert Charrette ... Phoenix Games #2520
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1983 ... 28 pages ... Gamelords
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Demon Pits of Caeldo

1983 ... Kerry Lloyd & Robert Charrette ... Gamelords

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Free City of Haven
"Welcome to the Free City of Haven! If your players are looking for a place to spend their hard earned gains from their last expedition - seeking to establish a more permanent base of operations for their favorite adventurers - or are just plain tired of skulking around uncharted dungeon corridors for the twentieth week in a row-then bring them to Haven, the biggest and best fantasy city ever published.
In these pages, GMs will find complete details on over 100 distinctive shops, 60 random encounters, and 300 NCPs from all walks of life - from the noble Young Stallions, and the dissident dwarven artisans bidding for political influence, to the lowly commoners who toil in the city's factories - and including lawyers and judges, priests and princelings, and courtesans and constables. But Haven -- unlike previous city gaming aids -- is much more than just random encounters! Over 25 complete scenarios are outlined in the Free City, guaranteed to provide your players with dozens of hours of challenging adventure, as they try to find the missing heir of a reknowned hobbit adventurer, match wits with the con artists at the open air bazaar, Trade Island, or seek to uncover the papers that reveal the High Judge's incriminating secret!!!
Haven can be used with any fantasy playing rules system that accept the existence of magic, and assumes that a diverse set of races can live together in comparative (and we do mean comparative) harmony. To this end, ample space is provided within Haven's boundaries to allow GMs to incorporate features from their own universes (religious or political factions, even NPCs) into the city. This full color map illustrates the overall layout of the city, and identifies over 100 important landmarks. It in turn is supplemented by eleven detailed neighborhood maps, which display major areas of activity like the Street of Silk Veils (home of sensuous entertainments), Trademasters Square (center of government and justice) and the neighborhoods of the Dell, Dwarrow, and Erinhir (where the city's hobbits, dwarves, and elves work, play and reside).
So plunk down a few paltry shekels, and walk through the gates of the fair Free City -you'll wonder why you ever stayed anywhere else!"

1981 ... Richard Meyer & Kerry Lloyd & Janet Trautvetter & Michael Welker & Larry Richardson & Michael Watkins ... 128 pages (loose-leaf, 3-hole-punched) ... Gamelords

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Haven: The Free City [BOX SET]

"In this first of three volumes in the chronicles of the city of HAVEN, GMs will find more than enough material for many months of urban adventuring, including:
• Over 100 well-described shops and shopkeepers
• 60 interesting random city street encounters
• 300 personable NPCs for the players to interact with
• 25 scenario outlines to involve the adventurers with the conflicts and desires of the city's denizens.

HAVEN — The Free City can be used with any fantasy role-playing system that accepts the existence of magic and a multi-racial universe, and is designed as an interrelated series with Thieves' Guild™, forming the basis for a complete campaign universe. Ample space is provided for the GM to incorporate features, politics, and personalities from his own campaign into the fabric of the city. This package includes:
• An Overview of the city of Haven and the region of the Ten Cities, and explanations of the terminology used in the books;
• 7 booklets describing the 7 boroughs and neighborhoods of the city, with major families, personalities, shops, taverns, and residences, and possible adventures;
• A booklet of random encounters and statistics for all NPCs described in the text;
• 11 detailed neighborhood maps showing the locations of shops and other places of interest described in the text; (Actually, it's 10 cardstock maps... this is a misprint)
• A poster-sized color map of the entire city, showing over 100 noted landmarks.

So if your players are looking for a place to spend the ill-gotten gains from their last expedition, seeking to establish a more permanent base of operations for their favorite adventurers, or are just plain tired of skulking around uncharted dungeon corridors for the twentieth week in a row, bring them to HAVEN — The Free City, the biggest and best fantasy city ever published!"

1984 ... Gamelords 3930

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Haven: Secrets of the Labyrinth
"In HAVEN — The Free City, gamers were introduced to the bustling trade city of Haven, where opportunities for adventure, intrigue, and excitement waited on every street corner. Now the saga of the city continues in
HAVEN — Secrets of the Labyrinth
In this second volume of the HAVEN series, GMs will find detailed descriptions of over 120 shops, taverns and residences, numerous random encounters, and hundreds of NPCs, creating an ever-changing tapestry of events, personalities, conflict and intrigue. Players can join up with a mercenary company or a caravan traveling to distant lands, dare to venture into the notorious Labyrinth, the thieves' quarter of Haven, or become embroiled in the deadly rivalry between the Thieves' Guild and the sinister Black Hand. Over a dozen scenarios are outlined for the GM's convenience, to provide hours of adventuring as the players become involved in the struggle of an exiled elvish prince to avoid capture and regain his throne, or the race to save a transformed son of a noble family from a fate worse than death in the Horse Market.
Each volume in the HAVEN series can be used with any fantasy role-playing system that accepts the existence of magic and a multi-racial universe, and is designed to be an interrelated series with Thieves' Guild™, forming the basis for a complete campaign universe; however, each can also be used independently of the others. Space is provided for the GM to incorporate features, politics and personalities from his own campaign into the fabric of the city. Secrets of the Labyrinth also includes 10 detailed neighborhood maps, completing the entire south side of the city, and showing such areas of interest as the South Docks, where the ships of many lands come with their fabulous cargos, the colorful bazaar called the Thieves' Market, and the forbidding towers of the city's prison, the Gray Halls.
So let your players become part of the continuing saga in HAVEN — The Secrets of the Labyrinth — the latest jewel in the story of the biggest and best fantasy city ever published!

1983 ... ?? pages + 10 cardstock maps ... GL 1931

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City of the Sacred Flame
run high in the city of Zal’ Akhen, from the gladiatorial combats of the Arena to the gaudily displayed delights of the great trade Bazaar, and in the hearts of the fanatical zealots who serve the Temple of Zat'ak as High Priests or as warriors in the Legion of Fiery Vengeance. As the capital of the loose confederation of tribes that occupy the northern and eastern reaches of the High Valley, there are men and women here who wield great power — including skilled battle mages in the highest levels of the Temple hierarchy, the mysterious Cleff, the unchallenged master of the bazaar, and the Lord of Zal’ Akhen, the hereditary ruler of the Council of Nations and Supreme Commander of the Zat'akhari army. Despite its present might, Zal’ Akhen remains a city heavily focused on its past — and its prophesised future. The seven eternal flames maintained around the city symbolize the meteoric seven year reign of the warrior wizard Zat'ak, who purchased great power at the cost of his soul, and whose dying words swore that he would return to claim his revenge on those who had defeated him. And so the Temple and the people of Zal’ Akhen serve his memory and watch — and wait.
City of the Sacred Flame is a complete campaign module, detailing the inhabitants, shops, and other places of interest in Zal’ Akhen. This module can be used independently or in conjunction with other Gamelords campaign packs — particularly Within the Tyrant's Demesne, which describes the fortress city of dhar Ankhes on the southern end of the High Valley, where Zat'ak met his fiery end. This module utilizes the Thieves' Guild rules system, but is compatible with any major fantasy role-playing system.
City of the Sacred Flame contains a detailed city map, dozens of shop and NPC descriptions, city encounter tables, and two complete introductory scenarios — enough material for months of adventuring. If you like rough-and-tumble excitement with an exotic flavor, then the city of Zal’ Akhen is the place for you!"

1983 ... Richard Meyer & Walter Hunt ... 48 pages ... GL 1934

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Within the Tyrant's Demesne
"Here in dhar Ankhes, the fortress city that stands at the headwaters of the Dorian River, there always seems to be someone looking over your shoulder! It could be the Redshirts, the well- drilled local militia that serves as a personal police force for the city's ruler, Count Utrant — or the denizans of the Darknight Brigade, the loosely organized web of underworld informants that supply intelligence to Utraiit's right hand man, High Councillor Hilton Spear, in exchange for freedom to practice their illicit trades. Or it could be agents of the renegade merchant group, the Sovereign Society, whose members seek greater control over the city's economic policies, and have vowed the overthrow of the Count's regime to get it — or any of the half- dozen factions of the magicians and artificers struggling for control of the local Wizards Guild. Yes, dhar Ankhes is a city awash with intrigue, where an adventurer is well- advised to step cautiously — but it is also a city filled with lucrative opportunity for any man who can keep his eyes and ears open, his blade ready, and his mouth shut!
Within the Tyrant's Demesne is a complete campaign module, detailing the inhabitants, shops, and other places of interest in dhar Ankhes. It can be used independently or in conjunction with other Gamelords campaign packs, particularly City of the Sacred Flame, which describes the stronghold of dhar Ankhes' traditional nemesis, the barbarian tribesmen of Zal' Akhen. The module utilizes the Thieves Guild™ rules system, but is compatible with any major fantasy role playing system.
Within the Tyrant's Demesne includes a detailed city map, two complete introductory scenarios, several additional mini-scenarios and city encounter tables — enough material for months of adventuring. So, if it's cloak- and- dagger suspense you're after, then seek no further, effendi — dhar Ankhes is the place your campaign has been looking

1983 ... Walter Hunt & Richard Meyer & Kerry Lloyd & Robert Traynor ... 48 pages ... GL 1935

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Lair Of The Freebooters

1983 ... Janet Trautvetter & Kevin Hardwick & Kerry Lloyd ... 48 pages ... GL 1938

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Thieves Guild

Thieves' Guild: The Fantasy System (2nd Edition) [BOX SET]
• Basic Character Creation (32-page booklet; GL 2900)
• Thieves Guild: The Fantasy System (40-page booklet; GL 2901)
• Chapter 6: Bandit Scenarios and Highwayman Adventures (32-page booklet)
• Maps for Scenario Adventures (4 pages)

"A complete rules system for fantasy thieves!
This new, completely revised second edition of the Thieves' Guild™ rules now provides more ways than ever for players to experience the danger-filled life of a medieval brigand, burglar, or cutpurse. Thieves' Guild™ gives thief characters opportunities to use a wide range of thieving skills and abilities to plan and commit the perfect crime. In addition to basic game mechanics, system rules cover every aspect of thieving activity, including:
• Basic Thieving Abilities • Thievish Combat Tactics • Disguises and Diversions • Tailing and Surveillance • Poisons and Venoms • Fencing Stolen Goods • Medieval Justice • Ransoming Prisoners • Underworld Organizations • And Much More!

Thieves' Guild™ also contains introductory scenarios to start you on your life of crime, from highwaymen preying on the traveling traders and merchants, to daring burglars seeking the treasures of wealthy city dwellers! Just remember that it's brains rather than brawn that you'll need to avoid the forces of law and order, and the fiendish twists and traps that may stand between you and the booty that could be yours!
Thieves' Guild™ is part of Gamelords' complete Fantasy System™, role-playing for the discriminating palate, providing a new dimension of excitement for players who are tired of mindless die rolling and hack-and-slash adventuring. This package includes Basic Character Creation, a separate book describing a detailed character creation system that features flexibility and decision-making by the player as he designs his character's abilities, past heritage, and personality, both at the time of initial creation and as the character advances. The Fantasy System™ places the emphasis of the game back on role-playing and creative group interaction, and features simple, straightforward game mechanics, with a variety of optional additions for GameMasters who want to introduce greater realism into their campaign."

1984 ... Richard Meyer & Kerry Lloyd & Michael Watkins ... GL 3901

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Thieves' Guild (1)
Three-hole-punched, loose sheets. The original core rules set. -W

1980 ... Richard Meyer & Kerry Lloyd ... 128 pages (loose)

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Prince of Thieves '81: Thieves' Guild Special #1
Three-hole-punched, loose sheets. Rare TG supplement. New rules and scenarios for the Thieves Guild RPG, based on competitive play.

1981 ... Kerry Lloyd & Larry Richardson ... 36 pages (loose leaf)

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Thieves' Guild 2
"Thieves' Guild 1 challenged fantasy gamers with a new kind of role-playing aid — a book of rules and adventures designed for a particular class: the maligned and misunderstood thief. Now, in Thieves' Guild 2, the tradition is continued — with additional rules and guidelines, and new adventures.
Roam the stone corridors in the burial vaults of the ancient city of Shale-Chuun. Match wits with the tomb designers of old to detect and disarm diabolically devious devices of doom (say that three times fast!). Leave with treasure worth a kingdom, or maybe you won't leave at all...
And ten highwaymen encounters, plus expanded rules for handling combat, magic, and hireling procurement, and much, much more..."

1980 ... Kerry Lloyd & Richard Meyer & Michael Watkins ... 64 pages ... GL 1902

1st ed, loose-leaf:
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Thieves Guild III (3)
"Thieves Guild III presents two new and unique forays into the world of crime!! Since Sir Edry has just met an unfortunate end at the hands of highway brigands, we're asking you to take his place at the Duke's dress ball -- a veritable pickpocket's dream! You'll mingle with the wealthiest nobles and guildsmen of the great city of Haven, and have the chance to pilfer some of the fantastic jewelry items that adorn their finery -- or spend the night at the Duke's estate, and try to find the centralized safe where these valuables will be kept after the ball! It's sure to be a night of adventure to remember!!
In our second adventure, you'll journey to the little village of Alduree, to visit the Tower of Tsitsiconus -- the home of a retired, 450 year old mage. Your assignment: to make off with an amulet and book prized by the leader of Haven's Thieves Guild. Anything else you find is yours to keep -- unless, of course, Tsitsiconus or one of his faithful servants objects!
It's all inside -- plus additional rules on pickpocketing and lockpicking, a brief treatise on drunkenness, over 20 maps, and gorgeous fantasy artwork!!
So onward and upward, for the love of larceny and remember - don't get caught!"

1981 ... Richard Meyer & Kerry Lloyd ... 68 pages

1st ed, loose-leaf:
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Thieves' Guild IV (4)
When the upstart Black Hand organization challenges the Guild's control over the city's thieves, there's action aplenty - and danger in the air! In Thieves' Guild IV, 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 - with only 36 hours to complete your task! Or join the Hand as it attempts to pull off 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 V), 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 - you can't make a better investment than this!!!"

1981 ... 54 pages: loose-leaf, three-hole-punched (1st printing), staplebound (2nd printing) ... GL 1904

1st ed, loose-leaf:
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Thieves' Guild V (5)
"...oh yes, he's just an orc...
But he may be the Radisha, the fabled leader the orcs have waited generations to behold and follow.
The RADISHA must die!!
In just a short time, he's welded an excellent fighting force out of the scattered orc-tribes of the peace Mountains. The staunch fortress of High Crag has fallen to him, and the orcs are looking for revenge after generations of groveling before the other races.
He's too dangerous to let live. Even if he's not their prophesied Great Leader, he's a superb general, and he's doing what hasn't been done in over three hundred years, gathering the tribes, and you remember what happened then!
And you are the ones who must go into the orc camp (in disguise, of course), and make sure he doesn't lead the tribes any further. A great prize of gold awaits you if you are successful, and the vengeance of a thousand maddened orcs if you fail.
Can you succeed where others are sure to fail?
And there is an expedition into the recently rediscovered tomb of an ancient master of illusion to discover what special treasures lie hidden within its depths, plus new expansions of combat rules which reflect the true worth of armor and shields. All in one of the best issues of Thieves' Guild to hit the stands yet..."

1981 ... Janet Trautvetter & Kerry Lloyd ... 54 pages: loose-leaf, three-hole-punched (1st printing), staplebound (2nd printing) ... GL 1905

1st ed, loose-leaf:
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Thieves' Guild VI (6)
"Avast, ye swabs!
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 eyepatch . . . 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, Thieves' 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!!
Merpeople, 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."

1982 ... ?? pages ... GL 1906(?)

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Thieves' Guild 7
"Windchime & Justiciar...

Two magnificent swords... made by one of the finest bladesmiths in the realm of the Ten Cities...
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 lock-smithry (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!!!"

1982 ... Kerry Lloyd & Richard Meyer ... ?? pages ... GL 1907

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Thieves' Guild 8
Within the mountains of the Golden Plateau is a treasure trove of glowing magical crystals, capable of granting great power to their wielders, capable even of granting eternal life. Led by the mysterious Giles, a party of adventurous thieves must penetrate the spectral Eregin Forest into the Valley of the Ostrakonoi at the base of the Crystal Mountain, and spirit away some of these special crystals. The perils are great, a long and arduous journey, barbarian nomads who object to strangers in their territory, and the Ostrakonoi themselves. Truly, an epic adventure . . .
Aid in the rescue of a young maiden's wedding party, kidnapped as she travels to her husband to be — you must save her and her handmaids before the Dark of the Moon, for horrors happen then . . .
Plus expanded rules for bows and other ranged weapons, and a new series of encounters to delight the hearts of would-be highwaymen!!!"

1983 ... 32 pages ... GL 1908

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Thieves' Guild 9: Escape From the Ashwood Mines
"A foreign nobleman, Drak, has been treacherously arrested and sentenced to a lifetime of hard labor in the backwater silver mines of Ashwood. You and your party of adventurers have been hired to secure his release. Can you succeed, before the grueling environment and sadistic guards send Drak to an early grave? Or will you, too, wind up digging silver till the end of your days? Find out, in Escape from the Ashwood Mines, this issue's feature scenario. Meanwhile, the strange saga of the Crystal Mountains continues, as our adventurers brave the ghostly Eregin Forest and enter the mysterious Valley bf the Ostrakonai. What sort of reception can they expect from the powerful wizards rumored to inhabit this area? Can our doughty band gain access to the magical crystals that are the source of their power -- and more importantly, can they get back out of the Valley alive if they do? All these questions and more will be answered in the spine-tingling conclusion of the Secret of the Crystal Mountains! Both of these adventures are designed for an intermediate to upper-level mixed party of thieves, fighters, and other character types. The scenarios are presented in the Thieves' Guild standard rules format, but are fully compatible with any fantasy role-playing gaming system. Whether you're a wily Guild veteran, or a new recruit, Thieves' Guild 9 will provide you with hours of gaming pleasure and suspense the perfect antidote for those hack-and-slash dungeon blues!"

1983 ... GL 1909

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Thieves' Guild 10: Bandit Raids and Caravans
"Bandit Raid!

A rich caravan plods along the road, making little sound other than the rumble of wagon wheels and the hoofbeats of horses and oxen. Suddenly, the quiet is broken by a hail of arrows, and the screams of passengers and guards as they realize the worst — a full-scale bandit attack!
In Thieves' Guild™ 10, you and your comrades can join or even organize a large bandit gang, seeking to prey on the wealthy merchant and passenger caravans that travel the roadways of the Realm of the Ten Cities. Thieves' Guild™ 10 provides all the rules necessary for running large group combats and ambushes, instructions for designing and outfitting caravan groups, and describes the contents of several sample caravans upon which players may test their newfound skills. Become the terror of the highways — in this issue's first scenario, Bandit Gangs and Caravans.
Meanwhile, back in the city of Haven, a powerful merchant has broken his agreement with the Thieves Guild. The Guildmaster wants his revenge — and has given you the assignment of burglarizing the traitor's house of its most prized treasures. Can you teach this upstart merchant The Lesson he so well deserves about what happens to those who dare to cross the Guild?
Both the adventures in Thieves' Guild™ 10 are designed for a party of intermediate to upper-level thief characters; the Bandit Gang scenario may also include fighters and other character types. The scenarios and rules are presented in the Thieves' Guild™ standard format, but can be readily adapted to any fantasy role-playing system. Like its predecessors, Thieves Guild™ 10 is a great mix of rip-roaring action and careful planning, and a true test of any adventurer's skill!"

1984 ... ?? pages ... GL 1910

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MetaScape: Guild Space

MetaScape: Guild Space [BOX SET]
I don't believe MetaScape's company, "The Gamelords," is the "same" Gamelords that published Thieve's Guild, Haven, and all those
Traveller accessories. This company was based out of Colorado, while the older Gamelords was in Maryland. And MetaScape's copyright is in the name of Dream Quest games, further adding to the confusion.

MetaScape is fairly obscure and esoteric, even compared with other old school RPG game lines. The box set is massive, nearly 4 inches deep. Of note are the metal miniatures, which use interchangable plastic bases. Clever.

* Rule Book (61 pages, #10100, ISBN 1569740011)
* Equipment (73 pages, #10200, ISBN 156974002X)
* Character Manual (57 pages, #10201, ISBN 1569740038)
* Setting Guide (81 pages, #10300, ISBN 1569740046)
* Shakna - Assault on the Hive: 1st Adventure of the Darmouth Series (32 pages, #11000, ISBN 1569740054)
* GM Screen (#14010)
* Power (character) Sheets, small pad
* Sheet of 77 counters
* 6 metal miniatures, with bases
* 4 polyhedral dice (including 2 d10 with a peculiar numbering scheme... results of 1,2,4,8,16 & "c")

"Welcome to the future!
The MetaScape™ Roleplaying System awaits, with the potential to unlock the ultimate power within! This innovative new roleplaying game incorporates unique die mechanics, an exciting super-science setting, and rules geared toward playability and instant, ad-lib gaming.
In the Guild Space Setting, your characters may explore a new galaxy filled with dangers, wonders, and heroic adventure. You may play an Anthropos — the genetically-advanced descendant of modern humans; a Draca warrior, cybernetically enhanced for battle; or a catlike member of the Zin-Shee species, whose females command the secrets of psionic power, and whose males are agile, tough fighters. Other player races include the insectoid Kryll, masters of biotechnology; the Calemora, the finest warriors in the galaxy; and the mysterious Shanask, who wield the ancient power known only as The Sorce.
As new members of the House of Dha, your characters are the elite of the galaxy, members of the most advanced fighting force in history: Their opponents are the totalitarian forces of The Empire, the raiders of the Dark Alliance, and the mysterious alien Horde. These enemies are fierce and ruthless, and the House of Dha is still small and untested. Your characters will decide, once and for all, whether the forces of violence and destruction will defeat civilization or not.
Are you equal to the task? With the Guild Space™ Setting and the MetaScape™ Roleplaying System, you will find out for certain!

What's Inside
The box you now hold is crammed with everything you will need to play your Guild Space™ Setting campaign.
* Rule book with everything you need to start a galaxy-spanning campaign of adventure. Included are rules for character generation, combat, starships and vehicles, ad-lib gaming, miniatures use, and general roleplaying tips.
* Setting Guide detailing the empires, races and history of known space. Learn the story of Guildspace and its deadly enemies, and of the challenges faced by the House of Dha.
* Equipment Manual, a treasure trove of high-tech super-science devices. Everything an adventurer needs, from messkits to intergalactic dreadnaughts and space fortresses, is detailed here.
* Character Manual with dozens of skills to help your character defend galactic civilization. Learn acrobatics and tumbling, learn to pilot a starship, or to master the mysterious powers of The Sorce!
* A complete adventure, Shakna — Assault on the Hive, an action-packed quest to stop a tragic war and influence the course of Guild history. Meet the insectoid Kryll, the cloaked Shanask, and fight a desperate battle for peace!
* A unique 16-sided die used in no other game system. Also included are 6, 8, and 10 sided dice.
* Six detailed metal miniatures portraying the major races of the House of Dha, as well as extensive rules on miniature use. Miniatures come with special plastic bases for added stability.
* A sheet of colored counters for use with your miniatures.
* Details on The Game Lords Ltd., and our national ranking system for MetaScape™ players. Included is information on how to register your club and how to get special benefits for joining our national network!"

1993 ... Blake Mobley & Anthony Pryor ... TGL 10000 ... ISBN 1569740003

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