
2005 · Scenario / Adventure / Module
Thieves' Guild Hideout
Players explore a thieves’ guild hideout divided into outer tunnels, living and working quarters, and an inner sanctum reserved for elite members. The outer tunnels rely on traps and hazards to deter intruders, while thieves in the living quarters respond to attacks and aid their guildmates. As the party advances through the dungeon, encounters and reactions vary according to the section they have entered.
Accessory (dice, maps, screens, cards)Attribute/Stat Based (STR, CON, PER, etc)Class Based (Pilot, Wizard, Scientist, etc)Dice (Primarily d20)
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Game facts (players, playing time, age, credits) from BoardGameGeek.
