Thieves' Guild VII
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From the backcover: 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 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!!!