"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...""
These adventure elements are from 1980 but they are not only usable but solid for those who want to run Sword & Sorcery adventures with quite a bit of criminal underbelly elements. The burial vaults of the ancient city of Shale-Chuun is an excellent low magic high adventure location. Tricks, traps, etc. are all in evidence here in 'Thieves' Guild 2'.
'Thieves' Guild 2' takes the 'Thieves World' rpg system & expands upon it. For modern Sword & Sorcery retroclones such as Astonishing Swordsmen & Sorcerers of Hyperborea. The 'Thieves' Guild 2' material is a welcomed expansion! That's right there's no reason not to run the adventures, encounters, etc. found in 'Thieves' Guild 2' for your own home groups.