Thieves’ Guild 10: Bandit Gangs and Caravans (1984) is the last installment in the series. Alas! Let us stand and appreciate, for a moment, that the cover is by Mark E. Rogers of Samurai Cat fame. It is a nice cover. I feel like Rogers is underrated in general.

The bulk of the book is dedicated to what the title says. There are rules for creating caravans and, stocking them with enticing loot. The size of a caravan is too large for a player party to tackle alone, probably, so that’s where the bandit gang rules come in. I like all this stuff except the mass combat rules used to resolve the taking of a caravan. Those are a bit of a drag.
There is also one last scenario, and I quite like it. There is a merchant who owes money and the Thieves’ Guild intends to teach him a lesson by having the players break in and steal a notable ruby (and then the guild will ransom it back as interest on his late payment). The idea is for the thieves to break in, get the loot and leave without detection, so the Guild can surprise the merchant with the ransom, which is far easier said than done. The particulars of the mission are left to the players, but they get a lot to work with thanks to the way the scenario details the house, its inhabitants and the other locations of note in the neighborhood. Great stuff!