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Dungeon Dive 1: Thieves' Guild Hideout
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<blockquote data-quote="DragonTurtle" data-source="post: 2589371" data-attributes="member: 26206"><p><strong>Dungeon Dive #1: Thieves' Guild Hideout</strong></p><p></p><p>Dungeon Dive #1: Thieves' Guild Hideout by Aamalara is a 20 page full color pdf with bookmarks. </p><p></p><p>Your characters have just discovered the identity of the master thief that has thwarted their every move until know. They prepare to meet the scoundrel on his own turf, willing to bring the fight to him and to recover their missing goods. Great, now where is a map I can use for the guild and oh! I need traps, rogues love traps. How about some monsters cultivated by the rogues as living obstacles… Dang, I will never find the time to do all that out before the next session.</p><p></p><p>The idea of the Dungeon Dive series seems to be that they design a lair for you to house your BBEG in. It is really a convenience item for DMs that may not have the time to map out a lair, or create traps and descriptions. In order to make it a viable option for most campaigns it includes 3 threat levels; low, medium and high. High threat is probably for 7-10th level max looking at the CR levels.</p><p></p><p>The lair details a number of secret routes and rooms that thieves would make good use of. There is a multitude of traps and hazards that the thieves have left for any interlopers. I would have liked the traps better if the author explained what they looked liked, however with 3 traps per encounter it may have been too much detail.</p><p></p><p>As I mentioned this is a barebones dungeon, stats for monsters are only included due to the fact they are obstacles built into the lair. The guild boss, any lieutenants or followers will have to be statted by the DM. Any treasure in the lair will also need to be placed, however the guards are already there.</p><p></p><p>One nice touch is that there is an area of the map that goes off into the unknown; the characters can explore that later, or even chase the thieves into it. </p><p></p><p>Overall, this lair takes most of the work out of your thieve guild encounter, DMs can focus the time saved on the NPCs and getting the PCs there in the first place. A solid 3 stars for DMs who are looking to save some time.</p></blockquote><p></p>
[QUOTE="DragonTurtle, post: 2589371, member: 26206"] [b]Dungeon Dive #1: Thieves' Guild Hideout[/b] Dungeon Dive #1: Thieves' Guild Hideout by Aamalara is a 20 page full color pdf with bookmarks. Your characters have just discovered the identity of the master thief that has thwarted their every move until know. They prepare to meet the scoundrel on his own turf, willing to bring the fight to him and to recover their missing goods. Great, now where is a map I can use for the guild and oh! I need traps, rogues love traps. How about some monsters cultivated by the rogues as living obstacles… Dang, I will never find the time to do all that out before the next session. The idea of the Dungeon Dive series seems to be that they design a lair for you to house your BBEG in. It is really a convenience item for DMs that may not have the time to map out a lair, or create traps and descriptions. In order to make it a viable option for most campaigns it includes 3 threat levels; low, medium and high. High threat is probably for 7-10th level max looking at the CR levels. The lair details a number of secret routes and rooms that thieves would make good use of. There is a multitude of traps and hazards that the thieves have left for any interlopers. I would have liked the traps better if the author explained what they looked liked, however with 3 traps per encounter it may have been too much detail. As I mentioned this is a barebones dungeon, stats for monsters are only included due to the fact they are obstacles built into the lair. The guild boss, any lieutenants or followers will have to be statted by the DM. Any treasure in the lair will also need to be placed, however the guards are already there. One nice touch is that there is an area of the map that goes off into the unknown; the characters can explore that later, or even chase the thieves into it. Overall, this lair takes most of the work out of your thieve guild encounter, DMs can focus the time saved on the NPCs and getting the PCs there in the first place. A solid 3 stars for DMs who are looking to save some time. [/QUOTE]
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