Thievery 101: Joining the Watchers

First off, let me say that I really appreciate having a 2-person adventure. I'm new to DMing, so I really don't feel up to creating a set of tasks or adventures for one person. Basically let me start off by saying that the premise is great.

What I/My player liked: The thieves guild idea and the way the actual thives guild scenes were written was really good. Since it is a thieving adventure, a lot of detail about rooms contents etc. was included. Also, I felt that this adventure was incredibly well suited to the character -type : a thief. The adventure was designed to make a thief exercise all of his thief-y skills. Additionally, an item was presented (at the end of the adventure) that will help compensate for lack of other party members in future adventures. As a new DM, I felt that this adventure was fairly "safe". There is little possibility of wiping out your character (even though the adventure claims otherwise) assuming they act like a thief. Also, since the adventure is for a particular character type, there is little chance of the PC wandering off on some other accidental adventure. They're nicely railroaded by the adventure set-up and manipulations of the guild. There's also some support for when things go wrong.

What I didn't like: The premise seemed a little inconsistant. The set-up is that the thief is breaking into a warehouse set-up to test their skills to the guild, but within that warehouse are actual secrets kept by the owner (unless I read wrong). This seemed a little silly, since no one would store secrets where people are actually training to look for them. So I made the whole thing into a set-up. Also, some details on traps were either missing or hard to find. For example, there was no DC or CR for disabling one trap that I could find. There was also one room locked with a lock that no first level player could open. Within the room was *nothing*, and the adventure says it's included only for convenience. However, a room that cannot be opened is prime thief-bait, and I had many a tense moment waiting for my player to stop trying to open it. In retrospect, I would just change the lock to DC 25 (from DC40) and let them find nothing. My player pointed out that the thieving guild seems to be unusually open about their presence, which also may not be so realistic. Our adventure worked out so there was no combat; I didn't have a problem with this, though my player seemed a little dissappointed. :-) This adventure would be difficult to impossible to play with any other character though.

A final beef is that the download time for the adventure is incredibly long (10min). I think the file is approx. 20MB and I'm on cable modem, so I'm assuming that this is a problem with their end. Sure beats going to the store though.

All in all, it was an enjoyable playing experience, and I look forward to more adventures from Wyvernclaw. Oh, and the price ($2.95) was right considering the $10 you pay in stores for adventures.
 

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Thievery 101: Joining the Watchers from Wyvern's Claw Design had two things going for it as far as I'm concerned. One, it's a solo-adventure designed to be ran by a DM for one player. Two, it focused on rogues (one rogue to be exact). You see, I dig rogues (or thieves as they were called in the good ol' days). They're my all-time favorite class. And some of my fondest memories of gaming involves solo-adventuring.

The adventure focuses on the efforts of a rogue character seeking admittance to a well established thieves guild. The single character is assigned a task that they must satisfactorily complete in order to be able to join the guild. In order to complete this task, a number of various rogue skills are put to the test. I will refrain from revealing too much, for the adventure relies upon the character being able to cleverly deduce and overcome various obstacles that are not always as they seem.

While the adventure is light on combat, it holds plenty of other challenges to intrigue any respectfully played thief character. Thievery 101: Joining the Watchers hints at a great back story that can be used as the basis for plenty of adventures throughout a campaign. Now, by no means is this a guide for designing a thieves guild, but enough information is provided to allow the Watchers to function as the home guild for any thief of any campaign. Dungeon Masters, if you are going to be running a game with a low level thief get this adventure to start them off.

After pouring over Thievery 101: Joining the Watchers, I can honestly say that I will be downloading the second installment Thievery 101: The Periapt of Famidon the first day that it is available. Do yourself a favor and drop the $2.95 for this nifty d20 product.

The Good - Now, you don't need to worry about getting the whole group together to enjoy a solid session of D&D. The one-on-one interaction should bring out some quality role-playing.

The Bad - Nothing really. My one concern is that since it is only available via download and Paypal payment that it will not be taken as seriously as other d20 products.

Peace...
- Dan (OmegaOdd)
Omegaodd's Random d20
 

After a rigourous 2 day exercise in International Paypal accounts (a Paypal account is needed to purchase the Wyvernclaw products), I eagerly awaited the download of the 20MB high resolution version (thank you Mr. Cable modem!) and started to read through T101, JTW.

My first impression was a clean and simple one-player module (well worth the $3), but what really got my attention was the the aura of intrigue and mystery surrounding the guild. I immediately purchased and started to download part 2 of the series. I knew I was going to like this!

T101:JTW is the first one player module in a series of one player modules centered around a local thieves guild. The PC plays a 1st level rogue seeking acceptance in the local thieves guild....but there is a catch, they don't just accept anyone - you have to prove yourself!

The proving grounds is a theft/investigation that the PC must complete before earning acceptance into the guild. I could get into more details, but I find the best part of this module isn't actually the module itself (which is just a good clean fun "1st Edition" like module), but all the background and aura surrounding the guild. I plan on putting multiple friends through the modules and developing an entire thieves guild of PC's. As the new modules come out, I'll keep putting individual players through and let them gain levels, and start to develop new plots and mysteries.

Hurry Up Wyverns's Claw.....I'm hooked!

Pros: Excellent background and "feel" to the guild. Clean generic setting to place in any environment. Good quality document. Expansion potential!! $3 for a head full of neat ideas.

Cons: Paypal experience. A couple minor story holes and document typos that aren't even worth mentioning. Small maps.
 

Warning: This review contains plotline spoilers.

Thievery 101: Joining the Watchers, written by John Merrill and Paul Taylor, is the first in Wyvern Claw Design's Thievery 101 series of five modules. Designed for a single rogue character, Joining the Watchers is intended for a first level character. It is set in a generic city and revolves around joining the thieves' guild known as the Watchers.


The Product

Joining the Watchers, a .pdf electronic download, is sixteen pages long. The margins are filled with an ornamental design and its inverse.

The cover illustration, by Doug Cenko, is black and white piece depicting a wyvern's eye. The interior art, by Doug Cenko and Glenn Thomas, is comprised of illustrations of items or people detailed in the module

The maps are informative and useful, providing an accurate depiction of the interior of the building detailed.

The Meat

Joining the Watchers begins with a description of the background behind the Thievery 101 series. Also included are details of who and what the Watchers are, some character hooks, and a list of rumors about local events, including how to join the Watchers that can be discovered with Gather Information.

The adventure itself is fairly straightforward. Assuming the PC is able to discover the appropriate information about joining the Watchers, they are able to discover the individual who determines whether they get a chance to join or not. He gives them a writ and directions to the guild hall. At the guild hall the PC must deal with non-lethally trapped entrance before being given the assignment they are required to complete in order to successfully join the Watchers. In this case the PC is required to break into and recover money and documents from the warehouse of a fish merchant, Bernie, who is holding out on the guild's share of her profits. Unknown to the PC, the Bernie is in reality a retired member of the Watchers who is allowing the guild to use her warehouse as an obstacle course for new members. The break-in itself serves to test most abilities that would be relevant for a rogue PC including avoiding traps, opening locks, gathering information, avoiding guards, and searching for hidden compartments and objects. The warehouse itself seems to be relatively high-magic with several minor magical items present to help preserve and keep the fish. Assuming the PCs return with the appropriate documents and money, they are admitted to the Watchers.

The module ends with three sample rogues that can be used as PCs within the module. Each one includes an illustration, a stat block, and a short history including details on why they would want to join the Watchers.



The Good

Thievery 101: Joining the Watchers provides a complete introductory package for introducing a first level rogue into a pre-constructed thieves guild. The module is successful in providing a variety of plausible challenges for the PC, showcasing most of the talents that the rogue possesses. It also handles the difficult task of making a solo adventure interesting while maintaining a balance between being too easy and too difficult.


The Bad

Thievery 101: Joining the Watchers has a few flaws that serve to detract from the total module. For one, when the PC arrives at the inn where they can join the Watchers there is a sign directing any would be rogues to meet with the gangly shallow-faced man. The presence of this is rather implausible, as it would probably result in the man being apprehended by the city watch fairly quickly, no matter how corrupt they are. In addition the adventure seems to have a rather high frequency of magic, with several magical objects present and doing such mundane things as keep fish cool and provide comfort for a guard. This may be a problem for some, who prefer lower magic levels in their campaigns.

Rating: 4/5
Thievery 101: Joining the Watchers is basically a worthwhile buy as long as you do not have any problem with electronic distribution. Even if you do not have a ready use for it in your campaign it is worthwhile to get just to have access to the ideas. At $2.95 it is a steal.
 

Thanks for the review. I did want to make a couple of comments about it, though.

You mention that it seems as if JtW is in a high magic setting, specifically mentioning the brazier of frost and the rings of comfort for the workers in the warehouse. To give you an idea of why they are there, let me ask a question. If magic were real, what would we do with it? Instead of it mostly being on weapons and armor, as typical for most campaigns, I think we'd come up with more practical (non-combat) uses for most of it. The Frost Brazier keeps the fish fresh longer than normal, an extremely useful purpose for someone in the fresh fish (or meat for that matter) business. The problem with the Brazier was that Bernie had trouble keeping workers. Workers wouldn't stay with her very long because they didn't want to work in the frigid cold, so she ran across those rings and purchased them. The rings aren't actually intended for the guard, but he uses one when he has to take temperature readings (if one isn't in use by the workers. Since no one works at night when the PC is likely to break in, the guard will have a ring of comfort). Note than neither of these items would be highly sought after by the PC. I think that pretty much all of the magic items placed in our first module have a definite purpose to them, unless I'm forgetting something.

As for the note directing would-be rogues.. The Iron Minstrel is in a section of town that the guards rarely venture into. Even then, it is not against the law in Kingsreach to be a member of any guild. (Similar to gangs in the real world, you could say - sure you know some of them are bad, but you can't do much until you catch them in the act). The man at the Iron Minstrel isn't actually doing any illegal. He only signs people up for the test to join the guild. (In Kingsreach, the Watchers have people in key positions in the local government, making sure that their interests are well represented..)

At any rate, I thought your review was well thought out and I thank you for your comments!

Paul Taylor
Wyverns Claw Design
 

Reasonable artwork, good stroyline, and free. What more can you ask for?

I'm quite pleased with this work. As of yet, I haven't had a rogue type character that I can draw aside for a short side adventure prior to a campaign, but I intend to do so. I only hope that more of their single class products come out before then, because I intend to have each of the PCs start on an adventure by themselves before working together.

The plot is well conceived, without a huge number of twists to drive a single uncreative player nuts. But it does give them enough options to play with, and help develop their character.

This is great for those of us that can't get a whole party together at one time, or like to run for really small groups.

I look forward to more products by this publisher.
 

The first installment of the Thievery 101 series. It's a solo module meant to allow a 1st level Rogue entrance to a Thieves Guild and is perfect as a side-trek adventure for any low level campaign involving a rogue.

:)
 


Beware! This review contains major spoilers.
For a change, this is actually a playtest review. Which is nice.

Thievery 101: Joining The Watchers is an adventure designed for one GM and one player, who should play a 1st-level Rogue. It was a fairly early release before the glut of d20 products were released. Sadly, Wyverns Claw Design only released one of the four predicted follow-ons to this adventure.

At $5 for 16 pages, this is a pretty expensive .pdf compared to those that came after it. The file weighs in at a hefty 2.64 MB for its size. The title page and the OGL take up a couple of the 16 pages. Layout is pleasing on the eye with no chunks of white space and with sidebars overlaying margins. The mono art is poor to average, with the margin design more attractive than the art. The map was clear and keyed well, but contained no scale or compass direction. Writing style is engaging but with poor grammar making it a little gauche at times. Editing is average.

The adventure is designed to allow one 1st-level rogue PC to join the local Thieves Guild, here called The Watchers. The module begins with some advice on running the adventure, which is fairly standard stuff. The adventure background is actually a background for the series of five adventures originally planned by Wyvern's Claw, rather than background for the adventure itself, and is rather surplus to requirements if running the adventure as a stand-alone as I did.

There does follow some more pertinent information on The Watchers, outlining some of the rules of the Thieves Guild, which are well thought out and already begin to establish the atmosphere that pervades the rest of the adventure. Unfortunately, the DMs Overview returns to background pertaining to the series rather than the adventure itself.

The text then moves on to presenting three adventure hooks - one basic 'the character wants to join the Thieves Guild to improve his skills' hook whilst the other two provide more interesting possibilities. The third relates to the series as a whole and would be useful if the entire series was being used. I plumped for the second hook, which involves the PC being hired to investigate the murder of a nobleman's son in the nearby city. The PCs investigations lead to the discovery that the son had actually joined the Watchers. The PC gets the chance to infiltrate the Watchers to discover what happened. Again, this relates to the series as a whole but I switched the nobleman's son to be the PC's cousin to add a little motivation to the hook.

There follow some rumours which can be garnered through roleplaying or the Gather Information skill - most of these again relate to the series rather than the specific adventure, but one does give a clue as to how to contact the Thieves Guild. A nice little scenario for roleplaying ensues as the PC meets a Thieves Guild contact in a rough inn, followed by a little mystery as the PC attempts to gain access to the Guild headquarters. There is choice and possibilities for the PC and a variety of skills and roleplaying are required.

This theme continues as the PC finds himself within the headquarters by hook or by crook. After a meeting with a senior figure within the guild, the PC finds he must perform a burglary in order to be accepted into the Watchers. This is a little railroaded and I found my player a little antagonistic towards the railroading.

Various methods of the PC discovering more information about the proposed victim's building are given, with advice on NPC reactions to the PCs enquiries which was quite helpful. Eventually, the PC will attempt the burglary.

Which was where the problems started. Not something I really picked up when reading through the adventure was the number of locked cupboards, cabinets and drawers that one finds in the initial rooms the PC is likely to enter. As the Open Locks skill allows a Retry, the player spent time after time rolling and re-rolling Open Locks checks ad infinitum, only to find that there was nothing useful in them. This was encouraged by an early useful find. The player got bored, I got bored and in the end I said, "Look, you open the rest of them and there's nothing else useful" - after about 10 of the 20 locked things had finally been opened after five to six re-rolls each.

The various traps are imaginative and challenging without being deadly, and would have stood out better if there had been less interference from repetitive Open Locks checks. There is good advice on alerting any guards through noise being made by the PC.

Once the PC eventually gets through the Open Locks obstacle course, they have a choice of four doors where to look for the stuff they have been asked to steal. The most attractive door, since it is different from all the rest, is an iron-bound door. Most players would head for this door - which is unfortunate, since this is the guard room and their goal lies elsewhere. A failed Listen check allows the PC to enter the guard room, whereupon instant chaos occurs. The guard here is a nasty piece of work, a 1st-level Fighter withAC 17, 11 hp, 18 Str, 16 Dex, 14 Con, and the Power Attack feat - more than a match for a 1st-level rogue. Now, for plot reasons, the guard has orders not to kill the PC, merely to disarm and disable him.

However, this failure (and its a very likely one if the PC has previously cut off his escape path by setting off one of the traps) leads to the arrival of the senior Guild member to tell the PC he has failed and that he can never join the Guild. This may be very realistic but is not much fun, especially if you're trying to introduce a first-time player to the joys of roleplaying.

The entire adventure has a clever plot twist (though it may irritate or confuse the player), and the rest of the rooms are nicely designed - but the PC is unlikely ever to get there, either through player boredom or easy capture.

The remaining part of the adventure is dedicated to the initiation rite involved in becoming a Guild member, which is very atmospheric but is very railroaded. It is essentially a long GM monologue with little or no player input, including pre-defined PC actions within the text box. The penultimate page is dedicated to three pre-generated PCs with some brief background information.

Conclusion:
This adventure has lots of potential and with some work from an interested GM, could provide an evening of entertainment for two. However, some major amendments to the setup are advised with some re-jigging of the layout, NPC stats, and repercussions for failure.

The adventure has a mix of mainly roleplaying and skill checks, with one probable combat. It serves as a good example of an introduction to a Thieves Guild and could fairly easily be amended for inclusion in most standard fantasy campaigns. The atmosphere is evoked well and the first part of the adventure is paced well.

However, its faults outweigh its positive points as it stands and it would require some forethought on the GMs part to make it playable.
 

Hi, new here, and I joined specifically to get hold of The Periapt of Famidon. I've been through loads of links on the internet, to try and purchase it, but no luck. It no longer seems available. Does anyone know where I can purchase it? I printed off A Thief among us, to then find that I could really do with The Periapt of Famidon. any help appreciated, thank you.
 

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