Messageboard Golem
First Post
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.
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.

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.