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Thievery 101: Joining the Watchers
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<blockquote data-quote="OmegaOdd" data-source="post: 2008184" data-attributes="member: 483"><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>Peace...</p><p>- Dan (OmegaOdd)</p><p> Omegaodd's Random d20</p></blockquote><p></p>
[QUOTE="OmegaOdd, post: 2008184, member: 483"] 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 [/QUOTE]
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