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Thievery 101: Joining the Watchers
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<blockquote data-quote="Messageboard Golem" data-source="post: 2008237" data-attributes="member: 18387"><p>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. </p><p></p><p>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!</p><p></p><p>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!</p><p></p><p>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.</p><p></p><p>Hurry Up Wyverns's Claw.....I'm hooked!</p><p></p><p>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.</p><p></p><p>Cons: Paypal experience. A couple minor story holes and document typos that aren't even worth mentioning. Small maps.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2008237, member: 18387"] 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. [/QUOTE]
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Thievery 101: Joining the Watchers
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