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Thievery 101: Joining the Watchers
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<blockquote data-quote="Tuerny" data-source="post: 2008361" data-attributes="member: 674"><p><strong>Warning</strong>: This review contains plotline spoilers.</p><p> </p><p>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.</p><p></p><p></p><p><strong>The Product</strong></p><p></p><p>Joining the Watchers, a .pdf electronic download, is sixteen pages long. The margins are filled with an ornamental design and its inverse.</p><p></p><p>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</p><p></p><p>The maps are informative and useful, providing an accurate depiction of the interior of the building detailed.</p><p></p><p><strong>The Meat</strong></p><p></p><p>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.</p><p></p><p>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.</p><p> </p><p>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. </p><p></p><p></p><p></p><p><strong>The Good</strong></p><p> </p><p>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. </p><p></p><p></p><p><strong>The Bad</strong></p><p></p><p>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.</p><p></p><p><strong>Rating</strong>: 4/5</p><p>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.</p></blockquote><p></p>
[QUOTE="Tuerny, post: 2008361, member: 674"] [b]Warning[/b]: 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. [b]The Product[/b] 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. [b]The Meat[/b] 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. [b]The Good[/b] 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. [b]The Bad[/b] 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. [b]Rating[/b]: 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. [/QUOTE]
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