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| #1zombiegleemaxJan 22, 2004 19:11:13 | I`ve just read(well almost read) the Complete Thief`s Handbook(2ed AD&D of course),and am planning a short thief campaign for the players. It will be based on stealing,and doing other jobs for the guild,not a lot of fighting,and only thief(thief kits,multi-class or dual-class thieves are all allowed) PCs. As the players are quite new to the game(and I don`t have TOO much practical experience),it will be a bit more basic. So far I`ve got most of the background(in short,it was a smaller kingdom ruled by a generaly good king,the king got assassinated,and his nephew(he of course planned the assassination,and that`s generaly known among the peasants) became the new king.(this all happened a few years before the happenings in the game)The new king just started building an army that is supposed to strike at the neighbour kingdom(they have been in hostile relations for a very long time),neglecting the rest of the kingdom.The people(generaly good) of course aren`t happy(esspeccialy in the city) with the state of the things(but they`re not rebelling,mostly because of the King`s troops in the city(they`re not unneccesarely cruel,just when needed)). And thus a lot of the influent(and rich) people in the city are King`s men and often evil,or at least neutral(allowing for good aligned thieves). I`ve built most of the guild infrastructure but I`ll be grateful for any input. I also need ideas for low-level thief quests. Any thoughts? |
| #2zombiegleemaxJan 22, 2004 19:16:22 | Originally posted by Gandalf White low level thiefs could have a high chance of failure using thief abilities, so i guess just allow the thiefs an opportunity to escape whenever their abilites fail; so they can come back and try again. |
| #3zombiegleemaxJan 23, 2004 15:57:55 | A good first adventure is to give the group an "initiation test" by the thieves' guild. The one I used was based on an adventure in Dungeon 11 in which they try to rob the guildmaster's house. (Of course they don't know it is his house at the time - and my group still don't.) This gives the chance to set encounters at the right level, and an excuse for rescue if they fail. With decent teamwork, and a range of skills, achievable in 2e with the kits and the ability to spend points on a "specialism", they can succeed. You get a cracksman, a thug, a cat-burglar etc - makes them depend on each other and work together. |