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Dungeon Dive 1: Thieves' Guild Hideout

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Dungeon Dive 1: Thieves\' Guild Hideout
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Dungeon Dive 1: Thieves' Guild Hideout
Publisher: Dark Quest Games
by Heidi R. [Verified Purchaser]
Date Added: 12/23/2005 00:00:00

Now here's a useful little pdf. I came here needing a convincing, last minute thieves guild/dungeon and this was just the thing. The product is basic, but that's a good thing because it means there is plenty of scope for customisation. What is there is quality. I think I spent about 30 minutes customising the encounters and we were ready to play. Definitely worth a look if your PCs do something a little surprising and you find yourself needing a nicely designed dungeon-hack scenario that you can slot right into the campaign with minimum fuss. <br><br> <b>LIKED</b>: Nice maps, decent and not too complicated traps (including a icky one my PCs did not work out), plenty of room for customisation<br><br><b>DISLIKED</b>: Nothing much - but it's probably a niche product<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
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Dungeon Dive 1: Thieves' Guild Hideout
Publisher: Dark Quest Games
by I. P. [Featured Reviewer]
Date Added: 10/06/2005 00:00:00

The ?Dungeon Dive? series are intended to be used by dungeon masters that need a map to go along with their plot. The ?Thieves? Guild Hideout? includes one full page map and one half page map of an underground hideout that cover 26 numbered areas. In addition to the map itself, this product contains room descriptions, traps, creatures, and treasure.

This ?dive? is written so as to present the dungeon master with three different power levels. A low level which, for example, has a DC of breaking a door down just under 20 for all doors; a medium level which adds that a few of the doors have a DC of breaking them down in the mid 20s; and the high level which adds that doors in a particular area have a DC of breaking them down of nearly 30.

Each area contains a text box so that dungeon masters can read them aloud to their players as they enter the area. The additional text provided for each area assumes that the dungeon is being used as a thieves? guild hideout (hence the name of the product), so if you elect not to use the map for this purpose, you will have to ignore or significantly change the text. If you use it for this purpose, it will be fairly easy to incorporate into a gaming session of a running campaign.

The area descriptions are broken into three sections; an outer area, the main area, and an inner sanctum. I would have liked to have seen the map be enlarged so that one page of the map would focus on the outer area, one page on the main area, and one page on the inner sanctum. This would allow for the details in the map to be more explicit and greatly increase flexibility in the use of the maps, especially for those dungeon masters that would use this product electronically during gaming. (Whether face to face or online.)

All in all, the layout of the dungeon and the description make good sense as a hideout. (Not that I have visited a thieves? hideout recently!) The layout allows for 11 beds, though more could be added by a dungeon master interested in a hideout of a bigger size. In addition, depending on the placement of hideout in the campaign, the hideout can contain more thieves than ?live? in the hideout. Finally, the map includes an exit from the hideout into an underground lake which the dungeon master can use for future adventuring hooks.

The appendix provides stat blocks for a rogue at levels one through five.

Overall, this product looks wonderful. My only true concern is that there is no player?s version of the map and no option to ?deselect? those ?DM only? icons so that a player?s version can be used. This would be especially useful for those dungeon masters that might use a product such as this electronically during gaming. (Whether face to face or online.)

To rousing gaming and ample rewards, I. Perez<br><br><b>LIKED</b>:

  1. Helpful tool.
  2. Good choice of a location.
  3. Interesting and straight forward method of scaling difficulty.<br><br><b>DISLIKED</b>:
  4. Only one version of the map which includes symbols that must be concealed from players.
  5. Maps could?ve been enlarged. (Maybe three pages.)<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>


Rating:
[4 of 5 Stars!]
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Dungeon Dive 1: Thieves' Guild Hideout
Publisher: Dark Quest Games
by Mark G. [Featured Reviewer]
Date Added: 10/05/2005 00:00:00

?Dungeon Dive 1 ? Thieves? Guild Hideout? is a pre-made dungeon for multiple character levels and weighs in a 20 pages. The idea behind the Dungeon Dive series is to provide a busy DM with the time to develop a plot without wasting time on the adventure location and in that respect it does a good job. This is the second product I?ve reviewed in this line (see also Dungeon Dive 3 ? The Hungry Demiplane).

There are two noticeable differences in this product than in the other. The first is in the layout, although this is the first release it has one layout feature that the later does not. Each time the text has a bit of ?boxed text? there is a light shading of that area which not only makes the product more attractive to look at but also improves the ability to scan to the next encounter because you stop at the shaded section. Though minor it would be nice if this style feature was reintroduced in later versions of the series. Secondly in the classing of levels to low, medium and high are not as standardized covering a larger range for each option. For example (including monsters and traps)

Low ? 1, 2, 3, 1, 4, 1, 2, 1, 3, 1, 3, 1, 1, 1, 3, 3 (maybe 1st or 2nd level) [1-4] Medium ? 5, 4, 5, 4, -, 4, 6, 8, 4, 5, 8, 4, 5, 6 (maybe 4th or 5th level) [4-8] High ? 10, 8, 9, 9, 8, 9, 10, 12, 8, 10, 10, 11, 8, 9, 8 (probably 9th) [8-12]

This might be too large of a range to comfortable be attempted by a party if they are 1st, 4th, or 8th level. In particular, the Grick CR3 may be particularly challenging to a 1st level party, sure it doesn?t do a lot of damage but DR 10/magic makes it pretty impervious at 1st level. Some of the monsters seem out of place though there are attempts to explain the existence of each. Although I?m having a hard time believing that a Roper, which I think of as a cave dweller, should be in a Thieves Guild Hideout, An Abandoned Temple, and a Hungry Demiplane.

The monsters only have a short statblock so you will need to look up their special abilities. The maps are computer generated and somewhat blocky. The maps lack a legend. Overall it does a very good job of presenting an adventure location prepped for your use. <br><br><b>LIKED</b>: One prepped adventure location Ready to go almost immediately Shading on boxed text helps the layout<br><br><b>DISLIKED</b>: Map needs a legend Full monster stats would be more convienent Some encounters will need to be tweaked for 1,4,8th level games <br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[4 of 5 Stars!]
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Dungeon Dive 1: Thieves' Guild Hideout
Publisher: Dark Quest Games
by Chris C. [Featured Reviewer]
Date Added: 09/27/2005 00:00:00

The title says it all in this supplement - it's a pregenerated, generic thieves' guild hideout, complete with varying difficulty levels of monsters depending on the size and level of the PCs.

It is basically a small adventure without the plot, leaving the GM available to use it as he or she sees fit.<br><br><b>LIKED</b>: It is clear, concise, and easy to use.<br><br><b>DISLIKED</b>: Not much.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[4 of 5 Stars!]
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