"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Thursday, December 22, 2011
Den of Thieves, Fallen Comrade
Den of Thieves is a product similar in nature to College of Wizardry and Bastion of Faith. It takes a location dedicated to a specialized group and explores it in great detail. Den of Thieves visits the most iconic of all three with it's exploration of a Thieves Guild.
This book for the first time in my opinion presented the DM with enough information to make running a full fledged thief based campaign possible. The book provides detail of all aspects of the Thieves Guild. It touches on their inner workings and their activities inside their sphere of control.
The book explores the way a guild could be organized by presenting the DM with a fully detailed example of a Guild with detail on the hierarchy and division of duties and responsibilities. This is something that the DM could either incorporate into the setting as is or use as the foundation for one of their own. As usual I think I would end up going somewhere between the two extremes.
The book then provides the DM with information on all of the groups that would be connected to the guild in one way or another and would affect their operations. These range from the Assassins Guild and beggars to fences, spies and fixers. It again provides examples that could be used directly or as something to model unique creations around.
The book finishes up providing the DM with a huge number of adventure hooks that are actually fleshed out enough that they border n mini adventures as written. There are then a collection of tables that the DM would need to refer. These are collected from other locations in the book for ease of use. There is also an exploration of Thieves Guilds of fact and fiction as well as a map of the guild used as an example in the book.
Published: 1996
Pages: 96
From the back cover:
"Watch your back!
Who stalks the fog-shrouded alleys of the night? Who rules where the City Watch fears to tread? Enter the secret organized underground of thieves, pickpockets, cat burglars, upright men, and kingpins. This 96-page book includes eye-opening details about thieves' guilds, a complete underworld organization, new adventures, and magical items. Also included is a full-color poster map showing an elaborate thieves' hideout in great detail."
Spell:
Fallen Comrade
Level: Fourth
Range: 6"
Duration: Special
Area of Effect: One Individual
Components: V,S
Casting Time: 2 Segments
Saving Throw: None
When this spell is cast the magic user will restore life to a fallen comrade for a brief period of time. This can be used to allow them to continue on in a fight.
The spell must be cast while the group is in a combat situation and the remains of the fallen comrade need to be present. The spell will restore life essence to the target. They will be restored with 50% of their hit points. If they were a spell caster they will retain any unused spells and may be granted new spells if the total possessed is less than 50% of their daily allowance.
The comrade will fight until such time as they again fall below zero hit points. They can be healed but can not be healed beyond the 50% number they were restored with. At the end of the combat the comrade will immediately be restored to their fallen state and they can be be brought back again by use of this spell.
The use of this spell is not something to be done lightly though. Using it involves the caster touching powers that come with a cost. The caster will find that they have aged five years when the spell is cast. The target of the spell will pay a price as well. If they are resurrected or reanimated they will find that they have lost one level of experience and will have a 50% chance of losing a point of constitution over and above any other loses connected directly to their demise.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
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2 comments:
I played the hell out of DoT. I never used the other two books. To this day I've not seen a better system for running thievely operations.
This reminds me of the module "Thieves of Lankhmar." It doesn't detail thieve's guilds generally but the specific thieve's guild of the city of Lankhmar (this is, of course, the site of many of Fritz Leiber's heroic duo, Fafhrd and the Gray Mouser's, adventures). Nevertheless, I used it in the past as a generic model for thieves guild. Specifically, I set that guild in the city of Ordulin, a city-state in the land of Sembia, south of the Dalelands in the Forgotten Realms. Thanks for the fun review! I might check this sourcebook out.
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