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If you want to include a thieves’ guild in your companion, then this would be a useful resource. I’ve already used it to inspire a one-shot I ran for a new player.
They chose to be a rogue, and so I used the idea of a thieves’ guild to run a session zero/tutorial thing where they were accepting a “routine business” sort of mission and playing that out.
It has a section for how to make such a guild: ranks, operations, size and relationships with other city factions like police and merchants. All of this is presented as a paragraph or two of explanation and then some random tables, so you can generate such a guild quickly.
It sections for how to integrate the guild into the campaign, be it through the Patron optional rules or through side quests, etc. It also has downtime activities, which can also lead into new story directions.
What’s more, there are examples of such guilds, including members and history. These can be used for reference or just plopped into your campaign as th...
Rating: [5 of 5 Stars!] |
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An unbelievably good adventure, one of the best I've ever played. It provides so much room for player character growth and interactions that feel hand-crafted for many characters' backstories.
Other than the main character of Ragvala, many other NPCs are a little underdeveloped, mainly existing as meta references. The exploration can be a little pedestrian too, as most of the danger is easily trivialized.
It can be VERY tough to squeeze into 4 hours, and the end deserves time to breathe. So here's my recommendations:
- cap the opening encounter at 2 rounds if you have a full 6 people. If anyone hasn't beaten their skeleton by then, call them minions per the roleplay
- pick the Griffon encounter. The fairy one is fun, but the time can vary a lot and the mechanics can create a lot of confusion. Definitely don't do both
- You truly only have time for one encounter, one non-combat area, and the two key zones (9 and 10) in the forest, and even that's pushing...
Rating: [5 of 5 Stars!] |
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