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Thieves Island
 
 
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Thieves Island [Paperback]

Robin Marks (Author), Darryl See (Author)
3.5 out of 5 stars  See all reviews (2 customer reviews)

Price: $11.95 & eligible for FREE Super Saver Shipping on orders over $25. Details
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Book Description

May 1, 1996
Thieves Island is a self contained Riddle Rooms adventure for a game master and 3 to 8 players. You must work together to overcome the island's many riddles, puzzles, fights and traps. Sharpen your swords and wits and bring plenty of imagination and the treasures of Thieves Island will be yours!

Product Details

  • Paperback: 96 pages
  • Publisher: Cloud Kingdom Games (May 1, 1996)
  • ISBN-10: 1928807038
  • ISBN-13: 978-1928807032
  • Product Dimensions: 10.8 x 8.3 x 0.3 inches
  • Shipping Weight: 8 ounces (View shipping rates and policies)
  • Average Customer Review: 3.5 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #7,923,875 in Books (See Top 100 in Books)

 

Customer Reviews

2 Reviews
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 (1)
4 star:    (0)
3 star:    (0)
2 star:
 (1)
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Average Customer Review
3.5 out of 5 stars (2 customer reviews)
 
 
 
 
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1 of 1 people found the following review helpful:
5.0 out of 5 stars Great adventure for a d20 campaign, January 14, 2004
By 
"bragi1" (New Orleans, LA) - See all my reviews
This review is from: Thieves Island (Paperback)
I used the adventure in my Forgotten Realms campaign and all of the players had a blast. It was very easy to convert to d20 and the riddles are difficult enough to challenge the players without being too hard to figure out. It has a good mix of fighting encounters, role playing oppertunities and puzzles. I would definately recommend this over many of the other published adventures.
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1 of 2 people found the following review helpful:
2.0 out of 5 stars Seems like a first story adventure, December 20, 2001
By 
duke13630 (houston, tx United States) - See all my reviews
This review is from: Thieves Island (Paperback)
This adventure is full of puzzles and the storyline idea behind it can easily be beaten with a DM's creative mind or using a free mini-game storyline from a link or magazine. The whole comcept is very "cliche" with spinx, crags on the beach. The items dont makes much sense for players to figure out unless it is trial and error. ie: they find silly putty which about 4 maps later must use it on a sign to store its lettering so that they dont forget due to the "forget" spell on the sign. Feels like a video game where you must try out every single found item on each clue just to figure out the combination. Out of the whole 3 book series, this is the weakest.
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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
starting hex, puzzle point, magic scroll
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Old Stone, Gold Pieces, Mirror Monster, None Location, None Value, Puzzle Points, The Old Wall Location, Three Headed Monster, Special Attack, The Unicorn's Forest, Magic Missile, Starting Hex, Item Use Value, Items Use Value, The Underground Lake, Unicorn Horn, Gold None, Silly Putty, Troll Bridge, Giant Scorpion, None Special Defense, Number Offense Defense Armor Weapon Life, Dragon Head, Gold Location, Gold Value
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