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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
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...
Published on January 14, 2004 by bragi1

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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
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...
Published on December 20, 2001 by duke13630


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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
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"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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This product

Thieves Island
Thieves Island by Darryl See (Paperback - May 1, 1996)
$11.95
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