Simon Collins
Explorer
Beware! This review contains major spoilers.
Thieves In The Forest is an introductory adventure module for 1st-level characters. It costs $8.95.
Presentation and Production: This is a softcover 24-page module. The front cover shows off some unusual and atmospheric artwork. The back cover introduces the module and outlines its features. The front inside cover contains a basic map of the surrounding area. The back inside cover contains a basic but helpful map of the ruined Temple of the Sun God (the thieves lair). These maps can be downloaded from www.atlas-games.com in Campaign Cartographer form. In the central pages is an extremely dark combat map (squared for miniatures) that must be removed from the modules staples in order to use it (a very irritating feature). The map folds out to A2 size (4 x A4) and is double-sided, showing the upper level of the ruined temple on one side and the lower level on the other. The text is well-defined and clear, making it easy to read. The text takes up about three-quarters of each page in a familiar two-column layout – the edge of each page is bordered by a drawing of one of the temple columns – the pages at the chapter beginnings are 2/3 text in one column only. There are three pieces of internal black & white artwork, unusual and slightly disturbing – Scott Reeves’ work reminds me of John Cobb, who did the artwork for the Ars Magica supplements ‘The Maleficium’ and ‘Pax Dei’.
The Story: The adventure is split into four chapters. Chapter One is the introduction – three pages including a short piece of introductory fiction, some DM guidelines for character level, an explanation of Open Gaming Content boxes and a possible players introduction with three extra alternatives. PCs are expected to catch some bandits who are harassing the local populace. Chapter Two gives an overview (three pages) of Brandon’s Bridge, a hamlet that serves as the PCs base from which to explore – the module provides statistics and a basic background for several of the villagers. The PCs get a chance to interview the most recent victim of the bandits for a clue as to where to start looking for their trail. Chapter Three (six pages) details a number of random and set encounters for PCs as they explore the forest looking for the bandits’ hideout. These include encounters with an artistic ogre, and a wereboar, who may give the PCs directions to the bandits’ lair, dependent on roleplaying. Chapter Four details the thieves’ lair (8 pages). This covers entrance into the lair, giving information dependent on whether the PCs attempt to sneak in or storm the ruined temple, including how the bandits might organise their defence. The rest of the chapter details the rooms of the lair and their inhabitants including a trapped ghoul (the PCs may get trapped in the room with it), a thief with a giant ferret pet, a wererat thief and the bandit leader.
The High Points: Some of the encounters have good roleplaying opportunities. There are a variety of challenges, which seem balanced for the PC level and the rewards seem balanced as well. Some of the bandits have an interesting twist to them. I appreciated the information on how the bandits might see to their own defence rather than being static characters tied to a room description. The quality of the descriptions and the evocation of the setting were above average. I found the artwork to be interesting and relevant and the presentation generally good.
The Low Points: The NPCs tend to be presented in terms of what they can do for the PCs with not enough description of their personality and behaviour. I felt that the module attempted to do too much (present a village base, a wilderness area and a dungeon) in too little space. It would have been better if the module had concentrated on less and provided more detail, or expanded the page count. Though designed as an introductory module, it seemed to me to require development by the DM, a good knowledge of the D20 system, and the ability to improvise as the adventure proceeded depending on the PCs actions.
Conclusion: I feel that this module generally achieves what it was meant to. It is suitable for a group of players new to roleplaying and the D20 system, running 1st-level characters. It is not recommended for the experienced roleplayer, though it certainly contains ideas that could be used by more experienced DMs for inclusion within their own adventures. I am only giving it an average rating because it is fairly linear and seemed to me to be relatively hard work for a novice DM. If you’re a DM with some previous experience of D20 and you want to introduce roleplaying to a group of players, this would be a suitable adventure, as long as you’re willing to put some work into it.
Thieves In The Forest is an introductory adventure module for 1st-level characters. It costs $8.95.
Presentation and Production: This is a softcover 24-page module. The front cover shows off some unusual and atmospheric artwork. The back cover introduces the module and outlines its features. The front inside cover contains a basic map of the surrounding area. The back inside cover contains a basic but helpful map of the ruined Temple of the Sun God (the thieves lair). These maps can be downloaded from www.atlas-games.com in Campaign Cartographer form. In the central pages is an extremely dark combat map (squared for miniatures) that must be removed from the modules staples in order to use it (a very irritating feature). The map folds out to A2 size (4 x A4) and is double-sided, showing the upper level of the ruined temple on one side and the lower level on the other. The text is well-defined and clear, making it easy to read. The text takes up about three-quarters of each page in a familiar two-column layout – the edge of each page is bordered by a drawing of one of the temple columns – the pages at the chapter beginnings are 2/3 text in one column only. There are three pieces of internal black & white artwork, unusual and slightly disturbing – Scott Reeves’ work reminds me of John Cobb, who did the artwork for the Ars Magica supplements ‘The Maleficium’ and ‘Pax Dei’.
The Story: The adventure is split into four chapters. Chapter One is the introduction – three pages including a short piece of introductory fiction, some DM guidelines for character level, an explanation of Open Gaming Content boxes and a possible players introduction with three extra alternatives. PCs are expected to catch some bandits who are harassing the local populace. Chapter Two gives an overview (three pages) of Brandon’s Bridge, a hamlet that serves as the PCs base from which to explore – the module provides statistics and a basic background for several of the villagers. The PCs get a chance to interview the most recent victim of the bandits for a clue as to where to start looking for their trail. Chapter Three (six pages) details a number of random and set encounters for PCs as they explore the forest looking for the bandits’ hideout. These include encounters with an artistic ogre, and a wereboar, who may give the PCs directions to the bandits’ lair, dependent on roleplaying. Chapter Four details the thieves’ lair (8 pages). This covers entrance into the lair, giving information dependent on whether the PCs attempt to sneak in or storm the ruined temple, including how the bandits might organise their defence. The rest of the chapter details the rooms of the lair and their inhabitants including a trapped ghoul (the PCs may get trapped in the room with it), a thief with a giant ferret pet, a wererat thief and the bandit leader.
The High Points: Some of the encounters have good roleplaying opportunities. There are a variety of challenges, which seem balanced for the PC level and the rewards seem balanced as well. Some of the bandits have an interesting twist to them. I appreciated the information on how the bandits might see to their own defence rather than being static characters tied to a room description. The quality of the descriptions and the evocation of the setting were above average. I found the artwork to be interesting and relevant and the presentation generally good.
The Low Points: The NPCs tend to be presented in terms of what they can do for the PCs with not enough description of their personality and behaviour. I felt that the module attempted to do too much (present a village base, a wilderness area and a dungeon) in too little space. It would have been better if the module had concentrated on less and provided more detail, or expanded the page count. Though designed as an introductory module, it seemed to me to require development by the DM, a good knowledge of the D20 system, and the ability to improvise as the adventure proceeded depending on the PCs actions.
Conclusion: I feel that this module generally achieves what it was meant to. It is suitable for a group of players new to roleplaying and the D20 system, running 1st-level characters. It is not recommended for the experienced roleplayer, though it certainly contains ideas that could be used by more experienced DMs for inclusion within their own adventures. I am only giving it an average rating because it is fairly linear and seemed to me to be relatively hard work for a novice DM. If you’re a DM with some previous experience of D20 and you want to introduce roleplaying to a group of players, this would be a suitable adventure, as long as you’re willing to put some work into it.