Thieves In The Forest

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.
 

log in or register to remove this ad

Warning! Spoilers Below! Read at your own risk!

I bought this because I saw a lot of people raving about it on message boards. I also broke my pattern of only buying AEG modules this one time, but in the end, it was worth it. My players sure are happy...

GOOD: Simple yet effective. It's obvious there's thieves inthe forest, but it's the interactions that make it more fun. So much to do, it's hard to keep the party on track. We've got a Harpy, an Ogre, and an Owlbear mystery... The best part, though, was the pure strategy in infiltrating the temple. I had used a printout of the map, edited it a bit, and used it like a strategy game to take out the thieves before the pary was seen.

BAD: If you use the scale on the map, the forest is HUGE, and it takes a lot of time, so you find yourself with nothing to do while out in the forest and have no encounters really planned.

OTHER NOTES: Contrary to what Atlas' website says, I left the thief leader's intelligence at 22, simply because it made him even more dangerous (I'm usually good at playing villains by their Int). He actually captured the PCs, after they had wiped out nearly all of the other thieves (except the Ferret Trainer, who they let go after offing the leader). It was very difficult for the PCs to finally win, but when they did, the Players announced something that took me off guard. "We're going to clean this place up and use it as a headquarters. No one but the theives have found it til now, so why not put it to good use?" Stunned, I agreed, since it was a great idea. It's planted in the middle of my campaign, so they can return to it when needed.


RECOMMENDED!
 

Thieves in the Forest by John Nephew
Year Published: 2000
# of 8.5”x11” pages: 24 plus color fold out map
MSRP: $8.95

*** REVIEW MAY CONTAIN SPOILERS ***

NOTE: Theses guys are one of the worst offenders for BIG FAT MARGINS of whitespace at the edges of the page –this adventure could easily be downrated to 20 pages or less if they had respectable margins and the NPC’s/Monsters comprise a good 50% of the remainder of the space in big gray boxes.

To comment on the review by Thundershot: You mention that the adventure was so good because of all the interaction. Now, I am not against you for saying that but I think you should step back and think of what created all that fun interaction……You did. This adventure does not have flushed out NPC’s by any scrape of the imagination. There is a bunch of stat boxes with minimal description, some bad maps and a rough outline linking them. The only reason you can call this great is because you did a phenomenal job of Dming this adventure. Beginning Dm’s will crash and burn when they try to run this – I suspect most will not even try because it is so hard to grasp as a tangible adventure. Do we really need a paragraph that tells us that the fish caught in the local river is served with onions and garlic and is served with hard-boiled eggs and that the beer tastes like molasses!!!

Basic plot: See the title of the adventure

High Points: none –maybe the combat map because I still use it.

Low Points: really basic plot, my players really knew where the thieves were right away. Maps were unprofessional – I am surprised because I have MUCH better stuff than Atlas Games. Many d20 publishers have subpar maps and I think they should spend more time in this area.

Neat Things: pull out color map for combats was nice.
 

The first bad thing about this book is the excess space/margins this book could have had almost half again as much content if they had made good use of the page. This layout is about the worst I have seen to date.

The second bad thing I noticed was the fact that there was nothing interesting about about this whole module. The theives could have been in the desert and nothing in the module would have had to be changed.

I wouldn't even recomend picking this one up out of the used dollar bin.
 

I wasted close to 10 hours of my life on this sack of garbage. Don't buy it. CRs are very off, knicknacks are annoying instead of interesting, and my party was nearly killed,

[spoiler buffer]









by the wererat when we went to one room out of order. One room had the low-powered boss with a horde of silver weapons that could only be used to kill (wait a minute) his friend, the wererat. The wererat, by the way, was completly immune to all nonmagical, nonsilver damage. Even a critical sneak attack for 25 damage didn't phase him. Maybe the DM was just crappy, but he was obviously disgusted as well. A Harpy (CR5 says the Monster Manual) that enslaved my entire party was an excuse for only CR2 XP. So says the adventure. If I were allowed to rate this a zero or negative number, I heartilly would.
 

Working from a secret base deep in the forest, a band of thieves has struck fear into the heart of Brandon's Bridge, the little village at the crossing of the Azure River. But now a band of heroes has come, seeking glory and adventure - heroes that might just be up to the challenge of driving away the Thieves in the Forest. Thieves in the Forest is a beginner-friendly, introductory adventure for the D20 System
 

If this review seems short its because this board has eaten two more detailed reports! The review is from a players perspective; my group ran this module as a warmup to 3E. Onward, and a warning of SPOILERS below.

The Setup: The module begins with a town. The townsfolk are plagued by a group of bandits, they humbly beg your party to search the nearby forest and put an end to this problem. You probably guessed as much from the modules title.

The First Problem: The forest (supposedly) has many interesting encounters. The modules plan is (supposedly, again) that the players will wander around in the forest, have some small adventures and then discover the Bandit Camp and there have a climactic battle. Unfortunately, there are about 50 reasons inherent in the module design which will cause the average party to head directly for the Camp and thus short-circuit nearly the entire adventure. Thats what happened to us; and as a result we probably got 5 hours of playtime out of this product. If our luck here was a freak occurance I'd be more forgiving, but seriously, I dont see how most parties can *avoid* immediately discovering the location of the Camp.

The Second Problem: Because of the aforementioned First Problem, we didnt get to do all of the encounters. The ones we did do were inventive and strange, but also pretty disjoint. They are so quirky that any given DM is going to want to tinker; our DM removed the Jelly encounter as "too cute" for example. Really, its a matter of focus; because the non-bandit encouters dont have much theme or cohesion, therefore the module seems to lack focus. I just noticed that Atlas also did "En Route", the feeling I got was that "Thieves in the Forest" is an unannounced prequel to that offering; it probably best to cut up the material for use in bits and pieces in another campaign rather than trying to play it out as a single rambling adventure.

The Third Problem: A couple of the monsters are very difficult for low level parties to deal with. The WereRat was mentioned in another review; we also had the problem of not finding the silver weapons before meeting him. Our party had to burn the poor guy to death with flaming oil while the Sorcerer Dazed him over and over. We had a Magic Weapon'd sword ready also which might have done the trick as well. Anyway, there are plenty of ways to deal with the WereRat if you are expecting him but if you are not then he's the sort of surprise that can wipe out a party. The Harpy is another problem. The townsfolk were happy to tell us about her so we, again, were prepared. But since she flies, she's almost impossible to kill. As soon as she realized we were a threat to her she just flew away and there wasnt much we could do about it. A flying monster and a monster immune to normal weapons are an odd choice for a 1st level adventure.

Party Vote: Our group didnt hate this module, but we came away seriously unimpressed. For contrast, we played Sunless Citadel right afterwards and enjoyed the heck out of that. When we get together and chat about fun or memorable things that happened, its always about "Sunless Citadel" or "Forge of Fury", never "Thieves in the Forest". And that pretty much sums it up; theres a lot of great material out there for starting your adventurers out, but "Thieves in the Forest" isnt it. Pick Freeport or the Citadel or something else thats hot and enjoy yourselves.
 

"Thieves in the Forest" may not seem like much, but for an introductory adventure, it's not a bad place to start a 3rd edition campaign.

It's a very simple adventure....find the thieves and stop them. Not much to it or this module. But's that's OK. For people that haven't played with the 3rd edition rules, this a good adventure to get your feet wet with. The encounters are more than enough to challenge 1st level characters, and the Thieve's base of operations does contain some interesting challenges.

PROS: The fold out map of the Thieve's hide out is a nice game aid.

CONS: Simplistic artwork doesn't add much to the module. Could have used some follow-up adventure suggestions

All in alk, I would recommend this product to someone who is starting a new 3rd edition campaign
 

"Do we really need a paragraph that tells us that the fish caught in the local river is served with onions and garlic and is served with hard-boiled eggs and that the beer tastes like molasses!!!"

Yes, frankly. It is those kind of touches that can make an adventure great.
 

Remove ads

Top