Ten "above water" areas of a wrecked ship (presumably, the PCs won't want to investigate the underwater portion of the ship... silly designer, that's probably where they'll want to go first...). Probably low mid levels.
Organization: Not much to say. Generally follows the standard format. The text boxes keep the background and GM info separate from the key.
Clarity: Highlight PLEASE. There's a lot of words here, considering the format, and drawing out what is important, especially in multi-line room descriptions, takes away from the utility. Still, it's one page... maybe I'm too needy...
Usefulness: So you were just at Mollie's Roadhouse? Half a day's ride up river you see the bow of a merchant cog tilted out of the water, resting against a huge rock. It's a "side trek" or a diversion or, maybe, an entry on a "random encounter" chart when traveling the trade road. The main opponent here could be used to great effect, especially if not killed here...
Subjective: Hate the map, but it communicates what it needs to communicate. I'd drop this in a sandbox or, as I noted above, maybe in a random river encounter chart. I can't imagine spending much more than an hour (real time) here, probably less (though those pesky players have a tendency to . I like the main opponent. I like the special rules (slippery deck).
Affiliate link to the 2009 OPD Compendium
Artists I Like: Joe Vaux
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This artist is apparently a director on Family Guy. That's fine. I don't
care about that. I just love his paintings. And looks like I started loving
them...
1 hour ago
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