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
Meditations on the classic In Search of the Unknown (Module B1, written by
Mike Carr in 1978) module Adapted To OSR Rpg systems especially The
Adventurer, Conqueror, King Second Edition - Part Four
-
In ACKS II, Level 2 of Quasqueton transitions from a military
fortification to a hostile subterranean wilderness. Wandering encounters
here are not just c...
5 hours ago

No comments:
Post a Comment