This review covers the third of the free “Original Adventures”
series that Wizards of the Coast distributed to support D&D 3.5.
Robert Wiese's Wreck Ashore is designed for four 1st-level characters
and requires the three core D&D 3.5 rulebooks or their
equivalent in the Pathfinder RPG (Core Rulebook and Bestiary). WotC have issued a re-release through DriveThruRPG, for $0.99.
The adventure is just an 11 page .pdf, with one page given over to a
black-and-white map and illustration and the last presenting a short
biography of the author. But Wiese manages to load this little document with a surprising amount of
content.
Let's start with the map – or as it turns out, maps. The
monochrome graphic turns up on page six, detailing a location with no
encounters that has been included purely for the purpose of building
atmosphere. Wreck Ashore's real map, covering a small swampy
peninsula and the busy port town of Seawell, is described in the
first two paragraphs of the module: it's Florida, shrunk down to fit within a 2,500 square miles box. Perhaps some people consider this a
cheap trick, but I like it. Aside from the advantage of controlling
cost on the product, the technique is a good one to pass on. There's
also a prompt to research the flora and fauna of the Everglades
National Park if more realism is desired. (If you can't lay your hands on one better, an excellent topographic map of Florida is available at
Wikimedia Commons.)
As the default starting point of the adventure, Seawell gets a very
functional description, laying out what it can offer in terms of
adventure hooks and assistance but skipping descriptions of
particular characters. The town is not in great crisis, with a
well-trained militia to defend it from raiders. However, three ships
have been lost on the other side of the peninsula and going off to
look for them is a fine job for reckless bravos in pursuit of
adventure. Of the three hooks Wiese provides, his most interesting
is putting the party on one of the wrecked ships and running the
module in reverse.
Wally welcomes you to the peninsula. |
Wreck Ashore's main adventure location is the peninsula. There's a
short section on the ecology of the area and notes on movement, plus
five example encounters with denizens of the wetlands and a reference to
the appropriate charts in the DMG for for additional random
encounters. The five examples are advice on how to use normal
animals in the game, rather than “specials”, explaining how these
creatures would be encountered and under what conditions they would
fight. Unfortunately, the statistical information in this section
appears to have a couple of typos. (For anyone running Wreck Ashore,
I recommend giving the creatures in A5 and A6 the average hp
from their hit dice in the Monster Manual instead of what is listed
in the module.) There's also a short note on what lizardfolk might
be doing in the area. However, this isn't a mandatory route for the
party unless the DM insists, so Wiese has included a brief section
about taking a ship around the peninsula instead.
The other three sections of Wreck Ashore detail the area where the
ship wrecks have occurred. Firstly, the hazards and possibilities of
the general area are detailed in “A Bad Neighbourhood”. The
encounters here are well thought-out, though they do contain quite a
bit more treasure than I would expect. If the PCs have to go through
the peninsula, then the overall threat to reward ratio is about
right, otherwise they are getting off lightly. There are also two
sites within the bad neighbourhood, one of which gives the players an
insight into the lives of the victims of the piece and the other,
naturally, details the villains. I found the former section on the
victims to be somewhat affecting even when doing a comfortable read
of the module, and it could be quite dark when presented by a skilled
DM. The description of the villains' lair covers the daily routine,
along with special preparations that might be made if the PCs tip
their hand, and some notes on how the party might handle such
dangerous foes. Unlike the treasures in the perimeter, the loot in
the villains' lair feels about right, and some of it would be quite
difficult to carry on the return trip to Seawell.
The concluding sections are short, but one point is striking. When
discussing expanding the adventure, Wiese devotes half his time to
how the DM might expand on the adventure and the other half to how
the DM might respond to the players taking an interest in the
location. This balanced approach is a fine example.
My rating is
5/5. This module is far better
than I expected from a free product. It is versatile and informative
for the DM, and rewards thoughtful play more than “hack and slay”
routines. (In fact, trying to just bull through Wreck Ashore will
probably result in heavy casualties.) I would recommend it to just
about anyone looking for a module – the only possible exception
would be a DM who is also playing their first game of D&D or Pathfinder.
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