Suffers greatly from formatting and coherence issues. The doc is full of spelling mistakes, supplies no real hint or incentive to get adventures started, doesn't give DMs any flavour text to read out, and if you do read it one sentence contradicts the one before it an annoying number of times. This isn't really "an adventure", it's some maps.
For example: "Sometimes ships stop in Sutton to replenish or take shelter during storms but otherwise not a lot of people visit. Ships mostly avoid Sutton because of the nearby water elementals making it difficult and dangerous."
So you read one sentence, but then you read the next and they're in direct contradiction. It also doesn't really work because how could a ship stop there when there's no harbour on the map? They'd just be beached.
The adventures don't tell you who knows what or who can really provide you info but instead provides ideas of multiple reasons why something is happening... this is good and bad. Good because it provides some flexibility to mesh with your universe, bad because it means you have to work out all the details ahead of time and if you're going to do that, you're just writing your own adventure and thus don't need this.
If you're looking for an adventure to run you have far far better choices (Rosewood Hollow is a great one) as this isn't anything close to a fleshed out adventure and I can't recommend it and will be deleting it.
|