I really enjoyed running this module, trotting out accents and pirate tropes was a great deal of fun. The characters within had clear motivations and there was excellent opportunity for roleplaying. I love a good adventures where players can use a range of skills and approaches to achieve success.
It was by no means linear and catered well to offering choices. It definitely had the feel of an epic bronze age adventure especially with the dramatic ending.
A few niggling points though.
A rough map of the island would be useful to get some idea of distances and geography and make it easier for DM descriptions
It's important to have the maps meet the spell areas. Spells such as sleet storm, for example, have huge areas and small maps make them relatively unusable ... not a problem normally but then including them as listed tactics which don't work aren't particularly helpful.
The final encounter was also very tough - the pirate captain could do insane amounts of damage and was pretty tough to defeat, combined with a number of spell casters (especially after the party had expended resources in the close proximity battles prior to the final one) - there was a bit of hand waving and dramatic licence used.
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