By Sean Liddle
System – Unknown
Level – Unknown
You and your friends are in deep trouble. Children of respected knights of the realm, you’ve been slacking away and causing trouble. Thankfully the King and his people respect your families and you haven’t been banished, or worse. Now you must travel down the southern coast to investigate a long standing rumor of a missing shipload of treasure from one hundred years past. You will visit hidden port towns, island enclaves and see sights you’d never see from your boring northern stone city. Pirates, sea monsters, a mystery to solve and wealth to retrieve for your king and country to help fund a coming war against the Drow. It’s time to search for the Lost Colony.
This 43 page adventure involves a sea voyage to various ports while looking for a lost treasure of old. It is linear and almost incoherent in its stream of consciousness style.
There are no stats. There are no credits. There is no game system mentioned. There is no introduction to speak of, other than a “this is the first in a line of adventures and we will expand some areas in others.” Everything is in a single column. A cursive font is used in places, making vast portions nearly unreadable. Other interesting font choices seem to fight the reader to be clear. All of these choices combine to make it VERY hard to read the adventure, let alone use it at the table.
The writing is mostly stream of consciousness. Linear, events, and encounters all mixed together in single paragraphs, without a traditional room/key format. It’s as if this is an outline, or you were sitting in a bar after three drinks and describing an adventure. The first 28 pages are the sea voyage and the various ports visited, rumor tables, and merchants to visit, along with a couple of encounters that the DM can use to “keep the adventurers on their toes.” Like giant Crabs coming out of the water and snagging a womans children. Multiple paragraph read-alouds, you visit three or four cities and then end up in a forest on page 28, ending on page 33 before the maps start. The main encounter, a dwarf vault, is on one page in paragraph/conversational form.
I don’t even know where to start with this. It is as incoherent as it can possible be and still be legible. This needs a formatting, bad, for readability purposes. Once that’s done then the conversational writing style could be addressed.
This is $1.75 at DriveThru. The preview is perfect, showing the first six pages. The cursive font. The long read alouds. The stream of consciousness writing on page five for the events. It’s quite representative for what you are getting. I encourage you to check it out.https://www.drivethrurpg.com/product/181092/Southern-Coast-Adventures-LC-1–The-Lost-Colony?affiliate_id=1892600