By Joseph Robert Lewis Dungeon Age Adventures OSR Levels 1-3
Today an enchanted flying ship, the Desert Angel, will attempt to cross the uncharted Great Sand Sea. The Vahid Trading Company has convinced enough merchants to fill its hold with silks and spices, as well as some other strange odds and ends. But Master Vahid is very worried about the safety of his new ship and crew, as well as the cargo. He is looking for trustworthy mercenaries to provide security on the Desert Angel’s maiden voyage. Payment upon (safe) arrival!
This 25 page adventure is a delightful little railroad as you cross the desert on the trans-desert flying ship route. It has about fifteen locations/events to experience. Well organized, well written, interesting encounters that, for being arrayed like a railroad, give the party as much freedom as possible under the circumstances. A fun little romp.
So, camel caravans no longer! The first flying transport ship is ready to sail across the desert in record time, three days instead of three weeks and three times the cargo! And it needs some mercenaries to ensure it makes it and the cargo stays safe. Enter our level one caravan guards. Now, this is a caravan assignment I can get behind! It’s not just that it’s fantastic, but that it FEELS like something that will appeal to the players. I’d play it up all Trip to the Moon style, or at least the Tonight, Tonight version of it. A brass band playing. The mayor and town worthies in their finery. Dudes holding ropes to keep it down, banners and pennants, a key to the city presentation … that should appeal to the party! It is on donkey kong!
The adventure is laid out with a brief (very brief) description of the ship and a very simple sailing system; roll a d6 and add/subtract a few modifiers. Captain Alive? +1. Quartermaster alive? +1. Ship damaged? -1. Pretty easy. Then comes a few NPC’s. Captain, crew, merchants. Just a little note on their appearance and another on their mannerisms, in a format that’s quite to easy to follow and scan. If they have a secret then there’s a bolded SECRET section. Quite nice format and the NPC descriptions are interesting, evocative, and easy (and fun!) to imagine. And, really nice use of triple column layout. It gives lots of room, is easy to scan in the font size used. Good use of breaks, bullets, whitespace, sections … JRL has this format thing down. I’m not saying that this is the ONLY way to format an adventure, or even the BEST way, but it certainly does what it needs to do. Good job JRL!
The ship is sailing across the desert to another city, so, it’s a railroad. Kind of. The captain mostly listens to the party and what they want to do. So the party, or a sailor, will generally see something from the ship and then they can decide if they want to stop the ship or not. There are a few events and/or “random” encounters for the ship as well, but, for the most part, the party gets to decide if they want to stop at the huge pyramid made of solid gold. So, as much freedom as possible given that it’s a journey from point A to B.
Speaking of that pyramid … it’s got a mummy inside. The walking, talking kind. And, she doesn’t fuck the party over unless they steal or lie. Nice lady, except for the dessication. The party can actually recruit her to join the ship; she’s interested in seeing the world. Another stop has an old hermit lady who wears a mask. She can cast warp wood at will, which can repair the ship. Yeah! She worships an elder abomination … but isn’t fussy/forceful about it. Wanna learn more? That mask hides a mouth full of tentacles; you’ll need a kiss. So … she’s a little crazy, but not in an evil way. And that comes across in an easy way, without mountains and mountains of text.
Descriptions are great, short, terse and evocative. There’s a decent amount of interactivity, mostly from character interactions on the ship and some puzzle type things (like a laser trap in the pyramid … solved, in one way, by fucking with the white crystal at the top of the pyramid, for example.)
It may be a bit heavy on the die rolls are times … or, maybe, it just seems that way. There are a lot of sailing checks to be made, to avoid hazards, and so on, and that can feel a little heavy sometimes.
Otherwise, this is a nice solid little adventure. It’s as close to pick and play/zero prep as I think you can get. A quick scan of the intro page and you’re off! It’s a credit to the organization and writing abilities of its designer.
This is $2 at DriveThru. The preview is twelve pages and shows you the ship, the NPC section, and several of the encounters. I encourage you to check out the NPC’s on page 9 of the preview and the Day 1 section, with two encounters, on the next page. They are a great example of the formatting and writing style used throughout. Nicely done.