RPG Resource: Click here for home page
 
 
Main Menu
 What's New
 Reviews
 Genre Resources
 Master System List
 Complete Product List
 Shared Campaigns
 Community Content
 General Resources
 Game Companies
 Journals
 Inspirations
 Board & other games
 Copyright Statement

Search



Dungeons & Dragons 3e: The Sea Witch

The Sea Witch

Time to deal with a pirate... a notorious one (of course) called Black Molly whose crew of ogres and other neferious degenerates has a reputation for cruelty and who has now captured a pivotal lighthouse serving a populated and heavily-travelled coastline with the aim of extorting a large payment to keep the light lit so preventing seafarers from crashing onto the rocks!

Likely to make a good side-trek adventure (unless you have a particularly nautical twist to your campaign) three hooks are provided, any one of which ought to get the party involved. Further developments, if you require them, can be drawn from what Black Molly is really up to and investigations of underwater caverns and wrecks... provided the party doesn't object to getting wet.

An area map and plan of the lighthouse are both provided (originally published in the Map-a-Week series on the Wizards of the Coast website), and there's a detailed description of the lighthouse and what is to be found there. This of course includes members of Black Molly's crew and the pirate captain herself. It appears that the crew's sole reaction to intruders will be to fight them, and while no other option is explicitly given for Black Molly, given the detail provided on an item she is looking for coupled with the total absence of any clues for the party to find about it, you may wish to have her attempt to enter into conversation so you can at least have the party share a potentially interesting tale, particularly if you plan to develop the adventure further.

With a nicely-developed lighthouse, potential for further adventure and, well, PIRATES, what is there not to like?

Return to The Sea Witch page.

Reviewed: 11 May 2016