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Dungeons & Dragons 3.5: Wreck Ashore

Wreck Ashore

This adventure makes a good beginning to a campaign - indeed I've used it that way, with a party who were missionaries for Kord tasked with departing from Seawell, the port that is central to the adventure, to head elsewhere on their mission. Only they had to deal with the situation here first...

The situation is simple: no ships have arrived in Seawell for the past few weeks... and as the place is normally quite a busy port this is a matter of some concern to the locals. The background for the DM explains what has been going on, and a few hooks have been provided to get the party to Seawell - unless, like me, you have something else in mind. The adventure itself starts when the party arrive in Seawell.

To resolve the situation, the party is going to have to slog through a nearby swamp - complete, of course, with the wildlife you'd expect to find there - or take a boat trip to a nearby lighthouse. That's if they can find a boat, of course, and someone willing to take them. There are encounters along the way and both the lighthouse and a pirate camp to explore. By the time all that has done, the party should have discovered what is going on, and be in a position to deal with it.

There are suggestions for follow-up activities, mostly based on the party staying in the port, or - as my lot did - they can get on with other business. It makes a good opening (or early) adventure for a campaign and is nicely constructed with a variety of challenges... and it has pirates!

Return to Wreck Ashore page.

Reviewed: 18 June 2016