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The Wreck of the Venerable Drake

The Wreck of the Venerable Drake Capsule Review by John Wray on 30/07/01
Style: 4 (Classy and well done)
Substance: 3 (Average)
Superb presentation, unusual setting that will catch your players' attention, and a story that can serve as a single adventure or lead you into a much richer road. A must have if you wish to expand the Freeport series of adventures.
Product: The Wreck of the Venerable Drake
Author: Douglas Sun
Category: RPG
Company/Publisher: AEG
Line: d20
Cost: $2.99
Page count: 16
Year published: 2001
ISBN:
SKU: Stock # 8330
Comp copy?: no
Capsule Review by John Wray on 30/07/01
Genre tags: Fantasy
The Wreck of the Venerable Drake, by Douglas Sun, continues AEG's line of mini modules and does it quite well. This adventure doesn't try to be something along the lines of an epic adventure which has sometimes laid low some of the other mini modules. The simple and straighforward manner in which the players get involved in the story can lead to some interesting and multiple results.

The cover design with its seafaring font and aged drawing of the shipwrecked Drake surronded by a deep blue background is the perfect example of less is more. I really took notice of the cover in the store as a first class product.

The DM background is very well detailed and simple. There is no wasted space here, folks. The players are sent to a shipwreck to retrieve a chest of a local merchant. Instead of a dungeon, the characters explore the four levels of a shipwreck in search of the chest only to find that someone else is guarding it. Get those swim skill checks out. I don't want to reveal more than that as not to spoil the game for would be players, but I enjoyed the double-layering this little adventure had. In fact, depending on some of the choices the players make, there are five possible outcomes including a court room trial of the DM's own devising. Not bad for $2.99.

If your game hasn't delve into the sea life of roleplaying or you are in need of an above ground adventure, this module can open up many directions for your group. Case in point, I shall be using this story with my Freeport campaign. Fits perfectly as either a prelude or in between Freeport adventures.

The map of the ship is done very professional with full details of crew's beds, chairs, crates and barrels included.

The layout is well organized and easy to follow. The game could easily be played in a single gaming session.

My only minor complaint is that that due to the high detail of the ship maps, there was no dimension grid. The DM intro says the ship is 50 feet long, but no mention on how wide it is and so you are left to guess the dimensions of the rooms and corridors. It becomes important in such tight places. In regard of the crew's quarters, some of the PC's will have to wait outside in the hallway. While a grid overlay would have been diffcult to see with the detailed map, a simple ruler along the bottom and side of the pages would have sufficed.

The second issue is that there is a new magic item that could come into play. It is not a particularly inspiring item, however, it could prove dangerous. It will need a DM's touch of adjustment if the players do run across it and decide to keep the item. It could overpower future games without including some of the suggested unpredictable results mentioned in the description. However, withing this adventure, this item could be used to interact with some of the other characters they will meet in a varied number of ways. As I said, this adventure could be played straight and to the point without the feeling that you are missing something, but has the potential to lead you into an in-depth and grand storyline if the DM chooses.

I have noticed the latest batch of mini modules contain more detailed maps than we have seen in the past, in fact, a competing publisher of mini modules have now introduced color maps, while eye catching, can be a problem if you are photocopying. Ah, that's why we have scanners, I suppose. However, I have never found the need to photocopy maps as they are ususally placed in the center of the book for easy reference.

This is a nice piece of work. Mini adventures are akin to poetry. To involve the players into an intriging storyline within a short descriptive narrative for three bucks is a true example of gaming at its budget-minded best!

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