Each PDF is laid out professionally and attractively, and sports 3-5 pieces of really high quality art.
The Indulgences
Mysteries of the Razor Sea (8 page pdf) by Nick Logue is, mostly, an adventure of dark maritime horror for first level characters called The Tale of the Seabear. It's a ghost ship, and these ghosts are a lot more than just undead critters to be hit with a sword till they go away. It winds up with a couple pages of other adventure seeds that run the gamut from syphilitic pirates to living icebergs to a variety of other semi-routine-seeming naval problems that go bad quickly. ELs vary from 2 to 12.
I really like this adventure and give this Indulgence an A. I perhaps would have preferred the adventure seeds to center more around the lower ELs, since they are being bundled with a level 1 adventure - but what the heck, sandbox play means you can still use them, the PCs just have to flee screaming.
Still Waters (16 page pdf) by Richard Pett is an adventure for 6th level PCs. This one goes through a coastal swamp and brings the adventurers into contact with a plantation staffed with members of the native tribe, the Tulita. People have been disappearing and the PCs have to find out how and why. Let's just say Dajobas the Devourer, shark god, is involved. There are two new monsters included with full writeups, the karikanti (gator man) and slough shade (swampy undead). You could use this one even with non-seafaring adventurers.
This one reminds me of a Call of Cthulhu adventure. It's a B+, but you can turn it into an A by stertching it out more - there's a lot of good hardcore stuff in here but it's a little too compressed together. With this raw material you can easily expand to a full night's gaming.
Shrine of Frenzy (14 page pdf) by Brendan Victorson and David Posener is an adventure for 7th level PCs. This one also features the Tulita, but in their natural environment and not as slaves. It can be used as a direct sequel to "Still Waters." The PCs investigate strange goings-on in the Cove of the Dead Sea God and a watery dungeon. If they thwart a cleric of the shark god (aka a Dalang of Dajobas, fully described in Wave One but statted up enough to use here) they have some decently easy fights - if they don't thwart him in time, a really quite gruesome ceremony takes place and they get to fight a Spawn of Dajobas. The Spawn is pretty cool, it's like a shark made out of shark teeth with an orb of annihilation in it.
I like that the ending isn't scripted; the PCs can thwart the bad guy - or not, and have a bonus tough (but not impossible, CR 11) fight on their hands. A solid A.
The Warriors' Way (7 page pdf) by Nick Logue talks about the Micronesia-inspired Tulita tribe, mainly their art of warfare. It's very flavorful and inspired by their seaside life and worship of Pele the volcano goddess; they have weapons made from conches and shark teeth and bracers; twelve feats named things like "Dance of Ruin" and "Tsunami Strike", and several replacement monk powers like "Crashing Wave" and "Pele's Heart." There's also a new basic attack, the throw, usable when in a grapple. It's like a trip but you can send them 5 feet per +1 of STR bonus.
These are nice but could use a little rulesmithing. Throw, for instance - pretty much any fighter with a boosted STR can throw a guy thirty feet! I'd tend to make it "5 feet per +2 of STR bonus." But they are inventive and very flavorful. I give this one a B.
Conclusion
This Wave is better than the first, and who can argue with well crafted adventures? Though they complement a Razor Coast campaign very well, I think the content here is usable in just about any campaign as Side Trek style adventures. And the Tulita article shows how you can make a fitting, memorable, different style for a group of natives that's more than just "they have spears!"

