With Maiden Voyage, Penumbra continues to establish itself as the Best of the Best when it comes to D20 products.
Review Originally Published October 1st, 2001
Penumbra, in my opinion, has been setting standards for quality in the D20 marketplace since their release of Three Days to Kill back in August of 2000. The high quality of Three Days to Kill, In the Belly of the Beast, and The Tide of Years established the line as a premiere source for high quality adventures. As a result, I rushed out to purchase a copy of Maiden Voyage almost as soon as it hit the shelves of my local gameshop.
It doesn’t disappoint.
PLOT
Warning: This review will contain spoilers for Maiden Voyage. Players who may find themselves playing in this adventure should not read beyond this point.
In Maiden Voyage the PCs are hired on as guards for the Albers – a ship which is transporting a murderous sorcerer back to the city in which his crimes were committed (so that he can be tried, convicted, and executed).
But the sorcerer is not the most serious concern which will face the PCs on the voyage: A ghost ship manned by an undead crew sails the waters through which they will be passing. Placed under a terrible curse, the crew of the black-sailed vessel are forced to seek out other helpless victims, dragging them beneath the waves. Only when the curse has been passed on in this fashion will the former victims be free of their earthly damnation.
Over the course of four days at sea, the PCs must deal with murder, mutiny, and undead – each in turn, and often all at once.
STRENGTHS
Chad Brouillard, the author of Maiden Voyage, has built his adventure off of the structure created by Mike Mearls for In the Belly of the Beast. (See my review here.)
First, he provides a richly developed cast of NPCs – each with their own desires, goals, and personalities. Then he places them in a self-contained space (thus necessitating prolonged interaction). Finally, he introduces a number of significant threats and/or sources of tension – which are handled through a series of progressive, flexible “Events.”
Add your PCs and let simmer for six to eight hours of gameplay.
In my opinion, Brouillard is not quite as successful in the roleplaying aspects of Maiden Voyage as Mearls was with the roleplaying aspects of In the Belly of the Beast: The dramatic situations are not as crisply defined; the overall flow of events is not as smoothly handled; the lines of tension and competition in the cast of characters are not as clearly developed.
But if the jewel lacks some slight polish there, it makes up for it through superior action: A potential crew mutiny; a conniving, sorcerous murderer; a murder to solve; a foundering ship to explore; and undead to fight all combine to make this a highly memorable adventure.
WEAKNESSES
I have nothing to comment on, really, beyond a few minor nitpicks:
1. The text of the OGL boxed text is printed on a background which is slightly too dark. (I have been lead to understand that this was an unfortunate printer’s error. It is not a serious problem unless you’re playing the module in dim lighting. And, even then, you shouldn’t have too many problems.)
2. I would have liked to see a slightly more complex ship design – both for the Albers (the ship the PCs are on) and the Sea Maiden (the ghost ship). Having more rooms, nooks, and crannies on the Albers would have allowed for a greater sense of “people meeting in dark corners”, IMO. Similarly, having a more complicated exploration of the Sea Maiden would afforded opportunities for far horror and suspense in that section of the module.
3. The adventure is advertised for 1st to 3rd level characters. The nature of this adventure actually lends itself very easily to scaling for higher character levels, but this is only dealt with in a perfunctory manner within the module. I would have liked to see more specific guidelines laid out (a la Dungeon Magazine).
CONCLUSION
Maiden Voyage is excellent, and its extremely portable nature makes it an excellent filler adventure: If your PCs need to get from Point A to Point B via ship, then Maiden Voyage is perfect.
Style: 4
Substance: 5
Author: Chad Brouillard
Publisher: Atlas Games
Line: Penumbra
Price: $9.95
ISBN: 1-58978-003-5
Product Code: AG3206
Pages: 42
After the last 20+ reviews — which were all published in May 2001 as part of Justin Bacon Review Week at RPGNet — we have now skipped forward to October 2001. There might be a lesson in there about burn out and necessary refractory periods after pushing yourself to a climax, although I think what actually happened was I had a bunch of theater shows that were distracting me from RPG stuff for a while. As is often the case with my reviews, what motivated me was a book that truly got me EXCITED. I like sharing that excitement.
As far as I can tell, Chad Brouillard, the author of Maiden Voyage, only wrote two adventures — both for Atlas Games — and then never published anything else. Which is really too bad, because Maiden Voyage is great. (I’ve somehow never read Chad’s other adventure. I should go and do that.)
In truth, Maiden Voyage is one of the most important adventures I’ve ever run. This is for entirely idiosyncratic reasons, but it was exactly the right module that I ran at exactly the right time to have a really outsized impact on how I prepped and ran adventures for many years. Truth be told, if you’ve read So You Want to Be a Game Master, then you’ve already been touched, albeit indirectly, by this lovely adventure.
And it really is the perfect adventure for dropping into literally any D&D sea voyage.
For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.














