Shipwreckers and Sailors Tides and Treachery Caverns and Cutthroats but mostly...
GOLD!
First it drew men over the mountains to the desolate coast. For a handful of nuggets, they crushed goblins. For a bag of coins, men were doomed to a watery grave. And now to find its source, brave men enter the endless caverns.
SHIPWRECKER
Gold and Glory, this was the promise when you were hired. Now as you gaze into the dank mouth of the tunnel does the gold glitter a little less? Does it matter that beyond this portal lie uncharted caverns, the remnants of the goblin hordes, mysterious monsters, and finally, a pirate stronghold?
SHIPWRECKER is a fantasy roleplaying module for three to six players from fourth to seventh level. Suitable for use with all popular roleplaying systems including Advanced Dungeons and Dragons
This is a solid adventure featuring a detailed town, a goblin cave network, and a pirate hideout. However, there is a lot of padding with details that I really didn't care about, like the fact that certain houses in town that the party will never enter were built 30 years ago, hold 16 families each and have nice wooden stairways joining to porches and you get the idea. There are some imaginative traps in here, and some surprisingly tough monsters given the level range. But what I really wanted was a PIRATE adventure. You know, "Tides and Treachery" just like the back cover promises. Instead you get pirates just hanging out like any other group of bandits waiting for the party to come clear them out. Still, the plot fits my current campaign like it was meant for it, so I'll attempt to turn so-so into rockin' if I can.