If there is a single sentence that defines how Isle of the Rat Wizard is written and meant to be used, it is this:
Maybe the bridge is worn and once the PCs and ratlings are fighting, it begins to collapse or break apart?Maybe.
The DM decides.
Isle of the Rat Wizard is about options. It is effectively a mini sandbox. The players have a goal (get off the isle) and an offer for help if they help the small settlement in return, but that's it.
There is no script. There is no hidden flow chart.
NPC, monsters, locations, items, random encounter charts (and a random weather chart) and "go!"
From what I've read so far, the mini adventures in the Far Away Land series of adventures are episodic, with each adventure it's own little sandbox.
Isle of the Rat Wizard is 7 pages long, 5 pages when you remove the front and back covers. Priced at Pay What You Want.
From the blurb:
A mysterious island with a big skull shaped mountain. A jungle full of ratlings. A crazed ratling wizard with a magical amulet. A town who needs heroes. Are you up to the challenge? Isle of the Rat Wizard is the first module in a series of Far Away Land RPG mini-adventures.
This mini-adventure module is designed to be a primer for GMs. Each of our mini-adventure modules provide a history and context for the adventure as well as location descriptions, maps, weather guide, wandering monsters, NPCs, items/treasure, and a list of adventure ideas and scenarios that can be played out during the adventure. Isle of the Rat Wizard is 5 pages and full color.