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Death in Freeport
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<blockquote data-quote="Messageboard Golem" data-source="post: 2008530" data-attributes="member: 18387"><p>(note: this is a re-posting of my review from rpgshop.com)</p><p></p><p>A Call of Cthulhu Adventure? </p><p></p><p>Death in Freeport was released simultaneously with Dungeons and Dragons 3rd edition at GenCon 2000 by Green Ronin Publishing. When I saw the module in the exhibition hall it took me a few moments to realize it was in fact a d20 module. Initially, I thought it was a Call of Cthulhu scenario. It turns out I was right. It is a Call of Cthulhu scenario, but in the fantasy setting of Dungeons and Dragons. </p><p></p><p>The style of the adventure is strongly in Cthulhu vein. PCs are hired to investigate a mysterious disappearance that reeks with occult under tones. The PCs retainer is a priest of the largest church in Freeport: the Temple of Knowledge. His friend, a church librarian, has been missing and he suspects foul play. Of course the missing librarian has a suspicious history that lends itself to a wide range of occult possibilities. </p><p></p><p>The plot hinges on the missing librarian's past. He was a devout temple librarian who seemingly changed personalities one day. Soon after his transformation, he was kicked out of the church for violating the church's sanctum. No doubt he was reading some Mythos related tomes. Then he disappeared for five years, only to return and beg the church for readmittance, claiming to have no memory of the last 5 years. Things are well and good until a high ranking member of church, who is secretly a member of the Cult of the Yellow Sign, takes an interest in the librarian's missing 5 years. This cult member believes that the librarian was possessed by an extraplaner being, and wants privy to any knowledge of the experience. In pursuit of that goal, the cult member kidnaps the librarian and brings him to a secret temple beneath the city to extract any useful information. </p><p></p><p>A Freeport Campaign. </p><p></p><p>Death in Freeport makes a great campaign starter, although admittedly, I play tested this scenario in my ongoing campaign with higher level characters. The first six pages are devoted to Freeport's history . While it's relevant information, it's not necessary to run the scenario. GMs should find the information useful, however, if they plan to base a campaign in the pirate infested city. It should be noted that Death in Freeport is intended to be the first installment of a series of adventures that take place in Freeport. At the end of the module, some suggestions for further adventures are given that should spark some additional campaign material. On a side note, Green Ronin also provides some free supplemental material on their website, http://www.greenronin.com . </p><p></p><p>Some Notes On Gameplay. </p><p></p><p>If you prefer traditional Dungeons and Dragons adventures, then Death in Freeport might seem a little slow at the outset. There is quite a bit of investigative work the PCs must do before they find the Temple of The Unspeakable One, at which time the adventure takes a more traditional approach. </p><p></p><p>The PCs shouldn't find the investigation to hard to complete. There is a relatively easy trail to follow and limited number of suspects. Even if your PCs fail miserably as investigators, the adventure outlines several ways to help PCs arrive at the secret temple. </p><p></p><p>The temple consists of only seven rooms, and shouldn't take players long to explore. The adventure will climax in the temple's main chamber where the PCs will find the Cult leader and kidnapped librarian. Of course a battle will immediately ensue. GMs should note that this is a very tough encounter. Each of the Cult members have the special ability "death touch," and the possibility for PC casualties is considerable. However, I don't suggest weakening the encounter as it will only weaken the PCs' perception of the Cult of the Yellow Sign. With more Freeport adventures to come, you don't want PCs to view the Cult as a weak or feeble organization. Killing one PC might inject some fear of the Cult into your party that will help create some good tension in future encounters with the Yellow Sign. </p><p></p><p>The Verdict. </p><p></p><p>I definitely recommend Death In Freeport, especially if you're a fan of Call of Cthulhu style adventures. While I'm not a fan of superfluous background information, the six pages of history does help to create a nice campaign setting if your inclined to keep your party in Freeport for an extended length of time. I'm looking foreword to Terror in Freeport (due to ship sometime in November) and continued encounters with the Cult of the Yellow Sign.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2008530, member: 18387"] (note: this is a re-posting of my review from rpgshop.com) A Call of Cthulhu Adventure? Death in Freeport was released simultaneously with Dungeons and Dragons 3rd edition at GenCon 2000 by Green Ronin Publishing. When I saw the module in the exhibition hall it took me a few moments to realize it was in fact a d20 module. Initially, I thought it was a Call of Cthulhu scenario. It turns out I was right. It is a Call of Cthulhu scenario, but in the fantasy setting of Dungeons and Dragons. The style of the adventure is strongly in Cthulhu vein. PCs are hired to investigate a mysterious disappearance that reeks with occult under tones. The PCs retainer is a priest of the largest church in Freeport: the Temple of Knowledge. His friend, a church librarian, has been missing and he suspects foul play. Of course the missing librarian has a suspicious history that lends itself to a wide range of occult possibilities. The plot hinges on the missing librarian's past. He was a devout temple librarian who seemingly changed personalities one day. Soon after his transformation, he was kicked out of the church for violating the church's sanctum. No doubt he was reading some Mythos related tomes. Then he disappeared for five years, only to return and beg the church for readmittance, claiming to have no memory of the last 5 years. Things are well and good until a high ranking member of church, who is secretly a member of the Cult of the Yellow Sign, takes an interest in the librarian's missing 5 years. This cult member believes that the librarian was possessed by an extraplaner being, and wants privy to any knowledge of the experience. In pursuit of that goal, the cult member kidnaps the librarian and brings him to a secret temple beneath the city to extract any useful information. A Freeport Campaign. Death in Freeport makes a great campaign starter, although admittedly, I play tested this scenario in my ongoing campaign with higher level characters. The first six pages are devoted to Freeport's history . While it's relevant information, it's not necessary to run the scenario. GMs should find the information useful, however, if they plan to base a campaign in the pirate infested city. It should be noted that Death in Freeport is intended to be the first installment of a series of adventures that take place in Freeport. At the end of the module, some suggestions for further adventures are given that should spark some additional campaign material. On a side note, Green Ronin also provides some free supplemental material on their website, http://www.greenronin.com . Some Notes On Gameplay. If you prefer traditional Dungeons and Dragons adventures, then Death in Freeport might seem a little slow at the outset. There is quite a bit of investigative work the PCs must do before they find the Temple of The Unspeakable One, at which time the adventure takes a more traditional approach. The PCs shouldn't find the investigation to hard to complete. There is a relatively easy trail to follow and limited number of suspects. Even if your PCs fail miserably as investigators, the adventure outlines several ways to help PCs arrive at the secret temple. The temple consists of only seven rooms, and shouldn't take players long to explore. The adventure will climax in the temple's main chamber where the PCs will find the Cult leader and kidnapped librarian. Of course a battle will immediately ensue. GMs should note that this is a very tough encounter. Each of the Cult members have the special ability "death touch," and the possibility for PC casualties is considerable. However, I don't suggest weakening the encounter as it will only weaken the PCs' perception of the Cult of the Yellow Sign. With more Freeport adventures to come, you don't want PCs to view the Cult as a weak or feeble organization. Killing one PC might inject some fear of the Cult into your party that will help create some good tension in future encounters with the Yellow Sign. The Verdict. I definitely recommend Death In Freeport, especially if you're a fan of Call of Cthulhu style adventures. While I'm not a fan of superfluous background information, the six pages of history does help to create a nice campaign setting if your inclined to keep your party in Freeport for an extended length of time. I'm looking foreword to Terror in Freeport (due to ship sometime in November) and continued encounters with the Cult of the Yellow Sign. [/QUOTE]
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