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Death in Freeport
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<blockquote data-quote="Kalendraf" data-source="post: 2008876" data-attributes="member: 3433"><p>I've been DM'ing for almost 20 years now, and in that time I've purchased a lot of adventures (from 1st, 2nd and now 3rd edition). From time to time, I've found one that I consider a true gem. For comparison sake, one of my previous favorites was the 1st edition "Destiny of Kings" which blended a beautiful mix of role-playing, mystery, investigation, and combat opportunities all woven into a wonderful story. I've always loved this type of mix and balance in an adventure, and very few have lived up to it. Quite a few of the players I've had the pleasure of DM'ing over the years seem to like this style as well. The problem is, it's hard to find adventures like this.</p><p></p><p>Having said that, let me now state that Death in Freeport (and the whole Freeport trilogy) is one of the few that does have these elements and weaves them together into a gripping set of adventures. It features wonderful opportunities to role-play, investigate and hopefully solve a mystery while uncovering still more mysteries, along with some combat. If you're new to 3rd edition, or if you have a group of players new to 3rd edition, this is a perfect adventure to use. Skill checks for commonly considered actions like Gather Information, Search and so forth are listed in the relevent sections of the adventure. Even better, much of the key dialogue from likely contacted NPC's is there for your reference. This makes the adventure very easy to run whether you're an old-timer or a fledgling DM. The combat situations aren't terribly difficult, but they are still enough to challenge a 1st level party, especially ones that are just learning 3rd edition.</p><p></p><p>If your group is like mine which often finds itself reduced to only 2 to 3 hours per playing session, you'll like the tempo of this adventure as well as the well-placed breaks/scene changes. My group required two sessions to complete this adventure, with their first session leading to several dead-ends in their investigation. They rolled poorly on some key search and gather info checks, and they also started get way off track back at the library trying to determine which books Lucius had recently been reading or working on. This chance to get side-tracked may sound like a potential negative, but it's not. The adventure contains some events that will get the party right back on track. That's exactly how it's supposed to work, and it worked for my group. Clearly, Green Ronin play-tested this enough to craft this into the adventure.</p><p></p><p>There are a few minor omissions that I've spotted in this adventure. First of all, the stats for Lucius and Brother Egil aren't listed. Brother Egil's stats do show up in the follow-up adventure, Terror in Freeport, but it simply would have been easier had it been listed here. As for Lucius, it turns out that his stats really never get a chance to be used, but just in case the party tries something bizarre, it would be nice to have them. Also, it would have been interesting to have more info about Lucius possesion, however, in retrospect the lack of information is perhaps even better since it lets a DM come up with his or her own explanation and tailor it for their campaign. For those that are familiar with the Cthulu mythos, you'll probably know immediately what possessed Lucius. </p><p></p><p>Looking ahead, Death in Freeport sets up the Freeport series wonderfully. It introduces the party to the Freeport setting quite nicely, without ever overdoing it. There is a lot of free material for Freeport available on the Green Ronin website. If you run this adventure, do yourself a favor and grab those freebies. "Holiday in the Sun" is a nice fit for after this adventure. And then you've got Terror in Freeport and Madness in Freeport to follow sometime after that. It's not really fair to consider this extra information when reviewing one adventure. But it's certainly something to consider if you intend to pick up this adventure. Were that not available, Death in Freeport would still be a solid adventure.</p><p></p><p>Perhaps on of the strongest voices for this series are those of my playing group. They simply love Freeport. They loved Death in Freeport and they've loved the other adventures there too. It's great to find an adventure that keeps the players and the DM happy, and this is one that does!</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 2008876, member: 3433"] I've been DM'ing for almost 20 years now, and in that time I've purchased a lot of adventures (from 1st, 2nd and now 3rd edition). From time to time, I've found one that I consider a true gem. For comparison sake, one of my previous favorites was the 1st edition "Destiny of Kings" which blended a beautiful mix of role-playing, mystery, investigation, and combat opportunities all woven into a wonderful story. I've always loved this type of mix and balance in an adventure, and very few have lived up to it. Quite a few of the players I've had the pleasure of DM'ing over the years seem to like this style as well. The problem is, it's hard to find adventures like this. Having said that, let me now state that Death in Freeport (and the whole Freeport trilogy) is one of the few that does have these elements and weaves them together into a gripping set of adventures. It features wonderful opportunities to role-play, investigate and hopefully solve a mystery while uncovering still more mysteries, along with some combat. If you're new to 3rd edition, or if you have a group of players new to 3rd edition, this is a perfect adventure to use. Skill checks for commonly considered actions like Gather Information, Search and so forth are listed in the relevent sections of the adventure. Even better, much of the key dialogue from likely contacted NPC's is there for your reference. This makes the adventure very easy to run whether you're an old-timer or a fledgling DM. The combat situations aren't terribly difficult, but they are still enough to challenge a 1st level party, especially ones that are just learning 3rd edition. If your group is like mine which often finds itself reduced to only 2 to 3 hours per playing session, you'll like the tempo of this adventure as well as the well-placed breaks/scene changes. My group required two sessions to complete this adventure, with their first session leading to several dead-ends in their investigation. They rolled poorly on some key search and gather info checks, and they also started get way off track back at the library trying to determine which books Lucius had recently been reading or working on. This chance to get side-tracked may sound like a potential negative, but it's not. The adventure contains some events that will get the party right back on track. That's exactly how it's supposed to work, and it worked for my group. Clearly, Green Ronin play-tested this enough to craft this into the adventure. There are a few minor omissions that I've spotted in this adventure. First of all, the stats for Lucius and Brother Egil aren't listed. Brother Egil's stats do show up in the follow-up adventure, Terror in Freeport, but it simply would have been easier had it been listed here. As for Lucius, it turns out that his stats really never get a chance to be used, but just in case the party tries something bizarre, it would be nice to have them. Also, it would have been interesting to have more info about Lucius possesion, however, in retrospect the lack of information is perhaps even better since it lets a DM come up with his or her own explanation and tailor it for their campaign. For those that are familiar with the Cthulu mythos, you'll probably know immediately what possessed Lucius. Looking ahead, Death in Freeport sets up the Freeport series wonderfully. It introduces the party to the Freeport setting quite nicely, without ever overdoing it. There is a lot of free material for Freeport available on the Green Ronin website. If you run this adventure, do yourself a favor and grab those freebies. "Holiday in the Sun" is a nice fit for after this adventure. And then you've got Terror in Freeport and Madness in Freeport to follow sometime after that. It's not really fair to consider this extra information when reviewing one adventure. But it's certainly something to consider if you intend to pick up this adventure. Were that not available, Death in Freeport would still be a solid adventure. Perhaps on of the strongest voices for this series are those of my playing group. They simply love Freeport. They loved Death in Freeport and they've loved the other adventures there too. It's great to find an adventure that keeps the players and the DM happy, and this is one that does! [/QUOTE]
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