Creatures of Freeport

JoeGKushner

Adventurer
I love monster books. They are one of the quickest ways to challenge your players and try to recapture the lost years when we all first started playing and fought our first kobold wondering, “What is that and can I beat it?” Apparently I’m not the only one who enjoys these books as we’ve seen many releases under that umbrella including Creatures of Freeport.

The book starts off with the obligatory introduction. This includes a brief snippet about how these monsters are different and the tome, Beastes of Ye Farre Landes, a book granting its reader a +2 bonus on Knowledge and Gather Information Checks on creatures native to the Serpent Teeth area.

Then the monsters start. Each monster has standard 3.5 information including number of squares for speed, base attack and grapple information, level adjustment and other goods we’ve come to expect from a 3.5 product. In addition to those standards, they’ve added some new ones. These news statistics include Knowledge, Uses, Adventure Hooks and Sample NPCs.

For example, the Thanatos, either a large or gargantuan undead fish, provides several different levels of information that the player gains ranging from knowing about the creature’s life draining ability to knowing which parts of the creature can be crafted in the making of magic items. That’s where the uses come in. In this case, the user can use components of the creature to substitute for spells. How about making a life drinker axe without the need to cast finger of death or enervation? How about making ghost touch armor and shields without etherealness?

The adventure hooks are a little on the weak side. For example, in this case, a thanatos is attacking ships and needs to be hunted down. How about a sahuagin cleric controlling such a creature and using it to sink ships? Or how about famous and rich hunters coming to hunt the creature down for sport? Some of the ideas are just a little too obvious, others could’ve benefited from following Malhavok’s recent release and including a few maps. Some have ideas that would lend themselves to other products but those products aren’t mentioned. For example, the Thanatos helps necromancers but no mention is made of the Secret College of Necromancy. I can understanding not wanting to alienate the audience but with this being Creatures of Freeport already, some further mention of other products probably wouldn’t hurt.

There are sixteen different creatures and numerous different swarms. There are numerous animals and vermin included. That doesn’t seem like a lot of creatures for such a large tome. In an effort to make the book more useable, I think that they’ve cut too deep into the main content of the book. Only the most time pressed GMs are going to need these obvious adventure seeds and some of the material would’ve probably been better off as web enhancements to showcase how easy it is to add utility to a monster.

The good thing about all of these details is that it helps the setting teem with ideas and helps fully flesh out the background of the area. For example, the cataclysm that destroyed Valossa had other consequences. This includes the fact that ancient fey known as the spirit lizards who were bonded to their trees became deadwood trees, while those that were not bonded at the time but where warped by the energies became devil lizards, tormented fey who want isolation and to finish off their corrupted deadwood family.

Another good thing is that when templates are presented, we get fully fleshed out NPCs like Salannon Foam Shine,a aquatic elf who suffers from the curse of lycanthropy, in this case, a wereshark. In addition, there are numerous new magic items and uses that expand the book’s utility beyond a mere monster book. Take for example the Lock of Devotion, a minor artifact that a nereid gives to her mortal love. It provides the user with bonuses on their saving throws against a fey’s spell like abilities as well as against the sea songs of other nereids.

Despite the limited number of creatures, there is a good variety in the challenge ratings and uses of the monsters. They range from the ocean wyrms known as Kolan’tathok, colossal quatic elemental serpents weighing in at a CR of 16 to ant swarms that feed off those that dare invade their jungles at a CR of 4. One of my favorites follows the avatar thought introduced in the Miniature Handbook, X’sval, the avatar of the Unspeakable One. A creature with a devastating attack but a overall low CR of 7. Some may just want a little something to spice up their campaign and using the picacoutatl, a semi-couatl of small size, as an improved familiar, may fit that bill.

One nice thing about the book is that the CR table lists the creatures by challenge rating and includes the page number. This is good as it includes the animals and vermin who don’t have full page write ups but abbreviated stats and would take a little time to look up as opposed to just flipping to the approximate page for the standard monsters.

The art is good and allows the GM to quickly show his players what the creatures look like if they can’t form a good mental image from the italicized descriptions. The details on each creature are very complete and GMs should be able to use every creature in this book to one degree or another. Editing is fair and the writing is easy to read. The little snippets from the Beastes of Ye Farre Landes are entertaining to read but consume space, another reason why there aren’t more creatures here.

This book isn’t overflowing with creatures. These monsters have been crafted with care. GMs looking for quantity over utility may want another book like Tome of Horrors II. GMs who want a mix of the two may want Legacy of the Dragons. Creatures of Freeport provides unique challenges and is perfect for a GM looking to customize his personal Freeport setting. I can also see some of these creatures working their way into the Scarred Lands, especially in the Blood Sea as that region produces its own horrors and some of them would make excellent supplements to Green Ronin’s Mytic Vista setting, Mindshadows.
 

log in or register to remove this ad


Creatures of Freeport

Creatures of Freeport is a monsters resource for the Freeport setting. The book is written by Graeme Davis (who has a history writing World of Darkness and Warhammer material) and Keith Baker (perhaps best known as the author of the Eberron setting by WotC, but also well known for contributions to d20 titles by Atlas Games and Goodman Games.) The book is published by Green Ronin.

A First Look

Creatures of Freeport is a 96 page perfect-bound softcover book available for $19.95.

The cover of the book is illustrated by WotC alumni artist Wayne Reynolds. Reynolds is one of my favorite 3e/d20 artist, and this cover is an example of why. It depicts a dramatic scene where in a fearsome sea serpent threatens a group of unfortunate mariners in a dingy.

Interior art is credited to Britt Martin, Chris Keefe, Toren "MacBin" Atkinson, Kent Burles, Johnathan Kirtz, and Macrio Fiorito. Green Ronin regular James Ryman's art also appears, but he appears to have been missed in the credits (which is quite an oversight as some of his contributions, such as the weresharks, are quite memorable.) Ryman, Burles and Fiorito are already some of my favorite rpg artists, and Kirtz, who I spied for the first time in Corwyl: Village of the Wood Elves is quickly earning similar adoration from me. All the artists contribute to what is a very nice looking book.

A Deeper Look

Creatures of Freeport in monolithic in format and contents. Excepting one page of usage notes (which includes a nonmagical tome that players may find of use that may provide bonuses to knowledge checks regarding creatures in this book), the book is entirely creature entries. However, animals and vermin are featured in appendices.

Another monster book, eh? Well, maybe. But to it's credit, Creatures of Freeport takes a page from the widely acclaimed Monsternomicon and provides more than just a brief description and combat stats. Indeed, in addition to the typical information, the book provides additional entries for each creature:

Knowledge - This section contains a variety of knowledge DCs (with an appropriate knowledge specialty listed), and each has a quote and description of the information the character knows about the creature in question, with potential in game benefits (e.g., providing a one time bonus to diplomacy checks when dealing with lizardfolk, etc.)

Uses - This section contains some of the same sorts of information that was in the treasures section of Monsternomicon, but takes it a little further. For example, using body parts of certain creatures may act as special spell components or have some other magic or alchemical function, or a creature may be used as a familiar or companion.

Adventure Hooks - Similar to the plots section of the Monsernomicon, this section provides, this section is typically much more extensive, providing 2-4 adventure ideas totaling a page or more for each creature (except for swarms, animals, and vermin, which have the least additional material.)

Sample Characters - Some creatures which are suitable for character class levels (like weresharks and nerieds) have sample character, with their own personality and use notes.

A sampling of the creatures within is as follows:
-Dead man's brain: An odd take on aquatic hazards, the dead man's brain is a fantastic variant of coral that lures creatures to it to implant its spores, and broadcasts the last thoughts of all those that it has slain.
-Lycanthrope, Wereshark: This is another aparently silly thought on the surface until you see the art. Ryman's art helps bring the idea alive.
-Nereid: Nereids are aquatic fey. At first, I thought these may have been the classic AD&D creature, which saw d20 treatment in the Tome of Horrors by Necromancer Games, but a look at the abilities (and the section 15) reveal this is an all new take. This nixie is bound to the ocean the same way a dryad is to a tree, but gain benefits while in the water, has spell like abilities spawning from it's voice like a siren, and can influence wheather. Favors from nereids to mortals act as minor artifacts.
-Ocean Wyrm: What seagoing campaign would be complete without a gian ship-eating sea serpent. The ocean wyrm is actually an elemental creature.
-Tavi: These creatures, also called mongoose folk, are of special note in the freeport setting due to their efficacy in dealing with snake-like creatures.
-X'sval: One of the signature features of the Freeport setting is its Lovecraftian twist. X'sval's are parts of the essence of the Unspeakable One, a dark deity at the center of earlier Freeport adventures.

Conclusions

Of late, it seems to me that monster books are more deserving of accusations of glut than the prestige class books that accusation normally gets leveled at. However, it seems to me that these days, the books that rise above the packs are topic specific ones like FFG's Lore series, Goodman's Creatures of the Boundless Blue and Endless Dark, and Green Ronin's own Monsters of the Mind.

Creatures of Freeport is not only a proud addition to those books focusing on creatures in nautical or island games, but also improves on the Monsternomicon resource-heavy formula, and in some ways resembles books like Malhavoc's event books in that they are one stop shopping for adventure creation with both source material (in this case, creatures) and adventure ideas.

Overall Grade: A-

-Alan D. Kohler
 

I think my initial reaction to Freeport - one of YUS! - is as much to do with the way I've fallen out of love with the setting as the supplements which came out after it. I had my own concept of the city setting and couldn't shift it. The supplements designed to support the city only seemed to dilute my initial view and opinions on the setting. If you're a Freeport fan, still, especially if you've a few supplements then there's every reason to be optimistic about Creatures of Freeport. It's a good looking book, it's typically Green Ronin in presentation and has Graeme Davis' name on the front cover (and Keith Baker too (who may well have written the best bits in the book for all I know)).

I had an unjust uh-oh moment with Creatures of Freeport. Quickly skimming the blurb I thought I'd read that the RPG supplement had adventure ideas and NPC ideas too. That wouldn't be good. I quite like monster books (I need help, I know) but I'm no fan of pre-written adventures, adventure ideas or other people's NPCs. As it happens there are adventure ideas in Creatures of Freeport but not in the way I suspected and in a way that not only shushes my whining but actually quite winning. After we're introduced to the monster and have the stat block and usual combat foo then we're given adventure hooks specific to that creature. This seems to be more natural than slapping a chapter of random suggestions in at the back of the book. It seems more intellectual too. You've enough time to begin to mull over options for the monster, your own thoughts and ideas, when you start to read Davis' and Barker's suggestions. Often enough the duo has come up with something interesting, quirky and yet Freeport suitable. It's enough to whet your appetite for the next creature.

I really wanted one thing from Creatures of Freeport. It might have been unrealistic of me but I wanted creatures suitable for Freeport. Hmm. Not quite. We have two main types of monsters; aquatic horrors and jungle terrors. This makes sense insofar as that the default Freeport is on the coast (pirates are (arr!) a key element of Freeport) and flanked by jungle. There's always a silver lining and the one here is pretty good. Creatures of Freeport can work as a supplement for anyone d20 and it's increasingly useful the more naval and jungle exploration your campaign becomes. Within the aquatic/jungle divide there are those creatures I can see maybe see being used in and around Freeport and those I cannot.

The very first monster, the Corpse Flower, is perhaps a good illustration of this. My first reaction was very much, "What on earth is a large, stinky, jungle flower got to do with Freeport?" I was only a little mollified when the concept and stats worked out well. I was won over in the adventure suggestion section where Davis and Barker offer some good ideas as to how the plant-monster could be used. Alternatively, I'm not won over by the suggestions on how to use the CR16 Ocean Wyrm. I don't fancy what such a typical high fantasy encounter would do to my atmospheric pirate game.

In this way I can pretty much divide up the book; good for a Freeport scenario or not useful in a Freeport at all. This division is in favour of the "can use" but you'll end up being the laughing stock if there's yet another dangerous plant/tree imported from the nearby jungle which has started to cause trouble in the city. I do think you need to scenario each new monster from the book too as short or random encounters featuring them would just be too surreal.

There's a lot of space for each monster in the book. Each entry has several pages in which to shine. There are 17 monsters in the 96-paged book. The text size is small (but readable; the usual first class balance we get from Green Ronin) and we're not padded out will cheap illustrations either. The ratio of 17 monsters to 96 pages is a positive measure, one of quality rather than the suggestion we're being short changed. There are two appendices too; one for animals and one for vermin. Even here we tend to find aquatic and jungle orientated creatures than city ones (though it's easier to explain why there's a parrot in Freeport than a whole new race of Mongoose men that's never been seen or mentioned before and which now seem surprisingly common).

Right near the back of the book you'll find a list of monsters by challenge rating. I need this now. There are so many books chock full of d20 creature stats that I have very little time for products which can't supply me with a solution when I need a creature encounter and need it quickly.

There's no reason to exclude Creatures of Freeport from your Freeport collection. If you are planning on a game with lots of ocean and jungles (and so many explorer campaign ideas come to mind) then Creatures of Freeport will be handy but the adventure ideas will be limited. If you're using Freeport as the hub of a campaign, someplace where the characters come back to after sallies out to the Serpent's Teeth and the jungles then you're just the GM the authors had in mind. I think, for most people, Creatures of Freeport sits in the middle and remains a useful but not thrilling supplement.

* This Creatures of Freeport review was first published on GameWyrd.
 

Remove ads

Top