Simon Collins
Explorer
Beware! This review contains major spoilers.
This is not a playtest review.
Price: $18.95
Pages: 88
Price per page: About 21 cents per page
Designed for characters of level: 10-12
Format: Softcover
External Artwork: A nice Brom colour piece of the main diabolic villain of the adventure, Jalie Squarefoot (as featured in Green Ronin's Legions Of Hell sourcebook).
Additional Page Use: The back page gives an introduction and overview of the module. Both inside covers are blank. The first page is credits and contents, the last two pages are adverts and the OGL.
Internal Artwork: The internal black and white artwork is generally poor, with some average pieces and one or two good ones. Nothing spectacular.
Maps: There is an 8-page central section that has good-quality colour maps; the detail on some of them is superb.
Text Density: The text density is good, well laid out, with very little white space. The margins are minimal. The use of shaded sidebars is very effective for separating different types of information.
Text style: The style is concise and relevant, and is often tactically-orientated. There are few typos.
The Adventure: The module begins by selling the flexibility of the setting and adventure, including some general advice on adapting it for different party levels. The introduction concludes with a brief history of Freeport and an adventure synopsis.
Centuries ago, Jalie Squarefoot, an infernal lich, made a diabolic contract with the mayor of Freetown (Freeport's mirror image in the 3rd circle of Hell). The mayor sacrificed his wife and children to bargain that until the clock of the city of Tyre (on the eighth circle of Hell) struck midnight in ten years time, Jalie would stop his devil legions from destroying Freetown and magically maintain Freeport's existence. As the day grew nearer, the mayor sent a brave band of Freetown's best to cast a spell that would stop the clock of Tyre before it reached midnight. All who were sent gave their lives in a great spell that stopped the clock. Jalie has ben planning ever since to find a way to start the clock again so he can feed on the souls of Freetown. Now he has that plan.
To set the plan going, Jalie sets a geas on a cornugon devil to kill someone in Freeport every night. Jalie's aim is to find a group of enterprising characters (enter the PCs) to play his cats-paw to start the clock. When the PCs eventually defeat the cornugon, the PCs are summoned to the home of an old cleric who has more news of the diabolic plans to open a gate to Hell on an island near Freeport called Devil's Cry. The catch is the old cleric is actually Jalie Squarefoot, and when the PCs go to Devil's Cry (aboard a rakshasa's pirate vessel), they are transported to the 3rd Circle of Hell after traversing a cave littered with undead from the ancient battle between Freetown's forces and Hell's minions. They find themselves in a subtly different duplicate setting from the one they left - the PCs may not realise where they are until they emerge back out of the cave, and there is no way back the way they came. The setting and rules for travel in Hell are detailed in sidebars.
The PCs learn that Freetown is a centre for those aligned against Hell. When the PCs arrive, they are contacted by the mayor of Freetown (actually a minion of Jalie Squarefoot), who convinces the PCs to make a journey to the city of Tyre on the Eighth Circle of Hell to restart the clock (both because Tyre is supposedly the only known exit from Hell, and also because there is a prophecy that implicates the PCs will save Freetown from Hell by starting the clock which will in turn move Freetown back to the Prime - a lie of course). The PCs find Freetown to be a dark, distorted double of Freeport and they can interact with vaguely familiar NPCs who they have previously met in Freeport. The PCs must battle their way to the city of Tyre along the River Styx. Tyre is buried under ice on the freezing 8th Circle of Hell. They must enter the clocktower and start the clock, battling against the guards and wards set by the Freetowners to defend against the clock being restarted, which precludes evil outsiders from even entering. They should quickly discover that there is no way out of Hell from Tyre and that starting the clock has some fairly disastrous effects.
On their way out of Tyre, they are attacked an beaten unconscious by a group of tough devils and their minions. They are taken to a Hellish prison called The Forge where they can learn that Jalie Squarefoot has been manipulating them. They must escape or win their freedom in the gladiator pits in order to save Freetown from the clock they restarted and which has now animated. The PCs must help the rebels they meet in The Forge to take back Freetown from the corrupt mayor, enter the animated clocktower and once again stop the clock before Freeport is dragged into Hell and Freetown moves to the Prime. If they succeed, they may find a scroll which will take them back to the Prime though adventure ideas are given if the PCs decide to remain in Freetown.
The Appendix gives stats for new and modified monsters and other NPCs. There are full details on two new monsters - Automaton and Pit-Brier.
The High Points: This is a well-written, exciting adventure which showcases some of the highlights of D&D Hell. There is a good balance of combat, roleplaying and investigation. There is good advice all the way through the module on how to run complex parts of the adventure, in terms of both rules and roleplaying, enhanced by sidebars alerting the GM to 'The Real Story' behind the plot. There are some excellent plot twists that should really leave the players and their PCs gaping, and the NPCs are detailed enough in the text to run interactions effectively.
The Low Points: If the players have run through any of Green Ronin's previous adventures, the two essential plot elements where they are convinced by first Jalie Squarefoot and then by Freetown's mayor to pursue the starting of the clock, may be dificult to run - by now, the players will be aware that nobody is necessarily who they say they are or appear to be. The GM will have to be on top of his game and think out these interactions before playing them, or the whole adventure could be ruined. NPC information, plot elements and advice aids the GM in this task but it is still the crux of making the adventure work. The ELs, particularly in the escape from The Forge via the gladiator arena, seem rather high for the proposed character level of this adventure. Most ELs in the first half of the book are above 10 and most of the encounters in the last half of the book tend to be well above 12 - I suspect that some (if not all) PCs of levels 10-12 will not survive these regular supra-level encounters and they may need power modifications. There is only general advice at the beginning to adapt the adventure for groups of different levels or numbers. It remains to be seen whether this, or a more detailed scene-orientated approach will become the norm.
Conclusion: Green Ronin have provided another excellent adventure, this time on an even more epic scale than the first series. Use with the Legions of Hell sourcebook is recommended but not essential. Any who have run Freeport adventures previously, or who like the idea of a Hell-based adventure is in for a treat. Nevertheless, this could be modified to be run in a variety of fantasy campaigns with some work (presuming your view of Hell is the same one as standard D&D), and has a wealth of ideas which could be used outside the adventure itself. Just be aware that there may be a bit of work to do modifying encounters and thinking through NPC/GM answers to difficult PC/player questions before sessions to really make sure the adventure works well.
This is not a playtest review.
Price: $18.95
Pages: 88
Price per page: About 21 cents per page
Designed for characters of level: 10-12
Format: Softcover
External Artwork: A nice Brom colour piece of the main diabolic villain of the adventure, Jalie Squarefoot (as featured in Green Ronin's Legions Of Hell sourcebook).
Additional Page Use: The back page gives an introduction and overview of the module. Both inside covers are blank. The first page is credits and contents, the last two pages are adverts and the OGL.
Internal Artwork: The internal black and white artwork is generally poor, with some average pieces and one or two good ones. Nothing spectacular.
Maps: There is an 8-page central section that has good-quality colour maps; the detail on some of them is superb.
Text Density: The text density is good, well laid out, with very little white space. The margins are minimal. The use of shaded sidebars is very effective for separating different types of information.
Text style: The style is concise and relevant, and is often tactically-orientated. There are few typos.
The Adventure: The module begins by selling the flexibility of the setting and adventure, including some general advice on adapting it for different party levels. The introduction concludes with a brief history of Freeport and an adventure synopsis.
Centuries ago, Jalie Squarefoot, an infernal lich, made a diabolic contract with the mayor of Freetown (Freeport's mirror image in the 3rd circle of Hell). The mayor sacrificed his wife and children to bargain that until the clock of the city of Tyre (on the eighth circle of Hell) struck midnight in ten years time, Jalie would stop his devil legions from destroying Freetown and magically maintain Freeport's existence. As the day grew nearer, the mayor sent a brave band of Freetown's best to cast a spell that would stop the clock of Tyre before it reached midnight. All who were sent gave their lives in a great spell that stopped the clock. Jalie has ben planning ever since to find a way to start the clock again so he can feed on the souls of Freetown. Now he has that plan.
To set the plan going, Jalie sets a geas on a cornugon devil to kill someone in Freeport every night. Jalie's aim is to find a group of enterprising characters (enter the PCs) to play his cats-paw to start the clock. When the PCs eventually defeat the cornugon, the PCs are summoned to the home of an old cleric who has more news of the diabolic plans to open a gate to Hell on an island near Freeport called Devil's Cry. The catch is the old cleric is actually Jalie Squarefoot, and when the PCs go to Devil's Cry (aboard a rakshasa's pirate vessel), they are transported to the 3rd Circle of Hell after traversing a cave littered with undead from the ancient battle between Freetown's forces and Hell's minions. They find themselves in a subtly different duplicate setting from the one they left - the PCs may not realise where they are until they emerge back out of the cave, and there is no way back the way they came. The setting and rules for travel in Hell are detailed in sidebars.
The PCs learn that Freetown is a centre for those aligned against Hell. When the PCs arrive, they are contacted by the mayor of Freetown (actually a minion of Jalie Squarefoot), who convinces the PCs to make a journey to the city of Tyre on the Eighth Circle of Hell to restart the clock (both because Tyre is supposedly the only known exit from Hell, and also because there is a prophecy that implicates the PCs will save Freetown from Hell by starting the clock which will in turn move Freetown back to the Prime - a lie of course). The PCs find Freetown to be a dark, distorted double of Freeport and they can interact with vaguely familiar NPCs who they have previously met in Freeport. The PCs must battle their way to the city of Tyre along the River Styx. Tyre is buried under ice on the freezing 8th Circle of Hell. They must enter the clocktower and start the clock, battling against the guards and wards set by the Freetowners to defend against the clock being restarted, which precludes evil outsiders from even entering. They should quickly discover that there is no way out of Hell from Tyre and that starting the clock has some fairly disastrous effects.
On their way out of Tyre, they are attacked an beaten unconscious by a group of tough devils and their minions. They are taken to a Hellish prison called The Forge where they can learn that Jalie Squarefoot has been manipulating them. They must escape or win their freedom in the gladiator pits in order to save Freetown from the clock they restarted and which has now animated. The PCs must help the rebels they meet in The Forge to take back Freetown from the corrupt mayor, enter the animated clocktower and once again stop the clock before Freeport is dragged into Hell and Freetown moves to the Prime. If they succeed, they may find a scroll which will take them back to the Prime though adventure ideas are given if the PCs decide to remain in Freetown.
The Appendix gives stats for new and modified monsters and other NPCs. There are full details on two new monsters - Automaton and Pit-Brier.
The High Points: This is a well-written, exciting adventure which showcases some of the highlights of D&D Hell. There is a good balance of combat, roleplaying and investigation. There is good advice all the way through the module on how to run complex parts of the adventure, in terms of both rules and roleplaying, enhanced by sidebars alerting the GM to 'The Real Story' behind the plot. There are some excellent plot twists that should really leave the players and their PCs gaping, and the NPCs are detailed enough in the text to run interactions effectively.
The Low Points: If the players have run through any of Green Ronin's previous adventures, the two essential plot elements where they are convinced by first Jalie Squarefoot and then by Freetown's mayor to pursue the starting of the clock, may be dificult to run - by now, the players will be aware that nobody is necessarily who they say they are or appear to be. The GM will have to be on top of his game and think out these interactions before playing them, or the whole adventure could be ruined. NPC information, plot elements and advice aids the GM in this task but it is still the crux of making the adventure work. The ELs, particularly in the escape from The Forge via the gladiator arena, seem rather high for the proposed character level of this adventure. Most ELs in the first half of the book are above 10 and most of the encounters in the last half of the book tend to be well above 12 - I suspect that some (if not all) PCs of levels 10-12 will not survive these regular supra-level encounters and they may need power modifications. There is only general advice at the beginning to adapt the adventure for groups of different levels or numbers. It remains to be seen whether this, or a more detailed scene-orientated approach will become the norm.
Conclusion: Green Ronin have provided another excellent adventure, this time on an even more epic scale than the first series. Use with the Legions of Hell sourcebook is recommended but not essential. Any who have run Freeport adventures previously, or who like the idea of a Hell-based adventure is in for a treat. Nevertheless, this could be modified to be run in a variety of fantasy campaigns with some work (presuming your view of Hell is the same one as standard D&D), and has a wealth of ideas which could be used outside the adventure itself. Just be aware that there may be a bit of work to do modifying encounters and thinking through NPC/GM answers to difficult PC/player questions before sessions to really make sure the adventure works well.