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Madness in Freeport
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<blockquote data-quote="trancejeremy" data-source="post: 2008415" data-attributes="member: 924"><p>First of all, let me point out that this is the first (and only) module in the Freeport series that I have. (Why did I buy it? Mostly because I got it very cheap). For a person without the other Freeport modules, it's overly useful. There's very little content in this about Freeport itself (although it does have a map, and general history, as well as a recap of the first two modules)</p><p></p><p>But aside from that, it seems to be a very good adventure. I'll be looking into acquiring the first two modules in the trilogy.</p><p></p><p>There are basically 3 parts. The first party is a ball the characters are invited to. The players are supposed to interact with the guests and gather information. That's a very nice idea, but I'm sure a lot of people (at least me) are not that familiar with what a formal ball is like. Not being a debutante, I would have liked some information on just what goes on at those things. But it does give very good sketches of the important people at the ball, as well as insight into their personality and motivation. </p><p></p><p>The second part is a dungeon crawl, in which the PCs have to explore pirate caves, and then a sunken temple. While it's fairly well done, it's basically a case of 'find the magic ______'. </p><p></p><p>The third part is basically foil the bad guy's evil plot. Which in this case, involves a large lighthouse. Pretty much the typical showdown you'd see in a movie or such. Not great, but not terrible. </p><p></p><p>It seems a very solid adventure, if a bit cliched - diabolical villain wants to destroy the world for no real reason other than he's maniacal, and the PCs must stop them while everyone else twiddles their thumbs. It does seem based on the Cthulhu mythos, although it lacks the weirdness that made the original Cthulhu writings so plausible. </p><p></p><p>Physically, I'm happy to say that there is almost no margin, either on the side or top (maybe a cm, that's it). The text is maybe a bit larger than normal, but nothing out of the ordinary, and is very clear and readable. In the key to the dungeon section, the encounter level is indicated in the title, which is a nice move, I think. It really seems they spent the effort to make the module clear, clean, and very usuable. </p><p></p><p>There's quite a bit of artwork, (usually fairly small), including portraits of what seems like all the major NPCs. The quality and style of the artwork vary, but most of the illustrations are good. The maps are well done and clear. The cover art is by "Brom", who is apparently a famous artist since he only goes by one name, although you probably wouldn't know from looking at it. </p><p></p><p>To sum up, even though I don't have the 2 previous modules, I was quite impressed by this, so I have to give it a 4.5. Since I can't, I'll give it a 5.0</p></blockquote><p></p>
[QUOTE="trancejeremy, post: 2008415, member: 924"] First of all, let me point out that this is the first (and only) module in the Freeport series that I have. (Why did I buy it? Mostly because I got it very cheap). For a person without the other Freeport modules, it's overly useful. There's very little content in this about Freeport itself (although it does have a map, and general history, as well as a recap of the first two modules) But aside from that, it seems to be a very good adventure. I'll be looking into acquiring the first two modules in the trilogy. There are basically 3 parts. The first party is a ball the characters are invited to. The players are supposed to interact with the guests and gather information. That's a very nice idea, but I'm sure a lot of people (at least me) are not that familiar with what a formal ball is like. Not being a debutante, I would have liked some information on just what goes on at those things. But it does give very good sketches of the important people at the ball, as well as insight into their personality and motivation. The second part is a dungeon crawl, in which the PCs have to explore pirate caves, and then a sunken temple. While it's fairly well done, it's basically a case of 'find the magic ______'. The third part is basically foil the bad guy's evil plot. Which in this case, involves a large lighthouse. Pretty much the typical showdown you'd see in a movie or such. Not great, but not terrible. It seems a very solid adventure, if a bit cliched - diabolical villain wants to destroy the world for no real reason other than he's maniacal, and the PCs must stop them while everyone else twiddles their thumbs. It does seem based on the Cthulhu mythos, although it lacks the weirdness that made the original Cthulhu writings so plausible. Physically, I'm happy to say that there is almost no margin, either on the side or top (maybe a cm, that's it). The text is maybe a bit larger than normal, but nothing out of the ordinary, and is very clear and readable. In the key to the dungeon section, the encounter level is indicated in the title, which is a nice move, I think. It really seems they spent the effort to make the module clear, clean, and very usuable. There's quite a bit of artwork, (usually fairly small), including portraits of what seems like all the major NPCs. The quality and style of the artwork vary, but most of the illustrations are good. The maps are well done and clear. The cover art is by "Brom", who is apparently a famous artist since he only goes by one name, although you probably wouldn't know from looking at it. To sum up, even though I don't have the 2 previous modules, I was quite impressed by this, so I have to give it a 4.5. Since I can't, I'll give it a 5.0 [/QUOTE]
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