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Madness in Freeport
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<blockquote data-quote="The Lost Muse" data-source="post: 2762341" data-attributes="member: 18546"><p>Madness in Freeport is a mid-level adventure set in Green Ronin's Freeport, and written by William Simoni. It is a 48 page soft cover with a stapled binding, and written for D&D 3.0. The inside covers are used to map out the various levels of the infamous Lighthouse, one page is lost to credits and the open game licence, and one page for advertisements. Of the remaining 46 pages, a lot of great content is packed in.</p><p></p><p>The module opens with a few pages describing Freeport and the events outlined in the two previous modules (Death in Freeport and Terror in Freeport). We are then presented with a synopsis of the module outlining the events scheduled to take place over the next three days of game time. The inclusion of the backstory is essential for GM's picking up on the story with just this single module, and the synopsis helps to keep events straight in the mind of the GM. </p><p></p><p>Part One begins the module in earnest, beginning with The Grand Lighthouse Ball. The players are invited to a ball to be awarded with medals for their efforts in defending the city from the evil Brotherhood of the Yellow Sign. This section is the most useful in the module because it contains the biographies of all the members of the Captain's Council as well as a few candidates to fill the empty seats. A few important citizens of Freeport are also outlined. This section can be as short or as long as the GM wants, depending on how much the PC's want to talk to the various NPC's. For groups that are combat-focussed, this section is best skimmed over, as they may not appreciate the subtle and obvious machinations taking place.</p><p></p><p>Part Two and Three sees the playesr going on a treasure hunt in submerged caves, and through the Sunken Temple of Yig. This section is pretty much a dungeon crawl with a spirit getting the party to go and get stuff from various parts of the cave. While I personally didn't enjoy running this part of the adventure, it definately helps to keep things interesting. One item to note – to retrieve a necessary artifact, one PC must sacrifice two points of Constitution. Some players may frown on this, and the text suggests using that as a future plot hook; I think it forces a tough decision, and parties uninterested in roleplaying are going to have trouble with it.</p><p></p><p>Part Four is the showdown in the OK Corr… I mean, the Lighthouse. Emerging, just in time, from the caves, the party must rush to the lighthouse, secure entry, get to the top, and stop the ritual the bad guys are performing. There are notes allowing for the party to arrive early, and suggestions on what to do if they are late, and the possibilities of failure are also hinted at. The module is nicely wrapped up, while still leaving some nagging loose ends to ensure that the party is kept busy after the events of the module are concluded.</p><p></p><p>Wrapping up, there is an appendix with tats for all the characters in the book, as well as creatures encountered, some handouts, and a new monster is detailed.</p><p></p><p>This module is fairly linear, requiring each part to be completed before the next is commenced, and although parts of it are great and useful long after the module has been played, other parts are not. Still, the module holds up well on repeated use with different groups. 5 stars – but only because it’s contents are so useful for a Freeport GM.</p></blockquote><p></p>
[QUOTE="The Lost Muse, post: 2762341, member: 18546"] Madness in Freeport is a mid-level adventure set in Green Ronin's Freeport, and written by William Simoni. It is a 48 page soft cover with a stapled binding, and written for D&D 3.0. The inside covers are used to map out the various levels of the infamous Lighthouse, one page is lost to credits and the open game licence, and one page for advertisements. Of the remaining 46 pages, a lot of great content is packed in. The module opens with a few pages describing Freeport and the events outlined in the two previous modules (Death in Freeport and Terror in Freeport). We are then presented with a synopsis of the module outlining the events scheduled to take place over the next three days of game time. The inclusion of the backstory is essential for GM's picking up on the story with just this single module, and the synopsis helps to keep events straight in the mind of the GM. Part One begins the module in earnest, beginning with The Grand Lighthouse Ball. The players are invited to a ball to be awarded with medals for their efforts in defending the city from the evil Brotherhood of the Yellow Sign. This section is the most useful in the module because it contains the biographies of all the members of the Captain's Council as well as a few candidates to fill the empty seats. A few important citizens of Freeport are also outlined. This section can be as short or as long as the GM wants, depending on how much the PC's want to talk to the various NPC's. For groups that are combat-focussed, this section is best skimmed over, as they may not appreciate the subtle and obvious machinations taking place. Part Two and Three sees the playesr going on a treasure hunt in submerged caves, and through the Sunken Temple of Yig. This section is pretty much a dungeon crawl with a spirit getting the party to go and get stuff from various parts of the cave. While I personally didn't enjoy running this part of the adventure, it definately helps to keep things interesting. One item to note – to retrieve a necessary artifact, one PC must sacrifice two points of Constitution. Some players may frown on this, and the text suggests using that as a future plot hook; I think it forces a tough decision, and parties uninterested in roleplaying are going to have trouble with it. Part Four is the showdown in the OK Corr… I mean, the Lighthouse. Emerging, just in time, from the caves, the party must rush to the lighthouse, secure entry, get to the top, and stop the ritual the bad guys are performing. There are notes allowing for the party to arrive early, and suggestions on what to do if they are late, and the possibilities of failure are also hinted at. The module is nicely wrapped up, while still leaving some nagging loose ends to ensure that the party is kept busy after the events of the module are concluded. Wrapping up, there is an appendix with tats for all the characters in the book, as well as creatures encountered, some handouts, and a new monster is detailed. This module is fairly linear, requiring each part to be completed before the next is commenced, and although parts of it are great and useful long after the module has been played, other parts are not. Still, the module holds up well on repeated use with different groups. 5 stars – but only because it’s contents are so useful for a Freeport GM. [/QUOTE]
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