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Terror in Freeport
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<blockquote data-quote="Kalendraf" data-source="post: 2008880" data-attributes="member: 3433"><p>Terror in Freeport picks up sometime after Death in Freeport. It's a very well-written follow-up adventure. It builds on the themes introduced in the first adventure and pulls the party deeper into the action. (Warning spoilers ahead!)</p><p></p><p>The twists and turns in this adventure are wonderful. The intro hook worked perfectly for my group. They were already wanting to investigate further when DiF was finished. And Milos was one of those figures that they wanted to learn more about. So this lead-in worked spectacularly.</p><p></p><p>There are numerous situations that allow for lots of role-playing in this adventure. Here's a quick list: (1)Brother Egil, (2)Innkeeper and dwarves, (3)Street fight, (4)guards outside brick building, (5)Lloyd and the guards outside Verlaine's mansion, (6)Office of Public Works, (7)Lloyd and the guards again, (8)Councilor Verlaine, (9)Brother Egil, (10)other Brother Egil, (10)The Temple of Knowledge, and finally, (11)Thuron. In fact, there are very few encounters in this entire module that don't have significant role-playing potential. If you want a hack'n'slash module, look elsewhere. If you like role-playing opportunities, this is your kind of adventure.</p><p></p><p>The plot is quite devious. Just when the party thinks someone is good and helpful, they find themselves duped and led to their near-death. On the flipside, one of their prime suspects for the goings-on with the temple turns out to actually be an innocent fall guy. And the misinformation they uncover in the temple and at Verlaines are a nice touch in hammering home the fact that in Freeport, you can't always believe what you're told.</p><p></p><p>The final battle at the Temple of Knowledge provides a solid climax for the adventure. The party had that desperate look as they raced from Verlaine's mansion to the Temple. And they made it in just the nick of time to prevent the cult's scheme from working all too well. Were it a movie, it would have been a heart-pounding sequence. The actual fight was well-balanced, with the 2 assassins who escaped the mansion joining in the battle. This proved to be just enough to make things very interesting for my group, and I recommend running it this way if you can.</p><p></p><p>My favorite part of the entire adventure occurs after the fight. Thuron leads them to the crypts and makes his revelation. It's a perfect ending to the 2nd adventure in the Freeport series.</p><p></p><p>I do have a couple things that I don't like about this adventure. I was disturbed by the amount of railroading that occurs near in the middle of this adventure. The part I don't like is the sequence where Verlaine's Guards show up after the visit to public works which is then followed by Brother Egil's showing up to save them followed by the likely trip to the sewers and the deathtrap. It seems like this is just too much of a forced storyline at this point. I would have much preferred to have Verlaine's guards show up at the Scholar's Quill where the party is staying, and escort them to a visit with Verlaine. Have him give them an ultimatum to leave, and release them. Then have the false Egil show up sometime in the next 12 hours after they've been released. It would still lead to the same results, but would be a lot less railroading.</p><p></p><p>Also, for the amount of playing time this adventure is likely to take, there's not a lot of experience or treasure to be found here. It seems like the new temple should have had a bit more of a battle as well as more items to be found. Also, the earlier battle below the bricked-up building could have included more foes as well as more crates with goodies. Such changes wouldn't turn the adventure into hack'n'slash by any means, but would help the party get closer to the levels they'll need for playing the final adventure, Madness in Freeport.</p><p></p><p>Overall, I'm giving this adventure a 4. If I could give it a 4.5, I would. It's good, and it is clearly a worthy follow-up to Death in Freeport. However, these few drawbacks are enough to bring it down somewhat. I really enjoyed running it, and my players liked it as well, but I could tell they were hoping for more at a few points.</p><p></p><p>One final note - If you plan to run this after Death in Freeport, you may want to consider running the free download available on Green Ronin's website entitled "Holiday in the Sun" prior to running this adventure. It will provide the party with a bit more experience. I think a party should be about 3rd level to run thru Terror in Freeport, so you'll likely need another small adventure or two to fill the month gap between these two.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 2008880, member: 3433"] Terror in Freeport picks up sometime after Death in Freeport. It's a very well-written follow-up adventure. It builds on the themes introduced in the first adventure and pulls the party deeper into the action. (Warning spoilers ahead!) The twists and turns in this adventure are wonderful. The intro hook worked perfectly for my group. They were already wanting to investigate further when DiF was finished. And Milos was one of those figures that they wanted to learn more about. So this lead-in worked spectacularly. There are numerous situations that allow for lots of role-playing in this adventure. Here's a quick list: (1)Brother Egil, (2)Innkeeper and dwarves, (3)Street fight, (4)guards outside brick building, (5)Lloyd and the guards outside Verlaine's mansion, (6)Office of Public Works, (7)Lloyd and the guards again, (8)Councilor Verlaine, (9)Brother Egil, (10)other Brother Egil, (10)The Temple of Knowledge, and finally, (11)Thuron. In fact, there are very few encounters in this entire module that don't have significant role-playing potential. If you want a hack'n'slash module, look elsewhere. If you like role-playing opportunities, this is your kind of adventure. The plot is quite devious. Just when the party thinks someone is good and helpful, they find themselves duped and led to their near-death. On the flipside, one of their prime suspects for the goings-on with the temple turns out to actually be an innocent fall guy. And the misinformation they uncover in the temple and at Verlaines are a nice touch in hammering home the fact that in Freeport, you can't always believe what you're told. The final battle at the Temple of Knowledge provides a solid climax for the adventure. The party had that desperate look as they raced from Verlaine's mansion to the Temple. And they made it in just the nick of time to prevent the cult's scheme from working all too well. Were it a movie, it would have been a heart-pounding sequence. The actual fight was well-balanced, with the 2 assassins who escaped the mansion joining in the battle. This proved to be just enough to make things very interesting for my group, and I recommend running it this way if you can. My favorite part of the entire adventure occurs after the fight. Thuron leads them to the crypts and makes his revelation. It's a perfect ending to the 2nd adventure in the Freeport series. I do have a couple things that I don't like about this adventure. I was disturbed by the amount of railroading that occurs near in the middle of this adventure. The part I don't like is the sequence where Verlaine's Guards show up after the visit to public works which is then followed by Brother Egil's showing up to save them followed by the likely trip to the sewers and the deathtrap. It seems like this is just too much of a forced storyline at this point. I would have much preferred to have Verlaine's guards show up at the Scholar's Quill where the party is staying, and escort them to a visit with Verlaine. Have him give them an ultimatum to leave, and release them. Then have the false Egil show up sometime in the next 12 hours after they've been released. It would still lead to the same results, but would be a lot less railroading. Also, for the amount of playing time this adventure is likely to take, there's not a lot of experience or treasure to be found here. It seems like the new temple should have had a bit more of a battle as well as more items to be found. Also, the earlier battle below the bricked-up building could have included more foes as well as more crates with goodies. Such changes wouldn't turn the adventure into hack'n'slash by any means, but would help the party get closer to the levels they'll need for playing the final adventure, Madness in Freeport. Overall, I'm giving this adventure a 4. If I could give it a 4.5, I would. It's good, and it is clearly a worthy follow-up to Death in Freeport. However, these few drawbacks are enough to bring it down somewhat. I really enjoyed running it, and my players liked it as well, but I could tell they were hoping for more at a few points. One final note - If you plan to run this after Death in Freeport, you may want to consider running the free download available on Green Ronin's website entitled "Holiday in the Sun" prior to running this adventure. It will provide the party with a bit more experience. I think a party should be about 3rd level to run thru Terror in Freeport, so you'll likely need another small adventure or two to fill the month gap between these two. [/QUOTE]
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