RPGnet
 

Death in Freeport

Death in Freeport Capsule Review by Alex deMorris on 17/11/02
Style: 3 (Average)
Substance: 3 (Average)
A mystery to entice playing in Freeport, while simple, seems to require “those pesky kids and their dog, too” more so than a solid sword or well-placed spell. Beginning referees may see it as a good challenge to offer players, while some players will hate the leaps in logic that this adventure would require.
Product: Death in Freeport
Author: Chris Pramas
Category: RPG
Company/Publisher: Green Ronin Publishing
Line: Freeport
Cost: 7.99
Page count: 32
Year published: 2000
ISBN: 0-9701048-0-4
SKU: GRR1002
Comp copy?: no
Capsule Review by Alex deMorris on 17/11/02
Genre tags: Fantasy Horror Conspiracy Generic
Untitled Document

Green Ronin Publishing

 

Death in Freeport cover

Disclaimer I: I have seen in reviews that the content had "spoiler" ascribed to it. I feel that if you are reading a review, you invite that upon yourself. If you don't want "spoilers," why would you read a review of a product you do not own? I will not use the phrase of "Contains Spoilers" in my reviews, if you want a non-biased review that doesn't reveal content-look elsewhere.

Disclaimer II: The majority of this review is opinion; your actual enjoyment of this product should vary accordingly.


"... In his researches, Milos learned of extraplanar beings that possessed mortal hosts tp study different times and places. When Lucius underwent a personality change overnight, Milos knew just what was going on—but, to his frustration, he also knew that when the real Lucius returned, he wouldn't remember anything of his time away. When the librarian began having nightmares and memory problems, Milos took notice. Apparently, Lucius was remembering something of his time on anpther plane. Milos decided to kidnap the man and torture the information out of him. Such arcane knowledge could benefit the Brotherhood greatly. ..." (p. 16)

WARNING SHOT:

Some adventures are harder to get into than others, as here our heroes quest mightily to find a missing librarian. If motivated by gold pieces and not much else, the party finds themselves embroiled in a mystery that has been going on for years. The librarian was looking for someone too—himself.

Death in Freeport ENnie

Death in Freeport is a d20 system adventure, listed to challenge characters of 1st to 3rd level. Though the party may start out being this low, the slow moment of plot and sharp challenge curve towards the end will keep the characters wanting mass-amounts of healing potions.

The characters arrive at Freeport, a pirate city where violence is common as a cold, and sometimes more deadly. The adventure features a solid, if sordid, history of the city and gives the referee no sense of plotting. The referee may just lead the party down too many blind alleys and use several red herrings before the characters get to the bottom of the Case of the Missing Librarian.

The adventure prides itself on being part political and part mystery. While, it seems to me, in this adventure the main thrust is a mystery and not a political plot. The heroes are asked to help find the missing librarian, they find him at some cultists' subterranean temple to an elder god, and free him after confronting the vile serpent men that hold him.

The simple drive of the plot, while good for beginning referees, is bound too much on having the party (and by default, the players) enjoy tracking down little details; yes, its a mystery, but we're not working with the mystery machine here, as the adventure makes it feel that the party must be to get some of the leaps in logic from point to point. The story may very well breakdown at the pirate ship, and several party members would be happy with its magical loot.

Several things about this adventure struck me as I was reading it over: first, is the lack of story-based awards for hunting down the wayward librarian, after all, the final encounter is of a fifth level rating and even a third level may be wiped out and sacrificed to the Unspeakable One; second, the whole Cthulhu-esque adventure would be a good thing to adapt into the Gaslight setting; third, the whole text of the adventure, which includes Freeport's history, is open content and allows anyone to develop scenarios or supplements based in/on the city.

Other points that got to me, was that a timeline of events once the party has begun investigating the disappearance is notably absent. Having a small flow chart, or paragraph just detailing what is going to occur, would greatly aid the referee in following through successfully with the adventure premise.

Overall, the adventure is an interesting idea on presenting a mystery with a cluttered backdrop. The party would have a fun time trying to get to the final encounter, but I feel that if they make no headway (read here: advancement), any future adventures for Mysterious Dungeons, Inc. will lie with their sanity in the hands of the Unspeakable One and his cult.

Go to forum! (Due to spamming, old forum discussions are no linked.)

[ Read FAQ | Subscribe to RSS | Partner Sites | Contact Us | Advertise with Us ]

Copyright © 1996-2008 Skotos & individual authors, All Rights Reserved
RPGnet® is a registered trademark of Skotos Tech Inc., all rights reserved.