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Dungeon Crawl Classics
#20
Shadows in Freeport
The city of Freeport was first introduced in one of the very
first d20 products, a module called "Death in Freeport"
from Green Ronin, later
followed up by "Terror in Freeport" and "Madness
in Freeport". These modules were sort of horror-fantasy,
being inspired by the Cthulhu (or Hastur) Mythos.
The tone of Freeport changed with the release of "Freeport:
City of Adventure" from dark fantasy with bits of
Lovecraftian horror to light hearted campy pirate themed fantasy.
Sort of like Pirates of the Carribean (the movie, not the
cologne), minus the serious bits and with Nintendo video game
characters, including Pokemon (in CoA) and one of their Kongs (in
"Black Sails over Freeport").
This adventure, Shadows In
Freeport is a step back towards the original Freeport
trilogy, at least in tone, if not in gameplay style. It's
actually from Goodman Games, part of their Dungeon Crawl
Classics line. It's actually more of a haunted house crawl
than a proper dungeon (hough there is a rather stocked basement)
but is mostly a dungeon crawl, while the original Freeport
modules were a mix of that and roleplaying.
That said, there really isn't much tying it to Freeport, just
some bits from the back story. It can be easily ported to any
other city. Still, it being Freeport was part of the reason I
bought it. I liked the original modules and own most
Freeport products. But I also like haunted house modules.
I ended up liking the module quite a bit, but it's definitely
more of a "splatter" sort of horror than ghostly or
creepy horror. While it's not disgustingly graphic, it is fairly
graphic in terms of describing gore, so it's not for the faint of
heart.
The set up is pretty simple: basically children have been
disappearing from Freeport and the townsfolk think it must be
something in this house, which was the home of a long dead serial
killer of children. Presumably the PCs will get involved for the
sake of the children. (or money from the parents of the
children).
(As an aside, this is where it actually different from Freeport
as detailed in "CoA", as there is a dedicated group of
government people for this sort of thing painfully called the
"God Squad". See p33 of that book)
Anyway, it's essentially a 2 story mansion with a dungeon level.
Presumably PCs will explore the first two levels, then do the
dungeon. There's also some ground, but this is largely covered
with brush and such, and so not really explorable. (Unless the DM
wants to expand on it).
The ground level is pretty big. About 30 detailed areas and 15
pages. They find some children, but not in the condition that
they probably expected. They also come across a party of thieves
who unwisely decided to make this house a hiding spot. (Parts of
thieves might be more accurate)
The upper floor (or the 1st, as the module confusingly, if
Britishly, calls it) is just a tad smaller, 27 areas and 10 or so
pages. In video game terms, there is a "subboss" (or
"midboss") on this level, the son of the evil owner of
the mansion.
The basement is where the finale takes places, and is 15 areas
and 12 pages. Whether or not the PCs solve a puzzle has a big
role on the ending, as they need to figure it out in order to get
to the back guy to stop his diabolical plot.
(Personally, I prefer the use of puzzles for "bonus"
areas, ie, where the PCs can get some good loot or a side quest,
rather than being integral to the plot/dungeon crawl. Much like
my jokes often don't make sense to the listener/reader but are
plain (and funny) to me, what seems obvious to the creator of the
puzzle might not seem so obvious to the players.)
It's pretty combat heavy, mostly vs undead (ghosts mostly) and
demons/evil outsiders. So a cleric is a must, and a paladin or
ten would also be handy. As well as perhaps some stuff from
Goodman's own "Demon
Hunter's Handbook" (whatever the exact title is, I
always forget).
The module itself is about 40 pages long, the last 20 pages or so
of the module are appendices detailing new monsters, magic,
pre-rolled characters for players, and about 7 pages of player
handouts (illustrations of scenes/rooms).
The monsters are probably all from the Green Ronin fiend books
(at least they are listed in Section 15 of the OGL in this), but
I'm not sure. Anyway, if you have those books, and are wondering,
they are: the Daeobelinus (sort of an evil gnome outsider), Devil
Lizard (actually more like an evil dinosaur), Feasting (an evil
worm or giant maggot), Pwalg (sort of a living tumor, supposedly
a growth off of the "Unspeakable One"), Radiant Boy (an
evil kid), Revenent (a vengeful undead), and Vespertiliac (a hard
to spell daemon).
The new magic all revolves around the Madness domain which is
introduced here. Just that domain and 3 new spells for it, which
involve driving someone crazy.
Some might consider the pregenerated character section a waste of
space, because most players probably already have characters. But
I find them to be useful if someone gets killed or if I need to
come up with a NPC on a short notice. There are 8 of them here. 7
single classed: Fighter, Wizard, Cleric, Rogue, Bard, Ranger,
Sorcerer, plus one Fighter/Wizard/Rogue. All 6th level.
The art is really quite good. It features a fair amount of
illustrations from Jim Holloway, one of my all time favorite RPG
artists. As mentioned, there are 7 pages of player handouts, and
most of these are illustrations.
I really liked this module. The only real negative is that it
used a core class from an 3rd party product for the major
villain, but didn't include all the specifics and rules for that
class (though he does have a stat block, so you can run him as is
in combat).
Lastly, you can tell it's not a Green Ronin Freeport product
because section 15 of the OGL is right. (Okay, cheap shot, Green
Ronin has gotten a lot better about using section 15 properly..)

