Freeport: City of Adventure

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deaddmwalking
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Freeport: City of Adventure

Post by deaddmwalking »

Not to be confused with Pirates Guide to Freeport, or Freeport Companionor the adventure Death in Freeport that originally introduced the city in a very limited degree.

Freeport: The City of Adventure

This is intended in part as a counterpoint to my prior review of Swashbuckling Adventures – in that review I suggested that a book like Freeport: The City of Adventure is what they should have aimed for. I have several books by AEG, including World’s Largest Dungeon and World’s Largest City, so it’s not really a surprise to me that the quality isn’t great… I also have a bunch of Green Ronin Books (many of which I have yet to read), but in general, I think I’ve been more impressed with generally consistent quality.
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In 2019, Green Ronin had a successful Kickstarter Campaign to update Freeport to Pathfinder – to my mind that indicates that there are still quite a few people playing in this setting some 20 years after it was released.

So let’s dive in!
Ten Fathoms Deep on the Road to Hell
Welcome to Freeport, the city that launched a thousand campaigns! Since the day that 3E debuted, Freeport has provided adventure and excitement for d20 players across the globe. Freeport: The City of Adventure is the climax of two years of work, the definitive guidebook to the most larcenous city in fantasy. Within these covers, the former pirate haven comes to life in prose and illustration. Each page overflows with rich detail and practical information – all the information you need to make Freeport your campaign’s home port! Freeport: The City of Adventure, an indispensable sourcebook for Gamemasters and players alike, includes:
  • A stunning poster map of the city by award-winning cartographer Todd Gamble
    A treasure trove of new feats, spells, and magic items
    Two new prestige classes: the Freeport Pirate and the Crime Boss
    A district-by-district breakdown of the city
    Dozens of unique locations
    Fabulous art from Kyle Anderson, Toren “Macbin” Atkinson, Andrew Baker, Paul Carrick, Marcio Fiorito, David Grifith, Rob Hinds, Jonathan Hunt, Chris Keefe, Steve Lawton, Sam Wood, Todd Gamble and Rob Lee
    Full game stats for important NPCs
    Hundreds of adventure hooks
    And a touch of cosmic horror
Freeport can be used in any campaign setting, and what world wouldn’t benefit from rapacious privateers, cannibal cults, and shape-changing serpent people?
Freeport, where every block brings danger and every day may be your last. Do you have what it takes to master the City of Adventure?
The book itself is hard bound with 158 numbered pages. The poster map attached inside the back cover is a glossy god’s eye view of the city roofs – the cartography is acceptable but not stunning. 59 locations of interest are clearly marked. The book is organized into the following chapters:

1 – History (6 pages)
2 – Geography of the surroundings (6 pages)
3 – City Overview (15 pages)
4 – District by District break-down (9 districts, 66 pages)
5 – Freeport Adventures (7 pages)
6 – New Rules (26 pages)
Appendix 1 – Typical Dwellings (1 page)
Appendix 2 – Firearms (6 pages)
Appendix 3 – Narcotics (1 page)

The table of contents takes a full page – each chapter has subheadings that are categories of listings (ie, feats, wondrous items) rather than specific individual listings. In the District-by-District Breakdown each location is given the number that matches on the poster-map.

The one page-introduction provides a history of the publication of Freeport. It was introduced in the Adventure Death in Freeport, which was one of only 2 published adventures when the 3.0 PHB was released, and it went on to win the Origins Award for Best Roleplaying Adventure. This book clarifies that it presents the city after the original Freeport Adventure Trilogy. I don’t have any objections to the material in the intro – there’s nothing about ‘what is a role-playing game’ – the book assumes you know what a campaign is and that you’re looking for material to base a campaign or to add detail on an existing area of your campaign world.

All the interior art is black-and-white. It includes full page illustrations and in-text illustrations. The quality varies considerably, but it is all at least passable. There are very few pages without any artwork and there are numerous sidebars within the chapters.
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ARRRR! Time to Get Started
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Post by deaddmwalking »

Chapter 1 History of Freeport

The History of Freeport section starts 2,000 years before ‘now’ from the player’s perspective, but most of the focus is on recent events. A couple of millennia ago, an empire of serpent people dominated in the area that would become Freeport.
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Yuan-Ti is product identity, but you can use them if you call them something else
The empire was sundered by the arrival of a villainous god worshipped by some cultists, it collapsed into the sea, and the islands where Freeport is located (known as the Serpent’s Teeth) are all that remain. Most of the few survivors went mad, living in caves below ground. Few know of the empire, but there are artifacts and ruins dating from that time. The Freeport Trilogy of adventures feature some of these connections between the original inhabitants and the current inhabitants (and a cult worshiping the same deity that destroyed the Serpent-People Empire). In the last couple of hundred years, a natural harbor for ships to stop to hunt/take on water turned into a town.

The town attracted pirates who followed a code – out at sea they could fight as they liked with each other, but in port, they had to keep the peace. This was the golden age of Freeport. One thing the book does better than Swashbuckling Adventures is include diversity when name-checking notable pirates. But it is not all good. The sidebar on Sigurd Trollsdottir makes it clear that she is ugly and she attains her position by defeating a pirate captain and then raping him (claiming his as her first mate).
Image Eventually the pirates were hunted down by organized navies. They were forced to organize as well; two captains led the combined fleet. After wars settled into a stalemate, trouble between the captains escalated. They ended up joining together once more to address an existential threat, but one captain sold out the other for a peace treaty with the other nations in order to have Freeport recognized as a soverign state. Following the betrayal, the city ‘went legit’ – ultimately successfully. The traitorous captain consolidated his rule as the Sea Lord, set up a Captain’s Council to handle day to day affairs and the city prospered through legitimate trade. Rather than try to set up his son as successor, he allowed the Captain’s Council to elect the leader after his death.

The bits of history about how pirates who obeyed the code and practiced larceny at sea were nearly undone by organized mafia infiltration. They involved themselves in a slave operation, and with the Captain’s Council in their purse, thought themselves above retribution. The Sea Lord was able to break the operation and end slavery.

One thing I appreciate in this history is that they do take pains to consider things that you can normally do in the d20 system. For example,
The wound should not have been mortal, but the arrow was enchanged with death magic. Anton was slain as soon as the arrow hit him and Freeport was without a Sea Lord for the first time in two hundred years. The assassin was cornered and killed before he could talk. The body was then stolen before priests could try to speak with the dead man. The assassin was dismissed as a lone renegade, and the magical nature of the attack was hushed up.
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Because if you kill the assassin it’s harder to find answers.
Following the assassination, the villain in the Freeport Trilogies takes over as the Sea Lord, launching his evil plot. It is remarkably similar to Magneto’s in the X-Men movie from 2000. He’s going to lure the leaders of the world’s nations to within sight of The Statue of Liberty his lighthouse, which will unleash a powerful form of energy to turn them all into merchants drive them all mad. You can play that adventure, or assume the problem was dealt with already (in which case it makes some suggestions for the type of heroes that might have been.
Now Freeport has entered a new era. With Milton Drac dead, succession has once again become the burning issue of the day. The streets are alive with talk of what lies ahead. As yet no new Sea Lord has taken power. In the new Freeport, anything is possible.
At this point, even though we haven’t really covered the setting material, I feel like I have a sense of what types of adventures could be appropriate. Some dungeon-delving with Serpent-People ruins, lost ships of sunken treasure, political machinations to assume the throne.
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Sailing for Adventure – and yes, I do have the soundtrack.
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Thaluikhain
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Post by Thaluikhain »

Hey, your sig is left aligned on the first post, and centre aligned in the second.

Anyhoo, how useful is the information about the history years before the game actually starts? Some background is good, and ancient relics and stuff is useful to have, but did they fall into the trap of listing loads of identical historical figures you don't care about?
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Post by deaddmwalking »

Thaluikhain wrote: Anyhoo, how useful is the information about the history years before the game actually starts? Some background is good, and ancient relics and stuff is useful to have, but did they fall into the trap of listing loads of identical historical figures you don't care about?
They're generally pretty good about staying on task, but it's not perfect. The first Sealord doesn't really matter, but there are current issues regarding succession that stem from actions taken by him and his successors. War between the Seal Lord and the Thieves' Guild 100 years ago is probably NOT relevant, but it'd still be pretty easy to think of an adventure hook that ties into that. For example, one of the restaurants described in a succeeding chapter built in an old warehouse might discover a secret safe-house belonging to the Thieves' Guild from 100+ years ago.

The chapter reads pretty quickly, and most of the entries that don't seem to be particularly relevant to the current events at least seem easy to tie into an adventure seed pretty easily. Most of the history actually covers the events that occur in the published adventure Madness in Freeport and sequels, which you can play through - even though the book is set after the events, the locations and institutions don't change - you could use this book to flesh out the adventure a little more fully.

If I had to give it a grade, I'd give it a B+.
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Chapter 2 – The Serpent’s Teeth

This chapter describes the geography of the islands where Freeport is located including a small map. There are four primary islands; the one with Freeport is in the center (called A’Val) with two similarly sized islands located east (Leeward) and west (Windward). To the south is a much smaller island (T’wik) where the Lighthouse was built (as described in the Freeport adventure trilogy). The area is described as being relatively safe from sea monsters due to it being relatively shallow and surrounded by barrier reefs. Locathah, sahuagin, and merfolk live in the nearby waters. A ghost ship with a new creature plies the nearby waters and introduces a new template: Fire Spectre. Fire Spectres are essentially normal skeletons that can sheath themselves in a fire shield 3/day. The captain is a CR 11 Rogue 10 with his crew of CR 3 Fighter 2.
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Which happily makes them more easily seen at night
The island of Leeward has been the site of several attempts to create a regional rival for Freeport; each time the city was destroyed, either due to monster incursion or direct action by Freeport. Windward bears the brunt of the angry seas, protecting Freeport from the worst weather. A resort there will trade time to adventurers for help making sure the surrounding area is safe for paying visitors. The smallest island, T’wik sits outside the harbor and is now the site of the large lighthouse that didn’t drive everyone mad.
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T’wik, not Teal’c
The description of the area is easy to read, generally brief, and embeds several potential plot hooks.

Chapter 3 – City of Freeport

The chapter following covers the geography and notable places in the city. This chapter serves as an overview – the political figures, society, religion, and the law. Since the point of a setting book is to give players a chance to interact with the setting, this stuff actually really matters. In a swashbuckling setting, one of the main features that wasn’t ever discussed is the role of ‘lawful authority’, which really matters since players are often forced to work outside the law. In Legend of Zorro, Anthony Hopkins spends 20+ years in prison, rather than being killed. In 1938s Robin Hood, Robin Hood is captured after winning the archery contest. It is while he is awaiting his hanging that his merry men (with Marion’s help) that he escapes. Captain Blood virtually begins with a trial that commits him to slavery in the West Indies for a crime he didn’t commit. For a campaign setting to work well for adventurous PCs, it helps if the lawful authorities don’t murder everyone they take into custody.

The following is a sidebar from this chapter:
We can’t possibly cover the details about each individual in Freeport in the space of this book. Most people’s tales could fill a set of books this size all by themselves. As it is, we’re going to do our best to hit the highlights and let you fill in the rest. This has two direct benefits.

First, it leaves us room for expansion in future books about Freeport. After all, you never know when we’re going to come up with something truly cool for the city, and we’d like to have the space to slip it someplace where it seems natural.

Second, it gives you those same options. If you’ve been running your campaign in Freeport – there have been four adventures set in this city already, after all – then you’ve probably already developed a number of characters and places with which your heroes have interacted. Now that you have this book in your hands, it’s not like those places suddenly disappear to be replaced by a whole new set of NPCs and locations, right?

The places that are described in this book do have locations that they’re supposed to be in, but it’s a simple matter to bump them across the street or next door if they conflict with anything that you’ve developed on your own. This way, you can have your cake and eat it too.


Generally speaking, that’s a good way to approach things. You absolutely do need enough detail to let GMs run material in the setting, but you also want to leave some white spaces on the map to fill in later when it becomes necessary. If they don’t describe an orphanage in their 59 locations, but you have an adventure that calls for orphanage, you need to be able to put it in without destroying existing canon.
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Many of the best plots require forcing orphans to retrieve pirate treasure on your behalf
The chapter gives a brief overview of each of the 8 districts (to be expanded on in a later chapter), followed by a half page on society. Freeport is home to at least a few members of every major humanoid race, and a few of the ones that aren’t major. From a PC perspective, it means you’re justified in playing your concept, not trying to figure out what race of human is closest to your opinion. Class matters more than species – most of the population works in ships and seas, so the sailor’s propensity to spend all their wages while in town and head to sea broke have a major impact on the economy.
Image The government (usually) has an executive, who must consult with 12 councilors and must receive their approval to declare war, enter into a treaty with a foreign power, allocate city funds, and levy taxes. Since the counselors are themselves members of the rich elite, taxation (and public spending, especially outside of the merchant district). The Sea Lord (where there is one) sits on the counsel and gets two votes, so with the support of 5 counselors, he can push through his agenda. While the original council was made up of ship’s captains, now only one position is reserved for an active captain. That position is held for 3 years and then rotates; all others are theoretically for life. Being rich and popular is usually enough to be nominated to join the council if a position were to open up.

A prior Sea Lord had forced through a law that required that the Sea Lord be a descendant of the first sea lord (though historically most were not). The current council would have to change the law to allow any of their number to succeed. Since there are factions within the council, removing that law is not a priority until one or another can be sure that their candidacy would be successful. Stat blocks for all of the counselors are provided in sidebars. Their basic motives and allegiances are outlined, so there are levers that players could manipulate to either make themselves candidates or support another candidate.

Freeport maintains an official navy of 12 ships that patrol around the harbor. In addition, there are fleets of privateers that make Freeport home. Other nations seek to hire the privateers for war, which allows those ships to practice legal piracy. Since you want PCs able to partake in piracy, this makes sense.

Under the prior Sea Lord, the guard was more criminal than the criminals they were supposed to deal with. There’s been a change in leadership. Corruption is down, but violence (toward criminals) is up. The current leader is popular, but a lot of people fear that there will be a curtailment of existing rights. The guard is human-centric (more than the city, with only a few dwarves and half-orcs and no elves, gnomes or halflings) and no women. The jail is small; people with a prison sentence are sent to the hulks to live lawlessly with other prisoners.
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Which is taken directly from history and is just as bad as it sounds
A secret religious organization is funded by the city council to investigate cult activity and defeat it before it becomes a more serious problem. Every wealthy merchant and most shops have private guards due to the long history of being unable to rely on the Sea Guard. With a pirate tradition from the founding, there are a lot of rough people. Walking around heavily armed isn’t only legal, it’s strongly encouraged. PCs won’t stand out for carrying an arsenal.

Religions are described by what the god is focused on – ie, they refer to a God of Justice and a God of Pirates, but the names are not provided in a bid to make it generic. I prefer that they provide some details – changing them are easier than making them up – but they’re generic enough that it won’t be hard to find a ‘god of oceans’.

Aside from religious holidays that are not described, the town has three public holidays. Swagfest, commemorating ‘the Great Raid’ when the united Pirates brought back the most plunder and booty of the town’s history; Captain’s Day, celebrating the first Sea Lord’s birth; and Raidfest which marks the time of year that pirates would set out (at the end of hurricane season).
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I celebrate pirate booty at least once a year, too
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Chapter Four – A Freeport Gazetteer

The chapter covers details of the various city wards. “Each location also includes adventure hooks; Freeport is the City of Adventure after all!” The fact that the book has kept focus on providing a place for players to have adventures is good and somewhat refreshing compared to other books. The description of the docks includes the guilds and warehouses you’d expect, as well as taverns and inns. There are a few things you might not have expected, like the Lobstermen who use diving suits to surreptitiously recover loot from sunken vessels.
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My primary adage is that if you saw it in a Disney movie, you ought to be able to do it in your game
The docks also host Friday Night Smackdown, so players can get in on some arena action if that’s what they’re craving. The docks are a mix of daily business and rough-and-tumble clientele. Each location has enough detail to easily describe it to adventurers.

Drac’s End is on the opposite side of the town, carved from the surrounding jungle and home to working class people. It lacks the protection of the wall, so in the event that a monster were to rampage from the island, this is where it’d probably do the most damage. Drac’s End is a step up from shantytown, but it does have a tent town where squatters who have run out of money live – just the kind of place to appeal to PCs whose players don’t have to deal with the consequences of sleeping on the hard ground.

Drac’s end also has an educational academy (providing elementary through post-graduate studies). There’s no location map, which would be handy, but the place is probably too large to detail well in this book. I don’t have a stash of university maps to draw on, though, so that would be helpful. It’s more of a resource than a specific location for adventure.
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There’s a 540 page expanded version of this book for Pathfinder. It doesn’t have a map of the academy, either. It feels like there’s some truism in there about Pathfinder products
The Eastern District is where Freeport’s struggling middle class lives, and where you’ll find most of the common tradesmen like blacksmiths and coopers. Hundreds of years ago duels were fought in an arena that was paved over and incorporated into the Eastern District. Recently, the practice of dueling has resumed at the same spot in one of the plazas – the field of honor. If PCs wanted to get in a fight that was a little more ‘uptown’ then the arena, they could be involved there. The Halfling Benevolent Association has taken over law & order in the Eastern district, running an honest protection racket.
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A small person with the power to ‘ice ‘em’ is always a little incongruous, but well received
The Eastern district is also home to a rickshaw company – they’re the main form of transportation other than foot in the crowded streets of the city. There’s a vigilante organization that is patrolling the sewers called the Sewer Rats. The Golden Pillar Society is a charity group seen as ‘compulsive do-gooders, perhaps a bit of middle-class guilt, but generally upstanding, square, whitebread folks’. However, a core of the society indulges in a wild bacchanal that includes human sacrifice to summon sex demons. There’s another private club called the League of Freemen that is controlled by a cabal of Rakshasas.
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Could it be based on a real secret society? Who knows!
The Merchant District is the swankiest part of town – and the people there take precautions to defend themselves from the ‘hive of villainy’ they see as the rest of the city. This is where the elite travel from dinner party to dinner party, and great deals are made. The social clubs here are of higher status, the hotels cater to an aristocratic clientele. One of the semi-permanent guests of the Last Resort (the most notable hotel) is a vampire, feeding on the poor in Scurvytown. The Opera House has a literal phantom – a ghost that appears when her opera is performed and causes the death of someone involved in the production. A gang of disaffected wealthy youth have set up a headquarters in one of the mansions (the owner was murdered in the adventure Terror in Freeport known as the Joy Boys. They have been working with the merchant’s guild to help enforce compliance with the guild’s rules about ‘legitimate businesses’. Among the elite, gender roles are more rigidly defined than in other areas of the city. While there are women on the Council and in positions of leadership, it is still seen as uncommon. A group of teenage girls have decided that they will assume the identities of young men so they can carouse in a similar way.
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Yes, it’s the setup for a zany 80’s comedy, why do you ask?
The jeweler’s guild is one of the few places to have a described magical trap (cloudkill). The descriptions for this area are rounded out by a restaurant and tavern.

The Old City is the area surrounded by walls; the city has long since grown beyond them, but this makes for the oldest part of town and the place where all the administrative functions are located. The walls are described as massive even by most fantasy standards – 20 feet thick and 100 feet high. They lend the area something of a claustrophobic feel, so it is not the preferred home of the wealthy and elite. The wizards guild is supposed to cast protective spells on the walls (things that prevent things like passwall, but not things like fireball. Speaking of which, the wall has five towers, each of which has a magical cannon that can be winched in to place from the basement. It fires a fireball as cast by a 20th level wizard, but in order to fire it two people must touch the cannon and take 4d6 points of damage; damage which does not heal by any means except recovering naturally at 1 point per day. The Sea Lord’s Palace (currently unoccupied) and the Fortress of Justice are located in the Old City. Information on how one would gain entry (legally) and a map to the latter is included. A map for the Sea Lord’s Palace is referenced as published in Madness in Freeport, but it appears to only be of the main floor (of a 5-story structure, plus below-ground areas).

There’s a few paragraphs about Crime and Punishment, which I think is helpful. If the civil authorities have sentences other than public execution, that’s good for PCs who break the law. If they also have public executions, that usually gives PCs a chance to put a plan into place.
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If you know how executions are carried out, you can try to mount a rescue
Other locations in this area include the Wizard’s Guild, The House of Serenity (a bordello), a public bath, a curio shop and an inn. Like the other locations detailed, every organization or location has some suggestions on how the PCs could become involved in an adventure. The quality varies, but it’s a little more thought out than ‘this person might need protection’.

Scurvytown is the poorest section of town, and the rough-and-tumble nature of it has given Freeport its reputation for danger. “Drac’s End is a poor district, but at least the people there are trying. Scurvytown is for those that have given up, or have no other place to go. Only those with a taste for crime, violence or perversion – or with little regard for their own personal safety – voluntarily make their home among the human scum that settles in Scurvytown. The first place of interest is the Beggar’s Market.
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Did you know the King of Beggars predates the John Wick movies?
They don’t actually suggest a beggar king here (that’s 8 pages later), but this is the place where people falling into destitution sell their last valuable possessions (or where you can sell valuable stolen goods no questions asked). Dreaming Street (not to be confused with the Street of Dreams in the Merchant District) is the most organized den of iniquity – gambling, drugs and prostitution – or anything else you want to find – could be found here for a price. The ‘don’t ask, don’t tell’ leads to things far worse.

With fantasy races from all places rubbing shoulders in Freeport, prejudice and bias does not disappear, even if it is usually buried under the surface. The place where Orcs can be Orcs is Krom’s Throat. The Dead Pelican is a dive tavern that hides a cannibal cult. Otto’s sells magical weapons for below market prices. The constant fights in the chumhouse attract sharks to the wharf it is built on. Outside the Fish Market, you can also find sharks attracted by the fish guts dumped in the water (and occasional person that needs to disappear). Fleagle’s sells mundane weapons, and he’s a right-wing survivalist with the bunker to prove it. The Church of Retribution has a facility in Scurvytown – it was featured in the adventure Hell in Freeport.
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There are a bunch of Freeport Adventures. Someone ought to review them!
The Temple District has temples to the four most-worshipped gods of Freeport: God of Knowledge, God of Warriors, God of Sea, and God of Pirates. There are suggested alignments, favored weapons, and domains if the GM isn’t importing a pantheon of his own. Since there are so many other gods in other products, it isn’t a terrible loss, but the gods as described are boring because of how generic they are.

The Temple of Knowledge has a massive library (+3 to Knowledge checks) and a ring gate connecting it to another library far away; in the event of an emergency the plan is to transport as much material as possible from one to the other. When discussing the wizard’s guild, an artifact that allows scrying across both time and space was mentioned; something like that would be of great interest to the priests here. This temple did feature in the Freeport trilogy, and one of the priests is a serpent-person in disguise. The Temple of Warriors sponsors fights at the One Ring (the arena) and has a good reputation for winning many of said fights. Their leader is Father Mayhem
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Pictured?
There are descriptions of the Temple of the Sea and the Temple of the Pirates, and one non-temple – an ecumenical shop that not only sells holy symbols and other paraphernalia for the good pantheons, but also secretly sells the supplies required by evil gods. It should be noted that not every place has a sinister side – a lot of them do or something to make them memorable, but there’s what I think is generally a good balance of places that are exactly what they seem to be and places that hide a secret or two.

The Warehouse District is the last district with numbered locations included on the map. It includes a personal storage locker PCs can rent (suitable for Storage Wars style shenanigans), a warehouse reputed to be haunted and suitable for a swashbuckling fight. There’s a unique inn that is entirely made up of hanging hammocks – familiar to people who have spent years at sea. The Block and Tackler is a tavern catering primarily to Longshoreman and also the hidden home of a drug smuggling operation (abyss dust, detailed in Appendix 3, which causes hallucinations and Wisdom damage). In addition to selling storage items when the owner fails to pay, the Municipal Auction House sells items taken from thieves, whose owners’ are deceased, or any other unclaimed property.
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Things like an auction house with sealed bids on unknown bills of good practically writes an adventure itself
Rhodes of Freeport is the equivalent of Lloyds of London – they insure ships, cargos, and personal items. They are in possession of an artifact; telling a lie while touching it deals 5d6 damage and requires a DC 20 will save or die instantly; they require you to file your claim in person and attest that the loss occurred. The Office of Public Records includes building plans and shipping manifests – just the type of place PCs have a reasonable chance of finding information they need before a daring heist or break-in. It was apparently featured in one of the published adventures. The last couple of places include a shipyard and the pilots guild (local sailors sail ships into the harbor as they are aware of the shifting navigational requirements). I’m pleased that the book acknowledges pilots – they seem to be often overlooked in other nautical themed books.
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The main character in SHOGUN (book and movie) was a pilot. And Richard Chamberlain ALSO played the Count of Monte Cristo. Coincidence?
The chapter wraps up with four pages about areas beneath the city – there is no map provided, but I think the intention is that they are such a warren of pipes and passages that maps would be useless (and they can stick whatever cabal of cultists they think of this week there without them having connection or knowledge of the cabal of cultists they put there last week. This section spends considerable ink on describing the relationship between ‘civilized’ and ‘degenerate’ serpent people. In any case, either are a CR ½ humanoid so they’d be more appropriate for PCs than Yuan-Ti (and I was surprised that there was a sidebar specifically comparing the serpent people to Yuan-Ti; I thought that including that term was a violation of product identity).
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I think all kinds of animal people are cool, but that might be because I played with a lot of Battle Beasts
Next up – Chapter 5: Freeport Adventures.
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Post by OgreBattle »

Good boobs
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Post by deaddmwalking »

Chapter 5 – Freeport Adventures

Although the last chapter included some suggestions for adventures that were directly tied to a specific location, this chapter is designed to give a party of PCs reasons to want to make PCs choose to stay.
…it can be tempting to simply tell the players that their PCs are going to set up shop in Freeport – and like it!...Of course, heroes (and their players) have minds of their own, and they’re not always going to fall in line just like that. Once you’ve decided that Freeport is the place they should be, you can help any doubting heroes come around to your way of thinking with just a little effort.
The chapter starts by talking about using the material from the book in different ways. Suggestions are made to transplant some (or all) of the details with another port city elsewhere in your campaign world, or how to change it from a nautical based trade city to a caravan based city on the plains. Most of the suggestions boil down to ways to make Freeport useful to the PCs – if the PCs benefit from frequently visiting Freeport, they’ll want to visit more often. Effectively, a big chunk of this chapter is suggestions to the DM to make the material in the book interesting to the players so the DM can use more of the material included in the book. I’m just blown away by a book that recognizes that players should have a choice in these types of things.
Image The next section discusses how to find out what your players are looking for in the game. It talks about a direct approach – just asking – but recognizes some players don’t want to know exactly what’s going to happen but it’s still possible to figure out what TYPES of surprises they’re looking for. It suggests putting out a whole bunch of different hooks and let the players choose the one that appeals to them most.
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They all look good to me
In fact, you can tell a lot about what the heroes are looking fof in an adventure by the company they end up keeping – or seeking out. If they’re spending their nights down at the Docks, swilling ale and keeping an ear out for news of incoming ships or roaming pirates, then an adventure at sea is likely in order. If they keep pretty much to the Merchant Quarter and the Old City, then perhaps they’re ready for a lesson in the subtler points of court intrigue. If they’re slumming in Scurvytown, maybe an exploit of a far less savory nature is what they have in mind.
Following the section on how to determine what your players might be interested are some additional thoughts about how to make those things work. There’s a fairly large section on tailoring the pantheon (and choosing relationships with areas outside of Freeport) that can justify some types of religious adventures (or schisms). They discuss reasons a player might choose (or be forced) to board a ship, various campaign elements that you can feature (monster bashing, political intrigue, romance, mystery) that should be easy to introduce based on the information provided previously.

Basically this whole chapter is GM-centric advice on how to make interesting adventures that integrate with the setting provided – exactly what a campaign setting book ought to do.
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Except not ironic?
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deaddmwalking
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Post by deaddmwalking »

Chapter Six – Rules You Can Use

You might remember that Swashbuckling Adventure what felt like thousands of pages of prestige classes and feats, and they put them as the first thing in the book, each category with its own chapter. In this book, the new rules are about 25 pages, and they include:
  • New Classes/Prestige Classes (5 pages)
    Skill Variants (1/3 page)
    New Feats (1 page)
    New Spells (6 pages)
    New Magic Items (13 pages)
The information density is pretty good. There’s some interior art, but no major blocks of white space. Descriptions (on average) are no longer than the core rules. There are no PC base classes – the classes include two Prestige Classes and an NPC class.

The first Prestige Class is the Freeport Pirate
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The prestige class can be qualified for after 4 levels (it requires a +4 BAB) and no more than 4 skill ranks in any skill. Members of this class are described as being proficient with all simple and martial weapons, but not armor. It would be more appropriate to say they do not GAIN any armor proficiencies; by RAW they would actually LOSE any armor proficiencies they have. The class has a full BAB, a good Reflex save, and one or more class features at every one of the 10 levels. At first level the Pirate gains their Charisma bonus to AC (in addition to Dex), a bonus to balance checks, and the ability to move at full speed when succeeding on a balance check. At 2nd level the pirate retains their Dexterity bonus while climbing negating any bonuses against them and gains an animal companion (usually a monkey or parrot). They eventually get the ability to deal subdual damage without a penalty, to perform a coup-de-grace as a standard action, hold their breath longer, gain a +2 AC bonus when holding an off-hand weapon not used for attack, weapon focus/weapon specialization, a fear aura and a dying curse. Most of the abilities are not ‘high level’ – since this is a prestige class and you’re already accessing it at mid-levels, none of the abilities are really appropriate at the point where you qualify for them. This would be improved by making it a 5-level prestige class, and compressing all the Level 1/level 2 abilities to first level, all the level 3/level 4 abilities to 2nd level (etc).

The next Prestige Class is the Crimeboss
Image Qualifying as a crimeboss requires 8 ranks in Gather Info, so your first level of Crimeboss could be as soon as character level 6. You do have to have a territory to control. The first benefit you get is an automatic income equal to your Crimeboss level + Charisma x 100 (ie, a 1st level Crimeboss with a +5 Charisma modifier would earn 600 gp per week. Also at first level they are able to attract Rogues with leadership (instead of just warriors, experts), but it doesn’t actually GIVE them leadership. Even though the focus is on having minions who do the dirty work for you, the Crimeboss gets Exotic Weapon Proficiency – Handcrossbow, +2d6 Sneak attack (over 10 levels). They get some bonuses to their Leadership score, add their CHA to AC (even for touch attacks at 5th, immunity to mind-affecting magic at 7th level, and a sanctuary style effect at 10th level. Once again, as a 16th level character you’re still significantly weaker than a full caster, but having goons as a class feature makes this a better class than the Freeport Pirate. If this had been compressed into 7 levels, it might be better.

The cultist is a base NPC class, and reads like a fusion of the Adept with a Rogue. They get +4d6 sneak attack over 20 levels, gain spell casting at 5th level up to 5th level spells as 20th level. They gain Leadership for free, as well as bonuses to their Leadership score. It’s not as good as a PC class, but it looks like it allows for some magical spells and a little bit of a tougher melee fight than you would get with adepts, and a little more surprise than you might get with rogues. The spell list is mostly taken from the cleric list, but it is greatly reduced. In my mind, having domains associated with whatever you were a cultist too would make sense; in this case a death cult and a cthulu-cult have the same spell list.

Skill variants include two optional languages: Semaphore (using flags to spell words) and Naval code (using flashes of light to spell words).

There is only a page of feats, and I’m glad there aren’t more – they aren’t very good. Several are only selectable at first level. This includes Drac Bloodline (which would make you eligible to promote to Sea Lord under the current rules) and provides a +1 bonus to three skills, or filthy which gives you a +2 bonus to poison and disease saves. Greater Improved Initiative increases your bonus to Initiative to +8, requiring both Improved Initiative and Lightning Reflexes. Intellect Fortress could be a good defensive feat for Wizards; it allows you to use your Intelligence modifier instead of your Wisdom modifier on Will Saves. Other feats allow you to substitute DEX for STR skills, or INT for DEX skills.

Most of the spells are mid-level, but there are a few low-level spells that make underwater exploration possible or allow casters to deal subdual damage instead of lethal damage. Not all of the spells are well designed. Perhaps the spell likely to have the largest impact on the game world is one that creates a permanent spring that cures disease.
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Now instead of a pilgrimage, you can have a 9th level cleric come to you and permanently protect your village from disease
Magic Items include armor and weapon properties with various equivalent bonuses. Armors that provide a +10 bonus to skills (equivalent to a +1 bonus) end up being less expensive than a dedicated item (ie, a +10 skill ring costs 10,000 gp; the difference between a +4 and +5 armor is 9,000 gp). There are better options, so making those a simple extra cost (like Improved Silent Moves) might make more sense (but the costs in the core rules are insane). In any case, this campaign setting is not suggesting any fixes to magic item costs. Weapons fall into the same trap, but are somewhat more interesting. Properties like acidic and acidic burst have been suggested by many people in many places. I’d argue that the abilities are too expensive (by far), but if repriced, would be worth considering.

An adroit weapon is designed to allow a user to apply their Dexterity modifier in place of their Strength modifier for attack rolls (but it counts as a +2 bonus!!!???). A Crippling weapon can allow you to trigger a symbol of pain on a successful strike, but counts as a +3 bonus. A knockback weapon lets you make a bullrush attempt without entering your targets square as a +2 bonus. A radiant weapon can cast daylight which counts as natural sunlight for creatures who are vulnerable to that (+2 bonus). A rummer weapon allows you to include a potion in your weapon; this one only increases the base cost by +1,000 gp.
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Still seems pricey – getting a flask built into an everyday object is surprisingly easy
A Sea Legs weapon (+1) gives you +1 attack/damage when on a deck, a +4 to swim checks, and the weapon doesn’t count toward your encumbrance when swimming. A Septic weapon (+1) allows you to cast contagion. A Tangling weapon (+1) can impart the same effect as a Tanglefoot back 1/day. A Thirsting weapon (+1) deals +1d4 dehydration damage (+1d8 to plant and water creatures).

Among the specific weapons is a Ballista of Piercing that can that make an attack against any number of creatures in a line; you roll to hit against each one, as long as the hit succeeds, it penetrates to the next target in line. A Catapult of Accuracy is more accurate than a standard catapult. Beamsplitter is a +3 greataxe that deals quadruple damage to wooden objects. Dnupler is a +2 unholy guisarme; those that it slays rise as zombies. A Rapier of Revenge is a -2 weapon that gets increased bonuses every time you’re hit by an opponent. Reaversbane is a +4 thundering lawful longsword that allows the wielder to cast dictum, magic circle against chaos and order’s wrath. The Whaler’s Greatlance is a +2 wounding weapon, bane aquatic creatures. I wouldn’t consider any of it particularly exciting, but certainly acceptable.

There are three potions – the first one is designed to make a crew more pliable. The second one splits a poison into 3 parts (the target must be exposed to ingested/contact/inhaled to be affected). I like this because there are a lot of ways you could build a mystery around poison when multiple people were exposed to one or two parts, but not all three. Finally, they have a potion that allows you to survive by drinking seawater or other non-thirst-quenching beverages which seems thematically appropriate for a campaign that features a lot of nautical themes.

There are a handful of rings – each of them are at least interesting. One can grant +5 temporary hit points and allow you keep fighting while in negative hit points (which unfortunately will kill you, and it is overpriced at 18,500 gp). One allows you to use Dex instead of Str for Climb and Jump (2,000 gp). One allows you to fly and gives you Flyby Attack (6,500 – a real bargain), one gives you bonuses to spot/listen in dim light (but makes you sensitive to bright light), and one gives you a +4 bonus to Trip checks and Improved Trip as a feat. I generally like magical items that give you feats for free – there are a lot of feats, and characters get very few.

There are too many wondrous items to discuss in detail. They’re all appropriate to the campaign. There are some special materials – corals reduce the XP costs to make magical items; 100 XP savings per 2,000 GP of the stone’s worth. Whalebone can replace a primarily wooden weapon/tool and increases the hardness/decreases the weight.

Appendix 1 – Typical Dwellings
This is a one-page map of three different typical dwellings; a mansion, a tenement, and a modest home.

Appendix 2 – Firearms
Firearms are optional in Freeport; loading a weapon takes 3 full-round actions. A feat can reduce the time by a full-round; you can take it twice to make loading a single full-round action. You can only make multiple attacks with firearms if you have multiple weapons at the ready. There’s more variety in the firearms than you might typically see. They have a grenade launcher and a shotgun. Damage from firearms ranges from 2d4 to 3d6; rolling a 1 on the attack requires that you roll a misfire; a 1-3 on that roll causes the weapon to explode; a 17-20 causes the shot to fire (but you can try again without reloading). Outside of those results, you may have progressively longer reload times before you can use the weapon again. The rest of the chapter introduces a firearms manufacturer and a map of the factory.

Appendix 3 – Narcotics
There are only two drugs included. Drugs are like poisons with a (generally positive) initial effect and a generally negative secondary effect, along with a chance at addiction.

The index, a couple of ads, and the postermap of the city conclude the book.

Concluding Thoughts

It isn’t that Freeport is an amazing Setting – it’s at best pretty good – but it’s surprising how many settings fail to provide any justification to play there or any suggestions of why you’d want to. Freeport is a city that hasn’t been built on trying to emulate historical accuracy, but instead to provide adventurous things for players to do. Even though there was no major focus on finding ways to feature swashbuckling adventures, the scale of the book (a single city) ends up suggesting a few more possibilities than were provided when trying to discuss an entire world. More swashbuckling feats or classes that aren’t going to see play don’t automatically turn D&D into a swashbuckling campaign. Essentially, this campaign setting assumes you can have swashbuckling adventures with the rules as written with an adventuring location that lends itself to it. They probably could have suggested rules to put more swagger in Freeport, but they weren’t trying to make a new RPG – they’re focused on making a setting for the rules you’re already using. I think that’s a good strategy considering the popularity of 3.x at the time this was published – people didn’t want to learn a new ruleset; they wanted to have options to customize their characters and engage in a dynamic world.

While the book did a decent job of providing a geography and places of interest, it didn’t have a lot in the way of detailed characters. Using Freeport with just this book would still require the GM to develop a cast of villains (either expanding on some of the characters introduced in this book, or adding more), but since the setting supports people coming and going, there’s a fair bit of flexibility there. Having allies disappear for a session or two, then reappear when their ship returns to port can help explain why players may not always be able to rely on the same solutions to some of their problems. I’m pretty convinced that the information provided gives a good framework for expanding material. Ptolus may be the gold-standard for city sourcebooks, but it’s long (and I know I haven’t read it all the way through) and it’d be hard to master the material well-enough to feel confident with every aspect. I think that this sourcebook does a good job of giving you enough information that you can feel you know Freeport well enough to run it for your players, without having to worry about too many details that you’re certain to create contradictions.
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deaddmwalking
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Post by deaddmwalking »

Bonus Review – Denizens of Freeport

There are other reviews of Denizens of Freeport, but since one area Freeport – City of Adventure was light on were examples of people to populate the city. Thus, this book:
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Denizens of Freeport is a collection of characters guaranteed to add spice (and “yaaarrr!”) to any fantasy campaign. While this book works best as a complement to Freeport: The City of Adventure, the info found herin can be used by any d20 GM with a bit of tweaking. Each major character is fully detailed, with background, personality, stats, and adventure hooks.
The short introduction suggests that you can use this to inspire adventures, loot for ready-made stat blocks, or introduce as pre-generated PCs.

There’s no table of contents. Just about each page from 4-96 introduces a new character is alphabetical order, with a few running over, so we should have ~80 of these guys. Each page includes artwork depicting the character and a stat block. Following the stat block are sections on background, personality, physical description, and hooks for introducing them to the campaign. The interior credits page indicates which author wrote each entry; most wrote one or two, some wrote five or six – Keith Baker wrote 12. This is the type of book that’s easy to farm out – in fact, it’d be easy to get players on a forum to submit their characters FOR FREE just to see them in print. Making characters is the kind of thing that’s fun for a certain section of the hobby, but doing it right can become tedious. Having several dozen ready-to-go characters is certainly something that SOME GMs like to have – the Rogue’s Gallery has been with us since 1st edition.
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I’ll say it – Denizens of Freeport has better artwork
The interior illustrations are all black-and-white and the quality and style vary. Since taste is subjective, I think they’re all acceptable, but I think there are some that are more compelling than others. Organizing a book like this alphabetically isn’t particularly helpful – if you want a half-dozen characters to round-out a fancy ball, there’s no reason to assume that you’ll find what you need under ‘A’ or ‘Z’ – or anywhere in between. Since there was no effort to make the characters connect between authors and most characters could be used in several roles, that type of organization might be hard; still a summary of the character Name/Race/Class/Level might be helpful or Index. It’d have meant cutting something (or adding page count), but this isn’t really convenient for quick consultation – this is a book you read through on your spare time and make notes in your GM notebook.

Leading with the stat block also seems a strange choice – you can learn a lot about the character by looking at their stat block, but since there’s a fair bit of detail, I’d save it for the end.

So, what do we get? We get a mainlander Naval spy, a tailor with budding magical talent, a Freeport Sherlock and Watson, a female barbarian sea captain, a wandering monk, a barber assassin, a high society cat burglar, and someone with terrible luck that makes anyone partnered with him likely to suffer the consequences – and that’s just As. While a lot of these characters may very well be reimagining stock characters from other sources, putting them together still involves some work. Some effort has been made to connect them to Freeport – places where they’d be found, organizations that they’re involved with, and potentially partners/allies in this book.
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In this case they imagined her as an Aristocrat 2/Rogue 4
The rest of the alphabet is less crowded. Beginning with B we have a bodyguard, a coroner, and a common-law couple that deals marijuana snake weed. Some of the characters are interesting, and I don’t think there’s a single one that couldn’t be used. The next entry is a Level 7 Sorcerer drug addict, willing to help the criminal element without regard to who gets hurt as long as they keep him stoned. After another spy, the news team of the Shipping News and Typhoid Mary we get Cuttleback, a Mind-Flayer Pirate.
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I don’t know which one came first, but apparently Mind Flayer Pirates are popular in the imagination
The Pirate Ilithid (Cuttleback) plies the seas with a crew of dominated Sahuagin, searching for a lost Ilithid city beneath the waves. I think you could build an adventure or two around some of those elements (but you would have to build it – just the seeds and a statblock are what you get here).

We get a halfling hitman, a halfling pickpocket that poses as a human child, and a 10th level Wizard alchemist (with apprentice) a smuggler, a drug-dealer, and a shrubber.
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You know, in case the PCs need a plant for one reason or another
We’re about 1/3 of the way through and we get a hobgoblin mercenary captain with his band of warriors, and a Sorceress Supremacist trying to identify and recruit those with Sorcerous talent into her cult (like Magneto, but young and female). We have a halfling pirate, a dwarven brewer, and a goblin fire marshall. Gregor Grundi is a suicidal dwarf. He killed his father after he found out that his father had been raping his wife; he accidentally killed his wife at the same time. He seeks a noble death and will therefore guide PCs to dangerous places – the problem being that he keeps surviving.

We’ve got a barber/informant, a two-bit hustler, an undercover agent of the Sea Lord’s Guard, and a Yuan-Ti investigator posing as a sage. A locksmith, street vendor, muscle for hire, a rickshaw driver, a half-elf pirate captain, and a sorcerous courtesan. The next entry is weird – Lord Bonewrack exists in the Shadow-version of Freeport; if you find a portal you can enter his realm. There’s a shop-owner with multiple personalities, a Paladin, another pirate captain and her crew, an old woman, a crime boss with members of his gang, and a Fighter Rogue with a band of larcenous monkeys. And that’s the 2/3 mark.
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There are monkeys that steal cocktails in the Caribbean. Nobody asked them to, they just like getting wasted
We get a retired mercenary, an exotic animal trainer, a swashbuckling burglar, a ‘disturbing gourmand’ – a morbidly obese woman who will hire PCs to obtain monsters for her to sample. There’s the leader of a death cult, an urban druid, a disturbing child (Sorcerer 6, CR 4) who doesn’t have control of her magical abilities. Richard Burbage is a real historical personage (a contemporary to Shakespeare), but here he’s a bard/expert actor and Lothario. That’s followed by a female half-orc lawyer, a diviner, a cleric devoted to Greed, the captain of the Sea Lord’s Guard, a ‘fallen monk’ who is no longer lawful and hell bend on revenge. There’s the leader of the Wizard’s Guid, an adventure broker, a street urchin (and syndicate runner), a half-orc sage, a half-orc socialite, a full-orc blacksmith, a teen woman who’s a member of the Daughter’s of the Guild, a tattooed monk, another street urchin, and a minstrel/rabble rouser.
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Tattoos can totally substitute for a personality
And that’s the book.

Coming up with a lot of NPCs can be taxing – we all have limits to our creativity, so seeing how someone else decided to approach a character can be helpful. Reading through several dozen pregenerated characters may just spark an idea… You can’t know when something will really inspire you so if you were running a campaign in Freeport, this might be something that helps get some creative juices flowing. The quality varies, and ideas like ‘a Viking pirate captain’ aren’t particularly revolutionary. Still, making a 15th level character from scratch can waste DM prep time so there’s some value even in the ideas that are completely mundane.
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Libertad
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Post by Libertad »

Oh man. Freeport brings back lots of memories.

It stood out from the crowd in its time and with Pirates of the Caribbean new and fresh it was very easy to find players for it.

But as a pirate-themed D&D setting it doesn't exactly hold up well; Skulls & Shackles, One Piece, etc understood that the mobile appeal of going around the seas and venturing upon an "island a week" format. Freeport by contrast was very much in love with its central city hub, and the outlying islands nearby weren't as well-developed when more word count could be used on neighborhoods and local characters.
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Post by Lago PARANOIA »

Libertad wrote:But as a pirate-themed D&D setting it doesn't exactly hold up well; Skulls & Shackles, One Piece, etc understood that the mobile appeal of going around the seas and venturing upon an "island a week" format. Freeport by contrast was very much in love with its central city hub, and the outlying islands nearby weren't as well-developed when more word count could be used on neighborhoods and local characters.
Pirate-style adventures always have a tension between the exploration and town preparation phases. That tension being that the town preparation phase in pirate games is also part of the exploration phase. That is, if you're traveling across the seas you don't want sailing into a Fantasy Japan port to feel the same as sailing into a Fantasy Spain port like you're in fucking Uncharted Waters or something. It's workable in less fantastical settings, but utterly boring in settings that are supposed to have Sahugin towns and magic cannons.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Thaluikhain »

deaddmwalking wrote:Gregor Grundi is a suicidal dwarf. He killed his father after he found out that his father had been raping his wife; he accidentally killed his wife at the same time. He seeks a noble death and will therefore guide PCs to dangerous places – the problem being that he keeps surviving.
Does he have big orange hair, though?
deaddmwalking wrote:a teen woman who’s a member of the Daughter’s of the Guild
What's the Daughter’s of the Guild?
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deaddmwalking
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Post by deaddmwalking »

Thaluikhain wrote:
deaddmwalking wrote:Gregor Grundi is a suicidal dwarf. He killed his father after he found out that his father had been raping his wife; he accidentally killed his wife at the same time. He seeks a noble death and will therefore guide PCs to dangerous places – the problem being that he keeps surviving.
Does he have big orange hair, though?
"Gregor stands 4'11", keeps his head and face shaved out of shame, and is perpetually morose."

Don't know how it would be if he grew it out; while the art is black-and-white his eyebrows are quite dark.
Thaluikhain wrote:
deaddmwalking wrote:a teen woman who’s a member of the Daughter’s of the Guild
What's the Daughter’s of the Guild?
In the Merchant District there are a bunch of wealthy teen girls who dress up as boys, put on masks, and carouse every couple of weeks. Some of them dream of turning to adventure as a life, but mostly it's just a social thing. There's some suggestion that they'll turn to burglary, but as presented it is more likely that they end up the victim of a crime (like a PC beating them up for rude behavior) with potential fallout among the economic and political elite.

Edit - Something doesn't look right but I think I closed all my tags. Sometimes twice. Fixed.
Last edited by deaddmwalking on Mon Jun 22, 2020 1:03 pm, edited 2 times in total.
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