Showing posts with label Freeport. Show all posts
Showing posts with label Freeport. Show all posts

Friday, December 26, 2025

2025 in Review

Here's a recap of the year for me in gaming. It has been a little bit quiet, which is okay. 

In 2024, my group and I struggled to find consistent play. We finished up a Star Wars campaign by the spring, and due to a variety of reasons didn't start anything regular in the fall. I did run some Savage Worlds for some of the guys, both Treasure Hunter Adventures and People, Plots and Places of the Wild West. For the most part we played virtually. 

That changed in 2024, when we regained a player and the group decided to start a Freeport campaign using the Pathfinder 1E rules. This gave me a chance to run the "The Ironjack Legacy" scenario from the big Pathfinder Freeport book released back in 2014. That took us all the way to summer break, and in the fall we started Plunder & Peril. Since we play every other week, that module has taken us until the end of 2025, but I have a couple of other scenarios in the queue for next year. 

Over the course of the year I released three one-sheet supplements for Treasure Hunter Adventures: "Ritual Magic," "Pandemonium" and "The Ossuary." This is all material that didn't find a home in other supplements; hopefully it's been useful for people. 

So far I've released a supplement and a short scenario for People, Plots & Places of the Wild West: "Military Fort" and "A Horse Without a Rider." I have one more ready that I plan on releasing before the end of the year, a longer scenario. 

My two biggest writing projects of the year were both for Treasure Hunter Adventures. First there was "Artifacts & Enigmas of the Knights Templar." After focusing on the American Revolution last year, this seemed like a natural follow-up. That disbanded order is so steeped in legends that it was easy to find material. I also added "O.S.S. Report on the Holy Alliance," exploring an organization that I found intriguing. 

Lastly, I released one little Spelljammer scenario for D&D 5E: "Kith and Kin." That had been fermenting in my brain for a while, and I finally finished it on a day when my son was home from school sick. I still haven't picked up the new D&D books from 2024, and don't have much of an impetus for doing so since I'm not playing it right now. Still, I hope one day to run another Spelljammer campaign using Graveyard of the Gods, and I think "Kith and Kin" would be the first scenario for doing that. 

-Nate

Monday, January 20, 2025

Freeport 2025 Campaign

I am pleased to start the new year with a new home campaign, playing Pathfinder 1E in the Freeport setting!

-Nate


Freeport 2025 Campaign Notes


The Party

Al—Chug—Male island troll war priest

Aric—Tasso—Male human sorcerer (djinn bloodline)

Brent—Falco—Male halfling freebooter

Geof—Gahd—Male halfling gunslinger (musket master)


14 January 2025—“The Ironjack Legacy”

The PCs met with Martin Hawkes and he made his offer, hiring them to explore the key and clues from Jenkin Hammer, the Ironjack; Tasso talked him up to paying for half the value of treasure found along with room and board. They settled into their lodgings and had a meal (Falco had two) before heading to the Freeport Institute to investigate the first clue.


In Hammer's old workshop, Gahd found the keyhole beneath the anvil and Tasso used the key in it, opening the trap door and finding the tunnel leading downward. Chug led the way down the ladder. In the first chamber, Tasso again tried the key, activating the mechanism. They split the party to explore further, with Tasso and Chug staying by the mechanism and Falco and Gahd venturing further. After opening and closing some of the doors, they ran into the first clockwork servant!


The servant caught Gahd in its net and started to drag him away, but Falco cut the rope. Gahd's musket misfired, leaving him frustrated. Chug joined the fray, charging in to attack. Falco tumbled through the melee, too, helping to flank the enemy, and they managed to defeat the constructs.


At the end of the maze they found the chamber holding Hammer's first Might Man. Once again it was Tasso who used the key in it, activating a potent magical effect that made his hair stand on end. He identified some kind of abjuration magic. In the aftermath they had time to treat their injuries and gather up valuables they could.


Loot: An alchemist's lab (175 gp), masterwork artisan's tools (50 gp), 3 sunrods, 2 candlerods, jar of armor ointment. The remains of the intact clockwork servant—one was crushed by a descending stone block—could be worth 1000 gp or more, and Hawkes is negotiating with potential buyers.

Tuesday, December 27, 2022

Reflecting on 2022 and Looking Ahead to 2023

Yesterday marked the 13th anniversary of this blog, and so I thought I should write something to mark the occasion. What is more, there have been some developments in my gaming life during the past year that are steering my present and future activities. Here are some highlights.

  • Probably the biggest development this year was the release of the Spelljammer campaign setting for D&D 5e, back in August. I read it, loved it, and decided to run Light of Xaryxis as my campaign for this school year. Happily, my players agreed to it.

  • As a result, I also backed a Kickstarter for an adventure anthology called Graveyard of the Gods. The premise of that has the heroes exploring the corpses of various deceased deities, starting at about 3rd level, and providing the foundation for an interesting campaign.

  • I also picked up a scenario from Kobold Press called Rise of the Mimic Moon, which I've already previewed. That, combined with the City of Freeport, seems like a great way to launch the campaign that would lead into Graveyard.

  • For that reason, I'm planning to write a series of posts called “Revisiting Freeport,” in which I look back at the material for that setting and plan a future campaign.

  • I'll also continue writing short supplements for use with Spelljammer and D&D 5e, which I call Captain Quin's Logbook, the first three of which are already available on the DMs Guild website.

  • Finally, 2023 should see the conclusion of the Apotheosis Campaign, the (working) title for the series of scenarios for use with Treasure Hunter Adventures and the Savage Worlds RPG. Once it's finished, that campaign is intended to take a party of Novice characters all the way to Legendary status, and hopefully it tells a fun and engaging story along the way.


Thursday, March 12, 2020

Mariner's Miscellany for Savage Worlds


This supplement presents a variety of information and game rules for all types of ships, including information about ships' crews, cargo and artillery, a random name generator, and three flags,
for use with the Savage Worlds roleplaying game from Pinnacle Entertainment Group. 

-Nate






Monday, March 9, 2020

All Good Things...

It seems I've been remiss in updating the campaign notes that I've been posting on this blog; this update include the last three months, up to and including the finale.

-Nate


Friday, March 6, 2020

Sailing Ships for Savage Worlds

This article presents a PDF compilation of deck plans, descriptions and ship stats for use with the Savage Worlds RPG, appropriate to such varied settings as The Sixth Gun, the Freeport campaign setting, and possibly even 50 Fathoms.

-Nate




Sunday, January 19, 2020

Three Flags

In adventures and campaigns that involve sailing ships, flags play an important role. Previous articles have introduced numerous flags flown by the power groups throughout the Sol System; this one presents three that are used widely to convey important messages to all who can see them.

-Nate


White Flag
The flag of truce is a vital part of negotiations that bring conflicts to an end. In theory, any traveler who flies this flag should be granted safe passage to meet with foes; in practice, it is sometimes misused, and at other times not shown the deference that it should command.


Yellow Flag
This ensign is a universal symbol of infectious disease, and is flown by vessels whose crews have succumbed to some kind of pestilence.


Red Flag
Finally, a red flag is flown to convey one message: No quarter shall be asked, nor shall it be given. This guarantees that combat will be bloody, as depicted by the color of the flag.

Tuesday, November 26, 2019

Return to Freeport--The Halfway Point

The last session in my weekly home campaign brings us to the halfway point; as such, I've updated my campaign notes on this blog for the first time in about two months.

-Nate

Return to Freeport Campaign Notes

Wednesday, August 21, 2019

Return to Freeport Campaign Notes

This post should be the first of many with notes from my current Pathfinder campaign, Return to Freeport.

-Nate


Return to Freeport Campaign Notes

The PCs:
  • Al—Leonard Melachion, human male inquisitor
  • Aric—Kenton Fuso, human male fighter
  • Brent—Birgir, human male fighter
  • Geof—Templeton, human male rogue
  • Michael—Hector Nicolai, half-elf male sorcerer
  • Todd—Abinacki of Ibstock, human male cleric of the Sea God

Session 1—Curse of the Brine Witch—20 August 2019
(We took the first part of this session for creating characters.)

While the PCs were passing through the Fool's Market, Gamey Rind reacted to Hector, spewing information about “the biting eye,” “the crone's red claw,” “the black blood of the poisoned earth,” and “too many missing and not enough dead.” When the passersby started to crowd the PCs, Templeton (more subtly) and Birgir (less so) managed to back them down.

Shortly thereafter they met Little Nell, who led them to Scurvytown for a meeting with Lady Jane at the Torchlight Academy. They heard her story, mostly via Nell, and decided to help. The PCs set up watches to keep an eye on Lady Jane, while Templeton patrolled the street outside the Academy.

During the night Hector had a nightmare about a ship crewed by damned souls, disembodied arms reaching out at him from the fog, and a fleet of ships flying Mazin flags. Kenton woke him up from it. While on watch, Birgir fell asleep, but Leonard was awake when a ghostly hand appeared and struck Lady Jane with some kind of curse. It caused her considerable harm, but Leonard raised the alarm and Hector hit it with a magic missile to dispel it. The PCs decided to continue their investigation in the morning.



Session 2—Curse of the Brine Witch—27 August 2019
The next morning the PCs started investigating. Hector took the black powder to the Wizards' Guild, but they couldn't identify it. Abinack went to the Temple of Procan, but had similar results. Templeton did some asking around the Eastern District and Scurvytown, and met some people who'd suffered various afflictions. There was also talk of strange disappearances. Eventually the party ran into some pirates who were attacking a woman they said was cursed; the PCs defeated them and saved her. At another time they found a man who was being attacked by a sand-blighted swarm of rats, which they managed to slay. 

From there they picked up a trail of black sand and followed it to the Chambers Asylum, which had been boarded up. The PCs forced open the door and entered. They were ambushed by a trio of azhar buccaneers, but turned the tide against them. After some more exploring they found three more buccaneers, led by First Mate Nejhira; they outfought the pirates and captured her.


Session 3—Curse of the Brine Witch—3 September 2019
Continuing their exploration of the Chambers Asylum, the PCs set off a trap in the kitchen, and then found a krenshar in the pantry. Its howl brought more of the creatures, and the PCs fought them off with a brave stand in the common room. Abinack stood over the uncounscious First Mate Nejhira to ensure that she was unharmed. After confirming that the ground-floor dormitories were unoccupied, they headed upstairs.

Templeton tried to sneak up on the cultists, but failed; Birgir attempted to vault their barricade, but crashed into it instead. Even so, Hector put to of the cultists to sleep, and the rest of the part slew the other one. From there they met and talked with Clement Moore, and decide to bind him with shackles and bring him with them. They also found three more cultists in the treatment rooms and defeated them, too.

Finding the stairway that led to the underground level, they headed downward. After examining the high-security cells, Kenton found the secret door to the hidden laboratory. Zabreen the Magnificent, protected by a shield spell and moving on the ceiling because he could spider climb, caused the party considerable harm with his burning hands. Abinack kept the PCs on their feet by channeling positive energy, however, and using a combination of ranged attacks, spells, and creative melee efforts (such as rolling a large barrel under their foe, or having one character boost another—they won the day.


Session 4—Curse of the Brine Witch—10 September 2019
Following their business in the Chambers Asylum, the PCs kept First Mate Nejhira with them; they decided to let Clement Moore go after questioning him. The next morning they headed to the Docks to visit the Scalded Man, which they found occupied by a half dozen crew members. After some consideration, they decided to leave Nejhira there, with the possibility of doing business in the future.

Heading back into town, they were ambushed by Eyebiter, Constance and a pair of snipers with crossbows; they won the fight using weapons, spells and pursuit up to the rooftops to outflank their foes. They were also attacked by a doru, which they defeated. Arriving at Kafe Ilkin, they learned more about the divs and what they might be doing in Freeport.


Session 5—Curse of the Brine Witch—17 September 2019
After their visit to Kafe Ilkin, the PCs were taunted by another doru, who told them Little Nell was in danger. They went to check on her, and arrived just as she was stricken down by the Brine Witch. Another doru taunted them again, this time mentioning Arzu from Cafe Ilkin. Rushing back there, they discovered that the azhar alchemist was missing, but did manage to find a potion of see invisibility. Using that they tracked yet another doru back to the Brine Witch's lair, which they stormed, and managed to slay their foe.


Session 6—The Abyssinial Chain—24 September 2019
During their downtime the PCs have been staying at the Torchlight Academy; they have taken to calling themselves the Torchlight Crew. In the interim, Lady Jane, Little Nell and Arzu have recovered. 

When approached by Maldemer Drum, all but Kenton agreed to be interviewed. Hector told about his encounter with Gamey Rind; Templeton mentioned the black sand and the Chambers Asylum; others told of the Scalded Man and its crew, the assassins and Arzu; tracking the Brine Witch to the abandoned house, and the final battle. Somebody boasted, “As long as we're around, Freeport is safe.” Templeton might have said something about freedom, justice and honor. 

The next day, after the story ran, Abigayle Wynt found them at the Academy, and Abinack asked for the story. After hearing her tale, the PCs agreed to look for her brother at her asking price. They headed to Krom's throat on her tip, where Templeton spread around some gold, said the right things, and learned that Jakob had also frequented the Chickenscratch. The PCs went there, posing as spectators for the cockfights, cased the joint, and then attacked—and defeated—the guards in the hope of gaining access to the place's back room. 


Session 7—The Abyssinial Chain—1 October 2019
The PCs continued their rampage through the Chickenscratch, defeating the cockerels and their handlers. They ransacked the storage area and entered the bunkroom, where Kenzing fled to the office to unleash the cockatrice. The PCs defeated them with melee attacks, arrows and spells.
Having heard cries from the arena to summon the Redblades, the PCs set fire to some of the rooms and escaped through an exit that Kenton had made. They evaded pursuit through the streets and alleyways following Templeton's lead, and Birgir carried out the unconscious Kenzing. 

During some downtime at the Torchlight Academy, the PCs read through Sackerson's papers and questioned Kenzing. They decided then to split the party; some asked questions around the Docks, which cast suspicion on the Mollycoddles, while others posted falsified messages saying that Kenzing had taken over running the Cockspurs and wished to deliver another batch of slaves. They were directed via other posters to go to the Docks. There, leading a strange parade of humanity recruited to act the part of prisoners, they were attacked by some mermaids, and managed to defeat all but one of them.


Session 8—The Abyssinial Chain—8 October 2019
The PCs wove a trinket into the hair of an unconscious mermaid and let her free; Abinack used locate object to find her out in the harbor. Then they plunged into the water on the offensive. Leonard was grappled by one of the crabs but liberated himself. Abinack was grappled, too, but the others killed it before it could eat him. The Mollycoddles came streaming out of the sunken ship to defend their lair. Hector weakened some of them with a color spray, and the other PCs used lots of movements, flanking attacks and a good deal of healing to win the fray. After defeating the mermaids, the PCs rescued their prisoners and learned the sewer exit into which other captives had been delivered.


Session 9—The Abyssinial Chain—15 October 2019
After some preparations, the PCs headed into the sewers beneath Freeport. At one intersection they were attacked by an otyugh, but Kenton shot it in the mouth with an arrow before Birgir finished it off with a swing of his axe. Later a cloaked dropped from the ceiling, enveloped Birgir, and panicked all but Kenton with its moan; the archer slew it with a pair of arrows. At another intersection Mr. Licorice and his choker children ambushed the party. Leonard, Abinack and Birgir were all grappled, but the prior liberated himself while the latter two had their foes killed. Approaching the Hotel Recherche, they tripped the alarm, and thus fought a ready Brazajer, two thugs, and the amorous choker and mermaid, Panterri and Gondalyn—but the PCs won the day.


Session 10—The Abyssinial Chain—22 October 2019
Moving up from the hotel's cistern and basement, the PCs explored the ground floor. Two of the chairs around a long table were actually mimics, and attacked them! Leonard became stuck to one, but again liberated himself. The other PCs managed to dispatch the shapeshifters. On the next level Templeton was stealthy and began exploring, but Abinack was not so quiet and alerted Godmother Gold. Thinking quickly, Templeton used a dagger throw to knock some smoldering embers onto the ground, hoping to smoke the ratfolk out of the counting room. Kenton and Hector began sniping into through the barred window, before while Birgir and Leonard positioned themselves outside the door. The PCs once again were victorious. One floor higher, they ran afoul of hobgoblins, chain gangers, an alchemist and a leopard, the latter of which pounced on and badly wounded Leonard—but Abinack healed him. Again the PCs won the day, and now there is only one more floor left in the hotel.


Session 11—The Abyssinial Chain/Storming the Razor Caves—29 October 2019
Heading into the top floor of the hotel, the PCs heard Miss Vee's offer to work for her; they played along a little bit in order to approach her, but then rejected it out of hand and defeated her and her chain ganger bodyguards in combat. In the aftermath they learned about her efforts to recruit more gangs as part of the Abyssinial Chain, and that she has an influential patron in Freeport known only as G. 

They also found evidence that Jakob Wynt and other slaves had been taken to a place called Hangnail, which some investigation revealed to be an island to the south of Freeport. They tracked down a besotted captain, Flynx, paid some of his debts and convinced him to lead them to Hangnail. Together they steered the ship through a tricky passage in an area of dark water known as Midnight's Ichor, fighting off some attacking wraiths along the way, and reached their destination.


Session 12—Storming the Razor Caves—5 November 2019
Arriving at Hangnail, the PCs were confronted by Klinx Thickskull; they decided to give up her estranged father, Captain Flynx. Heading into town, they ran into a group of Ameer toughs who were coming out of the tavern, but the PCs dispatched them. They then met some of the surviving locals, who called them into tavern and told of the situation on the island—including the facts that the slavers had taken their chattel deeper into the caves of the island, and that the slaving business had recently been disrupted. The PCs managed to access the old warehouse, where they found a stash of jugs that contained alchemist's fire. From there they attacked the old meeting hall, facing and defeating more of the slavers.


Session 13—Storming the Razor Caves—12 November 2019
Moving on from the Congress of Captains meeting hall, the PCs dispatched the guards by the door that leads back into the Razor Caves and then broke it open. They fought off the guards from the barracks, managing to hold against the villains' efforts to attack from both sides. Some of the Ameer warriors in the secret harbor noticed the party's incursion, however, and sounded the alarm. The PCs defeated a slave master and more warriors, and began spreading out into the rest of the compound. They now find themselves in the thick of things, with numerous enemies still surrounding them.


Session 14—Storming the Razor Caves/The Freebooter's City—19 November 2019

Moving further into the compound, the PCs dispatched another Ameer warrior and a priest. Bosun Gelgooth, a winged ape-like creature, attacked from aboard the Eth Abaddon, which was riding at anchor in the secret harbor. There was much climbing across the line being used for moving cargo to the ship, and Hector swam across to it in an impressively aquatic manner. Kenton sniped with his bow while others engaged, and they defeated the bosun. 

Yusynaat, the pairaka div, used a summoned swarm to weaken the PCs, and managed to charm Birgir to turn him against the others. She tried to dimension door aboard the Eth Abaddon and escape, but they caught up to and slew her. After exploring the facility and finding what they could, the PCs set sail from Hangnail aboard their newly acquired ship. In Midnight's Ichor they overtook the Precocious Imp, which was drifting, with only Captain Flynx left aboard. When Black Jules attacked, they struck a deal with him, and then continued on toward Freeport.


Session 15—The Freebooter's City—10 December 2019
Upon arrival in Freeport, the PCs were met by a ship of the city's navy and told to receiver boarders, including soldiers, Councilor Nathan Grymes and High Wizard Tarmon. The latter two decided to confiscate the Eth Abaddon temporarily for inspection, but did pay the PCs 200 gp each and invite them to that evening's council meeting. Abigayle Wynt also paid them the promised 1000 gp each.

After some shopping, the PCs went to the meeting, where they argued for rallying the Freeport Navy against the Mazin threat, but the councilors voted against doing so. Jacob Lydon met them at a tavern afterward, however, and proposed recruiting a flotilla of pirates, and the PCs agreed to do so. They found Katspur Zee at the Irate Pirate tavern and convinced her to join; after that they found Mean Wallace at Krom's Throat, beat him and his orc crew in a fight, and thus won his cooperation, too.


Session 16—The Freebooter's City—7 January 2020
Continuing their recruiting, the PCs asked around town and learned about Edward Cooper's interest in the late Dolly Jasmine, a victim of the Brine Witch's curse; Lady Jane told them about Dolly's business with Bryleth Hayes, a cartographer at the Freeport Institute. For some compensation, he agreed to draw a copy of the map that had been tattooed on Dolly, and they used it to win Cooper to the cause.

Next they trekked across A'Val to Cabbage Crack—being attacked by and defeating a pair of shambling mounds along the way—and met Christopher Bailey at his farmhouse. By appealing to his honor, they convinced him to join as well. Back in Freeport, they learned that Sabiha Carrington was seeking a letter of marque, and they had Jacob Lydon write one for her.

Finally, following up on rumors that Sarinda Rogers was still alive and dwelling in the sewers beneath the city, they ventured underground—fighting off a blacking pudding as they did so—found Rogers, heard her story, and agreed to help her find the amulet eternal.


Session 17—The Freebooter's City—14 January 2020
Abinack used a locate object spell to find the resting place of the amulet eternal; the PCs drank potions of water breathing and took the plunge. Entering the coral dungeon, they handily dispatched the dire prawns—and saved the carcasses for later use. The giant moray eels gave them a tougher time, but they still won the day—and again saved the carcasses. In their battle against the mermedusa and her sahuagin servants, none succumbed to her petrifying gaze, and they were victorious. With the amulet returned to her, Sarinda Rogers agreed to join their fleet for one last voyage.
Once all were assembled, multiple captains threw in their names to lead the flotilla, including Hector! For that reason, Maldemer Drum arranged a competition. The PCs won the deck-swabbing contest when Abinack called upon the Sea God to create water for doing so. He won the climbing race, too, by using his dimension step ability. Finally, Birgir won the drinking contest, and Hector was named Commodore of the fleet.


Session 18—A Storm of Sails—21 January 2020
After she blew obsidian sand in Hector's face, the PCs chased the mysterious red-robed woman; Templeton caught her, but she dissipated before telling them anything more. Hector has a vision, however, in which he met Ad Avish. The party hired seven artillerists to operate the ship's ballistas, and then they set sail. En route to Hangnail they fought off a slithering sargasso, a wing of kapoacinths, and a gang of wights led by a spectre. Just before reaching Hangnail, they spied two ships in the distance that tried to turn about and make a run for it...


Session 19—A Storm of Sails—28 January 2020
The PCs captured another elemental baghlah, a scout for the Mazini fleet; they fought their way through a deck full of enemies and a stinking cloud to do so. They gave Christopher Bailey command of it. The other one was sunk by the other ships in their flotilla.


Sessions 20 and 21—A Storm of Sails and Traitor's End—4 and 11 February 2020
Knowing that the Mazini fleet is approaching, the PCs decided to let those ships reach the main Hangnail harbor, and then use their own flotilla to pin them into place; they would then sneak around from the secret harbor and attack from behind. The Mazini spotted them, however, and pressed for a direct engagement. It was a hard-fought battle, and Ad Avish proved particularly tough. The PCs one the day, but Abinac was killed in the fight. He was reincarnated as a goblin. 

Among Ad Avish's possessions the PCs found evidence revealing the identity of the traitor, G; they returned to Freeport as the Drac's Fall festival was beginning. After some investigation around town, they headed to the Helkerna shipyard to confront Captain Cecelia Mawkins and her pirates, whom they defeated. They learned that she'd been making deliveries to Drusilla's Drafts, an alchemy shop in the Merchant District.


Session 22—Traitor's End—18 February 2020
Upon arriving at Drusilla's Draughts, the PCs conversed with her for a bit before pushing their way into the backroom, where they found the secret entrance to a stairway leading below. At the bottom of the stairs she tried to lead them into the pit trap, but she failed. The chemical golem caused the party some trouble, as did the Ophidian alchemists and Zesshessn, but the PCs won the day.


Session 23—Traitor's End—25 February 2020
From the Ophidian alchemists the PCs learned about the production of ebon blight, a poision made from the black sand, and Grymes's plot to poison the rum intended for the Drac's Fall celebrations. For that reason they visited the Dirty Molasses distillery, only to find that their rum had been moved to Warehouse 44 for distribution. Arriving there, Leonard used a dimensional hop to bypass the front door, taking Birgir with him; they unbarred the front doors, found the blood stains and tracked them into the office. They found the bodies of the slain supervisor and guard, then headed further inward. Eventually the faced off against three rogues from the Vultures gang and defeated them, before facing and defeating Grim Caldwell, his phantom, and two more rogues. 

After that they visited the Three Spears distillery, too, where they ran into the bugbear brawler Bruiser Beegore and more Vultures thugs. The PCs won that first battle and survived a cone of cold trap before encountering and defeating Mercy Wintoris and more of the Vultures thugs. From Mercy they took a note, which led them to research the poetry of Opal Shelby.


Session 24—Traitor's End—3 March 2020
The PCs read the poem; Hector recognized he clue in it, and they set out for Grimarch Alley. Following the secret directions, they navigated its labyrinthine course. Upon reaching the quicksand, Abinack moved himself, Birgir and Hector over it, while Templeton and Leonard made running leaps. That was when the Guardian struck, trying to push them back into the mirk. He proved a challenging foe, but the party's numbers carried them to victory. They made relatively short work of the giant squid at the base of the Spire, and then were harassed by the nasu divs while making the climb over numerous derelict ships. (Kenton was forced to wield a spear. A spear!) 

At the top they found the div-touched Nathan Grymes, who pushed the PCs to their limits; only through a combination of spells, healing, knife slashes, rapier stabs, axe blows and arrow strikes were they able to win the day.







Thursday, November 8, 2018

Traitor's End Review



This scenario, Part 6 of the Return to Freeport campaign, was released back in October. It is the finale for the series, following the PCs as they return to Freeport after their big fleet battle to seek the traitor who was colluding with the Mazin invaders. 

On a positive note, it features a solidly written investigation that can succeed via multiple paths and that takes the PCs to numerous interesting locations throughout the city. The author did a good job of creating new locations, ones that are different from the usual tropes of the docs, taverns and the like. The scenario also includes a chase scene, using rules from the GameMastery Guide, and the combats feature a variety of interesting opponents. There's a good puzzle, too, which something that I think not enough scenarios feature. Finally, part of the adventure includes a celebration of Drac's Fall, which can be an homage to previous PCs who participated in the original Freeport trilogy. 

Being critical, I think the scenario feels a little disconnected from the previous ones, since the big engagement with the Mazin has already been foiled. There's a solid threat presented by the primary antagonist, and the end location makes for a dramatic confrontation and battle. Even so, the fact that it takes place on a shadowy demi-plane that seems like Freeport is a little weird, given that there's already an alternate version of the city—Freetown—existing in the Abyss, as detailed in the adventure Hell in Freeport. I also worry that some of the scenes don't take into account flying characters, which seem to be pretty common at high levels. 

All in all, I think it will be fun.

-Nate

Friday, June 15, 2018

A Storm of Sails Review



This scenario, Part 5 of the Return to Freeport campaign, was released back in February, but I've taken my time getting to it because I'm still waiting to see the sixth and final adventure in the series be published. I read it, though, and enjoyed it; here's the breakdown. 

On a positive note, this scenario includes a lot of ship-to-ship combat—something that has not been all that common in a campaign setting based around pirates. Indeed, there are two different engagements between the fleet that the PCs assembled in The Freebooter's City and the attacking Mazin armada. The rules involved are a simpler version than those presented in Ultimate Combat, and even the ones in the Player's Guide for the Skull & Shackles adventure path, and it seems like they'll work well for fast fleet action. My only concern is that they might seem a little too simplified, perhaps causing players who like crunchier mechanics to be frustrated. Should that be the case, though, then the GM can always fall back on more complicated rules. 

My only real frustration is that this adventure, like previous ones in the series, uses stat blocks from books such as the NPC Codex, requiring access to that text rather than repeating the stats in the module itself. It's a small complaint, I know. Now it just remains for the last adventure to be published, taking the action back to Freeport so the PCs can confront the traitor who's been working to undermine their heroic efforts; let's hope that it's been worth the wait.

-Nate 



Sunday, April 22, 2018

The Freebooter's City Review


I downloaded this adventure, Part 4 of the Return to Freeport campaign, more than seven months ago, and it's been sitting on my hard drive since then because I've been busy with other things—and I'm still waiting to see Part 6 published before I start preparing to run this campaign. Just now I finished reading it, however, and thought I should review it. First and foremost, this scenario involves plenty of roleplaying situations, with very little combat actually required. That is, in my mind, both good and bad, for the following reasons. 

On the downside, I think a GM wanting to use it with a typical group of players would need to add more fighting to it. I've run the occasional session that didn't have any combat, maybe once each campaign, but having that happen over and over again would eventually be disappointing for may players. The scenario suggests using random encounters from the table in Part 1, but I fear that they'd not be challenging enough for eighth-level characters. Even so, there are lots of potential enemies in the Freeport: The City of Adventure and Freeport Bestiary books, so it shouldn't take too much for a GM to create more combat-oriented subplots for the PCs. 

The upside of the emphasis on roleplaying is that it really weaves the PCs into the fabric of the city. That is, after all, for me the most appealing element of the campaign setting; it starts to feel familiar, and like the PCs are an important part of the city's history and future. With that in mind, I'm pleased with the direction this campaign is taking, and I look forward to the next two installments.

-Nate


Saturday, January 13, 2018

Random Ship Name Generator

This is an idea that I've been kicking around for a while; hopefully it's useful to GMs. Note that, while it's designed for  a space fantasy campaign, it can easily be used for more traditional nautical fantasy; the big change for any campaign setting is to provide a different list of place names for Table 7. 

-Nate 


Random Ship Name Generator
The following tables are designed to help GMs quickly and easily generate names for ships. Start with Table 1—Basic Name, and then move forward as directed. As always, the GM should feel free to interpret dice rolls as needed for the enjoyment of the players and the benefit of the campaign—and especially when results are nonsensical or otherwise inadvisable.


Table 1—Basic Name
Roll 1d10 and consult the following results.
1-4. Adjective—Roll again on Table 3.
5-6. Animal/Monster—Roll again on Table 4.
7-8. Other thing—Roll again on Table 5.
9-10. Two parts—Roll again on this table,
and roll on Table 2.
Table 2—Additional Descriptors
Roll 1d8 and consult the following results.
1-2. Color—Roll again on Table 6.
3-6. Adjective—Roll again on Table 3.
7. Location—Roll again on Table 7.
8. Choose whichever result you want, or roll
again.


Table 3—Adjective
Roll d100 and consult the following results. Note that, in addition to providing names for vessels, these descriptors also provide hints as to the natures of the vessels' crew and passengers, along with their purpose in traveling the Void.
1. Able
2. Absolute
3. Adamant
4. Adventurous
5. Amorous
6. Avenging
7. Awesome
8. Beautiful
9. Benevolent
10. Blessed
11. Bountiful
12. Brilliant
13. Calamitous
14. Capricious
15. Carefree
16. Celestial
17. Charming
18. Comely
19. Cunning
20. Daft
21. Dark
22. Dastardly
23. Defiant
24. Dominant
25. Elemental
26. Eminent
27. Enchanted
28. Eternal
29. Famous
30. Fateful
31. Favored
32. Fell
33. Fickle
34. Fighting
35. Free
36. Glad
37. Godly
38. Grandiose
39. Grim
40. Harmonious
41. Hateful
42. Hellacious
43. Holy
44. Humble
45. Illustrious
46. Infinite
47. Interplanetary
48. Interstellar
49. Intrepid
50. Itinerant
51. Jaded
52. Jolly
53. Jovial
54. Joyous
55. Kindly
56. Limitless
57. Lost
58. Luminous
59. Magical
60. Magnificent
61. Majestic
62. Marvelous
63. Melodious
64. Militant
65. Nebulous
66. Numinous
67. Omnipotent
68. Omniscient
69. Opalescent
70. Otherworldly
71. Patient
72. Penitent
73. Pleasant
74. Proud
75. Questing
76. Radiant
77. Redoubtable
78. Regal
79. Resilient
80. Resolute
81. Royal
82. Splendid
83. Stalwart
84. Steadfast
85. Stellar
86. Strange
87. Tempestuous
88. Tumultuous
89. Ultimate
90. Undaunted
91. Unfettered
92. Unrepentant
93. Valiant
94. Vigilant
95. Vindictive
96. Virtuous
97. Wandering
98. Wicked
99. Wondrous
100. Zealous


Table 4—Animals and Monsters
Roll d100 and consult the following results. Here again, the name chose provides some insight into the character and purpose of those who crew the vessel.
1-2. Albatross
3-4. Asp
5-6. Barracuda
7-8. Bat
9-10. Bear
11-12. Boar
13-14. Bull
15-16. Carp
17-18. Cockerel
19-20. Crow
21-22. Dolphin
23-24. Dragon
25-26. Eagle
27-28. Eel
29-30. Falcon
31-32. Fox
33-34. Ghost
35-36. Ghoul
37-38. Grackle
39-40. Griffin
41-42. Hag
43-44. Harpy
45-46. Hart
47-48. Hawk
49-50. Hound
51-52. Ibis
53-54. Jaguar
55-56. Kingfisher
57-58. Kraken
59-60. Lark
61-62. Magpie
63-64. Manticore
65-66. Mermaid
67-68. Narwhal
69-70. Nereid
71-72. Owl
73-74. Porpoise
75-76. Quail
77-78. Raven
79-80. Roc
81-82. Serpent
83-84. Shark
85-86. Siren
87-88. Spectre
89-90. Spirit
91-92. Squid
93-94. Tempest
95-96. Tyrant
97-98. Walrus
99-100. Wraith


Table 5—Other Things
Roll d100 and consult the following results. As mentioned above, the chosen name provides hints regarding who crews the vessel and what business they might be pursuing.
1-2. Arbiter
3-4. Bastion
5-6. Beggar
7-8. Breeze
9-10. Bulwark
11-12. Cad
13-14. Centurion
15-16. Damsel
17-18. Dancer
19-20. Dirge
21-22. Dowager
23-24. Entropy
25-26. Explorer
27-28. Fire
29-30. Flame
31-32. Gale
33-34. Hammer
35-36. Hunter
37-38. Interloper
39-40. Intruder
41-42. Jester
43-44. King
45-46. Knave
47-48. Liberator
49-50. Lightning
51-52. Lotus
53-54. Maiden
55-56. Martyr
57-58. Merchant
59-60. Minstrel
61-62. Nereid
63-64. Outlaw
65-66. Pilgrim
67-68. Prince
69-70. Princess
71-72. Queen
73-74. Rock
75-76. Rogue
77-78. Rose
79-80. Runner
81-82. Siren
83-84. Thunder
85-86. Venture
87-88. Victor
89-90. Vow
91-92. Warrior
93-94. Wave
95-96. Wind
97-98. Youth
99-100. Zealot




Table 6—Colors
Roll 1d20 and consult the following results.
1. Azure
2. Brown
3. Cerulean
4. Copper
5. Crimson
6. Ebony
7. Emerald
8. Golden
9. Grey
10. Indigo
11. Ivory
12. Lavender
13. Ruby
14. Sable
15. Sapphire
16. Scarlet
17. Silver
18. Turquoise
19. Umber
20. White


Table 7—Locations
Roll 1d12 and refer to the following results. In this case, the nature of the beings who inhabit the given location can provide insight into just who is traveling aboard the vessel in question and what manner of business they might be pursuing. Note, too, that the location names can be used in different ways to go with different corresponding words. For example, a given set of rolls could result in the Spirit of the Sun, but the Solar Spirit might be more agreeable as the name for a ship.
1. Sun/Sol
2. Wodan
3. Freya
4. Homeworld
5. Luna
6. Tyr
7. The Belt
8. Thonar
9. Kronos
10. The Void
11. The Galaxy
12. The Universe

An Example of Use
Let's say the GM needs to generate the name for a random ship. She starts by rolling 1d10 on Table 1, yielding a 9; the result is a two-part name, and she rolls again. This time she rolls a 6, calling for an animal or monster. Her 1d8 roll on Table 2 is a 3, resulting in an added adjective. As such, she rolls once on Table 3 (yielding a 65) and once on Table 4 (a 68). This results in the christening of the Harmonious Narwhal.


Saturday, February 25, 2017

Pathfinder Freeport Bestiary (P)Review

Last week I had the pleasant surprise of seeing the Freeport Bestiary released in PDF format, as a $5 add-on for ordering the print version. Here, then, is a (p)review of that book.


First, the book provides a solid mix of old monsters and new. I always liked the format for the Creatures of Freeport book from back in 3rd Edition, and some of my favorites are back, updated for Pathfinder. Some highlights include the deadwood tree, fire spectre, ghost eater and multiple stat blocks for serpent people.

There are some great new creatures, too, like the bloathsome, sail dragon and werewalrus. All in all, there's a great variety of monsters that can be used to populate the ocean and islands around Freeport (or similar settings).

The mix of CRs is useful, too. Of the eighty or so monsters listed, more than half of them are CR 6 or lower. This isn't to say that there aren't any high-level foes, but I prefer to have more options for the levels at which I'm more likely to play.

This book also retains the "Lore" table for each creature, with DCs for Knowledge checks and the details that PCs can recall about them. That helps the GM generate plot ideas and integrate these monsters into adventures and campaigns.

If I must be picky, I don't love the fact that the creatures are limited to their own specific pages, as is the case in the Pathfinder Bestiaries. This can make finding information a little more challenging, but I can understand why the layout decision was made.

All in all, this book is a solid addition to any Pathfinder GM's library, but especially useful for those who are running nautical fantasy campaigns.

-Nate

Saturday, December 17, 2016

Storming the Razor Caves Review



When I first received the email with the download for this scenario, two thoughts crossed my mind. First, I was frustrated because this was released five and a half months after its predecessor. Second, I noticed that it's twenty-six pages in length, shorter than the scenarios that came before it.

Even so, I think this is an adventure that will make for some fun sessions. It starts out in Freeport, but then leads to a place called Hangnail--a wretched hive of scum and villainy on an island not too far from the Serpent's Teeth. It's pretty heavy on combat, but includes good opportunities for roleplaying and--more importantly, in my opinion--some challenging action aboard a ship at sea. Although overall it might be a little light as far as the total number of encounters are concerned, the ones it does have are solid and seem to be leading into an important conflict that will be on par with Sea Lord Drac's plot, the Barbarian Invasion, and other such battles that have been woven into the history of the Freeport setting.

-Nate

Friday, August 19, 2016

Gen Con 2016 Recap

Since it's almost two weeks after the Con, I figure I should offer a recap. Also, since I'm not a picture-taking type, I'm borrowing some photos taken by Donna Prior from Green Ronin Publishing, for whom I was running games.


Here's the banner that marked the room. There were all manner of Green Ronin-supported games, including my Pathfinder Freeport sessions and the ones on the banner. 


Here I am in action with my players. 


Here's one more from another round. 

The scenario I ran was called "Tales from Freeport: Out of the Darkness." It went well. The story centers on an investigation of recent murders in the Merchants' and Temple Districts and Drac's End. Some of the highlights included:

  • Every time Horace managed a critical hit with his pistol--there's something special about quadruple damage. My favorite was the final shot to take down the shadow demon enemy. 
  • An aerial battle over the Temple of the God of Knowledge with gargoyles pitted against an enchanted half-orc barbarian. 
  • The damsel in distress, dropped by her gargoyle kidnappers, only to fall into the arms of Horace the pirate--who threw a 20 on his CMB to make the catch. 
  • Lots of jumping from second-story windows and other such swashbuckling action. 
  • When the shadow demon's fear spell sent the rogue, fighter and barbarian running, leaving the cleric and sorceress to hold the line. 
This marked a return to Gen Con for me after missing the past three years--and that came after attending for sixteen years in a row. I'll give shoutouts to DJ Douglass for doing the legwork to make it happen, to Corey Russel for being a good roommate, and to Donna Prior for coordinating things for Green Ronin. 

Outside of running my sessions and prowling the dealers' hall, I didn't do a whole lot. There was a night of Star Wars trivia at Champps that went well, but the thing I enjoyed the most was going to the Con and being surrounded by people who enjoy geeky things and who were engaged in those geeky things. I've been working on some space fantasy adventures for Pathfinder, and was feeling some inspiration while at the Con, so I spent a decent amount of time sitting around, writing, and watching people. 

It was great. 

-Nate

Thursday, July 7, 2016

The Abyssinial Chain Review



This is the second installment in the new Return to Freeport series from Green Ronin Publishing. Please refer to my previous post about the first installment, "Curse of the Brine Witch," for a disclaimer about my bias in favor of this setting.

With that said, I think this is a good second entry in the series. It builds on events from the first adventure, revealing that some of the disappearances from around Freeport weren't caused by the enemy from that scenario. This leads into some more investigation, eventually taking the PCs to the lairs of some local villains. I like the flow of events that this adventure uses, with evidence gathering that makes sense, although I worry that the players might start to feel tired of investigation. There are some interesting new villains in this adventure, too, ones that really make use of different options from The Advanced Bestiary and other Pathfinder books. The proofreading could be tighter, something that I find distracting; hopefully that'll be cleaned up in future versions of the PDF.

All in all, it seems like a solid scenario; I'll post an update after I run it.


Thursday, May 12, 2016

Curse of the Brine Witch Review


I should preface this review by saying that I can't be unbiased in writing it.

Back in 2000, when there were only two full adventures to be had for the newly released 3rd Edition of Dungeons & Dragons--the other one being Three Days to Kill from Atlas Games--I purchased Death in Freeport at Gen Con to kick off new campaigns once I went back home. That launched the first of four such endeavors, run with the D&D 3.0 and 3.5, and Pathfinder beta and release, rulesets. For that reason, Freeport has been the most consistent campaign setting in which I've ever run scenarios. Many of my players have played in multiple campaigns, allowing me to weave a real sense of history into the setting. This new adventure marks the beginning of a new story arc that takes Freeport into the time period represented by the massive Freeport: The City of Adventure hardcover, starting a whole new era.

With that said, I was satisfied with Curse of the Brine Witch. It introduces a mysterious situation, the investigation of which leads the heroes to various locations and personalities throughout the city. There are some seven encounters leading to a small dungeon crawl situation, followed by four more and then another such crawl. What is more, there's a table for introducing more conflicts for GMs who prefer slower advancement. The story is weird enough to be appropriate for Freeport, with hints toward an even greater plot.

All in all, this scenario is definitely worth the $4.95 price for GMs running urban Pathfinder campaigns, and it goes without saying that Freeport fans will get their money's worth.

-Nate




Wednesday, May 27, 2015

MisCon 2015

I'm not good about taking pictures. Happily, somebody who works for MisCon (in Missoula, Montana) is better at it than I. This is taken of my Sunday morning/afternoon round, a scenario called "No Honor Among Thieves." I had eight players sign up for five slots, so my brother Nick acted as shotgun GM, we doubled up a couple of characters and went ahead with a big party.

The Ship of the Dead, by the way, is Nick's work.

For more information about MisCon, check out their website and Facebook page.

MisCon Website

MisCon Facebook

-Nate





Sunday, December 14, 2014

Freeport: City of Adventure Review

It was Freeport that started me down the piratical path. When I went to Gen Con in 2000, excited to play the new 3rd Edition of D&D, one of two adventures available was Death in Freeport. That first scenario hooked me on the setting, leading to numerous campaigns. Now, more than fourteen years later, Green Ronin has published its dedicated Pathfinder version of the setting. This is my favorite setting, and so I can't help but be biased in reviewing the new book. Even so, here goes.

-Nate


Freeport: City of Adventure Review
This book weighs in at 545 pages. It includes a brief introduction, one chapter with a history of the city and one that presents an overview of Freeport. Chapters 3-12 detail each of the city's neighborhoods in turn, while Chapters 13 and 14 detail the surrounding islands of the Serpent's Teeth and the greater World of Freeport. In Chapter 15 are detailed some of the major players in Freeport life, complete with color illustrations of the characters. That is followed by the crunchier parts of the book, with chapters dedicated to races, classes, supplemental rules, goods & gear and spells & magic. Finally there is a sixty-page adventure, "The Ironjack Legacy," which is designed to immerse characters thoroughly in the city.

The Old and the New
One major question people might have about this book is now much new content it provides. After all, there's already a Pathfinder rules supplement for the old, system-neutral Pirate's Guide to Freeport. What this book does is to update the timeframe for the setting by two years. It adds new characters and plot elements, including the dreaded salt curse. It also incorporates many of the additions that Pathfinder has made to d20, including rules for settlements and vehicles. Some of the classes that were added in the PFRPG rules supplement have been modified for use as archetypes instead of as separate classes. All told, it does a much better job of weaving the rules into the setting. That, along with the aforementioned advancement of the city's history, helps to keep the setting vibrant and makes this an excellent supplement for those who want to run an urban and nautical Pathfinder campaign.