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Dungeons & Dragons 3e: Terror in Freeport

Terror in Freeport

A sequel adventure to Death in Freeport this is aimed at characters of 3rd level, who are once again contacted by the same temple scribe as employed them before, about one month after the previous adventure. Naturally, things are not all as they seem, and the characters are swiftly drawn into intrigue that could easily see them disgraced or dead.

Although there's a brief summary of the background material (Freeport itself and the events of the previous adventure, plus the underlying history on which it is all based), the DM really needs to have read - and the characters ideally played - Death in Freeport to participate fully in this adventure.

Very little is what it seems, of course, as the characters are once again approached to investigate mysterious goings-on. A trail of suspicion is carefully laid to point at the door of a leading citizen of Freeport, Verlaine: but in fact he is being framed by some of his subordinates who actually ARE involved with our old friends, the Brotherhood of the Yellow Sign. Still, Verlaine doesn't help matters by trying to order the characters out of town.

Again, there are clues to follow and new places to explore, with opportunities to both fight and negotiate your way past various guards and other citizens. Options are well-presented, with thoughts as to what might happen if the characters react in different ways - even to the likelihood of them ending up in gaol if they attack the wrong set of guards!

The clues include mysterious bricks, outwardly normal but concealing a Cult symbol. Characters may figure out what they are for now, or have to wait until the next adventure in the series to understand their significance!

Places to visit include the underground Cult temple from the first adventure, a posh house in the better part of town, the Office of Public Records and even the Courthouse. This is where Verlaine attempts to throw the characters out of town, but they are rescued by Egil, the temple scribe and their employer... or are they? Egil says that Lucius, the fellow who was kidnapped before, has been taken again and wants the characters to help rescue him. Of course, it's all a trap! A diabolical one, set by the real mastermind behind it all, to get rid of just about everyone who could possibly get in his way, and attributing blame to the characters as well as sending them to meet their Maker! They are led through the sewers under the town to their doom. Hopefully they'll escape, and find the new temple of the Brotherhood of the Yellow Sign. Here they ought to find sufficient clues to figure out what has really been going on. By the time they get back to the 'Temple of the God of Knowledge' (or whatever you choose to call it), the final assault by the Cultists has begun and the characters will be able to save the day.

Overall, a rollicking good yarn with plenty of action both combat and in dealing with other NPCs, which fits well into the overall storyline and puts the characters into a good position to deal with the next adventure in the series. It ends with a few adventure ideas for things to do before then, although DMs will do better drawing on the rich tapestry of Freeport for his own ideas - or sending them off elsewhere for a while if preferred.

Return to Terror in Freeport page.

Reviewed: 14 June 2003