Death in Freeport (Revised)
Death in Freeport (Revised)
Adventure
for Levels 1 to 3
By Chris Pramas
Revised for 3.5
- Credits -
Design: Chris Pramas Death in Freeport Revised, Green Ronin, Freeport: The City
Editing: Jennifer Clarke Wilkes of Adventure, the Freeport logo, and the Green Ronin logo are
trademarks of Green Ronin Publishing, LLC.
3.5 Revision: Tim Emrick
The Yellow Sign is ©1986 Kevin A. Ross.
Cover Art: Brom
DUNGEONS & DRAGONS® and Wizards of the Coast® are
Interior Art: Toren Atkinson, Chris Keefe registered trademarks of Wizards of the Coast, Inc., and
Art Direction: Chris Pramas are used with permission.
Cartography: Todd Gamble ‘d20 System’ and the ‘d20 System’ logo are
trademarks of Wizards of the Coast, Inc. and are
Graphic Design: Hal Mangold
used according to the terms of the d20 System
Green Ronin Staff: Nicole Lindroos, Hal License version 5.0. A copy of this License can
Mangold, Chris Pramas, Steve Kenson, be found at www.wizards.com/d20.
Robert J. Schwalb, and Evan Sass
The following is Open Gaming Content: all text
Special Thanks to Tim Emrick for making this after the Introduction header on page 2.
update possible.
Green Ronin Publishing
Death in Freeport Revised is ©2000, 2004 P.O. Box 1723
Green Ronin Publishing, LLC. All rights Renton, WA 98057-1723
reserved. Reference to other copyrighted
Email: [email protected]
material in no way constitutes a challenge to the
Web Site: www.greenronin.com
respective copyright holders of that material.
- Table of Contents -
Introduction - .................................... 2 Part II: A Promising Lucius’s Story ................................ 24
About Freeport and Line of Inquiry ............................11 Appendix I: Dramatis Personae .... 25
This Adventure ............................. 2 Location 1: House of Lucius ......... 11 Allies ............................................. 25
A Brief History of Freeport - ........... 2 Location 2: The Bloody Vengeance . 11 Creatures........................................ 25
Adventure Background ................... 7 Location 3: The Temple................. 14 Named Opponents ......................... 26
Adventure Synopsis......................... 8 Yellow Shields at Sunset ............ 16 New Creature:
Part I: Baiting the Hook ................... 8 Part III:The Truth Sinks In ........... 17 Serpent Person............................ 27
The Press Gang................................ 8 Checking Out the Address.......... 17 Appendix II: Handouts .................. 29
An Offer of Employment ................ 9 Following Milos ......................... 18 Appendix III:
Getting Settled ............................... 10 Location 4: Pre-Generated Characters........... 31
The Bricked-Up House .............. 18
- Introduction -
Welcome to Death in Freeport Revised, the 3.5 update of adventure proper begins and the given background is all you
the first of Green Ronin’s d20 System books. The original need to run this adventure. For more information on the city,
version of Death in Freeport was released on August 10, see the Freeport: City of Adventure sourcebook.
2000, the very same day as the 3E PHB. Despite a very large
Death in Freeport Revised is part 1 of what is known as
print run, the adventure sold out within a year and has been
the Freeport Trilogy. Parts 2 and 3, Terror in Freeport and
out of print ever since. It went on to win the very first ENnie
Madness in Freeport respectively, are still available in print
Award and the Origins Award for Best RPG Adventure.
form. We do intend, however, to make 3.5 PDF updates
Death in Freeport Revised makes this classic adventure
of them available for sale in the coming months. Other
available again in PDF format, with updated stats for the 3.5
available Freeport adventures include Tales of Freeport (also
rules. We hope you enjoy this new look at the product at the
for the 3.0 rules) and the epic, 256-page mega-adventure
epicenter of the d20 explosion.
Black Sails Over Freeport (for the 3.5 rules).
2 Death in Freeport
- Introduction -
With its remote location and natural attributes, Freeport and booze than Freeport had ever seen. It was a spectacular
became a magnet for buccaneers. Before long they had success, and Captains Drac and Francisco were not slow in
taken over the town, which became a notorious pirate claiming credit. Before long, each had declared himself a
haven. What made Freeport work in the early days was a Sea Lord of Freeport.
simple pirate code: Do whatever you want on the high seas,
but don’t go against your comrades in port. That meant no
stealing, no killing, and no kidnapping. Duels did occur on
War in Freeport
occasion, but they were formal affairs conducted outside the The next ten years were tense ones in Freeport. The great
city walls. Most satisfied themselves with drunken brawls, raid set off a panic among the maritime nations, which spent
and of those there were plenty. By and large, though, the huge amounts of money and resources building up larger
peace was kept in Freeport. navies. The Sea Lords were forced to fight battle after battle
against determined foes. Freeport itself was assaulted on
About two hundred years ago, the era of the rogue
three separate occasions, but its defenses proved too strong
buccaneer came to an end. Lone ships increasingly faced
for the attacking ships.
threats from organized navies. At one time a single privateer
could hunt merchant ships with impunity, but now it was a This undeclared war had no clear victor. Freeport withstood the
fox to the hounds of naval squadrons. As crew after crew assaults and inflicted several stinging defeats on its enemies,
was hunted down and destroyed, the pirates of Freeport but attrition was high on both sides. In the end the conflict
knew they had to change their ways. petered out as the warring navies ran out of ships and crews to
hurl into battle. After a decade of constant fighting, there was a
Freeport’s captains realized that it would take a navy to
long lull, during which each side licked its wounds.
fight a navy, so they decided to form a force of their own
and then go raiding en masse. The only problem was During the war, adversity had kept the pirates united.
choosing a leader. After much bickering, the pirates settled When the pressure eased, however, trouble was not slow in
on two captains for the great fleet. Drac and Francisco coming. The Sea Lords had long hated each other, and this
were fierce rivals, and the assembled captains believed that animosity flared up anew—with deadly consequences. After
anything the two could agree on would be a good decision. a series of provocations, real fighting broke out in Freeport
for the first time in its history. The followers of Drac and
It was not an ideal situation, but the pirates had surprise and
Francisco killed one another in the streets, breaking forever
numbers on their side. The combined fleet went on a three-
the pirate code that had bound the city together.
month raid that netted more money, valuables, foodstuffs,
Death in Freeport 3
- Introduction -
Tower
Gate
Drac’s End
1
Temple
District
3
Old City
Eastern District
4
Warehouse The Docks
District
2 Scurvytown
To Milton’s
Folly
Freeport Harbor 0 500 Feet
4 Death in Freeport
- Introduction -
Where Is Freeport?
By this point you may be wondering where exactly Freeport is. The preceding history contains vague references to
a continent, other empires, and naval powers, but no details. These have been deliberately left sketchy, so you can
use Freeport in any campaign world you desire. The Serpent’s Teeth is a small chain of islands that you can easily
drop into a given setting, or you may decide to use this information to flesh out an island city in your existing
world. If you’ve got a good candidate, a simple name switch is all that’s necessary. Similarly, most references to
gods in this module are generic. When the text refers to the God of Knowledge or the God of War, for example,
substitute an appropriate deity from your campaign.
Since Death in Freeport was first released, Green Ronin has published several campaign settings and several
other d20 companies have adopted Freeport into their campaign settings as well. Of Green Ronin’s settings, the
only one that specifically references Freeport is Mindshadows, a psionic setting with a Southeast Asian flavor. The
island continent of Naranjan is said to be a month’s sail from Freeport. You can find out more in Mindshadows
and its tie-in psionic bestiary, Monsters of the Mind. If you are looking for a more Western setting, Paradigm
Concepts’ Arcanis includes a version of Freeport. There are a few changes, most notably that there are no halflings
in Arcanis and thus none in its Freeport, but the basic facts and feel of the city have been retained.
Neither Sea Lord gained an upper hand. Before the conflict hand for the next thirty years, turning a pirate haven into a
could be resolved, word came of yet another hostile fleet commercial hub of substantial importance. He set up trade
bound for the city. The pirates called a truce, and the fleet routes with former enemies, cracked down on rogue pirates,
sailed out to defend Freeport, united once again—or so it and organized a Captains’ Council. Drac’s word was still
seemed. law, but the Council was in charge of the city’s day-to-day
affairs and advised the Sea Lord on important matters.
Captain Drac had realized that this ongoing war was
one they could not ultimately win: The only chance for Although Drac fancied himself a king, he resisted the
survival was to become a part of the world that was trying urge to take the title. Somehow he knew that the citizens
to destroy them. Drac entered secret negotiations with of Freeport would not accept something so contrary to
the enemy, using a wizard as a go-between. He agreed to their natures. Similarly, he knew that he could not found
betray Francisco in exchange for a truce and recognition a dynasty. The Captains’ Council would never submit to
of Freeport as a sovereign city-state. The enemy leaders Drac’s son, a mere boy who lacked the experience of those
were only too happy to sign such an agreement and end the salty dogs.
ruinously expensive war.
But Drac needed to ensure the survival of Freeport as an
With no knowledge of his comrade’s duplicity, Captain independent city-state after his death. With melancholy
Francisco led the fleet to the attack. Once his forces in his heart, he chose another old hand, Captain Cromey,
were engaged, Drac’s ships simply sailed away, leaving to be his successor. Furthermore, he even set into law a
Francisco’s fleet exposed and without support; they were requirement that the Captains’ Council approve the Sea
quickly surrounded and destroyed. In the meantime, Drac Lord’s nominee. At the end of life, Drac chose the interests
sailed back to Freeport to announce the new city-state and of the city over his own glory, and for this he is remembered
his new regime. as a great man in Freeport.
Death in Freeport 5
- Introduction -
A Bad Seed
Freeport Timeline Things began to change fifty years ago, when a descendent
Time Before of Captain Drac succeeded the outgoing Sea Lord. Marten
Present Notable Events Drac is rumored to have used blackmail and assassination in
his rise to power, and he most certainly did so to maintain
2,000 years Valossa destroyed in cataclysm;
his position. Marten ruled for only fourteen years, but
Serpent’s Teeth formed.
the damage he did to the city was substantial. A series of
800 years Future Freeport founded on island
burdensome duties and taxes fattened his coffers but drove
of A’Val.
away many merchants. More ominously, he drove through a
200 years Captains Drac and Francisco lead
new law, over the objections of the Captains’ Council, that
combined fleet; each declares
required the Sea Lord of Freeport to be a descendent of the
himself Sea Lord of Freeport.
original Captain Drac.
190 years Civil war in Freeport; Drac betrays
Francisco and assumes sole Marten’s youngest brother, Anton, who became Sea Lord
control of the city. on Marten’s death, saved the city from complete disaster.
160 years Drac dies and is succeeded by Anton Drac proved to be cut from the same cloth as his
Captain Cromey, initiating a illustrious ancestor and was able to undo the worst excesses
century of prosperity. of Marten’s reign. He abolished the unfair duties, as well
50 years Marten Drac becomes Sea Lord, as providing incentives to win back lost trade. He also
nearly bankrupting Freeport; provided limited military aid to several important nations,
institutes Drac succession law. earning their thanks and their business.
36 years Anton Drac succeeds Marten and
Anton’s one failing was that he did not abolish Marten’s
repairs much of the damage but
succession law. He was regularly urged to do so by the
does not repeal succession law.
Captains’ Council, but the Sea Lord could never quite bring
11 years Anton Drac assassinated; Milton
himself to do it. Despite his enlightened rule, he did consider
Drac becomes Sea Lord.
Freeport to belong to his family. This was to prove his undoing.
10 years Construction begins on
Lighthouse of Drac.
Decade of Deceit
Eleven years ago, a great war broke out, involving nearly
every nation on the continent. Anton stayed out of it at first,
but he knew he would have to honor the existing treaties.
He announced to the Captains’ Council that the Freeport
navy would go to the aid of its allies in the spring—the
first time the full fleet had sailed to war since the days of
Drac and Francisco. The Council was torn on the issue,
approving the move by only a single vote.
Anton had allowed enough time for preparations to be made
throughout the winter. Unfortunately, this also gave his
enemies several months to concoct an ambitious plan. In fact, it
was so ambitious that many suspected the plotters had outside
help from agents of governments that wanted Freeport to stay
neutral. Rumors continue to circulate to this day.
Toward the end of winter, as the Sea Lord was inspecting
the fleet on the docks, a single yellow-feathered arrow flew
from the crow’s nest of an anchored ship, piercing Anton’s
chest. The wound should not have been mortal, but the
arrow was enchanted with death magic. Anton died on the
spot, leaving Freeport without a Sea Lord for the first time
in two hundred years.
The assassin was cornered and killed before he could talk,
and his body disappeared before priests could try to speak
with the dead man. The Captains’ Council dismissed the
6 Death in Freeport
- Introduction -
attack as the act of a lone renegade, hushing up its magical The Sea Lord’s stated goal is to make Freeport the preeminent
nature. The Council had more pressing business to attend maritime power of the world, but the reality has fallen short
to, namely, who would succeed Anton? of that ideal. The Lighthouse of Drac, or “Milton’s Folly,” as
some have taken to calling it, nearly bankrupted the city. Taxes
At this juncture, Captain Milton Drac stepped onto the stage
and duties have risen steadily during its construction, and an
of history. A distant cousin of Anton, Milton appeared as
army of migrant workers was needed to finish the structure on
if from nowhere. He was not a member of the Council, but
time. It is finally approaching its scheduled completion date,
somehow he enjoyed tremendous support there. Those most
three months from now. Milton is planning a gala celebration
likely to oppose him were strangely silent, as if they feared
for its inauguration, and ships from around the world are
the consequences of such an action. In a matter of weeks,
expected to attend. This is an event not to be missed—or so
this previously unknown Drac became the new Sea Lord of
Milton hopes.
Freeport.
Milton’s first official act was to cancel all military aid to allied
nations: The fleet was to restrict its activities to guarding
Freeport Today
commerce, nothing more. As war raged on the continent, Milton is obsessed with his Lighthouse, but the Captains’
Freeport stood neutral. This was a grave disappointment to Council still governs Freeport. Their task grew more
the nations counting on its navy, who branded Milton a traitor. arduous over the past ten years, as more and more money
Some called him the puppet of foreign agents or a religious was sunk into Milton’s Folly. Services have degenerated:
cult. Milton pooh-poohed these accusations and continued his The garrison has shrunk and is largely confined to the Old
rule of Freeport with little opposition. City; the docks are policed haphazardly, if at all. Crime has
skyrocketed, but as long as it remains in the shadows the
After canceling the fleet action, Milton used the war chest
Council is content to pretend that it does not exist. Known
to build a monument to his ambition: the Lighthouse of
pirates have even taken to frequenting the port again. As
Drac. It has been under construction for the past ten years,
long as they bribe the dock officials, they can enjoy what
on the closest island of the Serpent’s Teeth. Meant to be one
Freeport has to offer. Ironically, the city is returning to its
of the wonders of the age, the Lighthouse soars towards the
roots.
heavens, taller than any structure in the world.
- Adventure Background -
The temple to the God of Knowledge is one of the largest Life for Lucius was tranquil for the next eight months. His
in Freeport. A repository of ancient scrolls and arcane life fell into its old patterns. The calmness of the library
learning, it is a magnet to scholars and wizards alike. soothed him, and he lost himself in a world of books,
In addition to priests, the temple employs a large group scrolls, and artifacts.
of librarians, who maintain the collection and deal with
Then the dreams came.
visitors. Lucius was one of these librarians. He had grown
up in the temple and lived to serve. Lucius awoke screaming every night, his brain reeling with
memories of gargantuan cities, monstrous creatures, and
Six years ago, something very strange happened to
unspeakable rites. At first he hoped that the nightmares
Lucius. An extraplanar entity stole his body, displacing his
would simply go away; instead, they got worse. Lucius
consciousness and taking over his existence. For five years,
did not want to accept the truth, but in the end he had no
the alien mind controlled Lucius’s body, seeking to learn as
choice. Whatever these dreams were, they were somehow
much about the world as it could. The new “Lucius,” nothing
connected with those five years of missing time. If he ever
like the old, was expelled from the temple within a year
wanted to have a normal life again, he knew he would have
for violating the sanctum. He then left Freeport altogether,
to find out what had happened to him.
traveling the world for four years before returning.
The man who had spent so much time researching past
When the real Lucius returned to his rightful body, he did
lives now turned his skills to his own. He began to ask
not remember where he had been or what he had done, and
questions about what “he” had done and how “he” had
was mortified to learn of his possessor’s activities in his
acted during those five years. He spent countless hours
absence. With deep shame he approached the temple, asking
reading over “his” journals, trying to find out who had
for forgiveness and re-admittance. He offered the priests
possessed his body and why. The priests of the temple grew
an amazing collection of scrolls and artifacts, apparently
uncomfortable with Lucius’s line of questioning. They
accumulated while his possessor journeyed abroad. They
wanted this incident buried, not subject to new scrutiny. The
were in such awe of this collection that they reinstated
high priest begged Lucius to let the past stay in the past, but
Lucius and forgave him his transgressions. Both he and
the librarian could not agree.
the priests were now happy, and each tried to forget the
librarian’s strange behavior. Two days ago, Lucius disappeared.
Death in Freeport 7
- Part I: Baiting the Hook -
Adventure Synopsis
Death in Freeport drops the player characters into the midst Egil gives the PCs some background on Lucius and his
of political and magical intrigue, as the hidden Brotherhood strange behavior. The PCs are then free to investigate: They
of the Yellow Sign manipulates events to bring its dread god are likely to visit Lucius’s home, the temple to the God
to the world. Freeport is still a bustling center of trade, but of Knowledge, and an orc pirate ship. This should form a
evil currents run beneath the surface. There are secrets here, picture of Lucius as a man searching for his own past—who
and questions unanswered. The characters will undoubtedly found something he wasn’t counting on.
learn there is more here than they expect in a simple
Following a trail of clues, the PCs learn about the
seaport. The question is, will that knowledge kill them?
Brotherhood of the Yellow Sign. With a little luck, the
As the adventure begins, the player characters (PCs) have PCs can trail the cultists back to their hideout, penetrate
just come to Freeport on a merchant ship. While on the the lair, and discover secret tunnels underneath it. Deep
docks, the PCs are attacked by a press gang, who mistake underground they find degenerate serpent people, and
them for easy marks. The press gang is handily beaten off; eventually Lucius himself. The librarian has been tortured
since they are unused to real resistance. badly and will die without aid.
A bookish young man named Brother Egil then approaches The PCs also have to deal with the leader of the cult, a man
the PCs. He says that he’s been looking for a group that they may recognize from the temple. When the cult priest
can take of itself, and that he has a job for them if they are is slain, they are in for an even bigger surprise. He was
interested: finding a missing librarian. The missing man, not human at all, but a serpent man in disguise. What this
Lucius, disappeared two days previously, and Egil is eager means for Freeport only the gods can say.
to find him.
Part I:
- Baiting the Hook -
In which the player characters beat off a cowardly attack and find gainful
employment in the city of Freeport.
The setup of the adventure assumes the PCs have just
arrived in Freeport after serving on a merchant ship. You after his shipment of foodstuffs went bad during the
can easily alter the circumstances if that lets you kick off voyage. You were supposed to travel to ports beyond,
the adventure more smoothly; for example, perhaps one of but now it seems that you’re going to have to fend for
the PCs is a friend of Egil’s from the continent. This would yourselves in Freeport—at least for a while.
give them more reason to trust the young librarian and a The action on the docks is mesmerizing. There are
better motivation to help him find his friend. The only real ships in port from all over the world, carrying every
requirement is that none of the party should have been to manner of exotic goods. Sailors and merchants of all
Freeport before. Having inside knowledge of how the city races and backgrounds mingle on the wharves, with
works ruins some of the fun, so it’s best if the characters are money changing hands so fast you can barely even
from elsewhere. follow. The sights and sounds are so overwhelming
that you almost don’t notice the group of men that
The Press Gang casually coalesce around your party. They are a
rough lot, scarred and crusty sailors armed with
saps and belaying pins. The leader of these scurvy
dogs, a toothless man with tattooed knuckles, smiles
You stand on the docks of the great trading
crookedly and says, “You’ve all just volunteered for
city of Freeport. Your journey here was long and
an exciting life at sea. Do you want to go the easy
uncomfortable, so it’s with a sense of freedom that
way or the hard way?”
you walk the bustling dockside. Unfortunately, you
are not laden down with gold, or even silver. The
merchant that hired you on had to cut you loose These men are, of course, a press gang out looking for
able bodies to sell to visiting ships. The PCs appear
inexperienced and easy to overwhelm, making them a prime
8 Death in Freeport
- Part I: Baiting the Hook -
target. They may notice (Spot check, DC 15) a young man
in robes who stays to watch with fight with great interest.
Creatures (EL 4): When the encounter begins, the PCs are
surrounded by eight sailors. Old toothless picked his
point of ambush well: Boxes of goods dot the wharf,
making it difficult to maneuver. The crowd is also thick,
though it will begin to disperse if a fight erupts.
Sailors (8): 5, 5, 6, 6, 7, 9, 10, 11
Tactics: These sailors are old hands at the press gang game.
They don’t wear any armor, but they are handy with their
saps, which they use first to deal subdual damage in an
attempt to knock the PCs unconscious. If things get serious,
they switch to their belaying pins (treat as clubs). The sailors
are not trying to get killed—they expect easy marks. Press
gangs prey on weakness, so these bullies clear out when it
becomes obvious the PCs can take care of themselves. Once
three of them have been overcome, the rest flee.
An Offer of Employment
As the last members of the press gang flee into
the crowds, a young man in robes approaches
you. “That’ll teach them to pick on newcomers,”
he says, laughing. “But where are my manners?
Allow me to introduce myself. I am Brother Egil,
and I’ve been looking for people who can take care
of themselves in a scrap. If you’ll allow me to buy
you a round of drinks, I’d like to talk to you about
a job. What do you say?”
Death in Freeport 9
- Part I: Baiting the Hook -
the best of his knowledge, as he is sincerely concerned for
something strange happened. He seemed to change his friend, so be reasonably open with information that he
overnight. One day he was my friend of many can be expected to have.
years, and the next he was a complete stranger. • Where did Lucius go when he left Freeport?
He asked bizarre questions, seemed to remember
nothing of our friendship, and treated the temple I don’t know for sure, but Lucius seemed to think he had
as his own personal library. Some months later he traveled quite widely.
was caught violating the sanctum and was expelled • Why did the high priest let him back into the temple?
from the temple. Shortly thereafter, he left Freeport
entirely and was gone for four years. That question has puzzled me as well. Thuron is not a man who
“When Lucius reappeared, he was like his changes his mind easily, yet something that Lucius said or did
old self. He came to the temple and begged to be during his meeting with the man swayed the high priest.
readmitted, saying that he had no memory of the • Can we search his house?
previous five years. Thuron, the high priest, seemed
adamant about refusing Lucius’s petition but Yes, certainly. I can take you there whenever you like.
changed his mind after a private meeting with him. • Can we talk to Thuron or other members of the temple?
“Lucius returned to the temple, and it was just
like old times for eight or nine months. Then he Yes, but please do not mention my involvement. Better to
started to look haggard, and he told me he wasn’t say that you are friends of Lucius from abroad and that
sleeping well. Something was disturbing him, but you’ve come to Freeport to see him.
he wouldn’t say what. He started asking a lot of • Can you recommend a place to stay?
questions about what he had been like right before
his expulsion. The high priest talked to him about Certainly. The Scholar’s Quill is a fine tavern located
it, but Lucius wouldn’t let it go. between Lucius’s home and the temple. Many visitors to the
“I grew increasingly worried for my friend. He temple lodge there, and it doesn’t have the rough clientele
seemed on the brink of insanity, as if one small that many local inns do.
thing could push him over the edge. Two days ago,
he failed to come to the temple. I went to his home
and found it empty. I searched all over but could
Getting Settled
not find him. The priests of my temple deny it, but Unless the PCs have other plans, Brother Egil takes them
I know that something has happened to Lucius. I to the Scholar’s Quill. This is a quiet inn off the main
want you to find out what.” thoroughfare that caters to academics. The first floor
consists of a dining room, kitchen, and larder, and upstairs
there are eight guest rooms that sleep two each. The
innkeeper, a matronly woman named Desi (female human
What Egil Knows commoner 2, hp 6), lives on the third floor with her two
The PCs are likely to have some questions for Brother Egil. serving maids. Brother Egil can get the PCs a good rate: 1
Below are his answers to the most probable. He answers to gp per day for the group, which includes a light breakfast
10 Death in Freeport
- Part II: A Promising Line of Inquiry -
and dinner. Breakfast is at 8:00 A.M. sharp and dinner is to choose from. Here are some alternatives to throw at
at 5:00 P.M. Those who miss meals will have to fend for them if you need to: The Rusty Hook (near the docks,
themselves—or try to sweet-talk Desi’s staff. notoriously dangerous), The Keelhaul (in the old town,
attracts pirates), The Broken Mug (on a wharf, fights
Should the PCs disdain the Scholar’s Quill—because they
happen hourly), and The Black Rose (in the old town,
don’t quite trust Brother Egil or they prefer more rough-
caters to fat merchants).
and-tumble establishments—Freeport has plenty of inns
Part II:
A Promising Line of Inquiry
In which the player characters conduct an investigation
and uncover divers items of interest.
The PCs now have a mystery on their hands. You should be
flexible as they investigate, since there’s no way of knowing 1A. Main Room
where they’ll want to look first. What seems obvious to you
Most of the books and scrolls here are geographies detailing
may not be so obvious to the players.
far-flung locations, with titles like Of Dwarves and Men:
The best place to start the investigation is at Lucius’s home. The Lands of Naranjan. Successful Search checks can turn
Chances are the party will head there right away, but a up some useful information:
nudge in that direction might be necessary. Brother Egil
DC 15 or better: Among the scattered papers is a hastily
could guide them there, for example. (“Do you want to see
scribbled “to do” list; see Handout A.
Lucius’s house now? We’ll have to hurry so I can be back at
DC 20 or better: The desk has a drawer with a false bottom,
the temple in time for evening prayers.”)
which conceals a diary written in the same hand as the list.
Brother Egil accompanies the PCs to make sure they don’t It takes about half an hour to skim through the entries, the
just toss the place. Not that there’s much to steal here, but most interesting of which are compiled in Handout B.
he’s got Lucius’s interests at heart.
Note: When your players first hear about Milton’s Folly 1B. Backroom
(see the News Around Freeport sidebar), they may There is nothing here but dry goods and dirty clothes.
want to run off and investigate it right away. While the
lighthouse is key to Madness in Freeport, at this stage
it’s simply a construction site. Let your PCs run around
1C. Basement
if they want to, but they won’t find anything at this time. The trapdoor is not locked, and opening it reveals a
During this adventure there is nothing suspicious going on staircase down. The basement is actually larger than the
at the lighthouse. A map of Milton’s Folly can be found in house, although it is strangely empty. There are bookcases
Madness in Freeport. lining the walls, as well as a display case. Searching turns
up nothing, but a successful Spot check (DC 15) lets the
character notice that the cases are much of more recent
Location 1: House of Lucius construction than the basement itself. The wood still has a
“new” smell—probably no older than a year.
Death in Freeport 11
- Part II: A Promising Line of Inquiry -
The Bloody Vengeance is a crudely built orc
ship, roughly 90 feet long. The ship is battle-
scarred but seaworthy, and you note that no other
ships have moored nearby. The sail is furled, but
the crow’s nest holds an orc lookout armed with a
shortbow. Two other orcs guard the gangway, their
scowls and jagged swords encouraging passersby
to keep on walking.
A successful Gather Information check (DC 15 in town or 10 Actually, Aggro is telling the truth about sending Lucius
by the docks) reveals that the privateer Bloody Vengeance is on his way. The orcs are touchy because a powerful wizard
in port now. Its captain, Scarbelly, is a notorious orc pirate named Kenzil hired them to attack a particular ship and
who operates out of Freeport. The PCs may make additional acquire a magic staff for him. Captain Scarbelly doesn’t like
Gather Information checks to learn more about the ship, its dealing with wizards, but the money was too good to pass
captain, and its crew. The table below summarizes what they up. He has the staff locked up in his cabin, and his crew is
can find out; reduce the listed DC by 5 if they continue to guarding it around the clock until Kenzil shows up. Scarbelly
make inquiries around the waterfront. is on edge and eager to see the staff safely delivered—he is
certainly going to resist anyone who boards his ship.
Gather Information What Aggro does not know is that Lucius did manage
Check DC Information to talk to the orc captain while he was visiting a tavern.
Lucius had come to suspect that he had spent time on the
15 The Bloody Vengeance pulled into port Bloody Vengeance during his missing years, so he sought
eleven days ago. out the orc captain. Turned away by Aggro, Lucius followed
20 The crew has largely stayed on their Scarbelly and asked him some questions. See the Captain
ship. They seem edgy and hostile. Scarbelly sidebar for more information.
20 The ship has a crew of ten orcs,
including a brutal first mate.
All Hands on Deck
25 Captain Scarbelly has killed twenty- The PCs have several options for handling the orcs. They
nine men in hand-to-hand combat. might simply rush the crew and start a brawl, or they can
watch the ship and try to spy on Scarbelly. Rogues may try
Read or paraphrase the following when the PCs take their sneaking on board at night to have a look around.
first look at the Bloody Vengeance.
12 Death in Freeport
- Part II: A Promising Line of Inquiry -
Captain Scarbelly
Captain Scarbelly is rightly feared by merchants and seafarers. He and his crew have
terrorized the sea lanes for years, and they know whom to bribe in Freeport to
keep it that way.
Since he’s waiting for the wizard Kenzil, Scarbelly spends most of his
time on the ship. Once in a while, though, he does slip off for a drink
and meal, and this may give the PCs a chance to talk to him. The old
pirate won’t say anything about Lucius unless he’s bribed, but with
sufficient incentive he relates the whole story.
The captain recognized Lucius right way, for he had indeed
been on the Bloody Vengeance some four years ago. The
librarian bought him a drink and asked many questions about
that time, which seemed odd to Scarbelly: The human had been
right there! Lucius had paid Captain Scarbelly a handsome sum to
travel with the pirates, observe them, and take notes. The orcs found it
strange, but his money was good, and he stayed out of the way during
fights. After a few months, Lucius moved on, and that was the last
Scarbelly saw of him until a few days ago.
In his money pouch the captain also has a note from Lucius, passed
to him by Aggro. It reads:
Captain, my name is Lucius and I believe you know me. I’d like to talk
to you about my time on your ship. Please tell your mate to let me
aboard next I call.
Attacking the orcs is a mistake (EL 7 for the entire crew at are two beds, a table, and a chest, all nailed to the floor (to
once!), but the PCs probably won’t realize this right away. keep things from flying about during storms). The chest is
The lack of the Sea Lord’s Guard on the docks means a quite large (it could easily hold a person) and doubles as a
fight can rage without interference. Although Lucius is not table.
here, there is loot—if the party survives the experience.
Creatures and Trap (EL 3): During the day either Aggro
or Scarbelly is here, and both are onsite at night (raising
A. Main Deck the EL to 5).
The main deck is 55 feet long and 20 feet wide. Its center Aggro (orc fighter 2): hp 18.
is pierced by the mast, and coils of rope and other supplies Scarbelly (orc fighter 3): hp 31.
are scattered across it. Two large trapdoors lead to the hold
below: This is mostly empty but does have some food and At the moment, there are sea charts and navigational
grog stores. equipment spread across the chest, but a large iron lock is
clearly visible. The lock is trapped.
Creatures (EL 3 or 4): There are usually two (sometimes
three) orc pirates guarding the gangplank and one each Poison Needle Trap: CR 1; mechanical; touch trigger;
in the forecastle and aftcastle. These structures provide manual reset; +8 melee (1, plus poison), Search (DC
cover from missile fire, and their elevated positions 20); Disable Device (DC 21). Poison: Fort save (DC
offer a good view. 14); initial damage 1d8, secondary damage 0.
Pirates (4 or 5): 3, 5, 5, 7, 9. Treasure: The chest does not contain Lucius, but it does
hold pirate swag: 100 gp, 1250 sp, and 500 cp. On top
B. Officers’ Quarters of this bed of money lies a 5-foot-long staff carved with
a scale motif. This is a staff of defense (50 charges, CL
Captain Scarbelly and First Mate Aggro share a cabin 15th, contains the following spells [use cost]: shield
underneath the forecastle (unlike human sailors, they like [1 charge], shield of faith [+4 deflection bonus to AC,
the way the ship’s prow goes up and down!). The room is 2 charges], shield other [1 charge], shield of law [3
roughly 15 feet by 15 feet and crammed with stuff. There charges]), the item Kenzil hired Scarbelly to find.
Death in Freeport 13
- Part II: A Promising Line of Inquiry -
a more powerful party. The character is peripheral to the
C. Crew Quarters adventure, so no details are provided here: This provides
The remaining eight crew members share this 20-foot-by-20- an opportunity to introduce a suitable NPC from your own
foot room under the aftcastle. Each wall has two hammocks campaign. He could become a thorn in the PCs’ sides, or
and a small chest for personal effects. The PCs are welcome to appear just once as a seemingly random encounter.
poke through dirty orc laundry, but there is nothing of value.
Creatures (EL 2 or 3): While the ship is in port, there are Location 3: The Temple
always two or three pirates sleeping here.
Sooner or later, the PCs should investigate the temple to the
Pirates (2 or 3): 3, 7, 10. God of Knowledge. The building is quite large and easily
visible from most parts of the city. The first time they go
Orc Tactics: Captain Scarbelly has not survived this many
there, read or paraphrase the following description.
years as a pirate by being stupid. His crew is well
trained, and they know what to do in case of an attack.
When the first blows are struck, the orcs on guard raise
The temple is an impressive structure, its
the alarm with a terrific shout. They concentrate their
vaulted frame soaring up one hundred feet. Large
defense on the officers’ quarters and stay on board the
bronze doors stand open, revealing a tiled atrium.
ship no matter what. The orcs in the forecastle and
Statues of the god indicate that this chamber is the
aftcastle use their bows to neutralize obvious threats,
center of worship, but balconies lined with books
with spellcasters at the top of that list: Sleeping orcs
reach all the way to the frescoed ceiling. This
wake and join the fight in whatever area needs it the
place appears as much library as temple, and the
most. Aggro comes out to the main deck to organize the
rows of silent scholars working in the balconies
defense. However, if the captain is not aboard, the first
attest to this fact.
mate instead guards the staff in the officers’ quarters.
A young man approaches you. He introduces
Development: The PCs don’t know about Kenzil. He still himself as Norton, a temple novice, and asks how
wants his staff, and if the party took it he’ll try to track it he can be of assistance.
down. He may pursue the PCs immediately on his arrival
in Freeport. Alternatively, it may take him some time to
Norton can take the PCs to the high priest’s office, which
learn the item’s fate, making him a suitable challenge for
is one level down. There they are passed on to Milos, a
14 Death in Freeport
- Part II: A Promising Line of Inquiry -
slight man with horn-rimmed glasses who is the assistant • Has Lucius been acting strange lately?
of Thuron. This is as far as they can get. Milos simply will
He has appeared increasingly haggard over the past several
not allow access to the high priest. Should the PCs attempt
months. He also began asking some very strange questions.
violence in the temple, a dozen clerics will be on the scene
The high priest himself had a talk with the man, but this
within minutes. This is not a good idea, and may have far-
seemed to do no good.
reaching repercussions.
• What sort of questions was Lucius asking?
He was asking about his activities in the temple in the time
Your requests to speak with High Priest
leading up to his expulsion. As if he weren’t here himself!
Thuron are flatly rejected by Milos. “I’m afraid
No one needs to be reminded that Lucius violated the
such a meeting is impossible,” he says. “The
sanctum, but he would not let it rest.
high priest is extremely busy planning the
dedication of the Lighthouse of Drac. He cannot • What did the high priest say to him?
be disturbed. However, I am Thuron’s eyes and
Lucius has been very lax in his duties of late, and Thuron
ears around the temple, and you may ask me your
warned him to be more diligent. The high priest told him to
questions.”
forget the past and concentrate on the present: The events
of five years ago are best forgotten by everyone.
Here are some likely questions and Milos’s answers. None that I am aware of. Anything may have happened in
the years he was gone from Freeport, of course, but I know
• What is the Lighthouse of Drac? nothing about that time.
You must have seen it on your way into Freeport—an • Why was Lucius let back into the temple?
enormous structure. Sea Lord Drac, the ruler of Freeport,
is building it to commemorate his glorious ancestors. The He had acquired a very interesting library of books during
lighthouse has been under construction for some ten years, his worldly travels. He offered to donate this collection to
and its dedication is in three months. the temple as a penance, and the high priest accepted.
• What can you tell us about Lucius? • Can we see these books?
He is an excellent librarian, though he made several poor They have not been made public yet. Our experts are still
choices in his time. He was away from the temple a good evaluating them and checking their authenticity. They
four years but returned last year. He has not been here in a should be available next year.
couple of days, and I do not know where he is.
Milos
Milos has been living in Freeport for decades, posing as a variety of city folk and changing identities when
necessary. His parents were both members of the Brotherhood of the Yellow Sign, and he was brought up in the
faith. His position in the temple to the God of Knowledge has been very useful to the cult: He not only has access
to enormous amounts of research material, but also has the ear of an influential figure in the city.
In his researches, Milos learned of extraplanar beings that possessed mortal hosts to study different times and
places. When Lucius underwent a personality change overnight, Milos knew just what was going on—but, to his
frustration, he also knew that when the real Lucius returned, he wouldn’t remember anything of his time away.
When the librarian began having his nightmares and memory problems, Milos took notice. Apparently, Lucius was
remembering something of his time on another plane. Milos decided to kidnap the man and torture the information
out of him. Such arcane knowledge could benefit the Brotherhood greatly.
This scheme did not work out, though. Lucius had some vivid memories, but they were fragmentary and of
little use. More significantly, the kidnapping put investigators on a trail straight to the cult’s temple. Freeport is
the nexus of an ambitious plan, and the Brotherhood’s leaders don’t need their underlings drawing attention to
them at this crucial time. In the unlikely event that Milos survives the final encounter, his superiors will be most
displeased.
Death in Freeport 15
- Part II: A Promising Line of Inquiry -
GM Note: These books were in Lucius’s basement—hence make a decision without him. He’s been at the temple for
the “new” smell to the shelves—and include the travel logs fifteen years and is dedicated to his own ambitions, the
mentioned in the “to do” list. Lucius wrote these logs during temple, and Thuron—in that order.
his possession, but they have proved very difficult to decipher.
Not only is much of the writing in an unknown language
(which could normally be circumvented with comprehend
Yellow Shields at Sunset
languages), but it is also in a complex code. Even after the The PCs’ investigation does not go without a response:
librarians manage to break this code, they will have the same Milos is in fact highly placed in the Brotherhood of the
problem that they face with the other donated books: The Yellow Sign. After the party’s visit to the temple, he decides
subject matter is rather esoteric, and much of it is simply alien. that he must take action and orders one of the cultists to
arrange their elimination. This cultist, Enzo, recruits a
• If Lucius is missing, why aren’t you looking for him?
small band of mercenaries known as the Yellow Shields and
We do not have the resources to mount search parties for provides them with a description of the PCs.
every librarian who fails to come to work. In any case, there
Members of the Yellow Shields then fan out across the city.
is no evidence of foul play. I am sure Lucius is just sleeping
When exactly they do this is up to you, but a good time is
off a hangover somewhere.
shortly after the PCs have visited the three locations above.
You should save the mercenary encounter for when they
Questions at the Temple are out of clues and need a bit of a push, or are about to do
After their interview with Milos, the PCs are free to talk to something really stupid (such as fighting their way into the
other people around the temple. They can find four types of temple to see Thuron).
people here: priests, lay librarians and clerks, scholars, and Once the mercenaries have established where the PCs are
worshipers. Temple regulars know Lucius, but they are not staying, they organize an ambush. They strike at sunset,
forthcoming with information. (Milos has already instructed hoping to hit the party on their way back from a long day of
the staff to put Lucius from their minds.) Should the PCs run investigation when their guard is down.
into Brother Egil at the temple, he pretends not to know them.
At a later time, the PCs may want to ask Egil about Milos.
He can tell them that Milos, although not a priest himself, The sun is setting in the west, silhouetting the
is Thuron’s right-hand man, and that the high priest doesn’t Lighthouse of Drac beautifully with its dying
rays. You are nearly back to the inn, ready for
a hot meal and a stiff drink, when you hear the
unmistakable thwack of crossbows discharging.
As the bolts fly through the air, you see a group
of warriors carrying yellow shields burst out of a
nearby alley with swords drawn.
Looks like dinner will have to wait.
16 Death in Freeport
- Part III: The Truth Sinks In -
Development: If any of the mercenaries are captured, they However, Rittoro does have a piece of parchment with an
quickly admit that they don’t know who hired them. address written on it. This is where he’s supposed to meet
Rittoro took care of that, and he won’t be able to talk his contact after the job to receive payment. If the PCs
if he’s dead. Should Rittoro survive the battle, he plays search his possessions, they also find an ivory-handled
tough for a while but eventually reveals that a man dagger with an “L” carved in the hilt.
named Enzo hired him. Even Rittoro doesn’t know
GM Note: The dagger belonged to Lucius and was given
anything about Enzo, though: He had money, and that
to Rittoro as a down payment on the contract. He has no
was enough for the Yellow Shields.
information about its origin.
Part III:
The Truth Sinks In
In which the player characters uncover a devilish underside
to the city and reveal an agent of evil.
After the attack of the Yellow Shields, the PCs should However, Enzo’s knowledge is quite limited.
realize that their investigation has aroused interest of a most
• The cult is called the Brotherhood. Enzo is not yet
unfriendly kind. At this point, they can solve the mystery in
worthy to know their dark patron’s name.
two different ways, depending on what evidence they have
amassed. • The leader of the cult is very powerful. Enzo knows
him only as the Master.
Checking Out the Address • The PCs angered the Master and so earned a death sentence.
If the PCs have taken the address from Rittoro, they find • There are some rooms beneath the bricked-up building,
that it corresponds to a tavern called the Black Gull. This but Enzo has never been down there.
is a rather seedy dive near the docks. Rittoro, if alive, tells
them that he was supposed to meet Enzo there at 7:00 P.M.
with proof of his completed mission. Otherwise, the PCs
may have to stake the place out. Enzo is easy enough to spot.
He’s a thin, nervous-looking man—definitely out of place
in the tough crowd at the Black Gull. The easiest thing to do
is simply follow him: He can lead them straight to the cult’s
temple, a bricked-up house on an out-of-the-way street.
Enzo
While Enzo dreams of gaining power from the Brotherhood
of the Yellow Sign, in reality he is nothing more than a peon
and an errand boy. A tailor by trade and a weak, unfocused
individual, he turned to the occult in a desperate attempt
to take control of his own life. The Brotherhood recruited
him after he was seen visiting curio shops and booksellers,
asking after magical secrets. (Yes, Enzo is that much out
of touch.) Enzo has not yet been fully initiated into the
cult, but he has proved a useful gopher. Milos had him hire
the Yellow Shields to see if the man could be discreet, not
considering the PCs a real threat.
Enzo (male human expert 1, hp 3) won’t fight. Should the
PCs confront him, he immediately crumbles. He’s a coward
at heart and has been bullied so often throughout life that
groveling is second nature. He reveals the orders he was
given and can lead the party to the cult’s headquarters.
Death in Freeport 17
- Part III: The Truth Sinks In -
• Enzo was ordered to bring food to the building twice in
the last few days. This doesn’t usually happen. Location 4:
Following Milos The Bricked-Up House
This abandoned-looking building is the cult’s headquarters,
After visiting the temple to the God of Knowledge and and the place where Lucius can be found. It is on a side
being stymied in their investigation by Milos, the PCs street that is usually deserted.
may become suspicious of him. They can learn quite a bit
by shadowing him. He doesn’t leave the temple often, but
when he does he visits some strange places. On a typical The house is nondescript and seems a perfect
outing, Milos might stop in at a curio store or wizardly hideout. It is a simple, one-story construction,
supply shop to purchase esoteric spell components (strange roughly 20 feet by 30 feet. The dilapidated exterior
for someone who is supposedly not a spellcaster), or an is made of wood, but the windows have all been
open-air market for a live animal, such as a black goat bricked up. Two steps lead up to a stout-looking
(even though the God of Knowledge doesn’t require blood wooden door.
sacrifice). Eventually, he heads to a bricked-up building on
a little-used side street and disappears inside. The door is locked (Open Locks, DC 25). A successful
If the party are stumped and can’t figure out a next Strength check (DC 18) can knock it down but would make
move, you can gently steer them in the right direction. a lot of noise.
For example, they might catch sight of Milos across the Wooden Door: 1 1/2 in. thick; Hard 5; hp 15; AC 5; Break
crowded marketplace. Although not dressed in his temple DC 18.
robes, he is unmistakable, yet does not respond to any hails.
This should rouse the PCs’ interest enough to follow him, Once inside, the PCs can see that the place is a wreck. There
although this is difficult in the busy streets (requiring Hide are piles of masonry and refuse everywhere, and it’s impossible
checks opposed by Milos’s Spot, as well as Spot checks to to tell how many rooms the place may have once had. Anyone
keep him in sight). Milos eventually disappears inside the who succeeds at a Spot check (DC 20) notices that parts of the
bricked-up building. This isn’t the cleverest way to find foundation seem to be from an older construction: The stone is
Lucius, but it’ll get the job done. of better quality and finished with more skill.
Toward the back of the house there is a wooden trapdoor in
the floor. This is not locked or trapped, and beneath it is a
staircase leading down.
1. Wine Cellar
The stairway leads down to an old wine cellar.
The walls are lined with nine large casks made of
oak, each about 6 feet tall and nearly 8 feet long.
They appear to have been here for a long time,
though the room contains remarkably little dust.
18 Death in Freeport
- Part III: The Truth Sinks In -
Death in Freeport 19
- Part III: The Truth Sinks In -
Milos has cast alarm on the concealed entrance and made
it permanent with a scroll. When the PCs open it, a mental
Now You’ve Done It! tone sounds that only he can hear, warning him of their
approach. Although the sanctity of the secret temple has
Adventurers usually can’t resist messing never been compromised, Milos is ready for the possibility.
around with items they find. Often unwise, in If he is not already onsite, he finds a secluded area within
this case doing so in the Initiation Chamber is range and uses his wand of dimension door to travel to the
very dangerous, as it may accidentally trigger cult’s temple proper (area 7).
the ritual. Should the PCs manage to light the
candles and incense, and strike the gong three Milos then runs to the caves (area 6) and rouses the
times, the Unspeakable One takes notice. degenerate serpent people there. He orders them into the
tunnels to ambush the PCs in the intersection (area 2) or
the treasury (area 4). Once he’s sent off the serpent people,
The room reverberates with the sound Milos casts shield on himself. If he has time, he may cast
of the gong. Above you the stars seem resistance and/or guidance on the attendants with him in the
to twinkle as if you really are looking at temple (see area 7 for more information).
the sky. Then you feel a presence—and
the circular depression erupts with
black tentacles.
2. Intersection
You don’t need to be a paladin to feel
the evil here. It is ancient and potent, The narrow stairs open into a corridor of
and you can only hope those tentacles finished stone, about 10 feet wide, that heads north
have not come for you. about 25 feet and ends in a T-intersection. There
are doors on the east and north walls.
Anyone in the room when this happens must
succeed at a Will save (DC 20) or suffer 2 points Trap and Creatures (EL 1 or 3): At the beginning of the
of temporary Wisdom damage. The tentacles intersection is a covered pit trap. Once the presence of
do not attack anyone outside of the depression. the pit is known, it is easy enough to walk around.
Casting spells at or attacking the tentacles has
Camouflaged Pit Trap: CR 1; mechanical; location trigger;
no noticeable effect, for the Unspeakable One
manual reset; DC 20 Reflex save avoids; 10 ft. deep
conforms to an alien reality beyond the ken of
(1d6, fall); Search DC 24; Disable Device DC 20.
mortals. The tentacles remain for 2 rounds, then
disappear. Neither of the doors is locked. The north door opens into
a 40-foot-long corridor that veers northeast, with two
Characters actually in the depression are in for
doors visible. The east door of the intersection leads to
a horrific experience. The tentacles engulf them,
the initiation chamber (area 3). The west wall of the T-
squeezing, pulling, and prodding. Inhuman
junction hides a secret door (Search, DC 20) that connects
voices fill their heads, uttering terrible words and
to the caves. Serpent people may attack out of this door,
evoking images of horror. Though this lasts for
depending on how much time Milos had to warn them (this
only 2 rounds, it seems like an eternity. Finally,
raises the Encounter Level to 3).
the tentacles withdraw and disappear. Those who
suffered through this take 3d6 points of Wisdom Serpent People (5): hp 3, 5, 6, 6, 6.
damage (Will save half DC 20). This Wisdom
Tactics: Should the serpent people miss the party, they lurk
loss is temporary except for 1 point, which is
in area 2 and await a suitable opportunity. They are
permanently drained. No one can survive such an
most likely to attack when the PCs are heading down
experience unscathed.
the corridor towards the temple proper (area 7).
Those reduced to 0 Wisdom fall into a
catatonic state, tormented by nightmares of the 3. Initiation Chamber
Unspeakable One until they recover. Temporary
Wisdom damage returns at the rate of 1 point
per night’s rest (8 hours) or 2 points per full The door swings open to reveal a 30-foot-by-30-
day of rest (24 hours). Both lesser restoration foot octagonal chamber. The entire room has been
and restoration also replenish lost Wisdom, but painted black, and the ceiling shimmers with stars
restoration is needed to heal any permanent like the sky at night. There is a circular depression
loss. in the center of the room some 10 feet deep. On the
far wall you can see a sturdy table covered with
20 Death in Freeport
- Part III: The Truth Sinks In -
Skeletons (4–8): hp 1, 2, 4, 4, 5, 5, 10, 10.
ritual paraphernalia: a gong, incense burners, two Serpent People (5): hp 3, 5, 6, 6, 6.
candelabras, and some other items you can’t make
out. No one is in sight, but the room itself seems to Treasure: There are four chests here, all of which are
radiate menace. locked (Open Locks, DC 20). Milos carries the keys
with him at all times. Should the PCs slay him first,
they can open the chests with ease.
This strange room is the initiation chamber for the
Brotherhood of the Yellow Sign. It is painted black in honor Chest #1 contains 500 gp and 1500 sp.
of the Unspeakable One’s starry home. Recruits who have Chest #2 contains 3000 sp and one potion of cure light wounds.
proved themselves are brought here to be judged by that Chest #3 contains 2500 sp and 4 onyx gems worth 60 gp each.
dread entity. A candidate undergoing initiation is stripped Chest #4 contains 2200 sp. Lying on top of the coins is a +1
naked and pushed into the depression. Milos then enacts a heavy shield of arrow deflection.
ritual to draw the attention of the Unspeakable One. This is The curtains also hide an old spear standing upright in the
by no means a pleasant experience, and one that cowards southwest corner of the room. The weapon is magical; it is a
like Enzo are unlikely to withstand. +1 shortspear.
The items on the table are of considerable interest. The
candelabras are made of pure silver and shaped like 5. Library
coiling serpents. They are quite old, and the craftsmanship
is exquisite. Each would fetch 50 gp on the street, double
that if sold to a knowledgeable wizard or sorcerer. The Another octagonal room, this small chamber
candles are black, but are otherwise unremarkable. The looks to be a study or library. A teakwood desk stands
incense burners are made of bronze (5 gp each). They against the far wall, flanked by low shelves that are
are full and ready for the flame. Several small cases lie crammed with books and scrolls. An oil lamp hangs
nearby, containing additional cubes of incense (total worth from chains in the center of the room, its flame
15 gp). The large gong has pride of place on the table. It burning low—the room seems alive with shadows.
too is made of bronze and also features a serpent motif
(10 gp). Milos inherited this library from his predecessor. Some of
the books date back a thousand years or more, and many are
4. Treasury in languages that have been dead at least as long. A scholar
would have a field day with this treasure trove, except that
nearly every tome is full of blasphemous secrets.
As you open the door, your eyes are immediately
drawn to the garish purple curtains that hang from The desk is a beautiful piece of work and has been lovingly
the walls. Your attention quickly turns to the center maintained. On it lays a large book bound in black leather
of the room, however, where skeletal figures come to and finished with silver. The tome’s title is rather ominous:
life and start towards you with claws extended. You The Book of the Unspeakable One. It is full of rituals and
can see many chests scattered about, but you’ll have stories involving the dread god, and its pages are for cult
to fight your way through the walking dead first! members only. Anyone who has not been through the
Brotherhood’s initiation takes 1d4 points of damage (no
save) if he or she attempts to read the book. Furthermore,
This small, cramped room is the cult’s treasury: Milos has those of good alignment must succeed at a Will save (DC
stored a lot of wealth in here over the years. A cult superior 20) or lose 1d6 points of temporary Wisdom.
who recently visited has animated the remains of some
deceased initiates to guard the treasure. There are several letters scattered across the desk. Two
of them are progress reports on the construction of the
The purple curtains are mostly decorative but do help Lighthouse of Drac. The third is short but to the point:
conceal a secret door to the ancient tunnels of the serpent
people (Search, DC 20).
Our preparations are almost complete. We will
Creatures (EL 2, 3, or 4): The number of skeletons is vari- arrive in Freeport on schedule. Make sure that all is
able. There should be at least one per PC, up to double ready for us. The Brotherhood is counting on you.
that if the party includes a cleric (EL 2 if 4-6, EL 3 if —N’Tal
7-8). The fighting is likely to be at very close quarters.
The degenerate serpent people from area 6 may also GM Note: This letter’s implications will become more
attack if they have not yet been encountered and the important in Terror in Freeport and Madness in Freeport.
PCs are dealing with the skeletons too easily; this raises For now, it serves to make clear that this temple is not the
the Encounter Level to 4. cult’s only center of operations.
Death in Freeport 21
- Part III: The Truth Sinks In -
22 Death in Freeport
- Part III: The Truth Sinks In -
behind it. There is a statue of a tentacled horror—
it must be the Unspeakable One himself!
Two figures in robes lurk behind the far pillars,
loaded crossbows at the ready. Behind the altar
stands a small man wearing black robes with a
full hood. As you enter the room, he throws back
his hood, exposing familiar horn-rimmed glasses.
Milos smiles at your reaction and says, “You are
the first outsiders to ever reach the Temple of the
Unspeakable One. Your achievement deserves
congratulations. It is also your doom!”
Creatures (EL 5): Now it’s a fight to the finish. Milos has
chosen a position to give him the most advantage in a
fight. He has the help of two temple attendants, who are
always on hand.
Temple Attendants (2): hp 5, 7.
Milos (human cleric 3/sorcerer 1): hp 25.
Death in Freeport 23
- Aftermath -
When they finally defeat Milos, the PCs discover that he he is eternally grateful. If the PCs mention Brother Egil,
was not human at all. His true form becomes apparent on Lucius expresses concern for his friend, wishing to leave
his death. Read the following text after the fatal blow is the temple immediately and find him. He is willing to tell
struck. the party what little he knows, however, if they ask.
Lucius blurts out the whole tale of his possession, return,
and subsequent trouble. He explains that Milos sent
Milos slumps to the floor, lifeblood pumping
him on an errand to the bricked-up house, where he
onto the tiles of the blasphemous temple. He raises
was overpowered and taken below. Milos spoke of the
his head one last time, saying, “By the Yellow Sign,
extraplanar entities, but he did not name them nor say why
we will rule!” and then expires. As the cultist’s
they studied other worlds. The sinister serpent man then
eyes glaze over in death, a terrible transformation
tortured Lucius, asking question after question about his
takes place. His skin and bones rearrange
memories of the other plane. Clearly Milos believed that
themselves in a most unnatural way, and soon his
valuable knowledge was locked in Lucius’s head, but the
human visage is gone. Milos now lies revealed as a
librarian could not tell him very much. The cultist became
monstrous creature, a serpent man with scaly skin
increasingly frustrated, and told Lucius repeatedly that he
and forked tongue. Only the ill-fitting glasses on
was going to kill him—he probably would have, without
his ophidian head give a hint of the thing’s former
the party’s timely intervention.
identity. You can only wonder how he got away
with his deception for so many years, and if there Brother Egil is also very pleased and gladly pays the
are others like him in the city above. agreed-upon fee (although the PCs have likely gotten out
of the temple with a good deal more). Both he and Lucius
offer their services if needed. Their ability to do research
Once the battle is over and the ramifications of Milos’s
in the temple to the God of Knowledge could be very
true nature sink in, the adventurers can at last turn their
handy indeed.
attention to locating and tending to poor Lucius. Milos
had secreted him behind the altar, tied up and hidden from As for Lucius, his future is dubious. Milos provided some
view. Torture has reduced him to 0 hit points, but he can of the answers he was looking for, but he’d like to find out
be aided with an appropriate spell; a successful Heal check more. He is uncertain whether he’ll stay at the temple or
(DC 15) allows faster natural recovery. leave Freeport to search for his past. Sadly, Lucius may
never again know peace after the theft of five years of his
Lucius’s Story life.
What else lurks below the skin of Freeport? Well, that’s a
Lucius sighs with relief and thanks his rescuers profusely.
story for another time . . .
They saved him from certain, painful death, and for that
Adventure Seeds
Terror in Freeport and Madness in Freeport deal with the continuing machinations of the Brotherhood of the Yellow
Sign, the secrets of the Sea Lord, and the ultimate purpose of Milton’s Folly. However, if you want to run your players
through some other adventures, Freeport makes a fine base of operations for pre-published modules and stories of your
own. The events in Death in Freeport can also lead to several developments, some of which are suggested here.
• The PCs may try deciphering or peddling volumes from the library of Milos. Many of those books contain dark
secrets, though, and what begins as a simple sale may become something far more dangerous.
• The Yellow Sign is revealed only at the end of this adventure. The PCs may want to investigate this strange symbol
further to learn its connection with the Unspeakable One. The sign is a symbol of madness and destruction: Any
research into its meaning is sure to lead down a dark path.
• There are more degenerate serpent people living under Freeport, and their tunnels make for a fine “dungeon crawl.”
The PCs could launch an expedition, and in the process, find out about the breaking of Valossa and the first coming
of the Unspeakable One.
• Surviving members of Milos’s cult, or cult officials from outside Freeport, may discover the temple’s destruction.
Some of these cultists are sure to be from wealthy families and would have the means to make life very difficult for
the PCs. A string of arrests and assassination attempts should be a strong hint that someone wants revenge.
24 Death in Freeport
Appendix I:
Dramatis personae Dex), touch 12, flatfooted 10; Base Atk +1; Grp +2; Atk
Allies sap +2 melee (1d6+1 nonlethal) or belaying pin +2 melee
(1d6+1); Full Atk sap +2 melee (1d6+1 nonlethal) or
Brother Egil belaying pin +2 melee (1d6+1); AL NE; SV Fort +0, Ref
+2, Will +2; Str 12, Dex 14, Con 11, Int 9, Wis 8, Cha 10.
Male Human Cleric 2: CR 2; Medium humanoid; HD 2d8+2;
hp 15; Init +1 (Dex); Spd 30 ft.; AC 11 (+1 Dex), touch 11, Skills and Feats: Climb +6, Intimidate +5, Knowledge
flatfooted 10; Base Atk +1; Grp +1; Atk +1 melee or +2 ranged; (local: Freeport) +4, Profession (sailor) +4, Swim +6, Use
Full Atk +1 melee or +2 ranged; AL NG; SV Fort +4, Ref +1, Rope +7; Dodge, Martial Weapon Proficiency (Sap).
Will +5; Str 10, Dex 12, Con 12, Int 10, Wis 14, Cha 13.
Possessions: Pouch with 15 cp.
Skills and Feats: Concentration +4, Decipher Script +3,
Heal +5, Knowledge (religion) +3, Profession (scribe) +5;
Enlarge Spell, Scribe Scroll.
Skeleton
Human Commoner: CR 1/3; Medium undead; HD 1d12;
Spells Prepared (4/4): 0—detect magic, guidance (x2),
hp 6 (average); Init +5 (+1 Dex, +4 Improved Initiative);
light; bless, protection from evil*, sanctuary, shield of faith.
Spd 30 ft.; AC 13 (+1 Dex, +2 natural), touch 11, flatfooted
Domains: Good and Knowledge. *Indicates domain spell.
12; Base Atk +0; Grp +0; Atk claw +0 melee (1d4); Full
Atk 2 claws +0 melee (1d4); SQ damage reduction 5/
Lucius bludgeoning, darkvision 60 ft., immunity to cold, undead
Male Human Expert 1: CR 1/2; Medium humanoid; HD traits; AL NE; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12,
1d6-1; hp 5 (currently 0); Init +0; Spd 30 ft.; AC 10, touch Con —, Int —, Wis 10, Cha 1.
11, flatfooted 10; Base Atk +0; Grp –1; Atk -1 melee or +0 Skills and Feats: Improved Initiative.
ranged; Atk -1 melee or +0 ranged; AL NG; SV Fort -1, Ref
+0, Will +2; Str 9, Dex 11, Con 8, Int 17, Wis 13, Cha 13. Special Qualities: Undead—Immune to mind-influencing
effects, poison, sleep, paralysis, stunning, disease, and death
Skills and Feats: Craft (bookbinding) +7, Decipher effects; not subject to critical hits, nonlethal damage, ability
Script +10, Gather Information +5, Knowledge (arcana) drain, or energy drain; immune to physical ability damage,
+7, Knowledge (geography) +10, Knowledge (history) fatigue, and exhaustion, and effects that require Fort save
+7, Knowledge (planes) +7, Knowledge (religion) +7, (except object/harmless); not at risk of death from massive
Profession (librarian) +5, Speak Language (Common and damage, but destroyed at 0 hp.
any 7 others); Skill Focus (Decipher Script), Skill Focus
(Knowledge: Geography).
Temple Attendant (Brotherhood)
Creatures Human Cleric 1: CR 1; Medium humanoid; HD 1d8+1; hp 5
(average); Init +0; Spd 20 ft.; AC 14 (+4 scale mail), touch 10,
flatfooted 14; Base Atk +0; Grp +1; Atk light mace +1 melee
Pirate (1d6+1) or light crossbow +0 ranged (1d8/19–20, ×2); Full Atk
Male Orc Fighter 1: CR 1; Medium humanoid; HD 1d10+1; light mace +1 melee (1d6+1) or light crossbow +0 ranged (1d8/
hp 6 (average); Init +1 (Dex); Spd 30 ft.; AC 14 (+1 Dex, +3 19–20, ×2); SA death touch, smite; AL CE; SV Fort +3, Ref +0,
studded leather), touch 11, flatfooted 13; Base Atk +1; Grp Will +6; Str 13, Dex 10, Con 13, Int 12, Wis 15, Cha 11.
+4; Atk scimitar +4 melee (1d6+3/18–20, ×2) or shortbow +2 Skills and Feats: Concentration +5, Heal +6, Knowledge
ranged (1d6/x3); Full Atk scimitar +4 melee (1d6+3/18–20, (arcana) +3, Knowledge (religion) +3, Profession (scribe)
×2) or shortbow +2 ranged (1d6/x3); AL CE; SV Fort +3, Ref +6; Iron Will, Point Blank Shot.
+1, Will –2; Str 17, Dex 13, Con 12, Int 8, Wis 7, Cha 6.
Possessions: 20 bolts, dagger with serpent grip.
Skills and Feats: Jump +4, Listen +0, Spot +0, Swim +3;
Alertness, Dodge. Special Attacks: Death touch—Once per day, successful
melee touch attack against living creature, roll 1d6; subject
Possessions: 20 arrows, pouch with 7 sp. dies if total equals its current hp. Smite—Once per day, can
attack with a +4 attack bonus and +1 damage bonus.
Sailor Spells Prepared (3/2+1): 0—cure minor wounds, guidance,
Male Human Expert 2: CR 1; Medium humanoid; HD virtue; 1st—bane, cure light wounds, inflict light wounds*.
2d6; hp 7 (average); Init +2 (Dex); Spd 30 ft.; AC 12 (+2 Domains: Death and Destruction. *Indicates domain spell.
Death in Freeport 25
- Appendix I: Dramatis Personae -
Skills: Concentration +4, Diplomacy +3, Disguise +2 (+12
Yellow Shield with change shape), Escape Artist +5, Knowledge (arcana)
Male Human Warrior 1: CR 1/2; Medium humanoid; HD +5, Knowledge (architecture) +5, Knowledge (the planes)
1d8+1; hp 5 (average); Init +0; Spd 30 ft.; AC 14 (+3 studded +5, Knowledge (religion) +5, Spellcraft +4.
leather, +1 light wooden shield), touch 10, flatfooted 14; Base
Feats: Combat Casting, Improved InitiativeB, Toughness.
Atk +1; Grp +2; Atk short sword +2 melee (1d6+1/19–20,
×2) or light crossbow +1 ranged (1d8/19–20, ×2); Full Atk Special Attacks: Death touch—Once per day, successful
short sword +2 melee (1d6+1/19–20, ×2) or light crossbow melee touch attack against living creature, roll 3d6; subject
+1 ranged (1d8/19–20, ×2); SV Fort +3, Ref +0, Will –1; AL dies if total equals its current hp. Smite—Once per day, can
CN; Str 13, Dex 11, Con 13, Int 9, Wis 9, Cha 10. attack with a +4 attack bonus and +3 damage bonus.
Skills and Feats: Climb +3, Move Silently +0; Point Blank Special Qualities: Change shape to Small or Medium
Shot, Precise Shot. humanoid form, 3/day. Loses swim Speed in humanoid form.
Possessions: Dagger, pouch with 3 sp. Possessions: Key ring (with keys to treasure chests and
places unknown in the temple to the God of Knowledge),
Named Opponents +2 ring of protection, wand of dimension door (3 charges),
three rings (total 73 gp), pouch with 15 gp.
26 Death in Freeport
- Appendix I: Dramatis Personae -
New Creature: Serpent Person
Degenerate, 1st-level Warrior Civilized, 1st-level Warrior
Medium Monstrous Humanoid Medium Monstrous Humanoid
(Shapechanger)
Hit Dice: 1d8+1 (5 hp) 1d8–1 (3 hp)
Initiative: +4 +4
Speed: 30 ft. (6 squares), swim 15 ft. 30 ft. (6 squares), swim 15 ft.
Armor Class: 13 (+1 natural, +2 heavy shield), 16 (+1 natural, +5 chain-
touch 10, flatfooted 13 mail), touch 10, flatfooted 16
Base Attack/Grapple: +1/+2 +1/+1
Attack: Spear +2 melee (1d8+1/x3) or Falchion +1 melee (2d4/18-
bite +2 melee (1d4+1 and poison) 20) or shortbow +1 ranged
or javelin +1 ranged (1d6+1) (1d6/x3)
Full Attack: Spear +2 melee (1d8+1/x3) or Falchion +1 melee (2d4/18-
bite +2 melee (1d4+1 and poison) 20) or shortbow +1 ranged
or javelin +1 ranged (1d6+1) (1d6/x3)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Poison —
Special Qualities: Darkvision 60 ft. Darkvision 60 ft., change shape
Saves: Fort +3, Ref +0, Will -2 Fort +1, Ref +0, Will +0
Abilities: Str 13, Dex 11, Con 13, Str 10, Dex 11, Con 8,
Int 6, Wis 7, Cha 8 Int 13, Wis 10, Cha 13
Skills: Climb +1, Escape Artist +2, Disguise +1*, Escape Artist, Swim -2
Hide +2, Swim +5 +1, Hide +1, Knowledge (arcana) +5
Feats: Improved Initiative Alertness, Improved InitiativeB
Climate/Terrain: Any underground Any land and underground
Organization: Solitary, gang (2–5) Solitary
Challenge Rating: 1/2 1/2
Treasure: None Standard
Alignment: Always chaotic evil Usually neutral evil
Advancement: By character class By character class
Level Adjustment: +0 +1
The serpent people once ruled a vast empire. Their advanced A very few serpent people are descended from those who
knowledge of sorcery and the planes could not help them, survived with their sanity intact. This civilized breed, mostly
though, when the Unspeakable One was sorcerers, has thrived over the centuries by remaining out
summoned to the heart of Valossa. The of sight. They either live in seclusion or adopt the forms of
Valossan Empire was destroyed, most of it humans or elves, living among their successors.
falling beneath the waves, and millions died
Serpent people are bipedal, but they retain the sinuous
in the cataclysm. Some, though, survived
necks and long tails of snakes. Coloration varies widely,
and continue to inhabit the islands of their
though black is dominant among the degenerates.
former realm.
The remaining serpent people can be Combat
divided into two groups. Degenerates Degenerates fight with no discernable tactics. They
are wretched offspring of those act savagely and attack anyone who crosses their path.
maddened by the dread god’s Very rarely they fall under the sway of a
coming. They have no memory charismatic leader, such as a civilized
of their ancestors’ former sorcerer, who can direct them with
achievements and act on simple instructions. Once battle
instinct, tainted by madness. is joined, however, there is no
Most of the degenerate serpent controlling the degenerates. They
people live deep underground, hurl javelins if they have them, then
rarely coming to the surface. close to combat.
Death in Freeport 27
- Appendix I: Dramatis Personae -
Civilized serpent people are another matter altogether. distracted or endangered. It can use the run action while
They spend their entire lives in hiding and fight only when swimming, provided it swims in a straight line.
they are sure they can win. Most are sorcerers and clerics.
Although civilized serpent people have fangs, they never Serpent People Society
use them in combat, considering this barbaric. Once a fight
turns against them, they try to flee and use their change Hardly anything remains of the empire that dominated the
shape ability to escape detection. world in ancient times. The degenerates multiply and fester
underground, breaking free every few decades to cause
Poison (Ex): Degenerates have a venomous bite that murder and mayhem. These attacks are usually blamed on
induces madness. Bite, Fortitude save (DC 11); initial and lizardfolk, since few now can recognize the serpent people
secondary damage 1d6 temporary Wisdom. The save DC is as different beings.
Constitution-based.
Civilized serpent people are very long-lived: Some of their
Change Shape (Su): A civilized serpent person may assume sorcerers are over a thousand years old. They are, however,
the form of any Small or Medium humanoid. In humanoid usually solitary and pursue individual goals. Even among the
form, the serpent person loses its swim speed. A serpent serpent people, few know that the Brotherhood of the Yellow
person can remain in its humanoid form until it chooses to Sign survived the cataclysm, and none guess that they would
assume a new shape, but may only assume a new shape up trifle with the Unspeakable One a second time. Perhaps this is
to three times per day. A change in form cannot be dispelled, the best cover for the Brotherhood, and the reason that powerful
but a serpent person reverts to its natural form when killed. A members of their own line have not yet obliterated them.
true seeing spell or ability reveals its natural form.
Skills: Serpent people have a +4 racial bonus on Escape Serpent People Characters
Artist and Hide checks. The skill modifiers in the statistics Nearly all degenerate serpent people that have a class are
blocks include armor check penalties of –2 for a heavy warriors. A few are barbarians, but none have the mental
shield (degenerate) or –5 for chainmail (civilized). *When capacity for spell use of any kind.
using its change shape ability, a civilized serpent person
gets a +10 circumstance bonus on Disguise checks. A Civilized serpent people have their choice of classes but
serpent person has a +8 racial bonus on any Swim check favor sorcerer. The information in the statistics block reflects
to perform some special action or avoid a hazard. It a 1st-level warrior, although most civilized serpent people
can always choose to take 10 on a Swim check, even if are likely to be of higher level. Clerics of Yig (AL CN)
28 Death in Freeport
- Appendix II: Handouts -
can choose any two of the following domains: Animal, Civilized serpent people characters possess the following
Knowledge, and Magic. Clerics of the Unspeakable One (AL additional racial traits.
CE) can choose from Chaos, Death, Destruction, and Evil. • -2 Constitution, +2 Intelligence, +2 Charisma. These
Degenerate serpent people characters possess the following adjustments replace the degenerate’s ability score
racial traits. adjustments.
• A civilized serpent person has the Shapechanger
• +2 Strength, +2 Constitution, -4 Intelligence, -4 subtype.
Wisdom, -2 Charisma.
• Racial Feats: Improved Initiative as a bonus feat.
• Medium size.
• When using its change shape ability, a civilized serpent
• A serpent person’s base land speed is 30 feet. person gets a +10 circumstance bonus on Disguise
• A serpent person has a swim speed of 15 feet. checks.
• Darkvision out to 60 feet. • Special Qualities (see above): change shape.
• +1 natural armor class bonus. • Automatic Languages: Common, Valossan. Bonus
• +4 racial bonus on Escape Artist and Hide checks. Languages: Any (other than secret languages, such as
• Special Attacks (see above): poison. Druidic). This trait replaces the degenerate’s automatic
• Automatic Languages: Valossan. Bonus Languages: and bonus languages.
Any (other than secret languages, such as Druidic). • Favored Class: Sorcerer. This trait replaces the
Degenerates are illiterate, regardless of class. degenerate’s favored class.
• Favored Class: Barbarian. • Level adjustment +1.
• Level adjustment +0.
Things to do:
Get some sleep !
Talk to Cpt. Scarbelly
Turnips
Update diary
Examine travel logs
Get more sleep !
Death in Freeport 29
- Appendix II: Handouts -
- Handout B: Diary Excepts -
• From six years ago:
I awoke this morning frightfully fatigued. I feel like the I spent the night in
combat, not sleeping. My head hurts, and I feel weak. I can’t miss work at the
temple, but I think I’ll confine myself to light tasks today.
• The next entry is dated five years later:
The god help me! What happened? I awoke from some strange dream to find that
five years have passed! Egil told me I was kicked out of the temple four years
ago for violating the sanctum. Surely this is madness!
• From six months ago:
Life has resumed a kind of normalcy. I have won admittance back into the temple.
My reception was strange, but everyone seems relieved that I am “back to my old
self.” I have so many questions about these missing years but it seems best to
simply move on with my life now. If the god wills it, knowledge will come to me.
• From four months ago:
Egil says that Milos was asking after me again, that he was worried about another
“episode.” Maybe he’s simply concerned for the temple, but surely I have sufficiently
proven myself by now. My life is mine again, and I’m not giving it up!
• From two months ago:
The dreams came again last night. I don’t know that I’ll ever get a good night’s
sleep! I dreamt of cities as tall as the clouds and creatures so alien in form that
I can’t describe them. Does this have something to do with my lost years or is this
some fresh torment?
• From one month ago:
It’s clear to me now that I must find some answer if I’m ever to make the dreams
stop. Thuron and Milos tried to discourage me—I think they fear what might
happen to their temple. A pity their compassion does not extend to a living being.
• From one week ago:
I have begun to feel like I’m being watched. I pray this is not a further milestone
on the road to madness. I think I’ll take my dagger with me in the morning. In a
city like Freeport, I suppose one can’t be too careful. Especially with pirates in port.
©2000, 2004 Green Ronin Publishing. Permission granted to photocopy for personal use.
30 Death in Freeport
Appendix III:
Pre-generated Characters
Rollo Feats: Weapon Focus (Gnome Hooked Hammer), Two-Weapon
Fighting
Race: Gnome Skills: Climb +3*, Hide +2*, Jump +1*, Listen +4, Ride +4, Spot
Sex: Male +2, Swim –1* (*includes –4 armor check penalty, -8 for Swim)
Class: Fighter Languages: Common, Draconic, Giant, Gnome
Level: 1 Height: 3’8”
Alignment: Neutral Good Weight: 47 lbs.
Strength: 16 (+3) Size: Small
Dexterity: 15 (+2) Age: 56
Constitution: 16 (+3) Equipment: Backpack, bedroll, crowbar, explorer’s outfit, flint
Intelligence: 14 (+2) and steel, quiver with 20 arrows, 3 torches.
Wisdom: 12 (+1) Money: 14 gp, 8 sp.
Charisma: 10 (0)
Hit Points: 13 Gnome Racial Traits (see PHB, page 17):
Armor Class: 17 (+1 size, +2 Dex, • Low-light vision.
+4 scale mail), touch 13, flatfooted 15 • +2 racial bonus on saving throws against illusions.
Speed: 15 ft. (3 squares) • +1 racial bonus on attack rolls against kobolds and goblinoids
Initiative: +2 (including goblins, hobgoblins, and bugbears).
Saving Throws: Fort +5, Ref +2, Will +1 • +4 dodge bonus to Armor Class against creatures of the giant
Attack Bonus: Base +1, Melee +5, Ranged +4 type (such as ogres, trolls, and hill giants).
Grapple Modifier: +0 • Spell-Like Abilities: 1/day—speak with animals (burrow-
Weapons: Small Gnome Hooked Hammer +6* melee (1d6+4*/x3 ing mammal only, duration 1 minute), dancing lights, ghost
or 1d4+4*/x4), Small Short Bow +4 ranged (1d4/x3) (* With sound, prestidigitation. Caster level 1st; save DC 10 + spell
Two-Weapon Fighting, attack bonus is +4 each; one head gets level (+1 for ghost sound). (25% chance of failure due to
+3 damage while the other gets +2.) scale mail armor.)
Feats: Dodge
Malevir Skills: Concentration +5, Diplomacy +5, Gather Information +5,
Knowledge (Arcana) +3, Listen +3, Search +2, Spellcraft +4,
Race: Half-Elf
Spot +3
Sex: Male
Languages: Common, Dwarven, Elven
Class: Sorcerer
Spells: 0-level (5): daze, detect magic, disrupt undead, open/close;
Level: 1
1st level (4): mage armor, magic missile (DC = 13 + spell
Alignment: Chaotic Good
level)
Strength: 9 (-1)
Height: 5’3”
Dexterity: 17 (+3)
Weight: 142 lbs.
Constitution: 15 (+2)
Size: Medium
Intelligence: 12 (+1)
Age: 25
Wisdom: 12 (+1)
Equipment: Backpack, bedroll, ink (vial), inkpen, parchment
Charisma: 17 (+3)
(sheaf), quiver with 20 bolts, sealing wax, signet ring,
Hit Points: 6
traveler’s outfit. Choose a familiar (see PH).
Armor Class: 13 (+3 Dex), touch 13, flatfooted 10
Money: 4 gp, 8 sp.
Speed: 30 ft. (6 squares)
Initiative: +3 Half-Elf Racial Traits (see PHB, page 18):
Saving Throws: Fort +1, Ref +3, Will +3
• Immunity to sleep spells and similar magical effects, and a +2
Attack Bonus: Base +0, Melee -1, Ranged +3
racial bonus on saving throws against enchantment spells or
Grapple Modifier: -1
effects.
Weapons: Light Crossbow +3 ranged (1d8/19-20, x2), Light Mace
• Low-light vision
–1 melee (1d6-1/x2)
Death in Freeport 31
- Appendix III: Player Characters -
Weapons: shortsword +2* melee (1d6+2/19-20, x2), Light
.Alaina Crossbow +4 ranged (1d8/19-20, x2) (* Carries two
shortswords; with Two-Weapon Fighting, attack bonus is +0
Race: Human
each; one shortsword gets +2 damage while the other gets
Sex: Female
+1.)
Class: Rogue
Feats: Alertness, Two Weapon Fighting
Level: 1
Skills: Appraise +4, Bluff +4, Climb +3, Diplomacy +3, Disable
Alignment: Neutral Good
Device +6, Escape Artist +5, Gather Information +4, Hide +8,
Strength: 14 (+2)
Listen +5, Move Silently +8, Open Lock +8, Search +6, Spot
Dexterity: 18 (+4)
+6, Tumble +8, Use Rope +5
Constitution: 13 (+1)
Languages: Common, Elven, Orc
Intelligence: 15 (+2)
Height: 5’8”
Wisdom: 11 (+0)
Weight: 160 lbs.
Charisma: 13 (+1)
Size: Medium
Hit Points: 7
Age: 19
Armor Class: 16 (+4 Dex, +2 leather armor), touch 14, flatfooted
Equipment: Backpack, bedroll, caltrops, explorer’s outfit, flint
12
and steel, hemp rope (50’), pouch, quiver with 20 bolts, signal
Speed: 30 ft. (6 squares)
whistle, thieves’ tools.
Initiative: +4
Money: 1 gp, 5 sp.
Saving Throws: Fort +1, Ref +6, Will +0
Human Racial Traits (see PHB, page 12):
Attack Bonus: Base +0, Melee +2, Ranged +4
Grapple Modifier: +2 • Bonus feat and skill points (included above)
32 Death in Freeport
SPECIAL PREVIEW SECTION
- Devil Lizard -
The devil lizard is part of the tragic story that surrounds the
Devil Lizard spirit lizard (pages 59-62) and the deadwood tree (pages
Small Fey 13-17). As mentioned previously, the deadwood trees were
created during the great cataclysm that destroyed Valossa;
Hit Dice: 9d6+27 (58 hp) many spirit lizards were fused to their home trees by the
Initiative: +5 dark power that washed over the remains of the continent,
Speed: 50 ft. (10 squares), climb 30 ft. becoming the first of the terrible deadwood trees. Some of
Armor Class: 21 (+1 Size, +5 Dex, +5 natural), touch 16, these reptilian fey were apart from their home trees when the
flat-footed 16 cataclysm struck and escaped this awful fate; however, they
Base Attack/Grapple: +4/+1 too were warped by the essence of the Unspeakable One and
Attack: Bite +9 melee (1d4+1 plus poison) turned from spirit lizards into devil lizards.
Full Attack: Bite +9 melee (1d4+1 plus poison) and 2
claws +7 melee (1d6 + essence disruption) Devil lizards are normally solitary, living in dark and
Space/Reach: 5 ft./5 ft. blighted forest areas. Most are hostile toward any humanoid
Special Attacks: Essence disruption, frenzy, poison, spell- intruders, whom they blame not only for hunting and
like abilities logging but also for the disaster that brought about their
Special Qualities: Damage reduction 10/cold iron, low- present condition. They are particularly inimical to
light vision, nature’s passage, regeneration 2, scent, spellcasters. All devil lizards hate deadwood trees and
spell resistance 20 will do anything to destroy them. They do so in the full
Saves: Fort +4, Ref +8, Will +8 knowledge that they are destroying creatures that were once
Abilities: Str 12, Dex 21, Con 16, Int 11, Wis 14, Cha 8 their relatives. The tragic irony of this situation has sent
Skills: Climb +12, Escape Artist +10, Handle Animal +10, many devil lizards almost out of their minds with grief,
Hide +16*, Knowledge (nature) +10, Listen +10, Move making them careless of whether they live or die – this
Silently +16, Spot +10, Survival +12 is the reason behind the fury of their attacks. They are
Feats: Improved Natural Weapon (claws), Multiattack, jealous of those spirit lizards who survived the cataclysm
Track, Weapon Finesse unchanged, and will generally avoid them out of shame.
They will not attack spirit lizards, or take any action against
Environment: Warm forest them. They will grudgingly accept other fey.
Organization: Solitary
Challenge Rating: 8 Devil lizards tend to avoid contact with animals, fearing
Treasure: Standard that they will sense their condition. They have none of the
Alignment: Always neutral animal-related abilities of spirit lizards, but have developed
Advancement: By character class a much greater control over plants than spirit lizards possess.
Level Adjustment: — Forest areas inhabited by devil lizards are much less full of
animal life than those that are home to spirit lizards, but have
This creature is a bipedal lizard about two feet tall, with much thicker vegetation; however, this vegetation is often
talon’d feet and dark, staring eyes. A row of spines rises thorny and tangled rather than lush and green, reflecting the
from the top of its head. Its mottled, warty skin is dark gray devil lizards’ darker nature. Their territories are frequented
with blotches of black, dark brown, and dark green. It hisses by shambling mounds and other monstrous plants. At the
in a threatening manner.
Of all the creatures that may be found in the Jungles of the Serpente’s Teethe Islandes, the Deville Lizarde is
amonge the most Inimical and Dangerous. Those who straye into its Domain are subject to Furious Attackes
carried out by bothe Physical and Magickal Means; and the Creature does not retreat or rest from its Aggression
until it has kill’d the Trespassers or Itselfe is Slain.
Local Superstition claims that these Creatures have some Dominion over the Plantes and Vegetation of their
Home Forestes. It is said that they can use some Manner of Enchantmente to make the Grasse and Bushes attacke
those whom they will Oppose, and that they can even make Servantes of Monstrous and Unnaturale Plantes like
the Tendriculosse and the Shamb’ling Mounde, the both of which are to be founde within their Native Jungles in
some Numberes. And yet, not all of the Vegetable Kingdome will submit to their Magicks; for they are moste bitter
and mortale Enemies of the Deadewoode Trees, and will attacke them with a Terrible Fury until one or the other
is destroy’d. Thus have many of them been seen to die, for the Deadewoode is a Mightier Foe; yet they seeme to
care not, and counte their Deathe a good one if it be in Combat against such a Thing.
—Beastes of Ye Farre Landes, by Edmund Smallpiece.
Combat
A devil lizard despises humanoids and will usually attack
any humanoid creatures that invade its territory. A ranger or
druid may be able to negotiate with the creature, especially
if the party has destroyed deadwood trees in the past. In
battle a devil lizard uses entangle and wall of thorns to
hinder its enemies, then activates its frenzy and charges into
the fray. A devil lizard will usually concentrate its attacks
on arcane spellcasters, but it will always begin by fighting
those who have escaped the effects of entangle. If it is
clearly outmatched, a devil lizard will use animate plants to
supplement its power, but it prefers to use this as a last resort.
Essence Disruption (Su): The touch of the devil lizard still
carries the dark taint of the Unspeakable One. Any creature
struck by a devil lizard’s claw attack must make a Will save
(DC 13) or suffer an additional 1d4 points of damage and 1
point of Dexterity damage. The ability damage will affect
undead creatures, despite their normal immunities. The save
DC is Charisma-based. 15), halt undead DC 14), wall of thorns; 1/week—animate
plants, undeath to death (DC 18). Caster level 12th. The save
Frenzy (Ex): In battle, a devil lizard can throw itself into DCs are Wisdom-based. The devil lizard takes 10 points of
a wild frenzy. While in this state, a devil lizard cannot use damage any time it casts undeath to death.
its spell-like abilities or any skills except for Jump, Climb,
Spot, and Listen. It further takes a -3 penalty to Armor Skills: A devil lizard receives a +4 racial bonus to Climb,
Class. However, it receives a +4 bonus to Strength, +4 Hide, Move Silently, and Survival checks. It uses its
bonus to Constitution, +2 bonus to Will saves, Damage Dexterity modifier instead of its Strength modifier when
reduction 2/—, and one additional claw attack each round. making Climb checks.
Frenzy lasts for a number of rounds equal to 5 + the lizard’s * The scales of a devil lizard can shift in color and pattern
Constitution modifier, after which it becomes fatigued. A like a remarkable chameleon. This provides the lizard with
devil lizard can enter a frenzy twice per day. a +10 circumstance bonus to Hide checks while in natural
Nature’s Passage (Ex): A devil lizard can move through any surroundings.
sort of undergrowth at normal speed and without suffering
damage or any impairment. This includes both natural
undergrowth and areas under the effects of spells such as
Knowledge
entangle or wall of thorns. In addition, a devil lizard leaves Knowledge skills and Bardic Knowledge can yield the
no trail while in natural surroundings and cannot be tracked. following information about devil lizards:
Poison (Ex): Injury DC 18, Initial Damage confusion (2d4 Skill Check: Knowledge (nature) (DC 10), Bardic
rounds), Secondary Damage 1d6 Con. The save DC is Knowledge (DC 15)
Constitution-based. Information: Many Tales are tolde of the Deville
Regeneration (Ex): Only cold iron weapons can Lizardes, and some of them are undoubtedly mere
permanently harm a devil lizard. Superstition, misguided Supposition, or False Reporte.
But which are True and which are False, it is hard to
Spell-Like Abilities: At will—cause fear (DC 14), detect determine, for all are equally fabulous.
animals or plants, entangle (DC 14), hide from animals,
speak with plants; 3/day—blight (DC 16), control plant (DC Benefit: Devil lizards are strange and misunderstood
20), diminish plants, dominate animal (DC 15), fear (DC creatures, and the character has heard one or more of the
false rumors about these spirits. Possible rumors include:
Devil lizards and spirit lizards are natural opposites, and by the Unspeakable One, which was at that Time a most
always fight to the death; devil lizards are spirit lizards potente Power of Chaosse; and the Magickal Humours
that have turned to evil and the worship of dark forces; that were bred by this Catastrophe shot through certaine of
devil lizards are actually devils, and can only be the Spiritte Lizardes, which had until that Time served the
harmed with blessed weapons; devil lizards are undead same Office in Valossa as Dryaddes do in other Landes.
creatures; or anything else that comes to mind. At this Some Few escaped the Corruption; but those caught in
level of knowledge, a character will receive a -2 to any their Trees by the Unnaturale Blaste were fused with the
Diplomacy check when dealing with a devil lizard. Woode and became the Evil Deadewoodes, while those
that were Outside suffered the Destruction of their Trees
Skill Check: Knowledge (nature) (DC 15), Bardic
and were scour’d by the magickal Windes of the Disaster,
Knowledge (DC 20)
shaping them into the Deville Lizardes. This, it is claim’d,
Information: This check provides the character with is why the Deville Lizardes show such Fury towarde the
access to the description from Beastes of Ye Farre Deadewoodes, who were once their Kin but now embrace
Landes, along with basic facts about the devil lizard Evil; while equally they are Abash’d to show Themselves
– its fey nature, ability to blight plants and control before the Spiritte Lizardes, who suffer’d neither their
animals, and its deadly combat abilities. Losse nor their Shame. So the Story goes; whether it be
Facte or Fancy remaines to be proven.
Benefit: This check must be made successfully before any
additional information can be gained about the creature. Benefit: The character knows more about the history of
the spirit lizards and the cataclysm that shattered their
Skill Check: Knowledge (nature) (DC 20), Bardic
race. The character is aware of the relationship between
Knowledge (DC 25)
spirit lizards, deadwood trees, and devil lizards, and
Information: It is claim’d by some Authorities as Facte knows about the enmity that the devil lizards have
that the Natures of the Deville Lizarde, the Spiritte towards deadwood trees. If he possesses Wild Empathy,
Lizarde, and the Deadewoode Tree are intertwined, all he can make a Wild Empathy check in place of a
three Creatures sharing a Common Originne. The Isles Diplomacy check when dealing with a devil lizard, and
of the Serpente’s Teethe, according to this Theory, were, receives a +5 bonus on his roll.
in far distant Antiquity, the topmoste Peakes of a Greate
Skill Check: Knowledge (nature) (DC 25) and Craft
Continente, that some have named Valossa. This Valossa,
(alchemy) (DC 20)
it is saide, was riven in Fragmentes and caste into the Sea
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