Freeport is one of the great settings for d20/OGL, and its swashbuckling, pirate nature appeals to many who like intrigue, fast-paced action, betrayal, high-seas, and all things pirate. Movies like Pirates of the Caribbean have done a lot to encourage the swashbuckling pirate RPG games and the Freeport setting, and Freeport as a setting has grown through the years to accommodate the appeal. In fact, I'd not really hesitate to call Freeport the quintessential pirate setting for d20/OGL, as it's been included in quite a number of other different worlds from other publishers. And Freeport is certainly not called the City of Adventure for nothing.
Blood of Freeport is the latest adventure from Adamant Entertainment in support of Green Ronin's Freeport setting. Written by Justin S. Bow, it's an event driven adventure for characters of 6th to 8th level and takes place entirely in Freeport. As such, the running of this adventure largely requires the Freeport setting material. The adventure sees the characters drawn into an adventure of love and betrayal where they get involved in the rivalry between two merchant families. This adventures is compatible with the revised d20 core rules.
Blood in Freeport is a 28 page event-based adventure. The product is well designed and laid out, with some good art and a lovely cover from A. Nemo. The writing is immersive, and the editing and mechanics generally good. There are no maps in the product at all, again highlighting the fact that the setting material for Freeport is required to run the adventure properly. It's possible to run this adventure in another setting or city similar to Freeport if the latter doesn't fit your campaign setting very well. All stat blocks are provided towards the end of the pdf, although I wish they'd detailed the personalities and backgrounds of important NPCs a little more to define them a little better than just providing a mechanical stat block. Overall, a well presented pdf.
This adventure sees the PCs get involved in the rivalry between two large and powerful merchant families in Freeport. The nature of their involvement is left largely to the PCs, which means that the course of the adventure is determined by how the PCs view the feud and what they believe they need to do about it, if anything. This implies that the actions of the PCs actually matter, and that the events of the adventure are not something beyond their control, but can be shaped or changed by their actions. This kind of dynamic approach in adventure writing makes for a fun and exciting adventuring. The PCs will have plenty of opportunity for both combat and roleplaying, and indeed over the course of the adventure and several in-game days, there will be amply opportunity to delve into the mysteries of the adventure. The combat encounters are challenging, largely because so many days lapse between events.
That said, spanning the adventure over so many days can make parts of it dull and boring, so it might be difficult to get the adventure flowing along at the right pace between events separated by days. The action events themselves are structured in that they eventually all lead up to a climatic ending, increasing the tension and the rivalry between the two families as time progresses. This creates a good amount of in-game tension, atmosphere, and indeed is likely to affect the entire city of Freeport. I quite like the idea that the entire city is watching events closely, and that the actions of the PCs will most likely be noted by other powerful families or Captains within Freeport. There is a sense that actions have consequence throughout the adventure, and that will keep the PCs on their toes.
The adventure is equally well suited to running as a one-off or as part of a larger campaign story. In fact if the build-up to the rivalry needs to be increased, it can be done through an entire campaign before this adventure is reached. This might make the families and people involved more meaningful to the PCs. As it is, I felt there wasn't enough information in the adventure to detail the NPCs, the merchant families, the histories of the families, etc. More depth in these areas would've gone a long way to making these NPCs come alive a little more and provide more richness to the adventure.
Those that wish to delve into the secret histories of powerful merchant families, get involve in spy activities in the pirate city, or merely enjoy the subterfuge and intrigue will find this adventure to their liking. I think DMs will need to do a little extra work to make this adventure flow together nicely so that it doesn't feel like the PCs are just hopping from one event to the other. It's a good adventure, though, and a refreshing break from dungeon crawling and combat intensive games that are quite frequent in the d20 market. It has something for every player and every character, a good background and story, and a few unexpected surprises. Good art, good writing, exciting scenes, lots of intrigue and politics, and overall a fun adventure.
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