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60% found this document useful (5 votes)
1K views144 pages

1 Adventure Freeport The Freeport Trilogy Five Year Anniversary Edition 1

Uploaded by

Timothy Hamby
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Five Year Anniversary Edition

- Credits -
Design: Chris Pramas, Robert J. Toth, and William Simoni
Additional Design: Graeme Davis and Robert J. Schwalb
Editing: Matt Forbeck, Rob Smolka, and Jennifer Clarke Wilkes
3.5 Revision and Proofreading: Tim Emrick 3.5 Development: Robert J. Schwalb
Art Direction and Graphic Design: Marc Schmalz and Hal Mangold
Cover Art: Wayne Reynolds Original Trilogy Cover Art: Brom
Interior Art: Toren “Macbin“ Atkinson, Andrew Baker, Kent Burles,
Marcio Fiorito, Rob Hinds, Chris Keefe, Britt Martin, and Manoel Moreira
Cartography: Sean MacDonald Executive Producer: Chris Pramas
Green Ronin Staff: Steve Kenson, Nicole Lindroos, Hal Mangold, Chris Pramas,
Evan Sass, Marc Schmalz, and Robert “Dr. Evil” J. Schwalb

Special Thanks: To all the fans for keeping Freeport alive terms of the D20 System License version 3.0. A copy
and to Tim Emrick for making of this License can be found at
this update possible. www.wizards.com/d20.
The Freeport Trilogy is © 2005 The Yellow Sign ©1986 Kevin A.
Green Ronin Publishing, LLC. Ross
All rights reserved. Reference The following text is Open Game
to other copyrighted material in Content: All proper and places names, with
no way constitutes a challenge to the respec- the exception of Yig and The Yellow Sign, are
tive copyright holders of that material. declared as Product Identity. All other text
Freeport and Green Ronin are Trademarks of past the Introduction is declared Open Game
Green Ronin Publishing LLC. Content.
Dungeons & Dragons® and Wizards of the Printed in the U.S.A.
Coast® are Registered Trademarks of Green Ronin Publishing
Wizards of the Coast, and are used with P.O. Box 1723
permission. Renton, WA 98057-1723
‘D20 System’ and the ‘D20 System’ logo are Email: [email protected]
Trademarks owned by Wizards of the Web Site: www.greenronin.com
Coast and are used according to the
- Table of Contents -
Preface .....................................................................3 Rocks and a Hard Place ................................................. 53
Location 7: The Serpent's Nest ...................................... 56
Introduction............................................................4 Location 8: Verlaine's House ......................................... 58
A Brief History of Freeport...................................................... 4 Part IV: The Siege.................................................................. 61
The Rise of Freeport......................................................... 4 Location 9: The Temple of the God of Knowledge........ 61
War in Freeport................................................................. 5 The Brotherhood Attacks ............................................... 63
A Nation Emerges............................................................. 5 Aftermath: Thuron's Confession ........................................... 65
A Century of Growth........................................................ 8
A Bad Seed....................................................................... 8 Interlude II: Thieves and Liars.....................67
Decade of Deceit.............................................................. 8 Adventure Synopsis........................................................ 67
Freeport Today.................................................................. 9 Part One: Bounty Hunters.............................................. 67
The Captains' Council.............................................................. 9 Part Two: The Rusty Hook (EL 6+)............................... 68
Changing of the Guard..................................................... 9 Part Three: A Cry for Help (EL 5) ................................. 71
The Council Grows Stronger ......................................... 10 Part Four: Escape ........................................................... 72
Drac's Return.................................................................. 11 Madness in Freeport..........................................75
The Workings of the Council.......................................... 11 Adventure Synopsis............................................................... 75
Death in Freeport...............................................13 Part One: The Grand Lighthouse Ball.................................... 75
Adventure Synopsis............................................................... 13 An Invitation................................................................... 76
Part I: Baiting the Hook......................................................... 14 Location 1: The Sea Lord's Palace................................. 76
The Press Gang............................................................... 14 Arriving at the Ball......................................................... 78
An Offer of Employment ............................................... 15 During the Ball............................................................... 78
Getting Settled ............................................................... 16 Events ............................................................................ 79
Part II: A Promising Line of Inquiry...................................... 17 Important Guests at the Grand Ball................................ 80
Location 1: House of Lucius.......................................... 17 Part Two: Black Dog's Caves ............................................... 93
Location 2: The Bloody Vengeance................................ 17 Gareth, the Old Sea Dog................................................. 94
Location 3: The Temple ................................................. 20 Finding the Entrance....................................................... 94
Yellow Shields at Sunset ............................................... 22 Location 2: Black Dog's Caves....................................... 94
Part III: The Truth Sinks In.................................................... 23 Part Three: The Sunken Temple of Yig................................ 100
Checking Out the Address.............................................. 23 Location 3: The Sunken Temple of Yig........................ 100
Following Milos............................................................. 24 Receiving the Jade Serpent .......................................... 110
Location 4: The Bricked-Up House................................ 24 Part Four: Milton's Folly...................................................... 111
Aftermath .............................................................................. 30 Location 4: The Lighthouse of Drac............................. 111
Lucius’s Story ................................................................ 31 Aftermath ............................................................................ 119
Adventure Hooks................................................................. 120
Interlude I: Holiday in the Sun....................32 Valossa Reborn?........................................................... 120
Adventure Synopsis........................................................ 32 Egil's Rising Star.......................................................... 120
Part One: A Knife in the Back (EL 6)............................. 32 A New Sea Lord........................................................... 120
Part Two: Fun for Everyone (EL 3) ............................... 33 The Jade Serpent........................................................... 120
Part Three: Chasing the Rat (EL 1) ............................... 34 The Cult Avenged......................................................... 120
Part Four: A Bigger Problem (EL 4)............................... 35
Part Five: Bedlam Hour.................................................. 35 Appendix I:New Mechanics...............................121
The Cultist.................................................................... 121
Terror in Freeport.......................................... 37 New Feats..................................................................... 124
Adventure Synopsis............................................................... 37 New Weapons............................................................... 124
Part I: The Serpent's Skin....................................................... 38 New Spells.................................................................... 124
Suspicions Aroused........................................................ 38 New Magic Items......................................................... 125
Looking for Devlin......................................................... 39
Location 1: The Marquis Moon...................................... 39 Appendix II: The Jade Serpent of Yig.......16
A Shout in the Street ...................................................... 41 Appendix III: New Creatures........................130
Location 2: The Abandoned Temple.............................. 42 Shadow Constrictor Snake........................................... 130
Part II: A Threatening Posture................................................ 45 Shadow Serpent............................................................ 130
Location 3: 100 Wave Avenue........................................ 45 New Creature: Serpent Person..................................... 131
The Paper Chase............................................................. 47
Location 4: Office of Public Records............................. 47 Handouts...............................................................134
The Shakedown.............................................................. 48 Pregenerated Characters ...........................139
Location 5: The Courts................................................... 48
Part III: The Serpent Strikes ................................................. 50
License ..................................................................143
Location 6: The Sewers ................................................. 51

 The Freeport Trilogy


- Preface -
“Sail away where no ball and chain
Can keep us from the roarin’ waves
Together undivided but forever we’ll be free.”
—Flogging Molly

W elcome to the Freeport Trilogy: 5-Year Anniversary Edition. This book is a great
starting point for a new campaign and can be used in conjunction with nearly any
fantasy setting. Player characters that play through all the adventures will rise from low to
mid level and be ready for even greater challenges in Freeport and the wider world.
The Freeport Trilogy, as the name indicates, was originally released in three parts in 2000
and 2001 and under the 3.0 rules. The first adventure in the trilogy, Death in Freeport, was
at the very epicenter of the d20 explosion and was released at GenCon 2000 on the same
day as the new edition of D&D. This makes Freeport the oldest third edition campaign
setting and one of the few that has received constant support over the past five years.
These products ranged from further adventures like Tales of Freeport and Black Sales
Over Freeport, to sourcebooks like Denizens of Freeport and Creatures of Freeport, to
what became the core book of the whole line, Freeport: the City of Adventure.
By the summer of 2003 though, Freeport had a couple of problems. First, the original
modules had long been out of print. People just getting into Freeport felt like they
wanted to start at the beginning, but the adventures were harder and harder to find.
Second, the 3.5 revision of the core rules made all the 3.0 books in the series out
of date, so a straight reprint was out of the question. In 2004, we began the process
of updating the trilogy to the new rules. Tim Emrick revised the adventures one by one
and we released them individually as PDFs to make them available again. That laid the
groundwork for the book you hold in your hands. We took the original three adventures
of the trilogy (Death in Freeport, Terror in Freeport, and Madness in Freeport) and then
added two interludes for even more action. One of those interludes, Holiday in the Sun,
was previously available on www.greenronin.com and the second, Thieves and Liars,
was written specifically for this book. We also commissioned new maps and art, so we
could make the 5-Year Anniversary Edition a true premium product.
I am delighted to see this material back in print again. It dates back to the
beginning of Green Ronin and it was Freeport that put us on the RPG map. The
company has grown and changed quite a bit since then. In 2000 Green Ronin was
two of us (myself and Nicole Lindroos) working part time nights and weekends.
It took us seven months to complete and publish the original modules of the Freeport
Trilogy. Five years later Green Ronin employs seven full-time staffers and we publish
two to three times as much material as the entire trilogy every month. Over the years,
we’ve published over 75 books, launched multiple games, licensed fantasy classics like
Black Company and Thieves’ World, won over 20 awards for quality, and designed and
developed the new edition of Warhammer Fantasy Roleplay. None of that would have
been possible without Freeport and the City of Adventure will always have a special
place at Green Ronin for that reason.
Best of all we aren’t done with Freeport yet. Once again, the Freeport Trilogy is just
the beginning. 2006 will see a full scale re-launch of the setting. That starts with
Crisis in Freeport, a sequel to the trilogy that finally resolves the succession crisis. So
stay with us for us for more Freeport action. The City of Adventure is just getting
started.

Chris Pramas
July 17, 2005

The Freeport Trilogy 


- Introduction -
W elcome to the Freeport Trilogy, a compilation and 3.5 update
of Death in Freeport, Terror in Freeport, and Madness in
Freeport. With the originals out of print, this volume brings these
assassin, the infamous Captain Lydon, and a sinister villain
that preys on the people, all against the backdrop of one of
Freeport’s best holidays. In Thieves and Liars, the heroes find
classic adventures together for the first time with updated statistics themselves drawn into a nasty lovers’ quarrel involving none
for the 3.5 rules. Now you can return to Freeport to explore this other than the nefarious and corrupt Dutch Tillinghast,
classic city once more. We hope you enjoy this new look at the commissioner of the Sea Lord’s Guard.
products that began at the epicenter of the d20 explosion.
Though the Freeport Trilogy is a self-contained campaign, Green
Ronin offers additional adventures and resources for expanding
About Freeport the city of Freeport. Tales of Freeport is a collection of short
and These Adventures adventures that you can drop in or after the events described
in this book. The Origins Award-winning Black Sails Over
Freeport is a generic city you can place in any campaign Freeport is a 256-page mega-adventure that promises months
world. Its basic premise is a pirate city gone legit…at least on of play. And that’s not all, Hell in Freeport, Denizens of Freeport,
the surface. In truth, the pirate tradition is alive and well in and the upcoming Freeport products can take your games to all
Freeport, but it is camouflaged by a veneer of respectability. new heights of adventure.
These days the city’s pirates are privateers, legalized pirates that
Freeport loans out to the highest bidder. You’ll learn more in
the short history of the city that follows. This should help give
Notes and Encounter Levels
you the flavor of Freeport before the adventure proper begins Throughout the trilogy, you will encounter sections of boxed
and the given background is all you need to run this trilogy. text. This is information for the players, which you can
Of course, you can refer to Freeport: City of Adventure for even read aloud or paraphrase as you wish. Death in Freeport is
more details on this exciting city. suitable for four characters of 1st level. For Terror in Freeport,
characters should be somewhere between 2nd and 5th level,
The Freeport Trilogy consists of three linked adventures. Death and for Madness in Freeport, the culmination of this campaign,
in Freeport is first, followed by Terror in Freeport and finally characters should be at least 4th level, though all can be
concluding in Madness in Freeport. In addition, the Freeport modified for bigger or smaller parties or to accommodate more
Trilogy includes two interludes to show off even more of or less powerful characters.
Freeport’s seedy side. Holiday in the Sun features a vicious

- A Brief History of Freeport -


While the current city of Freeport is only a few hundred drown the serpent people in their millions. Those who survived
years old, the site has been inhabited for far longer. Some two were driven mad, losing their civilization and magic in one
thousand years ago, this area was part of a much larger island terrible moment. Over 90 percent of Valossa slipped beneath
known as Valossa. Stretching a thousand miles south to north the waves, leaving only scattered islands as a testimony to the
and eight hundred east to west, Valossa was the heart of the once-great empire.
empire of the serpent people. These sorcerous reptiles ruled vast
The crazed serpent people fled underground, where their
swaths of territory when humanity was young, and pioneered
degenerate descendents live to this day. A very few sorcerers and
magic and science when the elves still hid in their woods.
priests of Yig survived the Unspeakable One’s wrath with their
All was not well in the Valossan Empire, however. The serpent sanity intact. These few retreated into the shadows as the elves
people had long worshiped Yig, the great snake god. But in and humans created their own realms. The centuries passed,
the empire’s latter days, a cult dedicated to the worship of the and few remembered that the Valossan Empire had ever existed
Unspeakable One, a dread alien power, sprang up in their cities. or that serpent people had once been civilized.
Called the Brotherhood of the Yellow Sign, the cult spurned
Yig and embraced the madness of the Unspeakable One. The
leaders of the serpent people, arrogant and vain in their high
The Rise of Freeport
towers, allowed the cult to fester among the discontented. By The largest surviving bit of Valossa is an island chain known
the time the priests of Yig were roused to action, it was too as the Serpent’s Teeth. The name may be a distant echo of
late. The Brotherhood of the Yellow Sign enacted a ritual to the Valossan Empire, though locals ascribe it to the shape of
summon their dark god, and the Valossan Empire was smashed the islands themselves. The most important of the Serpent’s
for all time. Teeth, A’Val, has a natural harbor that is easily defended. As
humanity took to the seas, A’Val was quickly found by roving
No witnesses survived to tell of the Great Old One’s
captains. At first, it was just a place to rest, get fresh water,
appearance, but evidence abounds of the destruction it wrought.
and refit. Before long a village sprang up, and as the years
Mighty Valossa was rent asunder, and sea water rushed in to

 The Freeport Trilogy


- Introduction -
passed this village turned into a town. It was able to thrive
by offering services to passing ships and providing refuge
for those unwelcome elsewhere. The sailors took to calling it
Freeport, and the name stuck.
With its remote location and natural attributes, Freeport
became a magnet for buccaneers. Before long they had taken
over the town, which became a notorious pirate haven. What
made Freeport work in the early days was a 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 occasion, but they were
formal affairs conducted outside the city walls. Most satisfied
themselves with drunken brawls, and of those there were plenty.
By and large, though, the peace was kept in Freeport.
About two hundred years ago, the era of the rogue buccaneer
came to an end. Lone ships increasingly faced threats from
organized navies. At one time a single privateer could hunt
merchant ships with impunity, but now it was a fox to the
hounds of naval squadrons. As crew after crew was hunted
down and destroyed, the pirates of Freeport knew they had to
change their ways.
Freeport’s captains realized that it would take a navy to fight a
navy, so they decided to form a force of their own and then go
raiding en masse. The only problem was choosing a leader. After
much bickering, the pirates settled on two captains for the great
fleet. Drac and Francisco were fierce rivals, and the assembled flared up anew—with deadly consequences. After a series of
captains believed that anything the two could agree on would provocations, real fighting broke out in Freeport for the first
be a good decision. time in its history. The followers of Drac and Francisco killed
It was not an ideal situation, but the pirates had surprise and one another in the streets, breaking forever the pirate code that
numbers on their side. The combined fleet went on a three- had bound the city together.
month raid that netted more money, valuables, foodstuffs, Neither Sea Lord gained an upper hand. Before the conflict
and booze than Freeport had ever seen. It was a spectacular could be resolved, word came of yet another hostile fleet bound
success, and Captains Drac and Francisco were not slow in for the city. The pirates called a truce, and the fleet sailed out to
claiming credit. Before long, each had declared himself a Sea defend Freeport, united once again—or so it seemed.
Lord of Freeport.
Captain Drac had realized that this ongoing war was one they

War in Freeport could not ultimately win: The only chance for survival was to
become a part of the world that was trying to destroy them.
The next ten years were tense ones in Freeport. The great raid set Drac entered secret negotiations with the enemy, using a wizard
off a panic among the maritime nations, which spent huge amounts as a go-between. He agreed to betray Francisco in exchange for
of money and resources building up larger navies. The Sea Lords a truce and recognition of Freeport as a sovereign city-state. The
were forced to fight battle after battle against determined foes. enemy leaders were only too happy to sign such an agreement
Freeport itself was assaulted on three separate occasions, but its and end the ruinously expensive war.
defenses proved too strong for the attacking ships. With no knowledge of his comrade’s duplicity, Captain
This undeclared war had no clear victor. Freeport withstood the Francisco led the fleet to the attack. Once his forces were
assaults and inflicted several stinging defeats on its enemies, but engaged, Drac’s ships simply sailed away, leaving Francisco’s fleet
attrition was high on both sides. In the end the conflict petered exposed and without support; they were quickly surrounded
out as the warring navies ran out of ships and crews to hurl into and destroyed. In the meantime, Drac sailed back to Freeport to
battle. After a decade of constant fighting, there was a long lull, announce the new city-state and his new regime.
during which each side licked its wounds.
During the war, adversity had kept the pirates united. When A Nation Emerges
the pressure eased, however, trouble was not slow in coming. Captain Drac quickly consolidated his power. He declared
The Sea Lords had long hated each other, and this animosity himself the only Sea Lord of Freeport and eliminated his

The Freeport Trilogy 


- Introduction -

 The Freeport Trilogy


- Introduction -

The Freeport Trilogy 


- Introduction -
Captains’ Council would never submit to Drac’s son, a mere boy
who lacked the experience of those salty dogs.
Where Is Freeport? But Drac needed to ensure the survival of Freeport as an
independent city-state after his death. With melancholy in his
By this point you may be wondering where exactly
heart, he chose another old hand, Captain Cromey, to be his
Freeport is. The preceding history contains vague
successor. Furthermore, he even set into law a requirement that
references to a continent, other empires, and naval
the Captains’ Council approve the Sea Lord’s nominee. At the
powers, but no details. These have been deliberately
end of life, Drac chose the interests of the city over his own
left sketchy, so you can use Freeport in any campaign
glory, and for this he is remembered as a great man in Freeport.
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 A Century of Growth
out an island city in your existing world. If you’ve
The next hundred years were profitable ones. Freeport
got a good candidate, a simple name switch is all
continued to grow, which necessitated building a newer and
that’s necessary. Similarly, most references to gods in
larger city wall. As new trade routes to the east opened up,
this module are generic. When the text refers to the
the city became an even more important maritime center.
God of Knowledge or the God of War, for example,
Freeport was largely able to stay out of the wars that broke out
substitute an appropriate deity from your campaign.
on the continent, although it did cement alliances with several
Since Death in Freeport was first released, Green important powers. All in all, this was a period of stability and
Ronin has published several campaign settings growth, with a succession of competent Sea Lords assuring the
and several other d20 companies have adopted city’s continued importance.
Freeport into their campaign settings as well. Of
Green Ronin’s settings, the only one that specifically
references Freeport is Mindshadows, a psionic setting
A Bad Seed
with a Southeast Asian flavor. The island continent Things began to change fifty years ago, when a descendent of
of Naranjan is said to be a month’s sail from Captain Drac succeeded the outgoing Sea Lord. Marten Drac
Freeport. You can find out more in Mindshadows is rumored to have used blackmail and assassination in his rise
and its tie-in psionic bestiary, Monsters of the Mind. to power, and he most certainly did so to maintain his position.
If you are looking for a more Western setting, Marten ruled for only fourteen years, but the damage he did
Paradigm Concepts’ Arcanis includes a version of to the city was substantial. A series of burdensome duties and
Freeport. There are a few changes, most notably that taxes fattened his coffers but drove away many merchants. More
there are no halflings in Arcanis and thus none in its ominously, he drove through a new law, over the objections of
Freeport, but the basic facts and feel of the city have the Captains’ Council, that required the Sea Lord of Freeport to
been retained. be a descendent of the original Captain Drac.
Marten’s youngest brother, Anton, who became Sea Lord on
Marten’s death, saved the city from complete disaster. Anton
remaining enemies before they could organize against him. Drac proved to be cut from the same cloth as his illustrious
Some of the other pirate captains left Freeport rather than serve ancestor and was able to undo the worst excesses of Marten’s
Drac, whom they despised for betraying Francisco and blamed reign. He abolished the unfair duties, as well as providing
for violating the pirate code. Most, however, seeing which way incentives to win back lost trade. He also provided limited
the salty wind was blowing, chose to remain in Freeport and military aid to several important nations, earning their thanks
ride out the storm. and their business.
As it turned out, Sea Lord Drac’s reign was less bloody than Anton’s one failing was that he did not abolish Marten’s
anyone had believed possible. He ruled Freeport with a firm succession law. He was regularly urged to do so by the Captains’
hand for the next thirty years, turning a pirate haven into a Council, but the Sea Lord could never quite bring himself to
commercial hub of substantial importance. He set up trade do it. Despite his enlightened rule, he did consider Freeport to
routes with former enemies, cracked down on rogue pirates, belong to his family. This was to prove his undoing.
and organized a Captains’ Council. Drac’s word was still law,
but the Council was in charge of the city’s day-to-day affairs
and advised the Sea Lord on important matters.
Decade of Deceit
Eleven years ago, a great war broke out, involving nearly every
Although Drac fancied himself a king, he resisted the urge to nation on the continent. Anton stayed out of it at first, but
take the title. Somehow he knew that the citizens of Freeport he knew he would have to honor the existing treaties. He
would not accept something so contrary to their natures. announced to the Captains’ Council that the Freeport navy
Similarly, he knew that he could not found a dynasty. The would go to the aid of its allies in the spring—the first time the

 The Freeport Trilogy


- Introduction -
full fleet had sailed to war since the days of Drac and Francisco. the nations counting on its navy, who branded Milton a traitor.
The Council was torn on the issue, approving the move by only Some called him the puppet of foreign agents or a religious cult.
a single vote. Milton pooh-poohed these accusations and continued his rule
of Freeport with little opposition.
Anton had allowed enough time for preparations to be made
throughout the winter. Unfortunately, this also gave his enemies After canceling the fleet action, Milton used the war chest to
several months to concoct an ambitious plan. In fact, it was build a monument to his ambition: the Lighthouse of Drac.
so ambitious that many suspected the plotters had outside It has been under construction for the past ten years, on the
help from agents of governments that wanted Freeport to stay closest island of the Serpent’s Teeth. Meant to be one of the
neutral. Rumors continue to circulate to this day. wonders of the age, the Lighthouse soars towards the heavens,
taller than any structure in the world.
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 The Sea Lord’s stated goal is to make Freeport the preeminent
nest of an anchored ship, piercing Anton’s chest. The wound maritime power of the world, but the reality has fallen short of
should not have been mortal, but the arrow was enchanted with that ideal. The Lighthouse of Drac, or “Milton’s Folly,” as some
death magic. Anton died on the spot, leaving Freeport without a have taken to calling it, nearly bankrupted the city. Taxes and
Sea Lord for the first time in two hundred years. duties have risen steadily during its construction, and an army
of migrant workers was needed to finish the structure on time.
The assassin was cornered and killed before he could talk, and
It is finally approaching its scheduled completion date, three
his body disappeared before priests could try to speak with
months from now. Milton is planning a gala celebration for its
the dead man. The Captains’ Council dismissed the attack as
inauguration, and ships from around the world are expected to
the act of a lone renegade, hushing up its magical nature. The
attend. This is an event not to be missed—or so Milton hopes.
Council had more pressing business to attend to, namely, who
would succeed Anton?
At this juncture, Captain Milton Drac stepped onto the stage of
Freeport Today
history. A distant cousin of Anton, Milton appeared as if from Milton is obsessed with his Lighthouse, but the Captains’
nowhere. He was not a member of the Council, but somehow he Council still governs Freeport. Their task grew more arduous
enjoyed tremendous support there. Those most likely to oppose over the past ten years, as more and more money was sunk
him were strangely silent, as if they feared the consequences of into Milton’s Folly. Services have degenerated: The garrison
such an action. In a matter of weeks, this previously unknown has shrunk and is largely confined to the Old City; the docks
Drac became the new Sea Lord of Freeport. are policed haphazardly, if at all. Crime has skyrocketed, but
as long as it remains in the shadows the Council is content to
Milton’s first official act was to cancel all military aid to allied
pretend that it does not exist. Known pirates have even taken
nations: The fleet was to restrict its activities to guarding
to frequenting the port again. As long as they bribe the dock
commerce, nothing more. As war raged on the continent,
officials, they can enjoy what Freeport has to offer. Ironically,
Freeport stood neutral. This was a grave disappointment to
the city is returning to its roots.

- The Captains' Council -


The Captains’ Council is the governing body of Freeport. Drac’s compromise solution was the creation of the Captains’
Councilors make and enforce the laws, defend Freeport’s Council. He chose six powerful captains to help him rule the
interests at home and abroad, and generally ensure the city. They enforced Drac’s edicts and handled the day-to-day
city continues to prosper. Since Freeport is a city based on business of governing the city. Under their rule, Freeport grew
mercantilism and enlightened self-interest, councilors also make and prospered.
sure they profit from all of the above. The Captains’ Council
isn’t only about prestige—it’s also about filthy lucre.
Changing of the Guard
The council, like many aspects of the city, is a legacy of
As the city grew, it changed in ways the pirates could not
Freeport’s piratical past. In the rough-and-tumble early days,
have anticipated. The captains on the council settled down
every pirate captain was considered an equal. Decisions were
and consolidated their power within the city, becoming the
made by a simple majority, and duels were as common as
de facto nobility of Freeport. Stability in the government
debates.
improved prospects for trade, so a merchant class established
As the city grew, there were just too many captains to continue itself. As the population increased, so too did the demand for
on as before. When Captain Drac became sole Sea Lord of artisans and craftsmen. Soon a strong working class developed
Freeport, he knew it was time for change. He also knew that and settled in Freeport. It was a long time coming, but the city
if he simply disregarded the captains of Freeport his lordship of rogues and buccaneers eventually grew into a powerful and
would be over in a matter of days. independent city-state.

The Freeport Trilogy 


- Introduction -
By the end of Drac’s life, the council had gained much power Grossette saw this as an opportunity to increase the power and
in the city. They had influence with the other captains, the influence of the council.
merchants, and the tradespeople. Although the Sea Lord’s word
Grossette proposed a plan to the Sea Lord to help him restore
was still law, Drac knew he could not blatantly defy their will.
order. He asked Corliss to declare martial law in the city. Since
This—as much as his son being unfit for the job—convinced
most of the military was off honoring treaties on the continent,
Drac to empower the council to approve anyone nominated
private forces would have to be used. To keep peace on the
for the title of Sea Lord. This was a defining moment for the
streets, the size of the council have to be temporarily increased
Captains’ Council, as it gave them some control over who would
to 12, Grossette argued. Each of the councilors would then
govern the city.
be given an area of the city to control and to keep order in by
The council elected Drac’s nominee, Captain Cromey, who proved means of their own forces. Once order was restored, martial law
an excellent choice. He treated the members of the Captains’ would be lifted and the council would return to its former size.
Council as equals and thought of them as trusted advisors rather
At first Corliss resisted. He knew the council would be a threat
than lackeys. At the end of his rule, Cromey followed in Drac’s
to his power if it grew too large. More importantly, endorsing
footsteps by giving the council even more authority. Cromey
private armies to roam the streets could become a problem itself if
issued an edict that the Captains’ Council would not only approve
not watched carefully. But the situation in the city was worsening.
nominations for Sea Lord but also for new council members. This
(Many believe Antonio and his fellow councilors intentionally
would force the Sea Lord to work with the council to rule the city,
allowed things to deteriorate to force the Sea Lord’s hand.) In the
and it provided a check to his absolute power.
end, Corliss finally agreed to Antonio’s plan, but he insisted on
personally choosing the men who would be added to the council.
The Council Grossette’s plan worked. Order was restored in the city within
Grows Stronger a few weeks. Food and supplies were rationed, and the forces
of the council kept the peace. When the war ended six months
About 30 years after the death of Drac, the city—which had later, the city was already on the road to recovering nicely. Now
almost doubled in size—faced a crisis. A war raged on the Antonio could make his final gambit.
continent, disrupting trade and drawing away much of the
Corliss wanted to restore the council to its former size, as per
city’s navy. Freeport was in turmoil as food and other essential
the original agreement with Antonio. The councilors had other
supplies became scarce. Angry riots were common. The Sea
ideas. Grossette had convinced the councilors they did not have
Lord Corliss and the council could barely keep order in the
to give up their newfound power. Corliss was outraged and
streets. An ambitious and popular councilor named Antonio

10 The Freeport Trilogy


- Introduction -
threatened to use the military to remove the councilors. Civil
war was a real possibility.
Into this impasse stepped Antonio Grossette. He offered
Freeport Timeline
Corliss a choice. He could wage a civil war to remove the Time Before
Notable Events
councilors, or if he left the councilors in power they would put Present
their private military forces under the Sea Lord’s control.
Valossa destroyed in cataclysm; Serpent’s
2,000 years
With his military tired from a bitter war on the continent, Corliss Teeth formed.
agreed to this compromise and enacted a law that the council
800 years Future Freeport founded on island of A’Val.
would consist of 12 members henceforward. The councilors then
surrendered control of their forces to the Sea Lord, and a new era Captains Drac and Francisco lead combined
in Freeport began. Antonio had increased the size of the council 200 years fleet; each declares himself Sea Lord of
and at the same time diminished some of the Sea Lord’ s powers. Freeport.
Civil war in Freeport; Drac betrays Francisco
190 years
Drac's Return and assumes sole control of the city.

About 50 years ago, Marten Drac—a direct descendant of the Drac dies and is succeeded by Captain
160 years
original Sea Lord—took over as the latest Sea Lord by means of Cromey, initiating a century of prosperity.
blackmail and assassination. Among his most notorious deeds, he Marten Drac becomes Sea Lord, nearly
rammed a law through the council that required the Sea Lord of 50 years bankrupting Freeport; institutes Drac
Freeport to count the original Drac as a blood ancestor. succession law.
Anton Drac assumed power in Freeport almost 30 years ago. Anton Drac succeeds Marten and repairs
Fortunately, he was able to undo much of the damage done 36 years much of the damage but does not repeal
to the city by his older brother Marten. During this time, the succession law.
Captains’ Council pressured the Sea Lord, hoping to capitalize
Anton Drac assassinated; Milton Drac
on his efforts to change public opinion about the Drac family. 11 years
becomes Sea Lord.
First and foremost, they repeatedly attempted to get Anton to
repeal the succession law. 10 years Construction begins on Lighthouse of Drac.
When the councilors realized that Anton would not budge on
the succession issue, they changed tactics. For decades, the Sea
declaring war, entering into treaties with foreign powers,
Lord had the power to nominate new members to the council.
allocating city funds, and levying taxes.
Although the council voted to confirm these nominees, they
wanted to be able to put up their own candidates as well. Councilors hold their posts for life—with the exception of the
privateer seat (see the description of Captain Xavier Gordon
Anton was initially against the idea. He knew this would
on page 88 for details)—and can only be removed by vote of the
further diminish the powers of the Sea Lord. He also knew
council. Councilors are only removed if they commit treason or
that the sting of Marten’s hideous regime was still in everyone’s
other heinous crimes against the city. (Bribery, nepotism, and
mind, so he settled on a compromise solution. The council
extortion are not considered heinous crimes in Freeport.) If a
would have the power to nominate councilors. In return for
council member is murdered, a family member has the right to
this power, the Sea Lord would cast two votes for his nominee
assume his seat.
and break all ties. To elect their own nominee, at least seven
councilors would have to vote against the Sea Lord. Councilors are nominated by the Sea Lord or by the council
itself. A vote is then held, with the councilors placing one vote
At first, the councilors were not pleased with Anton’s
each and the Sea Lord placing two. If there is a tie, the Sea
suggestion, holding out against it for many years. They changed
Lord’s will prevails.
their minds when Anton decided to go to war on the continent.
The council feared he might die and they would get no deal The citizens of Freeport have no direct vote to elect councilors
at all. Shortly before Anton’s assassination, the councilors or the Sea Lord. This does not mean their opinions on the
accepted his offer and gained nominating power for the council matter are ignored. Both the councilors and the Sea Lord
members. This has come to be known as “Anton’s Gift.” understand electing unpopular officials can only lead to
bad business and an unruly populace. For this reason, most
The Council's Workings members of the Captains’ Council maintain influence and
control over a faction of people. The current council is pushing
Although the Sea Lord is able to enact laws, the Captains’ this to the limit, as many councilors have been elected only
Council limits his powers. In four important areas, the Sea because they support Milton Drac. If this continues, the city
Lord must gain the approval of the council before proceeding: may eventually deteriorate into anarchy.

The Freeport Trilogy 11


- Death In Freeport -

12 The Freeport Trilogy


Death in Freeport
T he temple to the God of Knowledge is one of the largest
in Freeport. A repository of ancient scrolls and arcane
learning, it is a magnet to scholars and wizards
Life for Lucius was tranquil for the next eight months. His life
fell into its old patterns. The calmness of the library soothed
him, and he lost himself in a world of books, scrolls, and
alike. In addition to priests, the artifacts.
temple employs a large group of
Then the dreams came.
librarians, who maintain the
collection and deal with Lucius awoke screaming every
visitors. Lucius was one night, again and again, his brain
of these librarians. He reeling with strange memories
had grown up in the of gargantuan, cyclopean
temple and lived to cities, monstrous creatures, and
serve. unspeakable rites. At first he
hoped that the nightmares would
Six years ago,
simply go away; instead, they got
something very strange
worse. Lucius did not want to accept
happened to Lucius.
the truth, but in the end he had no choice.
An extraplanar entity
Whatever these dreams were, they were
stole his body, displacing his
somehow connected with those
consciousness and taking over
five years of missing time.
his existence. For five years, the alien mind
If he ever wanted to have
controlled Lucius’s body, seeking to learn
a normal life again, he
as much about the world as it could. The
knew he would have to
new “Lucius,” nothing like the old, was
find out what exactly had
expelled from the temple within a year
happened to him.
for violating the sanctum. He then left
Freeport altogether, traveling the world for The man who had spent so
four years before returning. much time researching past lives
now turned his skills to his own. He
When the real Lucius returned to his rightful
began to ask questions about what “he”
body, he did not remember where he had been
had done and how “he” had acted during those five
or what he had done, and was mortified to learn of his
years. He spent countless hours reading over “his” journals,
possessor’s activities in his absence. With deep shame
trying to find out who had possessed his body and why. The
he approached the temple, asking for forgiveness and re-
priests of the temple grew uncomfortable with Lucius’s line
admittance. He offered the priests an amazing collection
of questioning. They wanted this incident buried, not subject
of scrolls and artifacts, apparently accumulated while his
to new scrutiny. The high priest begged Lucius to let the past
possessor journeyed abroad. They were in such awe of this
stay in the past, but the librarian could not agree.
collection that they reinstated Lucius and forgave him his
transgressions. Both he and the priests were now happy, and Two days ago, Lucius disappeared.
each tried to forget the librarian’s strange behavior.

- Adventure Synopsis -
Death in Freeport drops the player characters into the midst of A bookish young man named Brother Egil then approaches
political and magical intrigue, as the hidden Brotherhood of the PCs. He says that he’s been looking for a group that
the Yellow Sign manipulates events to bring its dread god to can take of itself, and that he has a job for them if they are
the world. Freeport is still a bustling center of trade, but evil interested: finding a missing librarian. The missing man, Lucius,
currents run beneath the surface. There are secrets here, and disappeared two days previously, and Egil is eager to find him.
questions unanswered. The characters will undoubtedly learn
Egil gives the PCs some background on Lucius and his strange
there is more here than they expect in a simple seaport. The
behavior. The PCs are then free to investigate: They are likely to
question is, will that knowledge kill them?
visit Lucius’s home, the temple to the God of Knowledge, and an orc
As the adventure begins, the player characters (PCs) have just pirate ship. This should form a picture of Lucius as a man searching
come to Freeport on a merchant ship. While on the docks, for his own past—who found something he wasn’t counting on.
the PCs are attacked by a press gang, who mistake them for
Following a trail of clues, the PCs learn about the Brotherhood
easy marks. The press gang is handily beaten off; since they are
of the Yellow Sign. With a little luck, the PCs can trail the
unused to real resistance.

The Freeport Trilogy 13


- Death In Freeport -
cultists back to their hideout, penetrate the lair, and discover The PCs also have to deal with the leader of the cult, a man
secret tunnels underneath it. Deep underground they find they may recognize from the temple. When the cult priest is
degenerate serpent people, and eventually Lucius himself. The slain, they are in for an even bigger surprise. He was not human
librarian has been tortured badly and will die without aid. at all, but a serpent man in disguise. What this means for
Freeport only the gods can say.

- 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 Egil’s from the continent. This would give them more reason
Freeport after serving on a merchant ship. You can easily alter to trust the young librarian and a better motivation to help
the circumstances if that lets you kick off the adventure more him find his friend. The only real requirement is that none of
smoothly; for example, perhaps one of the PCs is a friend of the party should have been to Freeport before. Having inside
knowledge of how the city works ruins some of the fun, so it’s
best if the characters are from elsewhere.

The Press Gang


You stand on the docks of the great trading city of
Freeport. Your journey here was long and uncomfortable,
so it’s with a sense of freedom that 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 after his shipment of foodstuffs went bad
during the voyage. You were supposed to travel to ports
beyond, but now it seems that you’re going to have to fend
for yourselves in Freeport—at least for a while.
The action on the docks is mesmerizing. There are ships
in port from all over the world, carrying every manner
of exotic goods. Sailors and merchants of all races
and backgrounds mingle on the wharves, with money
changing hands so fast you can barely even follow. The
sights and sounds are so overwhelming that you almost
don’t notice the group of men that 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 crookedly and says, “You’ve all just
volunteered for an exciting life at sea. Do you want to go
the easy way or the hard way?”

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 target. They may
notice (Spot check, DC 15) a young man in robes who stays to
watch with fight with great interest.

Encounters (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.

14 The Freeport Trilogy


- Death In Freeport -
Sailors (8) If the PCs are amenable, Brother Egil (male human cleric 2,
hp 15) takes them to a nearby tavern, the Bilge Rat. It’s as
Male Human Expert 2: CR 1; Medium humanoid; HD
charming as it sounds, but the beer is better than one would
2d6; hp 7 (average); Init +2 (Dex); Spd 30 ft.; AC 12 (+2
expect. Egil buys the first round, and then makes his offer.
Dex), touch 12, flatfooted 10; Base Atk +1; Grp +2; Atk
sap +2 melee (1d6+1 nonlethal) or belaying pin +2 melee
(1d6+1); Full Atk sap +2 melee (1d6+1 nonlethal) or “Two days ago, a librarian from my temple
belaying pin +2 melee (1d6+1); AL NE; SV Fort +0, Ref disappeared. For reasons that are somewhat
+2, Will +2; Str 12, Dex 14, Con 11, Int 9, Wis 8, Cha 10. complicated, the high priest has declined to look into the
matter. The missing man, Lucius, is a dear friend of
Skills and Feats: Climb +6, Intimidate +5, Knowledge
mine, and I’m worried that evil may have befallen him.
(local: Freeport) +4, Profession (sailor) +4, Swim +6, Use
I’m willing to offer you 50 gold pieces each, 10 now and
Rope +7; Dodge, Martial Weapon Proficiency (Sap).
40 on completion of the mission, if you can find Lucius
Possessions: Pouch with 15 cp. and return him to the temple. I will provide you with
any information I can, and healing should you require
Tactics it. Interested?”
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 Considering their current straits, the PCs should indeed be
use first to deal subdual damage in an attempt to knock the PCs interested. If they are too suspicious and don’t accept right away,
unconscious. If things get serious, they switch to their belaying Brother Egil says that it’s a standing offer and that he can be
pins (treat as clubs). The sailors are not trying to get killed—they found at the temple to the God of Knowledge. Once they accept
expect easy marks. Press gangs prey on weakness, so these bullies the job, Egil fills them in on the situation. He’ll also volunteer
clear out when it becomes obvious the PCs can take care of this information if the party wants to hear more about the job
themselves. Once three of them have been overcome, the rest flee. before accepting. He is honestly concerned for his friend’s well-
being and has nothing to hide.
An Offer of Employment Brother Egil
Male Human Cleric 2: CR 2; Medium humanoid; HD
As the last members of the press gang flee into the crowds,
2d8+2; hp 15; Init +1 (Dex); Spd 30 ft.; AC 11 (+1 Dex),
a young man in robes approaches you. “That’ll teach
touch 11, flatfooted 10; Base Atk +1; Grp +1; Atk +1
them to pick on newcomers,” he says, laughing. “But
melee or +2 ranged; Full Atk +1 melee or +2 ranged; AL
where are my manners? Allow me to introduce myself. I
NG; SV Fort +4, Ref +1, Will +5; Str 10, Dex 12, Con
am Brother Egil, and I’ve been looking for people who can
12, Int 10, Wis 14, Cha 13.
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 Skills and Feats: Concentration +4, Decipher Script +3,
job. What do you say?” Heal +5, Knowledge (religion) +3, Profession (scribe) +5;
Enlarge Spell, Scribe Scroll.

News Around Freeport


Enterprising characters may start out by making a few Gather Information checks around town and spending some
coins to pick up the news of the city. They can pick up the following rumors (DC 10):
• The Lighthouse of Drac is almost done now: Only three more months until it’s ready. They say the Sea Lord is
planning a big celebration too.
• They don’t call that infernal lighthouse “Milton’s Folly” for nothing. Ten years to build, and now the city coffers are
empty.
• The Sea Lord’s Guard (Freeport’s watch) has been cut back so much that thieves are running wild. Only the Old
City gets real protection.
• Pirates don’t even bother to disguise themselves when they come to port these days. There are pirate ships here
right now—some of the crews are even orcs!
• The Captains’ Council has had enough of Sea Lord Milton Drac. He may have an “unfortunate accident” before
his precious lighthouse is finished.

The Freeport Trilogy 15


- Death In Freeport -
Spells Prepared (4/4): 0—detect magic, guidance (x2), • Why did the high priest let him back into the temple?
light; bless, protection from evil*, sanctuary, shield of faith.
Domains: Good and Knowledge. *Indicates domain spell.
That question has puzzled me as well. Thuron is not a
Egil’s description of the case follows, along with his responses man who changes his mind easily, yet something that
to some likely questions. Lucius said or did during his meeting with the man
swayed the high priest.
“I have known Lucius for most of my life. We were both
brought up in the temple. He became a librarian and I, • Can we search his house?
a priest. But six years ago, something strange happened.
He seemed to change overnight. One day he was my
Yes, certainly. I can take you there whenever you like.
friend of many years, and the next he was a complete
stranger. He asked bizarre questions, seemed to remember
nothing of our friendship, and treated the temple as his • Can we talk to Thuron or other members of the temple?
own personal library. Some months later he was caught
violating the sanctum and was expelled from the temple.
Yes, but please do not mention my involvement with the
Shortly thereafter, he left Freeport entirely and was gone
matter at all. Better to say that you are old friends of
for four years.
Lucius from abroad and that you’ve come to Freeport to
“When Lucius reappeared, he was like his old self. see him.
He came to the temple and begged to be readmitted,
saying that he had no memory of the previous five years.
• Can you recommend a place to stay?
Thuron, the high priest, seemed adamant about refusing
Lucius’s petition but changed his mind after a private
meeting with him. Certainly. The Scholar’s Quill is a fine tavern located
between Lucius’s home and the temple. Many visitors
“Lucius returned to the temple, and it was just like
to the temple lodge there, and it doesn’t have the rough
old times for eight or nine months. Then he started to
clientele that many local inns do.
look haggard, and he told me he wasn’t sleeping well.
Something was disturbing him, but he wouldn’t say what.
He started asking a lot of questions about what he had
been like right before his expulsion. The high priest talked Getting Settled
to him about it, but Lucius wouldn’t let it go.
Unless the PCs have other plans, Brother Egil takes them
“I grew increasingly worried for my friend. He seemed to the Scholar’s Quill. This is a quiet inn off the main
on the brink of insanity, as if one small thing could thoroughfare that caters to academics. The first floor consists
push him over the edge. Two days ago, he failed to of a dining room, kitchen, and larder, and upstairs there
come to the temple. I went to his home and found are eight guest rooms that sleep two each. The innkeeper, a
it empty. I searched all over but could not find him. matronly woman named Desi (female human commoner 2, hp
The priests of my temple deny it, but I know that 6), lives on the third floor with her two serving maids. Brother
something has happened to Lucius. I want you to find Egil can get the PCs a good rate: 1 gp per day for the group,
out what.” which includes a light breakfast and dinner. Breakfast is at
8:00 a.m. sharp and dinner is at 5:00 p.m. Those who miss
meals will have to fend for themselves—or try to sweet-talk
What Egil Knows Desi’s staff.

The PCs are likely to have some questions for Brother Egil. Should the PCs disdain the Scholar’s Quill—because they don’t
Below are his answers to the most probable. He answers to quite trust Brother Egil or they prefer more rough-and-tumble
the best of his knowledge, as he is sincerely concerned for his establishments—Freeport has plenty of inns to choose from.
friend, so be reasonably open with information that he can be Here are some alternatives to throw at them if you need to:
expected to have. • The Rusty Hook: Located near the docks, notoriously
• Where did Lucius go when he left Freeport? dangerous.
• The Keelhaul: Located in the old town, attracts pirates.
I don’t know for sure, but Lucius seemed to think he had • The Broken Mug: Located on a wharf, fights happen
traveled quite widely. hourly.
• The Black Rose: Located in the old town, caters to fat
merchants.

16 The Freeport Trilogy


- Death In Freeport -
- 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
1B. Backroom
where they’ll want to look first. What seems obvious to you There is nothing here but dry goods and dirty clothes.
may not be so obvious to the players.
The best place to start the investigation is at Lucius’s home. 1C. Basement
Chances are the party will head there right away, but a nudge in The trapdoor is not locked, and opening it reveals a staircase
that direction might be necessary. Brother Egil could guide them down. The basement is actually larger than the house, although it
there, for example. (“Do you want to see Lucius’s house now? is strangely empty. There are bookcases lining the walls, as well as
We’ll have to hurry so I can be back at the temple in time for a display case. Searching turns up nothing, but a successful Spot
evening prayers.”) check (DC 15) lets the character notice that the cases are much
Brother Egil accompanies the PCs to make sure they don’t just of more recent construction than the basement itself. The wood
toss the place. Not that there’s much to steal here, but he’s got still has a “new” smell—probably no older than a year.
Lucius’s interests at heart.
Note: When your players first hear about Milton’s Folly (see Location 2:
the News Around Freeport sidebar), they may want to run
off and investigate it right away. While the lighthouse is key to The Bloody Vengeance
Madness in Freeport, at this stage it’s simply a construction site. Lucius’s list mentions a Captain Scarbelly. Brother Egil doesn’t
Let your PCs run around if they want to, but they won’t find know of such a man, though he admits that he doesn’t get out of
anything at this time. During this adventure there is nothing
suspicious going on at the lighthouse. A map of Milton’s Folly
can be found in Madness in Freeport.

Location 1:
House of Lucius
Apparently, being a librarian in a trading city is not a
lucrative job. Lucius’s small home has only the ground floor,
consisting of two rooms, although there is a basement. Most
of the main room is cluttered with books, scrolls, quills, ink
pots, and other tools of the scholar’s trade. A cot is jammed
into one corner, and there’s a small desk under the front
window. The small backroom is part kitchen, part junk
storage. A trapdoor leads down to the basement.

1A. Main Room


Most of the books and scrolls here are geographies detailing far-
flung locations, with titles like Of Dwarves and Men: The Lands
of Naranjan. Successful Search checks can turn up some useful
information:
DC 15 or better: Among the scattered papers is a hastily
scribbled “to do” list; see Handout A.
DC 20 or better: The desk has a drawer with a false bottom,
which conceals a diary written in the same hand as the list.
It takes about half an hour to skim through the entries, the
most interesting of which are compiled in Handout B.

The Freeport Trilogy 17


- Death In Freeport -
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.

the temple much. If the PCs did not go to Lucius’s house first, Read or paraphrase the following when the PCs take their first
they may still decide to check out the pirate ship. Not only does look at the Bloody Vengeance.
it loom large in city gossip, it is moored in plain sight, with its
inhuman crew not bothering to hide themselves or their vocation.
The Bloody Vengeance is a crudely built orc ship, roughly
A successful Gather Information check (DC 15 in town or 90 feet long. The ship is battle-scarred but seaworthy, and
10 by the docks) reveals that the privateer Bloody Vengeance you note that no other ships have moored nearby. The sail
is in port now. Its captain, Scarbelly, is a notorious orc pirate is furled, but the crow’s nest holds an orc lookout armed
who operates out of Freeport. The PCs may make additional with a shortbow. Two other orcs guard the gangway, their
Gather Information checks to learn more about the ship, its scowls and jagged swords encouraging passersby to keep
captain, and its crew. The table below summarizes what they on walking.
can find out; reduce the listed DC by 5 if they continue to make
inquiries around the waterfront.
The guards are as hostile as they seem. Anyone attempting to
talk to them or request a meeting with Captain Scarbelly is told
Gather Information to clear off in no uncertain terms. The orcs will follow up this
instruction with a physical demonstration if the PCs persist
DC Information
and do not appear much of a threat. Otherwise, the pirates call
15 The Bloody Vengeance pulled into port eleven days ago. for the first mate, Aggro.
20 The crew has largely stayed on their ship. They seem
edgy and hostile.
Aggro ducks out of the forecastle, revealing a huge frame.
20 The ship has a crew of ten orcs, including a brutal He loudly snorts, hawks, and spits while you inquire
first mate. about Lucius. When you are done, Aggro says, “He was
25 Captain Scarbelly has killed twenty-nine men in here last week, sniveling for an audience with the captain.
hand-to-hand combat. I told him the same thing I’m telling you: Sod off!”

18 The Freeport Trilogy


- Death In Freeport -
×2) or shortbow +2 ranged (1d6/x3); Full Atk scimitar +4
You notice that the archer in the crow’s nest has an arrow melee (1d6+3/18–20, ×2) or shortbow +2 ranged (1d6/
nocked. Aggro and the guards are fingering the pommels x3); AL CE; SV Fort +3, Ref +1, Will –2; Str 17, Dex 13,
of their wicked scimitars. They’re clearly itching for a Con 12, Int 8, Wis 7, Cha 6.
fight. It’s obvious they have something to hide on their
Skills and Feats: Jump +4, Listen +0, Spot +0, Swim +3;
ship, all right—but is it Lucius?
Alertness, Dodge.
Possessions: 20 arrows, pouch with 7 sp.
Actually, Aggro is telling the truth about sending Lucius on
his way. The orcs are touchy because a powerful wizard named
Kenzil hired them to attack a particular ship and acquire a B. Officers’ Quarters
magic staff for him. Captain Scarbelly doesn’t like dealing with Captain Scarbelly and First Mate Aggro share a cabin
wizards, but the money was too good to pass up. He has the underneath the forecastle (unlike human sailors, they like the
staff locked up in his cabin, and his crew is guarding it around way the ship’s prow goes up and down!). The room is roughly
the clock until Kenzil shows up. Scarbelly is on edge and eager 15 feet by 15 feet and crammed with stuff. There are two beds,
to see the staff safely delivered—he is certainly going to resist a table, and a chest, all nailed to the floor (to keep things from
anyone who boards his ship. flying about during storms). The chest is quite large (it could
What Aggro does not know is that Lucius did manage to talk easily hold a person) and doubles as a table.
to the orc captain while he was visiting a tavern. Lucius had At the moment, there are sea charts and navigational equipment
come to suspect that he had spent time on the Bloody Vengeance spread across the chest, but a large iron lock is clearly visible.
during his missing years, so he sought out the orc captain. The lock is trapped.
Turned away by Aggro, Lucius followed Scarbelly and asked
him some questions. See the Captain Scarbelly sidebar for Encounters (EL 3)
more information.
During the day either Aggro or Scarbelly is here, and both are
onsite at night (raising the EL to 5).
All Hands on Deck
The PCs have several options for handling the orcs. They might Captain Scarbelly
simply rush the crew and start a brawl, or they can watch the Male Orc Fighter 3: CR 3; Medium humanoid (5 ft. 9 in.
ship and try to spy on Scarbelly. Rogues may try sneaking on tall); HD 3d10+3; hp 31; Init +5 (+1 Dex, +4 Improved
board at night to have a look around. Initiative); Spd 20 ft.; AC 17 (+1 Dex, +5 chainmail,
Attacking the orcs is a mistake (EL 7 for the entire crew at +1 light steel shield), touch 11, flatfooted 16; Base Atk
once!), but the PCs probably won’t realize this right away. The +3; Grp +7; Atk +1 battleaxe +8 melee (1d8+5/×3, +1
lack of the Sea Lord’s Guard on the docks means a fight can battleaxe); Full Atk +1 battleaxe +8 melee (1d8+5, ×3);
rage without interference. Although Lucius is not here, there is AL CE; SV Fort +4, Ref +2, Will +2; Str 18, Dex 13, Con
loot—if the party survives the experience. 13, Int 12, Wis 9, Cha 11.
Skills and Feats: Intimidate +6, Jump +1, Profession
A. Main Deck (sailor) +2, Swim -5; Cleave, Improved Initiative, Iron
The main deck is 55 feet long and 20 feet wide. Its center Will, Power Attack.
is pierced by the mast, and coils of rope and other supplies Possessions: +1 battleaxe, five rings (total 150 gp), pouch
are scattered across it. Two large trapdoors lead to the hold with 50 gp.
below: This is mostly empty but does have some food and
grog stores. Aggro

Encounters (EL 3 or 4) Male Orc Fighter 2: CR 2; Medium humanoid (6 ft.


tall); HD 2d10+2; hp 18; Init +1; Spd 20 ft.; AC 17 (+1
There are usually two (sometimes three) orc pirates guarding Dex, +5 chainmail, +1 light wooden shield), touch 11,
the gangplank and one each in the forecastle and aftcastle. flatfooted 16; Base Atk +2; Grp +5; Atk +1 scimitar +6
These structures provide cover from missile fire, and their melee (1d6+4/18–20, ×2); Full Atk +1 scimitar +6 melee
elevated positions offer a good view. (1d6+4/18–20, ×2); AL CE; SV Fort +4, Ref +1, Will
–1; Str 17, Dex 12, Con 13, Int 9, Wis 9, Cha 9.
Orc Pirates (4 or 5)
Skills and Feats: Intimidate +4; Alertness, Improved Bull
Male Orc Fighter 1: CR 1; Medium humanoid; HD Rush, Power Attack.
1d10+1; hp 6 (average); Init +1 (Dex); Spd 30 ft.; AC 14
(+1 Dex, +3 studded leather), touch 11, flatfooted 13; Base Possessions: +1 scimitar, iron collar, wooden amulet, pouch
Atk +1; Grp +4; Atk scimitar +4 melee (1d6+3/18–20, with 5 gp and 10 sp.

The Freeport Trilogy 19


- Death In Freeport -
Poison Needle Trap
Location 3: The Temple
CR 1; mechanical; touch trigger; manual reset; +8 melee
Sooner or later, the PCs should investigate the temple to the
(1, plus poison), Search (DC 20); Disable Device (DC 21).
God of Knowledge. The building is quite large and easily visible
Poison: Fort save (DC 14); initial damage 1d8, secondary
from most parts of the city. The first time they go there, read or
damage 0.
paraphrase the following description.
Treasure
The chest does not contain Lucius, but it does hold pirate swag: The temple is an impressive structure, its vaulted frame
100 gp, 1250 sp, and 500 cp. On top of this bed of money lies soaring up one hundred feet. Large bronze doors stand
a 5-foot-long staff carved with a scale motif. This is a staff of open, revealing a tiled atrium. Statues of the god indicate
defense (50 charges, CL 15th, contains the following spells [use that this chamber is the center of worship, but balconies
cost]: shield [1 charge], shield of faith [+4 deflection bonus to lined with books reach all the way to the frescoed ceiling.
AC, 2 charges], shield other [1 charge], shield of law [3 charges]), This place appears as much library as temple, and the rows
the item Kenzil hired Scarbelly to find. of silent scholars working in the balconies attest to this fact.
A young man approaches you. He introduces himself
C. Crew Quarters as Norton, a temple novice, and asks how he can be of
assistance.
The remaining eight crew members share this 20-foot-by-20-
foot room under the aftcastle. Each wall has two hammocks
and a small chest for personal effects. The PCs are welcome to Norton can take the PCs to the high priest’s office, which is
poke through dirty orc laundry, but there is nothing of value. one level down. There they are passed on to Milos, a slight man
with horn-rimmed glasses who is the assistant of Thuron. This
Creatures (EL 2 or 3) is as far as they can get. Milos simply will not allow access to the
While the ship is in port, there are always two or three pirates high priest. Should the PCs attempt violence in the temple, a
sleeping here. dozen clerics will be on the scene within minutes. This is not a
good idea, and may have far-reaching repercussions.
Orc Pirates (2 or 3)
hp 3, 7, 10. Your requests to speak with High Priest Thuron are flatly
rejected by Milos. “I’m afraid such a meeting is impossible,”
Tactics he says. “The high priest is extremely busy planning
the dedication of the Lighthouse of Drac. He cannot be
Captain Scarbelly has not survived this many years as a pirate disturbed. However, I am Thuron’s eyes and ears around
by being stupid. His crew is well trained, and they know what the temple, and you may ask me your questions.”
to do in case of an attack. When the first blows are struck,
the orcs on guard raise the alarm with a terrific shout. They
concentrate their defense on the officers’ quarters and stay on
board the ship no matter what. The orcs in the forecastle and
Milos Speaks
aftcastle use their bows to neutralize obvious threats, with Here are some likely questions and Milos’s answers.
spellcasters at the top of that list: Sleeping orcs wake and join • What is the Lighthouse of Drac?
the fight in whatever area needs it the most. Aggro comes out to
the main deck to organize the defense. However, if the captain
is not aboard, the first mate instead guards the staff in the You must have seen it on your way into Freeport—an
officers’ quarters. enormous structure. Sea Lord Drac, the ruler of Freeport,
is building it to commemorate his glorious ancestors. The
Development lighthouse has been under construction for some ten years,
and its dedication is in three months.
The PCs don’t know about Kenzil. He still wants his staff, and
if the party took it he’ll try to track it down. He may pursue
the PCs immediately on his arrival in Freeport. Alternatively, • What can you tell us about Lucius?
it may take him some time to learn the item’s fate, making him
a suitable challenge for a more powerful party. The character
He is an excellent librarian, though he made several poor
is peripheral to the adventure, so no details are provided here:
choices in his time. He was away from the temple a good
This provides an opportunity to introduce a suitable NPC from
four years but returned last year. He has not been here in
your own campaign. He could become a thorn in the PCs’ sides,
a couple of days, and I do not know where he is.
or appear just once as a seemingly random encounter.

20 The Freeport Trilogy


- Death In Freeport -
• Has Lucius been acting strange lately? • Did Lucius have any enemies?

He has appeared increasingly haggard over the past None that I am aware of. Anything may have happened
several months. He also began asking some very strange in the years he was gone from Freeport, of course, but I
questions. The high priest himself had a talk with the know nothing about that time.
man, but this seemed to do no good.
• Why was Lucius let back into the temple?
• What sort of questions was Lucius asking?
He had acquired a very interesting library of books
He was asking about his activities in the temple in during his worldly travels. He offered to donate this
the time leading up to his expulsion. As if he weren’t collection to the temple as a penance, and the high priest
here himself! No one needs to be reminded that Lucius accepted.
violated the sanctum, but he would not let it rest.
• Can we see these books?
• What did the high priest say to him?
They have not been made public yet. Our experts are still
Lucius has been very lax in his duties of late, and Thuron evaluating them and checking their authenticity. They
warned him to be more diligent. The high priest told him should be available next year.
to forget the past and concentrate on the present: The
events of five years ago are best forgotten by everyone.

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.

The Freeport Trilogy 21


- Death In Freeport -
GM Note: These books were in Lucius’s basement—hence
the “new” smell to the shelves—and include the travel logs The sun is setting in the west, silhouetting the Lighthouse
mentioned in the “to do” list. Lucius wrote these logs during his of Drac beautifully with its dying rays. You are nearly
possession, but they have proved very difficult to decipher. Not back to the inn, ready for a hot meal and a stiff drink,
only is much of the writing in an unknown language (which when you hear the unmistakable thwack of crossbows
could normally be circumvented with comprehend languages), discharging. As the bolts fly through the air, you see a
but it is also in a complex code. Even after the librarians manage group of warriors carrying yellow shields burst out of a
to break this code, they will have the same problem that they nearby alley with swords drawn.
face with the other donated books: The subject matter is rather
Looks like dinner will have to wait.
esoteric, and much of it is simply alien.
• If Lucius is missing, why aren’t you looking for him?
Encounters (EL 4)
We do not have the resources to mount search parties for The mercenaries have planned their attack well, positioning
every librarian who fails to come to work. In any case, themselves along a lengthy block so as to hem the party in.
there is no evidence of foul play. I am sure Lucius is just There is a crossbow-armed warrior on a rooftop at the front
sleeping off a hangover somewhere. of the block. The mercenary leader and two of his followers
come out of an alley to seal off the street ahead of the party,
while the group’s sorcerer and another archer block off the
Questions at the Temple back. Unless the PCs have taken unusual precautions, they are
caught by surprise.
After their interview with Milos, the PCs are free to talk to
other people around the temple. They can find four types of Yellow Shield (4)
people here: priests, lay librarians and clerks, scholars, and
Male Human Warrior 1: CR 1/2; Medium humanoid;
worshipers. Temple regulars know Lucius, but they are not
HD 1d8+1; hp 5 (average); Init +0; Spd 30 ft.; AC 14
forthcoming with information. (Milos has already instructed
(+3 studded leather, +1 light wooden shield), touch 10,
the staff to put Lucius from their minds.) Should the PCs run
flatfooted 14; Base Atk +1; Grp +2; Atk short sword
into Brother Egil at the temple, he pretends not to know them.
+2 melee (1d6+1/19–20, ×2) or light crossbow +1
At a later time, the PCs may want to ask Egil about Milos. ranged (1d8/19–20, ×2); Full Atk short sword +2
He can tell them that Milos, although not a priest himself, is melee (1d6+1/19–20, ×2) or light crossbow +1 ranged
Thuron’s right-hand man, and that the high priest doesn’t make (1d8/19–20, ×2); SV Fort +3, Ref +0, Will –1; AL CN;
a decision without him. He’s been at the temple for fifteen Str 13, Dex 11, Con 13, Int 9, Wis 9, Cha 10.
years and is dedicated to his own ambitions, the temple, and
Skills and Feats: Climb +3, Move Silently +0; Point Blank
Thuron—in that order.
Shot, Precise Shot.

Yellow Shields at Sunset Possessions: Dagger, pouch with 3 sp.

The PCs’ investigation does not go without a response: Milos Belko


is in fact highly placed in the Brotherhood of the Yellow Male Human Sorcerer 1: CR 1; Medium humanoid (5
Sign. After the party’s visit to the temple, he decides that he ft. 10 in. tall); HD 1d4+3; hp 7; Init +2 (Dex); Spd 30
must take action and orders one of the cultists to arrange ft.; AC 12 (+2 Dex), touch 12, flatfooted 10; Base Atk
their elimination. This cultist, Enzo, recruits a small band of +0; Grp +0; Atk quarterstaff +0 melee (1d6); Full Atk
mercenaries known as the Yellow Shields and provides them quarterstaff +0 melee (1d6); AL N; SV Fort +0, Ref +2,
with a description of the PCs. Will +1; Str 10, Dex 15, Con 11, Int 11, Wis 9, Cha 15.
Members of the Yellow Shields then fan out across the city. Skills and Feats: Concentration +4, Move Silently +4,
When exactly they do this is up to you, but a good time is Spellcraft +4; Combat Casting, Toughness.
shortly after the PCs have visited the three locations above.
You should save the mercenary encounter for when they Spells Known (cast 5/4): 0—daze, detect magic, mage hand,
are out of clues and need a bit of a push, or are about to do ray of frost; 1st—burning hands, cause fear.
something really stupid (such as fighting their way into the Possessions: Brooch (5 gp), pouch with 5 sp.
temple to see Thuron).
Once the mercenaries have established where the PCs are Rittoro
staying, they organize an ambush. They strike at sunset, Mercenary Leader, Male Human Fighter 2: CR 2;
hoping to hit the party on their way back from a long day of Medium humanoid (6 ft. 2 in. tall); HD 2d10; hp 14; Init
investigation when their guard is down. +0; Spd 30 ft.; AC 14 (+3 studded leather, +1 light steel

22 The Freeport Trilogy


- Death In Freeport -
shield), touch 10, flatfooted 14; Base Atk +2; Grp +4; Atk Development
battleaxe +5 melee (1d8+2/×3); Full Atk battleaxe +5
melee (1d8+2/×3); AL CN; SV Fort +3, Ref +0, Will If any of the mercenaries are captured, they quickly admit that
+0; Str 14, Dex 11, Con 11, Int 9, Wis 11, Cha 15. they don’t know who hired them. Rittoro took care of that,
and he won’t be able to talk if he’s dead. Should Rittoro survive
Skills and Feats: Intimidate +7, Spot +4; Alertness, Power the battle, he plays tough for a while but eventually reveals
Attack, Track, Weapon Focus (battleaxe). that a man named Enzo hired him. Even Rittoro doesn’t know
Possessions: Ivory-handled dagger with an “L” carved in the hilt, anything about Enzo, though: He had money, and that was
silver ring (3 gp), neck pouch with 10 gp and a crumpled-up enough for the Yellow Shields.
piece of parchment with an address scrawled on it. However, Rittoro does have a piece of parchment with an
address written on it. This is where he’s supposed to meet his
Tactics contact after the job to receive payment. If the PCs search his
The mercenaries’ plan is to bottleneck the PCs and then possessions, they also find an ivory-handled dagger with an “L”
finish them off with a combination of missile fire and focused carved in the hilt.
hand-to-hand combat, targeting spellcasters and dangerous GM Note: The dagger belonged to Lucius and was given
combatants first. They stand fast until Rittoro, the leader, falls. to Rittoro as a down payment on the contract. He has no
Then those in the best position to flee (especially the mercenary information about its origin.
on the roof ) do so.

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 Enzo (male human expert 1, hp 3) won’t fight. Should the PCs
realize that their investigation has aroused interest of a most confront him, he immediately crumbles. He’s a coward at heart
unfriendly kind. At this point, they can solve the mystery in and has been bullied so often throughout life that groveling is
two different ways, depending on what evidence they have
amassed.

Checking Out the Address


If the PCs have taken the address from Rittoro, they find
that it corresponds to a tavern called the Black Gull. This
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.

The Freeport Trilogy 23


- Death In Freeport -
second nature. He reveals the orders he was given and can lead The door is locked (Open Locks, DC 25). A successful
the party to the cult’s headquarters. However, Enzo’s knowledge Strength check (DC 18) can knock it down but would make a
is quite limited. lot of noise.
• The cult is called the Brotherhood. Enzo is not yet Wooden Door
worthy to know their dark patron’s name.
1 1/2 in. thick; Hard 5; hp 15; AC 5; Break DC 18.
• The leader of the cult is very powerful. Enzo knows him
only as the Master. Once inside, the PCs can see that the place is a wreck. There
are piles of masonry and refuse everywhere, and it’s impossible
• The PCs angered the Master and so earned a death
to tell how many rooms the place may have once had. Anyone
sentence.
who succeeds at a Spot check (DC 20) notices that parts of the
• There are some rooms beneath the bricked-up building, foundation seem to be from an older construction: The stone is
but Enzo has never been down there. of better quality and finished with more skill.
• Enzo was ordered to bring food to the building twice in
the last few days. This doesn’t usually happen. 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.
Following Milos
After visiting the temple to the God of Knowledge and 1. Wine Cellar
being stymied in their investigation by Milos, the PCs may
become suspicious of him. They can learn quite a bit by The stairway leads down to an old wine cellar. The
shadowing him. He doesn’t leave the temple often, but when walls are lined with nine large casks made of oak, each
he does he visits some strange places. On a typical outing, about 6 feet tall and nearly 8 feet long. They appear to
Milos might stop in at a curio store or wizardly supply shop have been here for a long time, though the room contains
to purchase esoteric spell components (strange for someone remarkably little dust.
who is supposedly not a spellcaster), or an open-air market
for a live animal, such as a black goat (even though the God
of Knowledge doesn’t require blood sacrifice). Eventually, he Five of the casks actually still have wine in them, but it is quite
heads to a bricked-up building on a little-used side street and spoilt. The remaining four make hollow sounds if struck.
disappears inside. One on the west wall, though, houses a concealed entrance.
A character with the Track feat can attempt a Survival check
If the party are stumped and can’t figure out a next move, you (DC 20) to notice faint footprints leading from the stairs to the
can gently steer them in the right direction. For example, they cask. (Tracking should be done before the entire party stomps
might catch sight of Milos across the crowded marketplace. around the room—otherwise all traces are obliterated.)
Although not dressed in his temple robes, he is unmistakable,
yet does not respond to any hails. This should rouse the PCs’ The cask is hinged on the inside, and releasing a hidden latch
interest enough to follow him, although this is difficult in the causes the entire front half to swing out, revealing a stone
busy streets (requiring Hide checks opposed by Milos’s Spot, passage and more stairs leading down. A successful Search
as well as Spot checks to keep him in sight). Milos eventually check (DC 17) finds the secret mechanism; Should PCs decide
disappears inside the bricked-up building. This isn’t the to investigate the casks “the adventurer way” (that is, hacking
cleverest way to find Lucius, but it’ll get the job done. at them with axes), treat the barrels as 1-inch-thick wooden
objects (Hard 5, hp 10).
Location 4: Milos has cast alarm on the concealed entrance and made it
permanent with a scroll. When the PCs open it, a mental tone
The Bricked-Up House sounds that only he can hear, warning him of their approach.
Although the sanctity of the secret temple has never been
This abandoned-looking building is the cult’s headquarters, and compromised, Milos is ready for the possibility. If he is not already
the place where Lucius can be found. It is on a side street that is onsite, he finds a secluded area within range and uses his wand of
usually deserted. dimension door to travel to the cult’s temple proper (area 7).
Milos then runs to the caves (area 6) and rouses the degenerate
The house is nondescript and seems a perfect hideout. It serpent people there. He orders them into the tunnels to
is a simple, one-story construction, roughly 20 feet by 30 ambush the PCs in the intersection (area 2) or the treasury
feet. The dilapidated exterior is made of wood, but the (area 4). Once he’s sent off the serpent people, Milos casts
windows have all been bricked up. Two steps lead up to a shield on himself. If he has time, he may cast resistance and/or
stout-looking wooden door. guidance on the attendants with him in the temple (see area 7
for more information).

24 The Freeport Trilogy


- Death In Freeport -

The Freeport Trilogy 25


- Death In Freeport -
2. Intersection
Now You’ve Done It! The narrow stairs open into a corridor of finished stone,
Adventurers usually can’t resist messing around about 10 feet wide, that heads north about 25 feet and
with items they find. Often unwise, in this ends in a T-intersection. There are doors on the east and
case doing so in the Initiation Chamber is very north walls.
dangerous, as it may accidentally trigger the ritual.
Should the PCs manage to light the candles
and incense, and strike the gong three times, the Encounters (EL 1 or 3)
Unspeakable One takes notice.
At the beginning of the intersection is a covered pit trap. Once
the presence of the pit is known, it is easy enough to walk
The room reverberates with the sound of the around.
gong. Above you the stars seem to twinkle as
if you really are looking at the sky. Then you Camouflaged Pit Trap
feel a presence—and the circular depression CR 1; mechanical; location trigger; manual reset; DC 20
erupts with black tentacles. Reflex save avoids; 10 ft. deep (1d6, fall); Search DC 24;
You don’t need to be a paladin to feel the Disable Device DC 20.
evil here. It is ancient and potent, and you Neither of the doors is locked. The north door opens into a 40-
can only hope those tentacles have not come foot-long corridor that veers northeast, with two doors visible.
for you. The east door of the intersection leads to the initiation chamber
(area 3). The west wall of the T-junction hides a secret door
Anyone in the room when this happens must (Search, DC 20) that connects to the caves. Serpent people may
succeed at a Will save (DC 20) or suffer 2 points attack out of this door, depending on how much time Milos
of temporary Wisdom damage. The tentacles had to warn them (this raises the Encounter Level to 3).
do not attack anyone outside of the depression.
Casting spells at or attacking the tentacles has Serpent People (5)
no noticeable effect, for the Unspeakable One hp 3, 5, 6, 6, 6.
conforms to an alien reality beyond the ken of
mortals. The tentacles remain for 2 rounds, then Tactics
disappear.
Should the serpent people miss the party, they lurk in area 2
Characters actually in the depression are in for and await a suitable opportunity. They are most likely to attack
a horrific experience. The tentacles engulf them, when the PCs are heading down the corridor towards the
squeezing, pulling, and prodding. Inhuman temple proper (area 7).
voices fill their heads, uttering terrible words and
evoking images of horror. Though this lasts for 3. Initiation Chamber
only 2 rounds, it seems like an eternity. Finally,
the tentacles withdraw and disappear. Those who
suffered through this take 3d6 points of Wisdom The door swings open to reveal a 30-foot-by-30-foot
damage (Will save half DC 20). This Wisdom octagonal chamber. The entire room has been painted
loss is temporary except for 1 point, which is black, and the ceiling shimmers with stars like the sky at
permanently drained. No one can survive such an night. There is a circular depression in the center of the
experience unscathed. room some 10 feet deep. On the far wall you can see a
sturdy table covered with ritual paraphernalia: a gong,
Those reduced to 0 Wisdom fall into a incense burners, two candelabras, and some other items
catatonic state, tormented by nightmares of the you can’t make out. No one is in sight, but the room itself
Unspeakable One until they recover. Temporary seems to radiate menace.
Wisdom damage returns at the rate of 1 point
per night’s rest (8 hours) or 2 points per full
day of rest (24 hours). Both lesser restoration This strange room is the initiation chamber for the
and restoration also replenish lost Wisdom, but Brotherhood of the Yellow Sign. It is painted black in honor
restoration is needed to heal any permanent loss. of the Unspeakable One’s starry home. Recruits who have
proved themselves are brought here to be judged by that dread
entity. A candidate undergoing initiation is stripped naked and
pushed into the depression. Milos then enacts a ritual to draw

26 The Freeport Trilogy


- Death In Freeport -

How Unspeakable Is Unspeakable?


Once they learn the nature of the cult, players may want to find out if their characters know anything about this
Unspeakable One. Either Knowledge (arcana) or Knowledge (religion) can reveal something.

Check DC Information
15 The Unspeakable One is an evil god whose worship is proscribed in many nations.
20 The god is dedicated to madness and destruction, and his cults have been suppressed numerous times
over the centuries.
25 Worship of the Unspeakable One dates back to ancient times. Legends speak of a race of serpent people
dedicated to his worship.
30 Even scholars are afraid to whisper the name of his cult: The Brotherhood of the Yellow Sign.

the attention of the Unspeakable One. This is by no means a 2 if 4-6, EL 3 if 7-8). The fighting is likely to be at very close
pleasant experience, and one that cowards like Enzo are unlikely quarters. The degenerate serpent people from area 6 may also
to withstand. attack if they have not yet been encountered and the PCs are
dealing with the skeletons too easily; this raises the Encounter
The items on the table are of considerable interest. The
Level to 4.
candelabras are made of pure silver and shaped like coiling
serpents. They are quite old, and the craftsmanship is exquisite. Skeletons (4-8)
Each would fetch 50 gp on the street, double that if sold to a
knowledgeable wizard or sorcerer. The candles are black, but hp 1, 2, 4, 4, 5, 5, 10, 10.
are otherwise unremarkable. The incense burners are made
of bronze (5 gp each). They are full and ready for the flame. Serpent People (5)
Several small cases lie nearby, containing additional cubes of hp 3, 5, 6, 6, 6.
incense (total worth 15 gp). The large gong has pride of place
on the table. It too is made of bronze and also features a serpent
motif (10 gp).

4. Treasury
As you open the door, your eyes are immediately drawn
to the garish purple curtains that hang from the walls.
Your attention quickly turns to the center of the room,
however, where skeletal figures come to life and start
towards you with claws extended. You can see many
chests scattered about, but you’ll have to fight your way
through the walking dead first!

This small, cramped room is the cult’s treasury: Milos has


stored a lot of wealth in here over the years. A cult superior who
recently visited has animated the remains of some deceased
initiates to guard the treasure.
The purple curtains are mostly decorative but do help conceal a
secret door to the ancient tunnels of the serpent people (Search,
DC 20).

Encounters (EL 2, 3, or 4)
The number of skeletons is variable. There should be at least
one per PC, up to double that if the party includes a cleric (EL

The Freeport Trilogy 27


- Death In Freeport -
Treasure The rest of the library is full of old books and scrolls. Most are
in no language the PCs are familiar with. Due to the age and
There are four chests here, all of which are locked (Open Locks, obscure nature of these volumes, Decipher Script checks are
DC 20). Milos carries the keys with him at all times. Should at DC 30; even then, little of them make sense. A few titles
the PCs slay him first, they can open the chests with ease. should suggest that they are best left alone: Cult of the Bloody
Chest #1 contains 500 gp and 1500 sp. Heart, Spawn of the Ages, and Rebirth of the Old Ones. Any of
Chest #2 contains 3000 sp and one potion of cure light wounds. these books would be worth a great deal of money to the right
Chest #3 contains 2500 sp and 4 onyx gems worth 60 gp each. people, but shopping them around would surely attract the
Chest #4 contains 2200 sp. Lying on top of the coins is a +1 wrong kind of notice.
heavy shield of arrow deflection. Unfortunately for any wizards in the party, the serpent people
The curtains also hide an old spear standing upright in the are sorcerers and so have no need of spellbooks. No matter
southwest corner of the room. The weapon is magical; it is a +1 how hard the party searches, there are none to be found in
shortspear. this library.

5. Library Development
This room is a great place to plant some seeds for later
adventures. A clue here can lead the party into the next
Another octagonal room, this small chamber looks to be a
situation, if you have one in mind. This makes your
study or library. A teak wood desk stands against the far
campaign more of an ongoing story and less like an episodic
wall, flanked by low shelves that are crammed with books
TV show.
and scrolls. An oil lamp hangs from chains in the center
of the room, its flame burning low—the room seems alive
with shadows. 6. Cave of the Degenerates
Unbeknownst to the inhabitants of Freeport, many bands
Milos inherited this library from his predecessor. Some of the of degenerate serpent people still live in tunnels underneath
books date back a thousand years or more, and many are in the city. The small section shown here actually connects to a
languages that have been dead at least as long. A scholar would much larger network. When the civilized serpent people of
have a field day with this treasure trove, except that nearly every the Brotherhood built this temple complex, they made sure to
tome is full of blasphemous secrets. connect it with the crude tunnels of their cousins. This gives the
cult access to mindless force when needed.
The desk is a beautiful piece of work and has been lovingly
maintained. On it lays a large book bound in black leather and The PCs are not likely to encounter the degenerate serpent
finished with silver. The tome’s title is rather ominous: The people at this location, though they may find the secret
Book of the Unspeakable One. It is full of rituals and stories tunnels (DC 15 Search check to locate). Unlike the rest of the
involving the dread god, and its pages are for cult members complex, these tunnels are rough-hewn and unfinished. They
only. Anyone who has not been through the Brotherhood’s lead to a large cave where the degenerates spend most of their
initiation takes 1d4 points of damage (no save) if he or time. Read the following description the first time the PCs
she attempts to read the book. Furthermore, those of good discover the cave.
alignment must succeed at a Will save (DC 20) or lose 1d6
points of temporary Wisdom. A large, irregular cave stretches out before you. It is
There are several letters scattered across the desk. Two of them different from the other rooms you’ve seen, looking both
are progress reports on the construction of the Lighthouse of older and more primitive. At least 40 feet by 50 feet, and
Drac. The third is short but to the point: larger in places, the cave is scattered with bones, refuse,
and filth. You can hear the lapping of water from the
northwest corner, where there lies a dark pool. The water
Our preparations are almost complete. We will arrive in looks black, and you can tell neither its size nor depth.
Freeport on schedule. Make sure that all is ready for us.
The Brotherhood is counting on you.
Searching the cave uncovers nothing of interest. A short
—N’Tal corridor heads east and then ends abruptly. A secret door
here (Search DC 20) leads to the main temple (area 7). There
GM Note: This letter’s implications will become more is a tunnel below the surface of the pool that leads deeper
important in Terror in Freeport and Madness in Freeport. For underground. This is not important for this adventure but
now, it serves to make clear that this temple is not the cult’s only may come into play in future Freeport products, as well as
center of operations. your own stories.

28 The Freeport Trilogy


- Death In Freeport -
7. Temple of the
Unspeakable One (EL5)
Two double doors lead to the temple proper. Amazingly,
they are not locked. By this point Milos is well aware of the
intruders, and he wants to deal with them under the gaze of the
Unspeakable One.

Opening the doors, you are met with blazing torchlight.


As your eyes adjust to the brightness, you can see you
have reached the heart of the temple: a long hall, flanked
with six pillars, some 40 feet long and 35 feet wide. Each
pillar seems to have a giant snake coiled around it, and
the motif continues on frescoes along the walls. An altar
of black basalt stands at the far end of the hall, and a
strange yellow symbol is inscribed on the wall 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!”

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 Attendant (Brotherhood) (2)


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 (1d6+1) or light crossbow +0 ranged
(1d8/19–20, ×2); Full Atk light mace +1 melee (1d6+1)
or light crossbow +0 ranged (1d8/19–20, ×2); SA death
touch, smite; AL CE; SV Fort +3, Ref +0, Will +6; Str
13, Dex 10, Con 13, Int 12, Wis 15, Cha 11.
Skills and Feats: Concentration +5, Heal +6, Knowledge
(arcana) +3, Knowledge (religion) +3, Profession (scribe)
+6; Iron Will, Point Blank Shot.
Possessions: 20 bolts, dagger with serpent grip.
Special Attacks: Death touch—Once per day, successful
melee touch attack against living creature, roll 1d6; subject
dies if total equals its current hp. Smite—Once per day, can
attack with a +4 attack bonus and +1 damage bonus.
Spells Prepared (3/2+1): 0—cure minor wounds,
guidance, virtue; 1st—bane, cure light wounds, inflict light
wounds*. Domains: Death and Destruction. *Indicates
domain spell.

The Freeport Trilogy 29


- Death In Freeport -
Milos Tactics
Male Serpent Person (Civilized) Cleric 3/Sorcerer 1: CR This is a very tough encounter. While it is certainly appropriate
4; Medium monstrous humanoid (5 ft. 8 in. tall); HD 3d8 for the climax of the adventure, be careful not to overwhelm
(cleric) + 1d4 (sorcerer) +3; hp 25; Init +5 (+1 Dex, +4 your players. When the PCs get to the temple, take stock of
Improved Initiative); Spd 30 ft., swim 15 ft.; AC 14 (+1 the situation. Are they almost out of spells? Are any party
Dex, +1 natural, +2 ring of protection), touch 13, flatfooted members severely wounded? At your discretion, remove one or
13; Base Atk +2; Grp +3; Atk shortspear +3 melee both of the temple attendants from this encounter (reducing
(1d6+1/×3); Full Atk shortspear +3 melee (1d6+1/×3); the Encounter Level to 4). If you find you erred too much on
SA death touch, smite; SQ darkvision 60 ft., change shape; the side of caution, the attendants can always leap into the fray
AL CE; SV Fort +3, Ref +2, Will +8; Str 12, Dex 13, Con through the secret door.
11, Int 12, Wis 16, Cha 15.
Milos has had a little time to prepare for this battle. After
Skills: Concentration +4, Diplomacy +3, Disguise +2 (+12 sending off the degenerate serpent people (see area 1 above), he
with change shape), Escape Artist +5, Knowledge (arcana) returned here to brief the temple attendants. They put on their
+5, Knowledge (architecture) +5, Knowledge (the planes) armor and readied their weapons. Milos then cast shield on
+5, Knowledge (religion) +5, Spellcraft +4. himself. If he has time, he may cast resistance and/or guidance
Feats: Combat Casting, Improved InitiativeB, Toughness. on the attendants.
Special Attacks: Death touch—Once per day, successful All three cultists have cover, which gives them a +4 bonus
melee touch attack against living creature, roll 3d6; subject to AC and a +2 bonus to Reflex saves. (Note that the +4
dies if total equals its current hp. Smite—Once per day, can shield bonus from Milos’s shield spell will stack with this
attack with a +4 attack bonus and +3 damage bonus. cover bonus.) The battle opens at range, as the attendants
Special Qualities: Change shape to Small or Medium fire their crossbows and Milos casts spells: hold person on the
humanoid form, 3/day. Loses swim Speed in humanoid form. most obvious spellcaster, followed by cause fear on the most
aggressive warriors. Even in hand-to-hand combat, his Combat
Divine Spells Prepared (4/3+1/2+1): 0—cure minor Casting feat lets Milos cast spells without provoking an attack
wounds, guidance, light, virtue; 1st—cause fear, cause fear*, of opportunity, as long as he makes a Concentration check
cure light wounds, doom; 2nd—death knell*, hold person, (DC 15 + spell level) at a +4 bonus. Also note that his clerical
spiritual weapon [kukri]. Domains: Death and Destruction. domains give him the granted powers of death touch and smite
Arcane Spells Known (cast 5/4): 0—ghost sound, ray of frost, (see Milos’s description on page 30 for details).
read magic, resistance; 1st—alarm, shield. *Indicates domain
During the battle, the cult leader deflects all questions about
spell.
Lucius and taunts the PCs with their lack of knowledge, saying
Possessions: Key ring (with keys to treasure chests and things like, “Why you are so interested in that librarian I’ll
places unknown in the temple to the God of Knowledge), never know. He is insignificant in the scheme of things, but you
+2 ring of protection, wand of dimension door (3 charges), are welcome to die for him.”
three rings (total 73 gp), pouch with 15 gp.

- Aftermath -
When they finally defeat Milos, the PCs discover that he was Once the battle is over and the ramifications of Milos’s true
not human at all. His true form becomes apparent on his death. nature sink in, the adventurers can at last turn their attention
Read the following text after the fatal blow is struck. to locating and tending to poor Lucius. Milos had secreted
him behind the altar, tied up and hidden from view. Torture
has reduced him to 0 hit points, but he can be aided with an
Milos slumps to the floor, lifeblood pumping onto the tiles
appropriate spell; a successful Heal check (DC 15) allows faster
of the blasphemous temple. He raises his head one last
natural recovery.
time, saying, “By the Yellow Sign, we will rule!” and then
expires. As the cultist’s eyes glaze over in death, a terrible Lucius
transformation takes place. His skin and bones rearrange
themselves in a most unnatural way, and soon his human Male Human Expert 1: CR 1/2; Medium humanoid; HD
visage is gone. Milos now lies revealed as a monstrous 1d6-1; hp 5 (currently 0); Init +0; Spd 30 ft.; AC 10, touch
creature, a serpent man with scaly skin and forked 11, flatfooted 10; Base Atk +0; Grp –1; Atk -1 melee or +0
tongue. Only the ill-fitting glasses on his ophidian head ranged; Atk -1 melee or +0 ranged; AL NG; SV Fort -1, Ref
give a hint of the thing’s former identity. You can only +0, Will +2; Str 9, Dex 11, Con 8, Int 17, Wis 13, Cha 13.
wonder how he got away with his deception for so many Skills and Feats: Craft (bookbinding) +7, Decipher Script
years, and if there are others like him in the city above. +10, Gather Information +5, Knowledge (arcana) +7,
Knowledge (geography) +10, Knowledge (history)

30 The Freeport Trilogy


- Death In Freeport -
+7, Knowledge (planes) +7, Knowledge (religion) +7,
Profession (librarian) +5, Speak Language (Common and
any 7 others); Skill Focus (Decipher Script), Skill Focus
(Knowledge: Geography).

Lucius’s Story
Lucius sighs with relief and thanks his rescuers profusely.
They saved him from certain, painful death, and for that he
is eternally grateful. If the PCs mention Brother Egil, Lucius
expresses concern for his friend, wishing to leave the temple
immediately and find him. He is willing to tell 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 him on an
errand to the bricked-up house, where he was overpowered
and taken below. Milos spoke of the extraplanar entities, but
he did not name them nor say why they studied other worlds.
The sinister serpent man then tortured Lucius, asking question
after question about his memories of the other plane. Clearly
Milos believed that valuable knowledge was locked in Lucius’s
head, but the librarian could not tell him very much. The cultist
became increasingly frustrated, and told Lucius repeatedly that
he was going to kill him—he probably would have, without the
party’s timely intervention.
Brother Egil is also very pleased and gladly pays the agreed-
upon fee (although the PCs have likely gotten out of the temple uncertain whether he’ll stay at the temple or leave Freeport to
with a good deal more). Both he and Lucius offer their services search for his past. Sadly, Lucius may never again know peace
if needed. Their ability to do research in the temple to the God after the theft of five years of his life.
of Knowledge could be very handy indeed.
What else lurks below the skin of Freeport? Well, that’s a story
As for Lucius, his future is dubious. Milos provided some of the for another time .
answers he was looking for, but he’d like to find out more. He is

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.

The Freeport Trilogy 31


Interlude I:
Holiday in the Sun
T wo hundred years ago, the first Sea Lords of Freeport
(Drac and Francisco) took the combined fleet of the city
on a three month long journey of pillage and plunder. Known
Like most of the city’s inhabitants, you find yourselves
making your way down to the harbor. Captain Lydon, a
as the Great Raid, this action netted the city more booty than well-known sea dog, is set to launch the festivities at 9 am
it had ever seen, and established the reputation of the Sea sharp. You muscle your way through the crowd until you
Lords. Although Drac and Francisco were later to struggle find a good spot to watch the Captain. He and his cronies
bitterly for rulership of the city, the Great Raid is remembered are standing on a temporary stage near a long pier. The
proudly by the people of Freeport. sun says it’s nearly nine o’clock.

This pride manifests itself in a yearly holiday, marking the


day that the fleet returned to harbor. Known as Swagfest, this Give the PCs a few minutes to ask questions and get situated.
celebration shuts the city down for the better part of two days They’ll likely be curious about Captain Lydon. PCs can make
(one day to party, one day to recover and clean up). Many Gather Info checks. Depending on their rolls, they can find out
special events are held during Swagfest, and local luminaries the following info:
never miss the opportunity to butter up the public.
Holiday in the Sun is designed for four characters of levels 2-4.
Dirt on Captain Lydon
It’s best run in between Death in Freeport and Terror in Freeport, DC Information
though you could run in right before Madness in Freeport as well. 10 Captain Lydon’s been on the seas for years. They say he
once scared away an ogre by showing off his rotten teeth!
Adventure Synopsis 15 Word on the street is that Captain Lydon is pushing for
a seat on the Captains’ Council. He’s sponsoring many
Through planning or happenstance, the PCs are in Freeport Swagfest events to gain public support.
for Swagfest. Since it’s a maritime city, many of the holiday’s
20 Some say Lydon’s interest in politics is linked to his
events are held down by the docks. The PCs are in the thick
waning fortunes as a merchant. Maybe he wants some
of the action as Captain Lydon kicks off the day’s festivities.
of Drac’s dirty money.
Everyone knows that Lydon is stumping to join the Captains’
Council, and he’s sponsoring some of the fun as a prelude to his 25 Lydon owes a big gambling debt to Finn, a notorious
bid. As Captain Lydon begins a speech, the PCs notice a furtive crimelord.
assassin and foil an attempt on the good captain’s life.
The captain is grateful but downplays the seriousness of the After a short wait, a young lad on stage blows a trumpet
incident. He goes on to host several other events, which the and the crowd quiets down. Captain Lydon, a big fellow
PCs can join in. In the late afternoon, it’s time for the Rat’s Run. with long scraggly hair, steps forward. Raising his hands,
Hundreds of people chase a dire rat through the streets. The he addresses the crowds.
rat leads everyone on a merry chase, and eventually disappears “Arrrgggghhhh, mateys, and welcome to Swagfest! It
into a dilapidated building. Inside the PCs find something they be my honor to begin the festivities this year. As ye well
didn’t expect: an aranea’s lair filled with cocooned festival-goers. know, Sea Lord Drac be busy with his lighthouse, so it
falls on your humble cap’n to take this duty. Are ye ready
Part One: A Knife for plunder and pillage?”

in the Back (EL 4) The crowd roars its approval. Captain Lydon continues his speech,
but it’s hard to hear him over the shouts of the crowd. Have the
It’s a bright and sunny day in the city of Freeport. The PCs make Spot checks (DC 20) at this juncture. Anyone that
city is abuzz with activity because today is Swagfest, one succeeds catches a glimpse of a hooded figure slipping through the
of the city’s most important holidays. Celebrating the crowd towards the rear of the stage. The figure is only visible for a
Great Raid of Sea Lords Drac and Francisco, in which second, and then melts back into the crowd.
the fleet of Freeport terrorized the maritime nations for The PCs have spotted Jesswin, a hitwoman hired by Finn to
three months and brought back loads of booty, Swagfest is take care of Captain Lydon. It seems the crimelord was not
a daylong party that shuts the city down with revelry. excited that Lydon chose to spend his money on Swagfest,
rather than paying off his debt.

32 The Freeport Trilogy


- Interlude I: Holiday in the Sun -
Once the fighting starts, the Captain’s cronies try to spirit him
away if possible. If Jesswin realizes that she’s surrounded and
“Two hundred years ago,” shouts Captain Lydon,” the
outnumbered, she makes a break for the dock. Rather than fight
fleet of Freeport first took to the waves. Two mighty
the crowd into town, she’ll try to sprint down the dock and dive
captains had we, and the landlubbers shuddered as the
into the harbor, making use of her Mobility feat to get by pesky
captains gave ‘em fire and Freeport steel!”
PCs. If she makes it into the water, she gets away clean.

Development
Jesswin inches closer to the stage and draws a dagger. Unless
interrupted, she plunges her own Freeport steel into Captain If Jesswin is captured, she admits nothing. The city watch shows
Lydon’s back. Let the PCs make a second Spot check, this up soon after, and takes her away “for questioning.” At the GM’s
time opposed by Jesswin’s Hide check. Characters that option, Jesswin could escape (or be sprung) and come back to
succeed can take a single move action or standard action haunt the PCs at a later date. They did, after all, ruin her rep.
before Jesswin strikes.
When the fight breaks out, the crowd goes crazy. Anyone not Part Two: Fun for
on stage has their movement cut in half and takes a –4 penalty
on all attacks and skill checks due to the jostling of the crowd. Everyone (EL 3)
Captain Lydon, male human Rogue 5/Fighter 3: 48 hp; see With the attack (hopefully) beaten off by the PCs, the
page 92 for statistics. festivities can continue. Captain Lydon quickly thanks the PCs
and then harangues the crowed into coming back. “There are ten
Jesswin kegs of ale heading this way, if only ye’ll stay!” With that, everyone
calms down and the holiday is back on.
Female human Assassin* 4: CR 4; Medium humanoid;
HD 4d6; hp 14; Init +3; Spd 30 ft.; AC 16, touch 13, Lydon turns to the PCs. “Thank ye, for saving an old salt,” he
flat-footed 13; Base Atk +3; Grap +5; Atk +7 melee says. “Stay by me and we’ll have a fine day yet.” If asked about the
(1d4+4/19–20, +2 dagger) or +6 ranged (1d4+2/19–20, nature of the attack or warned to get off the streets, Captain
throwing dagger); Full Atk +7 melee (1d4+4/19–20, +2 Lydon waves the PCs off. “Nothing to worry about,” he asserts,
dagger) or +6 ranged (1d4+2/19–20, throwing dagger); “and there be a festival to run!”
SA apprentice killer, sneak attack +1d6; SQ uncanny
dodge; AL NE; SV Fort +1, Ref +7, Will +1; Str 14, Dex
16, Con 11, Int 14, Wis 10, Cha 12.
Skills and Feats: Bluff +8, Climb +6, Diplomacy +3,
Disguise +8 (+10 acting), Escape Artist +8, Gather
Information +10, Hide +12, Intimidate +3, Jump +11,
Listen +4, Move Silently +12, Spot +5, Swim +6, Tumble
+8, Use Rope +3 (+5 bindings); Dodge, Mobility, Point
Blank Shot.
Apprentice Killer (Ex): Whenever Jesswin can catch an
opponent when he is unable to defend himself effectively
from her attack, she gains a +1 bonus to attack and damage
rolls.
Possessions: Masterwork studded leather armor, +2 dagger,
three throwing daggers, gloves of arrow snaring.
*This assassin uses the revised assassin presented in Green
Ronin’s Advanced Class Compendium.

Tactics
Jesswin is there to kill Captain Lydon, and this she’ll try to do
unless the PCs get in her way. She fights with a dagger in her
right hand and her left hand free. This allows her to use her
gloves of arrow snaring, or toss throwing daggers when needed.
She has coated her dagger with sassone leaf residue (see Poison
in the DMG) and plans to plant it in Captain’s Lydon’s back.

The Freeport Trilogy 33


- Interlude I: Holiday in the Sun -
tempted to cheat on behalf of their friends. Woe to them if the
“Francisco be not the only cap’n with a knife in his back,” crowd catches them cheating though!
jokes Captain Lydon. “Now, while we wait for the ale, let
Swagfest commence!
Part Three:
“As ye all know, the Great Raid did Freeport proud.
And no pirate did more than One-eyed Jack. Lashed Chasing the Rat (EL 1)
to the mast of Cap’n Drac’s flagship during a storm, he
While One-eyed Jack’s Stand is in progress, the ale carts arrive.
fought off over a dozen fishmen of the deep with only a
The crowd’s mood gets even jollier as the ale flows. Out in
belaying pin. Truly a salt to be reckoned with. Now, are
the harbor, several ships perform reenactments of famous
ye ready for One-eyed Jack’s Stand?”
engagements of the Great Raid. Throughout the day, inns
and taverns do a brisk business with those more interested in
The crowd once again roars its approval. Captain Lydon makes hard drinking than fun and games. The PCs can do a bit of
his way to the scene of the first event, and he motions the PCs exploring if they like, but bring them back to Captain Lydon in
to follow him. A short distance away is a circle of packed earth midafternoon.
with a large wooden pole driven into its center. A rope dangles
The action returns to the stage after lunch.
from the top of the pole.
The rules of the game are simple. Contestants take the role of
Captain Lydon mounts the stage again, and the crowd
One-eyed Jack. They are tethered to the pole with the rope and
cheers for the old captain. He hoists a tankard and toasts
given a padded club (1d6 nonlethal damage); they may wear light
the rowdy citizens of Freeport. The crowd responds with
armor, but no heavier protection. A dozen sailors play the fishmen
many shouts of “long live the Cap’n!” He smiles, exposing
(AKA sahuagin) and they are armed with “harpoons” (actually
his terrible teeth, and clears his throat. “Alright, lads and
padded staves). The fishmen attack One-eyed Jack until they are
lassies, time for some more fun. Ye all know that Captains
all defeated or Jack is unconscious. The contestant that defeats the
Drac and Francisco chased the fat rats up and down the
most fishmen wins. Anyone that defeats all twelve fishmen wins
sealanes. Well, now it’s yer turn!”
automatically. Anyone that takes off the tether automatically loses.
Lydon drags a small chest on stage and opens it carefully.
"Fishmen" (12) He reaches inside with both hands, and pulls out
Human Warrior 1: CR 1/2; Medium humanoid; HD something large and furry. The crowd recoils as he hoists
1d8+1; 5 hp; Init +1; Spd 30 ft. (6 squares); AC 14 (+1 aloft…a dire rat! At least three feet long and full of fight,
Dex, +3 studded leather), touch 11, flat-footed 13; Base the rat squirms in the captain’s hands.
Atk +1; Grp +2; Atk +2 melee (1d6+1 nonlethal, padded “The first salt to bring me back the fat rat gets the treasure.
quarterstaff ); Full Atk +2 melee (1d6+1 nonlethal, padded And remember he’s worth more alive than dead!”
quarterstaff ); AL N; SV Fort +3, Ref +1, Will -1; Str 13,
Dex 12, Con 12, Int 10, Wis 8, Cha 8. With that, Captain Lydon throws the huge rat in the
midst of the crowd and pandemonium ensues!
Skills and Feats: Climb +6*, Profession (sailor) +4, Swim
+5*; Athletic, Skill Focus (Profession: sailor). (* Includes
armor check penalty for studded leather armor.) In the press of the crowd, it’s not possible to catch the dire rat
at first. The best that can be hoped for the first few minutes is
Tactics to keep it in sight. Have the PCs make Spot checks (DC 15) to
keep track of the rat’s general direction. Check results of 20 or
The sailors begin by attacking in ones and twos to test the better put the PCs right on track.
opposition. All damage dealt is nonlethal damage, so no one is in
any real danger. If an opponent is worthy, the sailors begin to use Due to circumstances, this is more a test of endurance than
teamwork. They’ll try to flank “Jack” at first. If that doesn’t work, speed. With folks running in all directions (many, especially
they may try to overbear him or use special attacks like trip. children, trying to desperately get away from the rat), it’s hard
to build up speed. Have the PCs make Constitution checks
Treasure (DC 15). Those with the Endurance feat gain a +4 bonus.
Those that make it keep up with the rat. Those that fall behind
The prize is “Jack’s Eye,” a jewel worth 25 gp. To determine the
can make Spot Checks (DC 12) to keep their friends in sight.
best NPC candidate, roll 1d8+3. One of the PCs must at least
beat that number to gain the prize. Play up the chaos of the crowd scene. Bullies may try to pick
fights with some of the PCs (“that rat is mine!”). Children in
Development danger of being crushed may need rescuing. Finally though,
Of course, gambling is rampant during the bouts. Rogues can most of the crowd will be left behind. The rat runs into
have quite a field day playing the odds. Spellcasters may be Scurvytown, the poor part of Freeport. Have the PCs make

34 The Freeport Trilogy


- Interlude I: Holiday in the Sun -
one last Spot check (DC 10) to see the rat disappear through a
basement window.

Part Four:
A Bigger Problem (EL 4)
You see the rat dive through an open window and into
the dark basement of a dilapidated building. You’ve left
most other pursers behind, many because they wouldn’t be
caught dead in Scurvytown.

The PCs find the house deserted. They can crawl through the
window after the rat, or go into the house and down a set of
stairs. Either way they end up in a short hall that ends with a
door that’s slightly ajar.
PCs that make a Listen check (DC 15) hear a faint clicking.
When they open the door, they are confronted with the
following scene.

The door swings open to reveal the rat all right, but he’s
in no condition to fight back. The room is filled with Development
arcing webs, and the rat is firmly caught amongst them. Some of the cocooned victims may still be alive. This is an ideal
His jaws work futilely as he tries to gnaw his way free. time to introduce NPCs to your campaign. Today’s rescued
Around the room are several large cocoons, some as large victim is tomorrow’s adventure seed.
as men.
Deep in the shadows you suddenly see a pair of eyes. An
arachnoid form is just visible in the webs. As mandibles
Part Five: Bedlam Hour
click, a raspy voice emerges from this abomination. “If If the PCs return to Captain Lydon with the rat in tow, the
you leave now, I’ll let you live,” it whispers. crowd cheers them. The cap’n says he knew they’d win out all
along. It is up to the PCs to decide if they want to tell the story
of the aranea or not. If they do, and especially if they bring
The characters have caught the aranea in its spider form. graphic proof, they are treated like heroes.
Normally, the creature walks among the people of Freeport as
a dwarf (using its change shape ability). Swagfest was too good After the aranea’s hoard, though, the “treasure” for the capture
of a feeding opportunity to pass up, and several citizens have of the rat may seem small (a case of exotic spices worth 75 gp).
already been bound up for consumption. Sometimes being a hero is its own reward.
The PCs return while there’s plenty of Swagfest left. That
Aranea means they can party until dawn if they want to. Having just
25 hp; see Appendix for statistics. received handsome gifts in public, they should watch their backs
though. This is Freeport after all!
Tactics
EL and XP for Holiday in the Sun
The aranea uses its spells and webs first, to neutralize or
delay as many opponents as possible. Only when cornered Parts One and Four are straightforward fights, and garner
does it resort to melee combat, and then it tries to use its normal XP.
poison to best effect (attacking the strongest looking party The contest in Part Two is nonlethal in nature, so PCs should
member, for instance). only receive half normal XP for vanquished “fishmen.” EL
has been lowered from 5 (twelve CR 1/2 creatures) for this
Treasure same reason.
Hidden in the back corner, under several strands of webs, are a
The dire rat in Part Three is only CR 1/3, but the ability and
number of sacks. They contain: 5,000 sp, 300 gp, and one vial
skill checks required for the chase are worth a CR 1 award,
of oil of slipperiness. There is also a sheathed +1 rapier.
hence the listed EL.

The Freeport Trilogy 35


- Terror in Freeport -

36 The Freeport Trilogy


Terror in Freeport
T error in Freeport leads the PCs deeper into the intrigue they
began to glimpse in Death in Freeport. The investigation
takes them from the corridors of power to the bowels of the
doesn’t mind his underling’s ambition. If anything, it deflects
attention from his own machinations.
Over time, Verlaine used his position to get a piece of every
underworld, with terrifying insights into who really controls the
industry in town. Most recently, when Drac announced his
city. They discover that the Brotherhood of the Yellow Sign has
lighthouse scheme, Verlaine invested in the city’s masonry
its claws in the town’s power elite, but thanks to some clever
businesses—practically a license to mint money. So much money,
camouflage by Sea Lord Drac, they may not find out just whom
in fact, that he doesn’t realize he is being played for a fool.
the serpents control until it’s too late.
The head of the Captains’ Council is a tall, thin, wan-looking
Milton Drac figure. He wears a cunning expression about his eyes and is curt
Milton Drac is in fact a high-ranking cultist of the Unspeakable with everyone except his friend and boss, Milton Drac. For good
One and is working with the Brotherhood to construct the reason—Verlaine owes most of what he has to the Sea Lord.
lighthouse. In typical fashion, he put Verlaine in charge of
day-to-day operations, thus deflecting attention from himself.
Milton's Dupe
But he has left his second-in-command in the dark about the Verlaine doesn’t know any Drac’s true plans, or of the sinister
lighthouse’s true purpose—a sinister plot involving the return designs of the Brotherhood. Sure, Drac may have killed his
of the Unspeakable One. cousin Anton, but politicians have done worse. As far as he
knows, the lighthouse is just another opportunity for graft,
Milton Drac is working with the Brotherhood of the Yellow
albeit an ostentatious one, and Milos was just an architect
Sign, using his office to carry out their sinister designs. The
willing to work cheap. As for the serpent temple, well—who
Brotherhood assassinated Anton and elevated Milton to power
knows the sort of things people get themselves involved in? But
so that he could push through the lighthouse project—and the
Milos certainly wasn’t a snake-man himself. Serpent people are
sinister plan behind it. And what a shill he’s been. He has nearly
just savage brutes, and that nest has been cleared out at any rate.
driven the city into bankruptcy to pay for the construction,
All this talk of an ancient cult is just paranoia from those crazy
and he installed a member of the Brotherhood—Milos—as a
Knowledge God types.
special adviser on the project.
The councilor believes that Drac’s hand-picked troops cleared
When Milton Drac took power after Anton Drac’s assassination,
out the temple and destroyed the relics, while Verlaine’s own
he realized that the Council would be wary of him. So he
guards helped haul the loot away. In reality, those “hand-picked
approached Verlaine, then simply a minor businessman, but one
troops” were actually members of the Brotherhood. Even
whose cool demeanor and carefully masked ambition appealed to
worse, they’ve created another temple of the Unspeakable One
Drac. The Sea Lord made Verlaine an offer: Serve on the Council
in catacombs beneath Verlaine’s own home, transferring the
and use your position to further my ends. In return, I’ll make you the
unholy ritual objects to the new site.
wealthiest man this island has ever seen.
Verlaine’s political maneuvering—and hunger for the public
Verlaine didn’t like the idea of being a flunky, but the appeal of
eye—will cost him dearly. As things are set up, all clues point
filthy lucre was too great. Instead, he kept his pride in another
to him as the Brotherhood’s inside man, not Drac. By tying
way, making sure no one could doubt his ability and cunning.
Verlaine’s fortunes to those of the Brotherhood, while leaving
After a successful election campaign—financed by Drac—
him unaware of that fact, Drac created the perfect dupe.
Verlaine made a name as a ruthless manipulator on the Council,
Verlaine doesn’t know enough to embarrass Drac and wreck his
cultivating powerful allies and weeding out his enemies with
plans—but he has enough at stake in Drac’s plans to protect
blackmail and other unsubtle threats. By the time he became
them, even if he isn’t aware of exactly what they are. And the
leader of the group, everyone in it owed him something. Drac
Sea Lord won’t hesitate to use that to his advantage.

- Adventure Synopsis -
As the adventure begins, the PCs are contacted once more by missing. But the burglars overlooked one thing: a tome with a
a very nervous Brother Egil. He tells them that while staying diagram of the Lighthouse of Drac sketched onto the back page,
with Lucius one evening, he awoke to find a burglar in the marked with the letter V.
room stealing a scroll. Egil is certain that the Brotherhood have
Upon leaving Milos’s lodgings, the PCs come upon a gang of
penetrated further into Freeport than anyone imagines. He wants
orcs beating up a hapless messenger. They lend a hand, only
the PCs to investigate Milos’s other ties to the city and find out
to discover they’ve been tricked—the messenger makes off
what’s being done about the temple of the Unspeakable One.
with Milos’s book! A chase through the back streets leads
The PCs search the cultist’s lodgings and discover it has been them to the boarded-up building they discovered in Death in
carefully gone over, and several possibly incriminating books are Freeport.

The Freeport Trilogy 37


- Terror in Freeport -
What they find isn’t encouraging. There is a guard posted out job. The cultists have taken Lucius again, he says, to finish what
front, courtesy of “V”—Verlaine, head of the Captains’ Council. they started before.
Meanwhile, down below, the cultists continue to have the run of
But, like most everything else in Freeport, this isn’t what it
the caverns—in fact, they have been shipping their unholy relics
seems. “Egil” is a cultist in disguise, who leads the PCs into a
to Verlaine’s own home!
trap designed to leave them dead and disgraced. Meanwhile,
A check of Verlaine’s background reveals some troubling the real power behind the Brotherhood of the Yellow Sign is
information. He came to power from virtual obscurity following setting in motion a plan to destroy the temple to the God of
Anton’s assassination, and he was the one who pushed the Knowledge.
lighthouse plan through the Council. Now he oversees that
Should the PCs escape and thwart the evil plan, they find more
plan, among others, becoming one of the wealthiest men in
shattering revelations, of which the grisliest is Verlaine’s murder.
town—and Milos was one of his special advisers on the project.
The Brotherhood was preparing to lay the blame on the PCs
In the middle of their investigation, the PCs are approached by and Egil’s order. Verlaine was never part of the Brotherhood—
a squad of Verlaine’s guard. The councilor wants the party out it was his boss all along. As the adventure ends, the PCs are left
of town—he doesn’t like their kind. But at the last moment, to figure out what the Brotherhood is planning for the town,
Brother Egil bursts in to save the adventurers. His temple has and how to stop them.
interceded on their behalf, but he also needs them for a special

- Part I: The Serpent's Skin -


In which the adventurers discover that a snake might easily
discard an old covering in order to grow.
The adventure begins about a month after the events described
in Death in Freeport. If you have sent the characters through Egil takes a nervous glance around the room before
other adventures in the meantime, you can have them continuing. “Things . . . have been happening. I’m not
summoned back to town with a frantic missive from Brother sure I can be any more specific than that. Over the past
Egil. If you wish to pick up right where you left off, simply month, I’ve been sensing a change in the atmosphere.
discuss what the players have been doing in town during the I’ve lived here all my life, but now the city feels strange
past month—working at odd jobs, getting familiar with the city, to me. The street seems full of eyes but not faces. I notice
keeping an ear to the ground, and so on. However you arrange movement at the limits of my vision. I see shapes at the
things, the action starts with meeting Brother Egil one evening window when I am alone in a room. I hear footfalls
in the dining hall at the Scholar’s Quill (the PCs have likely behind me on the street, but when I turn I see nothing.
been staying here anyway). Perhaps it’s only nerves. I could almost believe that. But
then there was the intruder.
Suspicions Aroused “I was with Lucius when I saw it. Lucius has been . . .
well, it’s been difficult for him to readjust. I’m sure you
can understand. First the possession, then the kidnapping
Brother Egil hails your party with a stiff wave of his hand
. . . we try to make him as comfortable as possible, but
as he enters the room. Crossing through the tables, he
there are some things beyond even prayer. For days he has
moves quickly and keeps his eyes darting from patron to
been collapsing at his desk—he becomes feverish and just
patron. When a drowsy old sailor drops a plate, the cleric
faints dead away. One of us always takes him home after
spins and calls out the first syllables of a protection spell.
such a spell. Last night was my turn.
He’s embarrassed by his mistake but doesn’t seem relieved
at all. “I laid him down on his cot and sat to catch my breath. I
just closed my eyes for a moment—then all of a sudden I
“It’s good to see you again,” Brother Egil says, taking a
was awake, and it was the middle of the night. I started
seat against the wall. “Lucius asks after you. I trust you
to stir, but some instinct told me not to. I sat with my eyes
are all well.”
half-open, waiting for them to adjust to the dark.
He listens to your stories of the past month and nods
“I felt its presence before I saw it: a patch of dark gliding
absently. Then he takes a deep breath and leans close.
across the room like the shadow of a cloud. I was too terrified
“Forgive me for being distracted,” he says. “I believe
to breathe. What air I could force down carried a curious
someone is trying to undo the good work you’ve done for
odor—something clean but . . . dense. Something like water
Freeport.”
on rocks. Cold, mossy caves. Something like a serpent.

38 The Freeport Trilogy


- Terror in Freeport -
have definitely done some pawing. The innkeeper at the
“I watched this figure move about the room. Poking Scholar’s Quill (or at whatever inn the party is using as a base
through drawers. Examining books. I couldn’t imagine of operations) is not part of the conspiracy; she is genuinely
what it wanted to steal, since our order takes a vow of horrified at the break-in but doesn’t know a thing.
poverty. Then it found what it was looking for—a long
roll of parchment. It stashed this in the folds of its cape
and left as silently as it had come.
Looking for Devlin
The first thing that the PCs need to do is locate the inn with
“I can’t bring myself to tell Lucius. I fear it may destroy
Milos’s apartment. Armed with Devlin’s name, this shouldn’t
what’s left of his sanity. I am afraid for myself also, and for
be too difficult. If the PCs poke around the Old City and ask
the city. I don’t believe the Council really is cleaning out
questions, they should be quickly rewarded. A DC 15 Gather
the caverns. How could they miss something like that? I
Information or Diplomacy check reveals “Devlin” used to rent
suspect something sinister at work here, more than mere
rooms in the Marquis Moon, a seedy inn of ill repute. Some
carelessness. Milos lived among us too long in a false shape.
helpful denizens of the Old City may also add that they haven’t
He convinced my order that he was a dedicated worker—
seen Devlin in quite a while. This will hardly be news to the PCs.
not to mention human. Who knows how many other forms
he took, how many other people he deceived? And who
knows how many others of his kind are here now? Location 1:
“We are not a militant order. We don’t have the wherewithal
to look into this ourselves. But I cannot rest until this matter
The Marquis Moon
is settled. I would like to engage your services once again—to
find out the real situation at the serpent temple, and to The Marquis Moon is two stories of haphazard
uncover just what kind of inroads Milos made in town.” brickwork in the Old City. Inside, the mood is subdued.
There are better places to eat and sleep in the city, and
everybody knows it—from the pair of quietly drunk
Egil offers the party 110 gold pieces each, plus expenses, for the
dwarves in the nearby corner to the scowly guy behind
job. He also gives them a lead: Through quiet inquiries he has
the desk, picking his fingernails with a knife and getting a
learned that Milos, under an assumed identity, rented rooms
leisurely kick out of it.
at an inn in the Old City. Egil doesn’t know the name of the
inn, but he knows that Milos’s alter ego was Devlin and that he
posed as a struggling merchant.
Egil, and the rest of his temple, are being watched—but it has
nothing to do with the break-in at Lucius’s house. It’s true that the
Brotherhood of the Yellow Sign has taken a keen interest in the
clerics, since they brought suspicion down on Milos. However,
the burglar in Lucius’s home, although it was a serpent person,
isn’t part of the Brotherhood but one of the last remaining
worshipers of Yig. It was searching for a long-lost document that
it suspected Lucius had brought back from his travels. This being
is masquerading as Thuron, the high priest of Egil’s temple. The
burglary is only a red herring to get the PCs into the action—but
it will become crucial to the story at the very end.
Most likely, the party will want to investigate Milos’s rooms and
look into the affairs at the erstwhile temple of the Unspeakable
One. While they do so, be sure to keep the paranoia level high.
For example, make lots of rolls—meaningless ones; ask for
Listen and Spot checks—but even if successful, they don’t reveal
anything. Once in a while, toss in something more tangible,
like a glimpse of a robed figure slipping down an alley or tiles
sliding off a building just overhead. If the PCs follow up on
these apparitions, though, they find nothing. The Brotherhood
is keeping indirect tabs on the party’s actions, but they are not
risking exposure through unnecessary pursuit at this point.
When the PCs return to their rooms, they find their belongings
have been gone through. Nothing’s missing, but other hands

The Freeport Trilogy 39


- Terror in Freeport -
The otherwise unoccupied gent is the innkeeper’s son, Ficca DC 15: Several objects that at first glance looked like large,
(male human Com1). Talking to him for a few minutes polished rocks turn out to be oddly-shaped jars contain-
reveals that the fingernail trick is his most interesting feature. ing albino cave rats preserved in a syrupy black fluid.
His father left him in charge for the day, and Ficca repays If a character moves a jar or stares into it, the hideous
that generous act by brushing off this group of potential thing inside comes awake, hisses, and begins scratching
customers. He puts up token resistance if the PCs ask at the glass.
to search the room in question. However, at any show of
DC 20: One of the jars only looks like it’s got a cave rat in it
force—or cash—Ficca slouches away to try impressing the
unless carefully examined. In fact, the dimly visible form
dwarves with his prowess.
inside is Milos’s emergency savings of 20 pp, wrapped in
a small cloth bag.
Milos's Room
Bookcases
Serpent people like things neat, it seems. The quarters are DC 10: The books are interesting but not magical, being schol-
small—a single room perhaps twenty by twenty feet— arly tomes on a number of subjects. A good portion of
and you get the strong impression Milos drew a map of it them deal with architecture, masonry, and other con-
when he moved in to use every inch efficiently. The walls struction-related topics.
are invisible, hidden behind bookcases heaped with scrolls
and shelves arranged with half-melted ritual candles, DC 12: The dust on the shelves has been disturbed.
leaden icons, and a large collection of brightly polished DC 15: One book—An Accounte of Metalls Base and Pure—has
rocks. Staffs, canes, and other ornamental trifles fill every fallen behind the shelves and become wedged against the
alcove and fit snugly against the masonry. A stove in the wall. Sketched onto the back page of the book is a full-
center of the room gives off a faint smell of incense. page drawing of a lighthouse, covered with arcane math-
There is little furniture. No bed, for one thing; the floor ematical formulas; arrows point to a number of blocks on
near the stove is strewn with thick, tasseled pillows. No the structure. In the margins is a recurring doodle: the
desk either, although there is a portable writing-stand letter V superimposed on a circle (see Handout A).
pushed against one of the bookcases. Milos’s clothes are DC 20: Close examination reveals that, here and there, a book
folded neatly and stacked against one wall. has no dust on it while all the rest have a film of the stuff.
Apparently somebody’s replaced possibly incriminating
Agents of the Brotherhood have been in Milos’s room, removing titles with harmless ones (A Monthe Among the Horse-
books and other items that connected him to the Lighthouse of Rats, Eminent Mind-Flayers, A Paladin in Hell, and so on).
Drac. However, the burglars missed one key piece of evidence.
Stove
Milton Drac, who has ties to the Brotherhood, put Milos on
DC 10: There’s nothing in here but expensive-looking incense,
the project, but the serpent man’s day-to-day contact was Chief
as well as a lot of greasy ashes.
Councilor Verlaine, who doesn’t know about the Brotherhood
or the Sea Lord’s true purpose. Clothes
Everyone in the party should attempt a DC 15 Spot check to DC 10: Milos’s clothes are quite fashionable for a simple cleric
notice that most surfaces in the room are covered with a thin but otherwise unremarkable.
layer of dust. Milos had plenty stashed away here, some of
which is more obvious than the rest. Successful Search checks
turn up the following:
A Possible Lead
If the PCs try to question Ficca about who went through
Canes and Staffs Milos’s room, they get the same charming response as before.
DC 10: These are intricately carved, with serpents’ heads for But one of the dwarves, a bull-headed old drunk named
handles. There is otherwise nothing special about them. Rottenjones (male dwarf Com1), overhears the conversation.
As it happens, he saw something odd.
Pillows
DC 10: Anyone who pokes through Milos’s improvised bed The dwarf staggers over to you and says, “I couldn’t help
finds only several large snake scales. hearin’ you askin’ after goings-on upstairs. Could be I
know a thing or two.”
Shelves If you take this unsubtle hint to buy him a drink, he
DC 10: One of the leaden figures is a grotesque replica of the readily tells his tale. “I was headin’ up to me room one
idol of the Unspeakable One.

40 The Freeport Trilogy


- Terror in Freeport -
Orcs
night, maybe a couple o’ weeks ago, when I bumps into a
couple of strange-lookin’ fellers leaving that room. They Warrior 2: CR 1; Medium humanoid (6-ft. tall); HD
told me to sod off, saying they was on official Council 2d8+2; hp 14; Init +2; Spd 30 ft.; AC 14, touch 12,
business.” flatfooted 12; Base Atk +2; Grp +5; Atk/Full Atk +5
melee (1d8+3/x2, battleaxe or spear); SQ darkvision 60 ft.,
If asked for any other details, he looks expectantly at light sensitivity; SV Fort +4, Ref +2, Will –1; AL N; Str
the empty mug. Once it’s refilled, he says: “I remember 16, Dex 14, Con 12, Int 10, Wis 9, Cha 8.
somethin’ else now. Took me back to me boyhood, it did.
They smelled like tunnels of my homeland.” Skills and Feats: Intimidate +4, Spot +1; Dodge.
Light Sensitivity (Ex): Dazzled in bright sunlight or within
daylight spell.
A Shout in the Street Possessions: Leather, battleaxe, spear, 15 gp.

Cal
As you walk out of the Marquis Moon, you hear a
plaintive cry for help! Searching for the source, you see a Male Human Rogue 2: CR 2; Medium humanoid (5-ft.
spindly-looking teenager clutching a messenger’s satchel, 6-in. tall); HD 2d6+2; hp 12; Init +7; Spd 30 ft.; AC 13,
surrounded by three grinning orcs. touch 13, flatfooted 10; Base Atk +1; Grp +1; Atk/Full Atk
+1 melee (1d4/19–20, dagger); SA sneak attack +1d6; SQ
evasion, trapfinding; AL NE; SV Fort +1, Ref +6, Will +1;
It isn’t likely that a typical adventuring party can resist getting
Str 11, Dex 16, Con 12, Int 14, Wis 13, Cha 10.
involved. In fact, though, they’re being set up. While the PCs are
engaged with the orcs, the messenger dodges out of the melee and Skills and Feats: Bluff +5, Diplomacy +2, Disguise +5
cowers behind the PCs, apparently in terror for his life. (+7 acting), Escape Artist +8, Gather Information +5,
Hide +8, Intimidate +2, Listen +6, Move Silently +8,
Encounters (EL 5) Open Lock +6, Search +7, Sleight of Hand +10, Spot +6,
The orcs are just punks off the street, albeit punks with very Survival +1 (+3 following tracks), Tumble +5, Use Rope
large weapons. They lose all interest in the messenger when the +3 (+5 bindings); Improved Initiative, Run.
PCs show up, attacking their new foes with wild abandon. Possessions: Dagger, messenger’s satchel.

The Freeport Trilogy 41


- Terror in Freeport -
good money when some strange men told him to ambush anyone
who visited those apartments? If the PCs turn Cal over to the
Orcs in the Streets! watch, he disappears into the system and they never see him again.

Your players may find it funny that orcs are free


to roam the streets of Freeport. After all, they Location 2:
are evil, murdering monsters! Well, if being evil
and murderous kept you out of Freeport, the city The Abandoned Temple
would be a ghost town. Basically, Freeport has Whether the party chases the false messenger or decides to
always thrived by being an open city. Anyone can check things out on their own, at some point they’ll probably
enter the city, but while there visitors are expected end up at the bricked-up house. If necessary, you can steer them
to behave themselves. Orcish pirates (such as here through Brother Egil’s conversation (he is interested in the
Captain Scarbelly from Death in Freeport) in status of the former cult temple, after all).
particular have learned that Freeport’s resources
are invaluable, so it’s best to take a break from
killing people while in port. As the orc thugs You work your way through side streets until you come
attacking the PCs prove, though, not all orcs can upon the rotting hovel that once held a terrible secret. It
show that kind of restraint. hasn’t changed much since you saw it last—a one-story
structure of knotted planks with bricks for windows.
The only difference is the street scene. Three soldiers are
standing guard at the front entrance. From the outside, at
Tactics least, it seems the building is secure.
The fight is a sham. The “messenger”—actually a cultist,
Cal—was assigned to watch the inn and take care of any nosy The PCs should make a DC 15 Spot check when they first see
interlopers. When the PCs went to Milos’s room, he stepped the three guards. A successful check indicates the PC notices
out of the inn and rounded up his hired thugs to stage the fight. each soldier wears an armband with a V superimposed on
Cal plans to take advantage of the confusion. the city seal. If they don’t figure it out on their own, PCs who
Cal’s tactics depend on the obviousness of the book liberated succeeds a DC 12 Intelligence check recognizes this as the same
from upstairs. If one of the PCs is simply carrying the book, symbol doodled in Milos’s book.
Cal zones in on that character and tries to filch the book. The soldiers are the private guard of Verlaine, head of the
At an opportune moment, Cal makes a Sleight of Hand Captain’s Council—a figure the PCs will get to know quite well
check with a +2 circumstance bonus (for using the orcs as as the adventure progresses. If asked what the V means, they
a distraction), opposed by that character’s Spot check. If answer without hesitation: “It’s the mark of Chief Councilor
successful, he tries to slip away. A character can notice this Verlaine. He’s overseeing the cleanup of the temple.” PCs with
with a successful Spot check opposed by his Hide check (also the appropriate Knowledge (Local: Freeport) skill can make a
at a +2 circumstance bonus). Should the target of the theft DC 10 check to recognize the V emblem on their own. Verlaine
realize what’s happened, the “messenger” abandons all pretense is well-known by the locals.
and flees down the side streets—to the bricked-up building
that once housed the cult. Councilor Verlaine has been put in charge of the temple
cleanup by Milton Drac. But the Sea Lord has told him to
If the book is not in evidence, Cal takes a different tack. He guard only the outside—he’s sending a team of specially trained
cowers behind the PCs while they engage the orcs, and then mercenaries, experienced with magic, to take care of the work
flanks and sneak attacks the most opportune PC. After this inside. But there is no such team. It’s a cover for the cultists
cheap shot, Cal flees, leaving the orcs to finish the job. As above, who are still in the former temple. Now that it’s been sullied by
he runs to the bricked up house. outsiders, the cave is good only as a hiding place. Devious type
If the PCs go after Cal, he leads them on a merry chase. He has that Drac is, he has hidden a new temple in catacombs beneath
the Run feat, so he’s quite fast. The streets are also bustling with Verlaine’s own home!
people. Have the PCs make a series of Spot checks, opposed The Brotherhood has been bringing sacred objects and other
by Cal’s Hide skill. He is ducking in and out of the crowd, materials to the surface and delivering them, via Verlaine’s
taking side streets when possible. Try to make the chase fast unwitting guards, to the new base of operations. The guards
paced, with lots of frantic dice rolls. You can also have the PCs don’t know these “workers,” but they have no reason to suspect
make Dexterity or Tumbling checks to avoid hazards like carts, anything’s wrong.
rolling barrels, and the like.
Questions about a person racing into the building are met
Should the PCs capture Cal, he feigns innocence. He’s a simple with hostility: The guards tell the PCs it’s none of their
lad off the street, he maintains, and how could he turn down some business. If the PCs persist, the guards become aggressive.

42 The Freeport Trilogy


- Terror in Freeport -
However, by succeeding at a Bluff check opposed by the
guards Sense Motive check (–1), and with a convincing
story, the guards let slip that a worker did just go into
the building. There has been a city crew in the temple for
several days now, cleaning things up. Sometimes the guards
have taken deliveries from this crew—temple relics and
so forth—and shipped them out for examination by the
authorities. The guards haven’t been inside themselves, and
that’s fine by them.
The PCs can’t talk themselves inside without a really good story,
however—the guards are dumb enough to chatter, but not to
leave their posts. An example of a really good story might be:
“We’re from the city works department; there’s a dangerous
breakout of cave rats—and if you don’t believe me, look at
this!” Anything that effective imposes –5 penalty to the guards’
Sense Motive checks. (An example of a really bad approach is
shouting, “Look, you idiots, your boss is a snake!” Not only isn’t
that going to get them anywhere, but it will likely provoke a
hostile response.)
If the PCs are stumped, they can try a number of other tactics
to get inside. They might distract the guards while other
members of the party pry the bricks from a side window (add
a +2 bonus to the Bluff check if this is done quietly), or go into
an adjacent building and leap from roof to roof (DC 10 Jump
check), then break through the rotten timbers. Waiting for
nightfall or a shift change can facilitate such efforts, providing
a +2 circumstance bonus to any required skill checks for the
favorable situation.
Franz
Of course, some parties are just going to attack the guards and
try to force their way inside. It’s not a smart option, though. Male Human Warrior 2: CR 1; Medium humanoid (6-ft.
Even if the PCs have valid suspicions, attacking local deputies tall); HD 2d8+2; hp 14; Init +5; Spd 20 ft.; AC 15, touch
with no proof or provocation earns them a swift ticket to 11, flatfooted 14; Base Atk +2; Grp +3; Atk/Full Atk +3
lockup if they fail. The guards are pretty tough as well, which melee (1d10+1/19–20, bastard sword); SV Fort +4, Ref
the PCs can notice easily enough. Should they manage to +1, Will –1; AL N; Str 13, Dex 13, Con 12, Int 10, Wis 9,
muscle past, they’ll have to complete their investigation as Cha 12.
fugitives—at best. Skills and Feats: Intimidate +6, Listen +1, Spot +1; Exotic
Weapon Proficiency (bastard sword), Improved Initiative.
Encounters (el4)
Possessions: Scale mail, bastard sword, 15 gp.
These members of the Verlaine’s guard (Byrne, Weymouth, and
Franz) are quite tough, having been professionally trained.

Byrne
Investigating the
Male Human Fighter 2: CR 2; Medium humanoid (6-ft.
4-in. tall); HD 2d10+2; hp 15; Init +6; Spd 20 ft.; AC 16, Lighthouse
touch 12, flatfooted 14; Base Atk +2; Grp +4; Atk/Full If the PCs decide to investigate the lighthouse
Atk +4 melee (1d10+3/19–20, bastard sword); AL N; SV construction site, they find nothing of interest, as
Fort +4, Ref +2, Will +0; Str 14; Dex 15; Con 12; Int 11; the place is filled with building materials, tools,
Wis 10; Cha 9. and scaffolding. No matter how thorough the
Skills and Feats: Intimidate +4, Listen +2, Spot +2; Dodge, search, there is nothing to find here at the moment.
Exotic Weapon Proficiency (bastard sword), Improved The lighthouse comes into play in the dramatic
Initiative, Power Attack. conclusion, Madness in Freeport.

Possessions: Scale mail, bastard sword alarm whistle, 23 gp.

The Freeport Trilogy 43


- Terror in Freeport -
The secret door in the west wall, oddly enough, is not open. If
Weymouth
the PCs didn’t find the door before, they need a successful DC
Male Human Warrior 2: CR 1; Medium humanoid (6-ft. 20 Search check to find it. Opening it reveals a rough-hewn
1-in. tall); HD 2d8+2; hp 13; Init +6; Spd 20 ft.; AC 16 tunnel stretching off into the darkness . . . and faint sounds of
(+2 Dex, +4 scale), touch 12, flatfooted 14; Base Atk +2; scrambling and scraping off in the gloom.
Grp +4; Atk/Full Atk +4 melee (1d10+2/19–20, bastard
sword); AL N; SV Fort +4, Ref +2, Will +1; Str 14, Dex 4. Treasury
14, Con 13, Int 11, Wis 12, Cha 10.
The room is completely bare, but again the secret door is not
Skills and Feats: Climb +3*, Intimidate +1, Jump +3*, open. A DC 20 Search check is needed to find this if it was
Listen +3; Exotic Weapon Proficiency (bastard sword), not previously discovered. See Area 2: Intersection.
Improved Initiative.
Possessions: Scale mail, bastard sword, 10 gp. 6. Cave of the Degenerates
If the PCs come here before entering the temple proper, they
Tactics stumble across a small squad of degenerate serpent people acting as
If the PCs are foolish enough to engage the soldiers in combat, bodyguards for a single human cultist, Batora. She is on her way to
Byrne (the chief of the group) blows three short blasts several the surface, delivering a crate for shipment to Verlaine’s house. One
times on a shrill whistle to summon reinforcements. In 5 or both sides might well be surprised. Two of the degenerates are
rounds, six members of the City Watch (human Warrior 1, carrying the crate, but they drop it as combat begins.
hp 5 [average]; AC 15, touch 11, flatfooted 14; Atk +2 melee
(1d8+1, heavy mace); see DMG or Freeport: City of Adventure, Encounters (EL 4)
page 31), in scale mail and armed with heavy maces, join the You can adjust the opposition based on the number and
fray. Three rounds later, a half dozen more arrive. (These experience of the PCs, but there should be at least one serpent
reinforcements raise the EL to 7.) person per adventurer. Cal (see A Shout in the Street, page 41)
Inside the former temple, not much has visibly changed—but can be here to participate in the fight if you wish; he is hiding
there are subtle signs that evil has not entirely abandoned this and attempts to make sneak attacks. Otherwise, assume he has
place. Make secret DC 20 Survival checks for any PCs with the disappeared into the tunnels of the degenerates.
Track feat as they move through the caverns. On a success, the
character notices faint footprints and marks on the floor—some Batora
of which are clearly not human. There are pinpoint holes in the Female Human Cleric 2: CR 2; Medium humanoid (5 ft.
dust where the toes ought to be, indicating keenly sharp claws, 10 in. tall); HD 2d8+3; hp 15; Init +1; Spd 20 ft.; AC 16,
and big, sweeping grooves that could only be made by a tail. touch 11, flatfooted 15; Base Atk +1; Grp +2; Atk/Full
There’s nothing to see in most of the rooms here. The cultists Atk +2 (1d6+1/x3, shortspear); SA rebuke undead (3/
have stripped them bare; even curtains and heavy statuary day); AL CE; SV Fort +3, Ref +1, Will +5; Str 12, Dex
are gone. But you should keep up the feeling of suspense and 13, Con 11, Int 11, Wis 14, Cha 10.
menace nonetheless. Make secret rolls while the PCs go from Skills and Feats: Concentration +5, Knowledge (arcana) +5,
room to room. Ask them frequently if they want to do anything Knowledge (religion) +5; Combat Casting, Toughness.
else while they’re here. The party should feel creeped out by the
too-quiet temple. Cleric Spells Prepared (4/3+1; save DC 12 + spell level):
0—detect magic, read magic, resistance (x2); 1st—bane,
1. Wine Cellar cause fear, obscuring mist, protection from good*. (DC = 12
+ spell level)
The cellar is unchanged, except that the cask containing the
*Domain Spell. Domains: Destruction (smite 1/day, +4
secret passage is now propped open. Characters who make a
attack, +2 damage); Evil (+1 to cast evil spells).
DC 15 Spot check notice scratches in the rock floor between
the cask and the stairs, as if something huge and heavy has been Possessions: Chainmail, shortspear, holy symbol
dragged across the room.
Degenerate Serpent People
2. Intersection 8, 7, 7, 6 hp, see Appendix III: New Creatures for details.
The pit trap is now jammed open, presumably so as not to
hinder the cleanup crews, but there is no one in sight. This
Tactics
ought to raise suspicion—there should be squads of soldiers The two serpent people carrying the crate drop it upon
down here. This isn’t how a police force ordinarily cleans up a seeing the PCs, but this delays their combat response (treat
trouble spot. as a move-equivalent action). All try to defend Batora

44 The Freeport Trilogy


- Terror in Freeport -
until two or more fall, at which point, they scatter into the steal the book, of course, the PCs can simply check the
tunnels, abandoning the crate and leaving the cultist to fend original.)
for herself.
The address on the crate is Verlaine’s. The councilor, as well as
Batora starts with a cause fear spell against the most obvious his guards (who oversee the deliveries), know of the shipments
threat, followed up by bane and protection from good. If things go going to his house and that they come from the serpent
badly, she casts obscuring mist and tries to escape. temple. The crates go straight to his wine cellar, where they are
immediately opened by Brotherhood members who sneak in
Development from the catacombs below the house through a secret entrance.
If Batora or Cal gets away, the cultists and their hidden leaders The cultists remove the temple relics, leaving only treasure
become aware of the PCs’ activities that much sooner. This can (goblets, coins, and the like), before Verlaine can inspect the
produce harrying attacks against the party or trouble with the crates. Thus the councilor and his accomplices never suspect
City Watch, who have been told the PCs are troublemakers these contain anything more than booty from the caves, graft in
or even agents of the serpents. The severity of these attacks return for a job well done.
should be adjusted to match the experience level and the general These bricks, crafted by the serpent priests and placed
condition of the party. throughout the lighthouse at significant occult points, will help
produce an apocalyptic show at the inauguration.
Treasure
The crate opens easily and contains some very interesting 7. The Temple of the
things. First off, there’s an address and other information
marked on the outside: Unspeakable One
From: Bierce Vintners
To: 100 Wave Ave. (Cellar) The erstwhile seat of the Unspeakable One’s cult sits
empty—yet somehow it’s more ominous for all that.
Inside are six golden goblets (worth 50 gp apiece) and a The altar and statue have been hauled off, with gashes
number of bricks. The bricks appear perfectly ordinary, but in the stone floor marking their exit. The yellow symbol
a successful Spot check (DC 15) reveals a seam running that once graced the far wall has been chiseled away and
through the middle of each. By chiseling away around the removed. There’s even been some preliminary chipping at
seam and pounding vigorously, it’s possible to split a brick the frescoes lining the room.
in two—to reveal a replica of the temple’s strange yellow
symbol, printed in shimmering gold ink, in the center of
each half. If the PCs come here before exploring the cave of the
degenerates (see Area 6: Cave of the Degenerates), Batora
The players may recall that the sketch in Milos’s book had and her squad spring through the secret door in an attempt
arrows pointing to a number of points in the Lighthouse of to surprise them. In this case, the group drops the crate in the
Drac. Otherwise, have the party make a DC 12 Intelligence caverns before attacking.
checks to remember that detail. (If Cal didn’t successfully

- Part II: A Threatening Posture -


In which the adventurers learn that a snake in the grass is worth two in the cave.
Most likely, the PCs will want to follow up on the clue
they’ve just found—the address on the crate full of bricks. iron lampposts line the boulevards. Quaint storefronts
They may also want to look into Verlaine’s background. display expensive foodstuffs and curios; trim, tidy
As they will quickly learn, the two lines of inquiry dovetail townhouses spill laughter and low whispers through
nicely. their windows—and more often than not have a
private guard stationed out front. Wave looks to be the
Location 3: fanciest street in the neighborhood. The homes have
elaborate gardens, some large enough to contain gazebos
100 Wave Avenue and fountains. A few of the buildings even have coach
houses. And the guards too look more expensive: much
more discreet, but much nastier.
Wave Avenue turns out to be in the Merchant District.
And it’s quite a change from the shabby austerity of
The address on the crate, 100 Wave Avenue, is easy to find. For
the Old City. Carefully tended trees and wrought-
one thing, it’s patrolled by the most guards—four out front, and

The Freeport Trilogy 45


- Terror in Freeport -

Reikert Lloyd, Captain of Verlaine's Guard


Verlaine, the head of the Captains’ Council of Freeport, is no fool—when he hires personal guards, he gets the best
muscle money can buy. And for the captain of those guards, he chose the toughest, smartest fighter in the crew:
Reikert Lloyd.
Unlike most thugs-for-hire, Lloyd came from the right side of the tracks. For decades, his family made candles and
shipboard lanterns out of a large shop in the Old City. Lloyd, the third youngest of four children, didn’t stand to get his
hands on the family business; at the same time he resented his older siblings, he found the idea of being cooped up in
a shop all day stifling. At school—one of the finest in Freeport—he was a sullen and distracted student. For kicks, he
took up with the sons of other merchants for all-night carousing sessions. After a few benders, his parents threatened
to cut him off. He took them up on their offer and headed to sea. It was a tougher life than he ever imagined, and his
name didn’t buy him any breaks. He spent a long year swabbing decks and loading cargo. By the time he jumped ship in
a distant port he was stronger and wiser than he’d been—but by no means humble. He knew he’d been lazy before he
hit the ocean, but he figured he’d paid his dues, and the world owed him a reward. So he found a saloon, hooked up with
a party heading into the hills, and found himself in the occupation of choice for tough guys with something to prove:
adventurer. By the time he came back to town, he had many monsters’ blood on his hands and a sack of cash.
Lloyd didn’t return to Freeport by choice. Over the years, he’d get tired of hacking and slashing in one town and hop a
ship to new vistas, without ever asking the destination. One of those ships dropped him back home. He found his anger
toward his family had burned out—and he even felt a little misty wandering the docks of his old stomping grounds. He
kept the rest of the Lloyd clan at arm’s length, and went out trolling for work.
As it turns out, work found him. Coming out of a tavern one evening, he was jostled by a passing stevedore. His
instincts worked faster than his brains, and he cut the dockworker in half. Moments later, the local watch showed up and
informed Lloyd that he was a hero: The stevedore had just butchered the first mate of the Eye of Krom. Lloyd’s panic
melted, and his salesmanship kicked in. He wangled himself a job on the watch, where he quickly came to the attention
of the new Sea Lord, Drac, and his right-hand man, Councilor Verlaine.
Now Lloyd oversees Verlaine’s private security, directing and training a team of several dozen guards, and generally
taking care of anybody who makes trouble for the councilor. He can’t say that he particularly likes Verlaine—or, indeed,
just about anybody else he meets—but the guy knows how to pay a retainer. And, for all his bluster and hard-hearted
swordwork, Lloyd doesn’t know a thing about the plans swirling around his boss. In fact, the enormity of the evil
underfoot would probably awaken his long dormant conscience...

Adventure Seeds
• An Old Acquaintance: Captain Lloyd appears for the first time in
this module. If your party goes on independent adventures after Death
in Freeport, they could run into Lloyd carrying out his job—giving
his first “official” appearance in Terror some added wrinkles. Will it be
easier or harder to outwit the captain of the guard if the adventurers
already know him?
A variation on this idea: If you plan to run the Freeport adventures,
but haven’t yet, have your party encounter Lloyd before he returns
home—while he’s still adventuring. Perhaps he could even be the lure
that brings them to Freeport in the first place!
• A New Ally: Lloyd meets an ugly end in Terror in Freeport. But
he doesn’t necessarily have to! If you find the character interesting
enough to explore, save his life and join the adventurers as an ally
struggling to come to grips with the lie he’s lived under. He would
make a fine character for a new player, or for someone whose
character died. Alternately, have him join on to Sea Lord Drac as a
hired sword—clueless to the bigger plan or not—and match wits
with the party yet again.

46 The Freeport Trilogy


- Terror in Freeport -
two more on the roof. All are wearing Verlaine’s seal (DC 10
Spot check to notice). Lloyd, captain of Verlaine’s house guard, Verlaine's Guard (5)
personally patrols with his soldiers. Male Human Warrior 2: CR 1; Medium humanoid (6-ft.
Just about all the PCs will be able to get out of the guards 2-in. tall, average); HD 2d8+4; hp 15 (average); Init +5;
is that this is, in fact, Verlaine’s house—and that they Spd 20 ft.; AC 15, touch 11, flatfooted 14; Base Atk +2;
aren’t welcome there. Lloyd and his soldiers know about Grp +3; Atk/Full Atk +3 melee (1d10+1/19–20, x2,
the deliveries from the serpent temple, so they’re cagey and bastard sword); SV Fort +5, Ref +1, Will –1; AL N; Str
defensive about the shipments, but not for the reasons the 13, Dex 12, Con 14, Int 9, Wis 9, Cha 8.
PCs think. Skills and Feats: Intimidate +4, Listen +1; Exotic Weapon
The PCs aren’t going to get past the guards without taking Proficiency (bastard sword), Improved Initiative.
extraordinary measures. They can try to bluff their way in, but Possessions: Scale mail, bastard sword, 1d4 gp
Lloyd’s been with Verlaine a long time and he’s seen a lot of
tricks in his day: Even a believable story confers no penalty to Development
his Sense Motive check, and a lame one grants a considerable
Should the PCs manage to enter the house, they may be
bonus. As a guideline, increase the suggested Sense Motive
able to scope out a room or two before they are noticed and
modifiers for the Bluff skill description (see Chapter Four:
apprehended (refer to Location 8: Verlaine’s House on page
Skills in the PHB, Chapter 4) by +5.
26 for details). If caught, go to The Shakedown on page 15; if
The PCs may be clever enough to bring the crate and say they manage to escape, they are now fugitives and are sought by
they’re making a delivery; however, standard operating both Verlaine’s guard and the City Watch. In this case, skip The
procedure is to turn over all deliveries to the house guards, Courts and have the encounter with “Egil,” described in Part
who carry them to the noted destination. Attempts to bypass Three: The Serpent Strikes, occur on the street.
this protocol will be regarded with suspicion.
As well, the guards are expecting other members of Verlaine’s The Paper Chase
force (members who they know) to make the delivery and
If they are unsuccessful at Verlaine’s house, the PCs will
don’t buy the standard “Gragnar was sick, so he sent me” line.
probably want to regroup and find out all they can about the
A successful Disguise check opposed by the guards’ Spot (if
head of the Captains’ Council. If they approach Brother Egil
the PCs somehow obtained guard uniforms) may legitimize
with what they have learned, he becomes grave and anxious,
their presence here, but getting into the house is still not part
urging them to investigate further. He suggests checking the
of the procedure, and efforts to do so invariably attract Lloyd’s
Office of Public Records, confessing that he is somewhat in the
attention.
dark when it comes to politics—he knows little more than the
Encounters (El 6) names of prominent people.

If the PCs make a scene, the soldiers are only too happy to If the PCs ask around town, they find that anybody with
answer with violence. And they’ve got the law on their side. an opinion generally holds Verlaine to be a tough, nasty
Fighting a squad of professional soldiers on a private residence, hatchet man for the Sea Lord’s operations. Successful Gather
with reinforcements nearby and the City Watch at their Information checks can get below the surface, though, as
command, is a fool’s game. follows.

Reikart Lloyd Verlaine's Reputation


Male Human Fighter 4: CR 4; Medium humanoid (6-ft. DC Information
5-in. tall); HD 4d10+8; hp 35; Init +1; Spd 20 ft.; AC 18, 15 Verlaine came out of nowhere, just after Anton Drac
touch 11, flatfooted 17; Base Atk +4; Grp +7; Atk/Full got killed. It’s common knowledge that Anton never
Atk +9 melee (1d10+5/19–20, bastard sword); AL LN; cared a bit for him. Maybe Verlaine had nothing to
SV Fort +6, Ref +2, Will +1; Str 16, Dex 13, Con 14, Int do with the assassination, but on the other hand, just
12, Wis 11, Cha 10. look at how rich he is now!
Skills and Feats: Climb +0*, Listen +2, Intimidate +7, 20 Everybody knows Drac’s obsessed with that light-
Search +2, Sense Motive +5, Spot +3; Blind-Fight, house. But some say it’s Verlaine who really wanted
Combat Reflexes, Dodge, Exotic Weapon Proficiency that thing built—he pushed it through the Council
(bastard sword), Weapon Focus (bastard sword), Weapon when nobody in his right mind would have.
Specialization (bastard sword).
25 Verlaine’s got his hooks into everything in Freeport.
Possessions: +1 banded mail, masterwork bastard sword, 2 He bought up all the masonry outfits in town just
potions of cure light wounds, 10 gp. before Drac announced his plan for the lighthouse.

The Freeport Trilogy 47


- Terror in Freeport -
disgustedly and points at a grimy spot on an old map of the
Location 4: Office Eastern District: “Lookit the mess they made!”

of Public Records The spot is almost exactly where the bricked-up house now
stands, though on this older map there is what appears to be a
The Office of Public Records is a grandiose title for a sewer grating. Apparently this access was abandoned and later
disorganized collection of papers stuffed into an old storehouse covered up during the house’s construction. The PCs can make
in the Warehouse District. Pirates don’t tend to keep a lot of out a rough fingerprint with a successful DC 15 Spot check,
written records, so these documents largely relate to recent and if they look really closely, and succeed a DC 20 Spot check,
history. It is tended by a craggy, gruff ex-ship’s cook named they notice a faint tracing of a pathway through the Eastern
Reed (male human Expert 2). He spends most of his day District and the Docks neighborhood to the Merchant District.
searching the files to settle disputes between mariners and
shipowners over who owes what to whom. After examining what records there are on Verlaine, the PCs
learn that before he took office in the confused days just
Reed’s attitude is initially unfriendly; he grudgingly supplies after the assassination of Anton Drac, he was a wealthy but
requested documents but offers no help. He’s been through unremarkable merchant with stakes in several ships sailing
so many scrapes that he can’t be easily threatened, and he’s to and from Freeport. He became an immediate presence on
comfortable enough that he can’t be easily bought (–5 penalty the Captains’ Council, dominating meetings and managing
to Charisma-based skill checks to influence his attitude)—but to bend even the most reluctant councilors to his will. He
he can be charmed. A sympathetic ear for his troubles, a few amassed a power bloc and finally managed to have himself
kind words about the state of his records, and he’s yours (+5 elected head of the council. He then pushed through most
bonus to Charisma-based skill checks). If the PCs win him of Drac’s platform, including a forceful argument for the
over, he can guide them through stacks of records—an all-day lighthouse. While in office, he has diversified his holdings,
job, but well worth the effort. If they get on his bad side, he including a big chunk of the city’s masonry trade, and has
becomes singularly unhelpful and snaps, “Who d’ye think you grown considerably more wealthy in the process. He currently
are—Verlaine’s thugs?” If the PCs can establish or restore good oversees a number of projects for the Sea Lord, including
relations with Reed, though, they’ll find him quite talkative. construction of the lighthouse—and one of his main
consultants on that project was Milos.
Reed strikes up an animated, if a bit grumpy,
conversation. “I kin tell you ain’t with Verlaine. Good.
I’ve no love for him or his gang. Ye’ve got no patches—the
The Shakedown
V, you know—but that’s no guarantee. They come Meanwhile, plans within plans are swirling around the PCs. Sea
storming in here, out o’ uniform sometimes, but I knows Lord Drac, having heard about their investigations from the
‘em just the same. A couple come in only last week, saying Brotherhood, told Verlaine that they must be out to embarrass
they was from the Council and de-mandin’ maps—as if the government and sabotage the planned lighthouse festivities.
I’s put on this world to serve ‘em! Horrible customers! No Verlaine takes the hint and arranges to have the PCs brought in
manners at all I tell you” for questioning; he figures if he turns up the heat a little, they
will get out of town and stay out.
Reed struggles mightily to remember more details, piecing
things together slowly. “They wants street maps fer the Almost as soon as the party leaves the records office, a team of
Eastern District an’ Scurvytown. So I digs up the stuff, Verlaine’s guard approach, under the command of Lloyd. The
and the pair of ‘em skulks off to a corner and starts guard captain informs the PCs that their presence is requested
jabbering over the documents. Then one stomps back to at the Courts by Chief Councilor Verlaine, in connection with
me desk and asks for ‘more ex-ten-sive plans.’ their unlawful entry into a restricted area—the serpent temple.

“‘Just what would ye be meaning by that?’ says I. Sewers, The timing of this arrest is a complete coincidence. But play up
he says. Plans showin’ how the sewers in the Eastern the strangeness of it—and the omniscience it seems to imply.
District match up with the Merchant District and the rest (“Just as we were about to penetrate the heart of their operation!
of town. ‘They ain’t no such maps,’ I tells him. ‘Sides, the Is there nowhere their diabolical claws cannot reach?”)
sewers for the Merchant District is sealed off, with their If the PCs decide to fight, it’s going to be a challenge. If they
own outlet, and the manholes need special keys, so no louts insist, conduct the combat until either the PCs are subdued
can go sneaking underground to rob them rich folk. But (Verlaine doesn’t want them dead, just scared) or the guards
they keeps at me, so I brings out what I got: street maps are routed. Use the statistics for Lloyd and the guards
and old buildin’ records an’ such. That gets ‘em excited.” from 100 Wave Avenue, above. In the first scenario, simply
continue with the PCs being led to the Courts—a little
If the PCs ask for more information, Reed hauls out the bruised and battered, but in one piece. In the second, skip to
maps the so-called Council agents were looking at. He grunts Part Three: The Serpent Strikes, but have the encounter
occur on the street.

48 The Freeport Trilogy


- Terror in Freeport -
Location 5: The Courts But you people always go too far. You’ve done good work
The guards lead the PCs through the streets to a section of the for Freeport, but that doesn’t give you the right to ignore
Old Town near Drac’s End. the law. I remind you that breaking and entering is still a
crime here. This isn’t a dungeon. It’s a city, and a damned
important one, too.
Lloyd calls a halt when you reach a large plaza. On the
opposite end of the square is a wide, low-slung building “I don’t know what you were doing down there in the
made of gray stone. The seal of the city is carved above temple. Maybe looking for some loot you left behind the
a pair of imposing steel doors. “Come on,” Lloyd says. first time. Or maybe meeting friends. I don’t know, and it
“You’ll be waiting here. The Courts.” doesn’t matter.
“I don’t want you in this city one more day. You’ll clear
The guards take the PCs inside and leave them in a large, out of here by dawn. There are plenty of boats you can
open area filled with benches. The PCs are disarmed, take. I own most of them.”
but their weapons are placed in view, though out of their
reach. The guards make it clear they are expected to wait
patiently—and peacefully—until Verlaine arrives. If they Verlaine's Drift
start any trouble, two dozen constables will be down their Verlaine grudgingly allows the PCs to talk, but he’s not about
throats in a flash. to let anything slip (although questions about the deliveries to
his house make him visibly nervous for a moment before he
An Impressive Performance regains control). Have a speaker for the PCs make Diplomacy
Verlaine gives the PCs some time to stew before making his checks to gauge his general reaction. Below are his responses
entrance. He recognizes them from their work exposing the to the most likely questions.
hidden temple, but he doesn’t cut them any slack. He thinks • Do you know anything about Drac’s intentions?
they’re working for his political enemies and that they want
to link him to the serpent people to cause a scandal. Perhaps
they are aiming to have him removed from office or reveal his The Sea Lord has a lot of enemies who whisper behind
business holdings and embarrass him. Verlaine is simply trying his back, then run away when he turns around. He’s done
to protect his business interests and questionable political deals. more for this town that most people appreciate.
The easiest way to do this is to intimidate the PCs into leaving
town. Adapt the speech below as needed to suit the specific • Are you working with Drac?
circumstances of your campaign.
To the PCs, this may seem proof that Verlaine is in league We both have a stake in keeping Freeport the greatest
with the cultists. The party’s research suggests he has helped maritime city in the world. And we’re the best ones to do
the Brotherhood gain wide access to the city, including—for that job.
whatever reason—the lighthouse project, and now he’s lying
about it to cover his tracks. This is exactly how Drac planned
things, of course. • How did you get involved with Milos?

A thin, stern man sweeps in through the double doors. It’s no secret the town brought in many consultants for
He is wearing rich robes of office on which is embroidered the lighthouse project. Do you really think something of
the city seal and the now-familiar emblem of Verlaine. that size sails on one engineer’s say-so? Milos was one of
The head of the Captain’s Council glares at you a those advisers. I can’t keep up with the personal life of
moment before launching into his speech. every single city employee, though of course we’re grateful
you uncovered the threat.
“I’ve seen your type before. A bunch of hooligans,
stomping around in search of old junk and loose
change. Some big bruiser, a sneaky creep who should be • How are things going with the temple cleanup?
in jail, and someone to patch you up when the goodies
aren’t unguarded. Usually a little guy in the gang too, The operation is proceeding. Do you think I’m not
just for amusement. concerned about monsters under our feet? I want them
“Don’t get me wrong. I don’t object to your profession— gone as much as anyone else.
the world needs you, if only to keep the monsters down.

The Freeport Trilogy 49


- Terror in Freeport -
• Did you know there are still serpent people there? • What about the bricks being delivered to you?

How do people like you keep doing what you do? I’ll Bricks? In a wrecked temple? How should I know?
tell you how—every time a gang plunders a ruin, the Maybe the snakes were doing some construction. Maybe
place is infested again in no time. Monsters are tough they broke into one of the delivery crates and used it to
to keep down. We’re doing what we can. What more haul their own garbage.
do you want?
• The city records suggest some suspicious activities.
• Are you sure any cleanup work is being done? What do you have to say?

How dare you question my authority? Why don’t you If you’re trying to dig up dirt, you’ll have to try harder
worry about your next crypt robbery and let me handle than that. Everything I’ve done is a matter of public record.
the policing of this city. You’re hardly the first to disapprove of city government.
More people than I can count have tried to find some stain
in my background. They’ve all gone home disappointed.
• What about the deliveries to your house from the
temple?
Verlaine isn’t likely to answer all of these questions, and he certainly
won’t address more or allow any follow-ups. When he’s had enough
Those beasts stole a lot from this city—a good chunk of
(that is, on a poor Diplomacy check), he snorts a curt goodbye and
it from me and my businesses. I’m simply taking back
leaves. His orders to Lloyd: Show them a bad time, then put them
what’s mine.
on the first boat out of Freeport. Milton Drac, however, has other
plans for the PCs—and his onetime henchman.

- Part III: The Serpent Strikes -


In which the adventurers learn that some poisons are not immediately fatal.
At this point, the PCs probably aren’t sure what Verlaine
intends for them. Lloyd and his guards start advancing, “Friends, I’m glad I found you in time. I don’t know
making threatening comments, intending to intimidate the what these brutes intended for you, but I can only assume
PCs into getting out of town and staying out. To the PCs, it was what they have planned for poor Lucius. Yes. The
though, it appears that the soldiers are toying with them serpent people have taken him again.”
before the kill. Keep the players thinking this as long as you
can without hostilities actually breaking out. “Egil” leads the PCs out the door, glances both ways down the
Just as things are looking darkest, the doors burst open, and street, and urges the group down a quiet lane. He looks around
in rushes—Brother Egil! The guards are surprised to see nervously, then fills them in on the situation.
him, but defer to his status as an official of the Knowledge
God’s temple. Besides, it isn’t their job to harass respectable Making it Plausible
citizens—they’re just giving some undesirables the bum’s Adapt the following as needed to make it sound as believable as
rush. Brother Egil approaches Lloyd and shares some quiet possible. For example, if the PCs have reported their findings to
words. The guard captain appears unconvinced, until Egil Egil in some form, include those discussions here.
produces a scroll and hands it to him. Lloyd examines it,
grunts, and shrugs. He calls back his guards and allows the
PCs to collect their weapons. Egil bows stiffly and comes over “It all happened so quickly,” Egil says. “I was just down
to the party. the hall from him when I heard a short, sharp cry. I
raced to his chamber to find papers on the floor, the
Saved in the nick of time by their old comrade! Little do desk upended—chaos. I hurried into the street but saw
the PCs know it’s not really Brother Egil but an agent of nothing. I knew you were my only chance, but when I
the Brotherhood, Nikko, leading them into a trap. Nikko asked at the inn, you hadn’t been seen in some time.
is skilled in the art of disguise and has enhanced this talent
with a pigment of disguise; seeing through the disguise requires “I knew the serpents could not have taken you by force,
a Spot check opposed by Nikko’s Disguise check (at a +10 as they took Lucius; it had to be some human agency,
bonus for the pigment). The pseudo-Egil speaks: even if it was disguised. When I asked a member of the

50 The Freeport Trilogy


- Terror in Freeport -
City Watch, he confirmed you had been taken to the
Courts. Fortunately, my order still carries considerable Pigment of Disguise
weight in this city. High priest Thuron and I found a
This small jar of swirling blue glass measures
sympathetic councilor to write up an order making your
3-inches in diameter and about 1-inch deep and
group wards of our temple, protecting you from arrest and
has a polished brass metal cap. Inside is a white
bringing death upon anyone who harms you.
cream. When a user applies the paste to the face
“So you are safe for now, my friends—from those lackeys, and concentrates on a desired appearance, the cream
at least. But there is still the matter of Lucius. I fear the changes color and consistency, altering the users
serpents intend to complete the job they started a month features as if under the effect of the alter self spell.
ago. I don’t know where they could have taken him, The effects last for 30 minutes.
though. Their temple is empty now and cleared of its
Faint transmutation; CL 3rd; Craft Wondrous Item,
blasphemous evil.”
alter self; Price 1,500 gp; Weight —.

At this point, all the clues point to Verlaine, with the answer
likely to be found in his cellar. If the PCs don’t remember the Should the PCs actually penetrate Nikko’s disguise, he tries to
business of the sewers immediately, “Egil” drops some choice escape down side streets and give them the slip (heading for
hints (“I heard about a suspicious-looking group heading the Eastern District, though). He fights if cornered, and he is
toward the Eastern District,” for example). In fact, he is luring no slouch in combat. Should the PCs defeat him, they can find
the PCs into a deadly trap, one designed not only to remove a rough map describing the sewers with notes scribbled at key
them as a threat but also exact a diabolically ironic revenge. points that seem to indicate a trap of some sort.
"Egil" (Nikko) The following section assumes the PCs begin their search in the
sewers of the Eastern District. If they go directly to Verlaine’s
Male Human Rogue 1/Cleric 2: CR 3; Medium
house, they’ll meet precisely the same resistance they found
humanoid; HD 1d6 plus 2d8; hp 15; Init +5; Spd 30 ft.;
before. Should they manage to make it inside, skip to Location
AC 12, touch 12, flatfooted 11; Base Atk +1; Grp +2;
8: Verlaine’s House and have them search for the secret door
Atk/Full Atk +2 melee (1d6+1/19–20, short sword); SA
into the catacombs.
rebuke undead (3/day), sneak attack +1d6; ; AL CE; SV
Fort +3, Ref +3, Will +5; Str 12, Dex 13, Con 11, Int 11,
Wis 14, Cha 10.
Skills and Feats: Bluff +3, Concentration +5, Disguise +6
(+16 with pigment), Hide +6, Knowledge (arcana) +3,
Move Silently +6, Sleight of Hand +6, Spot +7; Dodge,
Combat Casting, Improved Initiative.
Spells Prepared (4/3+1; save DC 12 + spell level): 0—
detect magic, read magic, resistance (x2); 1st—bane, magic
weapon, obscuring mist, protection from good*.
*Domain Spell. Domains: Destruction (smite 1/day, +4
attack, +2 damage); Evil (+1 to cast evil spells).
Possessions: Short sword, pigment of disguise [in use], ring of
protection (+1), map of sewers.

Development
If the PCs are suspicious and refuse to follow “Egil,” he tries
to guilt them into a rescue operation by announcing that
he’ll undertake the mission himself, and help be damned. If
this display doesn’t melt their hearts, and they check things
out at the Knowledge God’s temple, they find Lucius alive
and well—and Egil missing without explanation. At that
point, either the basement of Verlaine’s house or the sewers
of the Eastern District are the most promising avenues of
investigation.

The Freeport Trilogy 51


- Terror in Freeport -

A Slight Change in Plan


The Sea Lord is eminently practical. The lighthouse—and the horrible task it will perform for the Brotherhood—is
rapidly approaching completion. He certainly doesn’t need adventurers bringing any suspicion on the project now that it’s
so close to completion. Nor does he need Verlaine to start asking questions—the man’s a toady, but the PCs just might
arouse his curiosity.
So Drac has concocted a scheme to get rid of the PCs and Verlaine in one swoop. He plans to have Verlaine butchered
by the Brotherhood, and make it appear the PCs did it. Meanwhile, he has sent an agent to lure the PCs to certain
death—while planting evidence that purports to show they were working with the Brotherhood. Just out of spite, he
also plans to destroy the Temple to the God of Knowledge, tarring the clerics with the same brush. Losing Verlaine is
unfortunate, but the lighthouse will do its work soon enough—and Verlaine wouldn’t have survived that, anyway.
The Sea Lord, and the Brotherhood, have always had it in for the God of Knowledge clerics and their prying into secret
affairs. When Egil indirectly caused the discovery of the serpent temple, that was the last straw. Drac has been waiting
for an opportunity ever since to put paid to their temple. Now he has one.
His plan is devious and intricate. The PCs are being led into a deathtrap, while Egil is to be branded with the Yellow
Sign deep in the new temple to the Unspeakable One. Meanwhile, Brotherhood agents, disguised as Knowledge God
clerics, will enter the temple. They plan to neutralize the clerics long enough to kill them and brand each with the Yellow
Sign. Verlaine is to be eliminated by a cult assassin, who will leave unmistakable proof the adventurers were responsible.
The following day, Drac will make a announcement to the stunned city: The temple to the God of Knowledge was the
Brotherhood of the Yellow Sign! Councilor Verlaine had suspected as much for a long time, and hired the adventurers
to infiltrate its ranks and produce proof. They paid Verlaine back in part, by bringing the serpent temple to light, but
betrayed him by keeping the larger secret. They simultaneously betrayed the Brotherhood by revealing its base and then
blackmailing the cult. The Brotherhood agreed to pay them off in exchange for getting rid of Verlaine. The adventurers
were themselves double-crossed when the Brotherhood refused to pay. The adventurers took to arms; the Brotherhood
fell. It all ended with even more bloodshed: The adventurers tried to hide out in a concrete factory owned by Verlaine,
but fell victim to their own greed when the crushing machinery was activated. Thus, the city had lost a treasured
politician, but it was rid of the serpent menace forever.
A lot to swallow—but, for most of the old salts in town, such a tale of treachery would ring true. The details are
sufficiently vague and suggestive. Drac also plans to surreptitiously circulate the “real” story to convince the conspiracy
theorists and the free thinkers—Verlaine himself was mixed up with the Brotherhood, and he brought in the adventurers
to force a more favorable arrangement. Everybody crossed everybody, and left a lot of bodies to count.
But Drac never counted on the ingenuity and toughness—or sheer luck—of the average party of adventurers.

If the PCs start poking about the sewers of the Merchant The disused sewer access is somewhat behind the bricked-up
District, remind them of what Reed said: The manholes house, and the PCs will have to avoid the attention of Verlaine’s
are locked down, and the key is guarded by the City Watch. guards, who still watch the entrance. The grating is buried
Remind them of the number of private guards on the street, under scrubby weeds and piles of trash, but some determined
and how unnatural and suspicious a heavily armed party looks digging reveals it easily enough.
prying up a manhole cover.
The sewers are where Freeport dumps everything that’s
Location 6: The Sewers too unsavory for the inhabitants. Think about that for a
minute. The stench is overpowering and takes a moment
The false Egil accompanies the PCs through the Eastern
to get accustomed to. Once your eyes stop watering,
District, acting nervous the whole way and generally playing
and you start breathing through your mouth, you see
the part of fish out of water. When the PCs reach the
a damp, dripping tunnel with a narrow walkway on
vicinity of the old sewer grating, he gets particularly upset,
either side and a river of effluvia oozing down the
asking if they really have to go down there. He puts on a
middle. The walkways are wide enough for single file.
good show, though, of toughing it out to save his friend if
Just mind the rats.
that’s the only way.

52 The Freeport Trilogy


- Terror in Freeport -

If the PCs memorized, or took, Reed’s map, they can easily found this opening. The real door to the new temple site is
find their way to the border of the Merchant District. much more artfully concealed (DC 25 Search check), a little
However, the maps are not perfect, and it’s easy to take a way back up the corridor. Unless the PCs are suspicious, the
wrong turn or two—especially with such obvious signs to obvious signs of passage keep them from noticing this. Should
mark the way. The party is being subtly misdirected to a they detect the real door, however, or defeat Nikko as he
factory bordering the Warehouse District. Even without the attempts to trap them, skip this section and move on to The
aid of maps, the cultists have left plenty of clues. At important Serpent’s Nest.
intersections there are dropped articles that Egil identifies,
Where the cultist has really been guiding the PCs is to a
with a shudder, as being Lucius’s.
masonry factory on the edge of the Warehouse District, not
Since the sewers are frequented by Brotherhood members far from Verlaine’s house. With Verlaine’s involvement in the
moving secretly around town, make frequent secret DC 15 city’s masonry business, the Brotherhood easily installed an
Listen and Spot checks. On a success, the PCs hear scuffling agent to assist in a scheme that will eliminate the meddling
and splashing in adjacent tunnels and spot claw marks on the adventurers for good. The “secret” door opens into a storage
walkways. This serves only to heighten the tension; the echoing bin, where limestone is dumped before being ground up
passages make it impossible to track down the sounds accurately. for cement manufacture. The Brotherhood’s fiendish plan:
to incorporate the PCs themselves in the masonry of the
On the edge of the Merchant District the passage is supposed
Lighthouse of Drac!
to be blocked by an iron grating, cemented in place. But a
successful DC 8 Spot check reveals that the bars have been
sawed through in the middle. It is a simple matter to remove Rocks and a Hard Place
them and step through. After that, the signs point to a
A latch is found; the door opens easily. And so the trap is sprung.
seeming dead end not much farther: a bricked-up tunnel. A
successful DC 10 Search check allows the character to discern
the outline of a door in the passageway tiles. (Note that The wall swings open to reveal a thick, dusty darkness.
dwarves passing within 10 ft. of unusual stonework, and elves You can just make out what appears to be a small room,
passing within 5 ft. of any secret door, get to make Search barely 10 feet by 10 feet, with a low ceiling, only about 6
checks as if actively searching.) feet above the floor. Massive shapes, indistinguishable in
the dark, are scattered about.
You thinking finding the “door to the temple” is a bit too easy?
It sure is. The Brotherhood wanted to make sure the PCs

The Freeport Trilogy 53


- Terror in Freeport -
No, Mr. Bard, I expect you to die!
“Rocks and a Hard Place” is meant to be the sort of ludicrous death trap that you’d find in a big-budget spy movie. The
main text describes the most basic ways to avoid harm, but creative players will come up with ideas that range from the
brilliant to the simply bizarre. Put the pressure on them to think quickly, but reward clever improvising with bonuses to
checks and saves (see “The DM’s Best Friend” in Chapter 2 of the DMG). Here are some further guidelines to help you
judge their attempted actions:
• Simple Paranoia: If the party has already unmasked the false Egil, they should know to expect a trap here. As long as
they don’t close the secret door, Lon won’t get the signal to start the machinery, and the PCs will have time to examine
their surroundings. Jamming open the door is an easy task (DC 10 Disable Device check).
• “Abraca--OW!”: Casting spells here require Concentration checks against a variable DC depending on the round:
DC 10 for Round 1, DC 15 for Rounds 2-4, DC 20 for Round 5. If a caster takes damage, a separate check (DC 10
+ damage dealt) must be made for each distraction.
• Up, Up and Away: Spells such as levitate, rope trick, and floating disk serve to prevent a character from falling.
Feather fall won’t stop a fall, but allows an immediate retry on a failed Balance check.
• Stick-tuitiveness: A spider climb spell allows the character to avoid the need for a Strength check to stay in the
room. A tanglefoot bag or a web spell will also do the trick, but at the expense of mobility.
• Ch-ch-changes: Assume a climbing or flying form gives a bonus to saves, or avoids the need for them entirely. Using
enlarge person in this cramped space should also give a bonus to Strength checks (and a penalty to Reflex saves)
beyond the normal size modifiers.
• Close Sesame: Hold portal affects the hinged wall, but only if the caster is 3rd level or higher (10 ft. x 6 ft. wall = 60
square feet).
• How Do You Stop This Crazy Thing?: Characters who reach the operator’s station can try to stop the machinery.
This requires one round and a successful DC 20 Disable Device, Knowledge (architecture and engineering), or
Intelligence check; each retry gives the character a cumulative +1 bonus. Charm person or suggestion might persuade
Lon to turn it off himself (no check needed), but mundane Intimidation probably won’t work quickly enough.
• What’s the Worst That Could Happen?: In the event of a “total party kill”, the adventure naturally come to an abrupt
halt. However, if you and your players wish to continue in spite of this, let them create new characters. Start them at
the Temple of the God of Knowledge, where they have gathered to hear a request from Thuron to find his missing
priest, Egil. The return of a group of wounded clerics interrupts his briefing. Resume the adventure with Part Four:
The Siege, skipping directly to The Brotherhood Attacks. Egil will not be present (and is probably dead by now).
Slaan and McNeil (see Location 8: Verlaine’s House) successfully frame the original party—posthumously—and join
the cultists for the attack. If the new PCs survive the battle, modify the Aftermath: Thuron’s Confession to reflect the
changed circumstances.

Looking closely reveals these shapes are heaps of irregular Door


rock chunks. Most are piled up around the edges of the room,
2 in. thick; Hard 5; hp 20; AC 5; Break DC 20.
though a few boulders are lying loose on the floor. The air is
heavy with a chalky-smelling dust. The next few events follow in rapid succession, with a total
elapsed time of 5 rounds. This means that the PCs cannot take
Encounters (EL 5) 10 or take 20 on skill checks—if they’re in this jam, they’ll have
If the PCs enter this room, “Egil” slams the door behind them, to act quickly to save themselves.
locking the PCs in. There is no keyhole or catch on this side, so Round 1: Once the door is closed, the confederate in the mill
Open Lock can’t be used. engages the gears that connect the factory’s steam-driven
Should the PCs hesitate, “Egil” attempts to persuade them with wheel to the crushing apparatus. The room begins to
anxious comments about the danger poor Lucius is in. If most shake, and the PCs can hear the roar of machinery start-
have entered, he tries to push the last one in; treat this as a bull ing up. Some rocks slide from the heaps; have each PC
rush attack. make a DC 10 Reflex save to avoid being struck for 1d6
points of damage. If the PCs somehow get above the

54 The Freeport Trilogy


- Terror in Freeport -

floor level, no Reflex save is required. The PCs may be Round 4: The floor tips to a 45-degree angle. The hinged wall
able to notice, with a successful DC 10 Spot check, the gapes wide, and the two massive grinding cylinders are
ceiling of the chamber is hinged, with a seam running easily visible. The noise is unbelievable (Listen checks
through the middle. The two halves fold back to allow are now impossible), as large masses of rock are jostled
rock to be dumped in from carts on the ramp outside; the and ground between them. The remaining rock in the
hinges are on the outside. An average lock holds the bin chamber slides rapidly into the machinery, requiring each
top closed and requires a DC 20 Open Locks check to character to succeed four DC 10 Reflex saves or take
open, or a DC 25 Strength check to burst. 1d6 points of damage for each failure. The steeply canted
floor is almost impossible to stand on, and requires a DC
Round 2: The machinery roars and the shaking of the room
25 Balance check to avoid sliding down to the waiting
intensifies. More rocks tumble from the heaps, requiring
death below (see Round 5 for details). A DC 20 Strength
each character to succeed two DC 10 Reflex saves or take
check allows a character to wedge into a corner.
1d6 points of damage for each failure. The PCs may be
able to see, with a successful DC 10 Spot check, the wall Round 5: The bin bounces several times to shake loose any
opposite the secret door is also hinged, opening out- remaining rock (and PCs). Only a successful DC 25
ward from the top (the rock spills out into the grinding Strength check can prevent a character from falling into
machinery). A successful DC 20 Strength check can lift the grinding machinery. Characters who fall into the
it, revealing the crushers a few feet below. On the oppo- crusher take 6d6 points of damage each round. This is
site wall, 10 feet away, there is a small opening through almost certain death unless they can find a way to climb
which the operator (Lon) can observe the process; it out before succumbing to the damage, requiring a DC 40
is wide enough to admit a Small creature. A Medium Climb check or a DC 40 Jump check to escape.
character could slip through the window with a DC 30
Round 6: The bin returns to its standby position and the
Escape Artist check.
hinged wall closes. The grinding racket continues for
Round 3: The floor tips slightly and the hinged wall hangs the next two minutes, however. After that time, the cult
partially open. The rock heaps begin to slide downward confederate (who has been watching through the opening
and out into the pit, requiring each character to succeed opposite) opens the top bin doors slightly to make sure
two Reflex saves or take 1d6 points of damage for each the job is done.
failure. In addition, each character must succeed a DC 10
The operator is competent at his job, but more useful as an
Balance check to avoid sliding out the door and into the
“inside man” for Brotherhood schemes such as Nikko’s trap.
crushing mechanism (see Round 5 for details).

The Freeport Trilogy 55


- Terror in Freeport -
Lon
2. Corridor
Male Human Expert 1: CR 1/2; Medium humanoid;
HD 1d6+1; hp 4; Init +0; Spd 30 ft.; AC 10, touch 10,
The ramp ends in a rock wall ahead and to the left; to the
flatfooted 10; Base Atk +0; Grp +1; Atk/Full Atk +1
right a corridor, higher than the ramp but just as narrow,
melee (1d6+1, club); AL NE; SV Fort +1, Ref +0, Will
extends straight for some 35 feet.
+1; Str 12, Dex 10, Con 13, Int 9, Wis 8, Cha 11.
Skills and Feats: Bluff +7, Gather Information +4,
These corridors were originally tunnels connecting a series of
Knowledge (architecture and engineering) +1, Knowledge
caverns once inhabited by degenerate serpent people. When
(religion) +1, Listen +5, Profession (operator) +3, Spot
the Brotherhood moved in, they started to widen the tunnels
+5; Alertness, Skill Focus (Bluff ).
a bit and smooth out the walls. They haven’t had much time
Possessions: Club. to progress, however, nor have they been able to set up such
extensive defenses as the old temple had.
Development
The PCs can investigate the masonry factory if they so choose. 3. Long Hallway
The place is called Crocker’s Brick and Mortar, and it’s only
a few minutes away from Verlaine’s house. Crocker (male At the end of the corridor is a sharp left turn. A
human Exp3), the owner of the place, doesn’t know much. passageway runs for about 30 feet before turning sharply
He’s made a lot of money from the lighthouse scheme but right, then a long hallway stretches into the darkness—at
he’ll be furious if his machinery has been wrecked. If the PCs least 150 feet, with one opening nearby on the left and
describe the operator they saw, Crocker identifies him as Lon, another farther down on the right.
a new employee. “He kept to himself,” Crocker says, “and spent
a lot of time praying.” After the death trap is sprung, Lon
never returns to work. A DC 15 Survival check reveals clear serpent tracks along the
floors, as well as signs that numerous heavy objects have been

Location 7: dragged through.

The Serpent's Nest 4. Storeroom


After Nikko locks the PCs into the death-trap, he runs down
This room, a rough ellipse about 20 feet wide, is obviously
the sewer to the real temple and enters. If the PCs escape, a
a storage area. Shelves line the walls, nailed into the rock
DC 15 Survival check reveals Nikko’s route (GMs may allow
with long spikes. There are cartons of all shapes and sizes
a Spot check instead if no one in the party has Track). If the
stacked on the wooden planks.
PCs are able to discern the better-hidden door to the new
serpent temple and can overcome Nikko’s efforts to misdirect
them, they can penetrate the hidden caverns and discover a Among the goods are incense, black candles, oil, inks and dyes
gruesome secret. of unknown origin, ceremonial daggers, various animal parts
in jars, and the like (total value approximately 250 gp, but
1. The Drop bulky). All the old temple’s treasure (coins, mundane temple
accoutrements, and the like) has been siphoned off by Verlaine,
who has kept it safe off-site. (Tidily enough, Verlaine’s holdings
The wall swings open to reveal a patch of thick, ink pass to Drac in the event of the councilor’s untimely death.)
shadows. You can barely see the rough-hewn edges of a
rock tunnel sloping precipitously down.
5. Library
The tunnel is low (about 5 feet clearance) and permits only
This chamber is slightly larger than the storeroom. It, too,
single-file movement. It slopes down at a 60-
is lined with shelves, but these are filled with books—all
degree angle for some 95 feet. Each
manner of tomes, written in the incomprehensible script
PC must make a DC 5 Climb check
of the serpents. Against the far wall of the room is a desk,
to make it down without a tumble.
whose top is uncluttered.
If they use a rope, drop the DC to 0.
Any character who falls suffers 2d6
damage (less than normal due to the The obscure volumes are difficult to understand even with a
slope). successful DC 30 Decipher Script check, which leaves a sense
of disquiet but nothing of practical use. The entire collection

56 The Freeport Trilogy


- Terror in Freeport -
might fetch 300 gp from a collector. If the PCs search the desk, the alarm to summon assistance from degenerate serpent
they find the drawers full of writing paper and ink. A more people, who begin arriving from the tunnels in 3 rounds (two
careful examination, DC 15 Search check, uncovers a small per round, until all six have entered the temple).
book bound in leather.
Nikko may also be present, if the party level is high enough
The tome is titled, in Common, The True and Secrette to warrant this, using clerical magic and sneak attacks in
Historie of the Brotherhoode of Free-Port, and has the Yellow defense of the temple. He arrives with the first wave of
Sign impressed upon the front cover. The text, also in reinforcements. If he is involved, increase the EL of this
Common, is filled with illustrations and out-of-date maps. encounter to 5.
If the PCs peruse this, they come away with a summary of
the early history of Valossa, including the appearance of Temple Attendant
the Unspeakable One, but with a twist. The book claims Male Human Adept 1: CR 1/2; Medium humanoid;
Freeport’s temple to the God of Knowledge was founded by HD 1d6+1; hp 4; Init +5; Spd 30 ft.; AC 11, touch 11,
the Brotherhood in order to allow disguised serpent people to flatfooted 10; Base Atk +0; Grp +0; Atk/Full Atk +0
move about in the surface world. For a complete summary of melee (1d4/18-20, x2, kukri); AL CE; SV Fort +1, Ref
The True and Secrette Historie, see Handout B. +1, Will +4; Str 10, Dex 12, Con 12, Int 10, Wis 14,
Everything in The True and Secrette Historie of the Brotherhoode Cha 12.
of Free-Port is true—except for the final detail. The document Skills and Feats: Concentration +3, Knowledge (religion)
is a plant, which Drac plans to flourish to great effect during his +6, Spellcraft +2; Improved Initiative, Martial Weapon
speech after tonight’s scheduled bloodbath. “A history found in Proficiency (kukri).
the very clutches of the serpents themselves,” he will announce,
“proves that the Knowledge God clerics were actually the Adept Spells Prepared (3/2; save DC 12 + spell level):
Brotherhood all along!” 0—cure minor wounds (x2), detect magic; 1st—cause fear,
protection from good.
6. The Temple Possessions: Kukri, holy symbol.
Reconstructed Degenerate serpent people
Moving farther down the hall brings the PCs to a U-shaped 3, 4, 4, 5, 6, 6 hp, see Appendix III: New Creatures for
stretch of corridor. This section has been enchanted with a details.
permanent alarm spell, which notifies the temple priest of
intruders. However, the Brotherhood have not been expecting
the PCs to find their new temple, trusting in Nikko to dispose
of them, so they are not well prepared to deal with this threat.

The room at the end of the hall is a good hundred feet


high and at least as wide, dripping with stalactites, its
walls formed of stone that seems to bend impossibly
in upon itself—perhaps a trick of the light, perhaps a
result of the abhorrent evil that has been transplanted
here. For looming before you, at the other end of this
chamber of horrors, is the gargantuan statue of the
Unspeakable One! Surrounding this horrific object are
trappings you recall from the former temple, including
the basalt slab of an altar.
You are not alone in this vile place. Among these
artifacts of malevolence is a hooded figure slowly waving
a censer. A brazier of hot coals, an iron heating in it,
stands next to the altar. And strapped to the altar is
your friend, Egil!

Encounters (El 4)
A lone temple attendant is watching over Egil and conducting
preliminary sanctification for the planned ceremony. He raises

The Freeport Trilogy 57


- Terror in Freeport -
Brother Egil smoke flicker in an unseen source of air. A bit of poking around,
and a DC 12 Search check, reveals a secret door behind the
15 hp (currently 6)
statue of the Unspeakable One. It is a ramp leading up—a twin
Tactics of the one that descended into the catacombs. The PCs must
again make DC 5 Climb checks (or DC 0 if using a rope) to
The attendant has little combat ability, but being fanatical, safely ascend.
defends the altar to the extent possible until reinforcements
arrive. He’ll try to get away and warn the temple elders if he At the top is another door, easily opened, which leads into
survives that long, while the serpent people fight to the death. If Verlaine’s wine cellar.
Nikko is present and sees the battle is going badly, he attempts
to slip away and warn the Brotherhood. 1. Wine Cellar
Development The door opens onto a large cellar well stocked with
The interim temple priest (a serpent person named K’Ral) is interesting vintages. There is a single staircase going up at
not present, being engaged in the greater assault on the temple the far end of the room.
to the God of Knowledge. However, the alarm spell cast on
the U-shaped corridor has alerted her to the intruders. This
There are some open crates lying here, now stripped of their
forces her to move up the schedule by several hours—if the
treasure and temple relics. The “Bierce Vintners” stamp is visible
characters act quickly, they will just barely beat the attackers
on their sides.
to the temple.

A Fiendish Plot 2. Main Hall


If the PCs examine Egil, they find him bruised all over. He
The stairs lead up to a hallway, about 40 feet long. At the
doesn’t trust them at first, sure that they’re disguised cultists
near end is a door, which is open; at the far end another
carrying out another bizarre scheme. But if they untie him, bind
door is also ajar. To the left is a staircase going up. As
his wounds, cast healing spells, and the like, he soon realizes
you approach the stairs, you hear a cry of agony from the
they are genuine.
second floor.
The brazier contains a branding iron with the Yellow Sign
cast into it. Egil tells the PCs that the serpents were planning
The near door opens into the kitchen, while the far door exits
to brand him, for some purpose he could not understand. He
to the street. None of Verlaine’s regular house guard are to be
doesn’t remember much more, though. He was ambushed
seen.
while on an errand for the temple. What followed were several
hours of nightmare—the only thing he remembers clearly is
a voice saying, “After tonight, your kind will be out of the way 3. Kitchen
for good.”
Searching around the temple, the PCs uncover a hidden niche The kitchen is small but well-appointed. The larder is
if they succeed a DC 12 Search check containing a document full of spices and a variety of smoked meats and fish; the
entirely in serpent tongue and inscribed with the Yellow Sign. cabinets are filled with numerous finely crafted sets of
They can make out their own names, interspersed occasionally silverware and china.
in Common, but without the assistance of someone fluent in
the serpent tongue (or a comprehend languages spell), they can A cursory look at the cabinets, requiring a DC 15 Spot check or
glean little from this document. A successful DC 30 Decipher a DC 10 Search check, reveals the silverware is in disarray, and
Script check can reveal certain key details—enough to raise much of it seems to be missing.
their suspicions (see Handout C). This is the outline of Drac’s
speech to the city, and it’s an important piece of evidence.
Egil can suggest that someone at the temple might be able to
4. Living Room
translate it.
This is a richly furnished room, full of overstuffed

Location 8: couches, chairs, and divans, with large bay windows


overlooking the street and a fireplace against the far wall.

Verlaine's House On the mantle are trophies of indeterminate origin. Over


it is a portrait of an elder Verlaine.
While they’re standing near the altar, the PCs can notice with
a successful DC 15 Spot check, the candle flames and incense

58 The Freeport Trilogy


- Terror in Freeport -
Skills and Feats: Climb +0*, Hide -3*, Jump -2*, Search +1;
5. Dining Room Cleave, Improved Initiative, Power Attack, Weapon Focus
(longsword).
A lavish meal is laid out on a long table of polished oak
Possessions: Chainmail, heavy steel shield, masterwork
wood. The silver plates and utensils mark Verlaine’s
longsword, light crossbow, 10 bolts, 3 flasks of alchemist’s
station well. Their delicate etchings are artfully rendered,
fire, loot from Verlaine’s house, rough map of the
and seem designed to show that Verlaine is not just a
Knowledge temple.
rich man, but a man of taste. The sumptuous food spread
across the table is untouched and ice cold. It seems the Slaan
good councilor was too occupied to enjoy his own luxury.
Male Human Rogue 5/Assassin 1: CR 6; Medium
humanoid; HD 6d6; hp 21; Init +3; Spd 30 ft.; AC 17,
Upstairs touch 13, flatfooted 14; Base Atk +3; Grp +4; Atk/Full
Atk + 7 melee (1d6+2/ 18–20, +1 rapier), +7 melee
(1d4+1/x3, punching dagger), or +7 ranged (1d6/x3, short
The stairs, lined with paintings of Verlaine’s merchant
bow); SA death attack, poison use, sneak attack +4d6,; SQ
freighters, end in a hallway about 40 feet long. There are
three doors along the wall. From under the middle one
seeps a pool of red.

6. Bathroom
Other than a bit of a smell, there is nothing of interest in the
bathroom.

7. Bedroom
You throw open the door on a bedchamber done up in
dark oak and lined with heavy wardrobes, with a canopy
bed in the center. Under ordinary circumstances, it would
be a warm, comfortable hideaway, but now it has been
turned into an abattoir. The bed holds what’s left of
Councilor Verlaine; on the carpet lie four members of his
personal guard, including his captain, Lloyd. All have
been hacked almost beyond recognition.

Encounters (EL 6)
When the PCs are inside the room, they get a nasty surprise—
a Brotherhood assassin, Slaan, springs out of a wardrobe
behind them! Have Slaan make a Hide check opposed to the
PC’s Spot checks to determine surprise. After the first round,
his accomplice, McNeil, joins him, as he was nearby, rummaging
through the Study in Room 8.

McNeil
Male Human Fighter 2: CR 2; Medium humanoid (5-ft.
11-in. tall); HD 2d10+2; hp 17 Init +6; Spd 20 ft.; AC
18 (+2 Dex, +5 chainmail, +2 heavy shield), touch 12,
flatfooted 17; Base Atk +2; Grp +4; Atk/Full Atk +6
melee (1d8+2/19–20, masterwork longsword) or + 4
ranged (1d8/19–20, light crossbow); AL CE; SV Fort +4,
Ref +2, Will –1; Str 15, Dex 14, Con 13, Int 10, Wis 8,
Cha 12.

The Freeport Trilogy 59


- Terror in Freeport -
evasion, trapfinding, trap sense +1, uncanny dodge; AL intimately and can quickly disappear down side streets, requiring
CE; SV Fort +1, Ref +9, Will +2; Str 12, Dex 16, Con 11, a DC 18 Survival or Spot check to follow them.
Int 14, Wis 13, Cha 10.
If there is no chance of escape, the cultists smash flasks of
Skills and Feats: Climb +9*, Disguise +9, Escape Artist alchemist’s fire on the PCs and about the room; they stay and
+11*, Hide +11*, Intimidate +9, Jump +0*, Listen +10, burn with the rest of the building if there is no other recourse,
Move Silently +11*, Search +11*, Sleight of Hand +7, destroying all trace of their identities.
Spot +10, Tumble +11*; Dodge, Mobility, Point Blank
Once the PCs dispatch the intruders, they find several interesting
Shot, Weapon Finesse. (* includes -1 armor check penalty
items on their persons. Both are carrying numerous valuables—
for studded leather.)
golden goblets, silverware, jewelry, and coins, about 3,000 gp
Spells Known (Cast per Day: 1; save DC 12 + spell level): total, and most of it marked with Verlaine’s seal. If the PCs decide
1st—feather fall, jump. to take the swag, remind them this is no dungeon—they’re fleeing
a crime scene with stolen goods. (If they take it anyway, there could
Possessions: Studded leather, +1 rapier, masterwork
be serious repercussions later, or at least a lot of explaining to do.)
shortbow and 10 arrows, masterwork punching dagger,
amulet of natural armor +1, potion of cat’s grace, 2 potions McNeil possesses a rough map of the temple to the God of
of cure light wounds, 3 flasks of alchemist’s fire, loot from Knowledge—with arrows pointing to the entrances to the
Verlaine’s house, false contract. building (see Handout D). Slaan also has a document, written
in Common, allegedly addressed to the PCs by Verlaine (see
Tactics Handout E for the full text).
With only two of them against an armed party, the assassin The cultists were going to plant the phony deputation order in
can’t take the time to make death attacks. He is a respectable Verlaine’s study — “proof ” of Drac’s version of the massacre.
combatant nevertheless. The cultists are fanatics, like all The map was distributed to a number of Brotherhood agents,
Brotherhood members, but they also recognize that the who are to descend upon the temple tonight and carry out the
mission—framing the PCs for Verlaine’s murder—is of prime remainder of their grisly scheme. They were planning to stash
importance. The cult can’t afford to have their bodies found as the loot in the PCs’ lodgings, to show just what kind of low-
evidence, so if it looks like they cannot defeat the PCs, they try to down double-crossers they were. (Of course, the PCs may aid
escape with a dramatic leap from the window. Slaan casts feather in their own framing if they carry off the loot.)
fall to prevent McNeil from taking falling damage, and uses
Tumble to avoid it himself. These two know the neighborhood Development
If the cultists make their escape, they warn K’Ral of the party’s
interference and may be present at the attack (see Part Four: The
Siege, below). The incriminating note can’t be left in Verlaine’s
house now, so they plant it in the PCs’ room at the inn.
If you wish to use the material presented in the sidebar on page
46, Reikart Lloyd is unconscious but not yet dead.
Slaan’s document isn’t likely to make much sense, but the map
should make something click. If the players still aren’t getting
it, have the PCs make DC 10 Intelligence checks to remember
what Egil heard about the Brotherhood wiping his order out
tonight. This ought to be enough to make them realize that the
Brotherhood plan to attack the temple—tonight! There’s not a
moment to lose!

8. Study
This room is a mess. Books from the bookcases lining the room
lie scattered onto the floor, a big, dark-wood desk is similarly
ransacked. The cultists destroyed most of the papers in the
room (nothing incriminating, they just wanted to make it look
convincing). They were going to place the PCs’ “contract” near
the top of the heap.
If the PCs enter this room before investigating the bedroom,
they encounter McNeil here. After one round, Slaan arrives,
attempting to use Move Silently to gain surprise.

60 The Freeport Trilogy


- Terror in Freeport -
- Part IV: The Siege -
In Which The Adventurers Fight For Their Lives, And a Snake Sheds His Skin
The PCs, with Egil in tow, can slip out of Verlaine’s place
fairly easily. They can use the secret passage again or try the
3. Access Towers
street—the other guards on the block aren’t paid to watch any These towers provide access to all floors of the temple. They are
buildings but their own, and they don’t pay the adventurers restricted and can only be used by members of the temple.
much mind.
If the PCs try to contact a member of the Watch on the way 4. The Great Atrium
back to the temple of the God of Knowledge, they find that, This enormous atrium is lit by skylights set in the ceiling 100
mysteriously, none are to be found. Drac has pulled them feet above. The walls are lined with archways leading to the
back to the Courts and the Council building on a pretence of living quarters of the temple and on the upper levels to the
heightened security, so as to facilitate the temple invasion. scroll and book stacks. Numerous staircases line the walls of the
atrium in a criss-crossing pattern that allows access to the many
Location 9: levels of the temple.

The Temple of the God A. Statues


These statues can represent either a manifestation of the God of
of Knowledge Knowledge or renowned heroes of the priesthood. Their exact
appearance is left up to you to customize for your campaign.
This temple is the center of worship of the God of
Knowledge in Freeport. There are 26 10 ft. by 10 ft. cells and B. The Radiant Arch
2 10 ft. by 15 ft. cells that house the priests on the first floor.
The two rear towers house the High Priest and his second in A steady, bright, yellowish light always illuminates this archway.
command. The upper floors contain all of the library stacks This represents the light of knowledge and is the center of
and documents. The side doors to the temple are locked worship for the priesthood. If this does not fit in with your
from the outside but can be used as campaign please feel free to customize it to your
exits as they unlock from the inside. liking.
The upper levels of the temple
are not described in detail, as 5. Priest Cells
they do not play a part in this
All of the areas marked 5 on the map
adventure.
represent the cells that house the priests
and acolytes of the temple. They are sparsely
1. Reception Desk furnished and normally house 2-4 priests each.
All visitors to the temple are
greeted here at a long desk by the 6. High Priest's Offices
priest who is on duty. He is responsible
This room is the office of the high priest
for pointing visitors in the right direction
of the temple. From here he conducts
and generally greeting all those who visit the
the day-to-day business of running the
temple. Those who seek an audience with
temple. There are always two acolytes
the leaders of the temple are shown to one
here waiting on the high priest when he is
of the two sitting rooms marked area 2 on the
at work. Lockable sliding panels can close off
map. A friendly wizard has cast a permanent
the archways leading to this area if necessary.
alarm spell on a small gem under the desk. If
touched by the priest an alarm bell will ring throughout
the atrium and the temple priests arrive quickly to meet any 7. Office of the
threat. High Priest's Assistant
2. Sitting Rooms This room is the same as area 6 except that a priest, second in
command at the temple, uses it.
These two rooms are richly decorated and contain comfortable
chairs and sofas. Those awaiting an audience with temple
leaders are sent to wait in one of these two rooms. The doors
8. High Priest's Tower
leading out are locked. This tower is the private living quarters of the high priest of
the temple. It rises up the entire height of the building and

The Freeport Trilogy 61


- Terror in Freeport -

is quite luxurious. Understandably, the door to this area is believes Egil’s story. If the PCs have brought the recovered
always kept locked. serpent tongue document with them, he reacts with alarm.

9. Assistant's Tower The old cleric folds the document carefully and returns
This tower is identical to the one occupied by the high priest it to you. His voice is subdued but troubled. “I’ve known
except that it only encompasses the first two floors of the this day had to come, since I first learned of the activities
temple. of the Brotherhood in Freeport. There was no way any
human agency could destroy them. They would return to
seek vengeance on those who would hinder their diabolical
Speaking with Thuron schemes. This document proves it.
When the PCs arrive, they may gain an audience with the
“Should we survive this night, I will tell you what is
high priest, Thuron, if they insist on the importance of their
contained herein. But there is no time now. They will
message. The high priest is initially distrustful of the PCs, but

62 The Freeport Trilogy


- Terror in Freeport -
be upon us—soon, and in force. We must secure the
Uncovering the Ruse
temple. Egil, wake the clergy and have them begin spells Most of the false clerics attempt to confuse the situation by
of protection.” shouting out conflicting suggestions: evacuate, call the Watch,
leave the temple to take care of its own, and so on. K’Ral acts
To you, the old cleric says, “I will not abandon this holy
reasonable, although scared, not obviously villainous. She even
place to the Brotherhood’s loathsome depredations. And
suggests using detect magic or discern lies as a good way to test for
I will not have the order hunted down and murdered one
intruders. She’s wearing a ring of mind shielding, which conceals
by one. We will make our stand, and we will trust in our
her true intention from prying spellcasters, and hopes to salvage
god to protect us.
the operation at the cost of the rest of the strike squad.
“My friends, I would ask you to stay and help. I will give
A DC 20 Spot check lets a character notice the heavy gold
you all the rewards this simple order can spare. We may
ring on K’Ral’s finger. If that doesn’t raise suspicion, have the
have the god on our side—but steel never hurt, either, as
character make an DC 15 Intelligence check to remember
you well know.”
something Egil said long ago: His order takes a vow of poverty.
Failing that, try another DC 20 Spot Check to notice a faint
If the PCs agree to help, Thuron suggests they wait at the
scent of caves on one of the “clerics.” On a success, subsequent
entrances marked on the map. He figures that the Brotherhood
checks at DC 15 can detect the odor around other clerics as
planned to catch the clerics asleep and unprepared. With any
well. Only about half of them have a detectable smell, though;
luck, they won’t realize their scheme has been found out and
some are infiltrators in city institutions who have been living
will simply attack as planned.
above ground.
Egil and Thuron move off to rouse the clerics. The PCs just
If questioned about their backgrounds, or about the Knowledge
about make it to the marked entrances as the doors start to open.
God’s temple, the disguised cultists become evasive. They can
give plausible enough answers to general questions on temple
The Brotherhood operations, and even the layout of their rooms (Milos did very
complete surveys). But they start to fall down on personal
Attacks questions—lies that can be detected by magic.
The PCs are confronted by five Knowledge God clerics at In the unlikely event the PCs don’t reveal any of the imposters,
each entrance, many of whom sport wicked wounds. These Thuron can step in to lend a hand, explaining that he has a
persons claim that they were out picking up groceries and dry “special skill” in this area.
goods for the temple (which they can produce on demand).
While passing through a darkened street in the Old City, Encounters (El 6)
they were ambushed by shadowy figures in robes, carrying Once revealed, or if Thuron takes action to identify the
long, crooked knives. Everything happened too quickly for intruders, K’Ral gives the attack order.
them to see anything. They got away but are sure they were
being followed, so they split up to try to throw off their K'Ral
pursuers. If the PCs call on Thuron or Egil, they identify the
clerics as legitimate. Female Civilized Serpent Person Fighter 2/Sorcerer
1/Cleric 1: CR 4; Medium monstrous humanoid
Both groups are fakes, composed of human cultists disguised (shapechanger) (5-ft. 9-in. tall); HD 2d10 plus 1d4 plus
thanks to a wand of alter self and artfully smeared with blood 1d8; hp 25; Init +5; Spd 20 ft, swim 5 ft.; AC 17, touch
from the local slaughterhouse. A Spot check to see through the 11, flatfooted 16; Base Atk +2; Grp +3; Atk/Full Atk
disguise is opposed by Disguise checks at a +10 circumstance +4 melee (2d4+1/18–20, falchion), +3 ranged (1d6/x3,
bonus. The Brotherhood murdered the unfortunate clerics and shortbow); SA rebuke undead (3/day); SQ darkvision 60
appropriated their garb. ft., change shape; AL CE; SV Fort +5, Ref +1, Will +4;
The group at the western door is led by K’Ral, a serpent cleric Str 12, Dex 13, Con 11, Int 12, Wis 13, Cha 11.
in human form. K’Ral didn’t expect to find the PCs here; the Skills and Feats: Concentration +5, Disguise +0 (+10 with
plan was to be let in, then wreak havoc after the clerics went change shape), Escape Artist +0*, Hide –2*, Intimidate
to bed. She quickly concocted the attack story in an attempt +6, Knowledge (arcana) +5, Listen +3, Move Silently –2*,
to take control of the new situation. The rest of the cultists are Spot +3; Alertness, Combat Casting, Improved InitiativeB,
clever enough to follow her lead and act realistically. Point Blank Shot, Weapon Focus (falchion).
If Slaan or McNeil made their escape from Verlaine’s house, Change Shape (Su): Change shape to Small or Medium
Slaan is with the unaccompanied clerics and McNeil is with humanoid form, 3/day. Loses swim Speed in humanoid
K’Ral’s group. Slaan’s presence raises the EL to 8; McNeil’s form.
presence or absence does not affect the EL.

The Freeport Trilogy 63


- Terror in Freeport -
Sorcerer Spells Known (Cast per Day: 5/3; save DC 10 + Tactics
spell level; 30% arcane spell failure): 0—daze, detect magic,
ray of frost, touch of fatigue; 1st—magic weapon, shield. If they’re identified, half of the disguised cultists rush Thuron,
the rest at Egil. To confuse the situation, K’Ral pretends to
Cleric Spells Prepared (3/2+1; save DC 11 + spell level): defend the temple (holding back her blows; the blood disguises
0—detect magic, resistance (x2); 1st—bane, doom, inflict light this fact) until she can get a clear shot at the party’s most
wounds*. obvious threat, such as a tough fighter or a wizard. She attacks
*Domain Spell. Domains: Destruction (smite 1/day, +4 individual PCs in descending order of perceived danger and
attack, +1 damage); Evil (+1 to cast evil spells). tries for flanking bonuses whenever possible, taking advantage
of the general confusion to avoid being noticed as the attacker.
Possessions: Chain mail, falchion, shortbow with 20 arrows, She’ll attempt an opportunistic attack on Thuron if at all
ring of mind shielding, 20 pp. possible (although the aged cleric is tougher than he looks).
Cultists Unless K’Ral is revealed by the time the fight is over, she is
still in a position to cause great damage to the temple. Looking
Male and Female Human Cultist* 2: CR 1; Medium around after the fight, the PCs may realize with a DC 15 Spot
humanoid; HD 2d6+2; hp 9 (average); Init +5; Spd 30 check their erstwhile ally is nowhere to be seen. A search of the
ft.; AC 11, touch 11, flatfooted 10; Base Atk +1; Grp temple finds a couple of the cells locked. In one of these, K’Ral
+1; Atk/Full Atk +1 melee (1d6, club, or 1d4/18-20, x2, has already dispatched a pair of minor temple attendants, and
kukri); AL CE; SV Fort +1, Ref +1, Will +4; Str 10, Dex she is in the process of putting the sword to two more in the
12, Con 12, Int 10, Wis 12, Cha 12. other. If interrupted, she fights to the death in an effort to do as
Skills and Feats: Bluff +9, Disguise +6 (+8 acting) much damage as possible.
(+16/+18 with alter self), Hide +6, Knowledge (religion)
+5, Sleight of Hand +9; Improved Initiative, Martial Allies
Weapon Proficiency (kukri), Skill Focus (Disguise), Skill Thuron and Egil were able to rouse twenty clerics to help in
Focus (Sleight of Hand). the defense of the temple, who begin appearing a round or two
Possessions: Concealed kukri, dry goods and groceries. The after the cultists arrive at the entrances. The resident priests are
cultists are disguised by a wand of alter self with just enough not skilled combatants, but will trust in Thuron’s leadership
charges to disguise the group. in the battle (or in his absence, that of a charismatic PC). The
old priest may hold a few acolytes back to cast healing and
* See Appendix II: New Mechanics on page 121. protective spells on the PCs, as they represent the temple’s best
hope for a successful defense.

64 The Freeport Trilogy


- Terror in Freeport -
Thuron, a.k.a. K'Stallo NG; SV Fort +2, Ref +0, Will +4; Str 9, Dex 10, Con 11,
Int 12, Wis 14, Cha 8.
Male Civilized Serpent Person Cleric 4: CR 4; Medium
monstrous humanoid (shapechanger); HD 4d8; hp 23; Skills and Feats: Concentration +2, Heal +5, Knowledge
Init +4; Spd 30 ft., swim 15 ft.; AC 11, touch 10, flatfooted (religion) +5, Knowledge (any one) +8, Profession (scribe)
11; Base Atk +3; Grp +4; Atk/Full Atk +4 melee (1d6+1, +6; Scribe Scroll, Skill Focus (Knowledge [any one]).
club); SA turn undead (4/day); SQ darkvision 60 ft.,
Cleric Spells Prepared (3/2+1; save DC 12 + spell level):
change shape; AL CG; SV Fort +4, Ref +1, Will +7; Str
0—cure minor wounds, detect magic, light; 1st—bless,
12, Dex 11, Con 10, Int 14, Wis 16, Cha 13.
protection from evil*, sanctuary.
Skills and Feats: Concentration +5, Diplomacy +2,
* Domain Spell. Domains: Good (+1 to cast good spells);
Disguise +1 (+11 with change shape), Escape Artist +4,
Knowledge (+1 to cast divinations).
Hide +6, Knowledge (arcana) +9, Knowledge (religion)
+9, Move Silently +2; Combat Casting, Improved Possessions: Club, holy symbol
InitiativeB, Still Spell.
Brother Egil
Change Shape (Su): Change shape to Small or Medium
humanoid form, 3/day. Loses swim Speed in humanoid hp 15, see page 15 for details.
form.
Development
Cleric Spells Prepared (5/4+1/3+1; save DC 13 + spell
level): 0—detect magic, light, purify food and drink, read In the unlikely event that Thuron is killed in the battle, the PCs
magic, resistance; 1st—bless, comprehend languages, detect are in for a nasty surprise: The old priest’s body reverts to the
secret doors*, remove fear, sanctuary; 2nd—augury, detect horrid form of a serpent man! Egil knows nothing of this and
thoughts*, hold person, remove paralysis. reacts with shock. In this situation, you’ll have to convert much
of the conversation below into documents hidden in the high
*Domain Spell. Domains: Knowledge (+1 to cast priest’s quarters.
divinations); Magic (use spell completion and spell trigger
items as Wizard 2). Options
Possessions: Club, key ring (on which are keys to places You may find that running a simultaneous combat at two
unknown in the temple to the God of Knowledge), holy different locations is confusing. A good way to handle this is to
symbol. simply have one big initiative order and treat the whole affair
as a single combat. You may find that using miniatures helps
Clergy of the God of Knowledge (20) you remember who is at each location. If this all sounds like too
Male and Female Human Cleric 1: CR 1; Medium much hassle, you can make the Brotherhood attack come from
humanoid; HD 1d8; hp 4 (average); Init +0; Spd 30 ft.; only one direction, and pile everyone into one location for the
AC 11, touch 11, flatfooted 10; Base Atk +0; Grp –1; Atk/ final showdown. PCs may thus waste precious time guarding
Full Atk -1 melee (1d6, club); SA turn undead (2/day); AL a safe location, and they’ll have to hustle to help their friends
fight off the real attack.

- Aftermath: Thuron's Confession -


After the battle, Thuron, Egil, and the other surviving clerics
work healing magic on the adventurers. Once he is sure the With that, Thuron speaks a few hushed syllables in
temple is secure, Thuron leads the PCs and Brother Egil to the prayer and slides open a crypt. There is a rush of air, a
temple tombs. billow of incense, and you find yourself looking at the
body of—Thuron! He seems eminently peaceful in death.

The tombs are cold, dark, and deathly still, but the feeling “I am not Thuron, as you can see. My name is K’Stallo.
is reverent rather than grim. A luminescent moss hangs I am the last priest of Yig.
from the marble wall, giving off a hint of sandalwood and “The Brotherhood were not the only serpent people to
a gentle yellow glow. Thuron runs his hands along the moss survive the destruction of Valossa with their intellects
and chuckles softly to himself. Then he lowers his eyes. intact. Yig preserved some of his faithful in the farthest
“Here I must make a confession. I have lied to you all. corners of the world. But evil—and stupidity—have a
I went astray for the best of reasons—but nonetheless greater attraction over the centuries than does peaceful
I went astray. I can only swear to you I had no part in worship. Many of my number reverted to simple animals,
what you are about to see.” or worse yet, joined the Brotherhood.

The Freeport Trilogy 65


- Terror in Freeport -
“Lucius found us, during his wanderings, in a small
Adventure Seeds mountain village far to the north. I realized the
knowledge he had accumulated might be able to lead us to
You may want to run some interim adventures before a closer communion with Yig—an understanding of the
moving on to Madness in Freeport. Some adventure divine that has all but faded away over the centuries. So I
seeds follow. Tales in Freeport also has some suitable followed him during his search. I followed him home.
short adventures.
“I slipped into this temple in human guise one evening to
A New Ally look through the scrolls Lucius had brought back from his
wanderings. While I was searching, I discovered Thuron
K’Stallo’s fate is left vague at the end of the dead at his desk. His heart had given out during the
adventure. He may simply leave the city, and put night. At that moment I made a fateful choice. Perhaps
it on the PCs to explain the death of Thuron. not a wise one, or even a brave one, but one that made
Alternately, he may conspire with the PCs the most sense. I took Thuron’s place and devoted myself
to keep up his charade. If K’Stallo continues to the study of the scrolls. I even slipped into Lucius’s
his impersonation, he can find out all sorts of chambers one evening to see if he had held onto any
interesting information. He could easily unearth others. I believe I startled you, Egil. For that I apologize.
items of interest and then send the PCs on missions
throughout the city or beyond. A typical adventure “I should have spotted Milos at once, but I was too
might be the location and exploration of serpent engrossed in my work. When I learned of your adventures
people ruins on an obscure island. with the Brotherhood, I should have abandoned my
charade. But I was too greedy for knowledge.
A Finger a Week “Now I will render you the only service I can—far too
The PCs run into Brother Egil one day, and noticed little, far too late. This document promises great danger
that he’s been roughed up. He brushes off the for Freeport—and for the world. It is a public speech, an
incident, blaming it on local toughs. A few days later explanation of tonight’s events. I will translate it without
they see him again, and his left hand is bandaged. remarking upon the obvious—it is all lies.”
It seems that the good brother is missing his
pinky finger. A little prodding and Egil shares his
Refer to Handout C for the complete text of this document.
shameful secret. As the PCs may recall, Egil’s order
takes a vow of poverty. And yet Egil had a large
amount of gold to hire the PCs on two different K’Stallo looks up, concern etched in his face. “It is the
occasions. As it turns out, he borrowed the gold next part of the document that troubles me the most. For
from a moneylender and now it’s time to pay the the note is addressed to Sea Lord Drac. And his name is
man back. Brother Egil hasn’t been able to raise the marked with the Yellow Sign.”
money, so the moneylender’s thugs have taken his
pinky, and promised to take another finger for each
What will Drac do now that his scheme has been foiled? What
week the cleric doesn’t pay. The PCs may take it
was Milos putting in those lighthouse plans? And will the
upon themselves to get involved, thus encountering
Unspeakable One play a return engagement in Freeport?
the criminal underworld of Freeport for the first
time. They may take on the moneylender, but he has Madness in Freeport, the conclusion of the trilogy, answers all
powerful friends… those questions, and more.

On the High Seas


The PCs find out exotic goods are flowing into
Freeport for the construction of the lighthouse.
They may then decide to get a ship of their own
and engage in a little enlightened piracy (which
is, after all, a Freeport tradition). Locating and
interdicting ships with vital supplies may slow
down the construction of the temple while the
PCs try to figure out what Drac’s plot is all about.
Swashbuckling fights on the high seas are always
good fun.

66 The Freeport Trilogy


Interlude II:
Thieves and Liars
D utch Tillinghast is on the take. As boss of the Sea Lord’s
Guard, he holds an untouchable post, having free reign to
do whatever he wants. He and Milton Drac colluded to raid the
this task isn’t easy for the reward posted by Dutch has attracted
another bounty hunter who is quite good at his job.

Guard’s treasury, which made him quite wealthy. So wealthy, in


fact, he could afford to install a mistress on fashionable Wave
Part One: Bounty Hunters
Avenue. Of course, such corruption comes with a price. As the
funds to support the Sea Lord’s Guard diminished, so too did As you walk down the street, you see a small crowd of
their numbers. Morale sank and the guards blatantly began to locals gathered around a uniformed member of the Sea
solicit bribes and payoffs to supplement their shrinking income. Lord’s Guard. You know him, mostly by his reputation.
Crime is on the rise, and the Guard is unable (or unwilling) Little better than a thug, Corporal Fritz is notorious for
to do anything about it. Local justice and private guards have taking payoffs and being rough with the ladies. He seems
become the norm, and the Sea Lord’s Guard has become to be working the crowd, talking about something, but it’s
synonymous with the very criminals they are paid to fight. hard to make out what he’s saying. As you draw closer,
you can hear him over the mutters and questions of the
Though Freeport deteriorates around him, Boss Tillinghast is
gathered citizens, “…that’s what uh sez, Boss Dutch
quite comfortable, attending all the high society events, sipping
wants ‘im. Wants ‘im bad ‘nough to give up 2,500 pretty
fine elven wines from the continent, and sampling the delights
coins, all stamped with the fine features of our great
of the city’s best brothels. But now he has a problem. His
Sea Lord…” He pauses, takes off his cap, and looks up
mistress, Maggie, a classy girl with expensive tastes and even
towards the Lighthouse in act of feigned reverence, before
more expensive demands, has been anything but true to the
continuing, “so, if any of youse sees that bastard Pete
commissioner of the Sea Lord’s Guard. She’s entertained a few
Putnam, you jes bring ‘em to the Fortress o’ Justice up in
other men in her rooms, but her favorite paramour is “Magic”
the Old City and we’ll mak’ee rich.” He holds up a rough
Pete Putnam, a minstrel and performer of modest skill with a
sketch for all to see.
penchant for thievery of coins and hearts. One night, Dutch
decided to surprise his mistress with an emerald only to discover
her in the arms of another man. Try as he might to kill the man
who made a cuckold of him, Dutch was unable to finish Putnam
before he jumped through an open window and got away.
Enraged, he “interrogated” Maggie to find out who the man
was. He then ordered the Sea Lord’s Guard to track down
and bring in her lover. Understaffed and disloyal, the watch
failed to recover wily Pete and returned empty handed.
Tillinghast resolved himself to get revenge and instructed his
men to spread word Pete is a no good thief and he’s wanted
for robbery. To ensure a quick recovery of the man, Tillinghast
offered a reward of 2,500 gp for Putnam—alive or dead. Of
course, Maggie thinks she loves Pete, so she’ll do whatever she
must to make sure he escapes unscathed.
Thieves’ and Liars is designed for four characters of levels 4–5.
It’s best run in between Terror in Freeport and Madness in
Freeport, though with some adjustments, you could run it at
any time.

Adventure Synopsis
The adventure opens when the PCs catch wind of a hefty
reward offered for a thief and blackguard named “Magic” Pete
Putnam. Making a few discrete inquiries, the characters nearly
catch him, but he slips away. Later, Maggie approaches the
characters to make a counteroffer, asking them to help her reach
the docks so she and her lover can get out of the city. However,

The Freeport Trilogy 67


- Interlude II: Thieves and Liars -
Corporal Fritz, and a few others of the Sea Lord’s Guard, If all else fails to get the PCs to the Rusty Hook, you can use
have moved into the seedier districts of the city, spreading this encounter to put them on the right track. At some point
word of the reward for Pete Putnam. Characters succeeding in their investigation, they overhear a pair of working girls
on a DC 15 Knowledge (local) check know exactly who talking.
Putnam is. An entertainer by trade, “Magic” Pete Putnam
has a larcenous side that occasionally exerts itself at the most
“Did you? Last night? Was he any good?” asks one
inopportune of moments. He’s also very lucky with women,
woman, her face buried beneath many layers of
seeming to know the right thing to say to get invited to their
cosmetics.
rooms, much to the rage of innkeepers, ship captains, fathers,
and husbands throughout Freeport. “Magic” Pete has his fair “Yes,” giggles another, similarly painted. “He was quite
share of enemies, but he’s never done anything to warrant a good. The best, in fact. And I’ve seen a lot in my time,”
2,500 gp bounty. she says with a blush.
If the PC’s ask what he did, Fritz adds, “What’s it matter? We’re “Oh, come, tell me all about it!” the first replies.
talkin’ over two tousand gold. Though, if ye must know, he
“You should see for yourself. He played a wonderful
broke into a fine lady’s place on Wave Avenue.”
melody on that flute of his… why, he played and played.
I thought I would pass out. It was so beautiful!”
Development
“That’s probably the wine…”
Hopefully, the reward is enough to draw the PCs into the
plot. It’s possible, though, they have other plans or interests, “Feh. Really, you should see him. He’s playing at the
maybe even seeing themselves above something as petty as Rusty Hook tonight.” And then the two women move off
bounty hunting. If so, don’t worry. The events in this interlude into the crowds.
can develop in the background. You could have them overhear
a couple of locals claiming they nearly caught him, or even Characters following the women learn the nature of their
themselves cross paths with the elusive man. If the characters occupations, for the pair finds the arms of two off-duty
are still not interested, the city eventually turns into as circus sailors and, as a group, they walk into a nearby tavern.
as locals bring roughed up minstrels to the Fortress of Justice Still, the PCs can approach them, but they must contend
in the hopes no one notices they have the wrong guy. To get with their “dates.” The men are paying good coin for these
the PCs on track, play upon their consciences, reminding the women and don’t plan to let them go easily. (If combat
characters the Sea Lord’s Guard is famous for their corruption, breaks out, use the Thug statistics on page 72 replacing their
and that it’s likely they don’t have the full story. weapons with daggers.) In any event, the ladies tell the PCs
Finding Putnam is tricky. As he’s well aware of the reward on that the entertainer is a new guy named Phelps. Neither had
his head, he’s laying low in the city. Give the characters some ever seen him before, and he’s playing at the Rusty Hook
latitude in their search, let them call on any contacts they’ve this night.
established in the city, visit a number of bars, markets, and
pretty much any place where they think Putnam might hide.
During this time, the characters can make Gather Information
Part Two:
checks to learn the following. The Rusty Hook (EL 6+)
The Talk about "Magic" Pete A favorite haunt of sailors, the Rusty Hook has a reputation
as a rough place, even by Freeport’s standards. Converted
DC Information Learned from an old warehouse, the place is large with plenty of
10 “Magic” Pete Putnam is a local performer who room on the main floor with bunks above for those needing
works at few taverns near the docks. You seen a place to stay or for those in need of privacy. Karl Wine, the
him? They say there’s a hefty reward. proprietor, doesn’t mind the dangerous atmosphere; he’s an
13 Putnam is a thief and a cad, with no respect for old sailor and drunkard to boot, so he knows his way around
others or their property. I saw him jump on a the pirates frequenting his place. See A Freeport Gazetteer
ship last week. in Freeport: The City of Adventure for more details on this
location.
17 They say he has some skill with magic, but I
don’t believe it. It’s all misdirection, you know? Putnam, in an effort to save his scrawny neck, adopted a
20 Putnam’s notorious for using magic to, well, make persona (Phelps), and set up shop here, playing at night for
people like him. Sure, he has some talent with a roof over his head and, more importantly, to keep Karl
the flute, but he’s not that good. Still, he doesn’t Wine from turning him in for the reward. Unbeknownst
deserve to be hunted like he is. I think I saw him to Putnam, the noose slowly closes around his neck, for
yesterday skulking about near the Rusty Hook. Calybdus Snide, a bounty hunter is on to him. Snide’s not

68 The Freeport Trilogy


- Interlude II: Thieves and Liars -
completely sure the disguised Putnam is really Putnam, but Calybdus Snide
he’s suspicious. He saw him the previous night, and decided
Male human rogue 3, ranger 3; CR 6; Medium humanoid
to come back just to be sure, looking for any mistakes that
(human); HD 3d6+3 plus 3d8+3; hp 30; Init +7; Spd
will clinch it. On the night the PCs come to the Rusty Hook
30 ft.; AC 18, touch 13, flat-footed 14; Base Atk +5;
to investigate, Snide gets his confirmation and attacks,
Grap +6; Atk +7 melee (1d8+2/19–20, +1 longsword)
hoping to bring the man in alive.
or +9 ranged (1d4/19–20 plus poison, masterwork hand
crossbow) or +9 ranged (entangle, net); Full Atk +5 melee
Stepping in through the batwing doors, you see a huge (1d8+2/19–20, +1 longsword) and +5 melee (1d6+1/19–
open room with wooden supports to hold up the sagging 20, masterwork short sword) or +9 ranged (1d4/19–20
low ceiling. The décor clearly caters to those who ply plus poison, masterwork hand crossbow) or +9 ranged
their trade at sea, for nets, ropes, old mariners’ wheels (entangle, net); SA combat style (two-weapon), favored
and the like hang from the walls. Most of the place is enemy (humans) +2, sneak attack +2d6; SQ evasion, trap
filled with sailors seated at tables or in the booths lining sense +1, trapfinding, wild empathy +2; AL NE; SV Fort
the right wall. To the left, a ladder goes up through an +7, Ref +9, Will +3; Str 13, Dex 16, Con 12, Int 10, Wis
open hole in the ceiling, presumably to the rooms above. 14, Cha 8.
On the stage near the bar, a man plays a lively tune
Skills and Feats: Climb +4 (+6 ropes), Diplomacy +1,
on a flute. He looks a little strange, with an oiled black
Escape Artist +3 (+5 ropes), Gather Information +7,
moustache and rouge painted cheeks, to say nothing of
Hide +11, Intimidate +6, Jump +3, Knowledge (local) +5,
the garish clothing of clashing colors. As he plays, a few
Listen +7, Move Silently +11, Search +7, Sense Motive
bored patrons watch, barmaids weaving through the
+7, Spot +7, Survival +5 (+7 follow tracks), Use Rope +8;
crowds, dodging grasping hands looking for a squeeze,
Endurance B, Exotic Weapon Proficiency (net), Improved
while watching the musician perform.
Initiative, Rapid Reload (hand crossbow), Track B, Two-
Weapon Defense, Two-Weapon Fighting B.
The player is indeed Putnam. Most of the crowd has little love
Languages: Common.
for flutists and much prefer bawdy songs of ribaldry and worse.
Still, the air is festive. If the characters survey the crowd, and Poison: Injury DC 14; initial damage 1 Con; secondary
succeed on a DC 15 Spot check, they notice one of the patrons damage unconsciousness.
seems to be watching the musician a little too closely.
Possessions: +1 studded leather, +1 longsword, masterwork
short sword, masterwork hand crossbow with 10 bolts, net,
A man seated near the stage leans forward, craning his amulet of natural armor +1, 50 feet of silk rope, 2 doses of
neck to get a good look at the player. His arm is cocked blue whinnis poison, 25 gp.
back, reaching for perhaps a dagger or sword, while his
other rests on his knee. He’s an odd one too, with waxy "Magic" Pete Putnam
skin, black hair, and three scars running down his cheek, Male human bard 4; CR 4; Medium humanoid (human);
like scratches. He wears nondescript clothing, but there’s HD 4d6; hp 14; Init +1; Spd 30 ft.; AC 13, touch 12,
an intensity to the man that sets him apart from the rest flat-footed 12; Base Atk +3; Grap +4; Atk +5 melee
of the crowd. (1d6+1/19–20, masterwork shortsword) or +5 ranged
(1d4+1/19–20, masterwork dagger); Full Atk +5 melee
The man is Calybdus Snide. Of course, with the man seated as (1d6+1/19–20, masterwork shortsword) or +5 ranged
closely as he is, Putnam notices Snide too and sweats. A lot. So (1d4+1/19–20, masterwork dagger); SA bardic music
much so, his moustache suddenly falls from his face to the floor (countersong, fascinate, inspire courage +1, inspire
below. Snide then jumps to his feet, his finger pointed at the competence); SQ bardic knowledge +6; AL CN; SV Fort
bard, dramatically crying out “Aha!” in excitement much to the +1, Ref +5, Will +3; Str 12, Dex 13, Con 10, Int 14, Wis
surprise of the crowd. 8, Cha 16.
The PCs have one free round to act. The distance between Skills and Feats: Bluff +10, Diplomacy +12, Disguise
the door and the stage is about 40 feet, but moving past the +5 (+7 acting), Gather Information +5, Intimidate
tables is slow going, each square costing 10 feet of movement. +5, Knowledge (local) +9, Listen +6, Perform (wind
Characters can move across the tabletops unimpeded, and instruments) +12, Sleight of Hand +10, Spot +6; Combat
the distance between each table is about 5 feet with the tables Expertise, Quick Draw, Run.
themselves approximately 5 feet in diameter. A character Languages: Common, Elven, and Halfling.
hopping across the tables needs to make three Jump checks,
with the DC depending on the whether or not the character Bard Spells Known (Cast per Day 3/3/1; save DC 13
has a running start. + spell level): 0—daze, ghost sound, lullaby, message,
prestidigitation, summon instrument; 1st—charm person,

The Freeport Trilogy 69


- Interlude II: Thieves and Liars -
expeditious retreat, lesser confusion; 2nd—misdirection, The crowd seizes this opportunity to fight each other, the
whispering wind. entire place descends into a bloody barroom brawl. They use
their fists, bottles, chairs and so on, but they don’t attack PCs
Possessions: Padded armor, masterwork short sword, 2
unless they themselves are first attacked. However, with all the
masterwork throwing knives, potion of hide from animals,
commotion, there’s a 10% chance each round for all characters,
potion of invisibility, ring of protection +1 (matches
including the bounty hunter, to suffer from a random attack
Maggie’s), scroll of cure light wounds, disguise kit,
from a thrown object, a wild swing, or some other accidental
masterwork flute.
blow. Roll an attack roll with a +2 attack bonus. On a hit,
Tactics the attack deals 1d6+1 points of damage. Treat the 40 or so
patrons as 1st-level warriors in case the PCs want to fight
Calybdus fires a poisoned bolt from his hand crossbow, hoping them all.
to knock out or at least weaken the fugitive. (Remember, if
Calybdus rolls a natural 1 on an attack roll with a poisoned
weapon, he must succeed on a DC 15 Reflex save or
Development
accidentally poison himself.) If his first attempt fails, he throws Putnam should escape. Unless something terrible happens,
a net on the second round hoping to end the confrontation as Snide slips away as well. The bar fight ends if someone gets
quickly as possible. Putnam, however, has other plans. Found seriously hurt, such as if a PC casts a big spell like fireball or if
out, he doesn’t waste any time drinking his potion of invisibility, one the characters draws a sword and hacks his way through
which he retrieves as a free action thanks to the Quick Draw the crowd. Otherwise, the brawl spills out into the street after
feat. Next, he runs from stage, and heads to the kitchens where 1d4+2 rounds and continues for another 1d4 minutes in front
he slips out the back door. of the Rusty Hook.

If the party interferes in the exchange, Calybdus throws the net There are plenty of ways to derail the adventure in this scene.
at the lead character instead (Putnam’s likely to be invisible and If the PCs kill Calybdus, don’t worry, the reward is big enough
fleeing by now). If Putnam manages to get away, the bounty to attract all sorts of other bounty hunters. Modify Calybdus’
hunter meets any attacks by fighting defensively with two stats and rename him or just generate a new bounty hunter
weapons and slowly moving towards the front door—the PCs (CR 6 preferred) and use that character to replace Calybdus
won’t pay him a reward, so they’re not worth the risk. for the rest of this adventure.
If Putnam is captured, he doesn’t reveal why he’s wanted,
to protect Maggie. However, as the PCs take him to the
Fortress of Justice, Maggie intercepts them, in the hopes of
winning them over. Should Putnam die, either at the hands
of the PCs or Snide, the adventure effectively ends here,
with whoever’s still standing in the end taking the body in to
collect the reward.
Once Putnam gets free from the Rusty Hook, he runs for
a while until he finds a safe place to hide. He then casts a
whispering wind spell, sending a message to Maggie explaining
he’s run out of options and that he needs to leave the city. He
gives her a brief description of one of the PCs that interfered,
casting this spell twice if needed. Maggie slips out of her
apartment, setting out to find the party (see Part Three: A
Cry for Help). Putnam assumes a new disguise and lays low
until he hears from the girl.
Meanwhile, Calybdus retreats far enough to watch the PCs,
figuring they are skilled enough and interested enough in
“Magic” Pete that they will eventually lead him to the mark.
He trails the party. When the PCs meet with Maggie, he
eavesdrops on their conversation, and then slips away, hires
two thugs, and heads over to the docks. Suspicious characters
may make opposed Spot or Listen checks against Snide’s Hide
or Move Silently checks to notice him. (If he’s spotted, he
flees, only to return a few minutes later.)

70 The Freeport Trilogy


- Interlude II: Thieves and Liars -
and saw in him a kindred spirit. The two became friends and
Part Three: soon after lovers, all behind Tillinghast’s back. It was inevitable
Dutch would find out, but Maggie didn’t care because she
A Cry for Help (EL 5) genuinely loved the rogue. The danger didn’t matter.
Maggie is deeply in love with Putnam, so she’ll do whatever
she must to make sure he’s safe. She knows Dutch won’t give Maggie
up the hunt and the reward is too big for things to just blow Female human sorcerer 5; CR 5; Medium humanoid
over. Her lover’s life is in jeopardy for as long as he stays here. (human); HD 5d4+5; hp 17; Init +2; Spd 30 ft.; AC 13,
So, Maggie’s resolved to leaving the city, setting out for nearby touch 13, flat-footed 11; Base Atk +2; Grap +1; Atk +2
Libertyville. melee (1d4–1/19–20, masterwork dagger); Full Atk +2
Assuming Putnam escapes from the Rusty Hook, Maggie melee (1d4–1/19–20, masterwork dagger); SQ summon
uses a scroll of scrying to locate the PCs. Once she finds their familiar (none); AL CN; SV Fort +2, Ref +3, Will +6; Str
location, she slips out of her apartment, using an invisibility 8, Dex 14, Con 13, Int 10, Wis 12, Cha 16.
spell to avoid being noticed by Dutch’s men, and sets out to find Skills and Feats: Bluff +13, Concentration +9,
the characters. It takes her 1d4 hours to locate them. Just before Diplomacy +7, Disguise +3 (+5 acting), Hide +4,
she approaches them, she drinks a potion of eagle’s splendor to Intimidate +7, Knowledge (arcana) +5, Move Silently
improve her chances at convincing them of her plight. +4, Sense Motive +3, Spellcraft +5; Negotiator B,
Of course, the PCs or Snide may have captured Putnam Persuasive, Stealthy.
already. If the PCs have him, she stops them on the way Languages: Common.
to the Fortress of Justice, hoping to convince them of their
situation and the wrongness of Tillinghast’s bounty. On the Sorcerer Spells Known (Cast per Day 6/7/5; save DC 13
other hand, if Snide captures Putnam, Maggie finds the PCs, + spell level): 0—daze, detect magic, detect poison, message,
thinking they might be potential allies and begs them for read magic, resistance; 1st—charm person, color spray,
help to free Pete. disguise self, sleep; 2nd—invisibility, touch of idiocy.

If the characters give her the opportunity to talk, read the Possessions: Masterwork dagger, 3 potions of eagle’s splendor,
following. ring of protection +1 (matches Putnam’s), scroll of scrying
(used), scroll of whispering wind, wand of charm person (16
charges), emerald worth 500 gp.
The red haired woman is young, with a smattering of
freckles on her cheeks. She’s dressed simply, no more than
a thin dress and slippers, and she wrings her hands with
Development
worry. Finally, she speaks, “You have it all wrong! Pete’s In truth, Maggie’s doesn’t have the kind of money she’s offering.
innocent. He didn’t rob me… he would never…. I can’t Though she lives in luxury, having clothing, furnishings, and
bear it if I lost him, you have to help me. If Dutch gets artwork, the jewelry Tillinghast gives her is always for one night
hold of him, he’ll kill him. He’s threatened to kill me too, (he then gives the baubles to his wife) and never for keeps. The
but says he’s waiting so he can strangle Pete in front of only money she has is the emerald Tillinghast dropped when
me first. Look. I know the commissioner’s offering a lot he found them together. She offers it to the PCs as a show of
of money, but… I can pay you half of it if you help us get good faith. Essentially, she wants the PCs to escort her and
out of the city. Putnam to the docks, where the two can steal a fishing boat and
make for Libertyville. She promises to give the characters the
rest of the gold once they reach the docks (which she won’t, but
Maggie tells the PCs she is indeed Tillinghast’s mistress, but the PCs don’t know this). Faced with her story, the PCs have a
she’s much more than a high paid courtesan. Though she number of options.
began her career as a prostitute, she discovered she had a
talent for magic, something she put to good use and landing • They refuse her: Should the characters refuse to help
her a place as the mistress of an important man in the city. Maggie, she strikes out on her own, finds Putnam and
Dutch doesn’t know anything about her abilities, and Maggie heads to the docks to get away. If the PCs are there
would just as soon keep it that way, for the commissioner has waiting for them, they are soon joined by Snide and thus
a deep and abiding fear of witchcraft. If her skills came out, begins a three-way fight, with the bard and the sorceress
her cushy apartment and stipend would end, as would, likely, working to grab a boat and get away. They surrender if
her life. reduced to half hit points or less.

She didn’t mean to fall in love with Pete. She’s taken other • They turn her over to the Commissioner: Mercenary-
lovers before, but he’s different. As a girl of the streets, Maggie minded PCs might turn her over to Dutch, telling him
regularly left the comfort of Wave Avenue to visit her old everything she’s said and demand a reward for their
haunts in the Docks. On one of these ventures, she met Pete efforts. Dutch doesn’t pay up. He doesn’t care about the

The Freeport Trilogy 71


- Interlude II: Thieves and Liars -
Languages: Common.
Possessions: Studded leather, morningstar, 25 gp (pay for
EL and XP for the kidnapping).
Thieves and Liars Tactics
In addition to the XP normally awarded for
Putnam is entangled in a Snide’s net. The two thugs turn,
defeating monsters, reward PCs who helped Maggie
drawing their weapons and move towards the PCs, while
and Pete escape with an additional 300 XP each.
Snide fires poisoned bolts from his hand crossbow at the
party. Though the muscle is willing to beat up the characters,
25 gp is not worth their lives. If one of the thugs goes
girl anymore and fully intended to kill her once he got down, the other dives off the wharf and swims away. Snide
his hands on Putnam. When Putnam finds out about continues firing bolts at the characters until either he runs
Maggie, he vows vengeance and leaves Freeport for a out of ammunition or until a PC closes on him, at which
time. He can return in the future, at a higher level and point he draws his melee weapons and fights hand-to-hand.
likely with some friends, to settle the score. Meanwhile, Putnam makes an Escape Artist check each round
• They pretend to help her to get to Putnam or they until he succeeds, at which point he jumps into the purloined
agree to help Maggie: Either way, whether the char- boat, which he has tied off on a post. Maggie holds back,
acters intend treachery or not, the outcome is the using spells to help the PCs until one of them closes on Snide.
same. Maggie reads whispering wind from a scroll, tells When this happens, she runs to Putnam to help him get free
Putnam to meet her at the docks, and warns him she’s of the net (taking an Aid Another action). Once he’s free, she
with friends. When the PCs arrive at the docks, there joins him in the boat and the two row away.
waiting for them is Snide (or some other bounty hunter
if he was killed earlier) along with a pair of toughs. See Development
Part Four: Escape for details.
Once Snide realizes Putnam’s escaped, he presses the attack
until he gets an opening to escape. If allowed to live, he harbors
Part Four: Escape a grudge against the PCs for as long as they remain in Freeport,
becoming a perfect reoccurring villain.
The adventure concludes with a showdown on the docks. The
setting is unimportant as the action takes place on a wharf. If one of the thugs survives, he might report the PCs to the Sea
If the PCs refused Maggie, they may stumble onto the scene Lord’s Guard, who in turn approaches the PCs in an attempt to
later in the night, or be attracted by the sounds of combat. blackmail them.
Otherwise, this encounter assumes the PCs help.
Should Snide prove too much for the PCs, he pursues Maggie
Maggie leads the party on a convoluted route through the and Pete to the best of his ability. He catches up with them two
city, stalling long enough for Putnam to secure the boat and weeks later, bringing them both back to Tillinghast. Or, if the
make ready their escape to Libertyville. Along the way, feel PCs plotted to betray Maggie, and capture Putnam, dragging
free to add an additional encounter, but make sure the EL is him back to the commissioner, they receive the reward, but gain
no greater than 3; anything more will significantly hamper the the enmity of Maggie, who now wants revenge.
party’s abilities to deal with the encounter on the docks.
In all likelihood, though, Pete and Maggie get away, and
After about an hour, Maggie leads them out onto a wharf. without paying the PCs
There, the PCs see three dark figures struggling with a fourth the promised gold.
in a net. Snide and a few hired thugs finally caught up with They make it to
the Putnam. Maggie screams, alerting the bounty hunter and Libertyville, but
his men, all of whom turn to see the party. two weeks later,
Maggie sends
Snide's Thugs (2) the characters a
Male human warrior 3; CR 2; Medium humanoid package. Inside
(human); HD 3d8+3; hp 16; Init +0; Spd 30 ft.; AC 13, is a gemstone, this
touch 10, flat-footed 13; Base Atk +3; Grap +4; Atk +5 one worth about
melee (1d8+1, morningstar); Full Atk +5 melee (1d8+1, 750 gp, and note that says:
morningstar); AL N; SV Fort +4, Ref +1, Will +1; Str 13, “Putnam left me a few days
Dex 11, Con 12, Int 9, Wis 10, Cha 8. after we arrived. But don’t
worry, the city seems to
Skills and Feats: Intimidate +5, Listen +3, Spot +3, Use agree with me and I’m happy.
Rope +1; Alertness, Weapon Focus (morningstar). —M.”

72 The Freeport Trilogy


- Sidetracks -
A Selection of Schemes and Plots

F reeport is a place where just about anything can happen,


and Freeport: City of Adventure contains a large number of
adventure hooks attached to particular locations and characters.
do what any predator does when faced with an abundant
food supply—they expand their population. Boat crews (and
escorting mercenaries and adventurers) killed in their attacks
What follows are a number of possible adventure seeds for become lacedons in turn, and as the pack grows, it needs
you to develop as desired. Use them as side-adventures to add more food, and attacks on the Crematorium boats become
spice and challenge to the Freeport Trilogy or even as further more frequent. Eventually, there may even be an attack on the
adventures in Freeport. Crematorium itself, or the ghouls may set up a hidden lair on
the Crematorium Island from which they mount stealthy raids
Catch of the Day to steal the unburned corpses.

The PCs are approached by the merfolk traders Ichibando


and Maralei (Freeport: City of Adventure, page 41) to help
Femme Fatale
find a missing merman named Shalotah. A distant cousin of Freeport is well known as a den of iniquity, and so it is no
Ichibando’s, Shalotah has long had a fascination with the city, surprise it attracts demons as well as mortals of evil disposition.
and has often visited their stall at the Seaside Market to get a The House of Serenity (Freeport: City of Adventure, page 82)
glimpse of life on land. Recently, he has disappeared. just gained a new employee—a mainlander known only as
Lucrecia—who is proving to be very popular. Her reputation
A Fishman Out of Water has spread rapidly, to the point where Sylvia has been forced to
start a waiting list for Lucrecia’s companionship. She never talks
While his relatives weren’t looking, Shalotah “borrowed” about her past, but rumors abound. Some say she is a famous
Ichibando’s wand of polymorph, gave himself some legs, and set courtesan from a great mainland city, forced to flee and come
out to explore the city. Alone and inexperienced, it wasn’t long to Freeport under a false name because of a scandal involving
before he encountered some local thugs and wound up dead in an an emperor. Others say that she is a noblewoman fallen on
alley. But the story doesn’t end there. Upon his death, he resumed hard times, who has come to the city to make enough money
his natural form. His attackers, frustrated that he was carrying to return and claim her estates. The tales told by the other
no money and fearful of repercussions if a dead merman were girls in the House of Serenity are less complimentary: she is a
found in the city, decided to salvage what profit they could from vampire, and she uses some kind of magic to steal customers
the incident. They hacked off his tail and, claiming to be honest from the rest. These are largely dismissed as sour grapes,
fishermen, sold it to Dreiden Simmerswell at the Diving Fin however, because it cannot be denied the other girls have been
(Freeport: City of Adventure, page 47), where it became the main losing money as more and more of their customers clamor for
ingredient in what patrons agreed was the choicest batch of Sea Lucrecia’s attentions. Still, no one denies her sense of fairness,
God’s Delight in a long time. The Sea Lord’s Guard, meanwhile, for Lucrecia has given large sums of money to many of her
is puzzled about what became of the legs belonging to the half- colleagues who have complained about dropping revenues.
body that turned up in a sewer recently.
Foul Temptress
Eaters of the Dead In fact, Lucrecia is really a succubus, who happily feeds on
One of the small boats that ferry bodies to the Crematorium the energies of her customers. Those with the resources to
(Freeport: City of Adventure, page 43) has been attacked frequent the House of Serenity can usually afford to lose a
and sunk. The temple officials of the God of Death fear level or two along with their gold, and those who notice the
body snatchers or necromancers are involved, and now hire effects frequently attribute them to exhaustion from their
mercenaries and adventurers to escort the boats. It is not a pleasurable exertions—any doubts are easily put to rest by
popular job, and the pay is not spectacular, but it is steady Lucrecia’s high Charisma and suggestion ability. Lucrecia is
work that might appeal to low-level adventurers who are normally careful to avoid anyone who might uncover her
down on their luck. true nature, using detect thoughts and summarily dismissing
any suitor who betrays dangerous suspicions. The enormous
Wreck Raiders demand for her services ensures that she can select her
customers without arousing suspicion. So far, Lucrecia has
The culprits are, in fact, a pack of lacedons (aquatic ghouls), been careful not to drain her victims of too much life energy
who moved into the area recently. A boat full of fresh corpses at a time, but her chaotic nature rebels against this restraint. It
is a mobile feast to their eyes—they have studied the boats’ is only a matter of time before someone dies in her company.
schedule. A boatload of corpses will sustain them for a couple While, paradoxically, the notoriety arising from such an
of days, so not every boat that sets out for the Crematorium incident might increase demand for her erotic services, it
can expect to be attacked. However, the lacedons eventually could also lead to questions she can ill afford to answer.

The Freeport Trilogy 73


- Madness in Freeport -

74 The Freeport Trilogy


Madness in Freeport
T he Brotherhood of the Yellow Sign worships a god known
only as the Unspeakable One. The last time he was
summoned, the entire Valossan civilization was destroyed in a
the Brotherhood plan to enact a magical ritual. Tapping into the
power of the Unspeakable One, they hope to focus this energy
through a crystal in the lighthouse mechanism. This crystal
great cataclysm. The cultists have been living in obscurity for should project the image of the Yellow Sign high into the sky,
centuries, doing the bidding of their inhuman patron. Now they where all the thousands of spectators can see it.
are ready to strike.
The mere sight of the Yellow Sign charged with the
Milton Drac has come up with a plan to unleash the power of Unspeakable One’s power will drive the people in Freeport
this unholy god on the world. The lighthouse has been specially mad. All the ships in the harbor will disperse around the
constructed to channel the energy of the Unspeakable One. world, spreading madness and terror wherever they travel. So
During the gala unveiling of the lighthouse, when the harbor is will the Brotherhood of the Yellow Sign earn the favor of their
choked with ships from all the nations of the world, Drac and god.

- Adventure Synopsis -
Madness in Freeport details the final confrontation between the artifacts within the temple, they make a great personal sacrifice
PCs, the Brotherhood of the Yellow Sign, and the Sea Lord and are awarded the Jade Serpent.
Milton Drac. In Part One, Milton Drac invites the PCs to the
Grand Lighthouse Ball. At the ball, they are drawn into the In Part Four, the PCs at long last pay a visit to Milton’s Folly.
intrigues of the council and city politics. Through investigation Within the walls of the strange lighthouse, they discover they may
and clever deduction, the heroes discover the secret behind the already be too late. A furious chase ensues through the building,
lighthouse and the plans of the Brotherhood. To thwart these and a final confrontation with Milton Drac and the Brotherhood
plans, the PCs must recover an ancient artifact called the Jade of the Yellow Sign brings the adventure to an exciting conclusion.
Serpent of Yig. The general timeline of the adventure is as follows:
In Part Two, the PCs learn the artifact they must find is • Day 1: The Grand Lighthouse Ball.
located in a sunken temple that survived the destruction of • Day 2: The journey to Black Dog’s Caves and the Sunken
Valossa. Armed with the knowledge from an obscure log entry Temple of Yig.
uncovered by Thuron, the heroes hope to find the entrance to • Day 3: The unveiling of Milton’s Folly.
the temple within the hidden caves of the infamous pirate Black
Dog. A journey to Black Dog’s Caves uncovers a long-buried You may, if you like, add more time between these events—
doorway leading to the sunken temple. especially if the PCs need time to heal and prepare spells—but
don’t be too generous. If you give your players too much time to
Part Three finds the PCs within the sunken Temple of Yig. muck about, you risk losing the sense of urgency that drives the
There they discover undead shadows roaming the halls, looking adventure. The players should realize on the night of the ball
for release from their eternity of undeath. After finding four they have only two days to figure out Drac’s plan and stop it.

- Part One: The Grand Lighthouse Ball -


In which the adventurers discover that social occasions
are only warfare artfully concealed.
Milton Drac is good at thinking on his feet. When the PCs time, the PCs are hailed as heroes of Freeport for thwarting the
thwart his plan to frame them (see Terror in Freeport), he Brotherhood’s plans.
moves quickly to an alternate plan. Using the evidence that
Since Drac’s agents have failed to eliminate the PCs, the Sea
already incriminates Verlaine (the Brotherhood temple beneath
Lord has decided to take matters into his own hands. He invites
Verlaine’s home, the artifacts being shipped there from the old
the heroes to the Grand Lighthouse Ball at his palace. There
temple, and the letter hiring the PCs to investigate the Temple
he awards them the Order of Drac for their role in defeating
of Knowledge), Drac takes immediate steps to paint his former
Verlaine. While the PCs are busy trying to find out a way to
chief councilor as the true villain.
sabotage his plans, Drac tries to set them up and be rid of them
A very public “cleansing” is held as Verlaine’s home and the once and for all.
temple beneath it are destroyed by the militia. An edict is issued
This section of the adventure consists mainly of roleplaying.
to remove Verlaine’s name forever from the rolls of the Captains’
Although many rules exist for adjudicating conversations—
Council, and all his former holdings are seized. Drac also drafts
such as using the Bluff, Sense Motive, and Diplomacy
a proclamation explaining the treachery of Verlaine and his
skills—reducing NPC and PC interaction to dice rolls can be
leadership of the Brotherhood of the Yellow Sign. At the same
unrewarding. A mixture of both conversation and dice rolls is

The Freeport Trilogy 75


- Madness in Freeport -
best. Award PCs who do a good job roleplaying a +2 bonus to
their rolls. This allows both the skills of the actual players and
1. Guard Rooms
their alter egos to affect the success of a given action. There are always two Sea Lord Guards in each of these rooms,
watching over the entrance to the palace. As guests arrive for
An Invitation the ball, a guard stands before each door, inspecting invitations
a second time. General statistics for the Sea Lord Guards are in
A few days after the events detailed in Terror in Freeport, a the appendix.
messenger delivers a silver filigree scroll tube to each of the PCs.
Inside the scroll tube is a fine piece of vellum held together with Sea Lord Guard
a red satin ribbon. Give the heroes Handout A now. (You can Male human fighter 2: CR 2; Medium humanoid; HD
find it yourself on page 59.) 2d10+4; hp 24 (elite); Init +6; Spd 20 ft.; AC 17, touch
The timing of the ball is entirely up to you. Figure out about 12, flat-footed 15; Base Atk +2; Grap +5; Atk +5 melee
how much time the heroes still need to recuperate from the (1d8+3/×3, battleaxe) or +4 ranged (1d8/19-20, light
events in Terror in Freeport, and let that be your guide. The crossbow); Full Atk +5 melee (1d8+3/×3, battleaxe) or +4
messenger can then happily inform the heroes as to when the ranged (1d8/19-20, light crossbow); AL LN; SV Fort +5,
ball is to be held. Ref +2, Will +2; Str 16, Dex 14, Con 15, Int 11, Wis 14,
Cha 11.
The chart below indicates what the PCs can discover by
asking about the ball around Freeport using the Gather Skills and Feats: Climb +1, Jump +1, Listen +6, Ride +3,
Information skill. Spot +6; Alertness, Dodge, Improved Initiative, Point
Blank Shot.
Ball Information Possessions: Chainmail, battleaxe, light crossbow, 10 bolts,
pouch with 10 gp.
DC Result
10 The Lighthouse Ball is being held to celebrate the
imminent completion of Milton’s Folly.
2. Entrance Hall
The floor of the entrance hall is covered in a mosaic depicting
15 Only the most influential people in Freeport have
a battle at sea between a pirate ship and a giant, purple squid.
been invited to the ball.
Ornate, golden double doors stand closed at the end of the hall
20 Now that Verlaine is dead, many people are leading to the ballroom. Two smaller doors sit in the right and
wondering who will replace him on the left wall. Well-dressed guards stand before them, preventing
Captains’ Council. access to the rooms beyond.
25 Councilor Grossette plans to challenge Drac for
control of the council. She will put up her 3. Sitting Room
own nominee for Verlaine’s vacant post.
This is a waiting area for people who have come to visit the Sea
Lord. It is well decorated, and many paintings line the walls.
Two large couches sit in the center of the room, and a number
Location 1: of chairs are spread throughout.

The Sea Lord's Palace 4. Library


The Sea Lord’s Palace is located in the center of the Old Anton Drac had a passion for learning. During his rule, he
City. At five stories high, it is by far the largest building in tore down the walls of two other sitting rooms to make this
the area. A 15-foot-high stone wall encloses the grounds of impressive library. Floor-to-ceiling bookcases line the interior
the palace. Twin large, black, cast-iron gates face the street walls, and large windows in the exterior walls let natural light in
and allow access to the courtyard. Four guards stand watch for reading. The library has fallen into disuse during the reign
over the entrance, checking invitations. The landscaping of Milton Drac and dust is evident on the bookshelves. There
within is well tended, with tall trees and numerous gardens are no magical tomes here, but there are many mundane texts
of flowers. A white stone path leads from the gates to the covering everything from history to adventure stories.
palace beyond.
The map of the palace only details those areas the PCs 5. The Grand Ballroom
are likely to visit during this portion of the adventure. It
A description of the grand ballroom for the players is given in
essentially covers the ground floor of the palace, consisting
the next section. The room is very large, exquisitely decorated,
of the ballroom and the rooms that adjoin it. The room
and impressive. It is generally used by the Sea Lord to receive
descriptions are deliberately brief. Feel free to detail the palace
important guests and dignitaries.
as you see fit for your own campaign.

76 The Freeport Trilogy


- Madness in Freeport -
6. Small Audience Chamber
Drac uses this room to receive minor guests and to conduct
day-to-day business. For just this purpose, a small throne sits
Weapons Etiquette
against the wall opposite the window. The walls of the room are at the Ball
covered with wooden paneling to make it seem as if the people
in the room are aboard a ship. Freeport is a town where carrying weapons in
public is not just acceptable, it’s good sense.
However, for a high-society event like the
7-9. Sitting Rooms Lighthouse Ball, being heavily armed is just plain
These rooms contain tables, chairs, and couches for use by uncivilized. The most acceptable choices are
visitors. These chambers are well decorated and extremely weapons that can be worn in a scabbard, such
comfortable. The guests at the ball, including the PCs, can as daggers and swords, especially if the gear is
freely use these rooms. They may come in handy if private ornamental rather than merely functional. Light
conversations are necessary. armor, so long as it is fashionable and clean, is
permissible. The guards will politely but firmly take
10. Stairs Up custody of the more dangerous items—especially
projectile weapons—for the duration of the party’s
These stairs lead to the upper levels of the palace. Two guards visit, and will refuse entry to any character who
are stationed at the top and the bottom of the stairs, and they does not cooperate. Any character who succeeds
refuse to let anyone but Drac pass. The layout and contents at a DC 10 Knowledge (Nobility) check will be
of the rooms on the upper floors are not important for this familiar with the etiquette involved. (Note that
adventure. Detail them as you see fit if one of the PCs is the low DC allows untrained characters to make
hellbent on doing a little unauthorized exploration. an Intelligence check for this, as it’s “common
knowledge”.)
11. Stairs Down
These stairs lead down to the kitchen and the larder. There
are two guards stationed at the top and the bottom of the pass. The specifics of the basement are not important for this
stairs. They refuse to let anyone but the cooks and serving staff adventure, but you may detail them on your own if you like.

The Freeport Trilogy 77


- Madness in Freeport -
the middle of each wall. The floor is covered with polished
black marble. At the far end of the room, a semi-circle of
windows, about half as wide as the room itself, juts out
into the garden outside the palace.
In front of the windows is a dais with 13 polished oak
chairs. One chair in the middle is larger than the others.
The chair directly to the right of this chair is draped in
black cloth. The guests are spread out around the room, at
round tables. The center of the room has no tables, leaving
room for dancing. A group of minstrels sits to the right of
the dais.
Many colorful tapestries depicting various maritime scenes
cover the walls. Large glass spheres hang from the ceiling.
They glow with a yellow light that illuminates the room.
Standing in the center of the dais is a tall man with an
angular face. He wears a long, light-green robe with a
jeweled belt. He looks toward you and then addresses
the guests, “Thank you all for coming to this grand ball
to celebrate the completion of the lighthouse. Soon all the
world will speak of the greatness of Freeport. As a glowing
beacon, the lighthouse shall shine forth to all peoples,
proclaiming the unspeakable power of our glorious city.
“Tonight, however, we honor the heroes who have saved
us from the traitor Verlaine and the dark Brotherhood
of the Yellow Sign. If not for their vigilance, our fair city
Arriving at the Ball might have fallen under the domination of unfathomable
evil. Come forward, my friends, and accept the Order of
When the PCs arrive at the ball and show their invitations Drac and our sincerest gratitude.”
to the guards, they are asked to enter a sitting room (see
The room erupts in applause.
Location 3). A guard remains in the room with them until the
chamberlain arrives.
Milton hands each hero a gold medal with a pirate ship
engraved on it, shaking the PC’s hand as he does. The
The door swings open, and a halfling hustles into the
adventurers are then shown to a table near the dais, and the
room, breathing heavily. He takes a minute to hike up his
music and merriment begins.
black pants over his protruding belly and smooth out his
silver-buttoned jacket. After bowing deeply, he addresses
you, “Greetings heroes! Milton Drac welcomes you to his During the Ball
home. I am Tomas Fleetfoot, High Chamberlain of the
The Lighthouse Ball lasts for the entire evening and into the
Sea Lord’s Palace. You are to be honored tonight at the
early morning. Food and wine are in abundance throughout
ball for your deeds in defense of Freeport. We don’t have
the event. The exact structure of the ball is left up to you.
much time, so please pay attention.
Depending on the type of game you and your group enjoys, you
“In a few minutes, I will lead you into the hallway as a may want to end it quickly, or you can take your time and enjoy
speech is made in your honor. The Sea Lord will then the roleplaying possibilities.
introduce you to the gathering, and you will enter the
There are two main topics of conversation at the party. The
ballroom and approach the dais. The Sea Lord will
first is the political intrigue surrounding the nomination of
present you all with the Order of Drac, a very great honor
a new councilor to replace Verlaine. The council is currently
you know, and the ball will begin.
broken up into two different factions. Five members are loyal
“Any questions? Good. Let’s go.” to Drac, while six members are loyal to Lady Elise, the leader
of the opposition on the council. Lady Elise needs only one
Tomas leads you all into the hallway. The gold double
more councilor in her camp to be able to override Milton on the
doors now stand open, revealing the large ballroom. There
council. Of course, Drac would like to maintain his control over
are two single golden doors on either end of the room, in
the council by getting his nominee elected.

78 The Freeport Trilogy


- Madness in Freeport -
The nomination issue is an excellent way for the PCs to get to Petra Flicke
know the people at the ball and where they stand politically.
The heroes now have status in the city, and their support could “No local artisans received commissions to work on the
be influential in the council’s vote for a new nominee. If they upper levels of the lighthouse.”
support Lady Elise, they may be better able gain the confidence
of the members of the council who oppose Drac.
Sister Gwendolyn
“Strange lights were seen at the lighthouse, and the next
The second topic is the lighthouse and its real purpose. Many
day, two dead creatures were found near the shore. They
of the people at the ball have seen or learned interesting pieces
had the head of an owl and the body of a bear.”
of information about strange goings on at the lighthouse. When
combined with what the PCs themselves have learned, insight Tomas the Chamberlain
into the real purpose of the lighthouse may be possible.
“I saw a strange sign in a book that may have made a
Before the ball, the PCs have discovered or found the following: man jump out of a window and kill himself.”
• Bricks used in the lighthouse have the Yellow Sign
engraved inside them (Terror in Freeport). Torsten Roth
• A copy of a speech for Milton Drac was written in the “A strange, green metal called “serpent’s blood” was bought
serpent tongue to set up the PCs (Terror in Freeport). by Drac and used in the upper levels of the lighthouse.?

• A letter from someone named N’tal mentions the


Brotherhood and says that the preparations are almost Events
complete (Death in Freeport). By and large, the PCs are free to interact with the guests. Give
• An architectural sketch of the lighthouse, which revealed them enough room to mingle and talk to the important people
some strange features (Terror in Freeport). present. It’s important they discover the right clues, so don’t be
afraid to have NPCs approach the PCs too. The adventurers
The ball presents a good means for PCs to pick up important are supposed to be heroes after all, and Drac made everyone in
information. Depending on whom they talk to, they are likely the room aware of that with his ceremony.
to discover any number of interesting tidbits, shedding light on
the intrigues at work. What follows are a list of NPCs (who Two events must happen during the ball. First, Drac attempts
are described in the next section entitled “Important Guests at to frame the PCs and get them out of the way (see Drac’s
the Grand Ball”) and important information the characters can Gambit, below). You can run this event at any time, but give the
learn through roleplaying or succeeding on a DC 10 Diplomacy PCs a chance to mingle before springing it on them. If they fall
check. for Drac’s plan before picking up the important clues, they are
bound to have a much harder time of it later.
Captain Lydon The second event is a good closer for the ball. A prophet shows
“Milton Drac is a member of the Brotherhood of the up and freaks everybody out (see The Serpent Speaks on page
Yellow Sign by a tattoo Drac has on his inner thigh.” 80). Once this weirdness is over with, the party breaks up.

Captain Marcus Roberts Drac's Gambit


“Melkior Maeorgan, a member of the council, went Drac knows the PCs have discovered too much about the
secretly to the mainland and returned with a cargo of Brotherhood. He has a plan to set them up at this ball so he can
candles used in magical summoning rituals.” arrest them. He has instructed Gorn—a serpentman posing
as Councilman Brock—to approach the PCs and ask them to
Captain Xavier Gordon assassinate the Sea Lord.
“A mysterious ship was seen at the lighthouse. It was Brock tries to gain the confidence of the PCs by telling them
offloading cargo and a passenger that had a reptilian tail.” he has discovered the true purpose of the lighthouse. Moving
the heroes into one of the sitting rooms for privacy, he explains.
Dirwin Arnig Drac is building the lighthouse as a powerful, magical device.
“A crystal was commissioned from gem cutters on the The Sea Lord plans to use it to summon an army of monsters
mainland. It is magical in nature and is used to channel to attack the mainland and bring glory to Freeport.
and boost magical energy.”
Brock fears that the army of monsters may be uncontrollable
Lady Elise Grosette and destroy Freeport as well. He is also concerned something
very large and powerful may be summoned through the
“The upper levels of the lighthouse have been closed off for lighthouse, spelling certain doom for the city. When he tried to
the past two weeks, and the workers have gone missing.” speak out about it, Drac threatened to kill his whole family.

The Freeport Trilogy 79


- Madness in Freeport -
Brock plans to lure Drac into the sitting room (Location 9).
The PCs are then to follow them in and kill Drac. They can The music comes to a sudden halt as a man wearing a
then escape out of the windows in the room and climb over the long, brown robe tied by a dirty rope-belt shuffles into the
wall. When things calm down, the truth about Drac is sure to room. He is unshaven, with long hair and a beard. How
be revealed, and the PCs will be hailed as heroes for thwarting he was able to get by the guards is a mystery.
his plan.
People move aside as the intruder reaches the center of
The PCs should be smart enough not to attempt to kill Drac the room. In a raspy voice, he speaks: “Heed me well! The
at this gathering. Even heroes as savvy as they would probably words of an old man should not be ignored. In the ancient
not escape. If they talk to other people at the party they should scriptures of Yig, it is written:
realize that Brock has been acting strangely lately, and they may “The Yellowed Sign once again shall appear.
not trust him. Then the time for Yig’s revenge will be near.
If the heroes turn Brock down, he does not persist. If they take As the finger of evil rises toward heaven,
the bait, guards appear just as the PCs are getting ready to One must pay heed to the calling of his brethren.
attack Drac. The PCs can’t hope to fight them all off, but they Search below the waves for that which was unmade,
can escape through the windows and over the wall into the city. And return with the Serpent carved of Jade.
Make it clear to the heroes that staying behind to fight will When the madness is unleashed upon the land,
either lead to death or capture. The icon of jade alone shall stand.
The end of the creature from outside
Drac’s gambit should occur after the PCs have had a chance to Contained within the Serpent deep inside.
gather some information about the lighthouse. If they escape,
this news can lead them to the next part of the adventure. It “Remember these verses well, citizens of Freeport. The
may be necessary to have K’Stallo—in his guise as High Priest prophecies of Yig do not lie.”
Thuron—find them and move them in the right direction. The old man then transforms into a small snake. A
guard steps forward and stabs the serpent with a spear. It
The Serpent Speaks vanishes in a puff of smoke.
Toward the end of the evening, a stranger appears to the shock
of all at the ball. He is the prophet of Yig, sent here by the god
to issue a warning to the people of Freeport. This puts a damper on the festivities, but Drac asks the band to
strike up a tune and for the party to continue. A character who
makes a successful DC 25 Knowledge (arcana) check learns the
Jade Serpent of Yig was a great Valossan artifact said to be the
The Price of Fame? earthly manifestation of the serpent god. (See Thuron, on page
81, for his reaction to the prophecy.)
Induction into the Order gives the PCs a certain
status around town. Dignitaries attending
the ball will recognize them on sight (unless
Important Guests
disguised). Other townsfolk may recognize them
by name or description on a successful DC 15
at the Grand Ball
Knowledge (local) check. Being recognized—or This section details the key NPCs attending the ball. The
simply wearing the medallion prominently—may format for the entries is as follows:
give circumstance modifiers (either bonuses or
Name, Sex, Race, Age: Self-explanatory.
penalties) to Charisma checks against certain
Freeport NPCs, at the GM’s discretion. Faction: The faction the NPC is aligned with: Milton Drac,
Lady Elise, or neutral.
On the other hand, cynical PCs may decide that
their medals are only worth what they can sell Appearance: A physical description of the NPC.
them for. Luckily, Freeport has several pawnshops,
Quote: A typical phrase or sentence used by the NPC.
where a shrewd bargainer might get up to 50%
of a secondhand item’s full value. After the ball, Description: A detailed overview of the NPC’s history,
the invitation is worthless except to a collector. personality, motivations, and attitudes.
However, a PC can get about 20 gp for the filigree
It’s crucial to make the PCs feel that the 18 people detailed
tube, and the Order of Drac medallion about 100
below are not the only people attending the ball. These entries
gp, due to their materials and workmanship.
only cover a small number of over 200 guests, including wives,
concubines, merchants, artisans, performers, nobles, and so on.
You can detail these others as much as you like. This may also

80 The Freeport Trilogy


- Madness in Freeport -
be a perfect time to add in an enemy or friend that the PCs +11, Jump +2, Listen +11, Move Silently +9, Search +2,
have made in your own adventures in Freeport. Sense Motive +9, Spot +8; Alertness, Skill Focus (Listen),
Skill Focus (Spot).
Tomas Fleetfoot Halfling Traits: +2 morale bonus on saving throws against
High Chamberlain of the fear; +1 racial bonus on attack rolls with thrown weapons
Sea Lord's Palace and slings.

Male halfling, age 85


Faction: Neutral.
Thuron
Appearance: Tomas is 4 High Priest of the Temple of the God of Knowledge
feet 3 inches tall, with (actually K'Stallo)
short, brown, curly
Male serpent person (dis-
hair and brown eyes.
guised as human),
He has a rotund figure
apparent age 60
with a large potbelly.
Faction: Lady Elise.
He wears a pair of
Appearance: Thuron is 5
black trousers and a
feet 9 inches tall and
fancy, black jacket with
has a stocky build. He
silver buttons.
has shoulder-length
Quote: “Right this way! Please
gray hair and keen
hurry, the Sea Lord does not like to wait.”
blue eyes. He wears
Description: The Fleetfoot family has been running things in a long, brown, velvet
the Sea Lord’s Palace since the construction of the building by robe held at the waist
Captain Cromey, the second Sea Lord of Freeport. Tomas grew by a white, silk belt.
up within the walls of the palace and took over the operation He walks with the aid
of the castle from his father, who retired when Anton Drac was of a gnarled quarterstaff with a rayed, gold sun mounted
assassinated. He knows every detail of the palace and the needs on the top. This is the symbol of the God of Knowledge.
of the people who live there. Quote: “You should consider the ancient texts. They may aid you
in your decision.”
Tomas always seems to be in a hurry. He is frequently out of
breath, and he talks very quickly. As the chamberlain, he has Description: Thuron was the benevolent high priest of the
to see to the needs of the Sea Lord and all of the other staff, Temple of Knowledge for many years. As the PCs learned in
friends, and guests in the palace. The ball has been a nightmare Terror in Freeport, Thuron died not long ago, and a serpent
of last-second preparations, and Tomas just hopes that person named K’Stallo took on his identity. Thankfully,
everything goes over well. K’Stallo is not a worshipper of the Yellow Sign, and he has
proven a good source of knowledge for the PCs. Only the PCs
Tomas does not like the current Sea Lord, but he is dedicated to
know his secret.
his job and strives at all times to keep up his family’s tradition.
He does not know of Milton Drac’s involvement with the To the best of his ability, K’Stallo tries to imitate the father-
Brotherhood of the Yellow Sign, but he does suspect something figure attitude of Thuron. He offers advice when it is not asked
strange is going on in the palace. Last week, a visiting merchant for, and he is willing to share his pearls of wisdom with anyone.
ran screaming from his room and jumped out of a third-story K’Stallo can be tedious, but his advice is rarely wrong.
window. When Tomas checked the room, a book was open on
K’Stallo’s current goal is to stop the plans of Milton Drac. He
the desk with a strange symbol on it. It took all of his willpower
hopes to help the PCs accomplish this. He can be used to gently
to leave the room. (The symbol was the Yellow Sign.)
nudge the PCs in the right direction if they are floundering—or
Tomas Fleetfoot to give them a full-fledged push.

Male halfling expert 7 (chamberlain): CR 6; Small K’stallo is interested in the prophecy the old man recites in
humanoid; HD 7d6–7; hp 25; Init +2; Spd 20 ft.; AC 13, front of the guests. After hearing it, he tells the PCs he has
touch 13, flat-footed 11; Base Atk +5; Grap +1; Atk +6 to go back to the temple. He thinks he might understand the
melee (1d2 nonlethal, unarmed strike); Full Atk +6 melee prophecy, but he needs to do some research first. He asks them
(1d2 nonlethal, unarmed strike); SA halfling traits; SQ to meet him there after they leave the ball.
halfling traits; AL LN; SV Fort +2, Ref +4, Will +8; Str
Thuron, a.k.a. K'Stallo
10, Dex 15, Con 9, Int 7, Wis 15, Cha 14.
Male civilized serpent person cleric 4: CR 4; Medium
Skills and Feats: Bluff +7, Climb +2, Diplomacy +11,
monstrous humanoid (shapechanger); HD 4d8; hp
Disguise +2 (+4 acting), Gather Information +8, Hide

The Freeport Trilogy 81


- Madness in Freeport -
More Fun and Games
While Milton’s Folly is the talk of the ball, there is more going on than Drac’s sinister machinations. Below are some
optional events that you can introduce to the ball at your discretion. These little vignettes are meant to flesh out the
evening, and give the PCs a taste of life at the highest level of Freeport society.

The Senile Toad


Tarmon, the High Wizard, has lost nothing of his mental agility, despite his age. Sadly, the same cannot be said of his
toad familiar, Burkhart. The little fellow just isn’t all there any more, and Tarmon often leaves him in the safekeeping
of his apprentice, Glenfield (gnome wizard 1). Early in the evening, Burkhart slips away from Glenfield, and finds a
nice quiet spot to lie down for a nap. Glenfield, who was rather distracted by the spectacle of the ball and the wealth
and power on display, doesn’t notice for quite some time that the toad has gone missing. He quickly realizes he must
find Burkhart before Tarmon is ready to leave. The young and excitable apprentice begins to rush from room to room,
his agitation as plain as day. He may catch the PCs’ eyes with his blatant fear. The PCs may also notice that he only
calms down when Tarmon is near (he doesn’t want to give away his failure after all!). Burkhart’s reappearance can
make quite a stir, especially if he hops into a crowd of young ladies.

Nighthaunt
Margaret Roth, more commonly known as Margy, is the daughter of Torsten Roth, the head of the Merchant’s Guild.
She is a young, vivacious woman and the PCs may take note of her raven-haired beauty as she mingles with the crowd.
She appears to be a spoiled rich girl and a fitting daughter for Torsten. PCs who listen to her conversation may note
she talks of nothing but jewelry, antiques, and money. Her shallowness, however, is an act. Despite all the comforts her
father’s money brings, Margy is a thrill-seeker at heart. She can’t stand the phony world her father lives in, and her thirst
for excitement has led her to a life of crime. At the ball, she works her way through the crowd, finding out in innocent
conversation what pricey items she can steal from the mansions of Freeport’s elite. A few days after the ball, she plans
to start her crime spree. Despite this careful plan though, she can’t resist the urge to pick a few pockets during the ball
itself. Alert PCs may notice her shenanigans if they watch carefully. Even if they do nothing during the ball, the PCs may
remember the aristocratic pickpocket in the weeks to come, as a burglar dubbed “Nighthaunt” (human aristocrat 1/rogue
1) starts an epic career. (If you use Freeport: The City of Adventure, have Margy join the Daughters of the Guild once she
learns that she is not alone.)

For Freeport!
The PCs may want to play down their decoration by Milton Drac for their “brave deeds.” While they know that the
honor is a sham, there are some youngsters in the audience swept away by the tales of their heroism. One such is
Bedwyr (human warrior 1), the nephew of Sister Gwendolyn. He thinks the PCs are the tops, and he wants to be
just like them. Throughout the night, he pesters each of the PCs in turn, praising their deeds and thanking them on
behalf of “Freeport’s pure of heart.” He is quick to add he aspires to heroism himself, and he is willing to help out in
any way he can. Although something of a boob, Bedwyr is genuine in his feelings. Sister Gwendolyn is protective of
her nephew, and the PCs may have to face her if they lead Bedwyr to a bad end.

23; Init +4; Spd 30 ft., swim 15 ft.; AC 11, touch 10, +9, Move Silently +2, Swim +9; Combat Casting,
flatfooted 11; Base Atk +3; Grp +4; Atk +4 melee Improved InitiativeB, Still Spell.
(1d6+1, quarterstaff ); Full Atk +4 or +0/–4 melee
Spells Prepared (5/4+1/3+1; save DC 13 + spell level):
(1d6+1/1d6, quarterstaff ); SA turn undead (4/day; +2
0—detect magic, light, purify food and drink, read magic,
synergy bonus); SQ change shape, darkvision 60 ft.; AL
resistance; 1st—bless, comprehend languages, detect secret
CG; SV Fort +4, Ref +1, Will +7; Str 12, Dex 11, Con
doors*, remove fear, sanctuary; 2nd—augury, detect thoughts*,
10, Int 14, Wis 16, Cha 13.
hold person, remove paralysis.
Skills and Feats: Concentration +5, Diplomacy +2,
*Domain spell. Domains: Knowledge (cast divinations at
Disguise +1 (+11 with change shape), Escape Artist +4,
+1 caster level); Magic (use spell completion and spell
Hide +6, Knowledge (arcana) +9, Knowledge (religion)
trigger items as a 2nd-level wizard).

82 The Freeport Trilogy


- Madness in Freeport -
Change Shape (Su): A K’Stallo may assume the form of Unspeakable One. What better way to do that then to have
any Small or Medium humanoid. In humanoid form, he a member of the Drac bloodline assume power in the city—
loses his swim speed. K’Stallo can remain in its humanoid under their control?
form until he chooses to assume a new shape, but may only
The priests of the Brotherhood trained Milton in the ways
assume a new shape up to three times per day. A change
of the Yellow Sign. They made certain he knew of the
in form cannot be dispelled, but K’Stallo reverts to his
circumstances behind his mother’s death. He became a priest in
natural if when killed. A true seeing spell or ability reveals
the Brotherhood and began plotting his revenge.
its natural form. When using its change shape ability, a
civilized serpent person gets a +10 circumstance bonus on Milton Drac has a disconcerting demeanor that tends to make
Disguise checks. people uneasy. He enjoys mixing innuendo into his conversation
so those who speak to him are not sure whether they have
Possessions: Quarterstaff with gold holy symbol worth 50
just been insulted or complimented. Milton also uses his
gp, key ring (with keys to places unknown in the temple to
penetrating stare to shake up those who talk with him.
the God of Knowledge).
Milton Drac has one goal in all he does. He wants to ensure
Milton Drac the completion of the lighthouse so that madness of the
Unspeakable One can be spread throughout the world.
Sea Lord of Freeport Conveniently, this satisfies his desire to see Freeport destroyed
Male human, age 45 for the murder of his mother.
(middle-aged)
Faction: Milton Drac. Milton Drac
Appearance: Milton Drac Male human cleric 8: CR 8; Medium humanoid; HD 8d8;
is 6 feet 5 inches tall, hp 52; Init +7; Spd 30 ft.; AC 16, touch 16, flat-footed
thin, and wiry. He 13; Base Atk +6; Grap +9; Atk +9 melee (1d6+3, sickle)
has a long, angular or +9 ranged (3d6, 20 ft. burst, exploding skull*); Full Atk
face with a penetrat- +9/+4 melee (1d6+3, sickle) or +9/+3 ranged (3d6, 20
ing gaze and piercing ft. burst, exploding skull*); SA rebuke undead (7/day; +2
eyes. He wears a long, synergy bonus); AL CE; SV Fort +6, Ref +5, Will +10;
light-green robe with Str 16, Dex 17, Con 11, Int 18, Wis 18, Cha 18.
a jeweled belt. He is
unarmed. *See page 124 for details.
Quote: “Greetings, friends! Skills and Feats: Balance +4, Bluff +9, Concentration
You really ought to be more careful. Being a hero can get you +5, Diplomacy +18, Disguise +4 (+6 acting), Gather
killed, you know.” Information +5, Intimidate +10, Knowledge (arcana) +10,
Description: Milton Drac, the Sea Lord of Freeport, has a Knowledge (religion) +10, Listen +11, Search +5, Sense
dark past. He is the bastard son of Marten Drac, one of the Motive +9, Spellcraft +7, Spot +10; Alertness, Combat
most brutal rulers Freeport has ever seen. His mother Annabel Casting, Drac Bloodline*, Improved Initiative.
was a harlot that Marten bedded during a night of drunken *See page 124 for details.
womanizing, long before his rise to power. Soon after Marten
became Sea Lord, Annabel paid him a visit to let him know that Spells Prepared (7/6/5/5/4; save DC 14 + spell level):
he had a son. Marten was unwilling to share his money with an 0—cure minor wounds (x2), detect magic, guidance,
aging strumpet and her bastard son, so he ordered them killed. resistance, virtue; 1st—cause fear*, cure light wounds, divine
favor, entropic shield, protection from good, protection from
Annabel grabbed her child and fled Freeport ahead of the law; 2nd—hold person, owl’s wisdom, shatter, silence, summon
assassins, but she knew that Marten would eventually find monster II; 3rd—blindness/deafness, cure serious wounds,
them. She decided to entrust Milton to the priests of a dispel magic, magic circle against good, magic circle against
monastery dedicated to the worship of the God of Knowledge. law*; 4th—chaos hammer*, divine power, lesser planar ally,
He was only 10 years old, but she made certain he knew his poison.
lineage so that someday he might claim his birthright. Annabel
was caught soon after. She refused to give up the whereabouts *Domain spell. Domains: Chaos (cast chaos spells at +1
of her son, and she died during a particularly brutal torture caster level); Death (1/day—touch kills target with less
session. than 8d6 hit points).

Of course, the monks Annabel had left her son with were Possessions: Sickle, 3 exploding skulls*, potion of cure light
actually members of the Brotherhood of the Yellow Sign, who wounds, ring of protection +3, Yellow Sign gold pendant
believed that Milton was the answer to their prayers. They worth 50 gp, jeweled belt worth 550 gp.
needed to gain control of Freeport to revive the worship of the *See page 124 for details.

The Freeport Trilogy 83


- Madness in Freeport -
uncanny dodge; AL NE; SV Fort +4, Ref +7, Will +1; Str
Captain Brock Wallace 10, Dex 16, Con 16, Int 15, Wis 10, Cha 10.
Captains' Council Member
Skills and Feats: Balance +8, Bluff +7, Climb +2,
(actually Gorn)
Diplomacy +4, Disguise +6 (+8 acting; +16/+18 with
Male serpent person change shape), Escape Artist +6, Forgery +8, Gather
(disguised as human), Information +5, Hide +5, Jump +0*, Listen +4, Move
apparent age 55 (old) Silently +6*, Perform (sing) +3, Profession (sailor) +5,
Faction: Milton Drac. Search +4, Sense Motive +5, Spot +5, Survival +0 (+2
Appearance: Brock is 5 feet following tracks), Swim +4, Tumble +6, Use Magic Device
10 inches tall and +5, Use Rope +3 (+5 with bindings); Dodge, Improved
overweight at well InitiativeB, Point Blank Shot.
over 200 pounds. His
Change Shape (Su): Gorn may assume the form of any
bald head is usually
Small or Medium humanoid. In humanoid form, Gorn
covered with a black
loses his swim speed. He can remain in his humanoid form
tricorn. He wears
until he chooses to assume a new shape, but may only
black pants with white
assume a new shape up to three times per day. A change in
hose and a white,
form cannot be dispelled, but Gorn reverts to his natural
ruffled shirt. Two daggers in fine leather scabbards are
form when killed. A true seeing spell or ability reveals
attached to his belt at either hip.
Gorn’s natural form. When using his change shape ability,
Quote: “I was wrong to oppose Drac. The lighthouse will be the
Gorn gets a +10 circumstance bonus on Disguise checks.
crowning achievement of this age.”
Possessions: +3 hide armor, cutlass (see page 125), 2
Description: The real Brock Wallace was the head of a
daggers, light crossbow, 10 bolts, potion of invisibility, pouch
prosperous merchant family of Freeport. The Wallaces made
with 75 gp.
their fortune securing numerous trading contracts with
important cities on the mainland. Brock was elected to the
council nine years ago in return for his support for Milton’s Arias Soderheim
Folly. His contacts on the mainland provide much of the Captains' Council Member
materials for the lighthouse project.
Male half-elf, age 105 (old)
About a year ago, Brock spoke out about the lighthouse when Faction: Milton Drac.
Drac began to bring in other merchant families to supply the Appearance: Arias is 5 feet
project. He threatened to pull his support and with it, the 11 inches tall and
supplies needed for the lighthouse. Drac responded by having has a medium build.
a Valossan named Gorn kill Brock and assume his identity. He wears dark-green
Understandably, Brock is now very supportive of Drac and his breeches with a black,
policies. tight-fitting shirt. His
Gorn tries to act like Brock, who was always outspoken and shoulder-length, blond
ill tempered. Many of Brock’s family and closest friends have hair is held away from
noticed a change in him recently. He often forgets important his angular face by a
details from his past. Things that used to send him into a rage slim, golden circlet. A
now evoke no response at all. Clearly, something has changed rapier dangles by his
with Brock, but the people around him can’t put their finger on side.
exactly what is wrong. Quote: “Another tale? Have you heard of the saga of the five
princes?”
Captain Brock Wallace, a.k.a. Gorn Description: Arias has been on the council for 24 years.
Male civilized serpent person rogue 5: Medium He represents the shipping interests of the elven pirates of
monstrous humanoid (shapechanger); HD 5d6+15; hp Freeport. Ironically, his half-elven heritage has suited him
37; Init +7; Spd 20 ft, swim 10 ft. in armor; AC 20, touch perfectly for this job. The very prejudice that normally haunts
13, flat-footed 17; Base Atk +3; Grp +3; Atk +3 melee those of half-elven origin was exactly what was needed for him
(1d6/18-20, cutlass), +3 melee (1d4/19-20, throwing to get elected to the council.
dagger), or +6 ranged (1d8/19-20, light crossbow); Full Arias is a bard who revels in telling stories and playing the lyre.
Atk +3 melee (1d6/18-20, cutlass), +3 melee (1d4/19- If given enough encouragement—and usually five minutes of
20, throwing dagger), or +6 ranged (1d8/19-20, light attention is enough—he almost certainly breaks into a heroic
crossbow); SA sneak attack +3d6; SQ change shape, saga or an enchanting melody.
darkvision 60 ft., evasion, trap sense +1, trapfinding,

84 The Freeport Trilogy


- Madness in Freeport -
Arias and the elven pirates support Drac and his lighthouse shirt covered with
because they have become very rich doing so. Arias was one of a gleaming breast-
the architects of Drac’s rise to power. The elven pirates did not plate. On his belt in
want to enter the war on the mainland that Anton, the previous a jeweled scabbard
Sea Lord, was pushing for. A war would disrupt trade, and that is a curved dagger.
would cost the elven pirates money. He has gray eyes and
straight, jet-black
With the support of nations that wanted Freeport to remain
hair cut short.
neutral, Arias helped get Anton assassinated and bring Drac to
Quote: “Isn’t this dagger
power. In return, Drac gave the elves exclusive rights to all of the
exquisite? Its beauty can
shipping for material to build the lighthouse. They do not know
only be appreciated up
of the true purpose of the lighthouse and are merely attempting
close. Here, allow me to
to wait Drac out. After all, long life has its advantages. They
demonstrate.”
plan to be enjoying his money long after he is dead.
Description: The Maeorgan
Arias Soderheim family has been involved in the politics of Freeport for
Male half-elf bard 10 (merchant): CR 10; Medium over a century. The Maeorgans made their fortune in the
humanoid; HD 10d6; hp 50; Init +8; Spd 30 ft.; AC 18, shipbuilding business, and they still lead the city in that field.
touch 16, flat-footed 14; Base Atk +7; Grp +7; Atk +13 Melkior rose to his position in the council 11 years ago, a
melee (1d6+2/18-20, rapier of puncturing) or +11 ranged few months before Sea Lord Anton was assassinated under
(1d4/19-20, throwing dagger); Full Atk +13/+8 melee a cloud of suspicion. His older brother, Councilor Armin
(1d6+2/18-20, rapier of puncturing) or +11/+6 ranged Maeorgan, had been found murdered by an assassin’s blade.
(1d4/19-20, throwing dagger); SA fascinate, suggestion; SQ Under a centuries’ old rule of the council, Melkior assumed
immunity to magic sleep, +2 save vs. enchantment, low- his brother’s position on the council.
light vision, bardic knowledge, bardic music, countersong, Although it has never been proven and he denies it to
inspire competence, inspire courage +2, inspire greatness; this day, Melkior killed his brother to take over the family
AL N, SV Fort +3, Ref +11, Will +8; Str 10, Dex 18, Con business and gain a position on the council. He was urged
11, Int 18, Wis 12, Cha 18. to do so by Milton Drac, who helped him with the murder.
Skills and Feats: Appraise +9, Bluff +10, Concentration Melkior is ruthless but has a dark sense of humor. He knows
+4, Decipher Script +7, Diplomacy +16, Disguise +7 he has an intimidating figure, and he uses this to his best
(+9 acting), Escape Artist +7, Gather Information +9, advantage.
Jump +4, Listen +8, Move Silently +7, Perform (oratory) Melkior is Milton Drac’s right-hand man. He is with him so
+17, Perform (stringed instruments) +17, Perform often many believe him to be Drac’s bodyguard. He has recently
(wind instruments) +17, Profession (sailor) +9, Search converted to the Brotherhood of the Yellow Sign, and he will
+9, Sense Motive +6, Spellcraft +9, Spot +9, Swim +6, stop at nothing to see that the lighthouse is completed.
Tumble +6, Use Magic Device +6 (+10 with scrolls), Use
Rope +6; Alertness, Combat Casting, Improved Initiative, Melkior Maeorgan
Weapon Finesse.
Male human fighter 5: CR 5; Medium humanoid; HD
Spells per Day (3/4/4/3/1; save DC 14 + spell level): 0— 5d10+15; hp 49; Init +7; Spd 20 ft; AC 21, touch 13,
dancing lights, daze, detect magic, ghost sound, prestidigitation, flat-footed 18; Base Atk +5; Grp +9; Atk +11 melee
read magic; 1st—alarm, charm person, hypnotism, sleep; (1d4+7/19-20, +1 adamantine dagger) or +9 ranged
2nd—detect thoughts, enthrall, misdirection, suggestion; (1d4+6/19-20, throwing dagger); Full Atk +11 melee
3rd—charm monster, crushing despair, dispel magic, lesser (1d4+7/19-20, +1 adamantine dagger) or +9 ranged
geas; 4th—dominate person, modify memory. (1d4+6/19-20, throwing dagger); AL NE; SV Fort +7,
Ref +4, Will +3; Str 18, Dex 16, Con 16, Int 15, Wis 15,
Possessions: Masterwork leather armor, rapier of puncturing,
Cha 12.
dagger, ring of protection +2, bos’ns’ whistle of piping (see
page 124), gold circlet worth 100 gp, masterwork lyre. Skills and Feats: Climb +3, Diplomacy +4, Forgery +5,
Intimidate +4, Jump +3, Listen +4, Ride +4, Search +3,
Melkior Maeorgan Sense Motive +4, Spot +5, Swim –1; Combat Expertise,
Improved Initiative, Improved Sunder, Power Attack,
Captains' Council Member Weapon Focus (dagger), Weapon Specialization (dagger).
Male human, age 35 (middle-aged) Possessions: +2 breastplate, +1 adamantine dagger, 4
Faction: Milton Drac. throwing daggers, potion of cure light wounds, pouch with
Appearance: Melkior stands 6 feet 5 inches tall and is very 100 gp.
muscular. He wears black leather pants and a similar

The Freeport Trilogy 85


- Madness in Freeport -
+2 (+4 bindings), Gather Information +8, Handle
Captain Garth Varellion Animal +5, Intimidate +8, Jump +8, Knowledge
Captains' Council Member (nature) +4, Knowledge (nobility and royalty) +4, Listen
+7, Profession (sailor) +5, Sense Motive +5, Spot +2,
Male human, age 45
Swim +5, Use Rope +8; Alertness, Blind Fight, Combat
(middle-aged)
Reflexes, Improved Initiative, Iron Will, Leadership,
Faction: Milton Drac.
Quick Draw.
Appearance: Captain
Garth is a 6 feet tall, Possessions: +2 glamered chain shirt, +2 saber (see page
well-dressed, dashing 125), 3 daggers, amulet of proof against detection and
figure with a lean and location, battle scrimshaw relic (see page 124),
wiry build. He wears
a flowing, green cape, Captain Hector Torian
black pantaloons, and
a white, silk shirt. An Captains' Council Member
ornate scabbard on Male human, age 42
his belt holds a saber. (middle-aged)
He has blue eyes and Faction: Milton Drac.
silver-gray hair. Appearance: Hector Torian
Quote: “Good evening, fair maiden. I would enjoy the pleasure of is a swarthy fellow, 5
your company at my table.” feet 9 inches tall with
Description: Garth has been a member of the Captains’ a curly, black beard,
Council for the past 10 years. He earned his seat due to his bushy eyebrows, and
friendship with Milton Drac, who he sailed with for many long, curly, black hair.
years. Unlike some of the other members of the council, he is He wears a red frock
actually the master of a ship, the Christina. Every chance he coat with a white shirt
gets, he sets out to sea aboard the vessel. He has many contacts and black pantaloons.
among Freeport’s dockside denizens. A gold earring is in
his right ear, and each
Garth is conceited and vain. He believes most women are of his fingers has a ring on it. A smile comes often to his
attracted to him, and he flirts with them constantly. Most of the face.
time he is successful, and he is unaccustomed to having a woman Quote: “Come here, and let’s have a drink! Now, let me tell you
resist his advances. He is always cordial; even when he insults about the last time I faced certain death on the high seas!”
someone it is with a backhanded comment or subtle insinuation.
Description: Hector has only recently retired from a life at sea.
Captain Garth has no idea that Milton Drac is a member of At the age of 10, he took his first sea voyage, and by the age 18,
the cult, and has no knowledge of the true purpose of the he was the captain of his own ship, the Silver Ghost. He gained
lighthouse. He supports Drac because he owes the Sea Lord a reputation among his men as being fun loving and generous.
his position on the council. Garth has been briefed by Drac on He was elected to the council 12 years ago with the financial
the PCs, he does his part to find out their real motives. Even backing of a then as-yet-unknown Milton Drac.
with proof, it would be hard to convince Garth about the
Brotherhood of the Yellow Sign. Hector is full of life and enjoys good food and good drink. He
is loud and boisterous to the point of boorishness. He puts his
Captain Garth Varellion foot in his mouth often because he is outspoken.
Male human rogue 4/fighter 4: CR 8; Medium Hector supports Drac because he feels he owes him for his
humanoid; HD 4d6 plus 4d10; hp 42; Init +7; Spd 30 ft.; seat on the council. He knows nothing of the cult of the Yellow
AC 19, touch 13, flat-footed 19; Base Atk +7; Grp +9; Sign. He genuinely cares for the people of Freeport, and he has
Atk +11 melee (1d6+4/18-20, +2 saber) or +10 ranged voiced some concern that the lighthouse has been draining too
(1d4+2/19-20, throwing dagger); Full Atk +11/+6 melee much money from the government’s coffers. Drac has assured
(1d6+4/18-20, +2 saber) or +10/+5 ranged (1d4+2/19- him the money will be replaced with the increased trade the
20, throwing dagger); SA sneak attack +2d6; SQ evasion, lighthouse should generate.
trapfinding, trap sense +1, uncanny dodge; AL LN; SV
Fort +5, Ref +8, Will +4; Str 14, Dex 17, Con 11, Int Captain Hector Torian
11,Wis 10, Cha 16. Male human rogue 8: CR 8; Medium humanoid;
Skills and Feats: Balance +6, Bluff +8, Climb +3, HD 8d6; hp 36; Init +7; Spd 30 ft.; AC 18, touch 13,
Diplomacy +10, Disguise +3 (+5 acting), Escape Artist flat-footed 15; Base Atk +6; Grp +6; Atk +7 melee
(1d6+1/18-20, +1 cutlass) or +10 ranged (1d4/19-20,

86 The Freeport Trilogy


- Madness in Freeport -
masterwork dagger); Full Atk +7/+2 melee (1d6+1/18- for Verlaine. Her choice is Petra Frick, the leader of the artisan’s
20, +1 cutlass) or +10/+5 ranged (1d4/19-20, masterwork guild. This would give her veto power on the council over Drac.
dagger); SA sneak attack +4d6; SQ evasion, improved With that power, she hopes to undo many of the poor policies
uncanny dodge, trapfinding, trap sense +2, uncanny dodge; of the Sea Lord.
AL CG; SV Fort +2, Ref +9, Will +3; Str 11, Dex 16,
Lady Elise has already started an investigation into the
Con 10, Int 13, Wis 12, Cha 15.
lighthouse. Her agents have learned that the upper levels of the
Skills and Feats: Balance +9, Bluff +10, Climb +6, lighthouse have been sealed off for the past two weeks. No one
Diplomacy +14, Disguise +2 (+4 acting), Escape Artist has been allowed in, and workers who have been assigned to
+3 (+5 bindings), Gather Information +12, Listen +11, that area have disappeared.
Profession (sailor) +11, Search +7, Sense Motive +8,
Sleight of Hand +9, Spot +12, Survival +5 (+7 following Lady Elise Grossette
traps), Swim +9, Tumble +10 (+15 to avoid falling Female human aristocrat 11: CR 10; Medium humanoid;
damage), Use Rope +9; Alertness, Combat Expertise, HD 11d8; hp 65; Init +0; Spd 30 ft.; AC 10, touch 10,
Dodge, Improved Initiative. flat-footed 10; Base Atk +8; Grap +7; Atk +8 melee
Possessions: +3 leather armor of tumbling (see page 124), +1 (1d4–1/19-20, masterwork dagger); Full Atk +8/+3
cutlass (see page 125), 4 masterwork daggers, gold earring melee (1d4-1/19-20, masterwork dagger); AL LG; SV
worth 25 gp, 10 rings worth 1d10 × 10 gp each. Fort +3, Ref +3, Will +11; Str 9, Dex 11, Con 10, Int 13,
Wis 14, Cha 18.
Lady Elise Grossette Skills and Feats: Bluff +16, Diplomacy +22, Disguise +4
Captains' Council Member, Faction Leader (+6 acting), Gather Information +23, Knowledge (local)
+8, Knowledge (nobility and royalty) +9, Listen +9, Sense
Female human, age 55 (old) Motive +18, Spot +14, Swim +0; Alertness, Iron Will,
Faction: Lady Elise. Leadership, Negotiator, Skill Focus (Gather Information).
Appearance: Lady Elise is a
plain-looking woman Possessions: Concealed masterwork dagger, scarab of
with a no-nonsense protection, pearl necklace worth 1,000 gp.
air about her. She
uses little makeup Dirwin "Nimblefingers" Arnig
and wears a simple Captains' Council Member
navy-blue gown with
an exquisite pearl Male gnome, age 175 (old)
necklace. She has Faction: Lady Elise.
brown eyes and long, Appearance: Dirwin has
black hair down to the short, gray hair and
middle of her back. bushy, gray eyebrows.
She is 5 feet 11 inches tall. He is 3 feet 6 inches
Quote: “I understand your position on the matter, but have you tall, thin, and wiry. He
considered this?” wears a pair of brown
trousers, green boots,
Description: Lady Elise leads the faction on the council in and a green, velvet
opposition to Milton Drac. She is one of the council’s senior jacket. Around his
members, with over 25 years of service. Her family has long neck is a gold chain
held positions of power in Freeport, and she is an expert with a large emerald
politician. When her father died with no male heir, she took on the end of it.
over his seat despite the fact that she was a woman. Since then, Quote: “Young one, let me show you how that is done. They don’t
she has been a voice of reason on an often-chaotic council. call me ‘Nimblefingers’ for nothing, you know.”
Lady Elise is patient and calculating. She keeps her thoughts Description: Dirwin has seen many a year in Freeport. He was
and feelings to herself until she is certain about what she wants born into a noble family of gnomish gemcutters who make their
to say and when she wants to say it. Many of the opposition living off the spoils of pirates. He has been on the council for 50
councilors have taken to calling her “Grandma,” but never to years and has seen a few Sea Lords come and go. He is the head
her face. She is an excellent public speaker and an accomplished of the Jewelers and Gemcutters Guild, and he also represents
negotiator. the gnomes and halflings of Freeport on the council.
Lady Elise is very concerned with the current situation in Dirwin’s attitude has not been negatively affected by his long
Freeport. She is lobbying hard for her choice as a replacement term in office. He has a quick wit and loves to tell jokes and

The Freeport Trilogy 87


- Madness in Freeport -
engage in conversation. He is also very proud of his skill with Appearance: Captain Xavier
his hands, and he often shows off by performing card tricks at is 6 feet 3 inches
dinner parties. tall, with an average
build, long, brown
Dirwin has been outspoken in his opposition to Drac and
hair, and brown eyes.
his policies. The city has suffered under the heavy taxation
He wears tall, black
forced upon it to build the lighthouse. He and Lady Elise
leather boots, scarlet,
have been conducting a private investigation into the whole
skin-tight leggings, a
project. Through his contacts on the mainland, Dirwin
white, puffy shirt, and
has recently discovered that the Sea Lord commissioned
a black, velvet jacket.
the cutting of a large crystal to be used in the lighthouse.
A long scimitar rests
He finds it odd Drac chose not to use any members of
at his side, within a
the Freeport guild to cut the gem. From a sketch Dirwin
golden scabbard.
obtained, the gem seems to look magical in nature. Dirwin
Quote: “Sailing the seas is
plans to have a wizard analyze the drawing to see if its
where a man belongs. These land lubbers have no idea!”
purpose can be determined.
Description: Captain of the Bloody Sea, Xavier has been
If someone looks at the drawing of the crystal, a successful DC
a member of the council for two years. He represents the
20 Spellcraft check reveals it is used to channel magical energy.
many privateers that call Freeport their home when not at
Tarmon the High Wizard (see page 90) can also give the PCs
sea. His is the only seat on the council that is restricted to a
this information if they do not have the relevant skill to find it
specific type of candidate. By tradition, it must be filled by
out on their own.
a privateer. It is also the only position on the council with a
Dirwin "Nimblefingers" Arnig term limit (three years). This ensures the council always has
on it a member who represents the pirates and privateers who
Male gnome expert 10 (gemcutter): CR 9; Small originally founded the city.
humanoid; HD 10d6+20; hp 55; Init +4; Spd 20 ft.; AC
15, touch 15, flat-footed 11; Base Atk +7; Grap +3; Atk Captain Xavier is looking forward to ending his term so he
+8 melee (1d3/19-20, Small masterwork dagger); Full Atk can return to his true love, the sea. He speaks of his travels
+8/+3 melee (1d3/19-20, Small masterwork dagger); SA often and tells many tall tales of adventures he has had
gnome traits; SQ gnome traits, low-light vision; AL NG; aboard sailing vessels. He resents being called a pirate and
SV Fort +7, Ref +9, Will +11; Str 10, Dex 18, Con 14, Int prefers the term privateer, as he feels he keeps the interest of
13, Wis 15, Cha 15. Freeport at heart.

Skills and Feats: Appraise +11 (+13 gems), Bluff +12, Captain Xavier was initially supportive of Drac, but since
Craft (gemcutting) +17, Diplomacy +18, Disguise +2 he learned about the suffering caused by the lighthouse,
(+4 acting), Gather Information +11, Intimidate +4, he has withdrawn his support. He feels it is an amazing
Knowledge (history) +5, Listen +12, Perform (comedy) waste of money that could have been spent elsewhere. Most
+6, Sense Motive +7, Sleight of Hand +16, Spot +8; of his fellow privateers agree with him. He has joined the
Dodge, Endurance, Great Fortitude, Skill Focus (Craft: opposition led by Lady Elise, but he is reluctant to take a
Gemcutting). serious stand against Drac until the majority of the council
makes a move.
Gnome Traits: +2 racial bonus on saving throws against
illusions; +1 racial bonus on attack rolls against kobolds Captain Xavier has learned from his privateer contacts that
and goblinoids; +4 dodge bonus to Armor Class against a mysterious ship was seen just two days ago in the harbor. It
creatures of the giant type. slipped into a secluded area near the lighthouse in the dark
of night and offloaded cargo and some passengers. One of the
Spell-like Abilities: 1/day—dancing lights, ghost sound (DC passengers had a long, reptilian tail.
13), prestidigitation (DC 12), speak with animals. Caster
level 1st. Captain Xavier Gordon
Possessions: Small masterwork dagger, ring of mind shielding, Male human expert 6 (sea captain): CR 5; Medium
cloak of resistance +2, emerald pendant worth 5,000 gp. humanoid; HD 6d6+12; hp 38; Init +7; Spd 30 ft.; AC
16, touch 13, flat-footed 13; Base Atk +4; Grap +6; Atk
Captain Xavier Gordon +8 melee (1d6+3/18-20, +1 scimitar of speed) or +7
ranged (1d8/19-20, light crossbow); Full Atk +8/+8
Captains' Council Member melee (1d6+3/18-20, +1 scimitar of speed) or +7 ranged
Male human, age 49 (1d8/19-20, light crossbow); AL CG; SV Fort +3, Ref +4,
(middle-aged) Will +5; Str 14, Dex 17, Con 14, Int 15, Wis 12, Cha 11.
Faction: Lady Elise.

88 The Freeport Trilogy


- Madness in Freeport -
Skills and Feats: Balance +6, Bluff +6, Climb +8, Skills and Feats: Appraise +13 (+15 armor, metalwork,
Diplomacy +13, Disguise +0 (+2 acting), Gather weapons), Craft (armorsmithing) +13, Craft
Information +12, Intimidate +8, Knowledge (geography) (blacksmithing) +16, Craft (weaponsmithing) +13,
+5, Knowledge (nature) +10, Profession (sailor) +13, Diplomacy +16, Gather Information +14, Intimidate
Sense Motive +7, Spot +7, Survival +7 (+9 aboveground +14, Sense Motive +14; Armor Proficiency (Medium),
natural environments); Improved Initiative, Skill Focus Endurance, Great Fortitude, Martial Weapon Proficiency
(Gather Information), Skill Focus (Profession [sailor]), (Warhammer), Skill Focus (Craft: blacksmithing).
Weapon Focus (scimitar).
Possessions: Masterwork leather armor, masterwork
Possessions: +1 leather armor, +1 scimitar of speed, light silver chain shirt (ornamental, +3 armor bonus, 300 gp),
crossbow, 50 bolts, potion of cure serious wounds. masterwork warhammer, masterwork blacksmithing tools.

Liam Blackhammer Sister Gwendolyn


Captains' Council Member Captains' Council Member
Male human, age 50 Female human, age 40
(middle-aged) (middle-aged)
Faction: Lady Elise. Faction: Lady Elise.
Appearance: Liam is 5 feet Appearance: Sister Gwen-
11 inches tall and dolyn is 5 feet 9 inches
muscular, with short, tall, with shoulder-
gray hair and blue eyes. length, dark-green hair
He wears an ornamen- and green eyes. She
tal chainmail shirt of wears a tight-fitting,
gleaming silver, with aqua-colored, floor-
a dark, brown leather length gown. Around
shirt and pants. her neck is a silver
Quote: “Milton’s Folly—the necklace with a jew-
project must end soon, eled miniature trident
or many more of our people will die.” charm on the end of it. She is very attractive.
Quote: “That is a very interesting sword. Is it a family heirloom?”
Description: Liam is a blacksmith by trade, who joined the
council 14 years ago to help fight the injustices inflicted on the Description: Sister Gwendolyn is a priestess of the God of
poorer people throughout the city. Since then, he has been a the Sea. When her predecessor retired five years ago, she took
champion of the common man of Freeport, doing everything over his seat on the council. Drac initially opposed this, but he
in his power to divert as much money as possible from the was not able to convince the council to break with tradition. A
lighthouse project to city services. If not for his efforts, things in member of the Sea God’s church has been sitting on the council
Freeport would be much worse. for over 150 years.
Liam has always been headstrong and emotional. When he first Gwendolyn is practical and self-assured. She enjoys conversation
joined the council, he got into many arguments with the other and often asks people she does not know to tell her about their
members. Over the years, he has learned to control his temper life, listening intently all the while. She can tend to be a flirt with
and be more diplomatic. Occasionally, when he is pushed too men, but she almost never follows through on any of it.
far, he still loses his temper.
Sister Gwendolyn has been helping Dirwin and Lady Elise
Liam is very upset with the situation in Freeport. He knows the investigate the lighthouse. She has heard many strange reports
lighthouse has been slowly destroying the city and that Milton from the workers there. They claim to hear strange noises at
Drac is to blame. In the past few weeks, he has spoken out night. A priest of her temple reported he saw flashes of magical
about this more than ever. light from the upper chambers one night. The next morning,
two horrible creatures with the head of an owl and the body of
Liam Blackhammer a bear were found dead at the base of the lighthouse. No one
Male human expert 9 (blacksmith): CR 8; Medium had ever seen one of these creatures before, but a librarian at
humanoid; HD 9d6+18; hp 56; Init –2; Spd 30 ft.; AC the Temple of Knowledge told her that they are well-known
11, touch 8, flat-footed 11; Base Atk +6; Grap +9; Atk monsters in places on the continent.
+10 melee (1d8+3/×3, masterwork warhammer); Full Atk
Sister Gwendolyn
+10/+5 melee (1d8+3/×3, masterwork warhammer); AL
NG; SV Fort +5, Ref +1, Will +8; Str 16, Dex 6, Con 15, Female human cleric 8: CR 8; Medium humanoid; HD
Int 13, Wis 15, Cha 15. 8d8+8; hp 51; Init +1; Spd 30 ft. (20 ft. in armor); AC 18,

The Freeport Trilogy 89


- Madness in Freeport -
touch 11, flat-footed 17; Base Atk +6; Grap +6; Atk +8 of informants within many of the mainland governments. He
melee (1d6+2, +2 light mace) or +7 ranged (1d8/19-20, also discovered a lot of information about nobles and politicians
light crossbow); Full Atk +8/+3 melee (1d6+2, +2 light in Freeport. Luckily, Marcus is a discreet man with the interests
mace) or +7 ranged (1d8/19-20, light crossbow); SA turn of the city at heart. He tries to only use his information when it
undead (10/day; +2 synergy bonus); AL NG; SV Fort +7, will benefit the city.
Ref +3, Will +10; Str 10, Dex 13, Con 12, Int 12, Wis 18,
Marcus is flamboyant and expressive. He tends to be the life of
Cha 18.
the party. Whether it’s telling a joke or dancing a jig, Marcus
Skills and Feats: Bluff +9, Concentration +6, Diplomacy is always in the middle of things, having a good time. This
+11, Disguise +4 (+6 acting), Knowledge (religion) boisterous exterior hides a calculating and sly mind. Marcus
+7, Sense Motive +9, Spellcraft +7; Extra Turning, always has his eyes and ears open, and he doesn’t miss much.
Leadership, Lightning Reflexes, Weapon Focus (light
Marcus is not a vocal member of Lady Elise’s faction. In the
mace).
beginning, Marcus supported Drac to be Sea Lord. In the
Spells Prepared (6/6/5/5/4; save DC 14 + spell level): past few years, however, he learned about Drac’s manipulative
0—create water, cure minor wounds, detect magic, light, purify nature and is frankly afraid of him. He tends to vote against
food and magic, virtue; 1st—bless water, endure elements, Drac when he can because he knows the lighthouse is draining
entropic shield*, obscuring mist, sanctuary, shield of faith; valuable resources away from the city.
2nd—aid, consecrate, delay poison, fog cloud*, zone of truth;
Marcus’s spy network has informed him that Drac recently sent
3rd—continual flame, create food and water, cure serious
Melkior Maeorgan to the mainland. He returned with crates
wounds, water breathing*, water walk; 4th—control water*,
filled with strange candles made of yellow wax and engraved
cure critical wounds, death ward, tongues.
with magical symbols. Anyone who makes a successful DC 20
*Domain spell. Domains: Luck (reroll 1d20 once per day); Spellcraft check knows these types of candles are used as the
Water (turn or destroy fire creatures, rebuke or command arcane focus for summoning spells.
water creatures—use each ability a total of up to 7 times
per day). Captain Marcus Roberts

Possessions: Masterwork breastplate, +1 blinding buckler, +2 Male human rogue 9: CR 9; Medium humanoid; HD
light mace, light crossbow, 10 bolts, gem of brightness, silver 9d6+9; hp 47; Init +3; Spd 30 ft.; AC 18, touch 13,
necklace with miniature jeweled trident holy symbol worth flat-footed 18; Base Atk +6; Grp +7; Atk +8 melee
100 gp. (1d6+2/19-20, +1 short sword of subtlety); Full Atk +8/+3
melee (1d6+2/19-20, +1 short sword of subtlety); SA
Captain Marcus Roberts sneak attack +5d6; SQ evasion, improved uncanny dodge,
trapfinding, trap sense +3, uncanny dodge; AL CG; SV
Captains' Council Member Fort +4, Ref +9, Will +5; Str 12, Dex 16, Con 13, Int 16,
Male human, age 50 Wis 14, Cha 16.
(middle-aged) Skills and Feats: Bluff +14, Decipher Script +13,
Faction: Lady Elise. Diplomacy +15, Disguise +3 (+5 acting), Gather
Appearance: Captain Information +15, Listen +11, Move Silently +13, Open
Marcus is 6 feet tall, Lock +8, Perform (wind instruments) +12, Search +9,
with short, blonde Sense Motive +12, Sleight of Hand +15, Spot +9, Survival
hair and blue eyes. He +3, Swim +13, Use Magic Device +8 (+10 with scrolls);
wears green pants, a Combat Expertise, Dodge, Mobility, Spring Attack,
white shirt and a green Whirlwind Attack.
jacket. He wears a
short sword in a silver Possessions: +1 short sword of subtlety, amulet of natural
scabbard on his belt. armor +5, battle scrimshaw relic (see page 124).
Quote: “Another round for
my good friend here. Tarmon
And give us the good stuff, not that cheap bilge-water you High Wizard
serve to everyone else.”
Male human, age 60 (old)
Description: Marcus Roberts has been on the council for 12 Faction: Neutral.
years, having become a member shortly before Drac’s arrival. Appearance: Tarmon is 6 feet 5 inches tall and has short,
He spends as much time as possible aboard his ship, the Black brown hair and brown eyes. He wears a long, flowing, red
Dragon, traveling back and forth to the mainland, serving as a robe bound by a golden belt. He walks with the aid of a
quasi-ambassador for Freeport. He created a vast spy network gnarled, old, wooden staff.

90 The Freeport Trilogy


- Madness in Freeport -
Quote: “Do you know the his- prying eyes; 6th—disintegrate, true seeing. *Spell Focus, †
tory of that gem you are Spell Mastery.
wearing? Let me tell you
Possessions: Throwing dagger, Ring of protection +3, staff of
about it.”
fire (50 charges), robe of scintillating colors, 2 potions of cure
Description: Tarmon serious wounds, spell component pouch.
is a lifelong resident of
Familiar: Burkhart (Toad); see below.
Freeport and the leader of
the Wizard’s Guild. Born Burkhart (Tarmon's Familiar)
an orphan, he was raised
on the mean streets of the Toad: CR —; Diminutive magical beast; HD 12; hp 24;
city. An adventuring wizard Init +1; Spd 5 ft.; AC 21, touch 15, flat-footed 20; Base
discovered his affinity for Atk +6; Grap –11; Atk touch +10 melee (spell); Full
magic and took him on as a Atk touch +10/+5 melee (spell); SA deliver touch spells;
pupil. After many adventures SQ empathic link, grant Alertness and +3 hp, improved
on the mainland, Tarmon returned to Freeport to establish a evasion, share spells, speak with amphibians, speak with
guild for wizards. master, SR 17; AL CG; SV Fort +4, Ref +5, Will +10; Str
1, Dex 12, Con 11, Int 11, Wis 14, Cha 4.
Tarmon is energetic and quick-witted despite his advancing
years. He enjoys conversation and has such a breadth of Skills and Feats: Concentration +15, Craft (alchemy) +6,
knowledge he can talk long on many different subjects. Diplomacy +2, Knowledge (arcana) +15, Knowledge
(history) +10, Knowledge (local) +4, Knowledge (nobility
The Wizard’s Guild has tried to stay out of the fray with regard and royalty) +5, Knowledge (the planes) +11, Search +3,
to the lighthouse project. Although the wizards realize the Sense Motive +3, Spellcraft +17, Spot +7, Survival +2
project has been draining the city’s coffers, they do not want to (+4 other planes); Alertness.
go against the majority of the council that supports it. Tarmon
is unaware of the involvement of the Brotherhood of the Yellow
Sign. If the PCs can gain his confidence, he gives them whatever
Torsten Roth
aid he can. Head of the Guild of Merchants

Tarmon Male human, age 40


(middle-aged)
Male human wizard 12: CR 12; Medium humanoid; HD Faction: Milton Drac.
12d4+15; hp 51; Init +7; Spd 30 ft.; AC 16, touch 16, flat- Appearance: Torsten is
footed 13; Base Atk +6; Grp +7; Atk +7 melee (1d6+1, 6 feet tall and has
staff of fire) or +9 ranged (1d4+1/19-20, throwing dagger); brown, short, curly
Full Atk +7/+2 melee (1d6+1, staff of fire) or +9/+4 hair. He wears dark-
ranged (1d4+1/19-20, throwing dagger); AL CG; SV Fort blue pants and a dark-
+5, Ref +7, Will +11; Str 13, Dex 16, Con 12, Int 19, Wis blue jacket with brass
17, Cha 13. buttons. A gold belt is
Skills and Feats: Concentration +16, Craft (alchemy) +10, around his waist, and
Diplomacy +4, Knowledge (arcana) +19, Knowledge a golden pendant rests
(history) +14, Knowledge (local) +8, Knowledge (nobility on his chest.
and royalty) +9, Knowledge (the planes) +15, Listen Quote: “Really, don’t you have
+5, Search +7, Sense Motive +6, Spellcraft +21, Spot something better to do? Here’s my glass. I can use some more
+8, Survival +3 (+5 other planes); Combat Casting, wine.”
Craft Staff, Improved Initiative, Leadership, Spell Focus Description: Torsten is one of the richest men in Freeport. He
(conjuration), Spell Focus (evocation), Spell Penetration, is the head of the powerful Roth merchant family as well as
Scribe Scroll, Spell Mastery†. the Guild of Merchants. His great-grandfather built the family
Spells Prepared (4/5/5/5/4/3/2; save DC 14 + spell fortune by selling iron and copper ore to the Sea Lord from
level; conjuration DC 15 + spell level): 0—detect magic, mines he purchased on the mainland. The family has diversified
ghost sound, mage hand, read magic; 1st—charm person, since then and now sells fine wine and exotic goods as well as
hypnotism, mage armor*, shield, unseen servant*; 2nd—detect the ore.
thoughts, resist elements, saltburst*† (see page 125), summon Torsten is a snob who was born with a silver spoon in his
swarm, whispering wind; 3rd—dispel magic†, fireball*†, fly, mouth. He thinks most people are beneath his station, and
nondetection, tongues; 4th—arcane eye, detect scrying, shout*, he looks down on them with disdain. In conversation, he
dimension door*; 5th—firebird* (see page 125), teleport*†, is annoying and condescending. He thinks he can secure a

The Freeport Trilogy 91


- Madness in Freeport -
nomination for councilor at this ball. He fawns all over the scabbard from his black leather belt. He also has horribly
councilors to curry their favor. crooked, yellow teeth.
Quote: “Arrrggghhh, a fine party this is. If this be the life of a
For many years now, Torsten has been supplying Drac with
councilor, count me in.”
some strange items for his lighthouse, most notably an exotic,
soft metal called “Serpent’s Blood” from the jungles of the Description: Captain Lydon was born and raised on a pirate
south. The metal is light green and is soft enough to be shaped ship and has spent most of the rest of his life in the streets of
by hand. When treated properly, it turns rock-hard. It took Freeport. He has had his own ship, The Gambit, for almost
Torsten over two years to find the metal, but Drac told him 20 years. For the past 10 years, he has been trying to run a
where to look and then paid handsomely for it. For this favor, merchant shipping company to no avail. With his fortunes
Drac promised to nominate Torsten to replace Verlaine on the dwindling, he has made one last push to influence the citizens
council. The nomination has yet to come, and Torsten is a little of Freeport, mainly those on the docks, and gain their support
bitter about it. for the Captains’ Council. His recent sponsorship of the annual
Swagfest celebration was a great success, and it moved him close
Torsten does not know that the Serpent’s Blood is a
to his wish of joining the Captains’ Council.
necessary ingredient for the Brotherhood of the Yellow Sign
to use in the construction of the lighthouse. It has been Lydon is crass but lovable. He is a simple man who enjoys
infused into the upper levels in many runes and glyphs to drinking, smoking, and just plain having fun. He laughs often,
channel the power of the Unspeakable One and aid in his and he is trying hard to impress people at this ball. He knows
summoning. When the PCs learn of the Serpent’s Blood, this may be his only shot at the big time.
have them make a DC 25 Knowledge (arcana) check. A
Captain Lydon is also a degenerate gambler. He owes a local
successful check reveals this type of metal was once used in
underworld boss named Finn a boatload of gold that he
rituals to summon demons.
simply does not have. Drac has offered to pay off this debt and
Torsten Roth nominate Lydon to the council. In return, Lydon would have to
be Drac’s puppet on the council.
Male human aristocrat 8: CR 7; Medium humanoid;
HD 8d6+8; hp 42; Init +1; Spd 30 ft.; AC 11, touch Drac does not know Lydon is aware of the Sea Lord’s
11, flat-footed 10; Base Atk +6; Grp +6; Atk +7 melee involvement with the Brotherhood of the Yellow Sign. He saw
(1d6, masterwork club); Full Atk +7/+2 melee (1d6, Milton Drac performing rituals to the unspeakable god in the
masterwork club); AL LN; SV Fort +2, Ref +3, Will +8; small temple the PCs cleaned out in Death in Freeport. Lydon
Str 10, Dex 12, Con 12, Int 14, Wis 15, Cha 14. learned from watching that ritual all members of the order are
branded on their inner thigh with the Yellow Sign. Drac has the
Skills and Feats: Appraise +13, Bluff +12, Diplomacy mark. Why Lydon was in the temple is another story.
+8, Forgery +8, Gathering Information +7, Listen +9,
Profession (Miner) +10, Search +7, Sense Motive +14, Captain Lydon
Spot +13; Alertness, Negotiator, Skill Focus (Appraise),
Male human rogue 5/fighter 3: CR 8; Medium
Skill Focus (Profession: miner).
humanoid; HD 5d6+5 plus 3d10+5; hp 48; Init +1; Spd
Possessions: masterwork club (gilded cane worth 400 gp), 30 ft.; AC 15, touch 13, flat-footed 14; Base Atk +6; Grp
gold pendant worth 300 gp, gold belt worth 600 gp. +9; Atk +10 melee (1d6+3/18-20, +1 rummer saber)
or +7 ranged (1d4+3/19-20, throwing dagger); Full
Captain Lydon Atk +10/+5 melee (1d6+3/18-20, +1 rummer saber)
or +7/+2 ranged (1d4+3/19-20, throwing dagger); SA
Captains' Council Nominee sneak attack +3d6; SQ evasion, trap sense +1, trapfinding,
Male human, age 50 uncanny dodge; AL CG; SV Fort +5, Ref +6, Will +4; Str
(middle-aged) 17, Dex 12, Con 12, Int 12, Wis 14, Cha 12.
Faction: Neutral. Skills and Feats: Appraise +4, Bluff +7, Climb +7,
Appearance: Captain Lydon Decipher Script +4, Diplomacy +6, Disguise +4 (+6
is 6 feet 4 inches tall acting), Escape Artist +3, Forgery +5, Gather Information
and weighs almost 300 +7, Intimidate +5, Listen +10, Perform (comedy) +6,
pounds. He has long, Profession (Sailor) +8, Ride +4, Search +9, Sense Motive
scraggly, black hair and +10, Survival +7 (+9 to follow tracks), Swim +6; Far
a five-o’clock shadow. Shot, Leadership, Point Blank Shot, Precise Shot, Rapid
He wears a bright- Shot, Run.
red jacket with gold
buttons, a black pirate Possessions: Masterwork leather armor, +1 rummer saber (see
hat, and black pants. page 124), 2 throwing daggers, potion of invisibility (in saber),
A saber hangs in a ring of protection +2, elixir of salt draughts (see page 124).

92 The Freeport Trilogy


- Madness in Freeport -
Petra is worried about the lighthouse and what it has done
Petra Fricke to the city. When Lady Elise approached her, she happily
Captains' Council Nominee accepted her nomination to the council for the express reason
of opposing Drac. She does not know why no contracts have
Female human, age 45
been awarded for the lighthouse. At first, many artisans and
(middle-aged)
craftsmen worked on the project. Then, as the upper levels
Faction: Lady Elise.
were nearing completion, all work for local craftsmen ended.
Appearance: Petra is 5 feet
Although this is strange, she does not suspect that there is a
9 inches tall, slender,
cult involved in the lighthouse project.
and beautiful, with
short, blond hair. She Petra Fricke
wears a long, midnight
blue gown with a fine Female human expert 9 (sculptor): CR 8; Medium
silver belt at her waist. humanoid; HD 9d6; hp 43; Init +2; Spd 30 ft.; AC
A single, golden ring 14, touch 12, flat-footed 12; Base Atk +6; Grap +6;
adorns her right hand. Atk +8 melee (1d6+2, +2 defending quarterstaff) or +8
Quote: “There is nothing more ranged (1d4/19-20, throwing dagger); Full Atk +8/+2
pleasing then turning a melee (1d6+2, 2 defending quarterstaff) or +4/–2/+0
piece of stone into a work of art.” (1d6+2/1d6+1, +2 defending quarterstaff) or throwing
dagger +8/+2 ranged (1d4/19-20); AL NG; SV Fort +5,
Description: Petra is a sculptor, and much of her work appears Ref +5, Will +7; Str 10, Dex 15, Con 11, Int 14, Wis 12,
in the temples of Freeport. She has been the leader of the Cha 16.
Guild of Craftsmen for the past four years. She has submitted
many petitions to the council concerning the building of the Skills and Feats: Appraise +14 (+16 sculptures), Craft
lighthouse. The craftsmen have complained they have not (sculpting) +17, Diplomacy +20, Gather Information
received any contracts for work on the project for the last three +17, Knowledge (local) +12, Listen +11, Perform (Dance)
years. This all coincides with the building of the upper levels of +13, Search +12, Sense Motive +11, Spot +11; Combat
the lighthouse. Expertise, Endurance, Great Fortitude, Skill Focus (Craft:
sculpting), Skill Focus (Diplomacy).
Petra is a beautiful woman who seems to glow with an inner
happiness. She loves sculpting and talks about it often. She is Possessions: +2 defending quarterstaff, throwing dagger,
polite and personable and freely converses with the PCs. She amulet of natural armor +2, silver belt worth 100 gp, gold
also loves to dance, and her dance card is usually full. ring worth 50 gp.

- Part Two: Black Dog's Caves -


In which the adventurers explore the caves of an infamous pirate
and discover the entrance to the sunken temple of Yig.
After the ball, the PCs should have a good idea of the secret Dog. Handout B is an excerpt from that logbook of Black Dog.
behind the Lighthouse of Drac. They should regroup at the Thuron believes the doorway described in the log is of Valossan
Temple of the God of Knowledge and confer with Thuron. If origin and could lead to the sunken temple.
something has happened to Thuron in your campaign, you can
The PCs can ask around town about Black Dog and his caves.
substitute the Loremaster Falthar. (See Falthar’s Curios in Green
There are many legends surrounding the pirate. Table 2–1: The
Ronin’s Tales of Freeport.)
Legend of Black Dog lists what the PCs can discover with a
After the PCs have pieced their clues together, Thuron successful Gather Information check.
tells them they must find the Jade Serpent of Yig to stop the
If the PCs do not have a high enough Gather Information score
Brotherhood of the Yellow Sign. Only the power of this ancient
or they roll poorly, you can simply allow them to discover the
Valossan artifact can overcome the Unspeakable One and
information after they spend some time questioning people in
prevent the world from degenerating into madness and chaos.
the city about Black Dog, or after they spend a substantial sum
Thuron tells them that the Jade Serpent was kept in the Temple
on bribes.
of Yig in ancient Valossa, now sunk beneath the waves.
To locate the entrance to the sunken temple, the PCs must
conduct some research. Thuron can provide them with a good
Gareth, the Old Sea Dog
start. During his studies at the Temple of Knowledge, he came The exact location of Masthead Lane is not important for
across excerpts from the log of the infamous pirate named Black the purposes of this adventure. Suffice it to say it is located

The Freeport Trilogy 93


- Madness in Freeport -
somewhere in the Old City. The house is a two-story building
made of wood, with three windows facing the street on each
Table 2-1: floor. The knocker on the door is carved in the shape of a three-
masted ship.
The Legend of Black Dog Gareth is an elderly man in his seventies. He has a peg leg
DC Information and a huge scar across his left eye. He knows full well why the
PCs have come to see him. In fact, he has been making a living
10 Black Dog the pirate was the scourge of the
for years now by telling people the location of Black Dog’s
seas around Freeport over 50 years ago,
Caves—for a price. His usual style is to complain about an old
until he mysteriously disappeared. He is
back injury he got when he fell through the rigging of a ship.
described as a hard-drinking man with a
He then tries to get as much money for his information as
deadly saber and an even deadlier temper.
possible through sympathy. He tries for 250 gp, but he settles
15 Black Dog stowed away a king’s ransom in for 200 gp. If it isn’t obvious, no one has ever returned from
gold and jewels that was never found. The Black Dog’s Caves.
caves where the treasure is hidden are
beset with all manner of hideous traps to When the PCs ask Gareth about Black Dog’s Caves, he breaks
thwart any would-be thieves. into the following well-rehearsed speech.
20 Black Dog haunts his caves from beyond the
grave and will suffer no man who finds “I know what you wants. It’s the treasure of Black Dog
them to come back alive. it is. I remember me days with him well. We frightened
25 An old pirate named Gareth who served every merchant from here to the mainland. Heh! Those
under Black Dog over 50 years ago still were the days!
lives. He may know the location of the “Of course me accident set me back for a while. I fell
treasure caves. He lives in the Old City at through the riggin’ ya know. Damn near broke me back, I
45 Masthead Lane. did. That’s why I has to use this cane and all. Now I am
getting’ old, and I ain’t got much money.
“I could tells ya where the caves are, but what good
would that do me? I am only a poor, old sailor with a
half-broken back and not much money left. Can you
spare some coin for a crippled, old man? I won’t steer
ya wrong.”

Once paid, Gareth continues,

“Thank ye! Thank ye very much. Now, the trick to findin’


the caves is the tides. Ye has to go only a few miles west
along the coast until ye see two tall stones stickin’ up out o’
the water. They be tall, almost a full mast high.
“When the tides is low, a cave will appear on the island.
All ye have to do is get yer boat in the cave. Once inside,
I can’t be much help to ye. I was never let inside, but
I know it’s dangerous. Black Dog sure did love his
treasure!”

Gareth does not know anything specific about the caves except
where the entrance is. He does know that the place is probably
trapped, as Black Dog always talked about protecting his
treasure.

Finding the Entrance


At the docks, the PCs can purchase a sturdy rowboat complete
with oars for about 50 gp. Gareth has not led the PCs astray.

94 The Freeport Trilogy


- Madness in Freeport -
If they follow the coastline, they see the two stones just as he
described. The journey takes about an hour. another tunnel lies. Two beaches flank the tunnel to your
Low tide occurs at 4:00 a.m. and 4:30 p.m. At these times, the left. On the beach closest to you, something glitters in the
cave entrance is accessible by boat. If a PC has the Profession gloom as your light hits it.
(Boater) skill, he can use it to direct his comrades in the boat.
If no one has the Profession (Boater) skill, then standard Wisdom Box B
checks apply. It may also be necessary to consider Dexterity
on some checks while in the boat. The boat can be successfully
The current in the tunnel has carried you into deeper
navigated into the cave with a successful DC 15 check.
water. You see that you are in a large chamber, swimming
in an underground lake. There are tunnels leading out
Location 2: of the chamber in front of you and to either side. Two
beaches flank the tunnel to your left.
Black Dog's Caves
Once the heroes get inside the caves, consult the map and read The underground lake is the home of an adult tojanida. If the
the boxed text to them as they move from location to location. encounter level is too low for your group, feel free to add a second
The cave is unlit, so the heroes should bring light sources with tojanida to increase the challenge to EL 7. The tojanida sizes up
them, unless they all have darkvision. the PCs before attacking. It knows the entire cave complex, and it
chooses a moment or place to attack that is to its best advantage.
1. A Swift-Moving Current The lair of the beast is located near the center of the lake, 50 feet
below the surface. A successful DC 25 Search (reduce the DC
The tunnel beyond the cave entrance is narrow and to 20 if the PCs have some way of seeing underwater) reveals
damp. Water drips from the ceiling onto your shoulders, the lair. The lair is littered with the bones and the mostly useless
and the sound of the surf echoes in your ears. After equipment of the monster’s unfortunate victims. There are six
traveling a short distance, you hear the sound of rushing gems scattered among the bones, each worth about 100 gp. There
water as your boat begins to move quickly in a swift is also a masterwork quarterstaff that has not yet begun to rot.
current. The tunnel winds to the left and then back the
right as your boat careens wildly down into darkness! Adult Tojanida
45 hp; see MM for details.
Moving this quickly down the tunnel is dangerous. Everyone
in the boat must make a DC 15 Dexterity check or be thrown 3. The Shining Saber (EL 3)
overboard. Sitting PCs have a +2 circumstance bonus to their
check. As you get closer to the beach, you can now see what was
Characters thrown from the boat are carried along with the glittering from far off. A saber is stuck in the sand, halfway
current and deposited in Location 2. Any character still up the beach. The saber appears to be untarnished, and it
controlling the boat must make another DC 15 Profession reflects light. The beach is littered with skeletons, some of
(Boater) or Wisdom check to prevent the craft from slamming which still wear rusted armor and wield corroded weapons.
into the wall at the end of the tunnel. On a failed check, the
boat hits the wall, and all on board take 1d6 damage and are The saber in the sand is named the Saber of Sorrow. It has a long
carried into Location 2 by the current. and sad history. It ended up buried here in Black Dog’s Caves
as the result of a horrible tragedy. The saber was found by Black
2. The Watcher (EL 5) Dog’s first mate Ironfoot. Due to the saber’s curse, Ironfoot
Read box A to the PCs who enter the room by the boat. Read killed his lover Isabella because he thought she coveted it.
box B to those PCs who have fallen out of the boat. Overcome with grief, Ironfoot killed himself on this
very beach by driving the saber through his chest. As a result,
Box A he has come back as an allip with an unholy hatred of the
saber. Ironfoot remains hidden incorporeal within the walls of
Your boat is thrust out of the narrow tunnel and into a the cavern until someone touches the saber. At that point, he
large chamber. Stalactites dot the ceiling at least 50 feet attacks until the saber is dropped. Ironfoot pursues anyone who
above the surface of a dark, underground lake. There are has the saber, to the exclusion of all others.
tunnels leading out of the chamber on either side. You For specifics on the Saber of Sorrow, see the sidebar on the next
can also just make out the far end of the cavern where page.

The Freeport Trilogy 95


- Madness in Freeport -
Ironfoot
Allip: CR 3; Medium undead (incorporeal); HD 4d12;
The Saber of Sorrow hp 26; Init +5; Spd fly 30 ft. (perfect); AC 15, touch 15,
An evil wizard who wanted to exact revenge on his flat-footed 14; Base Atk +2; Grp —; Atk +3 melee (1d4
abusive employer created the Saber of Sorrow. It Wis drain, incorporeal touch); Full Atk +3 melee (1d4
gained its name after the wizard’s employer killed his Wis drain, incorporeal touch); SA babble, madness,
entire family because of the saber’s curse. Wisdom drain; SQ darkvision 60 ft., incorporeal traits,
+2 turn resistance, undead traits; AL NE; SV Fort +1,
Although the saber acts in most respects like a normal Ref +4, Will +4; Str —, Dex 12, Con —, Int 11, Wis
+2 scimitar in combat, it is cursed. Anyone who 11, Cha 18.
owns the saber becomes incredibly protective of it,
culminating in an insane paranoia that anyone who Skills and Feats: Hide +8, Intimidate +7, Listen +7, Search
sees the weapon wants to steal it. This paranoia is so +4, Spot +7; Improved Initiative, Lightning Reflexes.
strong that those who possess the saber eventually try Babble (Su): All sane creatures within 60 feet of the
to kill those close to them. Ironfoot must succeed on a DC 16 Will save or be affected
Once a day, a player who possesses the weapon must as though by a hypnotism spell for 2d4 rounds. This is a
make a DC 12 Will save to resist the effects of the sonic mind-affecting compulsion effect. Creatures that
saber. On a failed save, the owner succumbs to the successfully save cannot be affected by Ironfoot’s babble for
weapon’s curse and begins to become paranoid and 24 hours. The save DC is Charisma-based.
protective of the weapon. One day after the curse Madness (Su): Anyone targeting Ironfoot with a thought
takes effect, the owner of the saber attacks and tries to detection, mind control, or telepathic ability makes direct
kill the person closest to him. contact with its tortured mind and takes 1d4 points of
Moderate enchantment; CL 7th; Craft Magic Arms Wisdom damage.
and Armor, creator must be 8th level and of evil Wisdom Drain (Su): Ironfoot deals 1d4 points of Wisdom
alignment; Price 6,000 gp. drain each time it hits with its incorporeal touch attack. On
each such successful attack, it gains 5 temporary hit points.

96 The Freeport Trilogy


- Madness in Freeport -
The treasure room of Black Dog can be found if players can
4. Illusion Trap (EL 3) detect the secret door in the wall on the right side of the
chamber by succeeding on a DC 20 Search check. For that
You emerge from a narrow tunnel to see a large, natural reason, Black Dog constructed hidden stake traps throughout
cavern 25 feet long by 40 feet wide. A slim strip of beach the room, to impale would-be looters. Each five-foot square
lines the far wall. Ten large, ironbound chests sit on the of the chamber marked by an “T” on the map contains a stake
sand. A skeleton lays half in the water and half on the trap. The best way to keep track of this is to draw the room on
beach. Its arms are stretched longingly toward the chests. a map and have the players tell you where the PCs are moving.
Players setting off a stake trap are considered flat-footed and
gain no Dexterity bonus to Armor Class against the stake trap’s
This cave is a trap designed by a wizard loyal to Black Dog.
attack roll.
The beach and the skeleton are real, but the chests are the
result of a permanent image designed to draw would-be thieves Stake Traps (11)
toward the apparent treasure. Since the chests are an illusion,
they show no signs of decay or water damage. Characters who CR 2; mechanical; location trigger; no reset; Atk +15
interact with the illusion are entitled to a DC 18 Will save to melee (1d8/×3); Search DC 20; Disable Device DC 20;
disbelieve the illusion. However, the first player to step on the Market Price: 1,000 gp.
beach sets off a lightning blast trap, emanating from the wall
behind the chests. 7. Treasure Chamber Door
Lightning Blast
Moving through the secret door, you enter a passage
CR 3; magic device; proximity trigger (alarm); no reset; of worked stone. At the end of the passage, is a huge,
spell effect (50-ft. line, 3d6 electricity, DC 13 Reflex save wooden door bound in iron. A large lock is built into
half ); Search DC 26; Disable Device DC 25. Cost: 300 gp, the center of the door. An inscription on the door reads:
36 XP. “Enter here and face the wrath of Black Dog.”

5. The Healing Basin The door is locked and requires a successful DC 25 Open Lock
check to open.
The underground waterway ends here in a circular
chamber with frescoes painted on the walls. The frescoes Iron-Bound Door
depict scenes from the mythology of the God of the Sea. A 3 in. thick; hardness 5; 40 hp; Break DC 26.
large stalagmite in the center of the room has been crafted
into a basin. The sides of the stalagmite are carved in the
shape of a sea serpent winding around the entire basin.
8. Black Dog's Treasure (EL 7)
Water fills the vessel.
When the huge door is opened, a low moan seems to
come from the walls of the chamber itself. The chamber is
Black Dog, in honor of the God of the Sea, created this
25 feet wide by 20 feet long. There are nine chests lining
chamber. He never went out on a raid without first paying
the walls.
homage to the Sea God. As a reward for his faithfulness,
the Sea God magically enchanted the basin in the center of The moaning continues until suddenly a figure rises up
the room. Although the water is briny, it cures 2d8 points of through the floor, glowing with an eerie, greenish light. He
damage on anyone who can bear to drink from the basin. The wields a saber, wears tall boots, a long frock coat, and a
water in the basin can only heal each drinker once per day, and hat with a feather in it.
any water removed from the basin immediately loses its power.
Floating in the center of the room, the apparition points
his saber at you and speaks in a loud, booming voice:
6. Deadly Spikes (EL 9) “Who dares disturb the treasure of Black Dog? You
cannot hope to stand before me! Leave now, and no harm
will come to you. Stay to seek your fortune, and you will
A huge, natural chamber looms before you. Sand fills be doomed to everlasting damnation!”
the floor of the chamber, and the water laps against it
rhythmically. Near the shore off to the right is a skeleton
impaled by a large stake jutting up out of the sand. As The apparition is the spectral form of Black Dog the pirate.
more of the chamber comes into view, you see at least two After his death, he was buried beneath the floor in his treasure
more skeletons impaled the same way. room. He now haunts this chamber as a spectre for eternity and
refuses to allow anything to be removed from it. As long as the

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98 The Freeport Trilogy


- Madness in Freeport -
heroes do not remove any treasure, Black Dog allows them to Unnatural Aura (Su): Animals, whether wild or
leave unmolested. domesticated, can sense the unnatural presence of a spectre
at a distance of 30 feet. They do not willingly approach
The heroes can talk with the spectre of Black Dog. First,
nearer than that and panic if forced to do so; they remain
though, they have to leave the treasure chamber before Black
panicked as long as they are within that range.
Dog can calm down enough for a conversation. He does know
where the door described in his log is located, and he can tell Sunlight Powerlessness (Ex): Spectres are powerless in
the PCs how to get there. If they ask him, Black Dog can also natural sunlight (not merely a daylight spell) and flee from
describe to them what happened to Tom when he tried to open it. A spectre caught in sunlight cannot attack and can take
the serpent door. only a single move or attack action in a round.

Treasure
“Tom was always doing crazy things. I told him to leave
the door alone but he wouldn’t listen. He stuck his hand The chests hold various traps and treasures as follows.
in the serpent’s mouth and began to turn the knob. Chest 1: Poison Needle Trap: CR 1; mechanical; touch trig-
“Then he suddenly screamed and yanked his arm free of ger; manual reset; +8 ranged (1 plus poison); poison
the serpent. Immediately, a stream of poisonous, green (greenblood oil, DC 13 Fortitude save resists, 1 Con/1d2
liquid shot out of the serpent’s mouth and hit him square Con); Search DC 22; Disable Device DC 20; Market
in the chest. The poison was so nasty he was unable to Price: 1,300 gp. This chest contains 700 gp.
move for over a week. Chest 2: Untrapped. It contains 2,000 sp.
“Even when he recovered, Tom was unable to exert Chest 3: Hail of Needles Trap: CR 3; mechanical; touch trig-
himself for the rest of his life. When we asked him what ger; manual reset; Atk +20 ranged (2d4); Search DC
happened, he said that the stone serpent had bit down on 22; Disable Device DC 22; Market Price: 5,400 gp. This
his arm. We thought he was crazy because we were all chest contains 2,000 sp, an elixir of swimming, a potion of
there and no one saw the thing move.” spider climb, a potion of bear’s endurance, and a potion of
cure light wounds.
If any of the PCs annoy Black Dog in any way, he attacks. Chest 4: Untrapped. It contains 100 pp and a potion of cure
serious wounds.
Black Dog
Chest 5: Untrapped. It contains 400 gp and a potion of tongues.
Spectre: CR 7; Medium undead (incorporeal); HD
7d12; hp 45; Init +7; Spd 40 ft., fly 80 ft. (perfect); AC Chest 6: Arrow Trap: CR 1; mechanical; touch trigger; manual
15, touch 15, flat-footed 13; Base Atk +3; Grp —; Atk reset; Atk +10 ranged (1d6/x3, arrow); Search DC 20;
+6 melee (1d8 plus energy drain, incorporeal touch); Disable Device DC 20; Market Price: 2,000 gp. This
Full Atk +6 melee (1d8 plus energy drain, incorporeal chest contains a masterwork scimitar and an arcane scroll
touch); SA energy drain, create spawn; SQ darkvision (water breathing, caster level 5).
60 ft., incorporeal traits, +2 turn resistance, sunlight
Chest 7: Untrapped. It contains 600 gp, two gems (100 gp
powerlessness, undead traits, unnatural aura; AL LE; SV
each), and two gems (250 gp each).
Fort +2, Ref +5, Will +7; Str —, Dex 16, Con —, Int 14,
Wis 14, Cha 15. Chest 8: Untrapped. It contains two jeweled, golden goblets
(100 gp each), 10 golden plates (25 gp each), one silver
Skills and Feats: Hide +13, Intimidate +12, Knowledge
necklace (250 gp), and one gold necklace (300 gp).
(Religion) +12, Listen +14, Search +12, Spot +14,
Survival +2 (+4 following tracks); Alertness, Blind-Fight, Chest 9: Poison Needle Trap: CR 1; mechanical; touch trig-
Improved Initiative. ger; manual reset; +8 ranged (1 plus poison); poison
(greenblood oil, DC 13 Fortitude save resists, 1 Con/1d2
Energy Drain (Su): Living creatures hit by a spectre’s
Con); Search DC 22; Disable Device DC 20; Market
incorporeal touch attack gain two negative levels. The DC
Price: 1,300 gp. This chest contains 2,000 sp and a ring of
is 15 for the Fortitude save to remove a negative level. The
protection +1.
save DC is Charisma-based. For each such negative level
bestowed, the spectre gains 5 temporary hit points.
9. The Swift Current
Create Spawn (Su): Any humanoid slain by a spectre
becomes a spectre in 1d4 rounds. Spawn are under the
command of the spectre that created them and remain Ten feet into this tunnel, the current sends your boat
enslaved until its death. They do not possess any of the careening forwarded at a dangerous speed!
abilities they had in life.

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Strong currents affect the water in the tunnels beyond this
point. The PCs must make a DC 15 Profession (boater) check the door, a bas-relief cobra is carved out of the green stone.
or Wisdom check to turn the boat or stop it in the current. The mouth of the cobra juts out further than the rest of
Anyone who stands up in the boat must make a DC 15 Balance the relief, its fangs bared as if ready to strike. Beneath the
check to avoid falling out of the boat. Those who fail this check cobra is writing in some strange script.
and fall into the water are carried to Location 10 or Location
11. These characters must succeed DC 15 Swim checks to stay
This is the top of the temple depicted in the mural. The remainder
above the rough waters or be at risk of drowning.
of the temple was buried during the great cataclysm. The writing
under the cobra, which is Valossan, can be read by anyone who
10. Possible Access has learned to read the language or by any who succeed on a DC
to Other Areas 20 Decipher Script skill check. (Add +2 if he has deciphered any
previous Valossan writing successfully.) The script reads, “All those
This watery passage can be used to expand this adventure if you who would enter the temple must pass the test of the fangs. Reach
so desire. If not, eliminate it from the map or simply state the into the mouth of Yig, and your courage will be rewarded.”
passage narrows and is too small to allow the PCs to continue.
The mouth of Yig is a test of courage and mental strength. To
11. Boarded-Up Tunnel open the door, a PC must put his hand and arm into the serpent’s
maw to reach the doorknob. While reaching for the knob, it feels
as if the jaws of the serpent are closing over his arm.
The entrance to this tunnel is boarded up above the
This is an illusion that only affects the PC who has his arm in
waterline. The boards are rotted from exposure to the
the mouth of Yig. If the PC tries to disbelieve the illusion, he
seawater. Written across the wooden barrier in black ink
must make a DC 20 Will save. The illusion causes the hero
and in the common tongue are the words: “DANGER!
to experience extreme pain. If the PC can keep his arm in the
KEEP OUT!”
mouth despite the pain (DC 20 Will save to do so), the door
opens. If at any point the character removes his arm from the
This is the boarded-up passage mentioned in Black Dog’s door before the door opens, the pain stops, but a stream of
logbook. The boards are easily broken and cast aside. The poisonous green liquid shoots from the serpent’s mouth. The
current pulls the boat into the passage beyond. poison in the mouth is a supernatural effect that automatically
resets on the following round.
12. The Serpent Portal (EL 9) Even if the trap itself is disabled, the illusion remains in place.
The PCs can to try to open the door any number
Your boat lands on a beach facing a 30-foot wide, curved, of times.
jade wall covered by a mural depicting two serpent men in
red robes, standing on the summit of a jade tower shaped Mouth of Yig
in the form of a coiled snake. Their hands are raised to the CR 9; mechanical; touch trigger; automatic reset; Atk
sky, and far below a throng of serpent people look on. +13 ranged [+18 if hand is in the mouth of Yig] (poison);
Between the two robed figures is an enormous, stone multiple targets (all targets in 20-ft. line); poison (dragon
doorway 10 feet wide and 20 feet high. In the center of bile, DC 26 Fortitude save resists, 3d6 Str/0); Search DC
25; Disable Device DC 28; Market Price: 54,300 gp.

- Part Three: The Sunken Temple of Yig -


In which the adventurers descend into the ancient Temple of Yig
and discover the price they must pay for the Jade Serpent.
Having discovered and navigated Black Dog’s caves, the
PCs have at last entered the lost Temple of Yig. The temple Location 3: The Sunken
is constructed of green jade and is spiral in shape, built to
resemble a coiled snake. Each level of the temple is 20 feet high Temple of Yig
and wider than the one above it. The temple is well below sea As the Valossan civilization was being destroyed, the god Yig
level, and it would be completely flooded if not for the magic was angered. He blamed his priests for not warning their people
that keeps it intact. of the devastation that would come from the worship of the

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The Freeport Trilogy 101


- Madness in Freeport -
Unspeakable One. Knowing his own power would soon begin enchantment that Yig placed on the temple to keep it intact also
to wane, Yig used his remaining strength to preserve his temple allowed this odd condition to persist after the cataclysm.
from the cataclysm. Then, to punish his priests he turned them
It should be easy for the PCs to get to the next floor. They can
all into undead shadows. They have been doomed for centuries
swim down the ramp with a successful DC 10 Swim check.
to wander the halls of the temple and contemplate how they
Once in the water, they notice a light coming from another
failed Yig and the Valossan people.
ramp ahead of them. This ramp brings them to the third floor.
Centuries of undead life have twisted the minds of most of the
Read the following description to those who swim from ramp
priests left in the temple. They only seek to end their existence.
to ramp.
To that end, they attack the PCs without provocation.
There are some, however, who still cling to the hope that they
The water is cold as you wade down the ramp. After only
can save their souls by helping to vanquish the Unspeakable
a few feet of swimming underwater, you can see a light
One. These priests see the PCs as their possible salvation and
up ahead of you. Swimming toward the light, you begin
ask them for help. If the PCs have not learned the Valossan
to make out another ramp leading further down into the
language, the priests switch to an archaic form of the common
temple. Halfway along this ramp, you come out of the
tongue. (All of the serpent people encountered in the temple are
water into a dry room. Incredibly, the water defies gravity
shadow serpents, described in Appendix 1.)
and does not come down into this room from above.
1. The Statue of Yig
The priests used this room to prepare for services in the chapel
below. It was once filled with numerous cabinets and standing
The serpent door grinds open, sending dirt scattering closets filled with vestments. These enclosures have since
across the floor. The chamber beyond is circular, 40 rotted, and their remnants lie scattered throughout the room
feet in diameter. A ramp along the far right wall leads on the floor. On the wall opposite the ramps stands a statue of
down into murky water. In the center of the chamber a serpent person. Around the statue’s neck, on a golden chain,
is an enormous, 15-foot-high, marble statue of a coiled there is an amulet shaped like a serpent’s head. This is the
snake. The walls of the room feature a continuous Amulet of the Serpent (see The Gifts of the Serpent, page 103).
mural depicting the construction of the temple and its
consecration. In many different locations, someone has If a PC can make it over to the statue and remove the amulet, a
scribbled the same Valossan words across the mural in shadow serpent in the room attacks. The monster looks like a
red ink. darker patch of water shaped like a serpent.
The shadow serpent is incorporeal. He does not have to breathe
This room was a prayer and meeting chamber used by the high and is not hindered moving through the water. The PCs, on the
priests of Yig. Under the sacred image of their god, the priests other hand, may find it difficult to fight underwater without
made important decisions and communed with their god. drowning. (See the Underwater Combat and Drowning in the
DMG for details.)
A priest named Sseth, who was trying to warn his brethren that
Yig was unhappy with them, wrote this warning on the walls: The shadow attacks the bearer of the amulet and ignores all
“Beware brethren, for Yig will abandon us.” He was thought to others. It does not follow anyone who leaves the room.
be insane and was placed under house arrest in his quarters in
the temple below. The PCs may meet his shade later. Shadow Serpent

Any PC who has learned the Valossan language can read the 19 hp; see Appendix III: New Creatures on page 130 for
phrase. A PC who succeeds on a DC 20 Decipher Script details.
skill check can attempt to translate the writing. Grant a
+2 circumstance bonus to his roll if he has deciphered any 3. The High Altar of Yig (EL 4)
Valossan writing previously.
This is an excellent room for the PCs to rest in before they You emerge from the water into a circular room about 70
take on the temple. They can sleep here and prepare or pray for feet in diameter. Spaced along the walls every 10 feet are
spells without incident. carved serpent heads with balls of glowing light between
their fangs. To your left, about 30 feet away, is another
2. The Water-Filled ramp leading down. A marble altar carved with serpents
sits in the center of the wall facing you. Numerous large,
Chamber (EL 3) round pillows are spread about on the floor of the room.
They give the place a damp, musty smell.
This floor of the temple is filled with water. No other floors are
flooded, and the water is contained on this floor. The magical

102 The Freeport Trilogy


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The Gifts of the Serpent


The items known collectively as the Gifts of the Serpent are as follows.

The Amulet of the Serpent


A wizard king of Valossa created the Amulet of the Serpent in celebration of his coronation. It was a gift to the high
priest of the temple to honor Yig. Each high priest passed the amulet on to his successor as a religious relic. The
amulet was worn by the high priest at important religious ceremonies and when the Valossan army went to war.
The amulet confers onto its wearer a +2 natural armor bonus to AC and a +4 luck bonus to saving throws against
poison. The Amulet of the Serpent takes up the Amulet body slot.
Faint abjuration; CL 5th; Craft Wondrous Item, barkskin, neutralize poison, creator’s caster level must be at least 6th;
Price 12,000 gp; Weight —.

The Fangs of the Serpent


These fangs are made to fit over the natural fangs of a serpent person. They contain a small reservoir, which can be filled
with the Venom of the Serpent to give the wearer a poisonous bite in addition to his normal attacks. They cannot be used
by any other race (except for certain snake-avatars of Yig).
Faint necromancy; CL 5th; Craft Wondrous Item, poison; Price 3,000 gp; Weight —.

The Venom of the Serpent


This viscous yellowish liquid is a powerful poison. It is designed to be used with the Fangs of the Serpent, but can be
used with any other weapon that can be envenomed. This small glass vial holds 12 doses when full. When found, it holds
1d4+2 doses.
Poison: Injury DC 20; Initial Damage 3d6 hp; Secondary Damage 2d6 Con; Price 2,000 gp/dose.

The Scales of the Serpent (minor artifact)


The Scales of the Serpent is a suit of green +3 ghost touch scale mail that fits only a serpent person. It is the most
powerful of the Gifts of the Serpent. A Valossan wearing the armor is immune to all forms of physical and magical
attack. There is only one weakness—a scale on the right breast was damaged during the creation of the artifact. In
this place, the armor only confers a +4 bonus to the character’s AC. An opponent may attack this area by voluntarily
taking a –4 penalty to his attack roll. Spells that can be targeted may be aimed at the damaged scale at the same
penalty. Any spell that hits automatically (like magic missile) automatically hits the damaged scale.
Strong abjuration; CL 19th; Weight 30 lb.

The Fangs
The Amulet of the
Serpent The Venom
of the of the The Scales of
Serpent Serpent the Serpent

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- Madness in Freeport -
In front of the altar is a dark, barely visible, serpent “At lasst. At lasst living ssoulss are come to help uss.
shape. It gestures toward a large jade bowl lying on the Yesss. Help uss you can. Alisstar is my name, and the
altar. It does not seem to notice you. high priest I wass of thiss temple.
“Ssince the day of desstruction, me and my brethren
This is the chamber where the priests conducted ceremonies have wandered thesse hallss. Doomed to exisst for
to honor Yig. The serpent people sat on the pillows during the all time. Doomed to live with our failure. Yig has
rituals. Over the years, the pillows have become infested with abandoned uss!
disease, and anyone handling them risks contracting the illness.
“But you can help. Yess, you can. Do as I wissh, and I
The shadow serpent in front of the altar is Alisstar, the last high will give you what you sseek.”
priest of Yig. As leader of the temple, he blames himself for the
priests’ failure to stop the Unspeakable One. For centuries, he
Alisstar wants the PCs to help him complete his ritual
has sought a way to complete a ritual to appease Yig and set the
because he believes this is the only way to lift Yig’s curse. To
souls of his brethren free. He is intent on the altar and takes no
accomplish this, he needs them to recover four items, The
notice of the PCs unless they attack or speak to him.
Gifts of the Serpent (see sidebar, page 103), that have been
If the PCs attack Alisstar, he throws up his hands and begs for scattered throughout the temple. The first is the Amulet
mercy. He wishes only to speak with the heroes, not fight them. of the Serpent in Location 2. The second is the Fangs of
To him, they are his only hope. the Serpent in Location 21. The third is the Venom of the
Serpent in Location 14. Lastly, they must recover the Scales
If the PCs try to communicate with Alisstar, read or paraphrase
of the Serpent in Location 9. The shadow serpent does not
the following.
know the items’ exact locations, so he may suggest the PCs
ask other priests they meet in the temple. Alisstar promises
You startle the figure behind the altar. His head jerks up, to give the PCs the Jade Serpent if they bring him all of
and he speaks in a low, moaning voice, his words in a these items.
heavily accented version of the common tongue.
Diseased Pillows
CR 2; no attack roll necessary (the shakes, see DMG); DC
13 Fortitude save resists; Search DC 20.

Alisstar
Male advanced shadow serpent: CR 3; Medium undead
(incorporeal); HD 6d12; hp 36; Init +6; Spd fly 40 ft.
(good); AC 13, touch 13, flat-footed 11; Base Atk +3;
Grap —; Atk +6 melee (1d6 Str, incorporeal touch); Full
Atk +6 melee (1d6 Str, incorporeal touch); SA Strength
damage; SQ darkvision 60 ft., incorporeal traits, +4 turn
resistance, undead traits; AL N; SV Fort +3, Ref +5, Will
+8; Str —, Dex 14, Con —, Int 8, Wis 13, Cha 13.
Skills and Feats: Hide +8*, Knowledge (Religion) +4,
Listen +8, Search +5, Spot +8; Alertness, Improved
Initiative, Iron Will.

4. Acolytes Chambers (EL 7)


A rank odor permeates the air in this room. Scattered
about the floor are rotting pillows and bedding. Emerging
from the shadows, four dark serpent shapes move toward
you, wailing loudly.

The four shadow serpents in this room were acolytes of the


temple. They attack the PCs, hoping the heroes can put an end
to their horrible existence.

104 The Freeport Trilogy


- Madness in Freeport -
Acolytes (4 Shadow Serpents)
7. Ramp to the
19, 18, 17, 20 hp; see Appendix III: New Creatures on
page 130 for details. Lower Levels (EL 5)
5. Prayer Room (EL 6) This room is a mess. The floor is strewn with bits and
pieces of decaying wood, moldy pillows, and smashed
pottery. Opposite the door is a ramp leading up into
This long room follows the curve of the outside wall of
darkness. A pair of red, piercing eyes sway back and forth
the temple. The walls are covered with a mosaic of a large
in the shadows of the ramp. After a few moments, they
serpent. Its tail begins near the door, and the body winds
begin to move toward you.
along the outside wall, culminating in a fanged head at
the far end of the room.
The creature in the shadows is a wraith. In life, he was a
The eyes of the mosaic serpent glow with a green light.
human prisoner of the temple who tried to escape from the
In front of the head is a stone table on which a large book
pit below. He made it as far as this room when the curse of
rests. The floor is covered with four large piles of dust
Yig struck him down and turned him into a wraith. He has
shaped like serpents.
been haunting this room ever since. The wraith cannot leave
this room.
The priests of the temple used this room for a prayer and
meditation. The eyes of the mosaic serpent were imbued Wraith
with the spirit of Yig. As the priests recited their prayers, the 32 hp; see the MM for details.
eyes would help them commune with their god. When Yig
abandoned his priests, the eyes drove them to madness instead.
The priests in this room killed each other as a result. The piles
8. Infirmary
of dust are what remains of their corpses.
The walls on either side of this room are lined with
Anyone staring at the mural’s eyes for more than a few seconds
rotting sedan chairs. Along the far wall is a stone table
must make a DC 15 Will save or be dominated by the will
with a shelf above it holding various jars.
of Yig. Dominated PCs are instructed to attack their friends.
This entitles them to another saving throw, as per the dominate Most of the chairs are empty, but two of them contain the
person spell. shadowy forms of Valossan serpent priests. Their barely
visible hands motion for you to come toward them. They
The book on the table is written entirely in Valossan and
seem to be incapacitated.
entitled The Way of Yig. The pages of the book are made of
molted serpent skin. Any rare book dealer would pay up to
3,000 gp for it. When the curse of Yig struck, these priests were receiving
treatment in the infirmary. They have been lying here, waiting
The Eyes of Yig to die, for centuries. They want the PCs to kill them and beg
CR 6; magic device; proximity trigger (special); automatic them to do so.
reset; spell effect (dominate person, 9th-level wizard, DC 15 These shadow serpents are willing to give the PCs information
Will save negates); Search DC 20; Disable Device DC 10; in exchange for their deaths. Here is what the priests know:
Cost: 22,500 gp, 1,800 XP.
• Vrosh, the warrior priest, wears the Scales of the Serpent.
6. Incense Room • The armor makes him invulnerable to attack unless you
strike at the one weakness in the armor: a discolored scale
just under the right breast.
A pungent odor hangs in the air of this small room.
The walls are lined with stone shelves that hold various • The Avatar of Yig is a giant serpent located in the lowest
jars and urns. A brazier stands at the far end of the level of the temple, inside a great pit used for holy
room, unlit. sacrifices.
The priests here may be incapacitated, but are still incorporeal
The priests of Yig used this room to store the various type undead, and thus difficult to damage. If a cleric tries to destroy
of incense they needed to perform their rituals. Most of the them with a turning attempt, treat them as 1 HD with no turn
incense has long since lost its potency. A successful DC 20 resistance due to their weakened state. These priests are worth
Search check uncovers an urn containing two blocks of incense no XP unless the GM wishes to give a small story award for
of meditation. doing a good deed.

The Freeport Trilogy 105


- Madness in Freeport -
Among the jars on the shelf at the back of the room is one
container of Keoghtom’s ointment. The PCs can find the jar on a
successful DC 15 Search check.
Invalid Priests (2 Shadow Serpents): 3, 3 hp; noncombatants.

9. The Serpent Scales (EL 5)


This large room looks to have been a gymnasium of
some sort. Rotted matting covers the floor, and various
combat dummies are scattered throughout the area.
The walls are lined with racks that hold rusting and
tarnished weapons of all sorts.
Standing in the center of the room is a shadow serpent
holding a crackling spear and wearing a suit of green
scale mail. In a loud, deep voice, he speaks, “Come,
young onesss. Come for your lessson. You musst be
sstrong to fight for Yig.”
With that, he assumes a fighting stance, brandishing
his spear.

This is Vrosh, a warrior priest of Yig. He was driven mad after


the curse. He waits here to train young priests in the art of war.
Vrosh refuses to respond to any questions and speaks to the
heroes as a teacher does to a student. He wields a magical spear
and wears the Scales of the Serpent. Although he is a shadow,
he attacks the PCs with his weapon—but only to the point of
wounding them.
While wearing the Scales of the Serpent, Vrosh is immune to
all forms of physical and magical attack, except for a single
damaged scale (see The Gifts of the Serpent sidebar on page
103 for details). If the PCs talked to the wounded priests in
Location 8, they can notice the weak spot easily (DC 5 Spot
check). If not, have anyone fighting Vrosh make a DC 20 Spot
check to notice the damaged scale.
When Vrosh is killed, the scale armor falls to the ground
undamaged. The armor is useless to the PCs, but the spear is a
+1 ghost touch shock spear.

Warrior Priest Vrosh


Male advanced shadow serpent: CR 5 (for superior gear);
Medium undead (incorporeal); HD 6d12; hp 43; Init
+6; Spd fly 40 ft. (good); AC 20, touch 18, flat-footed 18;
Base Atk +3; Grp —; Atk +6 melee (1d6+1/x3 plus 1d6
electrical, +1 ghost touch shock spear); Full Atk +6 melee
(1d6+1/x3 plus 1d6 electrical, +1 ghost touch shock spear);
SA Strength damage; SQ darkvision 60 ft., immune to all
damage that does not penetrate the weak spot in the Scales
of the Serpent, incorporeal traits, +4 turn resistance, undead
traits; AL N; SV Fort +3, Ref +5, Will +6; Str —, Dex
15, Con —, Int 6, Wis 13, Cha 13.
Skills and Feats: Hide +10*, Listen +9, Search +4, Spot
+9; Alertness, Combat Reflexes, Improved Initiative.

106 The Freeport Trilogy


- Madness in Freeport -
Possessions: Scales of the Serpent (see page 103), +1 ghost he had gone insane. They used the small door to feed him. This
touch shock spear. door can be unlocked by a successful DC 20 Open Lock check.
If the small door is opened, read the following to the PCs:
10. Scroll Room
Peering through the portal, you can see a room completely
The walls of this small room are riddled from floor to bare but for the Valossan writing covering every square
ceiling with tiny, square niches. At one time, these must inch of wall, in many different styles and sizes. A voice
have contained many scrolls and rolled up parchments. calls to you from the gloom, “Enter Foolsss! Help you I
Most of them have disintegrated over the years, and piles can. Yesss! You may be the oness. NO! I am not sssure.
of dust are all that remain. Yesss! In you mussst come!”

The scrolls in this room have almost all been destroyed by the The spikes keeping the door closed can be removed by
ravages of time. If the PCs search the niches and succeeds on succeeding on a DC 10 Strength check.
a DC 20 Search check, they find an intact divine scroll (water
breathing, caster level 5).
12a. Sseth's Prison (EL 3)
11. Mess Hall (EL 7)
The room beyond the sealed stone door is crescent shaped
and completely bare of any furnishings. You immediately
Long, low stone tables are scattered throughout this hall. notice the walls are covered from floor to ceiling with
Many ceramic plates and utensils lie cracked and broken Valossan writing. It appears to be the work of a madman.
upon them. Three dark serpent shapes sit at a table
nearby. They appear to be eating, although there is no A voice calls to you from the back of the room, “To me
food on their plates. you musst come, young oness. I alone can help you. Need
you do the Venom of the Sserpent. Have it I do. But no!
Suddenly, you hear the sound of pottery being smashed Give it to them I will not! Yesss! You mussst! No! Yesss!
and broken on the floor. Emerging from the shadows Yess, give it to you I sssshall. Only if they anssswer the
at the back of the hall is a shadow serpent. He turns riddle. Yesss! Only if they anssswer the riddle. No! Yessss!
toward you and speaks: “Ahhhh! Fresssh morssselss for Anssswer it they mussst!”
usss to eat. Let usss kill them, and I will make usss a
feassst fit for a king!”
Although Sseth wasn’t crazy before Valossa was destroyed, he
sure is now. The shadow serpent is quite mad, and he asks the
These shadow serpents have not come to terms with the curse PCs to solve a riddle. If they answer correctly, he tells them where
of Yig. They believe they are still alive, and look for a fresh they can find the vial containing the Venom of the Serpent. Sseth
meal. The PCs can attempt to talk to the shadow serpents to does not respond to any questions and continually asks the PCs
convince them they have been dead for centuries (Diplomacy if they want to answer his riddle. As in the passage above, he
check opposed by Sense Motive). If this succeeds, the shadow vocally argues with himself throughout. Here is Sseth’s riddle:
serpents stand down and stagger about in bewilderment until
the heroes leave. Otherwise, they fight to the death.
I create life and also nourish it.
Shadow Serpents (4)
I contain life and the future for some.
17, 22, 18, 16 hp; Sense Motive +1; see Appendix III:
I am first, although some say I came last.
New Creatures on page 130 for details.
I am fragile, yet strong enough to hold
12. The Sealed Door precious cargo.
What am I?
The stone door to this room has been wedged shut by
three iron spikes that have been driven into the floor. A The answer to Sseth’s riddle is: an egg. If PCs guess correctly,
tiny door has been carved into the portal at eye level. It is Sseth tells them that the vial of the Venom of the Serpent can
currently shut and locked. be found in a secret compartment within the statue of Yig at
Location 14. The compartment is located in the middle of the
This is the room of Sseth, the priest who wrote the warning on statue’s tail. If they guess incorrectly, he hisses at them, but
the walls in the topmost chamber of the tower (see Location 1). he still tells them they must search the likeness of Yig to find
His fellow priests imprisoned him here because they believed what they seek.

The Freeport Trilogy 107


- Madness in Freeport -
If attacked, Sseth flees. He only fights if cornered (which is
unlikely to occur, given his incorporeal state).
14. Another Statue of Yig
Sseth (Shadow Serpent) A huge, 15-foot-tall statue of a coiled serpent takes up
19 hp; see Appendix III: New Creatures page 130 for the center of the hallway. At one time, it must have been
details. colorfully painted, but most of the paint has since faded or
fallen off. At its base is a tiny altar upon which rests two
small jars.
13. The High Priest's
Chamber (EL 4) This was a small shrine to the god Yig. Priests placed incense
and other offerings on the altar. The jars on the altar are empty.
The door opens, revealing a crescent-shaped chamber Hidden in a secret compartment in the tail of the statue is the
15 feet wide and 40 feet long. A large rug with the faded vial containing the Venom of the Serpent (see The Gifts of the
image of a coiled serpent covers the floor. Opposite the Serpent sidebar on page 103). The DC for the Search check to
door is an empty, rectangular glass case with a rotting log find the vial depends on what the heroes have learned so far.
in it. A decaying, round mattress sits in the right corner
of the room, and there is a small chest at its side. On the Search
other side of the room, there is a large desk and a chair. Conditions DC
Lying open on the desk is a leather-bound tome with The PCs answered Sseth’s riddle 15
yellowed pages. The PCs failed to answer Sseth’s riddle 25
The PCs have yet to encounter Sseth 30
High priest Alisstar called these chambers home before the
cataclysm. Shortly before the end, he went up to the altar 15. The Servants
(see Location 3) to try to appease Yig. He has been there
ever since. of the High Priest (EL 3)
The glass case is the home of Alisstar’s pet snake. The
snake was not spared from the curse of Yig and has been The door opens into a circular chamber. The furniture has
transformed into a shadow constrictor snake (see Appendix been moved to the sides of the room in a very deliberate
III). The snake is currently in the chest; it attacks anyone who fashion. Both sides of the room have a single desk, chair,
opens the chest. mattress, and closet. A line has been drawn down the
center of the room with white chalk. Standing on either
The chest is locked and requires a DC 20 Open Lock check side of the line are two shadow serpents shouting and
to open. Besides the shadow constrictor snake, it contains are pointing their fingers at each other.
500 gp, two potions of lesser restoration, and two potions of cure
moderate wounds.
These two shadow serpents, Arness and Hursst, were once the
The book on the table is Alisstar’s journal. It is written in servants of Alisstar, the high priest of Yig. They never got along,
Valossan and so can only be read by PCs who have learned and even went so far as to divide the room evenly between
that language. A character who succeeds on a DC 25 Decipher them. Their bickering only got worse after the catastrophe and
Script skill check can comprehend enough of the text to learn they have been at each other’s throats for centuries, unable to
general information. harm each other with anything besides their words.
The most recent journal entries express Alisstar’s concern Arness tries to convince the PCs to kill Hurst, and Hurst does
about the growing worship of the Unspeakable One. One his best to convince them to kill Arness. Both promise to help
key passage reads, “It is clear that this Unspeakable God is the PCs find the “hidden treasure of the temple.”
not of this world. It is possible that he is from another plane
of existence altogether. To defeat him, it may be necessary to They are both lying. There is no hidden treasure. The sole aim
send him back to his own plane or to imprison him on this of these two bitter shadows is for the other one to die. The
one.” Additionally, the journal contains a thorough history of shadows do not attack the PCs unless they themselves are
Valossan life. To the right people, it would be worth around attacked.
1,000 gp. The closets on both sides of the room contain 100 gp each.
Shadow Constrictor Snake Arness and Hurst (Shadow Serpents)
19 hp; see Appendix III: New Creatures on page 130 for 25, 17 hp; Bluff +1; see Appendix III: New Creatures on
details. page 130 for details.

108 The Freeport Trilogy


- Madness in Freeport -
16. Chamber of
the Sacrifices (EL 6)
Opening the door to this room releases a foul odor of
decaying flesh and rottenness that almost overwhelms
your senses. The chamber beyond is large and irregularly
shaped. From its dark recesses, hideous creatures shuffle
toward you. Their skin is mottled and sickly green with
decay. In many places, the skin has long since sloughed
off, revealing yellowed bones.

This chamber was used by the priests as a holding pen for the
living creatures they needed as sacrifices to Yig. They used many
different types of humanoids: halflings, gnomes, and humans
for the most part, as the Valossans considered them barbaric
and savage. They have been trapped here by the curse of Yig for
many centuries. They attack the PCs but do not follow them
outside of the room.

Gnome or Halfling Commoner Zombie


CR 1/2; Small undead; HD 2d12+3; hp 16 (average); Init
+0; Spd 20 ft. (can’t run); AC 12, touch 10, flat-footed 12;
Base Atk +1; Grap–3; Atk +2 melee (1d4, slam); Full Atk
+2 melee (1d4, slam); SQ damage reduction 5/slashing,
darkvision 60 ft., single actions only, undead traits; AL NE;
SV Fort +0, Ref +0, Will +3; Str 10, Dex 10, Con —, Int
—, Wis 10, Cha 1. A character who succeeds on a DC 20 Spot check notices that
one egg escaped the rampage and sits in the room undisturbed.
Skills and Feats: —; Toughness.
Strangely, the curse of Yig froze the embryo in this egg in
Single Actions Only (Ex): Zombies have poor reflexes and
suspended animation. Once the curse is lifted, the egg begins
can perform only a single move action or attack action each
round. A zombie can move up to its speed and attack in the
same round, but only if it attempts a charge.

Human Zombies (8) Heat Stones


13, 12, 11, 15, 14, 17, 18, 9 hp; see the MM for details. A heat stone has been enchanted to continually radiate
heat in a 10-foot radius spread. Creatures within this
area are protected from cold environments, as if by
17. The Hatchery endure elements (but gives no protection against heat).
The stone also radiates light as a torch (bright light
A wave of hot air washes over your faces as you open in a 20-foot radius and shadowy illumination in a
the door to this chamber. The circular room beyond 40-foot radius).
is filled with dozens of cracked eggs scattered about
A heat stone deals 1 points of fire damage to those
the floor upon rotting cushions. The heat comes from
who touch them, and deal an additional point of
glowing stones spaced evenly on brackets along the
damage every minute thereafter that the stone is
walls.
held. Creatures with the cold subtype take 1 point of
damage each round spent within the heated area, or
Priests of Yig were chosen before birth and brought to the 1d4 points of damage per round is touching the stone.
temple to hatch here and begin their lives in service of the
Faint abjuration; CL 1st; Craft Wondrous Item,
serpent god. Before the great cataclysm, Sseth—who knew of
endure elements or produce flame, Price 500 gp;
the coming curse of Yig—destroyed most of the eggs and their
Weight 2 lb.
growing embryos.

The Freeport Trilogy 109


- Madness in Freeport -
to mature again. If the PCs take it with them, you may use
this as hook for a later adventure. They may need to raise
19. Waiting Room
the young serpent or protect it from those who want to
exploit it. (See the Hatching the Egg adventure hook on This is a large room that at one time must have appeared
page 129.) rich and inviting. Now all of the furniture is rotting away,
and the tapestries on the walls are faded and torn. Many
This room contains eight heat stones. Refer to the Heat Stones
cushions adorn the chamber, but they have fallen into
sidebar if the PCs touch or remove a glowing stone.
ruin and decay. In the center of the room, upon a marble
pedestal, rests a serpent statuette carved from jade.
18. Yet Another Statue of Yig
Visitors to the temple of Yig used this room as a waiting area. It
A 15-foot-tall statue of a coiled snake with its fangs bared was richly decorated and sometimes served as a receiving room
is mounted here. Yellow light shines across the hallway for the high priest. The jade serpent in the center of the room
from its eyes. The light falls on a set of double doors with is an exact replica of the actual jade serpent the PCs seek. The
an elaborate carving of a snake upon it. statue is not magical in any way, but would be worth 5,000 gp
to a collector. It weighs 10 lb.
This statue was built to honor Yig, but it is also the only
way to open the set of double doors at the end of the hall. 20. Exit?
Mysteriously, anyone standing in the path of the light does
not block its path to the doors. Close examination of the
A large set of double doors stands before you. Wet silt
statue, and by succeeding on a DC 15 Search check, reveals
seeps under the doorjamb, and the doors appear to be
the eyes have a pair of lids. If these lids are moved to cover
warped. Two huge pull rings are attached to the center of
the eyes, the doors to Location 21 open. Opening these
each door.
doors by other means requires a dispel magic spell cast by a
15th level spellcaster—far beyond the means of heroes at
this level! The PCs should be discouraged to open these doors, since
doing so would flood this level of the temple. You can also use
these doors to expand the adventure on your own. They may
lead to other undiscovered areas of the ruined Valossan city
that you can detail for your gaming group. If not, consider these
doors stuck and magically locked with an arcane lock spell cast
by a 15th level caster.

21. The Pit of


the Great Serpent (CR 4)
As the light from the serpent’s eyes is covered, the huge
double doors creak open to reveal a large chamber beyond.
Inside is a large, sunken amphitheater shaped like a
half-moon. There are five tiers of steps leading down to a
40-foot-diameter, 10-foot-deep pit. The steps are covered
with rotting cushions, and long faded tapestries adorn the
walls.
At the center of the pit is a gigantic snake. Its skin is
yellow with decay. It rears it head as you enter, baring a
set of gleaming white fangs.

This serpent was believed to be the worldly manifestation of


the god Yig. The Valossans sacrificed slaves to it as a way to pay
homage to their god. The PCs must now kill the undead form
of the serpent to retrieve its fangs for Alisstar’s ritual. Once
the snake is slain, the Fangs of the Serpent (see The Gifts of the
Serpent sidebar, page 103) can be removed from its jaws easily.

110 The Freeport Trilogy


- Madness in Freeport -
Advanced Constrictor Snake Zombie
“I mussst warn you, however. This sssacrifice will be
CR 4; Large undead; HD 12d12+3; 81 hp; Init +1; Spd 20 ft. great. You will lossse a part of yourssself permanently. It
(can’t run), climb 20 ft., swim 20 ft.; AC 17 (–1 size, +1 Dex, isss the only way. If you refussse, we will be consigned to
+7 natural), touch 10, flat-footed 16; Base Atk +6; Grap +18; an eternity of sssuffering, and you will never get the Jade
Atk +13 melee (1d4+12, bite) or +2 melee (1d8+12, slam); Ssserpent.”
Full Atk +13 melee (1d4+12, bite) or +2 melee (1d8+12,
slam); SQ damage reduction 5/slashing, darkvision 60 ft.,
Alisstar has just revealed the real price the PCs must pay to
single actions only, undead traits; AL NE; SV Fort +4, Ref
obtain the Jade Serpent. One of them must be willing to give
+5, Will +8; Str 27, Dex 13, Con —, Int —, Wis 10, Cha 1.
up her own blood! Doing so causes the character to lose two
Skills and Feats: —; Toughness. point of Constitution permanently! Although the PCs may
understandably balk at this idea, there is no other way for them
Single Actions Only (Ex): Zombies have poor reflexes and
to obtain the Jade Serpent. This may be a good adventure hook
can perform only a single move action or attack action each
for later in your campaign, as there may be a way for the PC to
round. A zombie can move up to its speed and attack in the
regain the lost points of Constitution.
same round, but only if it attempts a charge.
Alisstar performs all of the extensive verbal and awkward
Receiving somatic portions of the ritual. The Scales of the Serpent are laid
on the altar as the chosen PC dons the Amulet of the Serpent.
the Jade Serpent The PC must take the Fangs of the Serpent and use one on each
wrist to draw blood. The PC’s blood must then be mixed with
After the PCs recover the four artifacts, they are ready to return the Venom of the Serpent. This mixture is then poured on the
to the high priest in Location 3 so he can complete his ritual. Scales of the Serpent.
Alisstar is overjoyed to see the PCs and what they retrieved for
At that moment Alisstar proclaims, “IT IS DONE!” The
him. Motioning toward the altar, he addresses them.
building begins to shake. Alisstar makes a motion with his
hands, and the Jade Serpent rises from the center of the altar
“Thank you! Thank you for doing asss I asssked. Pleassse and floats before the PCs. As the high priest’s form disperses,
put the artifactsss there on the altar. he waves a last “thank you” to the PCs.
“I still need you help. Due to my ethereal nature, I The PCs should be able to escape from the temple the same
cannot perform the physical partsss of the ritual. One of way they came in. As they go, the building will start to collapse
you mussst sssacrifice sssome blood ssso that my people around them. Once the heroes are free of the temple it collapses
can be ssaved. to rubble behind them.

- Part Four: Milton's Folly -


In which the adventurers rush to stop Milton Drac
from plunging the world into madness.
The boat the PCs used to navigate Black Dog’s Caves is still
waiting for them on the beach in front of the serpent portal. Tracing the blackness back to its source, you gaze upon
They can use it to leave the caves at the next low tide (5:00 am) Milton’s Folly, looming over Freeport Harbor. The
and get back to Freeport. scaffolding that encased its walls is gone, and the white
marble of the lighthouse gleams in the sunlight. The
If your group has followed the time frame of the adventure as waters around it are kept clear by a patrol of four Sea
outlined in Part One, they arrive about 6:00 am as the sky is Lord cutters filled with marines.
beginning to lighten with the coming of the dawn. As the PCs
row into Freeport harbor read them the following passage.
The coming christening of the lighthouse and the ceremonial
activation of the light are set to occur at night on the day the
As the first light of dawn creeps over the horizon, the PCs return to Freeport. The confusion and overcrowding in the
harbor is illuminated, revealing an amazing number of city allows them to easily avoid the city watch, which has been
ships and boats of every kind. Never in its history has ordered to arrest them on sight.
the harbor been so crowded with vessels. A dark shadow
stretches across the water, growing longer and longer with If the heroes make their way to the Temple of the God of
the rising of the new day’s sun. Knowledge, K’Stallo happily puts them up there, giving them

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112 The Freeport Trilogy


- Madness in Freeport -

The Freeport Trilogy 113


- Madness in Freeport -
from climbing on the outside to the levels above. The remaining
floors have normal glass windows. The fourth floor of the
A Note on Timing lighthouse is a square tower stretching 100 feet to the top level.
Large, 10-foot-wide double doors face each of the cardinal
The timeline of the adventure is set up so the PCs directions, allowing access to the building.
enter the lighthouse on the very night Milton Drac
At night, the tower is guarded by a roving patrol of four fast-
is completing his ritual. This may not work out
moving ships full of marines, circling the island. The lookouts
for your PCs, as they may have spent more time
that watch from within the lighthouse by day are not on duty at
adventuring in the Sunken Temple than just one day.
night. If the PCs are careful, they should be able to slip past the
They may also want to enter the lighthouse during
patrol and get onto the island unseen.
the day before the ritual has begun.
In any case, the PCs should be careful about hiding their light
Rather then hitting the heroes over the head with
sources. On a dark night like this, torches can be seen from a
some contrived solution, you may want to allow
long way away.
them to enter the lighthouse and find nothing. The
first two floors of the lighthouse show no outward
signs of being anything but a temple to the God of 1. The Great Doors
the Seas.
Another option is that time may move much slower A set of stone double doors, each ten feet wide and 15
within the walls of the sunken temple due to its feet high, stand closed in the center of the lighthouse wall.
peculiar, supernatural nature. Two days within its Through the darkness, you can make out an intricate
walls may only be a single day in the real world. relief on their surface, depicting the lighthouse shining
Of course, you are free to come up with your own streaks of light over the harbor.
method of moving the adventure to its climax: Two great, iron pull rings are fastened to the center of
chasing Milton Drac down within the lighthouse. each door. The walls of the lighthouse slope inward and
are smooth for the first 20 feet, until they reach open
archways carved into the marble. A flickering orange light
sanctuary so they can rest and heal in preparation for their emanating from within the building dances within the
assault on the lighthouse. If K’stallo has been killed, the PCs stone of the archways.
should still be able to find an inn to stay in—if they are willing
to all cram into one room. The impending celebration has the The doors to the lighthouse are identical on each side. The
town crowded. If they do so discreetly, they shouldn’t have any guards within have barred all the doors so the PCs cannot
troubles from the city watch. open them from outside the lighthouse without making
It should be made clear to the PCs that it is next to impossible lots of noise. To enter quietly, they must climb through the
to storm the lighthouse by day. The roving patrols of the Sea archways and into the building. Climbing the walls without
Lord’s marines and lookouts stationed within the lighthouse proper equipment requires a successful DC 25 Climb check.
would certainly see anyone approaching the island. Milton Tools can be helpful here.
Drac has ordered the tight security to “keep agents of
Freeport’s enemies from destroying the lighthouse.” His real 2. The Hall of Columns (EL 7)
reason for the move is to stop the PCs from meddling in his
Read the text below to the players if they enter through one of
plans. For a further nudge in the right direction, a PC who
the archways.
makes a DC 5 Knowledge (nature) skill check realizes this
evening there is no moon, which should make it dark enough
to approach the lighthouse in secret at night. From the archway, you look down into an enormous,
square room, 110 feet along each side at the base.
Location 4: The The walls angle inward to the ceiling 50 feet above
the floor. Huge, five-foot-square, carved stone columns
Lighthouse of Drac support the structure above. The light in the room
comes from four large, flaming braziers that surround
Milton’s Folly is over 200 feet tall and towers over the harbor a white marble spiral staircase in the center of the
of Freeport. It is a square building that gradually tapers up room.
with sloping walls, from 145 feet wide at its base to 45 feet at
its summit. Open archways in the sides of the building begin
Four Brotherhood cultists are standing around the foot of the
20 feet off the ground and continue up to the second floor.
staircase. They are quite bored, having been here for many
At this point, a sloped, stone ledge juts out to prevent anyone
hours. Depending on which archway the PCs have used to get

114 The Freeport Trilogy


- Madness in Freeport -
in, they may or may not be able to see the guards at first. Use
standard Listen and Spot checks to determine if they become
aware of each other.
If the guards are alerted to the PCs’ presence, three of them
move to attack while the fourth charges up the stairs to raise the
alarm. The stairs are 50 feet long, so it takes two rounds for the
guard to reach the top. The cultists are armed with crossbows.
They use the columns for cover (gaining a +4 cover bonus to
AC) and shoot at the PCs.
Read the text below to the players if they enter through one of
the doors:

You open the door and see a huge square room, 110 feet
along each side at the base. The walls angle inward to the
ceiling 50 feet above the floor.
Huge, five-foot-square, carved stone columns support the
structure above your heads. In the center of the room is
a large stone spiral staircase surrounded by four burning
braziers.

Depending on how much noise the PCs made and what door
they used, the four guards react differently. If it took a few tries
to open the doors, one of the guards has already raced up the
stairs to set up the ambush in Location 3. If the heroes used
a knock spell or broke through the door in one try, three of
the guards attack with their crossbows, while the other starts 3. The Temple of
running up the stairs. the Sea God (EL 6)
The carvings on the columns depict various scenes from the
history and myth surrounding the Sea God. If the PCs look The door at the end of the spiral staircase opens into a
at the columns carefully, they may notice something a little rectangular room 50 feet wide, 90 feet long, and 30 feet
disturbing. On a successful DC 20 Spot check, an examiner can high. Two rows of five-foot-square columns run the length
make out that each of the carvings has a subtle etching of the of the chamber. Opposite the staircase, in the center of
Yellow Sign hidden within it. the far wall, is an altar of blue marble on a dais flanked
by two floor-to-ceiling windows that look out onto the
Barred Stone Doors
harbor. Enormous, 20-foot-tall statues of the Sea God
4 in. thick; hardness 8; 60 hp; Break DC 28. stand in the far corners of the room, their tridents pointed
toward the altar. There are two small doors along the
Brotherhood Cultist Guards (4) back wall, equally spaced from the staircase.
Male human fighter 3: CR 3; Medium humanoid; HD
3d10+9; hp 27, 25, 23, 21; Init +4; Spd 20 ft.; AC 15, What occurs in this room depends on whether or not a cultist
touch 10, flat-footed 15; Base Atk +3; Grap +7; Atk +7 from below was able to raise the alarm. If no warning was given,
melee (1d6+4/18-20, scimitar) or +3 ranged (1d8/19- a ceremony is going on here as the cultists of the brotherhood
20, light crossbow); Full Atk +7 melee (1d6+4/18-20, prepare for the coming power of their god. One priest stands on
scimitar) or +3 ranged (1d8/19-20, light crossbow); AL the dais, his back to four cultists chanting unintelligible words.
NE, SV Fort +6, Ref +1, Will +1; Str 18, Dex 11, Con 17, The PCs have a chance to sneak by them undetected if they are
Int 10, Wis 10, Cha 9. careful. Have the PCs make Move Silently checks against a DC
Skills and Feats: Climb +2, Jump +1, Listen +5, Ride +1, 5 (the cultists’ Listen check—they are busy with their ritual and
Spot +5; Alertness, Blind-Fighting, Far Shot, Improved aren’t paying attention to what’s going on around them).
Initiative, Point Blank Shot. If the alarm has been raised, the cultists set a trap for the PCs.
Possessions: Chainmail, scimitar, light crossbow, 10 bolts, Two cultists remain in the temple, hiding behind the statues
pouch with 10 gp, Yellow Sign gold pendant worth 50 gp. in the corner of the room. The priest and one cultist wait in
Location 4, while the two other cultists wait in Location 5.

The Freeport Trilogy 115


- Madness in Freeport -
At an appropriate time, the cultists attack from surprise, using
their crossbows if possible and then their spells.
4. The Shrine
The cultists have desecrated the altar to the Sea God. They of the Warrior God
have carved the Yellow Sign deeply into the blue marble top of
the altar and smeared the interior of the carving with yellow The door to this room is decorated with a bas-relief
pigment. The grooves of the carving are also filled with dried showing a warrior clad in plate mail, slaying a dragon
human blood. with a lance. It opens into a 45-foot-square room with
floor-to-ceiling windows on the south and east walls. To
Brotherhood Cultist Acolytes (4) the left of the door stand four square pillars arranged 10
Male human cleric 1: CR 1; Medium humanoid; HD feet apart, around a marble statue. The statue is carved in
1d8+2; hp 10, 10, 9, 8; Init +4; Spd 20 ft.; AC 15, touch the likeness of the Warrior God wielding a lance, and it is
10, flat-footed 15; Base Atk +0; Grap +2; Atk +2 melee almost 20 feet tall. The walls of the room are painted with
(1d6+2, light mace) or +0 ranged (1d8/19-20, light scenes depicting various forms of combat.
crossbow); Full Atk +2 melee (1d6+2, light mace) or +0
ranged (1d8/19-20, light crossbow); SA rebuke undead The statue in this room contains half of a switch that needs to
(4/day); AL CE; SV Fort +4, Will +4, Ref +4; Str 14, be activated to open the secret door at Location 6. If the PCs
Dex 10, Con 14, Int 12, Wis 14, Cha 13. examine the statue closely and succeed on a DC 22 Search check,
Skills and Feats: Concentration +6, Knowledge (arcana) they notice the arm holding the lance moves when touched. If the
+5, Knowledge (religion) +5, Listen +4; Combat Casting, PCs pull the lance down, they hear a grinding noise coming from
Improved Initiative. the direction of Location 6. The door there doesn’t open until the
switch on the statue in Location 5 is activated too.
Spells Prepared (3/3; save DC 12 + spell level): 0—inflict
minor wounds (×2), guidance; 1st—cause fear*, protection The secret door in the corner of this room can be discovered on
from law, doom. a successful DC 20 Search check.

*Domain Spell. Domains: Chaos (cast chaos spells at +1 5. The Water Shrine
caster level); Death (1/day—touch kills target with less
than 1d6 hit points). of the Sea God
Possessions: Chainmail, light mace, light crossbow, 10
bolts, pouch with 25 gp, Yellow Sign gold pendant worth A bas-relief on the door to this room depicts a pool of water
50 gp. with a mermaid bathing at its edge. The room beyond is
45 feet square with 30-foot-tall windows in the north and
Priest of the Unspeakable One east walls. A dais with a statue of the Sea God wielding
a trident sits in the corner opposite the door. To the right
Male human cleric 3: CR 3; Medium humanoid; HD 3d8;
of the door is a round, stone basin filled with water. Four
hp 21; Init +7; Spd 20 ft. (4 squares); AC 16, touch 13,
square, stone pillars spaced 10 feet apart flank the pool.
flat-footed 13; Base Atk +2; Grp +2; Atk +2 melee (1d8,
heavy mace) or +5 ranged (1d4, dart); Full Atk +2 melee Draped over the lip of the basin is the body of a woman.
(1d8, heavy mace) or +5 ranged (1d4, dart); SA rebuke The shaft of a crossbow bolt protrudes from her back. She
undead (4/day); AL CE; SV Fort +3, Ref +4, Will +6; Str is dressed in leather armor.
10, Dex 16, Con 10, Int 10, Wis 17, Cha 12.
Skills and Feats: Concentration +6, Knowledge (arcana) The woman lying in the basin is a thief who slipped into the
+4, Knowledge (religion) +4, Listen +5; Combat Casting, temple to try to steal any valuables she could find. Unfortunately
Dodge, Improved Initiative. for her, the cultists found her here in this room and killed her
with a crossbow bolt in the back. A search of her body uncovers
Possession: Hide armor, heavy mace, 4 darts, pouch with
100 gp, masterwork thieves’ tools, and a potion of fly.
100 gp, Yellow Sign gold pendant worth 50 gp, potion of
cure light wounds. The statue on the dais contains the other half of the switch to open
the secret door in Location 6. If the PCs examine the statue of the
Spells Prepared (4/4/3; save DC 13 + spell level): 0—inflict
Sea God closely and succeed on a DC 22 Search check, they notice
minor wounds (×2), resistance, virtue; 1st—cause fear*,
that the trident in the statue’s arm moves when touched. If the PCs
obscuring mist, protection from law; 2nd—darkness, death
pull the trident down, a grinding noise can be heard coming from
knell*, summon monster II.
the direction of Location 6. The door there doesn’t open until the
*Domain spell. Domains: Chaos (cast chaos spells at +1 switch on the statue in Location 4 is activated too.
caster level); Death (1/day—touch kills target with less
The secret door in the corner of this room can be discovered on
than 3d6 hit points).
a successful DC 20 Search check.

116 The Freeport Trilogy


- Madness in Freeport -
6. Secret Door Room 7. Lair of the
Read the following description to the PCs if they enter this Gibbering Mouther (EL 5)
room before activating the switches in Locations 4 and 5.

When you open the trapdoor, your senses are assaulted


The secret door opens into a small room 10 feet long and by the hideous stench of decaying flesh. The floor is
10 feet wide. The room is completely bare. On the wall in smeared with dried blood, and bones lie scattered all
front of you, a small handle juts from the wall, embedded around. The room is 65 feet square and 20 feet high.
about three feet off the ground. There are four square stone pillars spaced 20 feet apart
in the center of the chamber. A slurping noise emanates
The handle opens the secret door in the wall from this side. The from the northwest corner of the room.
secret door in the west wall can be detected with a successful
DC 20 Search check, but it cannot be opened until the switches This room houses a rather nasty surprise: a gibbering mouther.
in Locations 4 and 5 are first activated. It attacks anyone entering the room and not marked with the
Read the following if the PCs have activated both switches at Yellow Sign. The workers who built the upper levels of the
Locations 4 and 5. lighthouse were fed to this creature so they could not reveal
any of its secrets. The creature is careful not to use its ground
manipulation ability near any of the pillars that support the
Moving through the secret door, you are now in a 10- floor above.
foot-wide by 10-foot-long room. In the center of the west
wall, a passage has opened, leading to a long hallway Once the creature is dispatched, the PCs must locate the secret
beyond. The hallway is 10 feet wide, 15 feet long, and trapdoor marked on the map. A PC with the Track feat and
ends in a five-foot-wide staircase leading up. succeeds on a DC 20 Survival check notices there is a path
leading from the stairs to the pillar marked on the map. The
tracks abruptly stop there.
Nothing threatens the PCs in this room. At the top of the
staircase, a trapdoor leads to Location 7. On a successful DC 20 Search check, an investigation of the
pillar locates concealed ladder rungs inside the stone. Once

The Freeport Trilogy 117


- Madness in Freeport -
detected, the rungs can be pulled down to allow the PCs to climb Wooden Trapdoor
up the side of the column to the trapdoor located in the ceiling.
2 in. thick; hardness 5; 20 hp; Break DC 25.
Gibbering Mouther
N'Tal
25 hp; see MM for details.
Male civilized serpent person wizard 7: Medium monstrous
humanoid (shapechanger); HD 7d4+14; hp 35; Init +8;
8. The Tower Stairs Spd 30 ft., swim 15 ft.; AC 17, touch 14, flat-footed 13;
Base Atk +3; Grp +5; Atk +5 melee (1d6+2, quarterstaff )
Opening the trapdoor releases a shaft of sickly yellow light or +7 ranged (1d4+2, dart); Full Atk +5 or +1/–3 melee
that washes over your faces. The room beyond is a square (1d6+2/1d6+1, quarterstaff ) or +7 ranged (1d4+2, dart);
tower, 45 feet long on each side. A five-foot-wide, railed SQ change shape, darkvision 60 ft.; AL CE; SV Fort +4, Ref
staircase hugs the walls, rising clockwise all the way to the +6, Will +6; Str 14, Dex 18, Con 15, Int 18, Wis 13, Cha 10.
summit of the tower, 100 feet above your heads. Skills and Feats: Bluff +4, Concentration +11, Disguise +0
The light emanates from the walls of the tower and the (+10 with change shape), Escape Artist +8, Hide +8, Jump +5,
hundreds of ritual candles that line the railing. The Yellow Listen +4, Search +8, Sense Motive +5, Spellcraft +11, Spot
Sign within each of the bricks is throbbing with magical +5, Swim +6; Combat Casting, Dodge, Improved InitiativeB,
energy, illuminating the whole tower with an eerie light. Maximize Spell, Scribe Scroll, Spell Focus (evocation).
Near the top of the staircase, almost at the summit of the Spells Prepared (4/5/4/3/2; save DC 14 + spell level;
tower, you can see six people looking over the railing and evocation save DC 15 + spell level): 0—dancing lights*, daze,
down at you. One of them is clearly Milton Drac. The detect magic, resistance; 1st—burning hands*, feather fall, hold
other five are serpent people dressed in robes. portal, magic missile*, shield; 2nd—blindness/deafness, blur,
darkness*, flaming sphere*; 3rd—fireball*, fly, lightning bolt*;
Drac speaks in a booming voice that echoes off the walls 4th—ice storm*, wall of fire*. *Evocation spell
of the chamber, “Well, well, well. I see that you have
dispatched my pet. No matter. The ritual is almost Change Shape (Su): N’Tal may assume the form of any Small
complete. Soon the Yellow Sign will return to Freeport or Medium humanoid. In humanoid form, he loses his swim
and drive all the unfaithful masses to madness! speed. He can remain in his humanoid form until he chooses
to assume a new shape, but may only assume a new shape up
“Your ridiculous attempt to stop us ends now. Farewell, to three times per day. A change in form cannot be dispelled,
friends. What a pity that you have come so far only to fail but N’Tal reverts to his natural form if killed. A true seeing
in the end.” spell or ability reveals his natural form. When using his
With that, he turns to the serpent person next to him change shape ability, N’Tal gets a +10 circumstance bonus to
on the stairs and says, “I leave them to you, N’tal. They Disguise checks.
should provide some amusement. Don’t take too long Possessions: Quarterstaff, 4 darts, amulet of natural armor +3,
though. I wouldn’t want you to miss the glorious arrival spell component pouch, Yellow Sign gold pendant worth 50 gp.
of our master, the Unspeakable One.”
N'tal's Bodyguard (4)
Encounters (EL 8 or 10) Civilized serpent people fighter 2: CR 2; Medium
monstrous humanoid (shapechanger); HD 2d10–2; hp 15,
After his speech, Drac tosses one of his exploding skulls 14, 14, 13; Init +5; Spd 20 ft., swim 10 ft.; AC 17, touch
(see Appendix II: New Mechanics on page 124) and then 11, flat-footed 16; Base Atk +2; Grap +4; Atk +4 melee
disappears from view. The four serpent people cultists are (2d4+3/18-20, falchion) or +3 ranged (1d6/×3, composite
armed with composite short bows, and they use them on the shortbow); Full Atk +4 melee (2d4+3/18-20, falchion) or
PCs as they attempt to climb the stairs. +3 ranged (1d6/×3, composite shortbow); SQ change shape,
N’tal removes his robe and immediately cast a fly spell so he can darkvision 60 ft.; AL NE; SV Fort +2, Ref +1, Will +1; Str
freely move about the tower. N’tal uses his spells to greatest effect 14, Dex 12, Con 8, Int 13, Wis 12, Cha 13.
and tries to keep the PCs from reaching the top of the staircase at Skills and Feats: Climb +2, Disguise +1 (+11 with change
all costs. If this means killing his fellow cultists, then so be it. shape), Escape Artist +0, Hide +0, Jump +2, Listen
Milton Drac heads for the top of the lighthouse (Location 9) +3, Spot +5, Swim +0; Alertness, Far Shot, Improved
and bars the trap door to the upper level from the inside. InitiativeB, Point Blank Shot.
(This encounter is EL 8 for N’Tal and his bodyguards alone. Change Shape (Su): A civilized serpent person may assume
Including Drac raises it to EL 10, but his business upstairs is the form of any Small or Medium humanoid. In humanoid
too pressing for him to linger.) form, the serpent person loses its swim speed. A serpent

118 The Freeport Trilogy


- Madness in Freeport -
person can remain in its humanoid form until it chooses to room dealing 1d8 points of damage (DC 20 Reflex save negates).
assume a new shape, but may only assume a new shape up
If the crystal or the Jade Serpent is not placed on the pedestal
to three times per day. A change in form cannot be dispelled,
by the fifth round, the room is engulfed in magical energy, and
but a serpent person reverts to its natural form when killed.
everyone in the room takes 20d6 points of damage (no save).
A true seeing spell or ability reveals its natural form. When
Drac and his fellow cultists do not have a death wish, so they do
using its change shape ability, a civilized serpent person gets a
all they can to get the crystal back onto the pedestal.
+10 circumstance bonus on Disguise checks.
The Jade Serpent has power over servants of the Yellow Sign.
Possessions: Chainmail, falchion, composite short bow, arrows
If the PCs can remove the crystal and replace it with the Jade
(20), pouch with 35 gp, Yellow Sign gold pendant worth 50 gp.
Serpent, Drac and his allies are in trouble. The energy from
the lighthouse surges through the idol of Yig and bathes all
9. The Yellow Sign (EL 10) of Freeport in a calming, green glow. All those corrupted by
the Yellow Sign are cured. The servants of the Unspeakable
The door bursts open, and you have at last reached the One who are caught in this glow wither and die as their skin is
summit of Milton’s Folly. The room is a square, 45 feet long peeled away from their bones and they turn to dust—a most
on all sides. The ceiling is angled toward the center of the fitting end for Drac and his cronies, should any of them still live
room and ends in a six-sided glass enclosure that sticks out when the Jade Serpent does its work.
four feet above the stone roof. A raised platform supports a
slender stone column upon which rests a crystal that shines Milton Drac
yellow light through the glass and out into the night. 52 hp; see page 83 for details.
Milton Drac, Melkior Maeorgan, and a serpent person
Melkior Maeorgan
stand in front of the platform. Before any of you can
speak, the tower shakes ominously, and the platform and 49 hp; see page 85 for details.
column begin to glow with a bright, yellow light. The
stone throbs with magical power as a beam of light shoots Captain Brock Wallace (a.k.a. Gorn)
through the crystal and out into the night sky. It blinds 37 hp; see page 84 for details.
you for a moment, and you hear the voice of Drac:
“As I said, you are too late. The Yellow Sign is now
corrupting the minds of all those fools in the harbor below.
Soon they will leave here and spread the glorious madness of
the Unspeakable One throughout the world! Ha, ha, ha, ha!
“Now, we can turn our attentions to you. Since I
have been trying to kill you for many months now, an
agonizing death seems more than appropriate. Which do
you prefer? Being flayed alive or slowly bleeding to death
as carrion pick at your bodies? Neither, I suppose. I guess
we shall just have to kill you now!”

Despite the bold rhetoric, Drac, Melkior, and Gorn know full
well the PCs can still stop them from accomplishing their goal.
The crystal needs to project the Yellow Sign over the harbor for
at least 10 minutes to take full effect over the people viewing it.
They plan to protect the crystal at all costs. If they discover that
the PCs have the Jade Serpent, they do all they can to destroy it.
They know that its power can be used against the Yellow Sign.
If the crystal on the pedestal is removed but not replaced
with the Jade Serpent, the power surging through the tower is
unleashed. This can be very bad.
The first round after this occurs, the glass enclosure explodes,
dealing 1d6 points of damage to everyone in the room. On
the third round, the ceiling of the room begins to crumble
and collapse. Half of the material is carried upward with the
uncontrolled energy, while the other half falls on those within the

The Freeport Trilogy 119


- Madness in Freeport -
- Aftermath -
When the glow of the Jade Serpent fades away, Freeport, Drac’s death and the repercussions—well, unless they are
perhaps for the first time, is utterly silent. Then cheers shatter trying to kick-start careers in politics!
the moment, as the crowd goes wild. The throngs on the ships
Foiling Drac’s plan is not without its rewards. For surviving all
below and jammed onto the streets have no idea how close
of Drac’s machinations and saving Freeport and the world from
they came to unending madness. They don’t know exactly
a terrible fate, each PC receives a special story award of 3,000
what they’ve just seen, but they know it was one hell of a show.
XP. Also, if the PCs managed to unearth Black Dog’s treasure,
Drac, for all of his evil intent, did give the people of Freeport
they should have a pile of cash for their future ventures.
something for the history books.
This concludes the Freeport Trilogy, the first campaign series for
The PCs, of course, are in an awkward position. They could
the d20 System. Don’t retire to the countryside just yet though-
try to explain Drac’s plan and show how his death was
-there are plenty more stories to tell in Freeport! Green Ronin’s
justified to save the city. The remaining members of Drac’s
Hell in Freeport, Tales of Freeport, and the Origins award winning
faction on the council, however, are likely to see it as murder,
Black Sails Over Freeport and Tales of Freeport all contain exciting
not heroism. The best thing for the PCs to do is slip away
adventures for the heroes of the Freeport Trilogy.
from the lighthouse and let the Captains’ Council deal with

- Further Adventures -
You can continue your Freeport adventures right away, with any succession law is still on the books, so many distant Drac
of these handy adventure hooks. relations are likely to show up as claimants. There are also those
on the Captains’ Council who want to abolish the office of Sea
Valossa Reborn? Lord altogether. This succession crisis could tear the city apart,
and the PCs may very well get caught up in the mess. (This
It is possible the emanations of the Jade Serpent undid the vacancy forms one of many plot threads to be found in the
hereditary madness of the degenerate serpent people. In fact, mega-adventure Black Sails Over Freeport.)
it is possible that K’Stallo knew this all along and hoped
the PCs would help him restore his race. With a return to
lucidity and the leadership of K’Stallo, the serpent people
The Jade Serpent
could have a second chance to thrive. Since Freeport is built The Jade Serpent is a powerful artifact. (See Appendix II for an
on the wreckage of Valossa, such a rebirth is not necessarily in in-depth description of the its powers.) If the PCs are smart,
the best interest of the city. What would the PCs do if their they take it with them when they leave the lighthouse. After
erstwhile ally K’Stallo put the well-being of his people before Drac has been thwarted, however, what happens to this artifact?
that of Freeport? Will the Wizard’s Guild requisition it for testing? Will K’Stallo
demand it as his people’s birthright? Or will an ancient dragon
Egil's Rising Star land on the docks of Freeport one day, demanding the artifact
for himself?
Following the events of the Freeport Trilogy, K’Stallo begins
grooming Brother Egil as his replacement. As revealed in
Freeport: The City of Adventure, his immediate first step is to
The Cult Avenged
make the young cleric his personal assistant. At some time The Brotherhood of the Yellow Sign has been thwarted, but
before the events of The Soul of the Serpent (in Tales of Freeport), it has not been destroyed. True, Milton Drac was a powerful
Thuron appoints Egil his successor and retires. Egil becomes cultist, but he was not in the leadership of the organization.
the youngest high priest in the history of the Knowledge God’s The Brotherhood still lurks in the underbelly of society, preying
temple. This gives K’Stallo the freedom to rebuild the sunken on the weak, the vain, and the ignorant.
temple (which by Yig’s grace did not collapse completely after
The Brotherhood’s leaders are sure to be most displeased with
all) and recruit followers among his own kind.
the PCs and may pursue a vendetta against them. The PCs
may find themselves beset with assassins, bounty hunters,
A New Sea Lord and crazed cultists. Rooting out the source of the attacks isn’t
going to be easy, since the cult has cells the world over. How
The Captains’ Council is in turmoil for weeks, if not months.
many heads does the serpent have? Only the Unspeakable
They not only must fill several seats, they must also choose a
One really knows.
new Sea Lord. The machinations are sure to be heated. The

120 The Freeport Trilogy


- Appendix I: -
New Mechanics
I ncluded here are additional feats, spells, and equipment used
in this adventure.
Class Skills
The cultist’s class skills (and the key ability for each skill)
The Cultist are Bluff (Cha), Craft (Int), Disguise (Cha), Escape Artist
(Dex), Forgery (Int), Gather Information (Cha), Hide (Dex),
Cultists are members of proscribed religious sects that lurk on Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex),
the fringes of civilized society. Often city-based, cultists seem like Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of
ordinary folk, but unbeknownst to their friends and neighbors, Hand (Dex), and Spot (Wis). See Chapter: Four in the PHB for
they have dedicated themselves to alien, and usually evil, gods. skill descriptions.
Some do it to get ahead, others to fulfill long-repressed desires,
Domains: A cultist who chooses the Animal or Plant domain
and others to simply relieve the tedium of everyday life. Dressing
adds Knowledge (nature) (Int) to the cultist class skills listed
up in robes and visiting “forbidden temples” is quite exciting, after
above. A cultist who chooses the Knowledge domain adds
all, at least at first. The thrill-seekers rarely last long in the cults,
all Knowledge (Int) skills to the list. A cultist who chooses
however. Once they realize ultimate power won’t be theirs by
the Travel domain adds Survival (Wis) to the list. See Deity,
cutting off the heads of a few chickens, they move on to a new
Domains, and Domain Spells below for more information.
kick. Those that remain dedicated are rewarded with magic,
but the road is a long and arduous one. Cultists who persevere Skill Points at 1st Level: (4 + Int modifier) x4.
eventually take on a leadership role, either taking over the cult or Skill Points at Each Additional Level: 4 + Int modifier.
leaving to found their own.
Note: This class originally appeared in Freeport: The City of Class Features
Adventure. This version updates it to the 3.5 rules. All of the following are class features of the cultist NPC class.
Hit Die: d6

The Freeport Trilogy 121


- Appendix I: New Mechanics -
Table A5-1: The Cultist
Class Base Attack Fort Ref Will ————Spells per Day————
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th
1st +0 +0 +0 +2 Skill Focus (Bluff) — — — — — —
2nd +1 +0 +0 +3 Favored Weapon — — — — — —
3rd +2 +1 +1 +3 Sneak Attack +1d6 — — — — — —
4th +3 +1 +1 +4 — — — — — — —
5th +3 +1 +1 +4 — 3 1+1 — — — —
6th +4 +2 +2 +5 Leadership 3 1+1 — — — —
7th +5 +2 +2 +5 — 3 2+1 — — — —
8th +6/+1 +2 +2 +6 Sneak Attack +2d6 3 2+1 0+1 — — —
9th +6/+1 +3 +3 +6 — 3 2+1 1+1 — — —
10th +7/+2 +3 +3 +7 Leadership +2 4 2+1 1+1 — — —
11th +8/+3 +3 +3 +7 — 4 3+1 2+1 — — —
12th +9/+4 +4 +4 +8 — 4 3+1 2+1 0+1 — —
13th +9/+4 +4 +4 +8 Sneak Attack +3d6 4 3+1 2+1 1+1 — —
14th +10/+5 +4 +4 +9 — 5 3+1 2+1 1+1 — —
15th +11/+6/+1 +5 +5 +9 Leadership +4 5 3+1 3+1 2+1 — —
16th +12/+7/+2 +5 +5 +10 — 5 3+1 3+1 2+1 0+1 —
17th +12/+7/+2 +5 +5 +10 — 5 3+1 3+1 2+1 1+1 —
18th +13/+8/+3 +6 +6 +11 Sneak Attack +4d6 6 3+1 3+1 2+1 1+1 —
19th +14/+9/+4 +6 +6 +11 — 6 3+1 3+1 3+1 2+1 —
20th +15/+10/+5 +6 +6 +12 Leadership +6 6 3+1 3+1 3+1 2+1 0+1

Weapon and Armor Proficiency When a cultist gets 0 spells per day of a given spell level, he gains
only his bonus spells for that spell level. A cultist without a bonus
Cultists are skilled with all simple weapons and light armor spell for that level cannot yet cast a spell of that level. Bonus spells
(but not shields). for a cultist are based on Charisma.
Spells Through 4th level, a cultist has no caster level. At 5th level and
higher, his caster level is one-half his cultist level.
Starting at 5th level, a cultist can cast divine spells. He is
limited to a certain number of spells of each spell level per day, Deity, Domains, and Domain Spells
according to his class level. A cultist may prepare and cast any
spell on the cultist list, provided that he can cast spells of that At 5th level a cultist chooses one domain from among those
level. Like a cleric, he prepares his spells ahead of time each day. belonging to his deity (see Table A5–2: Cultist Deities in
Freeport). A cultist can select an alignment domain (Chaos,
To prepare or cast a spell, an adept must have a Charisma score Evil, Good, or Law) only if his alignment matches that
equal to at least 10 + the spell level. The Difficulty Class for a domain. Unlike clerics, cultists must devote themselves to a
saving throw against a cultist’s spell is 10 + the spell level + the particular deity.
cultist’s Charisma modifier.
The domain gives the cultist access to a domain spell at each spell
Cultists do not acquire their spells from books or scrolls, nor do level he can cast, from 1st on up, as well as a granted power. A
they prepare them through study. Instead, they pray for their cultist prepares the domain spells each day in his domain spell
spells, receiving them as a gift from their object of veneration. slot. If a domain spell is not on the cleric spell list, a cultist can
Each cultist must choose a time each day at which he must spend prepare it only in his domain spell slot.
an hour in supplication to regain his daily allotment of spells (late
night is common for cultists, so that they can do it in the privacy For domain granted powers that increase in effect with level
of their homes without arousing undue suspicion). Time spent (such as death touch or smite), use the cultist’s caster level
resting has no effect on whether a cultist can prepare spells. rather than class level.

122 The Freeport Trilogy


- Appendix I: New Mechanics -
Table A5-2: Cultist Deities in Freeport
Deity Alignment Domains Weapon
God of Pirates Chaotic Neutral Air, Travel, War, Water Cutlass*
God of Murder Chaotic Evil Death, Destruction, Evil Dagger
Unspeakable One Chaotic Evil Chaos, Death, Destruction, Evil Kukri
Oona, the Cannibal Spirit Neutral Evil Destruction, Trickery Dagger

* Cutlass: The cutlass is a heavy, short-bladed slashing sword with a basket hilt.  It has the same stats as a
scimitar, but the wielder gains a +2 circumstance bonus to his opposed attack roll vs. disarm attempts.

Skill Focus (Bluff) sneak attack while striking a creature with concealment or
striking the limbs of a creature whose vitals are beyond reach.
A cultist must keep his allegiance and activities secret. Thus, a
1st level cultist receives Skill Focus (Bluff ) as a bonus feat. Leadership
Favored Weapon At 6th level, the cultist receives the Leadership feat free. This
represents the cultist climbing the hierarchy of the sect and
At 2nd level the cultist gains proficiency in the favored weapon either founding his own branch or taking on responsibility for a
of the cult, regardless of whether the cult’s weapon is a martial subgroup. Naturally, the cultist’s followers usually include (but are
or exotic weapon; the cultist gains the appropriate feat (Martial not limited to) other cultists. At 10th level, the cultist receives a +2
Weapon Proficiency or Exotic Weapon Proficiency). This is usually bonus to his Leadership score. This increases to +4 at 15th level
the favored weapon of the deity, but sometimes cults adopt their and +6 at 20th level.
own weapons. For instance, death cultists would be easily spotted if
they carried scythes. Thus many of them favor the dagger instead. Starting Gear
Sneak Attack 3d4 x 10 gp worth of equipment.

Cults operate in the shadows and sometimes they must silence Cultist Spell List
those who threaten their secrets. Starting at 3rd level, if a cultist
can catch an opponent when he is unable to defend himself Cultists choose their spells from the following list.
effectively from his attack, he can strike a vital spot for extra 0 Level: cure minor wounds, daze, detect magic, detect poison,
damage. The cultist’s attack deals extra damage any time his ghost sound, guidance, inflict minor wounds, light, mending,
target would be denied a Dexterity bonus to AC (whether message, read magic, resistance, touch of fatigue.
the target actually has a Dexterity bonus or not), or when the
cultist flanks his target. This extra damage is 1d6 at 3rd level, 1st Level: bane, bless, cause fear, command, cure light wounds,
and it increases to by 1d6 at 8th level, 13th level, and finally disguise self, doom, hold portal, inflict light wounds, magic weapon,
18th level. Should the cultist score a critical hit with a sneak obscuring mist, protection from good, shield of faith, summon
attack, do not multiply this extra damage. monster I.

Ranged attacks can count as sneak attacks only if the target is 2nd Level: alter self, animal messenger, augury, charm person,
within 30 feet. darkness, death knell, desecrate, enthrall, hold person, inflict
moderate wounds, lesser restoration, misdirection, pyrotechnics,
With a sap (blackjack) or an unarmed strike, a cultist can make silence, sound burst, spiritual weapon, status, summon monster II,
a sneak attack that deals nonlethal damage instead of lethal summon swarm, undetectable alignment, zone of truth.
damage. He cannot use a weapon that deals lethal damage to
deal nonlethal damage in a sneak attack, not even with the usual 3rd Level: animate dead, bestow curse, contagion, deeper darkness,
–4 penalty. dispel magic, glyph of warding, helping hand, inflict serious wounds,
magic circle against good, magic vestment, nondetection, prayer,
A cultist can sneak attack only living creatures with discernible secret page, slow, speak with dead, summon monster III, tongues.
anatomies—undead, constructs, oozes, plants, and incorporeal
creatures lack vital areas to attack. Any creature that is immune 4th Level: black tentacles, death ward, dimensional anchor,
to critical hits is not vulnerable to sneak attacks. The cultist dimension door, divination, divine power, inflict critical wounds,
must be able to see the target well enough to pick out a vital lesser planar ally, polymorph, sending, summon monster IV.
spot and must be able to reach such a spot. A cultist cannot 5th Level: commune, dream, greater command, insect plague,

The Freeport Trilogy 123


- Appendix I: New Mechanics -
lesser geas, mass inflict light wounds, mind fog, nightmare, plane sailors and mates who serve on the ship. Passengers, captives, or
shift, slay living, squall*, strangle*, summon monster V, unhallow. attackers on the deck of the ship are not affected. An activated
battle scrimshaw grants a +1 morale bonus to the crew’s attack
* Squall and strangle are described on page 131 of Freeport: The
and damage rolls.
City of Adventure; if you do not have that book, feel free to
substitute these spells with others from a source you do have. Other potent charms of this type are known to exist, but only
one scrimshaw relic may be active on a ship at a time.
New Feats Moderate enchantment; CL 10th; Craft Wondrous Item,
prayer; Price 30,000 gp; Weight —.
Drac Bloodline (General)
You are a distant descendent of Captain Drac, one of Freeport’s
Bos'ns' Whistle of Piping
first Sea Lords. With a little luck, you may be able to make a This magic version of the traditional boatswain’s whistle is
claim on the title of Sea Lord yourself. Of course, Drac blood the answer to a ship captain’s dreams, and the nightmare of
may also attract some unwanted attention (a fact your GM is every lazy sailor. As a masterwork instrument, it adds a +2
sure to exploit). enhancement bonus to Perform (wind instrument) checks,
but more important, all within earshot while it’s piped gain
Benefit: You get a +1 bonus on Bluff, Intimidate, and Sense
a +4 morale bonus to Profession (sailor) checks for up to 10
Motive checks.
minutes per day. Additionally, three times a day, the bos’n may
Special: You may only take this feat as a 1st-level character. play a tune that grants a +2 enhancement bonus to Strength
and Dexterity for up to 5 HD of creatures within 30 feet. This
Francisco Bloodline (General) enhancement effect lasts for 5 rounds.

You are a distant descendent of Captain Francisco, one of Moderate enchantment; CL 12th; Craft Wondrous Item,
Freeport’s first Sea Lords. The original Sea Lord Drac killed haste, suggestion, creator must have 10 ranks in Perform (wind
several of your ancestors and you likely nurse a grudge against instruments); Price 6,100 gp; Weight —.
the Drac family.
Benefit: You get a +1 bonus on Balance, Diplomacy, and
Elixir of Salt Draughts
Survival checks. This staple of sea voyages is often packed onboard in firkins in
case of bad weather or shipwreck. A dose of this elixir allows the
Special: You may only take this feat as a 1st-level character.
imbiber to drink liquids like seawater, vinegar, and even ammonia
as if it were fresh water. The effect of the elixir of salt draughts lasts
New Magic Items 24 hours, and for the first 10 rounds after drinking it, the imbiber
gains a +4 resistance bonus on saves against any other ingested
The following new items may be found in the possessions of
poison.
NPCs in this adventure. For more new magic items, see The
Saber of Sorrow (sidebar, page 24), The Gifts of the Serpent Faint abjuration; CL 4th; Craft Wondrous Item, delay poison;
(sidebar, page 30), and The Jade Serpent of Yig (page 61). Price 150 gp.

Armor of Tumbling Exploding Skull


Armor of tumbling is built to withstand falls and rolls, and An exploding skull is an enchanted humanoid skull that when
features extra protection at the joints, head, and back. The thrown, it explodes into shards of bone upon striking its target.
wearer gains a +10 circumstance bonus to Tumble checks made Use the rules for Thrown Splash Weapons (see Chapter
to reduce falling damage, and a +5 circumstance bonus on all Eight: Combat in the PHB) to attack the target and resolve
other Tumble checks. (The armor’s armor check penalty still missed throws. A skull deals 3d6 damage (Reflex DC 14 half )
applies normally.) This enchantment may be applied only to in a 20 ft. radius burst. This blast counts as both piercing and
light armor. bludgeoning damage.
Moderate transmutation; CL 3rd; Craft Magic Arms and Moderate evocation; CL 3rd; Craft Wondrous Item, fireball;
Armor, cat’s grace, feather fall; Price +1 bonus. Price 450 gp; Weight 3 lb.

Battle Scrimshaw Relic Rummer Weapon


This aquatic dragon tooth has been scrimshawed with scenes of Rummer weapons were first developed by rum-smugglers in
ships battling enemy ships and dangerous sea monsters. When the Serpent’s Teeth, but they have since gained favor among
mounted affixed to the structure of a ship (the wall of the adventurers. A rummer weapon has a hollow handle or shaft
wheelhouse is a favorite post), the relic’s enchantment affects all that holds up to six ounces of liquid. The wielder can uncork

124 The Freeport Trilogy


- Appendix I: New Mechanics -
the container and drink one ounce of the contents (or apply
one ounce of oil) as a move action that provokes an attack
Saltburst
of opportunity. Most adventurers fill the reservoir with Conjuration (Creation)
potions. Rummer weapons must be at least 2 lb. in weight,
Level: Sor/Wiz 2
and able to contain a significant volume of liquid; spiked
Components: V, S
chains, nets, slings, and ammunition may not take this
Casting Time: 1 action
enchantment.
Range: Long (400 ft. + 40 ft./level)
Moderate transmutation; CL 3rd; Craft Magic Arms and Area: 20-ft. radius burst
Armor, fabricate; Price +1,000 gp. Duration: Instantaneous
Saving Throw: Fortitude half
New Spells Spell Resistance: Yes
An explosion of salt crystals and brine erupts in a spherical
Firebird burst where the caster directs. The spell deals 2d4
points of damage, or 2d8 points of damage to
Conjuration (Creation) creatures of the plant type or water subtype.
Level: Clr 6, Drd 6, Sor/Wiz 5
Components: V, S
Casting Time: 10 minutes
Range: 0 ft.
Effect: Create one firebird
Duration: 1 hour/level (D)
Saving Throw: Special (see text)
Spell Resistance: No
This spell conjures a quasi-real,
birdlike creature composed of
roaring flames (see stat block
following). The firebird can be ridden
only by the caster or by the one person
for whom the caster specifically created
the mount. A firebird resembles a giant
eagle with red, orange, and white flames
in place of feathers. It has what seems to
be a saddle and bridle. All animals within
30 feet of a firebird must succeed a Will
save against the spell’s DC or become
panicked for 1d6 minutes.
The firebird has 26 hit points +1 hit point
per caster level. If reduced to 0 hit points,
the firebird vanishes. It can bear its rider’s weight
plus up to 10 pounds per caster level. While riding a firebird,
the rider gains resistance to fire 20 and a +1 luck bonus on all New Weapons
saving throws.
Firebird: CR —; Large magical beast; HD 4d10+4; 26 hp (+1
Cutlass
hp/caster level); Init +3; Spd 10 ft., fly 160 ft. (average); AC 17, A cutlass is a heavy, short-bladed slashing sword with a basket
touch 12, flat-footed 14; Base Atk +4; Grap +12; Atk +7 melee hilt. The wielder gets a +2 circumstance bonus on his opposed
(1d6+4 plus 1d6 fire, claw); Full Atk +7 melee (1d6+4 plus 1d6 attack roll against disarm attempts. (Rogues gain proficiency
fire, 2 claws) and +2 melee (1d8+2 plus 1d6 fire, bite); SA —; SQ with cutlass.)
evasion, damage reduction 5/magic, immunity to fire, low-light
vision; AL N; SV Fort +5, Ref +7, Will +3; Str 18, Dex 17, Con Saber
12, Int 10, Wis 14, Cha 10.
A saber is a slender curved sword developed for cavalry use, but
Skills and Feats: Knowledge (nature) +2, Listen +6, Sense Motive it has also been adopted by naval officers. (Characters proficient
+4, Spot +15, Survival +3; Alertness, Flyby Attack. with the scimitar are similarly proficient with the saber.)

The Freeport Trilogy 125


Appendix II:
The Jade Serpent of Yig
H erein are details on the history and powers of the Jade
Serpent of Yig, a powerful artifact introduced in Madness
in Freeport many believed was lost forever with the collapse
“As Niaggo was preparing for the coming of age ritual, when he
would shed his skin for the final time, he prayed in the temple.
He was unsure of his future. Still smaller than the other young
of the Valossan civilization. Lost, until a brave band of heroes warriors, he lacked confidence in himself. The famine was at its
emerged from a forgotten temple, and armed with the serpent, height and many of his schoolmates had already set out in search of
saved all of Freeport from the insanity of the Unspeakable food. Niaggo made a decision that night to entrust his life to Yig. As
One. Read on to learn more about this ancient symbol of Yig’s he knelt before the image of our god, he placed his soul in the hands
power. of Yig to do with as He pleased.
“The next day during the ritual Niaggo was struck senseless as Yig
The Legend of sent him an incredible vision.
Niaggo He saw before him a serpent
idol carved entirely out of jade
Within the halls of the great that pulsated with a dark
temple of Yig, N’Gar gathered green light. As he watched, the
the young hatchlings and led light spread from the heart of
them into the chamber of the the idol and washed over the
great serpent. It was his duty to land, returning life to all that it
educate and nurture the young touched. Suddenly, a gigantic,
ones and make certain that they ebon snake appeared from
followed the path of Yig. In truth, nowhere and swallowed the idol
N’Gar had never really thought whole. The green light quickly
of it as a duty. For him it was faded and only darkness and
a joy, and the reason for his death remained. In that instant,
existence. Niaggo knew that he must find
“Settle down hatchlings!” he this ebon snake and retrieve
began. “Rest on your cushions the idol at all costs to save the
now and be still, for I am Valossan people.
about to tell you of the great “When he told the priests about
hero Niaggo and his quest that the vision they mocked him.
saved our people and brought us No one could believe Niaggo
the Jade Serpent.” The young had been chosen to end the
serpent people hushed for the famine. It was silly they all said.
priest. They were ready for a Niaggo was simply trying to get
story about a hero. attention. Even his own parents
“Hundreds of years ago,” N’Gar thought he had made up the
began, “before the birth of your story. But, the hatchling that
fathers’ fathers, our people were had once doubted himself was
faced with near extinction! A now filled with confidence and
terrible famine gripped the land and the dead and dying choked the strength. Niaggo left Valossa, in search of the Jade Serpent, on his
streets. Many believed that Yig, our protector, had abandoned us. own, as an outcast.
Not even the wisest of priests could advise our blessed Emperor on “Niaggo traveled the land seeking the ebon snake he had seen in
how to end the suffering of his people. his vision. Everywhere he went he saw death and more death. He
“Niaggo, our hero, was a young serpent man at the time. The smallest passed through countless villages filled with the emaciated bodies of his
of his brood, he had always been picked on by his brothers and sisters starved brethren, and was forced to fight off hunger-crazed cannibals
and teased by the other hatchlings at school. He had the courage to after his flesh. His spirit began to waver and doubt slowly crept into
fight his tormentors, but still he returned to his parents’ den bruised his mind.
and bloodied more often than not. Niaggo cursed his weakness and “At long last he came to a huge mountain shrouded in a cloud of
the shame he brought his family. black vapor. He knew that this must be the lair of the ebon snake.

126 The Freeport Trilogy


- Appendix II: The Jade Serpent of Yig -
Without hesitation, he entered through a large cave. Inside he “What does this teach us hatchlings? Can anyone tell me?” After a
found a winding path leading deep into the earth and he followed it few moments, one of the young ones stood up.
for what seemed like days. When he reached the bottom he found
“Yes, Sseth?”, said N’gar.
himself in a huge cavern. A gaping chasm pierced the floor of the
chamber from end to end. With his tail twitching behind him, Sseth stood up to speak, “Well,
sir, I think that I have learned that we must all remember to have
“A loud rumbling noise erupted from the depths of the chasm as he
faith. Even when times are tough, we need to trust in Yig and have
approached. The noise reverberated throughout the cavern as a huge,
faith that he will protect us.”
ebon snake reared up right before him. Niaggo took a step back and
then held firm. “Very good, Sseth. Faith is our strongest weapon against our
enemies.”
“The snake had a single green eye in the center of its head. It gazed
menacingly down at Niaggo and spoke to him, ‘Why do you come “Now you also know why so many of us have names that start with
here, son of Yig? Your people have abandoned their god and now ‘N’. We are named with an ‘N’ to honor the memory of Niaggo,
pay the price for it. Everyday, more of your brethren die from who saved Valossa from extinction. Now, come with me and I will
starvation. What have you come here for? Can you help?’ show you the Jade Serpent.”
“Niaggo answered boldly, ‘I am here to take back the Jade Serpent
as Yig has chosen me to do so. With it, my people will be saved The Serpent in Ancient Valossa
from the famine and life will return to Valossa. You will give me the When Niaggo returned to Valossa with the Jade Serpent, it did
serpent now!!!’ more than just lift the famine. The Serpent came to represent
“The snake rose as if to strike, baring its fangs. ‘Hssss! SSSo bold not only the earthly manifestation of Yig but also a tangible
you are little one! I could kill you easily. Swallow you whole if I symbol of the power and glory of the Valossan people. The
wanted to. But if you are the chosen of Yig you should know that Serpent became a reminder to all Yig’s children of their link to
I do not need to give you the serpent. The power of the serpent lies the divine and the necessity to have faith in Him.
within all of the children of Yig. You only need to have faith and his Over the years, the symbol of the Jade Serpent was adopted by
power will wash over you and protect you. almost all the institutions of Valossan government. The military
“‘Do you have faith little one?’ carried the Serpent before it to ensure victory in important battles.
Priests of Yig had to prove they could control the power of the
“‘Yes!’ responded Niaggo loudly. ‘Yig is my protector and I do his Serpent to become the high priest of the temple. The king sat on
bidding always.’ the Jade Throne and his standard bore the image of the Serpent
“‘We shall see, little one. We shall see’, responded the ebon snake. carved by Niaggo. Almost every home proudly displayed a replica
of the Serpent to bring blessings to those who lived there and to
Then, with alarming speed, the snake lunged forward, and opening ward off evil.
his jaws, swallowed Niaggo whole! Niaggo despaired at first,
thinking that he was dead. Then something stirred in him. He Sadly, when the Valossan people turned to the Unspeakable
remembered the words of the ebon snake, ‘…have faith…have One they forgot the lesson Niaggo had taught them. They lost
faith…have faith…’ As he felt himself slipping into the darkness of their faith in Yig and he would not protect them from the great
death, he placed his soul completely in Yig’s hands. evil that destroyed their civilization. But Yig’s power resided
within the Jade Serpent for centuries, waiting, hidden within a
“When he awoke, Niaggo was lying on the floor of the chamber sunken temple, for the chance to destroy the worshipers of the
alongside the brink of the great chasm. The ebon snake was nowhere Unspeakable One.
to be seen. As his head cleared, he looked around not believing that
he had survived the bite of that horrible snake. Then he saw it. On
the ground, not far away, was a large piece of jade that must have
Appearance
been the eye of the ebon snake. It was the only proof that the snake The Jade Serpent weighs ten pounds and is carved from a single
had existed at all. block of unblemished jade in the shape of a coiled snake. It is two
feet tall and one foot wide at the base. The sculpturing is exquisite
As Niaggo stared at the formless piece of precious rock before him, with finely detailed scales and life-like features. Its head is poised
he knew what he had to do. With his own hands, he would shape to strike with bared fangs and a forked tongue. When the powers
the jade into a likeness of his beloved god. Imbued with the power of of the snake are evoked the serpent glows from within with a dark
his own faith, the Jade Serpent would be used to save the Valossan green light.
people.
When Niaggo returned to his home, he bore with him the Jade Powers of the Serpent
Serpent of Yig. All those who had doubted him before now
The Jade Serpent has many useful powers. In order to control these
understood their folly. The famine was lifted and the people began
powers, it is necessary to become attuned to the magic imbued
to prosper. Niaggo became king and had many more adventures,
within the Serpent. Once attuned, there are no activation words
but none as incredible as his battle with the ebon serpent.

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- Appendix II: The Jade Serpent of Yig -
or somatic components that need to be used to invoke the powers. • 5/day—create food and water as the spell cast by a 5th
The wielder simply concentrates on what she wants the Serpent to level cleric.
do and it happens.
• 3/day—cure moderate wounds as the spell cast by a 5th
Attuning the Jade Serpent level druid.

Initial attunement to the Jade Serpent requires a successful DC • 3/day—neutralize poison as the spell cast by a 7th level
25 Spellcraft check. The following modifiers apply to the check. druid.
• 2/day—summon a large viper as if user had cast summon
Attunement Modifiers nature’s ally III and as a 5th level druid.

Modifier Condition • 2/day—remove fear as the spell cast by a 5th level caster,
+5 The user is a civilized serpent person of except that it affects all allies who can see the Jade Ser-
Yig pent.
+3 The user sacrificed his or her blood in
the sunken temple as described on
Level 3 Attunement
page 39. The next level of attunement to the Jade Serpent requires the
+2 The user is a cleric of Yig player to spend at least 5,000 gp of supplies and two months
+2 For each level of attunement reached of daily meditation. No other strenuous activities can be
(maximum +4) performed while the player is meditating on the Serpent. At
the end of the two months of preparation a successful DC 35
Characters with the Use Magic Device skill treat the Jade
Spellcraft check gives the player full access to all the powers of
Serpent as an item they need to activate blindly as described in
the Jade Serpent. The greatest powers of the idol follow.
the PHB.
• 1/day—horrid wilting as the spell cast by a 15th level
Level 1 Attunement sorcerer. When this power is used against worshippers
Once attuned, the player gains access to the following minor of the Unspeakable One, the caster level increases to 25.
powers. • 1/day—greater restoration as the spell cast by a 13th
• 3/day—cure light wounds as the spell cast by a 5th level level cleric.
druid.
• 2/day—summon a small viper as if user had cast summon
The Consequences of Power
nature’s ally I and as a 5th level druid. The great powers of the Jade Serpent do not come without a
price. Anyone who becomes attuned to the Serpent will begin
• Use gains immunity to all poisons while holding the Jade to transform, over time, into a serpent person (see Death in
Serpent. Freeport for info on serpent people)!
Level 2 Attunement The danger is minimal at first, but gradually increases with
the level of attunement the player attains. Once each month, a
If the player spends at least one month meditating at least four
player who uses the Jade Serpent must make a Will save against
hours a day over the Jade Serpent, she can make another attempt
a DC based on the level of attunement the player has attained.
to become further attuned to the idol. The materials required
for proper mediation cost the player 1,000 gp of incense and
magical herbs. A successful DC 30 Spellcraft check grants the Transformation Resistance
player access to the following major powers of the idol. Attunement Level DC
Level 1 20
Level 2 25
Level 3 30
If she fails, the transformation begins and lasts a full month.
A tail sprouts out of her back, her teeth grow into fangs, and
finally her skin becomes scaly as she transforms into a serpent
person. If the player stops using the Jade Serpent immediately
upon failing a Will save the transformation reverses but she can
never use the Jade Serpent again. Once the transformation is
completed, it can only be reversed with the destruction of the
Jade Serpent or by a wish or miracle spell.

128 The Freeport Trilogy


- Appendix II: The Jade Serpent of Yig -
Destroying the Jade Serpent
In your campaign, it may become necessary to destroy the Jade
Serpent of Yig.
The artifact cannot be unmade by normal means. It is
impervious to all physical and magical harm. The Jade Serpent is
considered a major artifact as described in the DMG.
To destroy the Jade Serpent, one must subject the artifact to the
acid breath of the great green wyrm Azial. Azial was a mighty
dragon that was old even before the Valossan civilization
was destroyed. It is said his lair was buried during the great
cataclysm that engulfed Valossa centuries ago. It may be his
caves are located somewhere under the waves similar to the
sunken temple of Yig. The lair might also be buried deep within
a mountain on the mainland. In either case, a journey to find
Azial will be an epic undertaking indeed.

Adventure Hooks
Here are some ideas for adventures using the Jade Serpent you
can use in your campaign.

Hatching the Egg


If your players have recovered the egg from the hatchery
within the sunken temple of Yig they are in for a surprise.
After being subjected to the power of the Jade Serpent, the
egg will begin to mature and hatch into an infant serpent
person! As new foster-parents, the players must decide what
to do with their young charge. Should they hand him over to
Thuron to be raised by his own people? Will the followers of
the Unspeakable One kidnap him for their own purposes?
Will he be bred to good or evil? Or is he destined to revive the
dead Valossan civilization at the cost of all others? Raising a
child is never easy.

Destroy the Jade Serpent?!


The players must destroy the Jade Serpent! Perhaps one of them
has used it too often and has been transformed into a serpent
person and destroying the Serpent is the only way to regain
their true form. Maybe Thuron has taken the Serpent and is
using it to revive Valossa and subjugate all other races. To end
his reign of terror the Serpent must be unmade. Whatever the
reason, the destruction of the Jade Serpent can make for a great
epic adventure.

Revenge of the Unspeakable One


By thwarting the plans of the Cult of the Unspeakable One in
Freeport, the players made powerful enemies. The cultists not
only want their death but they want the Jade Serpent as well.
After seeing what happened to Drac and his companions at the
lighthouse, it is easy to understand why. What the heroes do not
know is that the cultists have plans for the great artifact. They
believe it can be corrupted by the Unspeakable One to serve their
evil purposes. Can the heroes thwart the cult a second time?

The Freeport Trilogy 129


Appendix III:
New Creatures
Shadow Constrictor Snake
Medium Undead (Incorporeal)
Hit Dice: 3d12+3 (22 hp)
Initiative: +3
Speed: Fly 30 ft. (good)
Armor Class: 14 (+3 Dex, +1 deflection), touch 14, flat-footed
11
Base Attack/Grapple: +1/+1
Attack: Incorporeal touch +5 melee (0)
Full Attack: Incorporeal touch +5 melee (0)
Space/Reach: 5 ft./5 ft.
Special Attacks: Incorporeal constriction (1 Constitution
damage), incorporeal grab
Special Qualities: Darkvision 60 ft., incorporeal traits, +4 turn
resistance, undead traits
Saves: Fort +1, Ref +4, Will +4
Abilities: Str —, Dex 17, Con —, Int 1, Wis 12, Cha 2
Skills: Hide +7*, Listen +6, Search +0, Spot +6
Feats: Alertness, Toughness
Environment: Warm forest, aquatic, or underground.
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Medium), 6–10 HD (Large)
Level Adjustment: —
This creature looks like a shadow of a coiled rope or snake.
damage. Any creature that is reduced to 0 Constitution by a
Shadow snakes are undead created by evil mages or, as in this shadow serpent dies.
case, the anger of a deity. They haunt the area where they lived
in life and can be commanded by those that create them to Incorporeal Improved Grab (Su): To use this ability, a shadow
guard an area or an item. constrictor must hit with its touch attack. It can then attempt
to start a grapple as a free action without provoking an attack
of opportunity. If it wins the grapple check, it establishes a hold
Combat and can constrict. This ability is identical to Improved Grab
Shadow constrictors use their ability to hide and move through except that it can affect both incorporeal and corporeal targets.
solid objects to their best advantage in combat. They have the
Skills: Shadow snakes have a +2 racial bonus on Listen and
unique ability to grapple and constrict corporeal targets. Unlike
Spot checks and a +4 racial bonus to Search checks. * A
a normal shadow, shadow constrictors reduce their opponent’s
shadow snake gains a +4 racial bonus on Hide checks in areas
Constitution, and lack the ability to create spawn.
of shadowy illumination. In brightly lit areas, it takes a –4
Incorporeal Constriction (Su): On a successful grapple check, penalty on Hide checks.
a shadow serpent deals 1 point of temporary Constitution

Shadow Serpent
Medium Undead (Incorporeal) Armor Class: 13 (+2 Dex, +1 deflection), touch 13,
flat-footed 11
Hit Dice: 3d12 (19 hp)
Base Attack/Grapple: +1/—
Initiative: +6
Attack: Incorporeal touch +3 melee (1d6 Strength damage)
Speed: Fly 40 ft. (good)
Full Attack: Incorporeal touch +3 melee (1d6 Strength damage)

130 The Freeport Trilogy


- Appendix III: New Monsters -
Space/Reach: 5 ft./5 ft.
Special Attacks: Strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, +4 turn
resistance, undead traits
Saves: Fort +1, Ref +3, Will +4
Abilities: Str —, Dex 14, Con —, Int 6, Wis 13, Cha 13
Skills: Hide +8*, Listen +7, Search +4, Spot +7
Feats: Alertness, Improved Initiative
Environment: Any land or underground.
Organization: Solitary, gang (2–5), or swarm (6–11)
Challenge Rating: 3
Treasure: None
Alignment: Any
Advancement: 4–9 HD (Medium)
Level Adjustment: —
This dark creature is an indistinct humanoid shape, but with the
tail and sinuous grace of a snake.
The serpent god Yig turned his priests into shadow serpents
as a punishment for allowing the Valossan civilization to
be destroyed by the Unspeakable One. They now haunt the
temple of Yig, awaiting a release from their terrible existence.
They look like shadows but are obviously shaped as serpent
people.
Unlike most shadows, the shadow serpents do not all harbor
hatred for the living, and they lack the ability to create spawn.
Although many attack the living on site, a few have managed
to keep some semblance of their corporeal personality and
intelligence. These few would rather converse with the living Strength Damage (Su): When a shadow serpent touches
in an attempt to find a way to free their souls from the curse a living creature, it deals 1d4 points of temporary Strength
of undeath. damage. Any creature reduced to 0 Strength by a shadow
serpent dies.
Combat Skills: Shadow serpents have a +2 racial bonus on Listen
Shadow serpents linger in the temple chambers and quarters and Spot checks and a +4 racial bonus to Search checks. * A
where they spent their lives in the service of Yig. They use their shadow serpent gains a +4 racial bonus on Hide checks in
ability to hide and move through solid objects to their best areas of shadowy illumination. In brightly lit areas, it takes a -4
advantage in combat. penalty on Hide checks.

New Creature: Serpent Person


The serpent people once ruled a vast empire. Their advanced breed, mostly sorcerers, has thrived over the centuries by remaining
knowledge of sorcery and the planes could not help them, out of sight. They either live in seclusion or adopt the forms of
though, when the Unspeakable One was summoned to the heart humans or elves, living among their successors.
of Valossa. The Valossan Empire was destroyed, most of it falling
Serpent people are bipedal, but they retain the sinuous necks
beneath the waves, and millions died in the cataclysm. Some,
and long tails of snakes. Coloration varies widely, though black is
though, survived and continue to inhabit the islands of their
dominant among the degenerates.
former realm.
The remaining serpent people can be divided into two groups. Combat
Degenerates are wretched offspring of those maddened by the Degenerates fight with no discernable tactics. They act savagely and
dread god’s coming. They have no memory of their ancestors’ attack anyone who crosses their path. Very rarely they fall under the
former achievements and act on instinct, tainted by madness. Most sway of a charismatic leader, such as a civilized sorcerer, who can
of the degenerate serpent people live deep underground, rarely direct them with simple instructions. Once battle is joined, however,
coming to the surface. A very few serpent people are descended there is no controlling the degenerates. They hurl javelins if they
from those who survived with their sanity intact. This civilized have them, then close to combat.

The Freeport Trilogy 131


- Appendix III: New Monsters -
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
Civilized serpent people are another matter altogether. They (degenerate) or –5 for chainmail (civilized). *When using
spend their entire lives in hiding and fight only when they are its change shape ability, a civilized serpent person gets a +10
sure they can win. Most are sorcerers and clerics. Although circumstance bonus on Disguise checks. A serpent person has
civilized serpent people have fangs, they never use them in a +8 racial bonus on any Swim check to perform some special
combat, considering this barbaric. Once a fight turns against action or avoid a hazard. It can always choose to take 10 on a
them, they try to flee and use their change shape ability to Swim check, even if distracted or endangered. It can use the
escape detection. run action while swimming, provided it swims in a straight
line.
Poison (Ex): Degenerates have a venomous bite that induces
madness. Bite, Fortitude save (DC 11); initial and secondary
damage 1d6 temporary Wisdom. The save DC is Constitution- Serpent People Society
based. Hardly anything remains of the empire that dominated the
Change Shape (Su): A civilized serpent person may assume the world in ancient times. The degenerates multiply and fester
form of any Small or Medium humanoid. In humanoid form, the underground, breaking free every few decades to cause murder
serpent person loses its swim speed. A serpent person can remain and mayhem. These attacks are usually blamed on lizardfolk,
in its humanoid form until it chooses to assume a new shape, but since few now can recognize the serpent people as different
may only assume a new shape up to three times per day. A change beings.
in form cannot be dispelled, but a serpent person reverts to its Civilized serpent people are very long-lived: Some of their sorcerers
natural form when killed. A true seeing spell or ability reveals its are over a thousand years old. They are, however, usually solitary
natural form. and pursue individual goals. Even among the serpent people,
Skills: Serpent people have a +4 racial bonus on Escape few know that the Brotherhood of the Yellow Sign survived
Artist and Hide checks. The skill modifiers in the statistics the cataclysm, and none guess that they would trifle with the
blocks include armor check penalties of –2 for a heavy shield Unspeakable One a second time. Perhaps this is the best cover for

132 The Freeport Trilogy


- Appendix III: New Monsters -

the Brotherhood, and the reason that powerful members of their • Special Attacks (see above): poison.
own line have not yet obliterated them. • Automatic Languages: Valossan. Bonus Languages:
Any (other than secret languages, such as Druidic).
Serpent People Characters Degenerates are illiterate, regardless of class.
Nearly all degenerate serpent people that have a class are • Favored Class: Barbarian.
warriors. A few are barbarians, but none have the mental • Level adjustment +0.
capacity for spell use of any kind. Civilized serpent people characters possess the following
Civilized serpent people have their choice of classes but favor additional racial traits.
sorcerer. The information in the statistics block reflects a 1st-level • -2 Constitution, +2 Intelligence, +2 Charisma. These
warrior, although most civilized serpent people are likely to be of adjustments replace the degenerate’s ability score
higher level. Clerics of Yig (AL CN) can choose any two of the adjustments.
following domains: Animal, Knowledge, and Magic. Clerics of
• A civilized serpent person has the Shapechanger subtype.
the Unspeakable One (AL CE) can choose from Chaos, Death,
Destruction, and Evil. • Racial Feats: Improved Initiative as a bonus feat.
• When using its change shape ability, a civilized serpent
Degenerate serpent people characters possess the following person gets a +10 circumstance bonus on Disguise
racial traits. checks.
• +2 Strength, +2 Constitution, -4 Intelligence, -4 • Special Qualities (see above): change shape.
Wisdom, -2 Charisma. • Automatic Languages: Common, Valossan. Bonus
• Medium size. Languages: Any (other than secret languages, such as
• A serpent person’s base land speed is 30 feet. Druidic). This trait replaces the degenerate’s automatic
• A serpent person has a swim speed of 15 feet. and bonus languages.
• Darkvision out to 60 feet. • Favored Class: Sorcerer. This trait replaces the
degenerate’s favored class.
• +1 natural armor class bonus.
• Level adjustment +1.
• +4 racial bonus on Escape Artist and Hide checks.

The Freeport Trilogy 133


- Handouts -
Death Handout A

134 The Freeport Trilogy


- Adventure Handouts -
Death Handout B
From six years ago:

The next entry, dated five years later:

From six months ago:

From four months ago:

From two months ago:

From one month ago:

From one week ago:

The Freeport Trilogy 135


- Adventure Handouts -
Terror Handout A Terror Handout B

The True and Secrette Historie


of the
Brotherhoode of Free-Port
Thousands of years ago, serpent people ruled the world.
Their empire centered on a continent called Valossa—a
vast island of cyclopean cities, its population devoted to the
peaceful worship of Yig, the serpent god. Then this great
race vanished overnight, their world-spanning civilization
destroyed by the hand of the Unspeakable One, a
loathsome deity born outside describable space. Most of
the serpent people degenerated into savagery—but a few
retained their sanity, including some of the cultists who
had summoned the grotesque god.
The Brotherhood of the Yellow Sign—for that is
what the cultists called themselves—persevered and
transmitted their black secrets down the generations.
The cult found a home in the remains of the once-great
Valossa. You know it as Freeport. Over the centuries,
the Brotherhood flourished along with the city. And
it found a way for its members to move about in the
daylight world. Its craftiest, most powerful priests
disguised themselves as humans and established a church
aboveground: the temple to the God of Knowledge.

Terror Handout C: Drac's Speech


This evening, Councilor Verlaine and the clergy of the God of Knowledge have been slain. Their murderers are the adventurers
who of late discovered the caverns beneath our town: [Insert the names of the PCs here]. After an investigation by the Council
and the City Watch, we have pieced together the truth.
Chief Councilor Verlaine, that great servant to the city of Freeport, heard rumors about town of unwholesome activities at
the temple to the God of Knowledge. He hired the wandering mercenaries to investigate. They made a tremendous discovery:
The temple and its priesthood were a cover for the Brotherhood of the Yellow Sign, a grotesque cult of serpent people. The
mercenaries joined the temple to gain its secrets, but they proved treacherous to both masters. They revealed the caves beneath
the city and threatened to expose even more secrets unless the Brotherhood paid them a fortune in gold.
The Brotherhood agreed to their demands, on condition that the mercenaries accept one final task for their serpent masters—
assassinating their erstwhile employer, Councilor Verlaine. The double-crossers carried out the grim job, but they quickly found
themselves double-crossed. The Brotherhood refused to pay them their blood money. The mercenaries went mad with rage and
slaughtered the cultists, but were killed themselves in the battle.
We mourn the loss of Councilor Verlaine, but his efforts brought this menace to light—and rooted it out of town, once and for all.

136 The Freeport Trilogy


- Adventure Handouts -
Terror Handout D: Map of the Temple

Handout E: The Deputation


As a duly elected officer of the City of Freeport, I appoint
deputies of this Council, to carry out, with full discretion and authority, the infiltration of the temple to the God of
Knowledge and uncover what secrets it may hold.
Signed,
Councilor Verlaine

The Freeport Trilogy 137


- Adventure Handouts -
Madness Handout A

M
ilton Drac—the most honorable Sea Lord of Free-
port—cordially invites you to be his honored guest
at the Grand Lighthouse Ball. You have been
awarded the Order of Drac for your bravery in de-
feating the evil councilor Verlaine. Present this in-
vitation at the gates of the Sea Lord’s palace to gain admittance
to the festivities. Prepare yourselves for an evening of entertain-
ment you will not soon forget.

Madness Handout B

138 The Freeport Trilogy


- Pregenerated Characters -
Thorgrim
Race: Dwarf Height: 4’4”
Sex: Male Weight: 155 lbs.
Class: Cleric Size: Medium
Deity: God of Valor Age: 71
Level: 1
Alignment: Lawful Good Equipment: Backpack, bedroll, explorer’s outfit, holy symbol,
scroll case, 3 torches, whetstone.
Strength: 14 (+2) Money: 18 gp, 8 sp.
Dexterity: 10 (0)
Constitution: 17 (+3) Dwarf Racial Traits (see Chapter 2: Races in the PHB):
Intelligence: 12 (+1) • Darkvision out to 60 feet.
Wisdom: 15 (+2) • Stonecunning: +2 racial bonus on Search checks
Charisma: 10 (0) to notice unusual stonework, such as sliding
walls, stonework traps, new construction, unsafe
Hit Points: 11 stone surfaces, shaky stone ceilings, and the like.
Armor Class: 16 (+4 scale mail, +2 heavy wooden shield), Something that isn’t stone but that is disguised as
touch 10, flatfooted 16 stone also counts as unusual stonework. Merely
Speed: 20 ft. (4 squares) coming within 10 feet of unusual stonework allows
Initiative: +4 (Improved Initiative) a Search check as if actively searching. Can use
Saving Throws: Fort +5, Ref +0, Will +4 the Search skill to find stonework traps as a rogue
Attack Bonus: Base +0, Melee +2, Ranged +0 can. Can intuit depth, sensing approximate depth
Grapple Modifier: +2 underground as naturally as a human can sense
Weapons: Longsword +3 melee (1d8+2/19-20, x2), Dagger which way is up.
+2 melee (1d4+2/19-20, x2) • Stability: +4 bonus on ability checks made to resist
Feats: Improved Initiative, Martial Weapon Proficiency being bull rushed or tripped when standing on the
(Longsword), Weapon Focus (Longsword) ground (but not when climbing, flying, riding, or
Skills: Concentration +4, Diplomacy +2, Heal +6, Knowl- otherwise not standing firmly on the ground).
edge (Religion) +2, Search +1 (+3 with stonecunning), • +2 racial bonus on saving throws against poison,
Sense Motive +3, Spellcraft +3 spells, and spell-like effects.
Languages: Celestial, Common, Dwarven • +1 racial bonus on attack rolls against orcs
Spells: 3 x 0-level, 2+1 x 1st level (DC = 12 + spell (including halforcs) and goblinoids (including
level) goblins, hobgoblins, and bugbears).
Domains: Good (+1 caster level with good • +4 dodge bonus to Armor Class against
spells), War (bonus weapon feats) creatures of the giant type (such as ogres, trolls,
Common Spell Selection: 0-level: and hill giants).
detect magic, guidance, light; • +2 racial bonus on Appraise and Craft
1st level: command, doom, checks that are related to stone or metal
protection from evil*. *Indicates items.
domain spell.

©2000-2005 Green Ronin Publishing, LLC. Permission granted to photocopy for

The Freeport Trilogy 139


- Pregenerated Characters -
Rollo
Race: Gnome Skills: Climb +3*, Hide +2*, Jump +1*, Listen +4, Ride +4,
Sex: Male Spot +2, Swim –1* (*includes –4 armor check penalty, -8
Class: Fighter for Swim)
Level: 1 Languages: Common, Draconic, Giant, Gnome
Alignment: Neutral Good Height: 3’8”
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)
Gnome Racial Traits (see Chapter 2: Races in the PHB):
Hit Points: 13 • Low-light vision.
Armor Class: 17 (+1 size, +2 Dex, +4 scale mail), touch 13, • +2 racial bonus on saving throws against
flatfooted 15 illusions.
Speed: 15 ft. (3 squares) • +1 racial bonus on attack rolls against kobolds
Initiative: +2 and goblinoids (including goblins, hobgoblins,
Saving Throws: Fort +5, Ref +2, Will +1 and bugbears).
Attack Bonus: Base +1, Melee +5, Ranged +4 • +4 dodge bonus to Armor Class against creatures
Grapple Modifier: +0 of the giant type (such as ogres, trolls, and hill
Weapons: Small Gnome Hooked Hammer +6* melee giants).
(1d6+4*/x3 or 1d4+4*/x4), Small Short Bow +4 ranged • Spell-Like Abilities: 1/day—speak with animals
(1d4/x3) (* With Two-Weapon Fighting, (burrow­ing mammal only, duration 1 minute),
attack bonus is +4 each; one head gets +3 dancing lights, ghost sound, prestidigitation.
damage while the other gets +2.) Caster level 1st; save DC 10 + spell level (+1 for
Feats: Weapon Focus (Gnome Hooked ghost sound). (25% chance of failure due to scale
Hammer), Two-Weapon Fighting mail armor.)

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140 The Freeport Trilogy


- Pregenerated Characters -
Malevir
Race: Half-Elf Skills: Concentration +5, Diplomacy +5, Gather Information
Sex: Male +5, Knowledge (Arcana) +3, Listen +3, Search +2, Spellcraft
Class: Sorcerer +4, Spot +3
Level: 1 Languages: Common, Dwarven, Elven
Alignment: Chaotic Good
Spells: 0-level (5): daze, detect magic, disrupt undead, open/close;
Strength: 9 (-1) 1st level (4): mage armor, magic missile (DC = 13 + spell level)
Dexterity: 17 (+3)
Constitution: 15 (+2) Height: 5’3”
Intelligence: 12 (+1) Weight: 142 lbs.
Wisdom: 12 (+1) Size: Medium
Charisma: 17 (+3) Age: 25

Hit Points: 6 Equipment: Backpack, bedroll, ink (vial), inkpen, parchment


Armor Class: 13 (+3 Dex), touch 13, flatfooted 10 (sheaf ), quiver with 20 bolts, sealing wax, signet ring, traveler’s
Speed: 30 ft. (6 squares) outfit. Choose a familiar (see PHB).
Initiative: +3 Money: 4 gp, 8 sp.
Saving Throws: Fort +1, Ref +3, Will +3
Attack Bonus: Base +0, Melee -1, Ranged +3 Half-Elf Racial Traits (see Chapter 2: Races in the PHB):
Grapple Modifier: -1 • Immunity to sleep spells and similar magical effects,
Weapons: Light Crossbow +3 ranged (1d8/19-20, x2), Light and a +2 racial bonus on saving throws against
Mace –1 melee (1d6-1/x2) enchantment spells or effects.
Feats: Dodge • Low-light vision

©2000-2005 Green Ronin Publishing, LLC. Permission granted to photocopy for

The Freeport Trilogy 141


- Pregenerated Characters -
Alaina
Race: Human shortswords; with Two-Weapon Fighting, attack bonus is
Sex: Female +0 each; one shortsword gets +2 damage while the other
Class: Rogue gets +1.)
Level: 1 Feats: Alertness, Two Weapon Fighting
Alignment: Neutral Good Skills: Appraise +4, Bluff +4, Climb +3, Diplomacy +3,
Disable Device +6, Escape Artist +5, Gather Information
Strength: 14 (+2) +4, Hide +8, Listen +5, Move Silently +8, Open Lock
Dexterity: 18 (+4) +8, Search +6, Spot +6, Tumble +8, Use Rope +5
Constitution: 13 (+1) Languages: Common, Elven, Orc
Intelligence: 15 (+2)
Wisdom: 11 (+0) Height: 5’8”
Charisma: 13 (+1) Weight: 160 lbs.
Size: Medium
Hit Points: 7 Age: 19
Armor Class: 16 (+4 Dex, +2 leather armor), touch 14,
flatfooted 12 Equipment: Backpack, bedroll, caltrops, explorer’s outfit, flint
Speed: 30 ft. (6 squares) and steel, hemp rope (50’), pouch, quiver with 20 bolts,
Initiative: +4 signal whistle, thieves’ tools.
Saving Throws: Fort +1, Ref +6, Will +0 Money: 1 gp, 5 sp.
Attack Bonus: Base +0, Melee +2, Ranged +4
Grapple Modifier: +2 Human Racial Traits (see Chapter 2: Races in the PHB):
Weapons: Shortsword +2* melee (1d6+2/19-20, x2), Light • Bonus feat and skill points (included above)
Crossbow +4 ranged (1d8/19-20, x2) (* Carries two

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142 The Freeport Trilogy


- Open Gaming License -
OPEN GAME LICENSE Version 1.0a owner of each element of that Product Identity. You agree not to
The following text is the property of Wizards of the Coast, Inc. indicate compatibility or co-adaptability with any Trademark or
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licensee in terms of this agreement. Open Game License v 1.0 Copyright 2000, Wizards of the Coast,
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2. The License: This License applies to any Open Game Content System Reference Document Copyright 2000-2003, Wizards of the
that contains a notice indicating that the Open Game Content may Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
only be Used under and in terms of this License. You must affix such Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce
a notice to any Open Game Content that you Use. No terms may be R. Cordell, based on original material by E. Gary Gygax and Dave
added to or subtracted from this License except as described by the Arneson.
License itself. No other terms or conditions may be applied to any Death in Freeport Revised, Copyright 2000-2004, Green Ronin
Open Game Content distributed using this License. Publishing, LLC; Author Chris Pramas.
3. Offer and Acceptance: By Using the Open Game Content You Falthar’s Curios, Copyright 2000, Green Ronin Publishing, LLC;
indicate Your acceptance of the terms of this License. Author Chris Pramas.
4. Grant and Consideration: In consideration for agreeing to Focus on Freeport #7: The Jade Serpent of Yig, Copyright 2001,
use this License, the Contributors grant You a perpetual, worldwide, Green Ronin Publishing, LLC, Author William Simoni.
royalty-free, non-exclusive license with the exact terms of this Madness in Freeport Revised, Copyright 2001-2004, Green Ronin
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Terror in Freeport Revised, Copyright 2001-2004, Green Ronin
5. Representation of Authority to Contribute: If You are Publishing, LLC; Author Robert J. Toth.
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sufficient rights to grant the rights conveyed by this License. Freeport: The City of Adventure, Copyright 2002, Green Ronin
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add the title, the copyright date, and the copyright holder’s name to Publishing, LLC, Authors Brian E. Kirby, Robert Lawson, William
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Author Graeme Davis.
7. Use of Product Identity: You agree not to Use any Product The Freeport Trilogy, Copyright 2005, Green Ronin Publishing,
Identity, including as an indication as to compatibility, except as LLC; Authors Chris Pramas, William Simoni, and Robert J. Toth.
expressly licensed in another, independent Agreement with the

The Freeport Trilogy 143

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