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Terror in Freeport: A Classic Freeport Adventure for Shadow of the Demon Lord

Terror in Freeport: Shadow of the Demon Lord RPGTerror in Freeport leads the group deeper into the intrigue first glimpsed in Death in Freeport. The investigation takes the characters from the corridors of power to the bowels of the underworld, and along the way they gain terrifying insights into who really controls the city: the Brotherhood of the Yellow Sign!

Milton Drac, Freeport’s Sea Lord, hides his affiliation with the Brotherhood behind a veneer of respectability and executes his sinister plans via a network of ignorant flunkies. Since taking the position of Sea Lord after Anton Drac’s assassination, Milton Drac has used his power to push through the lighthouse project, nearly bankrupting the city to fund the construction of a new “world wonder.” What no one yet realizes is that the lighthouse’s construction is a crucial component in a horrific plot to summon forth the Unspeakable One.

Buy Terror in Freeport in PDF from Schwalb Entertainment or DriveThruRPG!

A print version is coming soon from DriveThruRPG!

Next week, the Kickstarter campaign for the Shadow of the Demon Lord Freeport Companion goes live, so to help you get a sense of the awesome stuff that will appear in this book, have a look at the new Celebrant expert path!

Celebrant Expert Path

The god of pirates, known throughout Freeport as One-Eyed Pete, is an unconventional deity by any standard and most theologians consider the god to be nothing more than a symbol for all the debauchery and cruelty one can find among those who live by plunder and robbery. The embodiment of greed, violence, and excess, pirates and sailors alike invoke the god’s name before a night of drinking, spit curses at him before going into battle—believing him too drunk to know which mortal roused his anger, and pour generous amounts of liquor into the sea to keep the mad god from swimming up from the depths to take his share of the spoils.

The god of pirates chief devotees are the Celebrants. They come from the ranks of retired ship captains, usually those who were retired against their will and looking for a way to keep their purses full of coin and beds full of lovers. Charged with keeping One-Eyed Pete at the bottom of the sea where he belongs, they wander the cities drunkenly, barking dire warnings of trouble to come, while sticking out hands to passers-by to collect coins that will pay for the mad god’s distraction. Celebrants are an unruly, sordid lot, every bit as much trouble as the god they  serve.

Although the celebrant expert path speaks to the unusual cult of the pirate god, you can also use celebrants to model worshipers of other faiths. In particular, the path works well for followers or Revel, who is an unruly and, sometimes, dangerous god. If you serve a different god, replace the traditions mentioned under magic with those associated with your deity.

Celebrant Path: Freeport Companion Preview

Celebrant Story Development

d3 Story 

  1. You lost your ship to a mutiny. Becoming a servant of the pirate god seemed a good way to get your boat back.
  2. After a particularly spectacular bender, you blacked out and had a vision of yourself spreading the message of your god.
  3. Spirits have always been part of your sect’s religious ceremonies, and you have developed a taste for the stuff.

LEVEL 3 CELEBRANT

Attributes Increase two by 1

Characteristics Health +3, Power +1

Languages and Professions Add drunkard to your list of professions

Magic You discover the Air, Storm, or Water tradition or you learn a spell from one of these traditions.

Holy Spirits If you spend at least one hour drinking rum or some other kind of spirit, you can become intoxicated for as long as you continue drinking spirits and for 1d3 hours thereafter. While intoxicated, you are impaired and take half damage from all sources. If you become impaired again, you fall unconscious and remain that way until you sober up.

LEVEL 6 CELEBRANT

Characteristics Health +3

Magic You learn one spell

Drunken Luck Whenever you roll a bane gained from being impaired and the number rolled is a 6, you treat the bane as if it was a boon.

Power of Spirits Banes imposed by the impaired affliction do not apply on your attack rolls made from casting Air, Storm, or Water attack spells.

LEVEL 9 MASTER CELEBRANT

Characteristics Health +3

Failing Liver You need only spend one minute drinking rum or some other kind of spirit in order to become intoxicated.

Drunken Fury Whenever you are intoxicated, your attacks with weapons deal 1d6 extra damage.