The Pirate's Guide to Freeport

At least for now, this is going to be short and simple. When using the (2007) Pirate's Guide to Freeport, an easy way to generate NPC levels is to use their descriptive title. An apprentice is level 1d4, a journeyman is 1d4+4, and a master is 1d6+8. This is based on the rate at which General proficiencies are gained - apprentices have 1, journeymen 2, and masters 3 or 4.

Cool! Do you recommend this supplement?


Cool! Do you recommend this supplement?

[/quote] Yes, I'm a big fan of Freeport. Of the Green Ronin books, I'd recommend the three systemless books (Pirate's Guide to Freeport, Cults of Freeport, and Buccaneers of Freeport), along with what I consider the four core adventures: Death in Freeport, Terror in Freeport, Madness in Freeport, and Crisis in Freeport (the first three were gathered as the Freeport Trilogy). I'm not a fan of Hell in Freeport (it gets away from the Weird Tales vibe of the original trilogy), and I've never played Black Sails Over Freeport. I also haven't tried any of the non-Green Ronin adventures (Adamant, Goodman, and Kobold Press have all played there).


There are a fair number of online mini-supplements available (the Focus on Freeport series), and the setting's ambiguous enough about firearms that it could exist in either a Guns of War or a non-GoW environment.

I've got the original three adventures around here in physical form somewhere...I always liked it. I'd want to stick it inbetween a mainland and like, Isle of Dread or something. I think I fell out of d20 before I'd heard about the rest you've mentioned, I'll have to look 'em up.