[Those of you familiar with my past errata pages may note that I've done rather more nitpicking than usual with this book, especially with typos. Unfortunately, I have to say that the book should have had another round (or two) of proofreading before going to press. --Tim Emrick]
Throughout
In the Table of Contents (p. 2), chapter titles, and page headers, insert colons between the chapter numbers and the chapter titles.
Credits (p. 2)
Under Editing, "JOSEPH BROWING" should be "Joseph Browning".
Table of Contents (p. 2)
Insert colons between the chapter numbers and their titles; in the Appendix, insert colons between the numbers and titles of each part.
Delete the following entries, as their headers are one level down from the other headers in the TOC: Supply and Demand (Chapter Four), Adventure Synopsis and Getting Started (Appendix). Under Chapter Five, insert "Unique Magic Items......44" (or reduce the header on p. 44 by one level). Note that Chapter Six does not list the H2 headers, which are the monster names.
Introduction (p. 3)
No notes.
Chapter One[:] Races of Freeport (p. 4)
pp. 4-8, Core Races: See the PHB for dwarf, elf, half-elf, and halfling; see the PHB2 for gnome and half-orc; see the MM for orc.
p. 5, Elves: According to "Using the Pirate's Guide with 4e" (a news item that preceded the 4e FC):
"Another sort of new race is the eladrin. They are basically high elves, which makes them the best match for most of the elves that appear in Freeport. The PHB's elves would be the World of Freeport's wood elves and they'd mostly be found in Rolland."
If this suggestion is used, change some or all of the elf characters in Chapter 7 (Shantar Frose, Red Alice, and Halkos Tremiir) to eladrin, and change their Racial Trait [corrected below to "Elven Accuracy"] to Fey Step.
pp. 6-8, Monstrous Races: See the MM (pp. 276-279) for goblin, hobgoblin, and orc.
pp. 7-8, Crag Gnome: Under Racial Traits, italicize the power name "battlefield trickery". In 4e, gnomes are fey humanoids, so add Fey Origin to Racial Traits (see eladrin or elf in the PHB or gnome in the PHB2 for the full text).
p. 8, Other Races [introductory paragraph]: See the PHB for dragonborn and tieflings. The 4e FC lacks sample characters for dragonborn (PHB), eladrin (PHB), and azhar (4e FC). Half-giants (including half-ogres, mentioned in the Pirate's Guide, p. 143) do not appear in the PHB or PHB2; the Goliath (PHB2, p. 12) should be a suitable substitute.
pp. 8-10, Azhar: In the first sentence, change "native outsiders" to "a race of mortals of mixed human and elemental ancestry"; outsider is no longer a creature type in 4e. Under Racial Traits, italicize the power name "might of the efreet". This race's native language is called "Azharan" (see Playing an Azhari, third paragraph) but is listed as "Azhar" under Racial Traits and in the language entries in Chapter Seven.
Chapter Two[:] Corsair Class (p. 11)
p. 12, Relentless Corsair: Under Skills, Endurance and Intimidate are out of alphabetical order.
pp. 12-13, Corsair Class Features: For powers that grant secondary or tertiary attacks, indent the entire additional attack's text (per PH usage). These powers include: An Edge for All (p. 20), Wrath of the Sea Dog (p. 20), Excuse You! (p. 22), Ferocious Attack (p. 23), and Brutal Barrage (p. 23).
p. 13, Deceptive Strike: In the flavor text, "expectedly" should be "unexpectedly".
p. 13, Have at You!: Switch the places of Effect and Special. The "Increase to..." line should immediately follow the "Hit" line.
p. 17, Verbal Slap: Damage should be a specific die type (probably 1d8) rather then "1[W]"; no weapon is used.
p. 20, What Ho!: The description line duplicates Keep the Measure.
p. 20, Press the Advantage: "To doggedly" should be "You doggedly".
pp. 24-27, Paragon Paths: The second Path Features header under Duelist, Pirate and Scoundrel should read "Exploits", as with Commander (and Martial paragon powers in the PHB).
p. 24, Commander: "Care for the Men" should be "Care for the Crew".
Chapter Three[:] Supplemental Rules (p. 28)
No information is given about the gods worshiped in Freeport. The following table summarizes the major gods:
If you are not using the gods in the 4e D&D core rules, the following Divinity feats may be reassigned to Freeport gods, as follows:
Yig and the God of Pirates should have their own Divinity Feats, but none have been assigned yet. GMs with access to Divine Power may wish to use the Domain and Divinity Feats in that book in order to add more options for divine characters.
p. 28, Freeport Feats: There is no multiclass feat for corsair. Use the following feat (modeled after Warrior of the Wild):
Sea Dog [Multiclassed Corsair]
Prerequisite: Dex 13 or Cha 13
Benefit: You gain training in one skill from the corsair's class skill list.
Once per encounter, you may use the corsair's Dirty Fighting class feature.
pp. 29-30, Insanity Points: The first and second paragraphs mention "the madness track" but these rules use no track, only Insanity Points and Madness.
p. 29, Consequences of Insanity: In 4e, ability scores are never altered after character creation except by level advancement. Rewrite this paragraph as follows:
Insanity Points might affect a number of different factors, but for the most part, they affect checks based on Wisdom. For every two Insanity Points a character has, he suffers a -1 penalty to Wisdom checks and Wisdom-based skill checks. However, for every two Insanity Points he has, he also gains a +1 bonus to attack rolls with Wisdom-based powers. A character cannot gain more Insanity Points than his Wisdom score. Should a character's Insanity Points ever equal his Wisdom score, he immediately stops gaining Insanity Points and is permanently catatonic. At any time, a character may sacrifice a number of Insanity Points to gain a madness (see Madness, below).
p. 29, Gaining Insanity Points; p. 29, Spells and Powers: In 4e, arcane powers are called spells; replace "spells and powers" with "powers".
p. 30, Creatures: The adjusted Charisma score modifier already includes one-half the creature's level. Was this double-dipping intentional?
p. 32, Healing: The "success by..." phrasing is awkward. replace this with a Heal check: If the result is 30 or more, the character recovers fully; on 25-29, the madness is merely suppressed.
Chapter Four[:] Goods and Gear (p. 34)
This chapter lacks rules for snake weed, abyss dust, and addiction (other than permanent madness: substance abuse, p. 33), which appear in Freeport: The City of Adventure and the d20 Freeport Companion.
pp. 34-26, Freeport Weaponry: Add a period to the end of the Titan GG Swivel Gun paragraph.
p. 35, Table 4-1: Freeport Weapons: The trident is given a Range, so should have the Heavy Thrown property. Under Two-Handed and Siege Weapon firearms, "GC" should be "GG", as in the main text. "Titan Swivel Gun GC" should be "Titan GG Swivel Gun".
pp. 36-37, Firearms: In the fifth sentence of the second paragraph, either change "prototype" to "prototypes" or change "took them" to "took it".
p. 37, Rules for Firearms:
"I just picked up the XRP supplement for Freeport 4e, does anyone on here know about the intentions behind the firearms in that book? What I mean to say is; what weapons proficiency group do they fall under? Simple Ranged, Martial Ranged or Superior Ranged (thus needing a feat for each). Any idea?" [PrinceODC, 1/21/2010, Green Ronin boards: "Starting a Freeport 4e game"]
"I would go with Simple Ranged." [Joseph Browning, Expeditious Retreat Press, 2/7/2010]
Alternately, Weapon Proficiency (Firearms) can be used to represent the special training necessary to become proficient with firearms (as was the case in v.3.0 and v.3.5). This feat normally applies to a single weapon, but in this case, it applies to all firearms.
Costs for firearms ammunition and black powder are not given. Use the following data from Freeport: The City of Adventure, pp. 149-150:
Black powder: 50 gp, 2 lb.; pistols, muskets, and musketoons require 1 oz. per shot, grenade launchers 2 oz., and swivel guns 4 oz.
Dragon FP: bullets (10), 4 gp, 2.5 lb.
Gorgon GG: bullets (10), 3 gp, 2 lb.
Harpy GG: grenade (1), 25 gp, 1 lb.
Medusa GG: shot (10), 6 gp, 3 lb.
Privateer FP: bullets (10), 3 gp, 2 lb.
Stinger FP: bullets (10), 2 gp, 1 lb.
Titan GG Swivel Gun: shot (10), 15 gp, 12 lb.
p. 38, Aiming Stock: Change "some of the firearms" to "some firearms".
p. 38, Rummer Modification: Change "contained" to "container".
p. 39, Table 4-5: Services: The two Hireling entries should not be indented. "Portage Fee" should be indented.
Chapter Five[:] Magic Items and Rituals (p. 40)
p. 41, Mundane Robe: The Stealth bonus should apply to Level 7 and above.
p. 41, Accurate Catapult: Under Special Rules, italicize the weapon's name.
p. 41, Ballista of Piercing: Under Special Rules, italicize the weapon's name.
pp. 44-45, Unique Magic Items: Italicize the weapons' names in the text. See also The Emerald Dagger (p. 172).
p. 44, Beamsplitter: Italicize "Invincible".
pp. 44-45, Reaverbane: In the last sentence under Power, "blast" should be "burst".
p. 45, Vengeance: Under Legends, change "who's" to "whose", change "who came" to "whoever came", and insert "DC" after "History".
p. 46, Bile and Lashes: Italicize this item's name in the text. Under Legends, capitalize the name.
p. 46, Gorget of the Grenadier: Italicize "Level 20:" and "Level 30:".
p. 46, Ring of the Boar: Under Power (Daily), both instances of "Second Wind" should read "use your second wind".
p. 47, Rings [table]: "Bravada" should be "Bravado".
p. 48, Assassin's Quill: Change "nubs" to "nibs".
p. 49, Bos'ns' Whistle of Piping: Italicize this item's name in the text.
p. 52, Gold Bug: Under Power (Daily), italicize the item's name.
p. 52, Loaded Dice: Under Power (Daily), "is is" should be "and is".
p. 53, Scrimshaw Relics: In the last sentence of the second paragraph, delete "caster". Under Property for all three relics, "afixed" should be "affixed". Under Power (Daily), italicize each item's name.
p. 53, Scrimshaw Relic of Hunting: Under Power (Daily), "+6 to to saves" should be "+6 to saves".
p. 53, Scrimshaw Relic of Sailing: Under Power (Daily), both instances of "Second Wind" should read "use their second wind".
p. 53, Ship in a Bottle: Under Power (Daily), italicize the item's name.
p. 53, Ship's Clock: In the second sentence, "ships'" should be "ship's".
p. 54, Spyglass of the Buccaneer: Under Property, "splyglass" should be "spyglass". Under Background, italicize the item's name.
p. 55, Devil Wicks: Under Background, "seam" should be "sea".
pp. 56-57, Rituals: Add Commune with Animals from the Crag Gnome racial entry (p. 8). Add a new line to Rituals by Level: "1 / Commune with Animals / Nature".
p. 56, Dive: The italic descriptive text is a bit confusing. Perhaps "press your hands on" should be "push"?
p. 56, Fortify Mind: Insert a comma after "ignites". Reverse the Time and Duration entries. In the main text, italicize "fortify mind" and delete the parentheses.
p. 57, Nonmagical Yellow Signs: In the first sentence, "people" should be "person".
Chapter Six[:] Freeport Bestiary (p. 58)
See my Freeport 4E Index of Bestiary by Level for a listing of creatures in order of level.
In the Lore section for each creature, "Characters with ranks in..."is a holdover from the True20 and d20 Freeport Companions. 4e does not use skill ranks; a skill is either trained or untrained, and knowledge checks (see the PHB, p. 180) usually do not require training. Instead, each Lore entry should start with "The following information can be obtained with a successful [skill] check." Many of the listed skills are incorrect for the creatures' 4e origins; see below for the correct Knowledge skills to use.
No Encounter Groups are listed for any of these monsters.
Additional creatures found in this book include Figurehead of Water (magic item, p. 51), Drudge (p. 158), and Skulldugger (p. 175).
p. 58, Ant: This creature lacks a Lore entry. A DC 15 Nature checks identifies the ant swarm, and gives swarm traits.
pp. 58-59, Aranea: Under Change Shape, "shortshort" should be "shortsword".
pp. 59-60, Blemmyae: Use the Nature skills for Blemmyae Lore; insert colons after "DC 15" and "DC 20".
p. 60, Boar: This creature lacks any descriptive text; see the first paragraph of MM, p. 35 (Boar). It also lacks a Lore entry; a DC 15 Nature checks identifies the boar.
pp. 60-61, Burnling: "Gregor Fenwick" should be "Gregor Fennwick".
The burnling's speed is "fly 8 (hover)" due to Gaseous Form.
p. 62, Chiao: Under Chiao Lore, use the Nature skill; under DC 25, "stripped" should be "striped".
p. 63, Giant Clam; p. 63, Enormous Clam: Alignment should be "Unaligned".
pp. 63-64, Crab: The Religion skill may also be used for Death Crab Swarm lore.
p. 63, Giant Crab; p. 63, Enormous Crab: Alignment should be "Unaligned".
p. 64, Crab Swarm; p. 64, Death Crab Swarm: Add the "(aquatic)" keyword.
p. 64, Crawling Claw: This creature lacks a Lore entry. A DC 15 Religion checks identifies the crawling claw, and gives undead traits.
p. 65, Deadwood Tree: Use Religion for lore checks.
pp. 65-66, Devil Lizard: Use Arcana for lore checks.
p. 66, Dream Child: Use Dungeoneering for lore checks.
pp. 66-68, Fire Spectre: "Winds of Hell" should be italicized throughout. Under Winds of Hell Lore and Fire Spectre Lore, the DCs should be bold.
p. 68, Flayed Man: In the second sentence, "flat" should be "fat". Use Religion for Flayed Man Lore; under DC 25, delete "fully".
p. 69, Fleshraker: Use only Religion for Fleshraker Lore; "about fleshraker" should be "about fleshrakers" (but see also the general note above about rephrasing this section). Change the keyword "(fiend)" to "(devil)".
p. 69, Ghost Eater: Use Nature for Ghost Eater Lore; "errie" should be "eerie".
p. 71, Infernal Automaton: In the second paragraph, "the Hell" should be either "Hell" or "the Hells".
p. 71, Giant Jellyfish: Alignment should be "Unaligned".
p. 71, Jellyfish Swarm: Add the "(aquatic)" keyword.
p. 71, Leach: In the creature name and Bite entries of each stat block, "leach" should be "leech". Alignment should be "Unaligned".
p. 72, Life Leech: Remove the white line in the header. Insert "natural" between "Medium" and "magical beast". Delete its Steam aura; that belongs to the Infernal Automaton (p. 70).
pp. 72-73, Lizard: Under Lizard Lore, "Their" should be "Its". Add the "(reptile)" keyword to all lizards.
p. 73, Large Giant Lizard: This creature has been given the "(mount)" keyword but no mount power. Delete the keyword.
pp. 74-75, Lycanthrope, Wereshark: Under Shark Telepathy, "weresharek" should be "wereshark".
pp. 75-76, Malkin: In the second paragraph, replace "outsider" with "immortal" (outsider is no longer a creature type in 4e), and change "and became trapped" to "became trapped". Use Nature for lore checks. Due to their magical origins and abilities, the Malkin's type should be "magical creature".
p. 76, Ocean Wyrm: Under Swallow Whole, capitalize "large"; "meleet" should be "melee". Under Drench, "extinguised" should be "extinguished". Use Nature for Ocean Wyrm Lore; "swallowing whole its prey" should be "swallowing its prey whole". Add the "(aquatic)" keyword to its stat block.
p. 78, Picacouatl: Under Picacouatl Lore, "picacoutatl" should be "picacouatl". Insert "natural" between "Small" and "Magical beast".
pp. 78-79, Pit Brier: The header should read "Pit-Brier". The first paragraph says that it can attack with three tendrils at a time, but the stat block only allows two tendril attacks per round.
p. 79, Pwaig: "Pwaig" should be "Pwalg". Use Dungeoneering for lore checks. In the stat block, "abberant" should be "aberrant". [Copyright note: To my knowledge, the pwalg first appeared in Dungeon Crawl Classics #20: Shadows in Freeport, by Goodman Games.]
p. 80, Razor Swarm: The "S" in the header should be small caps.
p. 80, Reef Eel: Add the "(aquatic)" keyword. Under Bite, "ongoinging" should be "ongoing".
pp. 80-81, Ripper Fish Swarm: Add the "(aquatic)" keyword.
p. 81, Sea Hawk: Under Sea Hawk Lore, "DC 10" should be bold.
pp. 81-84, Serpent People: In the first full sentence on p. 82, "the stability" should be "its stability", and "the past" should be "its past". In the third sentence, "away" should be "way". In the stat blocks, add the "(reptile)" keyword; under Language, "Valosan" should be "Valossan".
The following Racial Traits can be inferred from the stat blocks:
Serpent Person
Average Height: 5'10"-6'3"
Average Weight: 130-170 lbs.
Ability Scores: +2 Dexterity, +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Valossan
Skill Bonuses: +2 Bluff, +2 Stealth
Change Shape: You can use change shape as an at-will power.
Change Shape (Serpent Person Racial Power): At-Will; Polymorph; Minor Action; Personal; Effect: You can alter your physical form to take on the appearance of any Medium humanoid, including a unique individual (see MM, page 280).
Serpent Person Degenerate
Average Height: 5'6"-5'10"
Average Weight: 120-160 lbs.
Ability Scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 6 squares
Vision: Darkvision
Languages: Common, Valossan
Skill Bonuses: +2 Bluff, +2 Stealth
Bite: You can use venomous bite as an at-will power.
Change Shape: You can use change shape as an at-will power (see Serpent Person, above).
Thrall to the Unspeakable One: You may use thrall to the Unspeakable One as an encounter power.
Venomous Bite (Serpent Person Degenerate Racial Power): At-Will; Poison; Standard Action; Melee 1; Attack: Dexterity vs. AC; Hit:1d10 + Strength modifier damage, and make a secondary attack against the same target. Secondary Attack: Constitution vs. Fortitude; Secondary Hit: 2d6 + Constitution modifier poison damage, and ongoing 5 poison (save ends).
Thrall to the Unspeakable One (Serpent Person Degenerate Racial Power): Encounter; Immediate Reaction; Personal; Trigger: When you suffer an effect that a save can end; Effect: Roll a saving throw against the effect.
The d20 Freeport Companion details a "Degenerate Creature" template and applies it to the degenerate serpent people as well as Mendor Maeorgan. I've converted the template to 4e here, for use with other creatures. (Note that this template changes creatures into Elite monsters, but that the 4e FC's Degenerate Serpent Person and Mendor Maeorgan are not.)
p. 83, Serpent Person Degenerate: The Bite attack does not list the attack roll used for the secondary attack; this should be "+6 vs. Fortitude" [based on Con].
p. 83, Serpent Person: The other serpent people stat blocks have the Coils of Deceit power, so this one probably should, too.
p. 84, Serpent Person Mystic: Under Coils of Deceit, "square" should be "squares".
p. 84, Shadow Serpent: [Do not confuse with the Shadow Snake (MM, p.240).] Under Strength Sap, "cummulative" should be "cumulative". Under Language, "Valosan" should be "Valossan".
p. 85, Skin Cloak: Skin cloaks are not truly insubstantial, but they resist damage as if they were.
pp. 85-86, Spirit Lizard: Use Arcana for lore checks. Under Clutching Vines, "and area" should be "an area"; insert "until the end of" before "the encounter". Under Tree Bond, "separaton" should be "separation".
p. 86, Tavi: Under Tavi Lore, insert "of" after "race". Under Serpent Sense, "percieve" should be "perceive".
p. 87, Thanatos: Use Religion for lore checks. Under Vile Luminescence, "area are" should be "area again". Under Swallow Whole, delete "and dazed"; capitalize "large"; "meleet" should be "melee".
p. 88, Unspeakable Ichor: Use Dungeoneering for Unspeakable Ichor Lore; "with a thing" should be "when a thing". Under creature type, "abberant" should be "aberrant".
pp. 88-89, Vulpine: In the first sentence, delete "are outsiders that" (outsiders are no longer a creature type in 4e). Under Vulpine Lore, "rahter" should be "rather".
p. 89, X'sval: The illustration could easily have been reproduced in a larger size at the bottom of the page. Use Dungeoneering for lore checks. In the stat block, "abberant" should be "aberrant". If a character fails the save against Possession for 10 rounds, then the "full penalty" is -20, which makes a save (10+) impossible except on a natural 20. These things come from the Unspeakable One's domain, so Alignment should be "Chaotic Evil".
Chapter Seven[:] Denizens of Freeport (p. 90)
Levels
See the Freeport 4E Index of Denizens by Level for a list of NPCs arranged by level.
According to the d20 [3rd Era] Freeport Companion (p. 83) and the True20 Freeport Companion (p. 74), "[U]se the following as a guideline for setting the level of [characters not described here] based on descriptors in [T]he Pirate's Guide:"
Freeport has no known Epic level characters.
Alternatively, use the following suggestion from "Using the Pirate's Guide with 4e" (a news item that preceded the 4e FC):
"Levels: The Pirate's Guide notates each NPC as being an apprentice, journeyman, or master. This translates easily into 4E, since characters now have a level range of 1-30. Apprentice characters are heroic tier (1-10), journeymen are paragon tier (11-20), and masters are epic tier (21-30). Now Freeport is a lot grittier than the new D&D, so you might consider making max level 15. In that case, apprentices would be levels 1-5, journeymen level 6-10, and masters level 11-15."
Companions
The following characters had familiars in previous d20 editions:
Alcindar (p. 99): Granth, cat.
Gitch (p. 115): Smoke, rat.
Eudokia Kasovar (p. 123): Cat, pseudodragon.
Patamon (p. 132): Wink, weasel.
Aleksander Tovac (p. 146): Hannah, owl.
GMs with access to Arcane Power may wish to use the rules for Familiars found in that book. Kasovar's would be a dragonling. Patamon's 4e stats do not feature arcane powers, so he would have no familiar.
Omar Nkota (p. 130) had an animal companion (Fang, dire weasel) in previous editions, as did Arena Quen (Sam, monkey). Martial Power gives a new ranger class feature, Beast Mastery, which gives a beast companion. However, the options given do not include weasels, but a cat or wolf might make an acceptable substitute. [I have not seen Primal Power yet, so do not know if a similar option is available for druids.]
Denizens
pp. 90-98, Common Characters: All sample characters are human but can easily be given different racial traits.
p. 92, Experienced Pirate: Under Corsair's Luck, "moves" should be "shifts".
p. 93, Water God Acolyte: "Water God" should be "Sea God".
p. 93, Water God Priest: "Water God" should be "Sea God".
Under Water Bolt, "Raned" should be "Ranged". Under Water of Life, delete "spends a healing surge and"; this NPC has no healing surges.
pp. 94-95, Syndicate Enforcer: Get Down and Stay Down are identical except in name; are they meant to be duplicates of each other?
p. 96, Thugs: In both stat blocks, Brutal Blow is listed as "(encounter; at-will)"; this should probably be "(standard; encounter)".
p. 97, Watchmen: Under Change Ranks in both stat blocks, capitalize "freeport".
pp. 97-98, Wizards: In the Apprentice Wizard and Journeyman Wizard stat blocks, Chilblains is a Cold power; should it do cold damage?
p. 98, Renegade Necromancer: Under Dark Call, "regnegade" should be "renegade".
pp. 99-150, Notable Characters: The Streetwise DCs provided below are taken from the d20 Freeport Companion's entries for those characters. In the size and type line, the size should be capitalized. For characters built with a specific class, that class should be listed after race (cf. the sample NPCs in the DMG, Chapter 11: Fallcrest). The classes listed for the entries below have been determined using the d20 Freeport Companion as well as the 4e stat blocks themselves.
p. 99, Alcindar: Sorcerer [PHB2]. Insert "(DC 10)" after the first sentence, "(DC 15)" after the second, and "(DC 20)" after the third. Under Focused Channeling, "taret" should be "target". "Racial Trait" should be "Stand Your Ground" (per the PH).
p. 100, Alfhild: Barbarian [PHB2]. Insert "(DC 15)" after the first sentence and "(DC 15)" after the third. In the third sentence, "strikes" should be "striking". In Equipment, "longsowrd" should be "longsword", and "Snow Queen" should be italicized.
p. 100, Bianka Altanish: Wizard.
p. 101, Dirwin "Nimblefingers" Arnig: Bard(?) [PHB2]. In 4e, gnomes are fey humanoids. "Disappear" should be "Fade Away" (per the PHB2 and MM).
p. 102, Morgan Baumann: Corsair. Italicize "Kraken's Claw" in the first sentence and under Equipment.
pp. 102-103, Aporcus Beedle: Class uncertain; combines wizard and rogue abilites. "Knorbertal" should be "Knorrbertal". Under Setup Strike, "grants Aporcus combat advantage to him" should read "grants combat advantage to Aporcus".
p. 103, Cyrus Berryhill: Rogue. "Evil Luck" should be "Second Chance" (per the PHB).
pp. 103-104, Liam Blackhammer: Fighter.
p. 104, Andrea Blax: Corsair. Insert "(DC 15)" after the first sentence, "(DC 17)" after the second, and "(DC 20)" after the third. "Felix's place" should be "Felix's Place".
p. 105, Poppy Bragg: [No class.]
p. 105, Bobbin Brandydale: [No class.] "Evil Luck" should be "Second Chance" (per the PHB).
p. 106, Rikard Burbage: Bard [PHB2]. Throughout the stat block, "Rickard" should be "Rikard". "Uneaven Ground" should be "Uneven Ground".
p. 106, C.Q. Calame: [No class.] Italicize "The Shipping News".
p. 107, Cragwipe: Fighter. "Racial Trait" should be "Warrior's Surge" (per the MM, p. 278).
p. 107, Countess D'Amberville: Rogue(?).
p. 108, Celeste D'Arran: Bard(?) [PHB2].
p. 108, Dimetrios: Corsair.
p. 109, Darius Dorvin: Rogue. "Evil Luck" should be "Second Chance" (per the PHB).
p. 109, Dunbar: Fighter.
p. 110, Egil, High Priest of the Knowledge God: Cleric.
p. 111, Falthar: Wizard. The second sentence mentions sorcerers; this class is found in the PHB2. "Phychic Wave" should be "Psychic Wave".
p. 111, Jozan Feg: Sorcerer [PHB2]; note that Feg, like Kasovar, is obviously a dragon magic sorcerer. The cohort rules are not part of 4e (or at least not in the PHB). Under Golden Ray, delete the second "and". Under Focused Channeling, "taret" should be "target".
p. 112, Finn: Rogue. "Evil Luck" should be "Second Chance" (per the PH).
pp. 112-113, Masson Francisco: Corsair.
p. 113, Shantar Froese: Corsair. Italicize "Kraken's Claw". In 4e, elves are fey humanoids. "Racial Trait" should be "Elven Accuracy" (per the PHB). Under Languages, replace Primordial with Elven; he's an elf.
p. 114, Garek: Fighter. "Racial Trait" should be "Stand Your Ground" (per the PHB).
p. 115, Gitch: Wizard. Replace Racial Ability with the following racial power (per the MM, p. 278):
Goblin Tactics (immediate reaction; when missed by a melee attack; at-will). Gitch shifts 1 square.
p. 115, Xavier Gordon: Corsair.
p. 116, Gringa: Barbarian [PHB2]. "Strong Blow" should be "Furious Assault" (per the PHB2).
p. 116, Nathan Grymes: Rogue.
p. 117, Sister Gwendolyn: Cleric. In the first sentence, insert "the" before "Sea God". Under Water of Life, "water god priest" should be "Sister Gwendolyn".
p. 117, Rudimar Harrow: Cleric (or possibly avenger or invoker? [both PHB2]).
p. 118, Dirk Haslinger: Rogue.
p. 118, Janis Hawthorne: Rogue(?).
p. 119, Enoch Holliver, Commissioner of the Watch: Fighter.
p. 120, Harcourt Horkel: Bard [PHB2].
pp. 120-121, Admiral Hrothy: Corsair.
p. 121, Fargas Ironfoot: Corsair. In the first sentence, "Fargus" should be "Fargas". Capitalize "Widowmaker". "Evil Luck" should be "Second Chance" (per the PHB).
p. 122, Torya Irontooth: [No class.] Furious Blade and Vicious Blow seem to be two different interpretations of the half-orc racial power "Furious Assault" (PHB2, p. 14). Delete Furious Blade; change "Vicious Blow" to "Furious Assault"; change "1d12" to "1d8".
p. 122, Karl the Kraken: Fighter. "Vicious Blow" should be "Furious Assault" (per the PHB2).
p. 123, Eudokia Kasovar: Sorcerer [PHB2]; note that Kasovar is obviously a dragon magic sorcerer.
p. 124, K'Stallo: Cleric. In the first sentence, "the High Priest Thuron" with "Thuron, the High Priest". Under Coils of Deceit, "square" should be "squares".
p. 125, Lexi: Sorcerer(?) [PHB2].
p. 126, Jacob Lydon: Corsair.
p. 127, Marilise Maeorgan: Corsair. Under Reaverbane's Power and Unexpected Missile, italicize "Reaverbane".
p. 127, Mendor Maeorgan: Corsair. Under Love of the Unspeakable One, delete the "Weapon" keyword. Mendor's Alignment should be "Chaotic Evil".
p. 128, Argyle McGill: [No class.] Insert "(DC 10)" after the first sentence, "(DC 15)" after the second, and "(DC 20)" after the third.
p. 128, Mother Mirren: [No class.]
p. 129, Talbous Mog: Cleric. In 4e, gnomes are fey humanoids.
p. 130, Nevtalathien: Fighter.
pp. 130-131, Omar Nkota: Ranger.
p. 131, Otto Parsam: Fighter.
p. 132, Patamon: Rogue(?).
pp. 132-133, Prendag the High Death: Cleric(?). "Racial Trait" should be "Warrior's Surge" (per the MM, p. 278).
p. 133, Tench Prescott: Corsair.
p. 134, Arena Quen: Druid [PHB2]. Under Nature's Bite, "Requries" should be "Requires".
p. 134, Thulmir Quent: [No class.]
p. 135, Admiral Thurlow Rankin: Corsair.
p. 135, Red Alice: Rogue. In 4e, elves are fey humanoids. "Racial Trait" should be "Elven Accuracy" (per the PH).
p. 136, Draegar Redblade: Fighter. "Racial Trait" should be "Hobgoblin Resilience" (per the MM, p. 278).
p. 136, Marcus Roberts: Rogue.
p. 137, Nifur Roberts: Fighter. Insert "Female" before "Medium humanoid" and ", human" after.
p. 137, Tanko Sandek: Fighter.
p. 138, Bill Sangapulatele: Fighter. That stat block gives him a longsword, but the illustration shows him with a (throwing?) axe and nunchaku.
p. 139, Asha Sante: Cleric. Change "retribution God" to "Justice God". "Uneaven Ground" should be "Uneven Ground". Under the Retribution power, "base attack" should be "basic melee attack."
p. 139, Captain Scarbelly: Corsair. Under Racial Trait, "Scaarbelly" should be "Scarbelly". "Racial Trait" should be "Warrior's Surge" (per the MM, p. 278).
p. 140, Dreiden Simmerswell: Rogue. "Diving Finn" should be "Diving Fin". "Evil Luck" should be "Second Chance" (per the PHB).
p. 140, Angelo Stampfel: Rogue. Insert "(DC 10)" after the first and third sentences.
p. 141, Kyrga Stonefoot: [No class.] "Racial Trait" should be "Stand Your Ground" (per the PHB). Under Languages, "Gaint" should be "Giant".
pp. 141-142, Laria Syrtis: Bard [PHB2]. Italicize "Sunrunner".
p. 142, Vikki Tarjay: Rogue.
pp. 142-143, Tarmon, High Wizard: Wizard.
p. 143, Thorgrim: Fighter.
pp. 143-144, Timothy: Rogue.
pp. 144-145, Halkos Tremiir: [No class.] In 4e, elves are fey humanoids. "Racial Trait" should be "Elven Accuracy" (per the PH).
p. 145, Hector Torian: Rogue. Change "Sea Ghost" to "Silver Ghost", and italicize it.
p. 146, Aleksander Tovac: Class uncertain; combines wizard and rogue abilites. Insert "(DC 15)" after the second sentence, "(DC 17)" after the third, and "(DC 20)" after the fourth. "Sondek" should be "Sandek"; "Tando" should be "Tanko".
p. 147, Trask: Wizard. In 4e, gnomes are fey humanoids. "Disappear" should be "Fade Away" (per the PHB2 and MM).
p. 147, Garth Varellion: Corsair. Under Equipment, italicize "Christina" (or possibly "The Christina"?).
p. 148, Buster Wallace: [No class.]
p. 148, Petra Wallace: Rogue.
p. 149, Mister Wednesday: Rogue.
p. 150, Xort: Warlock(?). "Racial Trait" should be "Infernal Wrath" (per the PHB). As a tiefling, Xort should have "Resist fire 9" [5 plus half his level].
p. 150, Zach: [No class.]
Appendix[:] Fury in Freeport (p. 151)
Throughout: "Knorbertal" should be "Knorrbertal". Italicize "Fury in Freeport", "Narwhale", and "The Emerald Dagger".
p. 153, Beedle's Latest Scheme: In the last paragraph, insert "it" at the end of the first sentence.
p. 155, Snooping: "Encounter E" should be "Encounter F".
p. 155, Crask Tolberg: Capitalize "medium" in the size and type line. [Crask has no character class.] "Racial Trait" should be "Stand Your Ground" (per the PH).
p. 158, Drudge: Under Noxious Fumes, "comulative" should be "cumulative". Alignment should be "Chaotic evil".
p. 158, Darn Players...: In the next to last sentence, "snaps a finger" should be "snaps his fingers".
p. 159, What Next?: Italicize "the Pirate's Guide to Freeport" and capitalize "the".
p. 159, A-2: Part II Summary: Insert "Table" before "A-2".
p. 160, [map]: Label this map "Blackened Knot Ambush Site".
p. 161, The Chumhouse: In the second paragraph, insert "where" after "one of the few".
pp. 161-162, C. Beedle's Flat: In the first paragraph, "Streeetwise" should be "Streetwise". In the second paragraph of Kergen's Kradle, insert "to" after "access".
pp. 162-163, D. Slick: If the DM wishes to award XP for the chase sequence, use Slick's XP value. Alternately, resolve the pursuit as an Urban Chase (DMG, p. 78); set the DC at 15, making it a Level 1 encounter worth 500 XP. Under Gotcha!, "It fell of a wagon." should be "It fell off a wagon."
p. 162, Slick [stat block]: Capitalize "medium" size; insert "rogue" after "human". Under Combat Advantage, "it" should be "he".
p. 163, Table A-3: Slick: Under DC 15, insert "they" after "at least".
p. 163, E. The Buyers: Insert "is" after "man or woman".
p. 164, F. The Knor[r]bertal House: The Last Heir is in Part III. In the first sentence of Nosy Neighbors, "check" should be "checks".
pp. 165-166, I. The Narwhale: As implied under A Century Later (pp. 152-153), Mazin uses a language other than Common. Farastay knows Common, but the rest of the crew might not.
p. 166, Meeting O'takan Farastay: "Narajan" should be "Naranjan".
p. 166, Investigating the Narwhale: Italicize "the Pirate's Guide to Freeport" and capitalize "the".
p. 166-167, J. Dimetrios: In the first paragraph, "he" should be "Dimetrios".
p. 167, What Now?: In the second sentence, "adventuters" should be "adventurers". Capitalize "the" in the "the Pirate's Guide". Under Keeping Things Straight, "Mazin's" should be "Farastay's".
p. 168, Table A-5: Murder Information: Ijn the DC 23 entry, "Krebel" should be "Kergen".
Insert quotation marks at the end of the last entry (DC 25).
p. 168, Hunted by the Watch: Change "no more that" to "no more than".
p. 171, Uri Tsovar [sic]: "Tsovar" should be "Tasovar".
pp. 171-172, Beedle's Return: Beedle's stat block is on p. 102. The d20 and True20 Freeport Companions give Melanie Crump's stat block here, but her stats are not necessary to run the adventure. (See Ghost in the MM about Ghostly Possession. Melanie is a Level 3 monster.
pp. 172-176, Part V[:] The Narwhale: No details are given for the ritual used to summon the drudges and skulldugger.
p. 173, The Emerald Dagger: In the second paragraph of History, ".)" should be ").". In the third paragraph, "sacrifce" should be "sacrifice".
p. 173, Narwhale [map]: The pile of bodies in Location H are not shown on the map (even though the pentagram and Liber in Location I are).
p. 174, G. Hold and Cannon Deck: The Pirate's Guide, pp. 231-232, states that cannon were invented by the dwarves since Kolter's invention of firearms. DMs who do not wish to introduce cannon into their games should remove them, possibly replacing them with ballistae. In any case, no statistics for the cannon are given in the Freeport Companion.
p. 174, I. Stores: Capitalize "Liber Demonica".
pp. 174-175, Crew: Capitalize "medium" in the size and type line of each stat block.
p. 174, The Cook: Insert "fighter" after "human".
p. 175, First Mate: Insert "wizard" after "human". Under Focused Channeling, "taret" should be "target".
p. 175, Otaken Farastay [stat block]: "O'taken" should be "O'takan". Insert "wizard" after "human". (The Adventure Synposis, p. 154, calls him a warlock, but his powers and monster role are more like a wizard, which he is in the d20 Freeport Companion.)
p. 175, Skulldugger: As a demon, the skulldugger's alignment should be "Chaotic evil".
The appearance of the skulldugger is never described, and their origins (in game and out) are confused at best. Skullduggers first appeared in Black Sails Over Freeport (p. 226), where they were constructs created by Zoltan Zaska: "The machines all look roughly the same: tall, glittering chrome skeletons capped by a ceramic skull. Their triple-jointed arms extend to the ground, and a thick sheet of steel covers sensitive mechanisms in the chest." The d20 Freeport Companion gives them stats as chaotic evil, extraplanar undead (which is followed here in the 4e Freeport Companion) but does not describe their appearance. (In that book they are CR 5, 9 HD monsters.) The True20 Freeport Companion simply substitutes a fleshraker from the Bestiary, which in that book is only a 4th-level monster.
p. 176, Aftermath: In the last paragraph, "Mazin" should be "Farastay".