Peril in Freeport is a Pathfinder adventure published by Adamant Entertainment, set in Green Ronin's Freeport: The City of Adventure. I am an expert on Freeport but not Pathfinder, so this page will focus on content rather then mechanics and stat blocks.
[Update: At the time of migrating this page to the T.E.A. (11/11/2014), I have recently started running Pathfinder. When I have more experience with the system, I'll try to go over this adventure again in more depth.]
Throughout
This adventure lacks page numbers. In several sections of the adventure, paragraphs have not been indented properly.
Aboleth slime (see PRD: Aboleth) cannot be used without serious consequences that require magical healing to reverse. Therefore, it is not a reasonable substitute for water-breathing magic.
Introduction
No notes.
Chapter 1: Onslaught
Event 1--Sudden Impact
In the last paragraph, "Spot and Listen" should be "Perception".
Event 2--The Aftermath
In entry #5, what size is the shark? No hp are given here, nor any shark entry for this chapter in Appendix 1.
Event 4--On the Trail
The text breaks off at the end of Event 4, with Events 5, 6, and 7 missing entirely. I brought this to the attention of Gareth-Michael Skarka of Adamant Entertainment, who promptly addressed the problem:
The PDF has been updated, with the errata pages inserted, on RPGNow and DriveThruRPG (and can be downloaded from your account page). In addition we've done a separate errata download of the pages in question, available for free download here: http://www.adamantentertainment.com/downloads/
My errata for those events follow, indented below:
Event 5--The Garment Shop
4. Front Room: Logically, a Disable Device check would also provide this information.
Event 6--Back on the Trail
In the last paragraph, "Gather Information" should be "Diplomacy".
Event 7--Stop that Ship!
Under Tactics, the text says that the convicts have some tricks to use, but doesn't discuss them at all. Under Conclusion, "Tailor" should be "seamstress".
Chapter 2: Jetsam and Flotsam
Event 2--Sailing the Seas
The PRD includes dolphins, not porpoises.
Event 3--The Wreck of the Tradewinds
In the boxed text, "Tradewinds" should not be italicized.
3. Mate's Cabin: The first "there" should be "their".
Event 4--The Merrow Lair
See Appendix 5 for the map for this encounter.
7. Shrine to the Wicked God of the Sea: This shark-demon god might be the same as Lotan (see The Pirate's Guide to Freeport, pp. 167 and 205). Change "blooding" to "blood".
Event 5--Vandemere's Operation
The Safe Passage: In the first sentence, insert "Appendix" before "6".
Conclusion: "DM" should be "GM". Note that slavers are especially hated in Freeport (see The Pirate's Guide to Freeport, p. 13).
Chapter 3: The Scourge
Event 1--The Discovery
The number of sailors accompanying Cyril is not given.
Event 2--The Delivery
The stat blocks for Cyril and the sailors (Appendix 1) have no aboleth slime, only Scranton's (but see the note about the slime in Throughout).
In the second bullet list item, delete "and" before the second "Stealth". In the paragraph after the bullet list, "to gather" should be "two gather".
1. Forecastle, and 2. Sterncastle: The forecastle is at the front of a ship, the sterncastle at the back. Reverse these two numbers either in the text or on the map (Appendix 8).
5. Mate's Quarters: The first mate is Cyril, who will not be aboard unless he escaped in Event 1.
6. Navigator's Quarters: No separate stats are given for the navigator.
Event 3--The Island
Appendix 3 is not a random encounter table, simply seeds for additional encounters.
Island Topography: Change "southeaster" to "southeastern".
1. Swampland: The "unpleasant encounter" is not specified, or even suggested.
Event 6, area 4, mentions a mine, and the Ogre Island map (Appendix 10) shows a mine, but that location is not described.
Event 4--Ogre Patrols
The "(2)" after "Ogres" is unnecessary, and not used in any other encounters where individual hp are listed.
Event 5--The Forest
Two ogres is not enough to make a ring. There are 12 ogres on the island--3 in camp (Event 6) and three teams of 2 searching the island (Event 4), leaving 3 here. The number of slaves is not given.
Aftermath: Change "think" to "thing". The three paragraphs of slave knowledge would be clearer as a bullet list.
Event 6--The Camp
2. Slave Pit: The number of prisoners here is not given.
4. Warriors' Huts: There are 12 ogres and 12 huts, so only one lives in each.
Conclusion: The suggested list of prisoners totals 15, not the 16 stated in Event 5. This list should be offset somehow from the main text, for clarity.
Chapter 4: Blood in the Water
According to The Pirate's Guide to Freeport, p. 209, the Great Hunt has not been held since the Great Green Fire three years ago. The jungles of A'Val are due (or overdue?) for a normal Great Hunt, too.
In the boxed text, both instances of "Roberts" should be "Prescott".
Event 4--The Fourth (But Not Necessary Final) Victim
A Knowledge (nature) check can also be used to interpret the clue about the circling birds.
How would the PCs recognize or identify the Dame Fortune when it is capsized? It has not been mentioned before now in this adventure. Either delete the reference to the name in the boxed text, or do not italicize "Dame Fortune" (twice italicized = not).
The map in Appendix 12 is never mentioned, and is completely unnecessary to this encounter.
Chapter 5: The Nixie's Errand
In the third paragraph, "Although the" should be "Although the dolphin"; "belong" should be "belonging".
Introduction: "Appendix 14" should be "Appendix 13." The map there shows no upper level, and no stairs to reach it.
Event 1--An Unexpected Arrival
Change "Flostam" to "Flotsam".
The text calls the thug "towering," but the stat block in Appendix 1 is a halfling. However, compared to a nixie (also Small size), a tall halfling could be "towering."
Event 2--About Town
1. Front Room: At the end of the first paragraph, "damge" should be "damage".
Event 4--The Shrine
Earlier in this chapter it's mentioned that the shrine is underwater, but an explicit statement to this effect at the beginning of this section would have been useful.
See also notes to Golothur the Alchemist in Appendix 1.
1. The Entrance: The skum hp line is missing a comma.
3. Skum Chamber: Add a period to the end of the second (regular, main text) paragraph.
5. Aboleth's Den: Add "Aboleth: hp 84." to this location. Appendix 16 gives an "Aboleth's Note" but no such document is mentioned in this chapter.
The Scroll: Capitalize the names of languages. The "Background section" is in the Introduction, not "above". Does the scroll only cover the Adventure Background, or does it also include part of For the Gamemaster? If the former, the PCs will not learn of the hags' existence until Event 1 or 2 of Chapter 6.
Chapter 6: Assault
Event 2--The Hags' Lair
See Appendix 17 for the map of the lair.
1. Underwater Entrance: In the last paragraph, change "once" to "one".
3. Common Area: The map in Appendix 17 does not show the door.
5. Female's Quarters: "Female's" should be "Females'". Nemerg is not listed here but her tactics are mentioned. Given that Nemerg carries the conch through the portal (see area 19), and has the fewest hp of the three hags, it may be better to save her appearance for area 19. Alternately, she will flee when outmatched in order to warn her covey; if slain, Maraphis will carry the conch through to complete the plan. In either case, the conch will not appear until the fight in areas 19 and 20.
8. New Construction: The crack is above the "X" on the map (Appendix 17).
11. Rear Exit: This exit can be located on the surface if a character can scale the rock face at area 1 and then succeed at a difficult Perception check.
13. Armory: These weapons should be sized for Large creatures.
16. Greenhag's Chamber: Knowledge (geography) can also be used to recognize the map.
Chapter 7: Spawn of Evil
Add the following hp listings:
Fiendish Giant Octopus--hp 90.
Fiendish Shark--hp 22.
Nemerg (Sea Hag)--hp 38.
Appendix 1: Dramatis Personae
Always capitalize "Medium" when it is used for creature size, and the names of languages.
Chapter 1: "Onslaught"
Abnir the Sorcerer: Under Languages, "Ahharan" should be "Azharan".
Conrad the Rogue: Under Languages, "Ahharan" should be "Azharan".
Chapter 2: "Jetsam and Flotsam"
Add the following entries to this section (note that the PRD includes dolphins, not porpoises):
"Dolphin--See the entry in the PRD."
"Electric Eel--See the entry in the PRD."
"Giant Moray Eel--See the entry in the PRD."
Botegg, the Merrow Chieftain: Change "quiver of X" to "quiver of X javelins", and replace "X" with a number of missiles (probably 3-6?).
Captain Snoaj: Under Senses, "Details" should be "Perception +12". Under Special Attacks, "Details" should be "None".
Thieves: Alignment should be "NE", not "Ne".
Vandemere: 36 hp is somewhat low for 9d8+9 HD (average 47).
Chapter 3: "The Scourge"
Captain Scranton: Delete "Low-light vision". Add "heavy crossbow +1" to Gear. How many uses of aboleth slime does a jar hold? (See also the note about slime in Throughout.)
Cyril: Delete "Low-light vision". Add "heavy crossbow" to Gear.
Add "Hell Hounds--See the entry in the PRD."
Chapter 4: "Blood in the Water"
No notes.
Chapter 5: "The Nixie's Errand"
Add "Chuul--See the entry in the PRD."
Tavern Thugs: Under Senses, "+X" should be "-1". See also the notes to Chapter 5.
Golothur the Alchemist: Under Senses, "+X" should be "+0". Under Special Attacks, replace "Details" with "Spells" and Golothur's spell list.
If the alchemist already has stone salve, then the aboleth would have restored the shark by now. Also, Golothur lacks the wizard levels necessary to construct the salve.
Chapter 6: "The Assault"
Delete "The" in the chapter title.
Add "Kulith (Annis)--See the Pathfinder Bonus Bestiary."
Scrag Skeletons: Speed should be "20 feet, swim 40 feet". Skeletons are mindless (Int --) and lose all skills, so know no languages.
Chapter 7: "Spawn of Evil"
The illustration belongs with the fiendish giant squid in Chapter 4.
Appendix 2: The Tailor's Shop
No notes.
Appendix 3: Nautical Encounters
Lacedon Attack: This is the only entry with a CR listed, but the number of lacedons is not given.
Dragon Turtle: Change "peraps" to "perhaps".
Wererat Castaway: Change "beet" to "been".
Flotsam Mimic: Change "damage" to "damaged".
Scrags: Lacedon Attack does not mention ghasts; ghasts do not appear in the PRD.
Appendix 4: The Wreck of the Tradewinds
No notes.
Appendix 5: The Merrow Lair
No notes.
Appendix 6: The Safe Passage
No notes.
Appendix 7: A Page from the Ledger
No notes.
Appendix 8: The Slave Ship
See the note to Chapter 3, Event 2, about areas 1 and 2. The main deck map (areas 3-7) needs better defined doors, to match the hold map (areas 8-10) and the other maps in this book.
Appendix 9: Ogre Island
See notes to Chapter 3, Event 3, about the mine.
Appendix 10: Ogre Camp
The unlabeled hut should be "4" (Warriors' Huts).
Appendix 11: The Captain's Letter
No notes.
Appendix 12: The Dame Fortune
This map is completely unnecessary for Chapter 4, Event 4--and, in fact, is never referenced in this adventure. Likewise, "DC 6 area" and "DC 12 area" are never explained.
Appendix 13: Tavern Map
The map shows no upper level, and no stairs to reach it (see the Introduction to Chapter 5).
Appendix 14: The Alchemist's Shop
No notes.
Appendix 15: Aboleth Lair
No notes.
Appendix 16: The Aboleth's Note
See notes to Chapter 5, Event 4.
Appendix 17: The Hags' Lair
There should be a door at the top of the steps in area 3. (This is the east wall, so the top of the map is west.)
Appendix 18: The Depths
If area 1 is the thinnest part of the wall, then the rest of the outer walls on the rest of the map need adjusting.
Appendix 19: New Game Mechanics
Half-Ogre Racial Traits: Under Ogre blood, capitalize the names of languages.