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Bad Medicine is a short introductory adventure for an Iron Age Mutants & Masterminds game. It is intended for a team of four to six power level 9 characters, with some suggestions for adjusting it to suit other power levels.
The adventure is set during the Iron Age of Freedom City, as described in Chapter 5 of this book. Access to the Freedom City campaign setting sourcebook is useful, but not required, to run this adventure. Gamemasters wishing to set Bad Medicine somewhere other than Freedom City should adjust the names and locations to suit the new location.
The plot of the adventure involves criminal efforts to recover certain designer drugs that have found their way into Freedom City’s underground while the heroes trace down the origin of the newest scourge on the streets and encounter a larger scheme than they originally expected.

A Date That Will Live In Infamy is an introductory adventure for a Golden Age series set in Freedom City, at the dawn of America’s entry into World War II. It introduces the heroes to the heroes of the day, the Liberty League, and perhaps gives them the opportunity to join that celebrated team, or even replace them if the League should fall to the forces of evil. Of course, before that happens, the characters will have to fight America’s greatest heroes in order to save them!
The true villain of this adventure is Dr. Geistmann, the “Aryan Ape” and mad scientist described in Chapter 5. The game stats of the various members of the Liberty League from that chapter are also required to run this adventure, along with the supporting cast archetypes from Chapter 11 of Mutants & Masterminds. The Freedom City sourcebook is recommended, but not required to run the adventure.
Download A Date That Will Live In Infamy (PDF)

A new evil grows deep in the heart of Freedom City! The vegetative villain known as the Green Man has turned the forces of nature against the city itself and only Our Heroes stand between him and complete domination of the natural world.
Seed of Destruction is an adventure for the Mutants & Masterminds RPG. It is intended for a group of four to six power level 10 heroes, although the Gamemaster can scale the adventure to make it suitable for higher or lower level heroes by increasing or decreasing the power levels of the villains as appropriate (generally by approximately the same amount as the heroes).
The adventure is set in Freedom City (described in the Freedom City campaign sourcebook available from Green Ronin Publishing). Although the Freedom City book is recommended for running this adventure, it is not required. All the necessary material is included here and in the Mutants & Masterminds rulebook.
Download Seed of Destruction (PDF)

When the fans of Castle Comics convene for the popular CastleCon in Freedom City, they’re in store for more than the average guest, as Doc Otaku decides to crash the con! Now it’s up to the heroes to stop him and his mad plan, but what exactly is the anime-inspired mastermind up to?
Con Season is an adventure for the Mutants & Masterminds roleplaying game. It is intended for a group of four to six power level 10 heroes, although the Gamemaster can scale the adventure to make it suitable for higher or lower level heroes by increasing or decreasing the power levels of the challenges as appropriate.
The adventure is set in Freedom City (described in the second edition of the Freedom City campaign sourcebook available from Green Ronin Publishing). Although Freedom City is recommended for running this adventure, it is not required. All the necessary material is included here and in the Mutants & Masterminds core rulebook.

The Fight for Freedom City is a convention-style adventure for the Mutants & Masterminds Superhero RPG, originally written for the Origins 2007 event in Columbus, Ohio. The players take on the roles of the world’s greatest heroes, the Freedom League, in order to stop their arch-nemeses from unleashing their deadliest plot ever.
The adventure is set in Freedom City (described in the Freedom City sourcebook available from Green Ronin Publishing) and presumes that the players are the members of the Freedom League. Statistics for the player characters and their opponents are contained therein. If you do not have access to that book, you will need to create game stats for most of the encounters in this adventure.
The Fight for Freedom City uses Dr. Metropolis as a plot device rather than a player character. His inclusion as a player character will not severely disrupt the adventure, but it will eliminate one of the encounters.
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Those rotten little thieves at Fun-Time Toys are planning on marketing some of the last toys designed for them by Desmond Lettam, the former CEO exposed by the Raven as the villainous Toy Boy. And they’ll probably make millions, too! It’s just not fair! Toy Boy won’t allow this, no sir. He’s crafted some “deluxe” versions of those soon-to-be-massmarketed cash cows, and Fun-Time will be very, very sorry. But what if those pesky super heroes stick their noses where they don’t belong? Lucky for Desmond an old friend just dropped by for a visit…
Toys Will Be Toys is an adventure for the Mutants & Masterminds Superhero RPG. It is intended for a group of four to six power level 10 heroes, although the Gamemaster can scale the adventure to make it suitable for higher or lower level heroes by increasing or decreasing the power levels of the villains as appropriate (generally by approximately the same amount as the heroes).
The adventure is set in Freedom City (described in the Freedom City campaign sourcebook available from Green Ronin Publishing). Although Freedom City is recommended for running this adventure, it is not required.
In Scene Six, tracking of character movement will be important. The Masterminds Manual discusses tactical movement on pages 115-116, but all you need to run that encounter is covered in the M&M book on page 33 under Movement Pace. So, while the Freedom City book and the Masterminds Manual can add to your adventuring experience, all the necessary material is included here and in the Mutants & Masterminds core rulebook.
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A seemingly routine robbery involving the Foundry turns out to have far more serious implications for the heroes when they begin having dreams about becoming super-criminals, dreams which, it turns out, may not be dreams at all!
The Proteus Plot is an adventure for the Mutants & Masterminds Superhero RPG. It is intended for a group of four to six power level 10 heroes, although the Gamemaster can scale the adventure to make it suitable for higher or lower level heroes by increasing or decreasing the power levels of the villains as appropriate (generally by approximately the same amount as the heroes). Since the heroes provide some of their own challenge in the adventure, it shouldn’t be difficult!
The adventure is set in Freedom City (described in the Freedom City campaign sourcebook available from Green Ronin Publishing). Although Freedom City is recommended for running this adventure, it is not required. All the necessary material is included here and in the Mutants & Masterminds core rulebook.
Download the Proteus Plot (PDF)

Halloween is a spooky time for everyone, including superheroes. What horrors lurk in the shadows on this most festive eve? Will the heroes of Freedom City be able to stop them in time?
Halloween Hijinks is a series of three Halloween-themed mini-adventures for the Mutants & Masterminds Superhero RPG. Each adventure is intended for a group of four to six power level 10 heroes, although the Gamemaster can scale the adventure to make it suitable for higher or lower level heroes by increasing or decreasing the power levels of the challenges as appropriate.
The mini-adventures are set in Freedom City (described in the second edition of the Freedom City campaign sourcebook available from Green Ronin Publishing). Although Freedom City is useful for running these adventures, it is not required. All the necessary material is included here and in the Mutants & Masterminds core rulebook.
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Charge of the Freedom Brigade is designed for six to eight Golden Age Mutants & Masterminds heroes in the power level 8 to 10 range. It can accommodate a power level 12 hero as part of the group, but any more such powerful dogooders are going to require the Gamemaster to ratchet up the opposition, either in numbers, power level, or both to provide a sufficient challenge to the heroes.
This adventure is set in Freedom City at the start of America’s involvement in World War II (described in the Golden Age sourcebook from Green Ronin Publishing). It can, however, be used in the seaboard campaign city of the Gamemaster’s choice simply by changing the proper names.
Although the Golden Age and Freedom City sourcebooks are recommended for running this adventure and capturing the feel of the era, they are not required. The adventure contains everything you need to run it using just the Mutants & Masterminds rulebook.
Download Charge of the Freedom Brigade (PDF)

What starts as a peaceful day in Freedom City slowly turns into a lesson in tolerance, as the heroes must defend the city from a hate-monger and his followers. Can the heroes stop him? Or will freedom become a word no longer associated with Freedom City?
Hate is a Four-Letter Word is an adventure for the Mutants & Masterminds roleplaying game. It is intended for a group of four to six power level 10 heroes, although the Gamemaster can scale the adventure to make it suitable for higher or lower level heroes by increasing or decreasing the power levels of the challenges as appropriate.
The adventure is set in Freedom City (described in the second edition of the Freedom City campaign sourcebook available from Green Ronin Publishing). Although Freedom City is recommended for running this adventure, it is not required. All the necessary material is included here and in the Mutants & Masterminds core rulebook.
Download Hate is a Four Letter Word (PDF)
