My “Monday Knights” group has been playing Freebooters weekly for 15 months!

My “Monday Knights” group has been playing Freebooters weekly for 15 months!

My “Monday Knights” group has been playing Freebooters weekly for 15 months!

Tonight’s session was about “recovering from major setbacks” that had befallen the group in weeks past. First, they plied Queen Yijara of Hind with glories and gifts (a phoenix ransomed with the loot from a dragon’s horde, and a huge stalactite of magical darkness delivered to her court by a creature of living stone) until she finally returned to them the magical key that will allow them to continue exploring the depths of the dungeon below distant Kinlye. The key had been confiscated when the sorcerer Serso (PC) was thrown to rot in Yijara’s dungeons after he was caught attempting to spy magically upon her.

Next, the group finally put an end to the obstacles posed by the will (and agencies) of Akheenistradu, a suspicious and hot-tempered extra-planar noble who it turned out had been spying on them through their longest-held follower, the guide (and confidant) Wara. All were indeed delighted when it was revealed that tonight’s reward would be an alliance rather than fiery death.

Next time, it will be new magical research for Serso, “Lucky” Jakk’s return to Kobold-town, and new challenges as the toad-priest Kathug attempts to claim the arch-clericy of Thalangul while Raas the Dragonslayer awaits the product of his partner’s forge: a magical sword to wield against the Blight Dragon who waits beyond the final door!

13 thoughts on “My “Monday Knights” group has been playing Freebooters weekly for 15 months!”

  1. Aaron Griffin Correct. At the heart of what makes this possible is rolling a d12 to determine which of the GM moves to make. The player most affected decides or the group collaborates to produce outcomes. We use a few advanced DIE OF FATE rules to resolve matters when there are several good ideas.

    Method 1: When you come up with three or four outcomes, roll a d12.

    Method 2: When you come up with one “likely” one “unlikely” outcomes. Roll a d12. On a 1-8, use the likely outcome.

    Another fun mechanic is a long list of “Things that can go terribly wrong” (offscreen). It’s used for Unwelcome Truths, etc.

    Jason Lutes: There have been many deaths, but none permanent. I’ll have to share with your our “Campaign Play” rules for HP, unconsciousness, death, debility, system shock, revival, and resurrection.

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