Inspired by a B/X house rule here http://jrients.blogspot.com/2008/11/draft-cinder-house-rules-part-1.html

Inspired by a B/X house rule here http://jrients.blogspot.com/2008/11/draft-cinder-house-rules-part-1.html

Inspired by a B/X house rule here http://jrients.blogspot.com/2008/11/draft-cinder-house-rules-part-1.html

Pay Respects

When you lay to rest a heroic companion, after spending a day to prepare a burial mound or monument, or a funeral pyre or ship, each surviving character says how they honor the dead and may offer up to 1000sp times the level of the deceased in coin or valuables as grave goods to be interred or burned with the body, granting them 1 XP per 100sp.

Whether or not this counts toward the player’s Stash is up to the GM.

Three exciting developments from my home-brew FotF games.

Three exciting developments from my home-brew FotF games.

Three exciting developments from my home-brew FotF games.

1. Class Points (Mettle, Cunning, Favor, Power) can now be burned.

2. Debilities exist on top of burnage, and they require rest in a settlement to get rid of (or special potions or magic items)

3. The following d12 table of “Worse Outcomes, Hard Choices”

1. The impossible happens…

2. Out of the frying pan, into the fire…

3. A new hazard is added to the environment.

4. An ally is now threatened/at a disadvantage

5. Success will require self-sacrifice…

6. Success will cost resources or gear

7. You are disadvantaged. Take -1 forward.

8. Change of location/positioning, for the worse.

9. You missed an important detail.

10. Treasure is sacrificed (new or existing).

11. A new danger replaces the old.

12. You burn or exhaust…

1) Strength

2) Intelligence

3) Wisdom

4) Dexterity

5) Constitution

6) Charisma

7) Luck

8) Lose 1d4 HP instead.

9) Class Points (Favor, Mettle, Power, Cunning)

10) Duration or re-roll

11) Carrying Capacity

12) Roll twice and SUFFER.

In other news, I’ve got one group (Fighter, Magic-User, Cleric, Thief) who are committed to exploring what happens when we push beyond 10th level!

Jason Lutes 2e being standalone, I’m wondering what tack you’ll be taking with GM Advice.

Jason Lutes 2e being standalone, I’m wondering what tack you’ll be taking with GM Advice.

Jason Lutes 2e being standalone, I’m wondering what tack you’ll be taking with GM Advice. Will you mostly be replicating DW’s? Will there be unique agendas and principles with a more old-school bent?

I’m thinking about including a mess of tables like this in the Overland & Underworld book, to both illustrate the…

I’m thinking about including a mess of tables like this in the Overland & Underworld book, to both illustrate the…

I’m thinking about including a mess of tables like this in the Overland & Underworld book, to both illustrate the way random Discoveries and Dangers can be interpreted and to give you some quick-roll options if rolling a bunch of d12s seems like too much.

There would be a two-page Discovery/Danger spread for each common terrain type (woodland, mountains, etc.) and different type of dungeon (temple, stronghold, tomb, etc.), and all of the monsters (noted in smallcaps) would be detailed in the bestiary part of the Beasts & Booty book.

I guess what I’m wondering is: would people find this kind of thing helpful/useable? Or does it seem like a waste of space?

https://www.dropbox.com/s/zrjjixltassuttt/one-roll%20woodland.pdf?dl=0

Looking forward to tomorrow’s session of Junior League Freebooters, a campaign I’m running for half a dozen…

Looking forward to tomorrow’s session of Junior League Freebooters, a campaign I’m running for half a dozen…

Looking forward to tomorrow’s session of Junior League Freebooters, a campaign I’m running for half a dozen pre-teens in the neighborhood. Last time they drew the map of the frontier together and this week I’m springing this redrawn version of it on them.

In our weekly Freebooters game, the Scout/Navigate moves are starting to feel too repetitive.

In our weekly Freebooters game, the Scout/Navigate moves are starting to feel too repetitive.

In our weekly Freebooters game, the Scout/Navigate moves are starting to feel too repetitive. J. Walton mentioned this possibility a while back, and I’m sure anyone who has played for more than a few sessions has experienced the same thing.

Thinking about Maezar’s house rule of using different abilities for exploration, I made some changes and tried to consolidate. I also wanted to incorporate a random encounter roll, so I’m going to see what happens when rolling doubles triggers a Danger. there’s a 1-in-6 chance of doubles coming up on any 2d6 roll, which nicely parallels the classic “wandering monster” roll.

VENTURE FORTH

When you set out into dangerous or unfamiliar territory, your starting point is a juncture. Say which way you’re going from there, and what you’re looking for (the next point of interest, a safe campsite, the tracks of your quarry, etc.)—that’s your destination. Then, choose one party member to lead the way, and that person decides to scout ahead, plot the best route, or read the surroundings as you go.

When you scout ahead, roll +DEX: on a 10+, you get the drop on whatever lies ahead, and choose 1 from the list below; on a 7-9, choose 1 from the list below.

When you plot the best route, roll +INT: on a 10+, you’ll reach the next juncture in record time, and choose 1 from the list below; on a 7-9, choose 1 from the list below.

When you read the surroundings, roll +WIS: on a 10+, you discern something useful about the environment—work with the Judge to describe it, and choose 1 from the list below; on a 7-9, choose 1 from the list below.

– You make a Discovery

– You ensure that the route back to the last juncture is safe

– One other party member of your choice must Keep Company

When you roll a 7+ to Venture Forth and get doubles, you encounter a Danger in addition to the above results.

If you’re not waylaid, you reach a next juncture of the Judge’s choosing (which might be your destination, or merely one step closer to it).

We currently have three separate teams of adventurers out adventuring in our West Marches-style Freebooters campaign.

We currently have three separate teams of adventurers out adventuring in our West Marches-style Freebooters campaign.

We currently have three separate teams of adventurers out adventuring in our West Marches-style Freebooters campaign. All three have made it across the Frightful Sea and are currently exploring the Southern Reach, an icy, crystalline continent once inhabited by the highly advanced Tvinne people. So far, 3 out of a total of 12 freebooters have bitten the dust.

Last week’s session ended with a band of 4 fighters and 1 cleric emerging from a sea tunnel into the midst of an ancient, ruined city. For prep this week I was just planning to roll up a bunch of discoveries and dangers to tailor to the setting, but that got me thinking more about the city until I found myself sketching out what it looked like in its heyday, before it was destroyed by the evil sorcerer Munemut Arnelumé. Then of course I needed to know what it looked like in ruins, since that’s what the PCs will be exploring.

I’ve never really run a lost city as a dungeon before, so this should be interesting!

Has anyone built (or is building) character sheets for Roll20 for FotF?

Has anyone built (or is building) character sheets for Roll20 for FotF?

Has anyone built (or is building) character sheets for Roll20 for FotF?

Am possibly going to run a West Marches style game over Roll20 using 2e, and wondering what to do about character sheets…

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If you have played Freebooters on the Frontier, I would love to hear how the setting creation stuff (the “See the…

If you have played Freebooters on the Frontier, I would love to hear how the setting creation stuff (the “See the…

If you have played Freebooters on the Frontier, I would love to hear how the setting creation stuff (the “See the Frontier” section of the rulebook) has gone for you. In particular, what parts of the process were clunky and which parts worked well? Are there any additions or subtractions to the procedure that you’d like to see?

I’ve been running a new Freebooters on the Frontier group that is 75% GM-less.

I’ve been running a new Freebooters on the Frontier group that is 75% GM-less.

I’ve been running a new Freebooters on the Frontier group that is 75% GM-less. We do zero prep and use random results for virtually everything. The characters have now reached 7th level and the game is rich with twisting mysteries, multi-dimensional NPCs, and fantastic stories.

Last week I took our in-session notes map and drew this nodal map. MOST play has been in the dungeon levels beneath “The Caves of Kinlye,” which I’ll map and post separately.

PS: We’re now using my modified playbooks with the early playtest materials for FotF 2E and it’s going great.