My first Actual Play writeup, compelled by how (seemingly) harrowing my last Freebooters on the Frontier session…

My first Actual Play writeup, compelled by how (seemingly) harrowing my last Freebooters on the Frontier session…

Originally shared by David Perry

My first Actual Play writeup, compelled by how (seemingly) harrowing my last Freebooters on the Frontier session was, written from the perspective of my Level 3 beast-tank of a fighter, Astyrian. Our GM is using an old school megadungeon (which one, you can gather if you catch the thinly-veiled rebranding) but this after 6 sessions of trying to get to the dungeon, bushwacking our way there from town each session, through the… hexed wilderness. He consented to letting us start at the dungeon entrance since we had finally secured good transport there.

Mooks and Megadungeons Session 6

Finally, the Dungeon

or

Between a Rock and a Hard Place

or

Fun with Bridges

Despite a wound sustained while dispatching the two guards outside the hidden “back” entrance to the Ruins of Crathia, I urged the group to press our advantage of surprise and delve into the ruins instead of taking a rest. After a being beset by huge bat-things on a rope bridge (Our newest companion Boran all but carried away by one), we came to a large hall cut from marble, and two imposing doors with torches already lit; likely the demesne of these cultists of The Dark One. My compass seemed to point somewhere beyond and to the left, so after debating whether to continue, Quintus wisely suggested we try a different way, as other thinking folk can be more of a threat than other denizens of the underworld.

We returned to another bridge connecting off the side of the first, through another stone-cut corridor with a lit torch, and across another sturdy rope bridge, more than 100ft long and some 50ft above the floor of a large cavernous chamber, hosting a running river that wended its way out of sight of our torches. On the other side of this bridge, and within another torch-lit, cut-stone corridor, we came to an abrupt halt by Olo shouting out something odd occurring to the wood of his precious greathammer. The wood was smoking and hissing as if being eaten away; Quintus quickly identified the threat as a virtually transparent, acidic ooze filling the corridor entirely; I accidentally touched it with the tip of my nose, a bit of it being eaten with excruciating pain. If Olo had not noticed and cried out, I would have walked right into it.

As it was, I had my compass held out, and while my hands were protected from this acid in their mail gloves, the ooze had taken my compass into its interior, floating there as if mocking me. I artfully swung my flail, its metal apparently impervious to this acid, deftly knocking the compass back out of the ooze at my feet, though I lost a shield to it in trying to protect myself from getting too close. A good thing I picked up one of the guard’s shields as a backup.

The dwarf thief Sin, craven or cunning I cannot yet decide, had fled back across the bridge, wanting nothing to do with this thing. And as we poked and prodded the ooze with our torches to see if there was any way to harm it, or at least distort it to let us pass, Olo noticed that across the bridge behind us, two heavily armed and armored guards, presumably associated with the cult, strolled into the light of the torch in the last corridor.

Sin swiftly ran forward to smother said torch (with his hands no less) to thus gain an advantage in the dark. But in doing so, we lost sight of any further goings on. Before we could charge across the bridge to his aid with what would surely be a short fight, we made out (from the light of our own torches reflecting off their abundant armor) that the guards were clearly making to cut through the ropes of the bridge!

The threat of us being trapped on our side of the bridge, between a dark pit and an inevitably approaching wall of acid ooze, was real, and terrifying. Even if we could make our way past the ooze, who knows what else we’d need to make our way through to return to the surface.

Boran began to pelt the guards with a slingstone, soundly ringing the helm of one but clearly doing no lasting harm. There would be no chance to rush across the bridge before they cut it, nor for us to sustain distracting damage from afar while we crossed.

All of a sudden, a booming voice spoke in the strange language of these cultists, what we later knew was Crathian, from who we later knew was quick-witted Sin, now perched on a ledge to the side of the bridge. He had announced “STOP! Here for ritual!”, piecing together the bits he heard from Bolm’s interaction with the guards outside. Having shouted it into the large cavern, there was no telling from where the voice came.

We froze, knowing not what to do. The guards responded in Crathian, and Sin then shouted in Common for us to drop our weapons! Seeing no choice, I cast mine aside, as did Olo in spite. But that old adventurer-come-cleric Quintus, the light of Krina within, still had the fight in him, knowing these folk worshiped The Dark One. He began spinning his own sling. I barked at him in common not to be a fool, that I had a plan, but it took Olo physically tackling him to bring him to his senses. We set across the bridge, unhurried enough that the guards became impatient, and unwisely began to set across it to meet us, instead of waiting on the other side. In a hushed voice, I explained to my companions that I would simply throw these fools off the side of the bridge.

As we met them brandishing their spears, one behind the other and us in single file on the narrow bridge, they gestured for us to turn around so as to spot any hidden weapons. Of course I still had a dagger at my belt (one I wrested from the grip of an Orc cultist of a different sect, after knocking over a wall upon him, in rescue of the surviving dwarf brother whose boats and piloting got us to this place, but that is another story).

I pointed it out to him clearly. He reached out for it, spear still pointing at me. Quickly, I tightened the bridge’s rope serving as a handhold around my arm, lunged toward him, gripped his arm, and flung him over the side of the bridge! His spear caught me in the rib through my scale mail, but that was planned; the sting of that blade meant survival!

Past me jumped the halfling body of Quintus, fire in his eyes, tackling the other guard, and Boran, that ruthless dwarf, tossed his torch, it sticking right into the breastplate of his armor, engulfing the poor man’s face in flame (my late, deranged companion Brogan would have done something much the same, no doubt. May the Sky Queen pluck his waterlogged body from the swamp, if it be not consumed by murksharks).

Sin finally emerged from the shadow behind the guard and dealt the coup de grace. We picked the guard’s person clean, stuffed his plate armor into my pack for later use or pawning, pushed his body over the side, and breathed a sigh of relief, clutching the ropes for sweet life.

Manage Provisions

Manage Provisions

Manage Provisions

Does FotF need this move? Is it time to give it the axe?

I like resource management in a survival-oriented game, but I’m not sure it adds enough to the proceedings to keep it around.

I want tension around the need for sufficient supplies to complete a foray into the wild, but that might just be accomplished by the Judge making the “use up their resources” move to destroy rations when the fiction suggests.

Any thoughts one way or the other? Positive and/or negative examples of how you’ve seen Manage Provisions work in play?

Here’s a draft of a “wandering monster” move that also acts as a reminder that time passes in a dungeon, with a hint…

Here’s a draft of a “wandering monster” move that also acts as a reminder that time passes in a dungeon, with a hint…

Here’s a draft of a “wandering monster” move that also acts as a reminder that time passes in a dungeon, with a hint of Torchbearer’s “Grind”. It might be too harsh if used strictly with the way the trigger is currently worded.

When you do anything carefully, thoroughly, or otherwise take your time in a task, such as searching for traps or secret doors, reading lengthy text, enacting a ritual, or bandaging your wounds and catching your breath(?), determine what everyone is doing (if you wish, someone may Stay Sharp and/or Make Camp and Manage Provisions during this time), and the Judge chooses a character to roll + Luck (minus a chaos factor set by GM? Dungeon level?).

* On a 10+, all is quiet.

* On a 7-9, choose one.

* On a 6-, the Judge chooses two.

– It takes longer than hoped; all torches gutter out, and a tool in use breaks or a resource is used up.

– Exhaustion sets in; unless you Make Camp very soon, everyone burns 1d4 CON.

– A Danger will soon manifest (or, the Judge makes a move).

Freebooters 2e: Moves, Settlement Events, and NPCs

Freebooters 2e: Moves, Settlement Events, and NPCs

Freebooters 2e: Moves, Settlement Events, and NPCs

I had to get this out of my system since I became kind of obsessed with settlement event generation. The linked PDF includes all of the projected moves for the game, some slightly tweaked and some new. Also included are the NPC and settlement event tables. The event tables are not quite done — I still need to add the task/job tables, which should add another page spread.

Heads up to John Marron, J. Walton, and other people out there currently running games.

This has been distracting me from Stonetop layout duties, so now it’s time to get back to that!

https://www.dropbox.com/s/slen9gri5s31ch7/FotF2e_playtest_draft1.pdf?dl=0

Rob Brennan (and everyone else), how’s this for a “gather info” downtime move?

Rob Brennan (and everyone else), how’s this for a “gather info” downtime move?

Rob Brennan (and everyone else), how’s this for a “gather info” downtime move?

Research

When you spend one week of downtime gathering information, say what you’re looking for and roll…

…+INT to pore over written materials

…+WIS to keep an ear to the ground

…+CHA to ask people directly

On a 10+, the Judge will tell you whatever you want to know, within the limitations of your approach and local resources; on a 7-9, the Judge will tell you something useful, and you choose 1 from the list below.

> Your queries draw unwanted attention

> Whatever you learn is accompanied by an unwelcome truth

> What you find is only the first crumb in a longer trail—ask the Judge where you might need to go next

Running my first session of FotF next week, for 3 people, two of whom are new roleplayers.

Running my first session of FotF next week, for 3 people, two of whom are new roleplayers.

Running my first session of FotF next week, for 3 people, two of whom are new roleplayers.

What do most people do in terms of Prep for it? Clearly a lot of the game is based around player input combined with random table results, but I’d also like to come in with a solid direction to point them in, especially because they are new. I’m also worried about rolling on a ton of tables mid-game grinding things to a halt.

Would love to hear some folks’ first-session prep strategies to keep things moving.

Jason Lutes, could you confirm the way you envision backpacks working, in conjunction with encumbrance?

Jason Lutes, could you confirm the way you envision backpacks working, in conjunction with encumbrance?

Jason Lutes, could you confirm the way you envision backpacks working, in conjunction with encumbrance?

I’m looking for some help with this move for one of the Mistmarch almanacs.

I’m looking for some help with this move for one of the Mistmarch almanacs.

I’m looking for some help with this move for one of the Mistmarch almanacs. I think there must be a better way to deal with this than using Hold (especially GM hold – who’ll ever remember that?). And the 7-9 result feels like a fail, not a compromised success. Advice appreciated!

Encounter – the company of the dead

The dead haunt the waters of Col Fen. When traveling, you’ll often glimpse reflections of other figures walking beside you.

When you look too closely at the reflections in the fen-water, roll +LUCK; on a 10+ the GM will ask you the first question from the list below; on a 7-9 they will ask you the second or third question. On a miss, the GM makes a move as normal (WIS damage is a good fallback).

– Name someone close to you, now dead (hold 1)

– Name someone you killed, or whose death was your fault (GM holds 1)

– Name someone who was alive, when last you saw them (hold 1)

You may spend hold to call upon the spirit’s aid in one task (+1 to the roll, just like a standard Aid action. However, the spirits cannot touch anything, or speak). The GM may spend their hold to have the spirits interfere with you on a task (-2 to a roll).

The spirits you see in Col Fen always belong to people you knew. They are solemn, usually harmless (however, see the entry for Willowicks), but may convey messages or pass judgement. If you submerge, the spirits are clearer, appearing as drowned, drifting figures under the water. They still can’t touch you – except at the Heart of the Fen.

Maybe I should just lose the Hold and the Aid/Interfere stuff altogether. But then 7-9 feels even more like a failure. Maybe that’s ok?