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).

I am looking at picking up some of the Lampblack & Brimstone titles soon.

I am looking at picking up some of the Lampblack & Brimstone titles soon.

I am looking at picking up some of the Lampblack & Brimstone titles soon. I like getting PDFs but I am have a hard time using them during play. I know you don’t have a lot of printed options outside of Kickstarter, so I was wondering what options there are?

If someone buys a PDF, can they get them printed at Office Depot on their own?

Are you planning to offer Print on Demand when the quality starts to meet your standards (I’ve seen some recent PoD books and they’re quality is improving all the time)?

Thanks for any information that you or the community may have.

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!

Anyone up for some Funnel World? See below.

Anyone up for some Funnel World? See below.

Anyone up for some Funnel World? See below.

Originally shared by Michael Siebold

Rol20 + Hangouts

Run through the Funnel World meat-grinder with a motley crew of level-0 hapless villagers. If the fates are kind you might just be left with a hero suitable for future adventures in the Reaches of Nalvros Dungeon World campaign starting in mid-March.

3-4 players, each player randomly generating 3-4 lvl0 villagers to go thru the funnel. Play via Roll20 with Hangouts for comms. Stories & Dice community members have first priority.

events/cu91jkoulv5h9mf7cu2hq0075f4

Marshall Miller just brought to my attention the fact that L&B’s 20 Dungeon Starters, by Mr.

Marshall Miller just brought to my attention the fact that L&B’s 20 Dungeon Starters, by Mr.

Marshall Miller just brought to my attention the fact that L&B’s 20 Dungeon Starters, by Mr. Miller and Mark Tygart, has been nominated for best RPG supplement over at BoardGameGeek. How do you like that!

https://boardgamegeek.com/geekawards/rpg

https://boardgamegeek.com/geekawards/rpg

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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