Session 3 of Jason Lutes Freebooters on the Frontier last night and it was quite a doozy, though maybe not as fighty…

Session 3 of Jason Lutes Freebooters on the Frontier last night and it was quite a doozy, though maybe not as fighty…

Session 3 of Jason Lutes Freebooters on the Frontier last night and it was quite a doozy, though maybe not as fighty as it should have been, since I ran out of time to read-up on the rules for dungeons beforehand, due to managing family stuff. Oh well.

When we left off last time, while making an effort to cross the desert to the sand-buried ruins of the First City, Ariel Cayce’s Holt (chaotic human thief) had just been bitten by a dog-sized white poisonous spider swarm, but he and Johnstone Metzger’s Garsian (evil dark elf cleric) managed to abandon their NPC followers to their deaths, find their spooked horse, and ride the heck out of there.

First thing, I asked Holt to roll Luck for how bad the poison was. Failed it, so I read the description that Vandel J. Arden had whipped up, which was that the spider venom renders you immobile and slows down your heart, essentially rendering you in a kind of hibernation. So that’s exactly what happened to poor Holt.

Then Garsian, wanting some way to press on, beseeched his deity (the dark elf multi-formed god/ess of darkness) to intervene on Holt’s behalf, rolling an amazing result on a Bless move. So the deity replaced the spider venom in Holt’s veins with invigorating darkness (filling a countdown clock to 3), which I said would gradually dissipate whenever Holt did anything strenuous.

Next came the Perilous Journeys roll to finish their travel to the necropolis of the First City, which earned them a success on Scouting Ahead (to they got the drop on what they found) and a mixed result on Navigation (which meant they encountered a random Discovery). I won’t give the results I rolled up here, because it could still matter in the game, but Garsian discovered an outpost a ways out from the ancient city walls where a huge magical bird stopped to rest (they noticed the bird and its landing place when it crossed in front of the moon) before vanishing into the air by turning sideways and becoming 2-dimensional. Garsian decided not to report this to Holt and they avoided the outpost on their way to the city.

Arriving in the city around morning, they found a couple of other adventurers hauling a rope through some pulleys, dangling down into the worn-away opening that now gaped in the top of what was once a towering spire, now mostly buried beneath the desert sands. Garsian walked up to charm these guys (nailing the roll) while Holt snuck around behind them (also nailing the roll), so once they got a bit chummy they straight up took these guys out, dealing 6 damage a piece. Then Garsian started pulling up their rope, while Holt peeked over the edge to see what they were hauling up. Turned out that it was a large cow-sized golden statue of a dog and the other member of the adventurer’s team who was holding on to the side of the statue. Once the statue was most of the way up, Garsian couldn’t pull it any further (mixed result on strength save) so they just let it drop, complete with the other guy still hanging on. I rolled a d12 “fate die”-style (from World of Dungeons) to see how things worked out for the poor adventurer. He got a 1, so somehow he ended up underneath the statue and was completely crushed.

Garsian and Holt tied off the line at the top and slid down the rope, since it was anchored at the bottom by the statue. They got mixed results on Dex checks, so I ruled they had bad rope burn and got -1 forward on their next hands-based action. They found a couple of candles that the other team had left down here, and followed the drag marks from where the other folks had moved the dog statue down the western corridor (the building was shaped like a cross). I rolled up a random dungeon on the online generators that Steve Christensen was nice enough to point out last time, getting “small, stronghold/sanctuary, overrun by monsters, themes of corruption, survival, and chaos.” I rolled up the monster that it was overrun with and got “jellyfishes, returning home.” Remembering the small floating luminescent creatures last session (the ones Garsian snuffed out with a darkness curse), who were also returning home, I decided that it was them. Maybe they’re native to these ancient ruins, like they were to the abandoned lighthouse on the coast?

In any case, as they went down the corridor, I described them reaching the place that the other team had hauled the gold dog statue from, an alcove formed by a stone sculpture coming out of the wall that took the form of eight giant hands that formed a kind of halo around where the dog statue had been. Looking at the wall frescos above it, which depicted these abstract eyes-and-hands ancient gods creating the animals, it seemed like the statue + hands was a depiction of the creation of the first dog. Right next to the hands-alcove, however, was the dead body of one of the other adventurers, with half of his neck dissolved by one of the floating jellies, which also lay dead next to the adventurer’s corpse with the adventurer’s knife stuck into it and the guy’s hand partially dissolved. Pretty gruesome.

As they moved further down the western corridor, they noticed that the adventurer’s blood was pooling in this strange, unnatural way, forming a perfect circle on the floor in front of another alcove formed by sculpted stone hands that encircled a golden statue of an animal that Garsian and Holt didn’t recognize, a fish-like creature with legs and horns. The corridor dead-ended here, right in front of a fresco that showed an ancient god ripping this animal apart (perhaps explaining why they’d never seen it).

Curious about the blood puddle, Holt checked around and noticed that he could hear the blood dripping down into a room below this area, so he dug his knife into the puddle and opened up an even larger hole, causing the blood to drain completely down into the darkened room below them. Rather than trying to fit down this tiny hole or rip up the floor some more, Garsian suggested they check the other corridors for another way down.

Heading to the eastern part of the cross-shaped sanctuary, they found two more alcoves made of giant sculpted stone hands, the first containing the statue of a large eagle-like bird. As they approached the second alcove, though, they saw that it was surrounded by a swarm of the luminescent jellies, so they kept their distance and quickly backed away as the jellies began slowly drifting toward the candlelight they were carrying. They could see, however, that this corridor was symmetrical with the other one, deadending in a fresco showing an ancient god ripping another unfamiliar animal apart, presumably the animal depicted in the alcove that they weren’t able to approach.

Frustrated that their only loot had been off the bodies of the dead adventurers, they headed down the north corridor to find a giant set of scales that formed a kind of archway across the corridor. The left/west scale was on the ground while the right/east scale was hanging up about neck-high. Passing through without touching it, they came to an alter standing before a depiction of some of the ancient gods partially merged together into a single tri-part entity. There were some offerings before this alter: a creepy stack of silver-plated finger-bones and then some gold “bars” in the shape of little boats (inspired by the shapes used traditionally in China to mint valuable metals).

Garsian was still looking for a secret way to the rooms below, so he first tried pulling down the scale that was neck high, but, in response, the scale on the opposite side started filling with blood, weighing it down in equal measure to however much Garsian pulled. So then he tried emptying that blood out, but it just ran endlessly back down the corridor in the direction that they’d come. When I asked Johnstone if Garsian wanted to check to see where the blood was flowing, he said: “I know where it’s flowing.” He was probably right!

In any event, Garsian finally nailed a Perceive roll (by spending some Luck to turn a 9 into a 10) and used three questions to discover a loose stone panel on the floor, which he smashed open, semi-accidentally, when trying to pry it up with his warhammer. Garsian also found some pictographic depictions on the wall that indicated that this was a sanctuary honoring the creation of the first animals, including some animals that were later unmade by the gods and entombed beneath the temple. Holt and Garsian then descended into another mini-dungeon below, which I rolled up as “made by elves, tomb/crypt, depleted resources, themes of growth/expansion, factions of war, and creation.” Hard to think of a result that would have been more appropriate!

So I describe the first room as containing this massive fountain still filled with a few inches of water, but the fountain part in the middle is in the form of this massive, immaculately-sculpted jellyfish creature that forms a kind of umbrella over the entire room. In general, the craftsmanship in this lower dungeon looks completely different and much more higher quality than the human-built rooms upstairs, indicating that the sanctuary above was built later, on top of these tombs below. Also, they could see where blood was running from one of the two side corridors (the one beneath where they’d already created that opening above, in the puddle of blood) and beginning to flower across the surface of one side of the fountain, dripping into one edge of it.

They chose to go down the other corridor, the one beneath the statue of the animal that they hadn’t been able to see because of the jellies. As they walked down, they passed by these incredibly elaborate multi-layer stone sculptures of this unfamiliar animal leading the other animals in a war against the creator gods (like it was some kind of animal version of Lucifer) while a crowd of elves stood passively in the background, watching this unfold. Eventually they got to the sarcophagus of this animal, which was built kind of like a huge stone butter dish, with a massive heavy lid of stone encasing whatever was beneath it, thought the mysterious animal’s features were carved on the lid.

Holt looted the tomb goods around the outside of the sarcophagus and then, on Garsian’s suggestion, used his knife to create a small opening into the inside of the sarcophagus. Garsian then prayed to his god again, asking if the dark elf god/ess (in her form as the queen mother of vampires) was interested in resurrecting this beast in some kind of unlife. He rolled a 14, so she was very much interested in this idea! The newly undead beast first sucked all the remaining invigorating darkness out of Holt, replacing it with some of its own primordial vigor (the significance of which we’ll figure out next time) and then exploded forth from the sarcophagus and down the tomb corridor to confront another creature emerging from the opposite corridor making bloody, wet, crunching noises.

And that’s where we stopped.

I feel like I probably didn’t do the best job of presenting the dungeon as being “overrun with monsters” but with the setup I started with, it seemed weird to have jellies everywhere if the other team had been able to operate a bit and pull the dog statue out before being attacked. Maybe it I had rolled up the mini-dungeon before they descended into it, I could have had the place swarming with jellies when they landed. Oh well.

In the end, though, I really liked how I was able to use the two-layer dungeon to tell a kind of impromptu and totally unexpected story about the ancient past, including this rebellion against the gods led by two animals who were then ripped apart and essentially uncreated as punishment, meaning that those animals didn’t end up being a part of the world. Not sure where things are going to go now, with both of these animals brought back in monstrous ways, but I guess we’ll find out next session.

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?

FotF2e Typetest Round 2: Oldstyle v Caslon v Garamond v Bodoni

FotF2e Typetest Round 2: Oldstyle v Caslon v Garamond v Bodoni

FotF2e Typetest Round 2: Oldstyle v Caslon v Garamond v Bodoni

Ignore this if you don’t care about type minutiae. As per Jesse Rothacher’s suggestion to experiment with full-featured fonts, here’s a pdf of 4 different treatments: https://www.dropbox.com/s/01wx64isxnv3vko/FotF2e_typetest3.pdf?dl=0

In that PDf the order of appearance is: HPLHS Oldstyle (current L&B font), Caslon Pro, Garamond, and Bodoni.

I’m pretty sure I’ll be maintaining the house style for header type regardless.

We started our second full Freebooters campaign last night (I’ve also run a bunch of one-shots with the rules), and…

We started our second full Freebooters campaign last night (I’ve also run a bunch of one-shots with the rules), and…

We started our second full Freebooters campaign last night (I’ve also run a bunch of one-shots with the rules), and it went great! Three of the players had created characters at our last session, so while the fourth made up his character, we talked a little about the rules, how the setting generation works, etc. One of the players had never played a PbtA game before, but she’s been awesome and very willing to try out new systems with our group, so I knew she’d be on board.

Once all the characters were created, our party consisted of:

Nyle, an extremely charismatic, but thoroughly evil human thief, played by Amber

Tobrec, a dim but burly human fighter, played by Rose

Seaver, a mercurial human magic user, played by Shane

and Mirin, a good, selfless, chain-wielding dwarf fighter played by Ryan

I had printed out a bunch of the maps from MadVandel’s map pack, and offered to let the group choose which one we would use, but they have fully embraced the “Let’s roll randomly and see what we get” ethos of Freebooters, so we let the dice decide. Once we had our map, we went around the table establishing facts about the setting. Rose placed our setting a few miles inland form the coast, and rolled up a village, with natural defense, and with a religious focus. After some discussion, we determined that the village had grown up around an ancient monastery dedicated to a now little worshipped god, and named the settlement “New Town” (Uusipunki really, since we rolled on one of the random name tables form Perilous Wilds, but I getthe feeling we’ll mostly stick with New Town in play). Ryan determined that the area surrounding the village was swampy wetlands, and that the natural defenses were that the monastery/village was built on a plateua in the midst of the swamp that was hard to get to.

We circled around the group, rolling regions and places on the PW tables, and ended up with some evoactive place names like The Quagmire of Darkness, the Ashen Vale, Doom’s Blighted Mountains, The Long Reach(a sandy coastline across the bay), and the Valley of Thieves.Shane added that in ancient times, the region was inhabited by the Tijuman people, a theocratic empire devoted to the god Reima (teh same god that the monastery is devoted to). Reima is a god of phiulosophy, Generosity, and Fertility. Alas for the Tijumans, their peaceful empire was overthrown by an invasion of barbarians.

Rose told us that, later, a new culture, the Hemetians, rose in the area. These people tried to domesticate giants, but eventually the giants threw of their bonds of servitue and tore down the cyclopean walls of the Hemetian cities.

Ryan said that the local people told tales of the fearsome Shagrin, a large, hairy, tusked, bipedal monster with a trunk and three eyes (sort of like an angry Mr. Snuffleupagus…) whose gaze could turn victims into ooze and who was said to lair in the swamps south of town.

Finally, we determined that the Valley of Thieves was full of the tombs of the ancient Tijuman people, and that a camp of would be plunderers had grown up there despite the fact that most of the tombs had been looted already.

The party was relying on the generosity of the monks of Reima and staying at the monastery (except Nyle, whose self-centeredness had gotten him kciked out). Arvi, the old man who swept up the courtyards and who always seemed to be up on th elastest gossip in the settlement told Seaver that he had heard that perviously unknow tomb had been discovered under a ruined tower just outside the Valley of Thieves, but people were afriad to enter it due to the fact that everone knows, the Tijuman laid powerful curses on any who defiled their resting places. Not dissauded, our hungry band of Freebooters gathered their gear and set off with a glint in their eyes…

I have to say, the combination of the great inspiration from the random tables and the combined creativity fo the whoel group led to a setting full of cool details that I would never have come up with on my own.

It was still early, so I offered the group the choice between forgign ahead and having me improv the whole adventure or waiting until next session and having me prepare something, but everybody was all for playing, so we got to it. I had the players rol piles of D12’s and percentiles and I pulled together a random dungeon using the tables in PW. I pulled out a Dyson Logos map (I keep printouts of a bunch of my favorites on hand for just such an occasion), and quickly set up an old Tijuman tomb, with a trapped Shadow Demon and some quarrelsome Ogres who had taken up residence.

After some travails on the journey to the Valley (getting lost, getting wet feet form straying off the path in the swamp, a weird encounter with a hypnotic giant albatross which they drove away and then ate it’s eggs, stumbling upon a lovely mating dance by some birds of paradise, and getting surprised in their camp by a party of thieves form the Valley who Seaver managed to mind control into leaving them alone and being satisfied with the shards of the Albatross eggs – much of these from a pre-generated list of Discoveries/Dangers that I had already generated using the PW tables and The Wilderness Alphabet), they eventually found the ruined tower.

The party broke down the tower door, found a secret chamber ful of tools, lamps and oil, found some large, bronze double doors with panels of raised figures showing Reima defeating a winged, horned demonic figure, avoided the flame trap in the door (pretty obvious, what with the charred bodies in front of it), distracted the Ogres with illusions then mind controlled one to attack the other (but not before poor Tobrec bit the dust – thankfully he’s much more Lucky than he is intelligent, and rolled a 10 to recover). Having bested the Ogres, they found another entrance to the main tomb chamber/shrine where Nyle (at least temporarily) blocked the spike trap and got the door open enough for them to squeeze in (a 7-9 on Pick Locks and Disarm Traps by Nyle). Seaver investigated the Magic Circles carved into the floor while Mirin sniffed out the gold alter equipment (Chalice, bowl, and dagger – Rose had established earlier that the Tijuman religion used chalices extensively in their rituals).

Luckily for the group, Nyle, who was hanging back and letting his “friends” take all the risks while he waited to collect the rewards, noticed the thickening shadows that rapidly too k the shape of the winged, horned demon form the door panels, and called out a warning. Seaver and Tobrec fled, but Mirin was weighed down with his golden treasure and rolled a 7-9 on his save to get past the demon. I offered him the coice of keeping all of ther gold but only making it halfway to the door, or dropping half the gold and getting out. After a very hard choise by Mirin’s player, he opted to live to fight another day and left half of the treasure on the tomb floor, narrowly escaping with his life. The group fled to the surface, glad to be alive and with at least some ill-goten gains to show for their troubles.

I am always amazed at the fun gaming that can come out of such a light system and a bunch of random tables. I’m pretty good at imrpovising and winging things (it’s really my natural GMing style, which is one of the reasons I love Freebooters/DW/PW so much), but I was nervous going in with literally noti=hing excpet the bare bones of setting info we had just generated. It turned out toatlly fine, and everyone had a good time and islooking forward to the group’s further adventures.

Thanks again to Jason Lutes for putting together my favorite iteration of my favorite RPG, which has provided so much fun for me and my group.

Maezar posted his cool character sheets, where Thieves could use INT or DEX for their core moves; and Clerics could…

Maezar posted his cool character sheets, where Thieves could use INT or DEX for their core moves; and Clerics could…

Maezar posted his cool character sheets, where Thieves could use INT or DEX for their core moves; and Clerics could use WIS or CHA for their core moves. What about Mages using INT or CON for their SpellCasting move?

Fictionally Mages are digging deep within their soul/ego/psyche to draw forth their mystical power.

Can’t think fictionally an alternate stat for Bend Bars Lift Gates for the Fighter…

In my games of Freebooters on the Frontier, we use flat glass beads to keep track of FAVOR, METTLE, SPELL POWER, and…

In my games of Freebooters on the Frontier, we use flat glass beads to keep track of FAVOR, METTLE, SPELL POWER, and…

In my games of Freebooters on the Frontier, we use flat glass beads to keep track of FAVOR, METTLE, SPELL POWER, and CUNNING. I made this sheet for Mage players so they can distribute and re-allocate available spellcasting energy right on the table. http://www.mysticworks.com/freebooters/downloads/Maezar-Mage-Spell-Sheet.pdf

http://www.mysticworks.com/freebooters/downloads/Maezar-Mage-Spell-Sheet.pdf

http://www.mysticworks.com/freebooters/downloads/Maezar-1-page-Freebooters-Sheets-HR.pdf

http://www.mysticworks.com/freebooters/downloads/Maezar-1-page-Freebooters-Sheets-HR.pdf

http://www.mysticworks.com/freebooters/downloads/Maezar-1-page-Freebooters-Sheets-HR.pdf

Having tested my sheets across perhaps 12 sessions with four groups of players from all types of backgrounds, I have reduced my Freebooters character sheets to a single “super compact” page (8.5″ x 11″) per class. My goal was to produce something that eliminates shuffling or flipping of papers, gives first-timers less to read and remember, and evokes a familiar character sheet feel.

At my table, Advanced moves are now handled with CARDS so I’ve left a place for the player to record their selections. This is really working out great and I will share the set when it is finished.

I am sure there will be further changes and additions, but I wanted to share these with you here. Here’s a quick review of my house rules/modifications:

1) I lowered/simplified LEVEL UP requirements to LEVEL x5 XP. This is partly due to the elimination of the “Bank It” since treasure is not the main focus of our games. I also award a reduced maximum of 3 XP at end of session — one each for ROLE PLAYING (Class, Alignment, Traits), one for WORLD BUILDING , and one for STORY DEVELOPMENT.

2) There are damage die limits per class, per classic DW. I have yet to explore how the multi-class moves will impact this limit, but my thought is that a single advanced move may not be able to remove a given limit altogether, perhaps instead upping it by one die type (ex: d4->d6)

3) Various modifications to the CLERIC class starting moves and TEST OF FAITH table. Clerics also have the option to select WISDOM or CHARISMA as the basis of FAVOR and BASIC MOVES. PS: I’ve been fortunate to have a lot of clerics in my games — at least one or two at every table!

4) Thieves have the option to choose DEX or INT as the basis of their CUNNING and BASIC MOVES.

5) I removed Race/Heritage and Alignment details from the sheet in favor of blank areas to record details created collectively at the table.

6) I added a big area for NOTES since my players were keeping yet another sheet of paper in addition to my 2-sided tabloid sheets.

That’s it for now!

http://www.mysticworks.com/freebooters/downloads/Maezar-1-page-Freebooters-Sheets-HR.pdf

http://www.mysticworks.com/freebooters/downloads/Maezar-1-page-Freebooters-Sheets-HR.pdf

Settlement Events second draft

Settlement Events second draft

Settlement Events second draft

Here’s my first complete pass at a nested d12 version of the basic Settlement Event table, along with a new Basic Move (“Pass Time”) that triggers rolling on it, and 3 moves in a new “Downtime Moves” category. The idea is that events are triggered by freebooters making the Pass Time move, instead of the traditional way of rolling once per day/week/etc.

The Downtime moves — “Craft,” “Recover,” and “Train,” are gated by the Pass Time move, and give freebooters things to do in between expeditions. None of them have been tested, so I’m open to suggestions (especially with Train — is this approach wrongheaded?)

It’s interesting how switching from d100 to d12 and compact nesting changes the way I approach the content of the tables. For the better, I think, as it forces my word choice to be more suggestive and less prescriptive.

John Marron, J. Walton, Maezar, and anyone else who wants to playtest this, please do. Just note that “Pass Time” should be added to the existing Basic Moves, and the old moves “Poisoner” (Thief), “Proselytize” (Cleric) and “Arcane Research” (Magic-User) will need to be rejiggered as Downtime moves in their respective playbooks.

Note that none of the supplemental tables are done yet, so if you do throw this into play you’ll need to wing that part. I think there’s enough here to work with, though. Plus, less time spent rolling dice!

https://www.dropbox.com/s/zahe2u9ryc8oyln/FotF2e_playtest_downtime.pdf?dl=0