LEVEL 10!

LEVEL 10!

LEVEL 10! Last night, “Lucky” Jak Longshadow became the first player character in one of my d12-World “Advanced Freebooters” games to reach level 10. This is impressive for several reasons: the first being that with my geometrically scaled XP progression table and stingy end-of-session 3XP max, this means he acquired a whopping 408 XP through loads of hard failure. Second, the fact that and his companions are only 60% through the challenging “emergent mega-dungeon” they’re exploring/enjoying is living proof that there will be life well beyond Level 10. Lastly, this achievement is a testament to a great group of stick-with-it players (on the Frontier :-). More to come as others follow…

Here’s the latest development from HIGH LEVEL (d12 WORLD) FREEBOOTERS!

Here’s the latest development from HIGH LEVEL (d12 WORLD) FREEBOOTERS!

Here’s the latest development from HIGH LEVEL (d12 WORLD) FREEBOOTERS!

Ability Point “burn” is great, and we use it all the time in many ways. As a stiffer challenge to high level characters, I’m also now using debilities.

As in DW, Debilities add a -1 to your rolls against a given ability. With the ability bonus scaling system I use, each debility is equivalent to two points of ability burn.

In addition, they require rest in a SETTLEMENT or the services of a TEMPLE to remove.

Multiple debilities on the same ability stack.

Here’s the section of the character sheet where players can keep track of them. (small circles, right side of modifier).

It’s working great and adding fun to our games!

Thought you might like to check in on the developing map from our random emergent storytelling, GM-less…

Thought you might like to check in on the developing map from our random emergent storytelling, GM-less…

Thought you might like to check in on the developing map from our random emergent storytelling, GM-less Perilous/Freebooters game! The four main characters are each now level 8! They’ve discovered that the source of the blight is a Necrotic dragon living deep beneath Kinlye… I’ll post more on the stories after this weekend’s session.

Let’s talk about the difference between FOLLOWERS whose cost is “Lucre” …and HIRELINGS.

Let’s talk about the difference between FOLLOWERS whose cost is “Lucre” …and HIRELINGS.

Let’s talk about the difference between FOLLOWERS whose cost is “Lucre” …and HIRELINGS.

At present, I’m limiting my players to CHA followers whose cost is NOT Lucre.

To retain additional followers, the cost of Lucre must be ADDED to any other cost the hireling has.

This is working out, but I feel like a cost of Lucre could be played as something. more speculative, whereas proper “hireling” wages would be more structured.

Follower:

“You’re going to the Ghathari Wild? I’ve heard there are great treasures there! I’ll join you if you’ll share the loot.”

Hireling:

“You’re looking for a strong-arm travel with you in the Ghathari Wild? That place is the graveyard of heroes. I demand 40 silver pieces per day.”

Here’s a sneak peek at my legal-sized character sheets for FotF!

Here’s a sneak peek at my legal-sized character sheets for FotF!

Here’s a sneak peek at my legal-sized character sheets for FotF! We’ve been switching to these at around level 7 when the standard letter-sized sheet starts to feel a bit cramped.

My Friday night group is delving DEEP.

My Friday night group is delving DEEP.

Originally shared by Maezar

My Friday night group is delving DEEP. They’re five levels down in a ten level megadungeon. A section on one of the levels is a nasty maze of twisting passages, all alike. We improvised a mini-game and I’ve written it up here for you to enjoy:

(Note: we play with 2d12. If you’re playing with 2d6, a CRIT is 12+, a HIT is 10-11, a SPLIT is 7-9, a MISS is 3-6 and a FLOP is 2-.)

—————————————————————–

Maze of Twisting Passages

When you try to make it through the maze, ask the GM how many True Paths each party member needs to mark and what ability to test, then roll +that ability:

You mark a True Path and all allies take +1 forward

You mark a True Path.

You mark a True Path but burn 1 in the tested ability.

The GM chooses one from the list below:

[ ] You burn 1 in the tested ability.

[ ] You must un-mark a True Path.

[ ] The maze takes a toll on your resources.

[ ] A dungeon danger manifests. Stay sharp!

Mark XP. The GM chooses two from the list above.

When everyone has marked all the required True Paths, your party escapes the maze.

—————————————————————–

Here are some sample mazes:

1. Every player must mark 3 True Paths of Roll+WIS.

2. Every player must mark 2 True Paths, one Roll+STR and one Roll+INT.

3. Every player must mark 1 True Path by testing their worst ability (excluding Luck).

4. Every player must mark 3 True Paths by rolling +two different abilities of their choosing.

5. The group must mark 5 True Paths total by rolling +their choice of abilities, but at least one of the abilities tested must be Luck.

My Friday night group is delving DEEP.

My Friday night group is delving DEEP.

My Friday night group is delving DEEP. They’re five levels down in a ten level megadungeon. A section on one of the levels is a nasty maze of twisting passages, all alike. We improvised a mini-game and I’ve written it up here for you to enjoy:

(Note: we play with 2d12. If you’re playing with 2d6, a CRIT is 12+, a HIT is 10-11, a SPLIT is 7-9, a MISS is 3-6 and a FLOP is 2-.) ——————————————————————-

Maze of Twisting Passages

When you try to make it through the maze, ask the GM how many True Paths each party member needs to mark and what ability to test, then roll +that ability:

You mark a True Path and all allies take +1 forward

You mark a True Path.

You mark a True Path but burn 1 in the tested ability.

The GM chooses one from the list below:

[ ] You burn 1 in the tested ability.

[ ] You must un-mark a True Path.

[ ] The maze takes a toll on your resources.

[ ] A dungeon danger manifests. Stay sharp!

Mark XP. The GM chooses two from the list above.

When everyone has marked all the required True Paths, your party escapes the maze.

——————————————————————-

Here are some sample mazes:

1. Every player must mark 3 True Paths of Roll+WIS.

2. Every player must mark 2 True Paths, one Roll+STR and one Roll+INT.

3. Every player must mark 1 True Path by testing their worst ability (excluding Luck).

4. Every player must mark 3 True Paths by rolling +two different abilities of their choosing.

5. The group must mark 5 True Paths total by rolling +their choice of abilities, but at least one of the abilities tested must be Luck.