Freebooters on the Frontier Homebrew Funnel

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Freebooters on the Frontier RPG


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OK, let's start character creation. Freebooters on the Frontier is a hybrid of both OSR and PbtA games, and a funnel is an introductory game in which everyone plays multiple underpowered "commoners" for lack of a better word. Most aspects of the character generation is random, so we'll be doing a lot of dice rolling to begin with.

For those who are joining us on what I hope to be a fun, wacky adventure, please roll (or complete) the following:

1) Occupation: d100 (this will also generate your heritage and your corresponding heritage move)

2) Ability Scores: Roll 3d6 for all characteristics in order: Str, Con, Dex, Int, Wis, Cha, and Luck. In order means your first 3d6 goes to Str, your seond to Con, etc. Don't worry if these are low, they will get bumped in the next two steps.

Once everyone has completed these steps and I've give you the results (if you haven't looked them up yourself, see the link to the free RPG docs in the recruitment thread), we'll move on.


1) 1d100 ⇒ 25

2) Str: 3d6 ⇒ (2, 5, 2) = 9
Dex: 3d6 ⇒ (4, 2, 2) = 8
Con: 3d6 ⇒ (5, 5, 4) = 14
Int: 3d6 ⇒ (6, 3, 5) = 14
Wis: 3d6 ⇒ (1, 2, 5) = 8
Cha: 3d6 ⇒ (3, 2, 6) = 11
Luck: 3d6 ⇒ (5, 1, 4) = 10


Discord Chat

OK, Elbow, you have your stats and the character is a: human Crier (basically the faux-medieval version of the "news". Your prime ability is Constitution, which means that you can swap out any one ability score with Con. Your starting gear is a knife (1d4, precise, hand, 0 wt), and a plumed hat (worn, 0 wt). Your human heritage move is: When you Live to Tell the Tale, mark 1 ability of your choice. I'll explain this later, but the ability applies once you finish the funnel.

You can now apply your heritage bonuses, which as a human is as follows: increase any two different abilities by 1 point each. No ability score may be raised above 18.

Next in the process you can roll HP. Everyone gets 1d4 + Con modifier. I will post the ability modifiers in the Campaign Info tab.

Come to think of it, I'll put all the character creation stuff in the Campaign Info tab, to save myself from writing it over and over again.

Elbow, why don't you roll up your second and third character!


Character 2
1) 1d100 ⇒ 71

2) 3d6 ⇒ (3, 2, 5) = 10
3d6 ⇒ (6, 5, 1) = 12
3d6 ⇒ (1, 3, 5) = 9
3d6 ⇒ (1, 3, 3) = 7
3d6 ⇒ (5, 2, 5) = 12
3d6 ⇒ (1, 2, 2) = 5
3d6 ⇒ (1, 6, 5) = 12

Character 3
1) 1d100 ⇒ 81

2) 3d6 ⇒ (6, 1, 2) = 9
3d6 ⇒ (2, 3, 1) = 6
3d6 ⇒ (2, 1, 5) = 8
3d6 ⇒ (1, 3, 1) = 5
3d6 ⇒ (2, 6, 1) = 9
3d6 ⇒ (6, 5, 5) = 16
3d6 ⇒ (5, 3, 2) = 10


Discord Chat
ElbowtotheFace wrote:
Character 2: 71

human lantern maker

Ability: Dex
Starting gear (damage, tags, weight): knife (1d4, precise, hand, 0 wt), lantern (0 wt), flask of oil (0 wt), tinderbox (o wt)

ElbowtotheFace wrote:
Character 3: 81

Human potter

Ability:Dex
Starting gear (damage, tags, weight): club (1d6, close, stun, 1 wt), sack (0 wt), 10 lbs of clay (2 wt)


Alright! Let’s have a go, shall we?

Villager 1

1d100 ⇒ 11 Bounty Hunter

3d6 ⇒ (2, 2, 5) = 9
3d6 ⇒ (1, 6, 1) = 8
3d6 ⇒ (3, 5, 4) = 12
3d6 ⇒ (1, 3, 2) = 6
3d6 ⇒ (2, 1, 3) = 6
3d6 ⇒ (5, 6, 6) = 17
3d6 ⇒ (6, 4, 6) = 16

Villager 2 Ditch Digger

1d100 ⇒ 27

3d6 ⇒ (6, 2, 2) = 10
3d6 ⇒ (2, 3, 4) = 9
3d6 ⇒ (4, 1, 6) = 11
3d6 ⇒ (5, 3, 4) = 12
3d6 ⇒ (3, 6, 1) = 10
3d6 ⇒ (5, 2, 5) = 12
3d6 ⇒ (2, 6, 4) = 12

Villager 3 Beekeeper

1d100 ⇒ 6

3d6 ⇒ (1, 3, 4) = 8
3d6 ⇒ (3, 6, 4) = 13
3d6 ⇒ (5, 5, 5) = 15
3d6 ⇒ (6, 2, 6) = 14
3d6 ⇒ (1, 6, 1) = 8
3d6 ⇒ (4, 4, 1) = 9
3d6 ⇒ (6, 2, 3) = 11


Discord Chat
kdtompos wrote:

Alright! Let’s have a go, shall we?

Villager 1 = 11

Human Bounty Hunter

Ability: Wisdom
Starting gear (damage, tags, weight): light crossbow (1d6, near, far, reload, 1 pierce, 2-handed, 1 wt, Bolt: 1d4 ⇒ 4 (1 wt), quiver, 0 wt), knife (1d4, precise, hand, 0 wt)

kdtompos wrote:
Villager 2 = 27

Human Ditch Digger

Ability: Strength
Starting gear (damage, tags, weight): shovel (1d6, close, awkward, 2 wt)

kdtompos wrote:
Villager 3 = 6

Human beekeeper

Ability: Wisdom
Starting gear (damage, tags, weight): staff (1d4, close, 2-handed, 1 wt), Jars of Honey: 1d4 ⇒ 3 (1 ration, 1 wt)


I love these pcs already. I don’t know if that’s a good or bad sign! I’ll roll some hp, traits, appearance, and items:

Bounty Hunter

hp: 1d4 ⇒ 2
trait 1: 1d100 ⇒ 89 merciful
trait2: 1d100 ⇒ 32 moody
appearance 1: 1d100 ⇒ 72 perfumed
appearance 2: 1d100 ⇒ 60 notable gait
random item: 1d100 ⇒ 39 handsaw (1 wt.)

Ditch Digger

hp: 1d4 ⇒ 4
trait 1: 1d100 ⇒ 82 hopeful
trait2: 1d100 ⇒ 41 self-pitying
appearance 1: 1d100 ⇒ 84 scarred
appearance 2: 1d100 ⇒ 19 dirty/grimy
random item: 1d100 ⇒ 34 fishing pole (0 wt.)

Beekeeper

hp: 1d4 ⇒ 4
trait 1: 1d100 ⇒ 90 orderly
trait2: 1d100 ⇒ 67 dependable
appearance 1: 1d100 ⇒ 1 aged
appearance 2: 1d100 ⇒ 61 notable hair/facial hair
random item: 1d100 ⇒ 72 prayer beads (0 wt.)

(I can look up the traits and appearance, etc. in a moment too)


Discord Chat

Something that you can do in this game is "burn a stat", which decreases the stat temporarily but allows you to add 1 to any roll you're using the stat with. The exception is your Luck ability score, which you can burn to increase ANY roll by 1. I would therefore heartily encourage everyone to temporarily burn 1 pt of Luck to increase their HP roll, especially if it's a 1 or a 2. At this level, an extra HP makes a big difference! If you do, just write your luck ability as 11/12 or 6/7. If that changes your ability modifier, you do have to use the lower one for the adventure, however, as you're unlikely to regain that point of Luck during the adventure.


Discord Chat
kdtompos wrote:
I love these pcs already. I don’t know if that’s a good or bad sign!

It's amazing how just a few adjectives can give you all kinds of ideas about a PC. I love the orderly and dependable aged beekeeper with notable facial hair who carries prayer beads; he's very easy to picture in my mind! Same with the scarred and grimy ditch digger. I'm also not sure that I want to know what the bounty hunter does with that hand saw.


GM BrOp wrote:
kdtompos wrote:
I love these pcs already. I don’t know if that’s a good or bad sign!
It's amazing how just a few adjectives can give you all kinds of ideas about a PC. I love the orderly and dependable aged beekeeper with notable facial hair who carries prayer beads; he's very easy to picture in my mind! Same with the scarred and grimy ditch digger. I'm also not sure that I want to know what the bounty hunter does with that hand saw.

I had the same thoughts. They build some really fascinating characters in my mind already. It’ll be sad to see some die. But such is the funnel.

If I were to name them, any sense of cultures to draw from? Or should I make them creative non-ethnic fantasy names?

Also, as far as running DCC modules or creating our own, I like both options. I’m familiar with some DCC funnels, but could try ti be somewhat objective/naive in navigating them. But there are also several that I’ve never read through.


Human Crier - Benoit de Bar
9, 9, 14, 14, 9, 11, 10 (9)
HP: 1d4 + 2 ⇒ (4) + 2 = 6
trait 1: 1d100 ⇒ 82 Hopeful
trait 2: 1d100 ⇒ 56 Chaste
appearance 1: 1d100 ⇒ 48 Missing Foot
appearance 2: 1d100 ⇒ 35 Leonine Features
random item: 1d100 ⇒ 5 Animal Trap (1 wt)

Human Lantern Maker - Felix Marcel
10, 13, 9, 7, 12, 6, 12 (11)
HP: 1d4 + 1 ⇒ (2) + 1 = 3
trait 1: 1d100 ⇒ 42 Selfish
trait 2: 1d100 ⇒ 84 Idealistic
appearance 1: 1d100 ⇒ 89 Strong Cheekbones
appearance 2: 1d100 ⇒ 42 Long Beard
random item: 1d100 ⇒ 17 Bottle of Spirits (0 wt)

Human Potter – Nathaniel Marquart
9, 6, 9, 6, 9, 16, 10 (9)
HP: 1d4 + 1 ⇒ (3) + 1 = 4
trait 1: 1d100 ⇒ 51 Ambitious
trait 2: 1d100 ⇒ 84 Idealistic
appearance 1: 1d100 ⇒ 86 Straight Hair
appearance 2: 1d100 ⇒ 73 Piercings
random item: 1d100 ⇒ 35 Flask of oil (burn, 2 uses, 1 wt)


Discord Chat

I'll create three PCs for the funnel as well. Might as well join in the fun.

PC1 Occupation: 1d100 ⇒ 43 = Farmer
Ability: Con
Starting Gear: Pitchfork (1d6, reach, 1 wt), Bushel of 4 turnips (2 wt)
PC1 Str: 3d6 ⇒ (2, 3, 5) = 10
PC1 Con: 3d6 ⇒ (3, 2, 3) = 8
PC1 Dex: 3d6 ⇒ (2, 6, 5) = 13
PC1 Int: 3d6 ⇒ (3, 4, 5) = 12
PC1 Wis: 3d6 ⇒ (2, 6, 2) = 10
PC1 Cha: 3d6 ⇒ (2, 1, 2) = 5
PC1 Luc: 3d6 ⇒ (6, 5, 6) = 17
I'll switch his Dex and Con, so Con is now 13 and Dex is 8.
Hit Points: 1d4 ⇒ 4, I'll burn a pt of Luck to give me a 5.
Capacity is 4
PC1 Trait 1: 1d100 ⇒ 40 = Ruthless
PC1 Trait 2: 1d100 ⇒ 8 = Covetous
Appearance 1: 1d100 ⇒ 84 = Scarred
Appearance 2: 1d100 ⇒ 56 = Notable Clothing
Random item: 1d100 ⇒ 30 = Donkey (capacity 8)!

PC2 Occupation: 1d100 ⇒ 76 = Netmaker
Ability:Dex
Starting Gear: Knife (1d4, precise, hand, 0 wt), fishing net (1 wt), rope (50', 1 wt)
PC2 Str: 3d6 ⇒ (2, 4, 4) = 10
PC2 Con: 3d6 ⇒ (1, 6, 1) = 8
PC2 Dex: 3d6 ⇒ (3, 6, 2) = 11
PC2 Int: 3d6 ⇒ (2, 1, 5) = 8
PC2 Wis: 3d6 ⇒ (2, 3, 1) = 6
PC2 Cha: 3d6 ⇒ (4, 2, 2) = 8
PC2 Luc: 3d6 ⇒ (3, 2, 4) = 9
Oh, wow, those are terrible rolls. I don't think I'll do a thing.
Hit Points: 1d4 ⇒ 1
Capacity is 4
PC2 Trait 1: 1d100 ⇒ 92 = Persistent
PC2 Trait 2: 1d100 ⇒ 1 = Addict
Appearance 1: 1d100 ⇒ 94 = Twitch/tic
Appearance 2: 1d100 ⇒ 100 = Youthful
Random item: 1d100 ⇒ 41 = Holy symbol


Discord Chat

Elbow went with French names. How do we feel about that? We also don't have to pick a single culture to base our names off of. Our village could be a mix of different cultures.


Technically Bretonnian (Warhammer) but same difference


Being in a DCC funnel currently, I may as well jump on in for this playtest too.

Let's see what the dicerolls bring...

Village People #1

Occupation: 1d100 ⇒ 73.

Str: 3d6 ⇒ (4, 2, 6) = 12.
Con: 3d6 ⇒ (5, 4, 3) = 12.
Dex: 3d6 ⇒ (5, 6, 6) = 17.
Int: 3d6 ⇒ (1, 4, 1) = 6.
Wis: 3d6 ⇒ (5, 1, 2) = 8.
Cha: 3d6 ⇒ (2, 3, 4) = 9.
Luk: 3d6 ⇒ (6, 6, 3) = 15.

HP: 1d4 ⇒ 3.
1st Trait: 1d100 ⇒ 40.
2nd Trait: 1d100 ⇒ 85.
1st Personality: 1d100 ⇒ 12.
2nd Personality: 1d100 ⇒ 100.
Item: 1d100 ⇒ 58.

Village People #2

Occupation: 1d100 ⇒ 94.

Str: 3d6 ⇒ (6, 3, 4) = 13.
Con: 3d6 ⇒ (3, 4, 5) = 12.
Dex: 3d6 ⇒ (4, 2, 4) = 10.
Int: 3d6 ⇒ (6, 3, 4) = 13.
Wis: 3d6 ⇒ (6, 5, 3) = 14.
Cha: 3d6 ⇒ (6, 3, 1) = 10.
Luk: 3d6 ⇒ (5, 5, 3) = 13.

HP: 1d4 ⇒ 1.
1st Trait: 1d100 ⇒ 58.
2nd Trait: 1d100 ⇒ 47.
1st Personality: 1d100 ⇒ 23.
2nd Personality: 1d100 ⇒ 29.
Item: 1d100 ⇒ 95.

Village People #3

Occupation: 1d100 ⇒ 96.

Str: 3d6 ⇒ (6, 4, 3) = 13.
Con: 3d6 ⇒ (6, 3, 5) = 14.
Dex: 3d6 ⇒ (5, 3, 1) = 9.
Int: 3d6 ⇒ (5, 4, 5) = 14.
Wis: 3d6 ⇒ (3, 1, 5) = 9.
Cha: 3d6 ⇒ (4, 2, 3) = 9.
Luk: 3d6 ⇒ (2, 5, 6) = 13.

HP: 1d4 ⇒ 2.
1st Trait: 1d100 ⇒ 59.
2nd Trait: 1d100 ⇒ 58.
1st Personality: 1d100 ⇒ 33.
2nd Personality: 1d100 ⇒ 82.
Item: 1d100 ⇒ 22.


Hey! Apologies for the delay! Am I still on time GM BrOp, or is the group full?


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Albion, The Eye wrote:
Hey! Apologies for the delay! Am I still on time GM BrOp, or is the group full?

No, please join us, Albion. With you there are four players, which is a good size.


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Today is a good day to... halp wrote:

Being in a DCC funnel currently, I may as well jump on in for this playtest too.

Let's see what the dicerolls bring...

Village People #1

Village Person #1 is a human miller.

Ability: Int
Starting Gear: Club (1d6, close, stun, 1 wt), sack of flour (2 wt)
Traits: Ruthless, Just
Appearance: Curly/wavy hair, youthful
Random Item: A lucky charm (unfrosted)

Village Person #2 is a human undertaker
Ability: Int
Starting Gear: holy symbol (0 wt), coffin (4 wt)
Traits: Compassionate, vengeful
Appearance: Equine features, haggard/tired
Random Item: Whetstone (0 wt)

Village Person #3 is a human watchman
Ability: Str
Starting Gear: Spear (1d8, throw, reach, near, 2 wt), leather armor (worn, 1 wt), lantern (0 wt), flask of oil (0 wt), tinderbox (0 wt), horn (0 wt)
Traits: Compassionate, confident
Appearance: Heavy-lidded, scarred
Random Item: Clay jar of honey (2 rations, 1 wt)


Thx! I am on it!

Occupation 1: 1d100 ⇒ 64

Str: 3d6 ⇒ (5, 4, 4) = 13
Con: 3d6 ⇒ (1, 4, 5) = 10
Dex: 3d6 ⇒ (6, 3, 1) = 10
Int: 3d6 ⇒ (6, 5, 3) = 14
Wis: 3d6 ⇒ (6, 1, 6) = 13
Cha: 3d6 ⇒ (5, 3, 5) = 13
Luk: 3d6 ⇒ (3, 3, 5) = 11

HP: 1d4 ⇒ 3
Trait 1: 1d100 ⇒ 9
Trait 2: 1d100 ⇒ 87
Personality 1: 1d100 ⇒ 68
Personality 2: 1d100 ⇒ 81
Item: 1d100 ⇒ 46

——————————

Occupation 2: 1d100 ⇒ 26

Str: 3d6 ⇒ (1, 4, 3) = 8
Con: 3d6 ⇒ (3, 2, 2) = 7
Dex: 3d6 ⇒ (2, 6, 3) = 11
Int: 3d6 ⇒ (2, 1, 6) = 9
Wis: 3d6 ⇒ (5, 4, 3) = 12
Cha: 3d6 ⇒ (4, 3, 4) = 11
Luk: 3d6 ⇒ (1, 3, 4) = 8

HP: 1d4 ⇒ 3
Trait 1: 1d100 ⇒ 49
Trait 2: 1d100 ⇒ 11
Personality 1: 1d100 ⇒ 49
Personality 2: 1d100 ⇒ 72
Item: 1d100 ⇒ 59

——————————

Occupation 3: 1d100 ⇒ 15

Str: 3d6 ⇒ (6, 2, 1) = 9
Con: 3d6 ⇒ (5, 2, 4) = 11
Dex: 3d6 ⇒ (3, 5, 2) = 10
Int: 3d6 ⇒ (4, 3, 3) = 10
Wis: 3d6 ⇒ (3, 3, 2) = 8
Cha: 3d6 ⇒ (5, 4, 2) = 11
Luk: 3d6 ⇒ (3, 3, 1) = 7

HP: 1d4 ⇒ 4
Trait 1: 1d100 ⇒ 74
Trait 2: 1d100 ⇒ 19
Personality 1: 1d100 ⇒ 76
Personality 2: 1d100 ⇒ 29
Item: 1d100 ⇒ 8


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Discord Chat

I think I'll go with one of the funnels that is included with this game. They're not exactly written out, but allow for lots of world-building, which I'd like to try.

Please read the two intros below and pick one of them (majority rules), as I'd be happy running either of them. I'll act as the tie-breaker in case we need one.

Intro 1: The Hand of St. Ignys:
The noontime sky is dark. Rain, relentless. Mud, ankle-deep. Crofters wring their hands, bemoaning the loss of field and livestock. For the Reliquary lies empty.
The Hand of St. Ignys—protector of all you know—is gone. The priest, once a comfort, speaks ceaseless dooms in the downpour: “The gods have forsaken us for our stuipidity!” Some of you disagree, and have banded together to prove it. You will find the Hand. You will prove your worth in the eyes of the gods. You will save your home.

Children of the Wood:
The first child went missing a year ago. Every moonless night since, more have disappeared. Those families that have not fled the village bar their doors at night and dwell in fear. Rumors speak of ghostly songs, carried on the wind from the Thornwood, on the far side of the river. Surely some evil within has claimed the innocents. But you cannot let this go on. You will find them. You will bring them back.


GM BrOp wrote:
Elbow went with French names. How do we feel about that? We also don't have to pick a single culture to base our names off of. Our village could be a mix of different cultures.

Bretonian/French sounds good to me!

Also, my vote is Hand of St. Ignys


Discord Chat
Albion, The Eye wrote:
Thx! I am on it.

Villager #1 is a human herder

Ability: Con
Starting Gear: Crook (1d3, reach, awkward, 1 wt), No:: 1d4 ⇒ 1 of Animal: 1d4 ⇒ 2 = 1 goat
Traits: Cowardly and loving
Appearance: Notable nose and sallow/wan
Random Item: Jaunty cap (worn, 0 wt)

Villager #2 is a human ditchdigger
Ability: Str
Starting Gear: Shovel (1d6, close, awkward, 2 wt)
Traits: Decadent and wrathful
Appearance: missing hand and perfumed
Random Item: Makeshift shield (+1 armor, 2 wt)

Villager #3 is a human butcher
Ability: Str
Starting Gear: Cleaver (1d4, hand, messy, 1 wt), side of salted beef (4 rations, 2 wt)
Traits: Hasty and friendly
Appearance: Pigeon-toed and haggard/tired
Random item: Backpack (worn, 0 wt)


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14 rolls not a single demi-human lol


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If the most recent person who spoke up in the Recruitment thread joins us and creates characters we'll have 5 players. Having everyone playing three PCs (for a total of 15) might be a bit much. How would everyone feel about picking their favorite two of the three PCs you've already created? Alternately, we could move forward with 15 PCs and see who gets whittled away.


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ElbowtotheFace wrote:
14 rolls not a single demi-human lol

In your defense, there's only a 4% chance each to be a dwarf, elf, or halfling.


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I could pick my top two. Then the third is “waiting in the wings” perhaps, in case we slaughter ourselves and need reinforcements from the village?


Hey all. Rolling for poor villagers...

Villager One
Occupation: 1d100 ⇒ 11

STR: 3d6 ⇒ (5, 6, 6) = 17
CON: 3d6 ⇒ (4, 6, 1) = 11
DEX: 3d6 ⇒ (5, 5, 6) = 16
INT: 3d6 ⇒ (1, 5, 6) = 12
WIS: 3d6 ⇒ (1, 5, 3) = 9
CHA: 3d6 ⇒ (5, 3, 6) = 14
Luck: 3d6 ⇒ (1, 1, 2) = 4

HP: 1d4 ⇒ 3

Trait One: 1d100 ⇒ 22
Trait Two: 1d100 ⇒ 60

Appearance: 1d100 ⇒ 17
Appearance: 1d100 ⇒ 54

Item: 1d100 ⇒ 48

Villager Two
Occupation: 1d100 ⇒ 93

STR: 3d6 ⇒ (5, 6, 3) = 14
CON: 3d6 ⇒ (1, 3, 6) = 10
DEX: 3d6 ⇒ (2, 2, 3) = 7
INT: 3d6 ⇒ (3, 4, 2) = 9
WIS: 3d6 ⇒ (6, 5, 5) = 16
CHA: 3d6 ⇒ (5, 2, 3) = 10
Luck: 3d6 ⇒ (1, 4, 1) = 6

HP: 1d4 ⇒ 3

Trait One: 1d100 ⇒ 10
Trait Two: 1d100 ⇒ 10

Appearance: 1d100 ⇒ 65
Appearance: 1d100 ⇒ 86

Item: 1d100 ⇒ 81

Villager Three
Occupation: 1d100 ⇒ 41

STR: 3d6 ⇒ (3, 3, 5) = 11
CON: 3d6 ⇒ (5, 5, 6) = 16
DEX: 3d6 ⇒ (2, 1, 5) = 8
INT: 3d6 ⇒ (4, 2, 2) = 8
WIS: 3d6 ⇒ (2, 2, 3) = 7
CHA: 3d6 ⇒ (3, 2, 4) = 9
Luck: 3d6 ⇒ (2, 1, 5) = 8

HP: 1d4 ⇒ 2

Trait One: 1d100 ⇒ 90
Trait Two: 1d100 ⇒ 89

Appearance: 1d100 ⇒ 31
Appearance: 1d100 ⇒ 66

Item: 1d100 ⇒ 40


Reroll Villager Two/Trait Two: 1d100 ⇒ 56

I've got the book, will get this all translated after lunch.

I'm fine starting with two and keeping the third as a reserve.


My vote is Hand of St. Ignys!

If I have to chose, I am feeling my herder and butcher. And I have a favorite. But maybe I shouldn't :)


Villager One - Syrina du Shay
Occupation: Female, Human, Bounty Hunter
Ability: WIS

STR: 17+1=18
CON: 11
DEX: 16
INT: 9
WIS: 12+1=13 (Switch INT --> Wis)
CHA: 14
Luck: 6
HP: 3+0=3

Traits: Inflexible, Considerate
Appearance: Dimples, Notable Face Shape
Item: Keepsake
Equipment: light crossbow (1d6, near, far, reload, 1 pierce, 2-handed), bolts (1d4 ammo, 1 wt), quiver (0 wt), knife (1d4, precise, hand, 0 wt)

Villager Two - Stitch Millersson
Occupation: Male, Human, Trapper
Ability: DEX
STR: 14
CON: 10
DEX: 16 (Switched WIS-->DEX)
INT: 9
WIS: 7+1=8
CHA: 10
Luck: 6+1=7
HP: 3+0=3

Traits: Cruel, Chaste
Appearance: Notable Laugh, Straight Hair
Item: Saddlebags
Equipment: knife (1d4, precise, hand, 0 wt), traps [roll 1d4: 1=2d4 rat traps (0 wt); 2=1d4 rabbit traps (2 wt); 3=1 snare trap (1 wt);
4=1 bear trap (2 wt)]
Trap Roll: 1d4 ⇒ 1
# of Rat Traps: 2d4 ⇒ (1, 4) = 5

Villager Three - Candace "Bones" MacDougal
Occupation: Female, Human, Falconer
Ability: WIS

STR: 11
CON: 16
DEX: 8+1=9
INT: 7
WIS: 8+1=9 (Switched INT-->WIS)
CHA: 9
Luck: 8
HP: 2+2=4

Traits: Orderly, Merciful
Appearance: Hatch Faced, Notable Nose
Item: herbs & poultices (slow, heal 1d4, 2 uses)
Equipment: knife (1d4, precise, hand, 0 wt), leather gauntlet (0 wt), falcon


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Once you have your PCs, please create an Alias Account for them or place them somewhere on your main account's main page so that we can track everyone.

I also want to remind everyone that you may burn 1 pt of Luck to give yourself a +1 on your HP roll. This will temporarily lower your Luck score by 1 pt, but I think having the extra HP is a stronger choice. In the end, it's up to you, however, and of course may not make a huge difference.


I think I'll start with Syrina and Candace and leave that cruel bugger Stitch as a reserve. I've created an alias for all three.

The Hand of St. Ignys works for me.


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OK, seems like the majority want "The Hand of St. Ignys" as the funnel adventure.

The next step is for everyone to introduce the two PCs they have chosen to play. Please tell everyone their names and pronouns, their occupations, and anything else notable or interesting. Remember that unless you specifically state that you're an outsider, you will all be from the same village. If you want to play an outsider, you have to have a good reason as to what you are doing in the village and why a normal person like you would volunteer on such a dangerous quest.

Players, if you have questions about the other PCs, please ask them. This is the way we build background and start creating a setting.


I need to tackle all the moving parts, and understand what is important for which potential character (probably need to go over the rulebooks at least partially), so it will take me some time.

Working on it!


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Albion, The Eye wrote:

I need to tackle the moving parts, and understand what is important for which potential character (probably need to go over the rulebooks at least partially), so it will take me some time.

Working on it!

Feel free to ask any questions here, Albion, although you can find all the info online in the "Funnel" document I linked to above.


Unfortunately it is probably a little more reading and creative work than the available time I currently have.

That coupled with having to make character decisions about stats with a system I am not familiar with + coming up with three distinct backgrounds and motivations, is feeling a bit daunting at the moment.

But I am giving it a try.


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Stats are pretty much the same as in D&D and Pathfinder. Str helps with melee attack, Con with HP, etc. A stat between 9 and 12 is average, anything below that you get negatives, anything above you get positives. The breakdown of stats/modifiers is:

3: -3, 4-5: -2, 6-8: -1, 9-12: 0, 13-15: +1, 16-17: +2, 18, +3.

Luck is the only new stat, but that comes into play less often.

The only major difference in the game is that instead of rolling d20 for everything, you'll be rolling 2d6 and adding modifiers, hoping for a result of 7 or higher for a partial success, and 10 or higher for a complete success.

There is also a lot less emphasis on mix-maxing and system mastery in this game, which is why I suggested that you would be fine learning as you go.

As for character background, I'm not looking for a novella. A few sentences for each will do.

As an example, I'll create a background/personality for the farmer PC I rolled above:

Benoit the Stingy is a turnip farmer who keeps a close eye on everything he grows. Normally he would never volunteer for such a dangerous mission ("I've got too much to lose!"), but the recent relentless rains caused by the missing "Hand of St. Ignys" are likely to devastate his crops and leave him penniless if he doesn't do anything. A bunch of his turnips recently washed away, and he is on the look for them, which is why he brought along his donkey, "Isabella".


Thank you for the quick rundown BrOp!

One more question - what is the role of the Ability? Is it simply a random one which represents the only you you can swap, or does it play any special role in the game?


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Albion, The Eye wrote:

Thank you for the quick rundown BrOp!

One more question - what is the role of the Ability? Is it simply a random one which represents the only you you can swap, or does it play any special role in the game?

The former: it's the only one you can swap out with another ability stat. It serves no other function.


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Female, Human, Rogue (Swashbuckler) 3/ Warlock (Hexblade) 2 AC: 15(16) | HP: 23/30 | PP: 14 | PI: 14 | Init: +7 | Inspiration: No

Are we starting with a total 'blank slate' for the world/village? Or is there a brief description I missed that included some basics like village name, surrounding terrain, etc.?

Being a Bounty Hunter, it might actually make more sense for Syrina to be an outsider. Having arrived in the village a week ago looking for a local two-bit scoundrel (to be named later). She's broke and was hoping the capture (dead or alive, of course) of this bandit would get her enough money to get her to the nearest larger city. Unfortunately, her luck turned sour when the bandits ranch hand cousin happened across her path. The two share the same swarthy looks, height, and sadly for the cousin, family birthmark. Syrina discovered much too late that the person she just killed wasn't actually the bandit in question, but an innocent cow herder. She was forced to give up her horse and nearly all her possessions except her crossbow, knife, and the tiny keepsake from her father to pay off the Justicar's Penance for the mistake.

Syrina is a tall, imposing, attractive woman with the cutest dimples when she smiles. Something that is known to happen on occasion. She's also one of the most polite and considerate people a person could meet, even to her intended bounties. But she lacks a certain amount of creativity and imagination, preferring to stick to an intended plan regardless of the consequences or changing situation.

Quote: "I'm terribly sorry, but I've run through the calculations three times. You're worth more to me dead than alive. What color flowers would you prefer to have at your funeral ceremony?"

"What?! What are you talking about you crazy bi..."

*THWACK!*

"I guess we'll just go with the standard white lilly."


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Syrina du Shay wrote:
Are we starting with a total 'blank slate' for the world/village? Or is there a brief description I missed that included some basics like village name, surrounding terrain, etc.?

Yup, total blank slate at the moment. The next part of this is actually coming up with setting background on the village. I'll jumpstart that soon.


Female, Human, Falconer

Candance is the fifth of seven daughters born to the beleaguered Baron MacDougal whose broken down manor stands high upon the hill overlooking the village. The Baron, a gentile and outgoing man who happens to be on his third wife and utterly horrible with money. It has been five generations since the Macdougals actually produced a head of the family who wasn't taken in by any grifter or confidence scheme that happened to be passing through.

Called Bones, Candance is skinny and all hard angles and edges. Having survived three bouts with various poxes and fevers, it is considered a miracle by some that she is even alive. (Witchery by some others.)

She's a quiet girl with almost no skill in the usual womanly arts of embroidery, cooking, and gossip. Instead she has taken to the art of falconry after a young gentlemen passed through courting her older sister (The baron's second eldest at the time.) Her sister gave her one of her poor husband's falcons after the man met with a tragic accident while riding near the Giant's Stairsteps, a massive set of cascading terraced waterfalls, known for excellent fishing holes, and mysterious deaths.

Candace bonded took to the hunting birds with rarely seen joy and persistence.

Quote: "Fly! Fly Talon and bring us home a fine rabbit."

"Wait. Where are you going you blasted bird! Get back here!"


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Janusz is a simple village lad - granted, he is a tad stronger and brighter than most in the village (his parents might say too smart for his own good) but that never brought him any delusions of grandeur or great accomplishments. He likes being out on the hills with his parent’s goat herd, where it is peaceful and quiet.

Tall, strong and with well defined facial lines, he could be almost a good-looking one if he took a bit more care of himself (though not by wearing the ‘fancy’ clothes his mother Edwina wants to force him to!), and the girls in the village do give him some looks whenever he is carrying hay, or accompanying his da Elmeron to the market. But for some reason, they do not appeal much to him - ‘too much hassle’ - he might say with a grin to Alex, his pet female goat which follows him absolutely everywhere.

He will of course fall immediately in love with Syrina :D

One can usually find him helping his father and mother tend to the fields or the animals, or at Oren’s tavern, having one or three cold beers at the end of a hard working day.


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Yes, Albion, Con does modify HP.


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Human Lantern Maker

'Never let a rainy day go to waste' the lantern maker thought to himself, Felix had found himself busier than usual for this time of year. Summer usually meant clear sky, warm sun, and long days, but that all ended when the Hand of St. Ignys went missing. Since that day the area has been hit with constant dark clouds, cold winds, and non-stop rain, he was surprised they hadn't all been washed away or maybe that's the gods' plan.

The slender man with distinctive cheekbones and a beard he could tuck into his belt, stroked his chin looking at his most recently finished order, two heavy lanterns that would withstand the current wind and rain  for the tavern. With a grunt Felix hoisted the lanterns onto his shoulders and headed for the tavern, he hoped the priest was already past out so he wouldn't have to hear the doomsaying.


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Human Crier

Benoit's foot steps fell loudly on the wooden floor of the church, the alternating heavy thud of his once finely polished black boot on his left foot and the rather sharp clack of the brass cap of the pegleg that replaces his right foot. He came to the church daily to pray, the rain being the current focus of his prayers. Benoit has been a devotee of the church for the past twenty-two years since a priest cured him of "la maladie du lion" a disease that cost him his leg and causing a flattening of his face resulting in it taking on a leonine appearance. He rarely allowed people to see him without his hat which helped him hide his face slightly.

Benoit knelt before the alter and pled with the gods to grant him and others the strength and fortitude to venture forth to retrieve the Hand of St. Ignys, putting an end to the village's plight. He kissed the alter and stood upright then left the same way he came in, heading to fined the priest who would be found either outside the tavern declaring everything was doomed and we are all lost or inside trying to drown his sorrows.


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OK, now that people are introducing their characters, I am going to move on to the next task we have: coming up with a village. This is a totally optional part of the adventure creation process, so first I need to know if everyone is interested.

What we would do (if we voted on doing it), is basically share a "whiteboard" (actually a Google Slide) that everyone has access to and "doodle" on it. We'd take turns creating different parts of the environment. One person would suggest the general terrain of the surrounding countryside, the next would locate a water source, and the next would show where the village got its food. This would be done in a round-robin fashion so that everyone got a chance to participate. (This process can be found on pp. 10-14 in the "Funnel" document).

So here's the question: do we want to go through this process, or do we want to dive straight into the adventure?

People have been posting really great characters, so I'm guessing that generating a village for everyone to live in might be up everyone's alley, but I don't want to assume, because you know what happens then.

So keep posting introductions for your PCs and let me know how you feel about creating a village!


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So here's my thoughts on village creation. How relevant will it be to the actual adventure? Are we going to need to spend a lot of time there initially or are we almost immediately heading out into the wilds in search of the Hand?

If it is the latter then I'd offer a suggestion of letting things develop as we play through the funnel. Using the Flashback mechanic (I guess I should check if these rules use Flashbacks.) or just the usual banter between PC's to describe various aspects of the village and surrounding lands.

If the former, then how much more will we need? We've already got quite a bit to work with. For instance we've already established the following:

* A marketplace
* A lantern maker
* A church with a gloomy, drunken(?) priest who follows St. Ignys' preaching and teachings.
* A nearby river with a ford rather than a bridge that has been unusable at times due to the heavy rains (so we aren't in a desert)
* All the rain implies a fairly temperate region, unless we decide it is an unusually early start to the monsoon season or something.
* Another section of river that has a stretch of terraced falls, perhaps inhabited by a fey, spirit,demon or other creature that could be a threat or possible ally depending on your needs.
* We've got a broken down manor and a minor noble house on its last legs led by a decent, but gullible man with numerous eligible daughters. At least one of whom may be a black widow.
* There's a wanted bandit (whether good or bad is still TBD) in the area.
* Somebody has offered a bounty on the above bandit. Local sheriff, other noble, a group of farmers/merchants tired of having their goods stolen on the way to market?
* There's at least one farm that grows hay.
* Disease has passed through the place in recent years affecting both Benoit and Candace and supposedly several others.
* There's a local rat catcher (my third character who I haven't done a background for yet.)
* The road leads to at least one good sized city.

I also think we've got a Beekeeper and a few other potential PC's that could fill in more details.

Seems like all we really need to get started is a few names. Village and region/nation names would be helpful. And then maybe the name(s) of the local forest or other key terrain features that might be initially relevant to the adventure.

Totally support the idea of a google doc to maybe keep track of this and other NPC's/places/mysteries we add as we go.

And this isn't to say I'm opposed to more setting building, I'm happy to do so if others wish. I just wanted to point out what we've already done and maybe save a little time if we wanted.


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I keep getting "request rate exceeded" error messages when I access Paizo.com that keep me from posting, so apologies for the delays. If anyone knows what that's about, please let me know!

I agree with Tareth about the background, so I've created a GOOGLE DOC that everyone with the link can edit. Feel free to add stuff to it as we move forward.

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