The Undercity: Session 5

After spending the better part of a week recuperating above ground in the City of Spires, the party has prepared itself to return to the Undercity. Better equipped and fully healed, the party descends again with a goal of further mapping the top layer of this section of the complex.

Undercity: Session 3 - Map 2

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P&P Wizard-Thief: Session 1

In Session 0 of this campaign I created Alandra, a young bard on the run from some unknown past with nothing but the gear on her back and a pair of gold coins in her purse.

Character Sheet

Alandra, Magician 1 (0/250 xp); HP 5/5; SP 2/2; Dexterity/Performer; Atk +0 (Daggers); MV 50′; Purse: 2 gp; Inventory (8): bedroll, rations (7), dagger (2), flint, torch (1), waterskin, 10′ pole; Spells: Hide, Link, Song

Threads: Escape the control of the Great Houses, find employment

NPCs: Tarek, Sorcerer of the House of the Silver Star

Beginning the Game

Scene 1 — Arrival

The road behind her has been long, but Alandra has finally crossed the hot plains. Road-weary and footsore, she crosses over a low hill and looks down at the wooded valley below.

Is there a large village in the valley? +0: yes

More than a hundred buildings lay spread out below her, dotting the clearing and extending into the light forest. A few trails of smoke rise from chimneys, and she can see small boats on the narrow river that wends through the valley.

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P&P Wizard-Thief: Session 0


Disappointed by the chase-y nature of my last Pits and Perils campaign, I have decided to start a new solo-PC adventure to compliment my ongoing Ruins of the Undercity Labyrinth Lord game. Playing the solo dungeon in my Undercity campaign has showed me that I really do enjoy at least a bit of that style of adventuring gameplay, so I aim to integrate both surface/city roleplaying and dungeoneering segments in nearly equal part in this campaign.

I’ll be using a combination of Mythic, Pits and Perils, and a dungeon generator like Ruins of the Undercity of Schweig’s Themed Dungeon Generator to create adventure locations.


I’ll be using Mythic GME (primarily Variations II’s fate rules) and the Game Master’s Apprentice keywords for my oracle for this game, with the chaos level set at a constant 4 for events/exceptional results.

I’ll use my house rule that a result within 1 of success/failure (a 10/11) will be a yes/no, but…, while an exceptional result will EITHER be a yes/no, and… or an amplification of the degree of success/failure, depending on circumstance.

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The Undercity: Session 4

[The Boys Are] Back in Town

Dividing the Loot

This session begins as the party returns to the City of Spires, emerging for the damp darkness of the Undercity. They spent three hours underground, bringing their total time in the dungeon to 4 hours, 50 minutes.

The party is wounded but no one was killed, and all four men-at-arms are returning with good morale after the successful adventure and sizable loot hall.

The party killed 3 zombies (HD 2) for 87 exp.

The party recovered 105 ancient imperial coins worth 1 pp each for 1,050 exp. These will still need to be sold to be converted into spendable wealth, although I’ve given the party 100% exp for the find even if they receive only half of that when selling.

The party gained a total of 1,137 exp (284 each). Each party member now has 315-330 exp, depending on bonuses.

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The Undercity: Session 3

Our last session ended with the party still in the dungeon, wounded but alive after killing 3 zombies in some kind of twisted experimentation room (5).

Undercity: Session 2 - Map 2

The party rearranges itself so that Horatio the cleric and one of the unwounded men-at-arms are in front, while Guldor and Thudok take up the party’s lances and stand behind them.

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The Undercity: Session 2


Pacing change: My goal for this Undercity post is to keep it moving much faster; this is a delve-style solo game, so I’m going to try leaving a lot of the action summarized or unstated. I’ll leave the greater narrative focus for above-ground adventures that use Mythic. I do aim to use Mythic during the delve to help create an ongoing story/mythos that I can explore in overworld adventures, as well.

Rules change: After reading LL’s magic-user creation rules, I’ve decided to allow Gadroom to select his starting 3 spells instead of rolling for them randomly. Instead of the useless Light, Read Languages, and Protection from Evil, he now knows Sleep, Read Magic, and Invisibility (2nd level). These should prove much more handy going forward.

Begin the Game

Following the party’s successful (though not profitable) first delve into the sewers beneath the City of Spires, they decided to return to the surface and spend some of their remaining coin hiring additional men-at-arms and recuperating from their wounds.

Without recovering any treasure in the ruins, they are unable to upgrade any equipment and decide to avoid spending the time and risk exploring the City to find new goods.

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The Undercity: Session 1

Following the quick end to my last Undercity attempt, I’ve decided to roll up another party and get straight to business, filling in their back stories only if they survive.

Thudok, Fighter 1 (hp 9/9); Abilities: 16-12-13-7-8-12. Inventory: 112gp 8sp, bedroll, waterskin, iron ration

Gadroom, Magic User 1 (hp 5/5); Abilities: 4-9-10-13-8-12; Spells: Light [], Protection from Evil, Read Languages; Inventory: 67 gp 8 sp, Spell book, iron ration, waterskin, bedroll

Horatio, Cleric 1 (hp 8/8); Abilities: 10-9-14-8-16-11; Spells: Cure light wounds []; Inventory: 142 gp 8 sp, Bedroll, waterskin, iron ration

Xevius, Thief 1 (hp 7/7); Abilities: 9-14-13-7-7-8; Inventory: 92 gp 8 sp, bedroll, waterskin, iron ration

Per the Ruins of the Undercity rules, I’ll be starting them with virtually no equipment except for my house-ruled minimal gear, which each PC paid 7 gp 2 sp for. Everything else, they’ll have to buy in the City of Spires!

Undercity Dungeon 1: Session 1

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Battlemap 1: Sewer Temple

Here’s a quick battle map I drew for anybody’s use in their home games! It’s unkeyed, but I thought you guys might want to see it. This is one of a couple of maps I drew designed to be able to be fully self-contained on a 22×25 square battle map. This is a temple hidden within a sewer complex beneath a sprawling city. The scale here is 5′ per square. Enjoy!

Battlemap 1: Sewer Temple

S&W Solo: City of Spires (Session 2)

Last time in this campaign, Alindor, the main PC, was hired by a young woman to look for her father in the Underdwell (renamed), the labyrinthine sprawl beneath the City of Spires. Unfortunately, the girl herself was kidnapped before they had a chance to descend, and the only clue pointed to the Iron Hand, a local criminal game of some power.

Alindor is now racing towards the inn where he first met the girl, and the knight who was going to lead him to the entrance to the sewers.

Does he reach the inn without incident? +0: yes, but…

The streets are already bustling this early in the morning, but no one notices him as he passes. However, when he arrives the knight is nowhere to be found.

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S&W Solo: City of Spires (Session 1)

This is the first session of my dungeon crawl series using Swords and Wizardry. My assumptions heading into this game are outlined in Session 0. Alindor’s character card:


Alindor-Who-Seeks-Righteousness arrives in the City of Spires on a sleek ship, carried across the sea by a merchant-captain of that ancient city beyond time.

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