Arthurian Freeform – 1

This is a quick freeform game I started using just an oracle when I was on vacation and had only a handful of dice and my Mythic tables but no game rules or ability to use character sheets. I have been reading Lord Tennyson’s Idylls of the King, so this is heavily influenced by Arthurian legend.

Since I began it in a journal, I attempt to make heavy use of the oracle to drive the action, with relatively little exposition in between (makes it faster and easier to write). As such, I think this “moves” more quickly than my other stories. I actually like it, and hope to do more like this in the future.


Character creation was simple. I created two characters with four stats: body (physical strength), skill (dexterity and general competence), mind (learning and willpower), and charisma. Other than those few stats, I left the pair as a relatively blank slate to be developed as I played.

Sir Ermis, knight: Body+2, Skill+1, Mind-1, Cha+0

Calandra, sage: Body-1, Skill+1, Mind+2, Cha+0

As mentioned earlier, I knew that this would take place in a (loose) Arthurian world, so Sir Ermis is a knight of Arthur’s court and Calandra a sage in the Merlin-y sorcerer’s tradition.

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P&P Goblin Slayer — 2

In my first Goblin Slayer session, my four-member party was stymied from finding work by a mysterious closure at the Guild Hall. Refusing to be deterred, the adventurers spent the day in town, preparing for the first official Quest.

Reminder: You can find links to every one of my solo session game reports on my Campaign Logs page.

Scene 3. Finding Work.

Another night passes quietly in the town as the four untested warriors rest themselves in preparation of the coming dawn. 

  • Is the Guild open for business? +2: yes

The party rises early and heads to the towering hall. A few other parties have beaten them there–mostly other low-ranked adventurers looking for work–but the doors are open already and guild reps are milling about the floor.

Cleric and Fighter move to the front counter while Thief and Magic-User linger on the floor, listening for rumors.

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Pits & Perils: Goblin Slayer — 1

It’s been a while since I’ve had a chance to update the blog. I’ve been distracted by other hobbies–primarily computer role-playing. Over the last twelve months, I’ve beaten Final Fantasy XIIBaldur’s GateThe Witcher, and am well on my way to beating Dragon Age: Origins. These games are all great values, but they’ve definitely taken away from my ability to get a lot of solo role-playing in.

However, I recently began watching the anime Goblin Slayer online, and I’m hooked. It’s so obviously inspired by early D&D that it’s made me want to break out my Pits and Perils books and roll up a party–so that’s what I’m going to do!

Game and World Setup

GS is a world that seems torn between the tropes of western fantasy gaming and Japanese video role-playing games in a wonderful way. Heroes in the show are vulnerable and enemies deadly, but the characters all align to the strict class-systems of gaming and operate out of an adventurer’s guild replete with published quests.

It’s a straight-forward world, and it’s one that seems like it should lend itself perfectly to solo gaming.

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DSA 1 – Gideon’s Game – Session 2

This is part two of my short The Dark Eye (1e) adventure started in my last post. The thief Gideon and his companion, an ex-soldier named Eli Barnard, have been hired by the steward of Lord Fathan to seek out the magical amulet of a dead druid in the hope of alleviating a curse. In the last scene, Eli stumbled across the dark druid’s tomb while hunting.



Chaos Level: 4

NPCs: Lord Fathan, Fathan’s steward, thieves’ guild, city watch, Vandercal (dark druid), Silence Murray, fisherman in woods

Threads: Recover Vandercal’s amulet

Delayed Events: Remote Event (Abuse/Masses)


Gideon: Adventurer 1 (0/100 xp); CO 10 – IN 11 – CH 9 – AG 13 – ST 10; LP 30/30; AT 10; PA 9; PRO 2 (padded armor); Purse: 18 sp 19 cp; Inventory (8/10): short sword (d6+2/2/0/0), 3 daggers (d6+1/3/0/-4/r-30′), lantern and 1 pint of oil, flint, 30′ rope, blanket, 2 rations, waterskin

Eli Barnard: Warrior 2 (100/300 xp); CO 12 – IN 11 – CH 8 – AG 13 – ST 13; LP 41/41; AT 11+1; PA 9; PRO 4 (leather and shield); Purse: 23 sp 20 cp; Inventory (6/13): saber (d6+4/2/0/0), shield, crowbar, ration, blanket, spear (d6+2/5/0/0/r-60′)

The Game

Scene 6.

Setup: Examine Vandercal’s tomb
Chaos: 5 vs 4, no chaos

Eli comes jogging back into camp just as Gideon has got a large campfire roaring. “You caught something already?” Gideon asks, impressed.

“Even better,” the soldier says. “I found the tomb. [Does he want to explore it now? +1: yes] Get your things.”

Is it dark yet? +1: yes, but… not pitch black

“You found it?” Gideon asks, rising. “Show me.” Grabbing his sword, he follows Eli into the woods.

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DSA 1 – Gideon’s Game – Session 1

This game is designed to be a quick adventure using the first edition rules of Das Schwarze Auge, at least so far as I could find an unofficial retroclone/translation of them online. Any differences from the official rules are either because they were missing/wrong in my source or I didn’t like them and changed it ;-).

Character Creation

Gideon: Adventurer 1 (0/100 xp); CO 10 – IN 11 – CH 9 – AG 13 – ST 10; LP 30/30; AT 10; PA 9; PRO 2; Purse: 20 sp; Inventory: short sword (d6+2/2/0/0), dagger (d6+1/3/0/-4), padded armor (2)

Quick note: weapon stats are (damage/breakage roll/accuracy penalty/defense penalty). The main game mechanic involves rolling under your scores for Courage, Intelligence, Charisma, Agility, Strength, or Attack/Parry on a d20 when relevant situations occur. Gideon’s high AG means that his Attack OR Parry start with a +1 bonus; I’ve chosen to boost his Parry to increase survivability.

Gideon is a thief, raised rough by thieves and cutpurses in the back alleys of a great city. He is nothing special–passably strong and reasonably sharp, though his tongue gets him into trouble more than it gets him out of it–but his reflexes and agility are exceptional, and he quickly built a reputation for himself on his knifework and second-story skills.

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Das Schwarze Auge – First Edition

Excited by my current Guildless campaign, I have been doing some research into early editions of The Dark Eye/Das Schwarze Auge, which were never released in English. The materials are hard to find, but with some dedicated Googling I was able to find a bare-bones retroclone of the first edition rules in English.

The concepts are interesting, but (like 0e Dungeons and Dragons) a lot of the info needed to actually run a game is missing (such as creating monsters, distributing treasure, etc.)–not sure if this is just missing from the fan translation of the rules or if they weren’t present in the original game.

I do love the attack/parry mechanic, class system, and the use of just a d20/d6, though, and have been rolling over a few house rules for if I want to give the system a try.

Monster Level

Monsters start with CO 5, AT 5+0, PA 5, LP 10, and PRO 0. Each point of CO, AT, or PA adds 1 to the “monster level”. Each point of PRO or DMG (damage bonus is indicated via the plus after AT) adds 2 to the monster level, and each life point adds .5 to the monster’s level. Approximately 10 points should be equivalent to a 1 HD monster in D&D.

Spells and other special abilities will act as a multiplier on the monster’s level rather than a simple add/subtract.

Monster and NPC damage will not be linked at all to the damage bonuses PCs gain from weapons–it is instead totally tied to monster level. A monster like a bandit, with a +0 dmg from a sword, could be looted and provide a sword to the victorious PC, which would then give the PC standard sword bonuses (assuming it’s the right size/style).


Bandit: CO 6, AT 10+0 (sword), PA 8, LP 10, PRO 1, ML 10.

Bandit Archer: CO 8, RT 10+1 (bow), AT 10+0 (dagger), PA 5, LP 10, PRO 0, ML 10.

Berserker: CO 8, AT 11+2 (axe), PA 5, LP 14, PRO 0, ML 15.

Ogre: CO 9, AT 14+5 (ogre club), PA 7, LP 24, PRO 3, Special: the ogre club is unbreakable, ML 40.


I could not find any rules for distributing treasure in the booklet I found, so I’m going to go with a Swords and Wizardry style distribution and assume there should be approximately 2-3 times as much silver per enemy as they possess Monster Levels. This is easy to do with a d6: they possess MLx(d6-1) sp.