P&P Solo Campaign: Garret (Session 1)

All right! My first posted solo session. I’m playing a little catch-up here, filling you all in on a recently played character creation and the first few bits of play in a Pits & Perils game.

The game style I’m going for is a combination of Traveller’s open-world, job-seeking freedom with Raymond E. Feist’s SerpentWar saga from Riftwars.

Character Creation

Garret, Neutral Level 1 Fighter (Squire)
0/200 xp
13/10[+3] hp
Ability: Intelligence | Profession: Hunter/Woodsman
Class Power: +1 to-hit
Weapon(s): Long sword, Long bow*
Armor: Chainmail and shield | MV: 30′

  • Rations (7)
  • Long sword
  • Long bow
  • Arrows (20)
  • Waterskin
  • Tinderbox
  • Bedroll
  • 47 sp

Background event: Carry/good

A woodsman and hunter from a small town, Garret thought life would never carry him beyond the borders of his small wood. That all changed in his 23rd year, when the King’s Man rode through, and all able-bodied men were swept up in his wake.

Garret served his year, learning the sword and earning a few silver as he fought back the orc-men of the Wild Tangle, and then, all of a sudden, he found himself out of the service and further from home than he’d ever known existed.

+NPC: Army contacts

Roll for starting SP = 100. Garret starts with his longbow and I buy him 20 arrows, a sword, shield, and chainmail. This is his mustering out gear after his time in the army.


With 47 silver crowns and his army kit to his name, Garret the once-woodsman finds himself a stranger in a strange land.

Chaos level: 4. Is he in town? +0: yes

He finds himself at a small village; larger than a wide spot in the road, but nowhere that would appear on any map.

Is he alone? -2: X-no and event
NPC Positive: travel/parent

The village looks like a haven, though, especially considering the band of wounded men following him. Many are close to death; broken in the fight for the Tangle, and he’d nearly given up hope of shepherding them to safety. [2d6 = 4] The four men following him breath a sigh of relief as they limp after Garret toward the town.

Reach town without incident? +2: yes
Noticed on approach?: +0: yes and event
NPC Positive: carelessness/emotions

There is movement in the village as the party approaches, and before long a band of men come forward from the houses, armed with farmer’s tools. When they recognize the wounded King’s Men, their wary attitudes melt away and they lend the hurt soldiers a shoulder back to town.

The villagers care well for the wounded men. [Did they see fighting during the orc war? +0: yes] The scars of the orc forward skirmishing bands still mar the earth here. It’s clear the townsfolk understand that they owe these men a great debt, [Is this a wealthy village? -4: no and event. Antagonize/trial] but even what they offer appears to be beyond what they can bear. It would be an unkindness for Garret to stay long.

He stays the night, at least, intending to move on in the morning, but he is awakened by a clamor from the village square. Grabbing his blade and shield, Garret steps out into the night to see a man, kneeling, held at spearpoint by the villagers.


This was actually a wonderful session, and I felt like Mythic’s random events really helped the story shape itself. I had intended to start this as a kind of roaming mercenary campaign, but already Garret is putting down roots and creating connections. I fully intend for him to have to simulate making a living, though, so in the next session I hope that he is able to take this criminal (if that’s who it is) into a nearby city for justice, and maybe he can find a way to earn some silver while he’s there!



Well, it’s time–tabletop roleplaying has called me back into the fold. Over the years I flirt with gaming only to be turned off due to a lack of willing group, or busy with work/family, etc. A few years ago I found Mythic and fiddled with it a little, liking the idea, but never ended up taking it seriously. That’s changed.

For the last few weeks I’ve been playing regular games of Mythic in a variety of worlds/systems, and it’s been the most fun I’ve ever had with tabletop RPGs. I hope to share those adventures, and my tips for having fun with them, here!

Please keep in touch!

Mini Map

Hey, all! I know it’s been a long time in coming, but attached to this post is a map for a one-shot dungeon crawl entitled The Eagle’s Landing. The ‘official’ story is that this underground complex was once the temple of a forgotten goddess of night, but has since fallen to a group of bandits known as the Ragged Eagles. I’ve been designing it to try out the Dragon Age RPG from Green Ronin, but, of course, feel free to use it however you’d like in your home game (no commercial or public use, of course).

eagle's landing, dragon age rpg, map
The Eagle's Landing, a one-shot dungeon for the Dragon Age RPG (or whatever system you're using)

Big Dungeon Map–Underdwell, Level 1

I have tried to key this a few times, but each time I’ve attempted it I come away feeling as though it doesn’t have the right “feeling.” I’m putting it up here unkeyed, so have fun with it if you’re interested!

By the way, my working plot was that a dwarven merchant prince asks you to descend into Underdwell and find out what happened to the expedition he sent in a few weeks earlier.

Note that it’s fairly compressed in this thumbnail. It’s a BIG image, so click the picture below to see full rez (I think it looks really nice; lemme know what you think)!


Click to embiggen


Poisons–Do your worst

It's some poison.
Choose your tools.

These are from an upcoming adventure I’ve been working on (see post on GIMP directly below). It’s actually nearly 100% done, I just have to do a bit more mapping, etc. Anyway, here are two poisons I’ve developed for the adventure. Your PCs might have the opportunity to be on both sides of these bad boys, if they play their cards right.

Choking Poison

Save or collapse on the ground from loss of breath. Target will lose 1 HP each round until dead. A Save is permitted at the beginning of each round to end this effect.

Choking Poison may be applied to a bladed or piercing weapon or consumed.

Crippling Poison

Save +2 or be -1 to-hit and AC until one hour after the last dose of Crippling Poison was received. This effect stacks if hit by more doses.

Crippling Poison must be applied to a bladed or piercing weapon.

New Spells from the Nightmare

I’ve been coming up with new spells for both clerics and magic-users for use in the City of Nightmares. The dungeon is based on a jailed god, the Waking Dreamer, and a cult of necromancers trying to gain control of the subterranean complex. Clerics gain spells dealing with the realm of sleep, while magic-users can begin the study of necromancy. Two samples:


Cleric, Level 1, Touch

The target of the Dream-Lock must Save -2 or be knocked unconscious. The target will be trapped in a labyrinthine dream for as long as the cleric maintains contact.

Summon Imp

Magic-User, Level 2

A magic-user who desires to study necromancy should begin with the ability to Summon Imp. For one hour, the Imp will serve the at the MU’s beck and call, but if the MU does not take three minutes to undo the summoning before the end of the hour, the imp will turn on his master.