Wizard-Thief: Session 3

In the last session of this campaign, Alandra the bard has been swept up in a search party for a kidnapped priestess, drawn by the young woman’s sudden disappearance and the town’s obvious love for what must have been a kind soul. After hours searching through the darkness, they reach the edge of a clearing in which stands Stonereach, a once-abandoned but now rebuilt tollhouse on the edge of a river.

Party Stats

Alandra, Magician 1 (0/250 xp); HP 5/5; SP 1/2; Dexterity/Performer; Atk +0 (Daggers); MV 50′; Purse: 2 gp 5 sp 2 cp; Inventory (9): bedroll, rations (7), dagger (2), flint, torch (3), waterskin, 10′ pole, 20′ rope; Spells: Hide, Link, Song

Nell, Cleric 1; HP 11/8+3 (chain + shield); FP 1/1; Constitution/Farmer; Atk +0 (Mace); MV 30′Inventory (6): bedroll, rations (1), mace, flint, torch (2), waterskin

Tia, Archer; HP 8/7+1 (leather); Bowyer; Atk +0 (Bow or Dagger); MV 40′Inventory (7): bedroll, rations (1), bow (20), dagger, flint, torch (1), waterskin

Ben, Archer; HP 8/7+1 (leather); Hunter; Atk +0 (Bow or Dagger); MV 40′Inventory (7): bedroll, rations (1), bow (20), dagger, flint, torch (1), waterskin

Lanaior, Footman; HP 10/8+2 (chain); Carpenter; Atk +0 (Axe, +1 damage); MV 30′Inventory (6): bedroll, rations (1), axe, flint, torch (2), waterskin

Quest NPCs: Georgia, missing priestess; kidnappers; undead in woods

Continue reading “Wizard-Thief: Session 3”

P&P Wizard-Thief: Session 2

Last time in my Pits and Perils campaign, Alandra had just signed up to help a search party try to recover a young captured priestess named Georgia.

Alandra, Magician 1 (0/250 xp); HP 5/5; SP 1/2; Dexterity/Performer; Atk +0 (Daggers); MV 50′; Purse: 2 gp 5 sp 2 cp; 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; rescue priestess; attacks in the night

NPCs: Tarek, Sorcerer of the House of the Silver Star; Georgia, missing cleric; enemy in the woods

Reminder: You can find a list of all of my plays on the Campaign Logs page.

Continue reading “P&P Wizard-Thief: Session 2”

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.

Continue reading “P&P Wizard-Thief: Session 1”

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.

Continue reading “P&P Wizard-Thief: Session 0”

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.

Continue reading “The Undercity: Session 4”

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.

Continue reading “The Undercity: Session 2”

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

Continue reading “The Undercity: Session 1”