Reminder: You can link directly to any of my posted solo sessions from the Campaign Logs page.
I don’t know if it’s a good idea to create a second campaign while my Pits and Perils solo campaign is still ongoing, but I’m going to give it a shot since I’m itching to try out a multi-character delve into a randomly generated dungeon.
Theme-wise, I’m aiming to explore a sprawling, forgotten undercity in the vein of Tekumel’s Jakalla, inspired by Dyson Logo’s awesome My Private Jakalla maps (although I won’t be using premade maps). In essence, this will mean an almost infinitely large, flattened dungeon with numerous exits to a thriving city (the City of Spires, whose founding and true name were lost before history began) above. I hope for the campaign to feature primarily dungeon game play but feature some above ground political adventuring, job seeking, etc.
For rules I’ll be using Swords and Wizardry due to the easy of creating characters. I’ll be rolling standard Cleric, Fighting Man, and Magic users as well as my own implementation of a bare-bones thief class that is easier to run than the one included in later systems. PCs will start with max (adjusted for CON) HP at first level, and then will reroll HP each level after that. If the HD roll is less that the current HP, they will gain 1 HP.
Stat Bonuses: All characters with ST/DX high enough will receive bonus to-hit or to-AC (max +1 for non-fighters). I figure this represents intrinsic advantages to being fast and strong. In a fight between two equally untrained guys, the stronger and faster one will win.
Weapon Damage: All weapons deal d6 damage. Characters have the following options:
Weapon and Shield: +1 AC (cleric and fighting man only)
Dual wield: +1 to-hit (fighting man only)
Two-handed: +1 to damage (cleric and fighting man only)
Skill checks: I may add a skill check system for S&W, which basically functions as: roll a d20 and add a difficulty modifier. If the result is less than or equal to the character’s relevant stat, they succeed. If the skill is related to their class, they can add their level to their stat. I.e., a level 3 magic user with 16 INT would have to roll 19 or less to succeed in a difficulty 0 “lore” test.
Encumbrance: I will be using Pits and Perils’s awesome encumbrance rules. You can carry ten times, not including the armor you are wearing. Particularly large items may take an extra slot (like a chest or carried suit of armor). You can carry up to 1000 coins. Anything more than this and you start taking penalties to movement. This abstractly represents all of the gear you can fit in a backpack, in pouches, etc.
Oracles: I will be using Mythic, the Game Master’s Apprentice deck, and possibly other oracles like a tarot deck in order to run the GM side of the game. I haven’t decided whether to use a dungeon generator or to simply use Mythic to explore. I may just use something like Four Against Darkness to draw the maps and published rules from various OSR sources to stock it.
I will be role playing as a single PC and will use some GM judgment and some Mythic to determine the behavior of the other characters, although NPCs that gain a class will all be generally motivated to explore and profit, the way a group of real PCs would be (ie., they will not be subject to the same checks an NPC hireling is–at least I don’t think they will be).
Alindor, Lawful Male Cleric ST DX CN IN WI CH SV 13 09 07 12 15 10 15 Level 1 (0/1500 xp +10% bonus) HP: 5/5 AC: 15 Weapon(s) | To-hit | Damage -Mace +1 d6 Armor: Chain and shield Abilities: -Spell Casting (1|0) -Turn undead -+2 save vs poison/paralysis Inventory: 1) Bedroll 2) Rations (7) 3) Waterskin Purse: 15 gp 8 sp
I believe that Alindor will become my “main” PC. I usually like to play magic-users when gaming solo, but I think the RP opportunities for a cleric in a highly religious city-state may be high. Plus, the armor and healing should provide me some survivability even though a cleric is a front-line fighter.
I think that’s enough for now–I’m going to start by throwing Alindor into the City of Spires and see what shakes out.