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.

The Party

I’ll generate a party of four first-level Pits and Perils characters to start, one of each of the primary human classes. In line with the world of Goblin Slayer, characters will be unnamed–their class is their identity. For each I’ll pre-buy armor, but anything else they need (other than starting pack, bedroll, and rations) will be purchased during the game as a role-played event.

Fighter: 13/10+3 hp. 0/200 xp (Lvl 1). Wisdom. Armor: chain+shield. Inventory (3/10): Sword, bedroll, rations (7). 20 gp. 

Cleric: 9/8+1 hp. 1/1 fp. 0/150 xp (Lvl 1). Charisma. Armor: leather. Inventory (3/10): Mace, bedroll, rations (7). 0 gp.

Thief: 8/7+1 hp. 0/120 xp (Lvl 1). Wisdom/Dexterity. Armor: leather. Inventory (3/10): Dagger (4), bedroll, rations (7). 41 gp.

Magic-User: 5/5 hp. 2/2 sp. 0/250 xp (Lvl 1). Dexterity. Armor: none. Spells: BOLT, FEAR, HEAL. Inventory (3/10): Dagger, bedroll, rations (7). 50 gp.

Questing

Since the world of GS follows the computer RPG model of clearly delineated quests, I’ll follow the same pattern in this game. I’ll roll up a handful of quests each day that the party can pursue, and then choose from those options.

The d30 Sandbox Companion and Mythic will be by oracles of choice, and I’ll alternate between Mythic and Ruins of the Undercity/Appendix A-style dungeon generation, depending on my mood and the tools at hand.

Starting the Game

Scene 1. The Guild!

The party’s first night in the City passed quickly, with each of the four companions acquainting themselves with the other over conversation, ale, and dinner. They had met the day before, four young men and women just inducted into the rolls of the Adventurer’s Guild. 

They returned to the guild the following morning. A porcelain guild tag hung heavy against the chest of each of the warriors, a reminder of the new life that they were just beginning.

  • Is the guild crowded today? +0: yes, and… something special is happening.
  • What? PC Negative – Delay – A representative

A large crowd was bustling within the guild hall–far busier than it had been the day before. Fighter pushes his way into the room and the rest of the party follow in his wake.

“What’s going on?” he asks an Obsidian-ranked adventurer standing further inside.

“It’s the Guild Rep,” the [m/w] woman replies. “She’s not here yet–no quests!”

The Thief groans. “Just our luck–paid up our guild dues and there’s no work to be had!”

Fighter turns to the higher-level adventurer. “Is this common?”

  • Is it? -1: no, but… Abnormally/Lean

The woman shakes her head. “Not common, but with the King on the march, work has been slow lately. There have been fewer quests than usual in the last few weeks. Haven’t seen a day with no work, though!”

Feeling let down, the party backs out of the hall. “We’ve got a few options,” the Cleric points out. “We can wait and see if the guild rep appears shortly. We can take the day to shop in town and buy what we’ll need for work we get eventually. Or we can head out on our own and look for monsters. I say we prepare ourselves for tomorrow.”

  • Does the party agree with her? +1 (Charisma): yes

The Magic-User nods. “A wise choice. I’ve coin left over, and little enough to take with me into danger but my spells. A few torches, another dagger…”

The party leaves the guild and separates to do their own business in town.

Scene 2. Town Day.

Magic-User

The Magic-User sets out to purchase a lantern and tinder box.

  • Does he find them? +2: yes, but… they’re expensive.

The shops are picked over, and the Magic-User isn’t even the only adventurer in the store. He grabs a lantern and tinder but is shocked when the storekeeper asks 10 gold pieces for the pair. “Can’t keep stock on my shelves right now,” the storekeeper says with a shrug.

Frustrated, but with little alternatives without heading far out of town, the Magic-User counts out the coins and hands them over.

Cleric

Meanwhile, the cleric heads to the local church to pray and center herself.

  • Does she have any special encounters? +0: no, and…

She finds the church nearly empty, and she spends the afternoon communing with her god. Only after she leaves the church does she realize that a heavy weight has been lifted from her shoulders–she knows now that this is truly the path that her god has chosen for her.

Thief

The Thief travels light, but she has more than 40 gold pieces burning a hole in her purse, so she sets out to spend some of them. She sets out to find a handful of torches and tinder, as well as a rope–she knows that one can never have enough rope.

  • Does she find everything she’s looking for? +0: no, but… most things
  • What doesn’t she find? d3: the torches

Despite spending most of the day searching, the thief is unable to come up with any torches–it seems as though every oiled brand has already been bought up or shipped out for the King’s men. She forgoes the tinder box as a result but does manage to grab a 50′ length of sturdy rope for 3 gold pieces.

Fighter

The Fighter can’t believe his bad luck. The first day on the job and no work! He had spent the entire night before preparing himself to join in battle against goblins and kobolds, or to escort a local merchant through a dark wood, and now…nothing.

He heads back into the guild hall once the others have left, determined to find out what’s happening.

  • Can he gain any clues about why the hall rep is missing? +1 (Wisdom): no, but… Neglect/Illusions

Despite asking around, the Fighter is unable to make heads or tails of what is clearly an unusual situation. Just as he’s about to give up and head out, a guild officer steps out onto the balcony above the hall.

“We regret to inform you that, due to guild business, no quests are being issued today. We plan to reopen for ordinary business tomorrow. Good day.” He disappears without answering any of the questions shouted at him from the adventurers below.

  • +Thread: Mysterious guild closure

Unsatisfied but happy that the situation seems to be temporary, the Fighter steps out into the town to regroup with his party and prepare them for the next day.

Character Sheets and Wrap-Up

Mythic Stuff

Threads: mysterious guild closure, get work

Character Sheets

Fighter: 13/10+3 hp. 0/200 xp (Lvl 1). Wisdom. Armor: chain+shield. Inventory (3/10): Sword, bedroll, rations (7). 20 gp. 

Cleric: 9/8+1 hp. 1/1 fp. 0/150 xp (Lvl 1). Charisma. Armor: leather. Inventory (3/10): Mace, bedroll, rations (7). 0 gp.

Thief: 8/7+1 hp. 0/120 xp (Lvl 1). Wisdom/Dexterity. Armor: leather. Inventory (3/10): Dagger (4), bedroll, rations (7), rope 50′. 38 gp.

Magic-User: 5/5 hp. 2/2 sp. 0/250 xp (Lvl 1). Dexterity. Armor: none. Spells: BOLT, FEAR, HEAL. Inventory (5/10): Dagger, bedroll, rations (7), lantern, tinder box. 40 gp.

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