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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Wizard-Thief: Session 4

After having a week-ish long break due to family in town, I have been looking forward to getting back to my solo campaigns. Since I have been short on space and time, I’m running another segment of my Pits and Perils Alandra adventure instead of my Ruins of the Undercity Labyrinth Lord campaign.

In session 3, the party scaled the walls of the bottled-up tower and learned that both Georgia and Nell had been corrupted and would not be coming back peaceably.

Ritual Magic

Bookkeeping

Alandra, Magician 1 (25/250 xp); HP 3/5; SP 1/2; Dexterity/Performer; Atk +0 (Daggers, +1 dmg); 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

Ben, Archer; HP 4/7+1 (leather); Hunter; Atk +0 (Bow or Dagger); MV 40′Inventory (7): bedroll, rations (1), bow (19), dagger, flint, torch (1), waterskin

Lanaior, Footman; HP 5/8+2 (chain); Carpenter; Atk +0 (Axe, +1 damage); MV 30′Inventory (6): bedroll, rations (1), axe, flint, torch (2), waterskin

Tia, Archer; HP 3/7+1 (leather); Bowyer; Atk +0 (Bow or Dagger); MV 40′Inventory (7): bedroll, rations (1), bow (20), dagger, flint, torch (1), waterskin (currently fled and hiding in forest)

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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

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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.

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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.

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P&P Wizard-Thief: Session 0

Background

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.

System/Oracle

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.

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P&P Solo Campaign: Garret (Session 4)

Reminder: You can link directly to any of my posted solo sessions from the Campaign Logs page.

This is part four of my Pits and Perils solo campaign featuring Garret the fighter. Last time, Garret pursued an escaped thief into an abandoned temple. This time, he’ll aim to somehow recapture his fugitive, recover the testimonies of the villagers (session 2), and get back his purse of coins.

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P&P Solo Campaign: Garret (Session 3)

This is a post in my ongoing solo campaign using Mythic GME and the Pits & Perils rules. My goal is to finish my first multi-session solo adventure (I usually get drawn to other games and adventures before I can finish a full quest) in a world inspired by the free-wheeling play of Classic Traveller and the gritty, magic-light world of Raymond E. Feist’s SerpentWar saga.

Last time, Garret the ex-soldier left a town in the early morning with a prisoner in tow, hoping to escort the man to the local castle where he can stand trial. The adventure chaos rating is current 5, which I track for frequency of occurrence of random events/exceptional results, but I do not use to impact yes/no results.

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P&P Solo Campaign: Garret (Session 2)

Recap

Last time we created a retired soldier, Garret, and watched as he escorted a group of wounded companions into a small village. A confrontation in the village square woke him up, and he stepped out to see a man held at spear-point.

Hit the jump for my second session, in which Garret gets a job and may soon find himself in some trouble!

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