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With all the weird stuff I love mixing into my D&D games, I figured it was time to just throw it all into a bucket and run with it for a solo game. For this I’m using the solo adventuring rules from Kabuki Kaiser’s “Ruins of the Undercity” (which I intend to rewrite one of these days to suit a different environment of solo adventure than the sewers of the undercity), and every house rule and weird character class I can find.

The base rules set will be Labyrinth Lord with the Advanced Edition Companion, although races don’t provide stat modifiers and I have the choice of playing the race as class or not – so while the centaur inquisitor is actually multiclassing as Centaur & Inquisitor, he could have stuck to Centaur as race instead. I’ll be using the Advanced hit points, as well as my weapon damage by class rules instead of the standard variable weapon damage.

First off I need characters. So I throw down the dice and see what turns up (after a bit of tweaking stats using the classic B/X rules) and put together the following crew of misfit adventurers:

  • Gurgli the Hungry – Gibbering Mouther (which I posted yesterday) who wields a Double Glaive-Guisarme with Can Opener.
  • Darien Spellcutter – Half Orc Pact-Bound / Assassin (Pact Bound are in Magical Theorems, and will be posted to the blog soonish)
  • Gifflor the Mad – Human Theurge (similar to the Bishop class I posted for Swords & Wizardry)
  • Scoreis Stag-Born – Centaur / Inquisitor
  • Razpudding – the world’s dumbest monk
  • Thellows Doom-Seeker – Goblin Fleshcrafter / Druid with a Vampiric Giant Bat animal companion

I’m loving this gang already. Although the lack of a dedicated fighter may be my downfall, I’m hoping Gurgli and Scoreis can hold it together for the first while.

Being new to town, and not exactly the kind of people that most townfolk like to chill out with for a pint, we immediately went looking for the ruins of the undercity. A few gold slipped into the right hands and we found ourselves at the Ill Manticore asking if we could order some Amontillado… In the basement of the inn we are shown the secret door in the old wine cask, and into the undercity we go – warned that entry is free, but we’d better have some coin in hand when we come back.

The ruins of the undercity remain true to the theme of the game (“the Madness Beneath”) and we find ourselves in a strange maze of corridors and doors. Our first encounter is in a small shrine with an altar surrounded by pottery and fire beetles. The Gibbering Mouther proves that it’s better to stick to melee weapons for now instead of his pathetic 2 bite attacks per round, as both he and the monk land mighty polearm blows into the bugs, accompanied by the centaur inquisitor. Now with some ancient treasure in hand (in the form of coins from a long-lost empire and fancy conch shells), we proceed into the depths, still unharmed. Further into the maddening mazes of soggy corridors we run into a veritable army of kobolds, although not enough of them to take on a single lucky sleep spell it seems.

Further explorations revealed that not having an honest-to-goodness cleric in the team certainly makes low-level undead more dangerous (and of course, the theurge is the one who takes damage proving this point – fortunately he had prepared Cure Light Wounds for the day). A bit of gold in a mushroom forest and some flooded rooms later and we were feeling pretty cocky down here.. when we ran into a dozen and a half brigands – the local thieve’s guild mounting an expedition into the depths? Who knows – some rough social rolls and then some flat-out running away was the order of the day… when we discovered that the gibbering mouther is REALLY lousy at running away.  We had to keep up a fighting retreat for a few rounds before the brigands gave up pursuit. At the Ill Manticore we hand over 100gp to be re-admitted.


End tally from session 1 of the Madness Beneath? 475 xp each, and a small collection of treasure that we need to exchange for more… liquid… currency than ancient coins and conch shells.

Darien Spellcutter slips off to trade away our stranger treasures (for a half-orc, he remains the most charismatic of our crew). Our trust in the half-orc (the demon-worshiping assassin half-orc no less) proves worth it, as he brings back full value on every item we put up for sale.

We spend a day selling our goods, and in that time we run into a group of pilgrims of the goddess. We brag to them how we are digging into the undercity searching for relics of their cult and they bless us for our next adventure (giving us +1 to hit for the full duration of our next delve). Not needing any real healing, and not being rich enough to go hunting for new hardware, we wander on back to the Ill Manticore for another run into the ruins.