This is an actual play solo game report using Mythras and the Classic Fantasy supplement, plus the Mythic GM Emulator and The Location Crafter. In the main description, italicised sections are game mechanical notes.
Because tonight’s D&D game got cancelled due to player’s being unavailable, I decided to roleplay anyway. As Mythras might just be my ideal fantasy RPG system, especially when combined with the Classic Fantasy material, I decided to do something in my Mistamere Fells setting.
I’ve had a lot of success with games using this system (see my previous test adventures in Castle Mistamere) but even the mention of changing to it seems to scare off players. Thus, although it saddens me that I can’t run it with my usual group (yet), I can play solo.
I wanted to keep the action away from the current D&D game in the same setting so I’ve created a character in the city of Sharna, away to the southeast of our usual game setting. Goriel is a Halfling Thief built using Classic Fantasy and played using Mythras.
Here’s how I got on…
Setting Up The Game
First, using The Location Crafter, it’s time to set up the basic scenario parameters. This is going to be Goriel’s first solo outing for the Thieve’s Guild. It’s a straight-forward house break-in aiming to retrieve a small artefact. I chose the House of Seperlyne, a well-known Alderman of the city who is also a physician. Using the “Region Sheet”, I list out the Locations, Encounters, and Objects that make sense given the situation. That done, I also set up the Mythic Adventure Sheet, adding the three characters I expect in the adventure: Seperlyne, a house guard, and a house servant.
Retrieve the Fire Opal!
Goriel has been contacted by his Guild contact, Revar Bolton. He is tasked with entering the House of Seperlyne and retrieving a precious gemstone, a Fire Opal of deep red colour and great value.
Breaking & Entering…
Because the house is backed by a stone wall and has only one known entrance, Goriel decides to try to enter from the roof. He reasons that the gem is most likely to be hidden in Seperlyne’s private bedroom, which he also guesses is on the top floor.
Is there anyone in the street outside the house? This seems Somewhat Likely; the Chaos Factor is 5: rolled 86 – No.
Cool! Goriel slips along the side of the building near the gate in the wall ahead. With no one around, he tries to climb the wall of the house – it’s a brick construction, so it doesn’t look too difficult.
Athletics check (52%) normally Hard but reduced to Standard because of Goriel’s Climb Walls ability. Rolls 16. Success!
A couple of minutes of climbing put Goriel on the roof.
Is there an attic window? 50/50 – No.
Goriel looks around the roof for an obvious entry point. He can’t see an attic window, which is disappointing.
Is there another way to enter (without tearing up the roof tiles)? Unlikely. 88 – No.
Looking around further, the roof tiles all look secure and there isn’t another way in. Even the chimney is too narrow. Goriel curses under his breath. Breathing heavily after the climb, he forces himself to think. Of course the boss wasn’t going to give him an easy mission: this is a test. No other way for it, without a grapple and rope, it’s in through the front door. Looking over the edge, Goriel checks the street for people.
Has anyone come along since he climbed the roof? Unlikely – No.
Goriel climbs down the way he came up.
Rolls Athletics (52%), 51 – close, but no problem.
Although he almost snagged his clothing on a loose nail near the top of the wall, Goriel climbs down with relative ease. Once on the ground, he sneaks along the wall towards the front door.
First, establish his Stealth (60%) – rolled 39, a success. Next, ask is there a guard on the front door? Unlikely – Yes. Does he see Goriel? Perception, one step harder because Goriel has hide in shadows. Unlit street at night, that has to be Hard and made Formidable by the shadows – Guard’s 44% Perception is halved to 22%, rolls 99. No chance!
Another silent curse to whichever of the gods has it in for him, Goriel spots the guard standing outside the front door. What’s he doing there, Goriel wonders. A moment’s observation gives away the reason: the man is smoking pipe weed.
Is the door behind him ajar? 50/50 – 51, No.
Noticing that the guard has closed the door behind him, Goriel decides that this guy is pretty good: not stupid enough to leave the door open. No option but to try and take the guy out or wait until he goes back inside. Goriel mulls it over: every minute spent in the shadows gives time for some passerby to… well, pass by; alternatively, murder is a serious crime in Sharna. He decides to wait.
Once the guard finishes his pipe, does he go inside? Somewhat likely – 22, Yes. Roll 3d6 minutes for smoking – 13. Does anyone come along in the meantime? Unlikely – 78, No.
How long does he take to smoke that pipe, frets Goriel. Eventually, after what seems like an age, the guard steps back into the house. He closes the door behind him and Goriel hears the lock click. Damn.
Once More With Feeling…
Sneaking up to the door, Goriel checks out the lock while he gives the guard time to perhaps disappear into another room other than whatever is on the other side of the door.
Is there a window in the door? Unlikely – 04, Yes!
Above the lock, all clear and shiny, is a window. What’s more, it’s one of those new-fangled clear glass windows with no big blob in the middle. Crouching below, Goriel slowly pokes his head up to see if the guard is hanging around inside.
Is the guard still near the door? 50/50 – 37, Yes.
Bugger, curses Goriel under his breath. Now I have to take him out anyway, unless he suddenly decides not to notice me walking past him. Plus he’ll be in earshot of the lock being picked. This is not going to plan!
The plan is simple: pick the lock without being heard, draw broadsword, charge in and kill him before he can make a sound. Not the best plan, but the only one Goriel can think of. Unless…
Is there a cellar hatch? Somewhat likely – 97%, No!
Not even a cellar hatch. Ok. Plan B it is then.
Goriel tries to pick the lock quietly. This makes it harder.
Assuming a standard lock, as we don’t have the locksmith’s Mechanisms skill, we’ll set this as a Hard test – 2/3 of Goriel’s Lockpicking skill (55% becomes 37%) – 64% is a fail. Does the guard hear? Perception roll is 14% – oh, yes.
“Huh?”, the guard grunts. Standing, the man walks towards the door and peers through the glass. Goriel, tries to duck out-of-the-way…
Goriel’s Stealth is 60% and he rolls 65% – fail.
…too late!
“Oi!”, says the guard, “What’s your game?”
“Erm, sorry mate! Must have tripped on the stone there. Just popped round to see the Doc, is he home?”
Goriel is trying to bluff the guard. Deceit versus Insight. Goriel’s Deceit (52%) roll is 22 – a success. The guard’ Insight (54%) roll is 43 – also a success. As the guard rolled higher, he succeeds overall.
“I don’t bloody think so, mate,” the guard chuckles from the other side of the window, “why don’t you just sod off, you little shit!”
Goriel considers that he needs that door unlocked and open. There’s no other easy way in, unless…
Are there other windows on the ground floor? Somewhat likely – 41%, yes.
“Sorry, mate,” Goriel waves at the guard. Turning briskly, he walks down the short path to the street and turns left. Back to the corner, where he crouches in the shadows.
Goriel’s Stealth roll is 15%, so he is hidden. Does the guard come outside to make sure he has gone? Unlikely – 55, No.
Goriel kicked himself for not noticing the window on the far side of the door. He put it down to the shadows and allowing himself to fixate on the guard. Catching his breath, he decided to wait 30 minutes before making any move.
Does anyone come along in the 30 minutes? Somewhat likely – 60, Yes. Is it a watchman? 50/50 – 82, No. Test Perception (44% halved by shadows) to see if they notice Goriel in the shadows – rolls 97%. Rolled a d30, scored 2 – the person comes along 2 minutes into Goriel’s rest.
Hardly two minutes later, Goriel hears and then sees the drunk reeling along the street. Hugging the wall and staying still in the shadows, Goriel hopes he’ll remain hidden. The man reels past, oblivious and Goriel breathes in relief. Next move, get to that window.
Third Time Lucky…
Edging along the wall, Goriel sneaks to the doorway. Flitting across, he darts to the other side and checks out the window design.
Stealth check rolls 19 – success. Is the window openable? Somewhat likely – 46, Yes. It’s fair to assume it’s got a latch.
Goriel tries to unlatch the window using his thieve’s tools. Carefully…
Lockpicking (55%) rolls 28 – a success.
…opening the window. Goriel peers into the darkness beyond…
Roll 1d6 on the Locations – scores 2, Expected. We’ll interpret this as the consultation room. Roll 1 for Encounter – None. Roll 4 for Objects – Dressing. Decide to roll a random dungeon dressing feature for the floor. Scene change; things didn’t go well, so I increase the Chaos Factor to 6.
The room is perhaps 10 feet by 15 feet and furnished with a table, two chairs, and a bookcase. There is a single doorway going to the right, probably to the hallway beyond the door. Goriel climbs in through the window and closes it behind himself, along without latching it. That’s when he notices the floor has a huge canvas map covering it, which looks like an attempt at a world map. Interesting. Nevertheless, Goriel is here for the Fire Opal. He pads to the door and listens for the guard.
Is the guard still outside in the hall? Very likely – 76, Yes. In the door ajar? 50/50 – 24, Yes.
Goriel hears the man’s breathing and a faint clicking sound through the ajar door. Plan is simple: rush the guard, kill him quick.
Initiative rolls: Goriel scores 20 (has 3 Action Points); the guard scores 12 (has 2 AP). Is the guard sitting? Somewhat likely – 35, Yes.
Goriel draws his broadsword in one hand, pulls the door open with the other and steps into the hallway to the right of the guard. The guard stands as he draws his own sword.
Goriel slashes the blade towards the guard…
Attack roll (52%) – scores 26. Guard parries (52%) – rolls 08. Not enough for a critical, but good enough to parry.
…but the guard’s reactions are swift and the two blades crash together as Goriel’s strike is parried. The guard ripostes…
Attacks (52%) rolls 69%, a fail; Goriel parries (52%) – rolls 08. The thief gains 1 special effect. Disarm Opponent – the guard has to roll his Combat Style (52%) versus the roll of 08 – guard scores 81 and fails.
The guard’s blade flashes towards Goriel’s head but, quick on the parry, Goriel slips his blade under the man’s grip and flips the sword away from him. As the sword clatters to the floor, Goriel grins wickedly.
Lunging towards the guard, Goriel’s blade seeks to strike…
New round. Attack (52%) rolls 48; guard tries to Evade (52%) – scores 76. Goriel gains 1 special effect; chooses Trip Opponent. Guard must test against Goriel’s 48% roll with his Brawn (54%) – rolls 66. Roll for location and damage – lands 2 damage on the guard’s right leg, which fails to penetrate the man’s studded leather armour.
Goriel lunges and catches the man’s leg but also manages to push him over – the guard seemed to be moving away from the blow and Goriel just helps him over. Sprawled the on the floor, weapon out of reach, the guard raises his hands in a gesture of surrender.
Smiling Goriel gestures the guard to crawl into the consultation room. Inside, the he closes the door and whispers for the guard to take off his boots and remove the laces. Sitting the guard in the chair, Goriel ties his hands behind his back (and to the chair) and the man’s ankles together. With a back-handed strike with the sword pommel, Goriel puts the guard unconscious. Going back to the hall, Goriel grabs the man’s sword and brings it back to the room, placing it high on the top of the bookshelf. He then pads back to check out the hallway.
Searching the House…
Scene change – Chaos Factor drops to 5. No unexpected events. Are there other doors off the hallway? Somewhat likely – 34, Yes. Let’s assume a door opposite and the passage going back before ending in a door.
Goriel scouts over to the opposite door. It’s ajar, so he enters slowly.
Rolls 1d6+1 on the Locations – 2, Expected. Encounter rolls 5, Servant. Object rolls 3, Dressing. I decide the Servant is asleep in a chair by the fire. Roll dressing on the Fireplace table.
Goriel slowly scans the room, noting the sleeping woman in the chair in front of the fireplace. The rusted iron of the fireplace seems to have stained the surrounding brick a lurid orange, an eerie sight in the darkness. Stepping backwards steadily, Goriel closes the door behind him.
Back in the hallway, Goriel decides to check the third door. This is closed but he slowly opens it, desiring to work at speed given the status of the guard won’t last long.
Scene change; CF = 4. No unexpected events. Location is Dining Room; Encounter is another Servant; Encounter is 4d6 copper pennies. Is the servant awake? Somewhat likely – 99, No!
The room is larger than the others, about 50 feet wide and 20 feet deep. There are two doors on the far wall and the area is dominated by the large dining table and eight chairs surrounding it. Asleep in one of the chairs is another servant, a man who is snoring loudly. A bottle of expensive-looking wine and a near-empty glass suggest he might be drunk as well as unconscious.
Goriel walks past the man and opens the door on the left first.
Location is the Kitchen; Encounter is Giant Rat; Object is Potion (Type 2).
There on the kitchen table stands a massive rat. Goriel closes the door, hoping the creature didn’t see him. He pads over to the right-hand door and opens it, peering in…
Location is Servant’s Quarters. Encounter is higher than the list is long, so is Expected and reduces progress by 5 (to zero). Object is 3d6 silver shillings. I’m going to decide the encounter is another sleeping servant, but cross them off the possibilities going forward: three servants is more than enough.
Goriel notes the slightly larger bed and the sleeping woman, concluding that she must be involved with one of the other two servants. He notes a small box under the bed, but decides against looting it.
Rolled 97 when testing Goriel’s Greedy passion, by the way.
Closing the door, Goriel wonders where the stairs to the second floor are. That’s when he notices the small side door, cleverly disguised as wood panelling in the dining room. Opening it, Goriel climbs the stairs.
What’s Upstairs?
Scene change. CF = 3. No unexpected event. Location is Washroom. I decide that this will be a passage with the washroom to one side. There is a door to one side and the passage runs back towards the front of the house, ending with a door on Goriel’s right. Encounter is Special – This Is Good (37); I decide the Potion (Type 1) is in the washroom.
Looking around, Goriel sees a very attractive-looking potion bottle on a shelf in the washroom. He decides to pocket it (we’ll identify it later). He then pads down the hall and open the door, slowly.
Location is Special – This Is Good (33). Is the Fire Opal in this room? 50/50 – 98, No! What is special? Roll “Lovingly Natural”; I decide this is a nicely appointed bedroom, perhaps decorated to be a boudoir from the look of things. Encounter is the Apprentice. Object is Special – Multi-Element (48); rolled Fire Opal and 2d4 gold sovereigns. Interesting.
Peering into the finely appointed room, Goriel notes the sleeping woman on the bed beneath silk sheets. On the woman’s dressing table, proudly displayed, sits the Fire Opal on a pedestal. A coin purse sits on the table too.
Goriel sneaks to the table and pockets the purse. He then places the Fire Opal in another pocket and leaves the Guild calling card (a symbol of a Black Hand) in its place. Not wishing to hang around, he creeps out of the room and down the passage to the stairs.
Scene change. CF=2. No unexpected events.
Goriel pads down the stairs and slips into the dining room, closing the panel behind him. From here, he pads to the corridor and back to the consulting room.
Is the guard conscious? Unlikely – 54, No.
Opening the window, Goriel climbs out into the street.
Is anyone nearby? 50/50 – 47, No.
Smiling to himself, Goriel walks calmly away and heads back to the Guild base.
Treasure?
The purse contains 6 sovereigns. The potion is a Healing Balm.
Session complete.
Hey Peter,
I just saw your latest post for Mythras Classic Fantasy. Love it as usual.
I wasn’t sure if you saw the post I made looking for writers for Classic Fantasy adventures? You seem like a great candidate and wanted to approach you with the idea.
Here is the actual post, check it out and let me know if it sounds like something that would interest you.
Classic Fantasy: Looking for Writers
Classic Fantasy has seen a very successful launch, and while we have several projects being developed to support the line, we want to keep the momentum moving. Therefore, we’re looking for writers familiar with both Mythras, Classic Fantasy, and Old School dungeon adventure, who would be interested in writing adventure modules to help flesh out the line. Prior writing experience isn’t necessary, as long as you have some awesome ideas and know how to put them on paper.
We’re looking for adventure modules similar to (but not copies of) the classics of old, both in tone and feel, preferably starting and mid-rank adventures to get things going.
Setting material may be included as well, however the module should be generic, able to be slotted into any high fantasy setting, and center on a dungeon, tomb, or other ruins. Feel free to include one or two new monsters, magic items, or spells if desired; however, most should be pulled from Classic Fantasy. New monsters, spells, etc., should be fitting of the genre.
Finished modules should preferably be 16 or 32 pages.
Writers will be paid for their work for submissions that are accepted and published.
If any of this sounds interesting to you, feel free to send us your proposals. We’ll send out writer’s guidelines to those proposals that interest us. However, we’ll freely answer any general questions as well.
Rodney Leary – TDM
Wow – totally honoured that you would ask me. Short answer: yes! I’ll drop you an email.
Hi Peter,
In the combat with the guard you forgot that your rouge had a AP left after they had both attacked and parried. Didn’t make any difference except the guard could not have tried to evade the last attack. Enjoyed reading this.
Where do you get the solo play stuff from?
The solo stuff – Mythic and The Location Crafter – are available from DriveThruRPG. You can click the links in the article (at the start), but here’s a link for Mythic: http://www.drivethrurpg.com/product/20798/Mythic-Game-Master-Emulator
Thanks Peter
I really enjoy all of your write ups and already obtained Mythic due to prior entries. This one has been the best solo run entry so far.
By the way, SmartScreen is flagging your site as potentially malicious for some reason.
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