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<blockquote data-quote="Richards" data-source="post: 6063247" data-attributes="member: 508"><p><strong>ADVENTURE 39 - SLOTH</strong></p><p></p><p>PC Roster: <p style="margin-left: 20px">Telgrane, human conjurer</p><p></p><p>"Sloth" was a <em>Dungeon</em> adventure from issue 91. Written by J. Bradley Schell, it was one of a number of short adventures named after one of the seven deadly sins. (I had sent Stuart and Logan's PCs through another of his, "Rage," in our original 3.0 campaign.) This was also a bit of an experiment between Logan and I, as we had noticed that Telgrane was way behind the other PCs in the experience department. Not that this was any surprise, as Akari was a much more useful character all in all, and thus went on many more adventures than Telgrane did. Also, we were both wishing that we could play D&D more often than the schedule allowed, so we thought we might try running Telgrane through an occasional solo adventure, and "Sloth" was our first attempt at trying this out.</p><p></p><p>As an adventure, it went fine. It was a standard "go check out the wizard's house, because I think some magical accident happened in there" adventure, which I had modified a bit to account for the fact that Telgrane was a conjurer and I knew he was going to end up with a bunch of summoned monsters doing all of his dirty work for him, so I added a few monsters that would give him stuff to worry about all at once. Since Telgrane had a fire elemental familiar, I gave the missing wizard a water elemental familiar, something that could cause Infernia a bit of grief.</p><p></p><p>No, the adventure went fine, but this still ended up being the only time we ran Telgrane through a solo adventure and we jointly decided to scrap the idea. The problem, we soon realized, was that while we didn't mind "buffing up" Telgrane a bit in the XP department, we didn't like the fact that I couldn't really give him much in the way of treasure; I didn't want Telgrane showing up with some cool magic gewgaws that the other players had never seen before. Likewise, I didn't want to put Telgrane into a situation where he could be killed, because that would have immediate plot ramifications that would require me to redo all of my plans for what the next adventure would be for the whole group. So it was ultimately a bit of an unsatisfying situation, and we decided to just scrap it from then on, and Telgrane would have to earn his XP as part of the group.</p><p></p><p>(However, to get in some gaming between the too-far-apart sessions of our D&D campaign, Logan and I started up a new one-on-one Champions campaign, where he ran an Iron Man type of superhero named Jetstar. The superhero genre was much more suited for solo play in any case. We only play in that campaign sporadically, with just 11 adventures under our belts thus far, but it keeps us off the streets.)</p></blockquote><p></p>
[QUOTE="Richards, post: 6063247, member: 508"] [b]ADVENTURE 39 - SLOTH[/b] PC Roster: [INDENT]Telgrane, human conjurer[/INDENT] "Sloth" was a [i]Dungeon[/i] adventure from issue 91. Written by J. Bradley Schell, it was one of a number of short adventures named after one of the seven deadly sins. (I had sent Stuart and Logan's PCs through another of his, "Rage," in our original 3.0 campaign.) This was also a bit of an experiment between Logan and I, as we had noticed that Telgrane was way behind the other PCs in the experience department. Not that this was any surprise, as Akari was a much more useful character all in all, and thus went on many more adventures than Telgrane did. Also, we were both wishing that we could play D&D more often than the schedule allowed, so we thought we might try running Telgrane through an occasional solo adventure, and "Sloth" was our first attempt at trying this out. As an adventure, it went fine. It was a standard "go check out the wizard's house, because I think some magical accident happened in there" adventure, which I had modified a bit to account for the fact that Telgrane was a conjurer and I knew he was going to end up with a bunch of summoned monsters doing all of his dirty work for him, so I added a few monsters that would give him stuff to worry about all at once. Since Telgrane had a fire elemental familiar, I gave the missing wizard a water elemental familiar, something that could cause Infernia a bit of grief. No, the adventure went fine, but this still ended up being the only time we ran Telgrane through a solo adventure and we jointly decided to scrap the idea. The problem, we soon realized, was that while we didn't mind "buffing up" Telgrane a bit in the XP department, we didn't like the fact that I couldn't really give him much in the way of treasure; I didn't want Telgrane showing up with some cool magic gewgaws that the other players had never seen before. Likewise, I didn't want to put Telgrane into a situation where he could be killed, because that would have immediate plot ramifications that would require me to redo all of my plans for what the next adventure would be for the whole group. So it was ultimately a bit of an unsatisfying situation, and we decided to just scrap it from then on, and Telgrane would have to earn his XP as part of the group. (However, to get in some gaming between the too-far-apart sessions of our D&D campaign, Logan and I started up a new one-on-one Champions campaign, where he ran an Iron Man type of superhero named Jetstar. The superhero genre was much more suited for solo play in any case. We only play in that campaign sporadically, with just 11 adventures under our belts thus far, but it keeps us off the streets.) [/QUOTE]
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