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Advice for DM-ing an "old school" solo campaign
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<blockquote data-quote="Rel" data-source="post: 910727" data-attributes="member: 99"><p>I'm running a similar (though not Red Box) campaign for my wife who is playing a lone human Wizard. Early on I did an adventure that was a "test" by her mentor to see if she was ready to graduate from her apprenticeship. That adventure was very tailored to her abilities. Later I gave her a couple of NPC companions, one of whom (a Half-Orc Expert/Fighter) has stayed on as more or less a permanent ally.</p><p></p><p>For her, as with your wife's situation, one big issue is healing. I did two things to remedy that situation: First, her master gave her an alchemical formula for how to turn certain plants into minor healing salves (1d4). She keeps an eye out for those plants and spends time brewing them up when she has time.</p><p></p><p>The other thing I did was give her a magic item that summons a Lanter Archon for 7 rounds once per day. He helps her fight and uses his Aid ability to give her enough temporary hit points to keep from getting too wounded most of the time.</p><p></p><p>Obviously you are going to need to take a somewhat different approach but I suggest being as creative as possible instead of just planting one Potion of Healing after another in her path. What about if the Ogre has in her stash a Hammer of Health that is a +1 warhammer and also heals you 1HP every time you hit with it? It might not take care of all of her healing needs (especially as she gets to higher levels) but it would help out and it's more interesting than a pile of potions.</p><p></p><p>In a recent campaign, our DM put these things called "Treasure Berries" in the game. Each berry healed you 1-2 HP and gave you sustenance like a meal. Those could work out in your game too.</p><p></p><p>Running a solo campaign lets you do some things that you wouldn't normally do. One of these things is to give out treasures that might unbalance a normal party, so feel free to dole out a few magic items that help make the solo experience easier for her.</p></blockquote><p></p>
[QUOTE="Rel, post: 910727, member: 99"] I'm running a similar (though not Red Box) campaign for my wife who is playing a lone human Wizard. Early on I did an adventure that was a "test" by her mentor to see if she was ready to graduate from her apprenticeship. That adventure was very tailored to her abilities. Later I gave her a couple of NPC companions, one of whom (a Half-Orc Expert/Fighter) has stayed on as more or less a permanent ally. For her, as with your wife's situation, one big issue is healing. I did two things to remedy that situation: First, her master gave her an alchemical formula for how to turn certain plants into minor healing salves (1d4). She keeps an eye out for those plants and spends time brewing them up when she has time. The other thing I did was give her a magic item that summons a Lanter Archon for 7 rounds once per day. He helps her fight and uses his Aid ability to give her enough temporary hit points to keep from getting too wounded most of the time. Obviously you are going to need to take a somewhat different approach but I suggest being as creative as possible instead of just planting one Potion of Healing after another in her path. What about if the Ogre has in her stash a Hammer of Health that is a +1 warhammer and also heals you 1HP every time you hit with it? It might not take care of all of her healing needs (especially as she gets to higher levels) but it would help out and it's more interesting than a pile of potions. In a recent campaign, our DM put these things called "Treasure Berries" in the game. Each berry healed you 1-2 HP and gave you sustenance like a meal. Those could work out in your game too. Running a solo campaign lets you do some things that you wouldn't normally do. One of these things is to give out treasures that might unbalance a normal party, so feel free to dole out a few magic items that help make the solo experience easier for her. [/QUOTE]
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