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Dwarven Barbarian solo quest?
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<blockquote data-quote="Quickleaf" data-source="post: 6880153" data-attributes="member: 20323"><p>[MENTION=6803713]Slit518[/MENTION] Any info on Throgren? Didn't see it among the <a href="https://en.wikipedia.org/wiki/Dwarf_deities" target="_blank">Morndinsamman</a>. It's a homebrew deity right? </p><p></p><p>Mechanically, I'd say you want to shoot for encounters worth roughly 1,100 - 1,700 XP. For example, a CR 4 Ettin is worth 1,100 XP. </p><p></p><p>Barbarian is a good self-reliant class when it comes to physical challenges, so probably a good class for a solo adventure. Because they have #rages/day, I'd suggest tweaking the long rest rules so that the PC doesn't benefit from a long rest until he descends to a lower altitude basecamp or makes it to the dwarven citadel. IOW he gets no long rests between the 5 challenges up the mountain. This requires strategizing when to use rages (and any other daily resources he might have).</p><p></p><p>You might want to consider having some sort of "Climbing Clock" running in the background with checks / player decisions determining how long each encounter or the traveling between encounters takes. This can influence whether the PC has to do a forced march at any point (making CON checks to keep exhaustion at bay).</p><p></p><p>Also, consider foreshadowing encounters #4 and #5.</p><p></p><p>Story-wise, here are 5 potential challenges that you might make some interesting connections between...</p><p></p><p><strong>1. The Dwarf Gate</strong></p><p>An old trail framed by two massive statues representing king-priests of Throgren; the base of one statue reads: <em>Enter the brave and true.</em> The plaque on the base of the other reads: <em>Perish between the true and brave.</em> Anyone attempting to pass between the statues is targeted by a 2nd level <em>thunderwave</em> (DC 14 CON; 3d8 thunder damage and pushed 10-ft). The trick is to show respect to the the two statues — one represents the Truth aspect of the god, the other the Bravery aspect — by bowing and/or offering a sacrifice. A character doing so (or one succeeding a DC 25 Perception check) notices a secret door forged of same material as the statue between its legs. Feel free to say "yes" to other creative solutions the player might have!</p><p></p><p>Note: From here, the PC might see dancing "dragon-wisps" like hallucinations amidst the snow flurries higher up the mountain (see #4).</p><p></p><p><strong>2. Bolkrov's Pass</strong></p><p>A windswept mountain pass, well known to be haunted by "The Wailing Demon Bolkrov", is the last flat ground before the steep ascent up to the citadel. An ettin (CR 4) named Bolkrov guards the pass. Kick its ass or find out why it's always wailing (it has a tooth infection but the head with the infection is too stupid to explain the problem in words) and perform a bit of dwarven dentistry. Optionally, a lucky crit or a called shot could dislodge its tooth and pacify it.</p><p></p><p>Note: The PC might find traces of the Legion of Cold Iron dwarves' old camp here (see #5).</p><p></p><p><strong>3. Steep Ridge</strong></p><p>Skill checks and smart mountaineering play are needed to endure high winds, extreme cold, and the travails of following a perilous mountain ridge. You can even throw in an avalanche hazard using the trap in the DMG to simulate it, or an encounter with a hostile griffon (CR 2)...possibly hinting at griffon-mounted dwarven cavalry at the citadel?</p><p></p><p>Note: From here, the PC might hear a dwarven horn sounded by the Legion of Cold Iron who've seen the PC's approach (see #5). </p><p></p><p><strong>4. The Wyrm's Graveyard</strong></p><p>The dwarves of the citadel are tough no doubt. Their tales tell of brave Throgren and how he smote the white wyrm Gaszrefax whose skeletal ribs poke through the snowy rocky ground till this day. However, dozens of white shadow dragon wyrmlings (CR 2, as "dragon-wisps") haunt the bone-strewn valley, though they only attack 1-2 at a time. They're basically never-ending unless the PC... destroys whatever part of the dragon keeps them animated? invokes a prayer to Throgren? uses a magic object? buries a dead dwarven explorer found between #2 and #3?</p><p></p><p>Note: If dragons aren't to you're liking (I was thinking of something thematically tied to HotDQ), you could put undead here like ghouls (CR 1) and a ghast (CR 2) which would be terrifying to a solo PC cause of their paralyzation ability and could force the barbarian PC to adapt different tactics.</p><p></p><p><strong>5. Legion of Cold Iron</strong></p><p>A group of evil dwarven mercenaries sworn to Tiamat are after the 3rd piece of the broken tablet (to destroy it? for their own power? to corrupt it?). They include Rothgan the berserker (CR 2), Filder Four Hands the spy (CR 1), and a bunch of dwarven guards (CR 1/8). Flesh out their motives to better suit your campaign.</p><p></p><p><strong>6. Hand of Throgren</strong></p><p>When the PC finally reaches the citadel, I was thinking introducing a crawling claw with some kind of souped-up stats/abilities/invulnerabilities with special weaknesses would be present holding the tablet in its grasp. Maybe the dwarves of the citadel believe it to be the severed hand of their god Throgren?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6880153, member: 20323"] [MENTION=6803713]Slit518[/MENTION] Any info on Throgren? Didn't see it among the [url=https://en.wikipedia.org/wiki/Dwarf_deities]Morndinsamman[/url]. It's a homebrew deity right? Mechanically, I'd say you want to shoot for encounters worth roughly 1,100 - 1,700 XP. For example, a CR 4 Ettin is worth 1,100 XP. Barbarian is a good self-reliant class when it comes to physical challenges, so probably a good class for a solo adventure. Because they have #rages/day, I'd suggest tweaking the long rest rules so that the PC doesn't benefit from a long rest until he descends to a lower altitude basecamp or makes it to the dwarven citadel. IOW he gets no long rests between the 5 challenges up the mountain. This requires strategizing when to use rages (and any other daily resources he might have). You might want to consider having some sort of "Climbing Clock" running in the background with checks / player decisions determining how long each encounter or the traveling between encounters takes. This can influence whether the PC has to do a forced march at any point (making CON checks to keep exhaustion at bay). Also, consider foreshadowing encounters #4 and #5. Story-wise, here are 5 potential challenges that you might make some interesting connections between... [B]1. The Dwarf Gate[/B] An old trail framed by two massive statues representing king-priests of Throgren; the base of one statue reads: [I]Enter the brave and true.[/I] The plaque on the base of the other reads: [I]Perish between the true and brave.[/I] Anyone attempting to pass between the statues is targeted by a 2nd level [I]thunderwave[/I] (DC 14 CON; 3d8 thunder damage and pushed 10-ft). The trick is to show respect to the the two statues — one represents the Truth aspect of the god, the other the Bravery aspect — by bowing and/or offering a sacrifice. A character doing so (or one succeeding a DC 25 Perception check) notices a secret door forged of same material as the statue between its legs. Feel free to say "yes" to other creative solutions the player might have! Note: From here, the PC might see dancing "dragon-wisps" like hallucinations amidst the snow flurries higher up the mountain (see #4). [B]2. Bolkrov's Pass[/B] A windswept mountain pass, well known to be haunted by "The Wailing Demon Bolkrov", is the last flat ground before the steep ascent up to the citadel. An ettin (CR 4) named Bolkrov guards the pass. Kick its ass or find out why it's always wailing (it has a tooth infection but the head with the infection is too stupid to explain the problem in words) and perform a bit of dwarven dentistry. Optionally, a lucky crit or a called shot could dislodge its tooth and pacify it. Note: The PC might find traces of the Legion of Cold Iron dwarves' old camp here (see #5). [B]3. Steep Ridge[/b] Skill checks and smart mountaineering play are needed to endure high winds, extreme cold, and the travails of following a perilous mountain ridge. You can even throw in an avalanche hazard using the trap in the DMG to simulate it, or an encounter with a hostile griffon (CR 2)...possibly hinting at griffon-mounted dwarven cavalry at the citadel? Note: From here, the PC might hear a dwarven horn sounded by the Legion of Cold Iron who've seen the PC's approach (see #5). [B]4. The Wyrm's Graveyard[/B] The dwarves of the citadel are tough no doubt. Their tales tell of brave Throgren and how he smote the white wyrm Gaszrefax whose skeletal ribs poke through the snowy rocky ground till this day. However, dozens of white shadow dragon wyrmlings (CR 2, as "dragon-wisps") haunt the bone-strewn valley, though they only attack 1-2 at a time. They're basically never-ending unless the PC... destroys whatever part of the dragon keeps them animated? invokes a prayer to Throgren? uses a magic object? buries a dead dwarven explorer found between #2 and #3? Note: If dragons aren't to you're liking (I was thinking of something thematically tied to HotDQ), you could put undead here like ghouls (CR 1) and a ghast (CR 2) which would be terrifying to a solo PC cause of their paralyzation ability and could force the barbarian PC to adapt different tactics. [B]5. Legion of Cold Iron[/B] A group of evil dwarven mercenaries sworn to Tiamat are after the 3rd piece of the broken tablet (to destroy it? for their own power? to corrupt it?). They include Rothgan the berserker (CR 2), Filder Four Hands the spy (CR 1), and a bunch of dwarven guards (CR 1/8). Flesh out their motives to better suit your campaign. [B]6. Hand of Throgren[/B] When the PC finally reaches the citadel, I was thinking introducing a crawling claw with some kind of souped-up stats/abilities/invulnerabilities with special weaknesses would be present holding the tablet in its grasp. Maybe the dwarves of the citadel believe it to be the severed hand of their god Throgren? [/QUOTE]
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