I'm facing a mental block here. Its easy to design an adventure for a party of six-all bases are covered-healing, melee, arcane stuff.
Now I have to run an adventure for a 9th level human sorcerer all by himself in Waterdeep.
I've never run a solo-type adventure before.
A cleric is ballanced for something like this, he can both fight and heal.
But a single class sorcerer?
OK here is the scenario: He has traveled away from the party to Waterdeep to buy an auxillary membership to a mage's guild. He wants to use guild resources to make a magic item.
I need a solo adventure just before of after the item is built. I don't want to interfere with the creation-I don't think thats fair.
Generally, I come up with the caper first. Once I know what the bad guys are doing, then I figure a way for the party to bump into it.
I'm playing with one idea...
A cabal of sorcerers, disinfranchised with the mages guild (looked down upon once to many times) have formed their own guild. They purchased an old boarding house and discovered a secret basement with a closed Portal or gate. Their attempts to open it is disturbing the border ethereal and atracting outsiders into waterdeep. They are quite secretive, and locals seem up to the job of putting down the occasional ethereal marauder that pops up. Of course, when a half fiendish ettin shows up in a nearby alley things start getting out of hand.
By this time, the cabal has been mentally affected by either the energies emanating from the portal, or by something from the other side. The cabal will never stop their attempts to open the portal.
The hooks I see, is this group sells the PC sorcerer some hard to find components. When the pc kills something nearby, he loots it, casts a detect magic, and the whole house glows! (beleieve me, this player is far too inquisitive for his own good.)
But the more I work this, the more it turns into a party adventure!
Maybe I need something simpler.
Has anyone here run a solo adventure for a mage/sorcerer?
Now I have to run an adventure for a 9th level human sorcerer all by himself in Waterdeep.
I've never run a solo-type adventure before.
A cleric is ballanced for something like this, he can both fight and heal.
But a single class sorcerer?
OK here is the scenario: He has traveled away from the party to Waterdeep to buy an auxillary membership to a mage's guild. He wants to use guild resources to make a magic item.
I need a solo adventure just before of after the item is built. I don't want to interfere with the creation-I don't think thats fair.
Generally, I come up with the caper first. Once I know what the bad guys are doing, then I figure a way for the party to bump into it.
I'm playing with one idea...
A cabal of sorcerers, disinfranchised with the mages guild (looked down upon once to many times) have formed their own guild. They purchased an old boarding house and discovered a secret basement with a closed Portal or gate. Their attempts to open it is disturbing the border ethereal and atracting outsiders into waterdeep. They are quite secretive, and locals seem up to the job of putting down the occasional ethereal marauder that pops up. Of course, when a half fiendish ettin shows up in a nearby alley things start getting out of hand.
By this time, the cabal has been mentally affected by either the energies emanating from the portal, or by something from the other side. The cabal will never stop their attempts to open the portal.
The hooks I see, is this group sells the PC sorcerer some hard to find components. When the pc kills something nearby, he loots it, casts a detect magic, and the whole house glows! (beleieve me, this player is far too inquisitive for his own good.)
But the more I work this, the more it turns into a party adventure!
Maybe I need something simpler.
Has anyone here run a solo adventure for a mage/sorcerer?