Solo Adventure Scenario in Dungeon!

Just played through it again with a Warforged Warden. Was much easier this time, though in the second encounter, the Oozes all hit and pushed both my Warden and Splug into the water, where the Warden rescued Splug, then was pushed to the next encounter.

So, for a round, had Splug surrounded in one encounter, bloodied, and my Warden in the next dazed and bloodied. Splug managed to kill one of the oozes and swim after my Warden with 5 hp left and the next round my Warden went down to the Root critting him while he had 6hp left.

Splug brought him back up, he used his AP to second wind, used Warforged Resolve, and managed to finish the fight. Of course, after that, Splug was out of Healing Surges entirely.

4th Encounter went ok, despite the Zombie critting my Warden on his first 2 attacks. Then my Warden critted him (insta-kill!), but he got back up and critted my Warden a third time!

Final fight was pretty easy since Splug went first and gave my Warden a charge that put him right up in the Wight's grill. Font of Life + regular saves ensured that the Wight's Immobilization didn't last long enough to let him use his encounter and my Warden mopped him and the others up easily.

Was just as fun the second time. Might try it again with a couple other builds. Tempted to whip up one of these adventures on my own now too...
 

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Well I played through the adventure. I was bored on a quiet and rainy Saturday morning. I ended up building a second PC to 'save' the first PC and goblin henchman who disappeared into the crevasse.

I had the monsters re-generate, so that the second PC basically had the exact same experience as the first, minus the goblin henchmen.

****
Spoilers:

- "Random" -- The 1st PC -- a Changeling Rogue (1st) built as an Artful Dodger with the Reckless Scramble feat (shift +Cha mod. when a power grants 1 shift). Short Sword, leather armor, 7 shuriken, and 2 healing potions. Blinding Barrage was his daily, and having an area effect was absolutely critical for this character.


- "Splurg" -- a level 1 Goblin Striker; had a leader-type power that let the 1st PC attack with an at-will power on its turn. Creative power -- called 'cringe' or 'cower,' or some such. Leather armor, long sword, and 1 healing potion.


I played it as if the two characters were in a campaign that would DM. As in, actions have consequences and I didn't pull my punches.

Anyway, the fact that I had two strikers made for fun flanking and maneuvering. The monsters in the first three encounters were all controller-ish and would either grab and then drag or would have immediate slide effects for successful hits.

All but one of the monsters were minions.

This plus the interesting and numerous terrain hazards made playing the two strikers challenging.

After encounter 2 the two characters got separate for a few rounds due to the changeling rogue getting carried away by a strong current in a stream.

The changeling rogue landed in the area for encounter 3 and then tried to look around quickly but stealthfully. Unfortunately all attempts at Stealth were pretty much negated by the fact that most of the monsters in the first three encounters had BLINDSIGhT!!

By the time the changeling and goblin were reunited I had some of the undefeated monsters from Encounter Area 2 follow the goblin into Area 3 and the monsters ganged up on the pair and eventually took both down.


---

2nd Attempt:

I generated a dwarven cleric of the Traveler (which I see as being very similar to Loki, Norse God of Mischief). The loose story in my head for this association was that the changeling rogue, the goblin, and the dwarven cleric were all Unaligned co-religionists on some quest. The cleric had left camp for awhile, only to discover that a fissure had opened up near his camp and that he percepted that his friends went down to explore.

Anyway, the dwarven cleric was dubbed "Alberich" (another reference to Norse myth/operas) -- a STR. cleric with the 'battle healer' feat (adds. STR bonus to healing word, grant him a Surge + 1d6 + 6 (from combined Wis and Str). The cleric also had healing strike and beacon of hope. As instructed by the adventure, he got weapons (a warhammer), armor (chain), and 2 healing potions. Alberich was formidable and durable.

The dwarf re-fought the same encounters as the changeling rogue and the goblin. he only missed the first encounter which wasn't too hard and I thought was balanced by the fact that he didn't have a goblin supporting him.

Alberich took a lot of damage and managed to overcome and defeat the monsters that had bested the rogue and henchman. In the process of going through the first three dungeon encounters, he was down to only two surges and had used his daily power. he had also used one of his healing potions.


The dwarf also recovered his companions bodies and what little equipment he could (I rolled saving throws for each piece of equipment). All the dwarf got was a long sword, a sunrod, and a pot.

The dwarf then carried his two dead companions back to the surface and buried them. Flavor test for EXTENDED REST.


The cleric returned the next day and luckily didn't face regenerated encounters.

he proceeded further into the dungeon and faced a clawed zombie that was using a magic circle to bolster its attacks as well as two more minions.

The dwarf got through that with minimal trouble. While searching for treasure he found a Gravespawn Potion (grants Resist 5 Necrotic).

The dwarf rested for a while and then proceeded to explore a secret tunnel he discovered. At the end of the tunnel he came across a secret door; he was on the un-disguised side. After checking for traps and listening at the door, he STEALThfully (rolled 16 on a 12 DC) entered into a large well-lit mage's library/workshop.

he was down to 4 surges at this point. As the dwarf looked around, he saw an wight mage (a lvl 3 standard controller) and two wispy minions. Only the mage was undead.

As the adventure indicated, the dwarf managed to surprise the wight. So I granted the dwarf a surprise action -- which was to quaffe the Gravespawn Potion, but alerted the monsters to his presence. I rolled initiative and
the monsters all beat the dwarf out.

The wight had a nasty encounter power that was a close burst and did cold and necrotic damage, as well as stealing a healing surge, and summoning yet two more wispy minions.

The dwarf (wielding the warhammer two handed as always) did a second wind and managed a successful healing strike and then cast Turn Undead (using an action point). he managed to push and then immobolize the single undead, but the monster could still attack with its ray attacks so it was small consolation.

After a two rounds of whiffs on both sides. The dwarf cast beacon of hope and was down to only one surge left. The surge was quickly stolen again by the wight, and the dwarf (unable to channel divinity for healing word, due to Turn Undead), was out of surges. As a minor action, I had the dwarf quaffe the last potion (to get a single hp back since he was surge-less) and then just kept attacking with at-wills.

The monsters rolled average, the dwarf rolled poorly and on round 4 or 5 he was dropped to negatives.

--

Assessment:

Overall I liked the adventure and think it could work as a solo (+ goblin henchmen) so long as the character doesn't play a controller class (without a lot of hit points + Toughness) or a leader type class that relies on having a lot of allies to bolster. My cleric was geared towards being a solo warrior. After playtesting the solo venture -- I think a well-built defender or the cleric makes the best chance for success (and the goblin henchman constantly flanks with them).

Also, I disliked the fact that there was no mention of action points and some of the min-skill challenges were not given information to flesh them out. For the action point problem, I just granted the changeling and dwarf an action point at the beginning of their respective dungeon jaunt, but don't think it was explicitly mentioned anywhere in the adventure.

Overall a B+ and a GREAT first attempt. I whole-heartedly endorse the method and format of WotC's solo attempt. It was a great way to pass an idle weekend morning and it gave me a good gaming fix since my group isn't meeting until sometime in January.

C.I.D.
 
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Overall I liked the adventure and think it could work as a solo (+ goblin henchmen) so long as the character doesn't play a controller class (without a lot of hit points + Toughness) or a leader type class that relies on having a lot of allies to bolster.
My elven predator druid didn't have any problems with the adventure. With Splug's Cringe ability, you can fire two AOE attacks each round to clear out minions. Against standard monsters, Splug can flank effectively with a druid in beast form.

I'm looking forward to running this adventure for my wife, and I definitely hope to see more solo / one-on-one adventures!
 


Played it through alone with my goliath bard, multiclass barbarian:

Heal and shift out of grabs and out of annoying terrain was quite nice. As was activating battlerage in the final battle (forgetting to use the action point, the racial encounter power and daily power...)

Leader works fine. You can heal a lot. And by adventure design, doing slightly less damage doesn´t really matter...

My brother used a charisma paladin to play through and had some trouble in the beginning because he didn´t sleep in plate and had to fight the first and second fight with AC 11... ;) (Ok in the second fight it really doesn´t matter... so it is well designed)


His chosen feat (kalashtar) and the potion he found made his last fight quite easy... ;)


Overall a nice adventure!

And to prove you all wrong, i think i try this adventure with a controller... i really believe it will work ou quite nice too.

@ Cyronax:

Blindsight doesn´t counter stealth. You can hide behind corners and their blindsight range is very low so you can hide in the 3rd battle easily...

actually it is mentioned that the monsters are not aware of you...


Why sould you not start with action points? You begin the day with 1 of them and get another one every second encounter...
 

<<some stuff>>

I noticed a few rules liberties you took. Perhaps that colored your experience?

After actually running this, I'm convinced a Controller or other area-heavy character is going to usually have a better time of it. Invoker would be my best bet, though I can't imagine a sorcerer doing worse. The couple of enemies with *actual* hit points would be the only stumbling block for a burst and blast controller.

I am glad I didn't try to do this with the 1st level character I had rolled up, a Changeling Assassin. Single target damage, and hit and run tactics. That will get you killed right quick, I bet.

Jay
 

I've played through the first three encounters with a human Swarm Druid. Doing very well, Splug and I have each only expended two surges (wasn't hit at all second encounter). Swarm's DR + Hide Armour Expertise has meant minimal damage from the minions. The Root Pod went down really quickly, a lucky max damage roll from Splug dropped it a round earlier than I expected.

The Druid is very optimal for this adventure. I've got two area at-wills, and Thorn Spray. Swarming Locusts has been a great set-up for Splug.
 

I noticed a few rules liberties you took. Perhaps that colored your experience?

After actually running this, I'm convinced a Controller or other area-heavy character is going to usually have a better time of it. Invoker would be my best bet, though I can't imagine a sorcerer doing worse. The couple of enemies with *actual* hit points would be the only stumbling block for a burst and blast controller.

I am glad I didn't try to do this with the 1st level character I had rolled up, a Changeling Assassin. Single target damage, and hit and run tactics. That will get you killed right quick, I bet.

Jay


I allowed the lone dwarf cleric an extended rest (because the adventure basically allowed for it if you 'run away,' you're still able to return the next day and complete the adventure). A liberty if you will, but I didn't go easy on the PCs by any means. I was mainly testing out the concept of a solo adventure, since I'd never done it before. Aside from a limited number of alterations, I played it the way it was supposed to be play and got killed twice.

Conversely, for I tried another experiment .... I ran the Kobold hall adventure from the DMG1 for myself as a solo adventure.

I had a warforged swordmage, the earlier dwarven cleric, the earlier changeling rogue, and the earlier goblin henchman. After running through all the encounters, I do have to say I gained a few insights into battles in 4e. The main lesson was that the PCs and monsters can just stand off with cover doing total defense or readied actions as a viable tactic. The PCs and the young white dragon ended up doing this, while the dragon waited for its breath weapon to recharge. Some PCs waited with readied actions. I did roll Insight checks for the PCs to see if they could discern why the dragon was delaying.

Also, I have to say that the goblin's 'Cringe' power was utterly crucial for a few stressful moments.

Anyway, the party of 3 PCs and a companion/henchman barely eked out a victory. The only death was the goblin because it tried to save its own neck and the dragon cornered it.


Well .. aside from the fact that I gamed alone for way too long (given most everyone i know left for the holiday weekend) I actually found the experience pretty fun. I might playtest out some more scenarios.

C.I.D.
 


@ Cyronax:

Blindsight doesn´t counter stealth. You can hide behind corners and their blindsight range is very low so you can hide in the 3rd battle easily...

actually it is mentioned that the monsters are not aware of you...


Why sould you not start with action points? You begin the day with 1 of them and get another one every second encounter...


I must have misread or overlooked that fact. My rogue might have been (a lot) more effective as I recall.

Yet I still think a blingsight range of 5 is still hard to overcome. That's how the rogue was uncovered he unwittingly stepped into the 5's range and the that monster alerted the other monsters and Initiative was rolled as that point.

Nonetheless, still a fun time.

C.I.D.
 
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. . . As instructed by the adventure, he got weapons (a warhammer), armor (chain), and 2 healing potions. Alberich was formidable and durable.

. . .

The dwarf also recovered his companions bodies and what little equipment he could (I rolled saving throws for each piece of equipment). All the dwarf got was a long sword, a sunrod, and a pot.

. . .

The dwarf then carried his two dead companions back to the surface and buried them. Flavor test for EXTENDED REST.

. . .

The wight had a nasty encounter power that was a close burst and did cold and necrotic damage, as well as stealing a healing surge, and summoning yet two more wispy minions.

. . .

After a two rounds of whiffs on both sides. The dwarf cast beacon of hope and was down to only one surge left. The surge was quickly stolen again by the wight, and the dwarf (unable to channel divinity for healing word, due to Turn Undead), was out of surges. As a minor action, I had the dwarf quaffe the last potion (to get a single hp back since he was surge-less) and then just kept attacking with at-wills.


C.I.D.

There were a few things I noticed, though I'm no rules lawyer:
- Leader characters were to start with one potion
- Not sure where the saving throws to save equipment comes from
- As you mentioned, the Extended Rest was a house rule
- I only played it once, but I thought the power only worked on immobilized allies?
- Unable to channel divinity for healing word? Healing Word is not a CD power, so I'm not sure what this means
- Gaining 1 HP from drinking a potion and spending surges comes from where?

I didn't itemize these earlier because I didn't want to be a dick, but since you seemed to miss most of them, I felt a *duty* to do so.

You are free to houserule the game however you want, I was just saying that your rules may have colored your opinions. Especially your assertation about a good class to run through. I think a defender would make a poor choice, really, since most things are already attacking you, meaning you would rarely get to excercise your mark. That is, unless you ran Splug differently than the module tells you to.

Jay
 

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