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Solo Adventure Scenario in Dungeon!
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<blockquote data-quote="Cyronax" data-source="post: 5039013" data-attributes="member: 822"><p>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. </p><p></p><p>Conversely, for I tried another experiment .... I ran the Kobold hall adventure from the DMG1 for myself as a solo adventure. </p><p></p><p>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. </p><p></p><p>Also, I have to say that the goblin's 'Cringe' power was utterly crucial for a few stressful moments. </p><p></p><p>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. </p><p></p><p></p><p>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. </p><p></p><p>C.I.D.</p></blockquote><p></p>
[QUOTE="Cyronax, post: 5039013, member: 822"] 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. [/QUOTE]
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