Solo Adventures

Nathan P. Mahney

First Post
I'm about to run a solo adventure for one of my PCs, a half-orc barbarian1/cleric2/sorcerer2. So what should I know about running a solo game before I start designing the adventure?
 

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Nathan P. Mahney said:
I'm about to run a solo adventure for one of my PCs, a half-orc barbarian1/cleric2/sorcerer2. So what should I know about running a solo game before I start designing the adventure?

Probably the most important thing to keep in mind is that _everything_ in the DMG regarding EL/CR is worthless when it comes to solo adventures. One PC just doesn't carry anywhere near the power of a group of four.

Be sure to scale things low -- lower than your instincts tell you. You can always up the power level of the challenges as the game progresses until you find what works best for you.
 


Nathan P. Mahney said:
I'm about to run a solo adventure for one of my PCs, a half-orc barbarian1/cleric2/sorcerer2. So what should I know about running a solo game before I start designing the adventure?

That is a seriously weak PC -- far, far below what a single-classed 5th level PC is capable of doing. However, he has staying power.

So, I'd suggest a string of many EL 1-2 encounters -- like 10-20 in a row. That will be fairly taxing, but non-lethal.

-- N
 

Nifft said:
That is a seriously weak PC -- far, far below what a single-classed 5th level PC is capable of doing. However, he has staying power.

Yeah, he's not exactly a great build, but the character has proven surprisingly capable and resilient.

So, I'd suggest a string of many EL 1-2 encounters -- like 10-20 in a row. That will be fairly taxing, but non-lethal.

That's what I was thinking, though probably towards the low end of your scale in the number of encounters. EL 1-2 encounters, with maybe an EL 3 thrown in here and there. I'm definitely avoiding creatures that have the ability to incapacitate PCs (i.e. paralysis). I don't need this character killed by a coup de grace!
 

philreed said:
Probably the most important thing to keep in mind is that _everything_ in the DMG regarding EL/CR is worthless when it comes to solo adventures. One PC just doesn't carry anywhere near the power of a group of four.

Be sure to scale things low -- lower than your instincts tell you. You can always up the power level of the challenges as the game progresses until you find what works best for you.

That a PC can handle an encounter of his level -4 at a 20% resource drain per encounter, like a party does with equal level encounters.

So a 5th level character could probably handle a 1st level adventure--if they had appropriate backup assistance--a bodyguard (or squire for a paladin or a knight type fighter) or a bag of tricks or an assortment of wands and scrolls for a UMD using bard or rogue...).

That is a seriously weak PC -- far, far below what a single-classed 5th level PC is capable of doing. However, he has staying power.

And you should remember that.
 
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Nathan P. Mahney said:
...That's what I was thinking, though probably towards the low end of your scale in the number of encounters. EL 1-2 encounters, with maybe an EL 3 thrown in here and there. I'm definitely avoiding creatures that have the ability to incapacitate PCs (i.e. paralysis). I don't need this character killed by a coup de grace!


Don't get stuck on using only creatures. Remember the challenges presented by riddles and puzzles. Besides, it's often more satisfying when a single person figures out a puzzle than when it is deduced by a group of players together. Since this PC has both arcane and divine abilities, why not include some contraption/trap only awakened/beaten/used by spells both arcane and divine?
 

I agree with the proposal to have a string of EL 1-2 encounters. In addition, it's a good idea to ensure that the character has plenty of opportunities to rest and recover spells and hp. A mission that is not time-sensitive probably works best.

Don't forget to play to the character's strengths. As a 2nd-level cleric, he can destroy 1HD undead creatures with a turn check, and can probably handle several skeletons with ease. If he rebukes undead instead, this is a good way to get him some extra backup. The character's selection of spells as a sorcerer could also suggest some encounters that he will be well-equipped to handle.
 

Just because you have a solo character does not mean that they go out solo. Get some hirelings and NPC's to help out.

Try investigative/problem solving adventures, like murder mysteries, missing persons and kidnapping.


Another idea is since the PC is a Cleric have them on a pilgrimage with lots of other pilgrims. The PC can then have encounters with maruders, opposing faiths pilgrims or followers, overcome riddles and tests of faith that further enlightenment and the pilgrimage. This would open up side treks in cities and towns along the way as well as interaction with the pilgrims themselves to keep the order. By having others on the journey with the PC, the PC has other NPC's to help out in troubling situations.

This would also work for the other 2 classes as well. Barbarian moving there home to another location and the PC is being guided by the tribes diety or Sorc. with other disciples looking for information to help them get more in touch with their dragon side.

Anything that the player is on their own keep the EL's as stated above but you would be able to increase them when you have some NPC's helping out.

Just some idea's.
 


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