Solo PC appropriate level module?

Voadam

Legend
What would you say is a reasonable level module for a solo PC?

In this instance it is a 15th level eldritch knight. He has an improved familiar but will likely not bring along other NPCs or henchmen.
 

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EL-wise, a single 15th lvl character is supposed to be as tough as a party of four 11th lvl ones, so I'd say an 11th lvl module will do.

That being said, let me just add that on a solo adventure, levels don't matter that much. There will be a lot of things that the 11th lvl party can breeze through that the 15th lvl guy cannot, simply because he individually can't bring as varied a set of abilities to the table as the group. Also, a single PC, however high-level, has the huge Achilles heal that there is no backup. One failed save at the wrong time and he's dead, since he has nobody to keep the enemies off him. If he's bringing no NPCs or henchmen with him, he'd better play very smart and cautious.
 

Yeah gotta agree with shilsen on this one. The main things you will need to look out for is trying not to stretch the PC in too many directions. There is no way to fight off the hoards of minions, and save the princess from being eaten by a dragon at the same time. Also the traps, and he will have a huge need for healing magic.

You will just need to go for pacing and timing not overwhelming him while still keeping the adventure challenging and the character on it's toes.

The Seraph of Earth and Stone
 

As mentioned by the previous posters, modules designed around adventuring parties may need to be heavily modified for a solo PC to take into account his specific abilities, strengths and weaknesses. One way to do this is to go through each individual challenge to see if the PC is able to overcome it, and if he will expend a lot of resources in doing so. A 15th-level eldritch knight may have a harder time with traps than an 11th-level rogue, for example, if he has no way to detect or remove traps or minimize their effects.

A good rule of thumb is that the adventure should never be over because of a single bad roll. You should be wary of "Instant-disable" effects such as paralysis, Dominate Person, Flesh to Stone, Finger of Death, etc. One way to mitigate these effects is some kind of Action Point system where the PC gets a limited pool of points which he can spend to add to a d20 roll.
 

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