Adventure for 1 player [Archive] - Wizards Community

Post/Author/DateTimePost
Derfelca

01-06-05, 07:44 PM
Hello everyone

I am trying to find adventure a solo player (low level if possible).
Does anyone had any advice on where I could find such adventure ?

Derfel
Dash Branaghan

01-06-05, 10:35 PM
Just tailor make one to the PC. If you have a rogue, you can do rogue-style campaigns that involve intrigue, recovering an item of value, or whatever you want.

If you have a fighter/paladin/ranger type, a defend the village or track down the raiders is always an option. Just use a small group of bandits so the character isn't overwhelmed.

Just take the class into account and design the game around their abilities (perhaps if the player is playing a druid, you could have their forest/swamp/desert/mountain/lake grove invaded and they have to defend it).

Dash
Dxfour

01-06-05, 10:35 PM
Have you considered home-brew? My understanding is that most published modules are intended for a party of at least 4 ( I could be wrong, I never use them)so my guess is that it may be pretty difficult to find something for a solo player. I'm sure if there's one out there, someone else here can tell you where to find it though :)

Edit: Dash beat me to it! Must be why they call him Dash!
Dash Branaghan

01-06-05, 10:44 PM
Edit: Dash beat me to it! Must be why they call him Dash!

Maybe. :D According to Board Rider though, the CoC says something about two posters having the same post time being similar to a jinx, so you owe me a beer. *chuckle*

Dash
Dxfour

01-06-05, 11:27 PM
:pint:
Gil Gwath

01-07-05, 05:21 AM
if you aren't that creative you could take inspiration by the old AD&D 2E solo modules...

i remember they were called

fighter's challenge
fighter's challenge II
cleric's challenge
...

i suppose you can figure the rest

you can find them for download on the site of sv games
here's the link for the fighter's challenge: http://svgames.com/tsr9330esd.html
jimmyjames

01-07-05, 02:22 PM
I think i'd have to suggest some kinda of simple homebrew adventure suited to the character class' abilities. You could still use a familiar setting, greyhawk or forgotten realms or dragonlance for example, but the published adventures are usually designed for multiple players with varied classes and abilities.... and i think it could lead to your single player being overwhelmed by a variety of situations his character is not equipped to handle.
BRJN

01-07-05, 10:30 PM
Try looking through the Monster Manual for inspiration. Even given a generic plot - say, scout out the sewers to find the lord's missing age-9 son - a single character trying to deal with an Assassin Vine (or a Choker or anything that likes to live in the dark or hide behind corners) can be a memorable experience. Just remember to set the CR about 1/4 the PC's level, since CR assumes a 4-man party.

If you are trying to avoid killing the solo PC, you need animal-heavy (rather than intelligent-foe-heavy) encounter tables. Animals usually run away if hurt or scared and do not fight to the death; the PC can still get XP for scaring the animal away and does not have to kill it. *NOTE:* If an animal does fight to the death, it may mean the villian du jour is somehow controlling it.
Ac1dbather

01-08-05, 01:08 AM
I'm actually working on some one on one sessions right now. I'm starting a new campaign and currently have 2 players left to create their characters. Once this is done, I am going to have a series of mini-sessions with each player. These will be 1 on 1 adventures between myself (DM) and one player. These sessions are meant for a variety of things, including:

1. They will help ease the few new players into 3rd edition rules. ( A few
2ed. converts heh)

2. They are meant to flesh out the character's backgrounds. I will be
starting the adventures in their teenage, perhaps late childhood, stage of
life and continuing on until young adulthood. This is meant to establish
more of a story for the character to run with later in the campaign for a
more personal feel.

3. Finally, they will allow me a nice opportunity to get the group of PC's
together instead of the typical "Ok, so you start out with all of you
sitting a table in a tavern ::insert player groans here::"

As a quick aside, I came up with the reason for the PC's meeting tonight and started working on it. I'm just curious if it sounds a bit cheesy to you all, or if I might be on the right track.
I'm running a new Realms campaign and have decided that the characters all have a destiny for the greater cause of good. This destiny is something great and some of the evil organizations have divined this destiny and have decided to attempt to snuff out the PC's before they grow in power. The Harper's have also caught wind of all of this and are working behind the scenes to bring the group together for their own protection and hopeful fulfillment of their destiny.
The characters will not be allowed to know their individual destinies, as that would possibly interfere with it happening, only that they are destined for something great and that the forces of evil are attempting to bring about their downfall.
In the aforemention mini-sessions I will work in one encounter towards the end where a lowly minion of evil will attempt to take out each individual PC, after their survival they will recieve a missive from a Harper agent (this is unknown to them) who is the leader of a church of Helm in Silverymoon. It is requesting their presence their immediately. Once they arrive at the temple (assuming they accept the invitiation, which if not, I have some back up plans ::evil DM smile::)they will find whoever is there (depending on which individual sessions have been run)and the session will end. Once all players have run their 1 to 1 sessions with me, the real campaign will begin.

Wow, I didn't mean to write that much heh, sorry for my bit of off topic longwindedness. If it's not too far off topic could I get an answer to my question (cheesy or no?)
Thanks
wildduck

01-08-05, 02:02 AM
Well, if you are just running solo adventures for the character's intro, I don't think you need to fret too much. As Dash advised make something customized to each character. Let them show off their skills a little and challenge them in areas where they are strong. You can throw all the mind bending "How do we figure this one out" adventures at them once the group is formed.

I used to start all my campaigns this way. Usually a character would be going about what they normally do (fighters working for the watch, wizards doing research, rogues breaking into a house, etc.) where they run into some threat too big for them to handle and somehow unnoticed by the rest of the world. Then a mysterious benefactor appears, assures them that they are not insane but that XYZ evil conspiracy cannot be revealed until ABC has happened. Said benefactor has them run some errand for him (hence the intro adventure) and when completed tells them that to proceed they will need to go on a mission of greater danger that will require some aid. You run a separate adventure for each character but with the same benefactor. Make sure each character learns a little something different about XYZ so that they each have something to contribute. Then you have a party all joined in a common cause, stuck together for logical reasons, with pre-built plot hooks (i.e. each one knows a little something that could turn into an adventure). I've done this (or some variant) many times and it has worked well. Usually some players really like having a patron who trusts in them and sometimes they will care more about their relationship with the NPC benefactor than the other PCs for a while. But once the adventure starts (and the benefactor is gone, you know he is always too old, weak, whatever to actually adventure himself) then the PCs have a chance to bond.

Aw crud... I just realized that reallly is a response to Ac1dbather's post and not to the origial thread. Oh well. Maybe some of this will be helpful.

wildduck
Ac1dbather

01-08-05, 11:32 AM
Lol, well thanks for the advice anyway wildduck.

As for Derfelca's original question, I think it is safe to say that you either:

a.) Make your own custom adventure that is tailored to each individual
players skills.

or

b.) If you just want to use pre-existing material, look into the "Class"
challenge series that Gil Gwath mentioned. I own the Thief's Challenge
II: Beacon's Point adventure and have run it a few times throughout the
years for various thieves/rogues, usually with a great degree of success
and enjoyment.

I must say that I have noticed a lot of DM's on this board have an aversion to published modules, but I happen to enjoy them just as much as my own creations, so I would happily suggest these to you.