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faceroll
2011-05-10, 02:28 AM
Party wizard died in an acid fog, and spent about a minute and a half losing all his equipment, including his spell book. Luckliy, resurrection brought him back with some crucial spells in his head, which he'll be trying to get back into a book. But in an ECL 13 party, he's a lot behind the curve with only 1st through 3rd level spells. So I am going to run him a little solo adventure to get him caught up. Any ideas for what/how it should go down? He's pretty much lost all his WBL, including spell book.

His build is sorc1/wizard4/ultimage magus 4. Feats are versatile spellcaster, split ray, and something else, and something else.

peacenlove
2011-05-10, 02:38 AM
Well since he can't rely on gear, make an adventure that doesn't utilize it.
A yearly game of conjuration "chess", or other competition relying on strategy (or maybe duels with other mages, but without ANY equipment, not even inherent bonuses or slotless items) held by court mages, whoever wins gets a favor from the resident archmage. His would be to explore the magi libraries and keep up with spells known.
You might induce other plot related elements there eg. a rival mage cheats, or a faction of evil necromancers unexpectedly shows up with a contender.

Make the games challenging with a real possibility to lose so this doesn't feel like you are giving things to him. However if he comes up second or 3rd, a monetary reward should be appropriate.

faceroll
2011-05-10, 02:47 AM
Oh, I should also mention that he has, at most, 5 days of down time, and is currently in the hinterlands of a realm ruined by the depredations of chaotic evil humanoids and their giant overlords. It's the Grayhawk Against the Giants/Queen of the Demonweb Pits series.

Diarmuid
2011-05-10, 01:07 PM
So what are you planning on the rest of the party doing while the wizard goes off to do this other thing?

Seonor
2011-05-10, 02:38 PM
Why not make it an adventure for the hole party? A wizards spellbook is important for everyone and if the fighter lost his sword I hope the wizard would try to help him, so why not the other wy round?


As for the actual adventure two rough ideas. Keep in mind I don't know the campaign you are running, so you will have adjust the encounters and background.

As rumor has it, the last resting place of Geldral the Wicked has been found by the giants. His last descendant (someone the wizard helped before, so there is some trust there) gives the wizard the location and an amulet that opens a secret passage into the tomb. The descendant wants the tomb sealed forever so that the giants can't get to the secrets contained within. He can't go himself because he is too weak, isn't a wizard himself and, most important, nobody knows he the descendant and since Geldral was Evil fears the social stigma that would come with the knowledge becoming public. This is also why he asks the wizard to go alone.
On his way into the tomb the wizard could encounter:
1. some animals on the way to the tomb
2. guards tasked with guarding the outside of the tomb/the camp set up near it
3. the people who are actually working on entering the tomb
4. some traps in the tomb
5. Geldral, as some sort of undead awoken by the amulet or by the other graverobbers
4. (and maybe 3.) could be bypassed with the amulet.
What the various encounters contain is your decision, depending on wether the wizard acts alone or with the party. End result is that the wizard has access to Geldrals spells. Of course at least half of those are [evil] spells and thus useless to him, but the rest should give him a good starting point.
Eqipment could be from the other graverobbers or found in one of the traps on a skeleton.

Torch the Eccentric, a crazy wizard, lived - against all warnings - alone in his tower in the middle of nowhere. Last week the villagers nearest to his tower saw a bright light from the direction of the tower. The guy who brings him supplies once a week hasn't come back and the mayor/lord thinks somebody should check out what happened, preferably someone with knowledge of the arcane.
Encounters could be a living spell and some magical beasts Torch collected.
The wizard finds Torch dead, killed by the living spell he created while testing a new spell. His spellbook is nearby, but most of his spells are useless because of the changes he did to them. Spell selection would be very random, so your player would have to be creativ in using them. Equipment would also be very random, from a everlasting bottle of soap bubbles to whatever you want.

Popertop
2011-05-10, 02:58 PM
when I read the title, what jumped to my mind was a heist adventure, but since you are a wizard...

hey, you could just do a heist anyways.

although that mage's tournament sounds like a fantastic idea.

Wookie-ranger
2012-05-02, 09:36 AM
Edit: sorry, old thread... delete post.