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Advice on solo adventure in old module

 
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Lustvig
Novice


Joined: 17 Oct 2007
Posts: 63
Location: Detroit

PostPosted: Fri Jul 27, 2012 2:01 pm    Post subject: Advice on solo adventure in old module Reply with quote

So I'm going to run my son on a solo through Pharaoh http://en.wikipedia.org/wiki/Desert_of_Desolation and I will be doing the monsters mostly on-the-fly. But I am trying to figure out what Rank he should make his PC.

So Level 5-7 in AD&D for a party of 4-6 = what?

I'm guessing make him at the high end of Veteran, perhaps with 5 or 6 advances?
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Contributing author, “D6 Adventure Locations” and “D6 Fantasy Creatures”; copy editor “Darwin's World 2nd edition”; RPG Director for Metro Detroit Gamers 2007-2010; Founder of Western Area Role Players in 1987 at Western Michigan University.
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ogbendog
Heroic


Joined: 29 Jul 2004
Posts: 1913

PostPosted: Fri Jul 27, 2012 2:05 pm    Post subject: Reply with quote

you can always scale them to some degree

and you could give him NPCs. I'd suggest a wild card side kick; if your son is a mage, give him a warrior bodyguard, if your son is a warrior, give him a priest or mage

and some extras

or better yet, if he's s novice at NPGing, start him alone, then let him rp and recuit followers.
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ValhallaGH
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Joined: 25 Apr 2010
Posts: 4467

PostPosted: Fri Jul 27, 2012 3:43 pm    Post subject: Reply with quote

A Novice party could manage it, if they had good Notice and Lockpicking or Repair skills (and good Agility).

For a single player, I'd give him some allies (preferably recruited fellow-exiles) and start him at about 10 xp. Advanced enough to grow into the character, without requiring forever to build the character.
The Allies could be either extras or wild cards, though the fewer of them there are the more they will need the wild die to be very helpful.

Good luck!
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