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T O P I C    R E V I E W
Mazrim_Taim Posted - 16 Jan 2008 : 10:31:44
As my friends cant get together often to play our game, me and one of my roomates have decided to try a solo campaign. We picked Waterdeep because it's an area we both love and yet never seem to get to play/DM in.

He's going to be an Moon Elf rogue by the looks of it. And by the sound of how he wants his character to act he seems like he'd be a more noble version of Elaith. I'm just wondering if anyone had an idea of what the general arc of the campaign should be?

Other than that I'm also inclined to ask for advice on running a solo campaign. Waterdeep seems like a good location with all it's intrigue, as I believe it'd be easier, as in not killing him outright, to have it more story involved and a cloak and dagger type of campaign. What do you think?
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Mazrim_Taim Posted - 16 Jan 2008 : 22:51:15
Wow. That is more than enough to get me started ... thanks! . I love it all. I especially like the initial idea of having the character work for Luskan/some other group unknowingly because the player himself is just that gulllible and I know that will be one of those unwilling things that will leak into his character.
crazedventurers Posted - 16 Jan 2008 : 15:28:04
quote:
Originally posted by Mazrim_Taim


Other than that I'm also inclined to ask for advice on running a solo campaign. Waterdeep seems like a good location with all it's intrigue, as I believe it'd be easier, as in not killing him outright, to have it more story involved and a cloak and dagger type of campaign. What do you think?



seems very sensible to me, have him save someone from a mugging/runaway carriage/house fire and as they are a well connected merchant they become somewhat of a mentor to the character, paying for little jobs to be done.

Of course IMC said mentor would be working for Luskan et al and not a member of the Lords and or random good aligned group *cough* though the tasks do seem to be 'good' as they are spying on other thieves/slavers/smuggler gangs intially and then spying on other merchants/nobles and getting comprimising information that the Luskanite can use/sell.

Of course a certain harper or two might start to see the PC turning up to lots of 'interesting' places and then start spying on them, with the PC spotting this and so start spying on the spy.......

So lots of crawling around on rooftops, and poking noses into back rooms of taverns and shops. Some minor pilfering at the behest of the mentor (robbing from the rich to pay to the orphanage.......), lots of whispered conversations and lots and lots and lots of interaction, so get some NPC's sorted quickly. This is critical to a 1-2-1 game, you must both be prepared to roleplay lots of situations and develop backgrounds for the character and NPC's, (oh and make notes as well!)

I would also have the PC become friendly with a novice adventuring group - one that lacks a thief but may need a locksmith/scout now and again to help them get into a warehouse of another dodgy group that the PC and Luskanite know nothing of. I would have the adventurers as obviously good aligned (so a priest of Lathander and Tymora as well as 3 sword swingers), so that the PC knows they are on the straight and narrow and they are working for a good group/church etc.

Here is a nice convulted plot line from Ed himself

http://oracle.wizards.com/scripts/wa.exe?A2=ind0311C&L=REALMS-L&P=R4963&D=1&I=-3

What else:
Fires are good, either to save people/property or to take the opportunity to steal something.

Lost visitors that can be guided (for a fee) or guided and relieved of extra cash

dependant of skillset, impersonation of a bard/sage etc, to scam the desperate for information out of money/or to give them false information at the behest of the Luskanite (if the PC asks why he gets: "this is the way that those who Harp work young Elf, to mislead those of evil heart" at which point the Luskanite smiles and leaves him hanging).

A trusted 'delivery person' who gets a name for always getting goods to where they need to go

A trusted 'locksmith', for always getting other people into places

Being accused of a crime the PC didn't commit and either go on the run/have to do a job for the local watch commander rather than face jail/fine

Uncovering of a major plot by someone really important and having no idea who to tell and/or telling and then having no proof and being hunted by lots of people for the proof/to silence the PC/to get them to work for them as the NPC has a grudge against said important person/to blackmail the PC into doing something/payment or else they will turn them in to the important person

An annoying NPC or three, I found dogs were always the best in my Waterdeep campaign, they always seem to bark just at the inopportune moment, and of course if the PC feeds the obviously hungry dog to shut it up, it then starts to follow them around.......

They must have a nemisis. I would make it someone they can't just get rid of - so again from my campaign, a worldy wise watch sergeant, who knows the PC is up to something and is obviously 'dodgy' as they are a thief and is always harrassing them just at the wrong time....... though said watch never seems to be there when the PC needs him/her and never quite manages to catch the PC in the act.

Some random thoughts to keep you going

Hope it goes well

Damian


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