Hmm |
You'll have only one PC going through it? Can you get another friend to sign up? Doing 2 PCs, each from pet classes (say, a summoner and a druid) will give you 4 creature party that can do most of the Spire fairly well.
Water (5) and Lava (8?) come to mind. However, our party solved this by turning Level 3 into a base with a stable, and hiring one of the local kids (Davon Stonde) to watch the pets for those levels. Or use the Carry Companion spell...
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I would also suggest having fun with the town of Fort Inevitable if your Player likes to roleplay a lot. The town is subtly nasty! It's a great place for intrigue and getting into trouble.
Kudaku |
Speculation: The other players may be a little put off if they join a campaign that's already been going for a month with a solo character - might feel like they're playing sidekicks?
Emerald Spire isn't really the best module for a solo campaign, the first level in particular is very rough if he shows up with "wrong" character. I'd suggest considering a mini-campaign with a different module (maybe some of the Thornkeep stuff? Set in roughly the same area) and waiting for the other guys to come back from vacation.
Hmm |
I would not want to do most of those levels alone, not even with a pet.
I could see doing level 1 alone, epecially if your player has a pet and darkvision. Level 2 has some scary stuff in there, but it may be possible.
I think that I would plan to do more of the town. Maybe even set up a journey from Absalom to the town, and just do the first level?
EDITED TO ADD:
Kudaku has a great idea about doing Thornkeep. We did that module as a side quest and it worked great for going in and out of Emerald Spire. You could also make a whole adventure of the journey there....
Cuuniyevo |
Actually, what could be a fun way to pass the time would be to have your player make some weak "throwaway" characters that are traveling to the Worldwound for the crusade and have them get sidetracked. They could be picked off by various hazards along the road and in the woods near the Spire, giving the player a thirst for vengeance once the other player gets back. Apart from the usual threats, you could do interesting things with the portals in the glade.
I'd leave the political aspects of Fort Inevitable alone, just to avoid having the player form opinions without the other player.
Another option could be to approach the Spire from below, with an introductory mini-adventure where they played as a Dwarf or some other subterranean race and was trying to reach one of the middle levels as part of an expedition. They wouldn't even necessarily have to ever make it there because the Darklands are huge and unpredictable, but you could still seed information pertaining to levels your group will eventually reach.
Regardless of what you choose, I would prefer having a single player use 2 or more PC's instead of 1 overpowered PC. It's easier to balance and gives them more opportunities to take risks and try new things.
Blakmane |
If you're set on it -
Some sneaky type class with trap spotting and dark vision.
If you're stealthy, play smart, and the dice roll with you. You can avoid a lot of the nasty stuff for the first 3 levels. Problem is, one bad dice roll can bring trouble (death) down on your head.
Take 10 helps you out a whole bunch for those first few levels when bad dice rolls can really mess you up. At level 1, take 10 is a relatively safe option for your class + attribute boosted skills.