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Old 08-20-2002, 03:21 AM   #10
andrewas
Harper
 

Join Date: October 2, 2001
Location: Aberdeen, Scotland
Age: 42
Posts: 4,774
Just a thought - solo adventures are a pain for everyone to run unless you can do them outside the regular playing time or have an assistant DM to run one of the groups. (Or a *very* good DM who can handle both at the same time) so a "Gift From The Gods" may be more appropriate. Perhaps a minor Ring of Wizardry bound to your bloodline or something. Nothing too overpowering, but something to give you a chance.

Of course if the other players havent raised some objections by now (having one character this far behind hurts the parties chances - do you have any idea how much resurrection costs?) you might just be better off with a new group.

Other than that, youll just have to think a bit more than the other characters. 90% of all deaths in d&d could be averted by a little thought and better use of spells/artifacts. Your DM may be trying to keep things frantic by insisting the people take turns quickly (The idea being that the caracters dont have much time to think, so why should the player), this should be relaxed.

Illusion spells are very good for this - an ogre horde cant charge across the bridge if they dont know where it is. An illusionary bridge 10 feet to the right means the caster gets the XP as well. Dunno if a 3rd level mage can cast an illusion that big though.
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