I have an adventure module that I want to play through but can't convince anyone to play with me (or our schedules don't line up right). I know I can use the Mythic GM Emulator to simulate a GM, but I would already know what was coming in the adventure from having read it. So maybe there's a way to emulate player characters instead. How can I play the adventure all by myself?
[RPG] How to play a published adventure solo
mythic-rpgpublished-adventuressolo
Related Solutions
H1 - Keep on the Shadowfell
This adventure takes place in and around the town of Winterhaven in the Nentir Vale.
Kalarel, an Orcus worshiping cult leader, is performing a ritual to open a rift into the Shadowfell. Kalarel is served by an elven archer Ninaren who may initially work with the party, and a gnome named Agrid, as well as sundry undead, cultists and other nasties. Kalarel is allied to a gang of kobolds lead by the goblin Irontooth, a gang of goblins lead by their chief Balgron the Fat, and a gang of hobgoblins lead by their un-named chief.
Plot hooks kicking off the adventure include locating a missing person, Douven Staul, an explorer, who has stumbled across the dragon burial ground where Agrid is trying to recover artifacts useful to his master; mapping the Keep on the Shadowfell, built in ancient times to stand guard over a potential gateway to the Shadowfell; and following up a commission to investigate and disrupt the Kalarel's plans.
Allies of the players include the lord of Winterhaven Lord Padraig, a sage Valthrun the Prescient, as well as the ghost of the last lord of the Keep on the Shadowfell Sir Keegan.
The adventure starts with an attack by Kobolds on the players as they travel to Winterhaven, where they are likely to meet Lord Padraig, Valthrun the Perscient and Ninaren. Depending on some players choices they will end up seeking out Douven Staul and fighting Agrid or tracking the Kobolds back to their lair and fighting Irontooth.
Eventually the players will find their way to the keep, or more accurately the dungeon under the ruins of the keep, the first level of which is mainly populated by the Goblin tribe, a Kruthik hive, and some undead guarding Sir Keegan's tomb.
In Sir Keegan's tomb the players can discover the story of the keep - that it was built by the Empire of Nerath to guard against a rift into the Shadowfell being re-opened, but that it was abandoned after he fell into madness and slew his family and retainers.
Additionally in the first level of the dungeon the characters can find a letter linking Kalarel to Chief Krand of the Bloodreavers which ties into H2 - Thunderspire Labyrinth
It is expected that the characters will return to Winterhaven before continuing through the dungeon, and there they discover that Ninaren is working with Kalarel as she has performed a ritual at his instruction that has raised undead from town cemetery.
The second level of the dungeon under the keep sees the characters pitted against the hobgoblins, then undead, and finally they make it to the climactic battle against Kalarel
Whole list of maximum of creatures in single encounter
- 1 acolyte (pg. 46)
- 1 animated armor (pg. 171)
- 1 arcanaloth (pg. 184)
- 1 archmage (pg. 39)
- 1 assasin (pg. 108)
- 1 baboon (pg. 118)
- Up to 4 bandit captains[1], minimum of 3 (pg. 36)
- Up to 44 bandits[2] (pg. 121-122), minimum of 12 (pg. 36)
- 1 banshee (pg. 89)
- Up to 7 Barovian witches (pg. 72), minimum of 3 (pg. 72)
- 1 bat (pg. 133)
- 6 berserkers (pg. 198)
- 1 black pudding (pg. 78)
- 3 brooms of animated attack (pg. 191)
- 8 cats (pg. 114)
- 4 clay golems (pg. 170)
- 50 commoners (pg. 96)
- Up to 15 commoner's noncombatant (pg. 123), minimum of 6 (pg. 123)
- 4 cult fanatics (pg. 115)
- Up to 8 cultists (pg. 96), minimum of 2 (pg. 96)
- Up to 12 crawling claws (pg. 49), minimum of 4 (pg. 163)
- 1 death slaad (pg. 193)
- 1 deva (pg. 151)
- Up to 6 dire wolves (pg. 29), minimum of 5 (pg. 35)
- 24 draft horses (pg. 122)
- Up to 9 dretches (pg. 126)
- 6 druids (pg. 198)
- 3 flameskulls (pg. 184)
- 1 flesh golem (pg. 151)
- 10 flying swords (pg. 59)
- 8 gargoyles (pg. 55)
- 7 ghasts (pg. 192)
- 1 ghost (pg. 29), minimum of 1 (pg. 29)
- 6 ghouls (pg. 92)
- 1 giant goat (pg. 160)
- 4 giant poisonous snakes (pg. 162)
- 9 giant spiders (pg. 132)
- 3 giant wolf spiders (pg. 90)
- 1 gladiator (pg. 43)
- 9 goats (pg. 162)
- 1 gray ooze (pg. 81)
- 1 guardian portrait (pg. 70)
- Up to 24 guards (pg. 96, pg. 119), minimum of 12 (pg. 105)
- 3 hell hounds (pg. 92)
- 1 imp (pg. 115)
- 1 invisible stalker (pg. 65)
- 2 iron golems, statues of knights, you might want separate minis (pg. 82)
- 1 lich (pg. 189)
- 1 mage (pg. 109)
- 2 mastiffs (pg. 107)
- Up to 60 mongrelfolk (pg. 151), minimum of 16 (pg. 152)
- 1 mule (pg. 155)
- Up to 35 needle blights (pg. 174), minimum of 30 (pg. 174)
- 3 night hags (pg. 127)
- 1 nightmare (pg. 93)
- 2 nobles (pg. 100)
- 4 nothics (pg. 193)
- Up to 7 phantom warrior (pg. 136), minimum of 6 (pg. 138)
- 1 priest (pg. 97)
- indefinite number of ravens (pg. 142), minimum of 1 (pg. 29)
- 1 quasit (pg. 185)
- 4 red dragon wyrmlings (pg. 55)
- 5 revenants (pg. 139)
- 6 riding horses (pg. 122)
- 1 roc (pg. 159)
- 1 rug of smothering (pg. 69)
- 1 saber-toothed tiger (pg. 115)
- 7 scarecrows (pg. 162)
- Up to 6 scouts (pg. 29), minimum of 2 (pg. 100)
- 6 shadows (pg. 154)
- 1 shadow demon (pg. 79)
- 1 shield guardian (pg. 194)
- 10 skeletons (pg. 79)
- Up to 100 skeletons (eh, pg. 88 for reference)
- 1 skeleton and 1 warhorse skeleton forming one skeleton rider (you will probably need separate miniature for this one)
- 1 smoke mephit, that is actualy a dragonet (pg. 136)
- 7 specters (pg. 188)
- 3 spies (pg. 44)
- 1 stone golem (pg. 186)
- Up to 8 Strahd zombies, prepare for severed limbs (pg. 29), minimum of 6 (pg. 82)
- 1 Strahd's animated armor (pg. 69)
- 10 swarms of bats (pg. 74)
- 1 swarm of insects (pg. 51)
- Up to 7 swarms of poisonous snakes (pg. 165), minimum of 1 (pg. 165)
- Up to 8 swarms of rats (pg. 41), minimum of 4 (pg. 65)
- 4 swarms of ravens (pg. 101)
- Up to 5 thugs (pg. 49), minimum of 2 (pg. 49)
- Up to 100 toads (pg. 126)
- 1 tree blight (pg. 180)
- 24 twig blights (pg. 174)
- 6 vampire spawns (pg. 118)
- 1 veteran (pg. 43)
- 3 vine blights (pg. 198)
- 2 vrocks (pg. 157)
- 6 wereravens, both human and raven form (pg. 174)
- 3 wereravens' noncombatant (pg. 174)
- 7 werewolves, both human and raven form (pg. 171)
- Up to 15 wights (pg. 88), minimum of 7 (pg. 148)
- 1 will-o'-wisp (pg. 29), minimum of 1 (pg. 29)
- 20 wolves (pg. 35)
- 1 wraith
- 1 young blue dragon (pg. 169)
- Up to 18 zombies (pg. 29), minimum of 3 (pg. 29)
This doesn't include named NPCs from appendix D or encounters from Death House
Death House
- 1 animated armor (pg. 214)
- 1 broom of animated attack (pg. 215)
- 2 ghasts (pg. 219)
- 2 ghosts (pg. 217)
- 4 ghouls (pg. 218)
- 1 grick (pg. 218)
- 1 mimic (pg. 219)
- 5 shadows (pg. 218)
- 1 shambling mound (pg. 220)
- 1 specter (pg. 215)
- 1 swarm of insects (pg. 217)
- indefinite number of swarms of rats (pg. 220)
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If "Mysterious Visitors" adventure hook is used and characters arrive at Area G accompanied by a travelling party
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Vistani camp: Alexei, 6 intoxicated Vistani in a tent, 12 bandits on a search party, 9 sober Vistani from three surrounding wagons, up to 16 sleeping Vistani from 4 surrounding wagons
Best Answer
There are a number of techniques people have used with the Mythic GM Emulator with some success:
1. Use Mythic to rewrite the adventure.
If you want to play as a PC through the adventure but don't think you can separate player knowledge from character knowledge, try this option. Treat the module as rumors the characters may have heard, or dreams they may have had, about what's to come. They think that's what they'll be facing, but the truth could turn out quite differently. For every scene or encounter, roll on Mythic's Fate Chart to see if what's written in the module is true or not. If not, ask more questions to find out what the scene is replaced with. In effect, you're rewriting the module as you play through it.
2. Use the module as inspiration only.
Play as a player character and use Mythic as usual. The module may give you the opening scene, and you can interpret your Mythic rolls based on what inspired you from the module. The result will be a different adventure, but it will retain some of the elements that you liked about the original.
3. Separate player and character knowledge.
Play as both GM and player, switching between the two roles. You could even forget about Mythic if you wanted. When you step into the shoes of a player character, try to pretend you don't know what you read in the module and imagine what your character would do. You could even craft some interesting dramatic irony with this technique.
4. Play as the GM and emulate PCs the same way you would emulate NPCs with Mythic normally.
When you create the characters, if your game system doesn't already include this, determine each character's motivation and/or personality. You could use Complex Questions from Mythic Variations to generate this, or even to come up with the whole character. Knowing their motivations and personalities will help you interpret the answers Mythic gives you. If during the game you get an answer that doesn't seem to match up, try to delve deeper and figure out what's different about this situation that caused the character to act differently. People do change over time. Your emulated PCs will still surprise you like those played by real people. There is a good example of what this looks like in actual play here.
Don't forget that you can use Complex Questions if you aren't sure what direction the PCs might take the story in. These give more complex answers open to wider interpretations than merely yes or no.
In addition to the normal Mythic questions, for situations in which there are multiple actions the PCs could logically take, you could instead weight each one as this person did:
This fourth method could of course also be used to emulate players for campaigns of your own creation, without a published adventure module.
A couple things to note:
With some of these techniques you may not need to use Mythic's chaos factor because the module already presumably brings the action to a climax by the end.
Remember that you don't have to ask a Mythic question for every little thing; ask just enough to get a logical interpretation and go with that. Mythic itself suggests a two-question limit.