Solo Play: Establishing The Starting Point

I lay out everything essential to start my solo play session logs.

SOLO SESSION REPORT

Robert Stevens

11/1/20235 min read

Preface: I've decided to try out solo AD&D, and I'm going to document it here. I'm not sure how this will go, but I'm sure its going to be a fun ride. Hopefully I learn how to become a better DM and PC along the way. In this report, I will document the "home base town," its relation to the wider campaign that my weekly session reports cover, and the starting party that will be in my first solo session report.

Coconut Island

Coconut Island is a tiny island that is about a 72 hour sail from Paradiso. A coconut plantation and a small colony was established on the coast and has been in function for 5 years. Other than small bungalows for locals, the colony has a small jail / barracks for local guards, "The Coconut Tavern", a trading outpost owned by Giovanni Shipping CO., a single room chapel, and a small dock. The population is about 100 and most of the populace are working off their debts from the Old World to gain freedom in the New World.

The owner of the Plantation is Nathanial Planters. Nathanial was a benefactor of the Planters family fortune, built upon the tree nut industry of the Old World. His desire to live in the new world steered his decision on founding the plantation and has so far worked out alright in his favor. Nathanial is the Governor of the colony and his rule is law. A 10% tax is levied over all goods and services provided in the colony which goes directly to its upkeep and expansion. This will include travel costs only when leaving the island by paid transport.

There are 20 guards and one level 3 Fighter named Sheriff Herschel Walker working under the banner of the MSC. The colony is considered a protectorate of New Hope so they provide some minimal protection. The sheriff wants nothing more than to keep Coconut Island peaceful and isn't afraid to administer swift justice to any no good doer, just like his glory days playing University football at Paradiso U.

Sheriff Herschel Walker
Sheriff Herschel Walker

The Small chapel is ran by a level 3 cleric named Brother Jauffre. He lives a very quite and relaxing life on the island and acts as the colony's defacto healer. His opinion is held with high regards and he wishes to see his chapel and congregation expand with the colony's future growth.

Brother Jauffre
Brother Jauffre

Both of these characters may seem like minor details to add, however they will be the only two potential trainers on the whole colony. That means any non cleric or non fighter will need to take 3 days to sail to Paradiso for training. This will also apply to fighters and clerics for training beyond level 3. Also their will be a 10% tax added on to the training services provided at Coconut Island. This is going to make traveling between Paradiso and Coconut Island important.

There is a transport ship owned my Giovanni Shipping CO. named Verona. It sails for 3 days then stays at port for 24 hours. The arrival and departure time is always 12 am and the Captain of the ship, Captain Vasily, always makes sure the ship leaves and arrives on time. The ship carries various supplies that are sometimes ordered from the islanders or to restock the local trading outpost. It also facilitates the shipping of coconuts from the plantation. It costs base 15 gold pieces per traveler on the ship. This does not include the 10% tax when leaving the island which will cost 16 gold and 10 silver pieces total. Travel is going to be a major factor and since we are playing 1:1 time keeping, its going to keep the game interesting.

The local trading outpost is not going to have everything available on the starting purchase item list. There is not a forge or blacksmith on the island to start so most weapons and armor will not be available for purchase. I'm not going to completely write out everything available but most items will have to be purchased from the mainland in Paradiso. Any starting equipment can be purchased during character creation, because the adventurer is assumed to have brought the items with themselves to the island. Hirelings, or Henchmen will also have to be purchased from the mainland and they will also have to pay for travel fees at employer's expense.

There is also no bank on the island. The adventurer party can send money on the Verona but it will come at a cost of 3% value of amount shipped.

Captain Vasily
Captain Vasily

Introducing The Paradis-Bros!

Sir Liftsalot - Level 1 Human Fighter, Lawful Good, Age 18, HP 10, AC 2, Weight 167 lbs., Height 6 Feet, 10% XP bonus.

STR 16 / INT 14 / WIS 13 / DEX 17 / CON 16 / CHA 15

Weapon Proficiencies: Spear, Short-bow, Long Sword, Two-handed Sword.

Armor Worn: Chainmail base AC 5

Sir Liftsalot
Sir Liftsalot

Brother Nelson - Level 1 Human Cleric, Lawful Good, Age 22, HP 5, AC 5, Weight 190 lbs., Height 6'7 Feet.

STR 15 / INT 10 / WIS 15 / DEX 12 / CON 15 / CHA 17

Weapon Proficiencies: Hammer, Footmen's Mace

Armor Worn: Chainmail base AC 5

Brother Nelson
Brother Nelson

"Short Stuff" McGee - Level 1 Halfling Thief, Neutral, Age 44, HP 7, AC 4, Weight 60 lbs., Height 3 Feet, 10% XP Bonus.

STR 14 / INT 15 / WIS 15 / DEX 18 / CON 17 / CHA 15

Weapon Proficiencies: Short Sword, Dagger

Armor Worn: Leather base AC 8

"Short Stuff" McGee
"Short Stuff" McGee

To create the party I rolled 1d4 +1 determining the size of my starting party in this case was 3 members. Then to determine their stats I rolled using Method III in the DMG page 11. After that I selected the classes based on the results, pretty standard stuff.

The party has currently one goal in mind, start making a name for themselves. There is a colony on Coconut Island and news is a local found some kind of dungeon outside the settlement. The Governor of the place is willing to pay a group of adventurers 500 gold a piece to investigate the old thing, plus they can keep whatever treasure they find. If the party makes a map to sell back at Paradiso, they could easily make a big score. With almost nothing else to go on and the recent clearing of the mists, the party sets sail to the Coconut Island on 11/1/23 at noon. They will arrive at Coconut Island on 11/4/23 at noon. Their shipfare is covered by the Governor for the ride to the island as a token of good faith.