Paragon Mini Campaign Boccab’s Paragon, aka “tabula rasa” is a wizard of 20 levels. They have no spellbook, no clothes, no spell component pouch, no possessions at all. They are alone on a remote mountain top, hungry and freezing. As a 20th level Wizard, you can prepare 25 spells per day and you don’t need to prepare your Cantrips, Spell Masteries, or Signature Spells. The rules state, using a spellbook (which you must create), you can prepare new spells after a long rest, to do so, you must spend 1 minute per level of spells on your list. I'm interpreting this as, if you don’t prepare new spells after a long rest, then you can keep the memorized spells from the previous day. Since a 20th level Wizard can only memorize 25 spells, the first challenge is to choose which 25 spells should be freshly memorized. Maximizing the number of 9th, 8th, and 7th level spells known can be advantageous. You can learn two 9th level spells each level starting at 17th for a maximum of eight 9th level spells.
As dawn breaks on your first day, a ray of light hits your eyes. You realize that you have no memory but you have an aching feeling that with time, you may be able to rediscover that which you have lost. You rise from a shallow dirt grave, cold and completely bare. Although your heart may be divided, you have a new found calling to take power over this strange world.
Defenders Day 1 Thayon, the high Priest of Mystra, is woken from a dream. He rises, perplexed at the vivid nature of the images. He prays and goes about with his morning routine, getting dressed, preparing spells. Normally, he doesn't prepare Commune, but he has a nagging feeling and changes his spell list at the last moment.
After breakfast, he immediately heads out from his home. Since he resides is in the castle Kingdom of Vesper, it’s just a jaunt to Arch Wizard's Library. He raps on the door. He waits for several minutes and then knocks again. Eventually, a young adept answers, and brings him to the parlor. He waits for nearly a hour before the Arch Wizard appears.
Akkron stands uncertainly, scanning the area. Why does he want to take power over this place? There's no real reason that he can think of... but it seems that something has called him for that purpose. He glances at one of his mummified hands curiously... he knows that he should be dead, but it appears he isn't. What exactly is he?
"This all feels wrong," he says to himself, putting one of those mummified hands to his bare skull.
But he needs to do something... and ancient, arcane secrets slowly fill his mind. In this inhospitable place, even one such as himself needs shelter.
"I wish for a fortress in which to reside,"he says, raising a hand to cast wish and replicate the mighty fortress spell.
What can I see, both from my starting point and from the higher vantage points of the fortress I just created?
The sun is rising and you look out beyond the cliff to see a lush wilderness and in the far distance a city. All around you is dirt, dust, rocks. You hear bleating goats climbing rocks about 60 feet away and you see a dead tree uprooted from lack of moisture in the soil. There are crags and caves all around and sheer drops that must be ten-thousand feet. You also see some paths that could be climbed, if you wish to walk down. The air is cool and the temperature is rising with the sun. You are hungry and freezing and naked.
(Well... being a Reborn, Akkron doesn't actually need food... but he certainly feels cold and doesn't enjoy being naked and exposed to the elements)
The wizard takes a few more moments to look around... then casts mind blank on himself for 24 hours of immunity to being charmed, divination, etc. before taking four hours in his brand-new fortress to long rest.
Once he has spent his four hours in recovery, he comes to a decision... he needs to find civilization, some clothing, and an arcane focus. And... for some reason... he needs to figure out how to gain power within said civilization. He takes a moment to yank a solid stick from the old tree to lean on, then begins to slowly make his way down the trail to see what he shall find.
Google says on a clear day you can see 123 miles from a 10,000 foot mountain. I'll draw a map,
Each square is approximately 10 miles (please give me some wiggle rooms, I'm painting a picture and will take DM license to fairly change things) A13 is your starting location Two Light Bluerivers Thick Dark Green forests Several Royal Bluelakes Mountain Graycrags Wilderness Brownbrush Swamplands are Dark Blue Outposts and Hamlets are Yellow Cities and Towns are Fuscia
Does he see any visions of the past or anything else while he in his trance-like rest state?
Each day, during his Trance, he can remember one thing about himself,
1d10 1, a family member 2, personality trait 3, traumatic event 4, favorite things 5, happy event 6, character flaw 7, technical training 8, creative or artistic 9, death of daughter 10, revenge plot against Loth
You remember a vengeance plot, that you came up with for an unknown reason, spanning centuries. You allowed yourself to become a wretched creature, abandoning your humanity, plotting out years of torture to yourself and your enemies, the worshipers of Lolth.
A feeling of rage fills the being as he recalls the worshipers of Lolth... but why? He doesn't know.
But he needs to do something now... he feels drawn towards one of the little outposts (the one at N18, specifically). When he gets close enough to see the outpost, he casts disguise self to take the form of a bedraggled beggar before making his way towards the gateway to plead for someone to let him in.
(Should duplicate rolls on the memory table just be re-rolled?)
The wizard steps towards the gates, now looking like a pathetic beggar.
"Hello?" he calls out weakly. "Would it be too much to ask for mercy upon a poor old man, that I might find some nook or cranny in which to rest my weary head for the night?"
The wizard steps towards the gates, now looking like a pathetic beggar.
"Hello?" he calls out weakly. "Would it be too much to ask for mercy upon a poor old man, that I might find some nook or cranny in which to rest my weary head for the night?"
Skill check options Persuasion DC 12 Deception DC 13 (racial adv) Intimidate DC 14 Something else creative, up to you
If successful, the town watch will take pity on you and bring you to the local healer, an old witch they affectionately call Baba. She will immediately roll an opposed Insight check DC 15 to sense your intent. If failed, he will attempt to push you to the ground and ridicule you for being old and beggarly. Grapple (push) Opposed Athletic Check DC 11
Baba fails the insight, she will feed you, clothe you, and use medicine on your "wounds" Baba makes the insight check, she will cower in fear and beg you to spare her in return for some clothes.
Baba looks at you for a very long time. Her mind swirls with images of your past life, slaughtering Drow and using forbidden magic. She gasps, falling to her knees, "Spare me, oh dark one. I am a poor old woman. Take whatever you want." She cowers and crawls under her straw filled mattress bed.
"Then you know what I am," the lich says tiredly. "I don't know how I came to be here, and I have only a faint idea of why, but you have done me no wrong that would provoke my wrath. All I need now are a cloak to wear and staff to use as a focus for my power... though before you get any ideas, there are many spells that I can still cast without the use of such a focus."
Paragon Mini Campaign
Boccab’s Paragon, aka “tabula rasa” is a wizard of 20 levels. They have no spellbook, no clothes, no spell component pouch, no possessions at all. They are alone on a remote mountain top, hungry and freezing. As a 20th level Wizard, you can prepare 25 spells per day and you don’t need to prepare your Cantrips, Spell Masteries, or Signature Spells. The rules state, using a spellbook (which you must create), you can prepare new spells after a long rest, to do so, you must spend 1 minute per level of spells on your list. I'm interpreting this as, if you don’t prepare new spells after a long rest, then you can keep the memorized spells from the previous day. Since a 20th level Wizard can only memorize 25 spells, the first challenge is to choose which 25 spells should be freshly memorized. Maximizing the number of 9th, 8th, and 7th level spells known can be advantageous. You can learn two 9th level spells each level starting at 17th for a maximum of eight 9th level spells.
As dawn breaks on your first day, a ray of light hits your eyes. You realize that you have no memory but you have an aching feeling that with time, you may be able to rediscover that which you have lost. You rise from a shallow dirt grave, cold and completely bare. Although your heart may be divided, you have a new found calling to take power over this strange world.
Defenders Day 1
Thayon, the high Priest of Mystra, is woken from a dream. He rises, perplexed at the vivid nature of the images. He prays and goes about with his morning routine, getting dressed, preparing spells. Normally, he doesn't prepare Commune, but he has a nagging feeling and changes his spell list at the last moment.
After breakfast, he immediately heads out from his home. Since he resides is in the castle Kingdom of Vesper, it’s just a jaunt to Arch Wizard's Library. He raps on the door. He waits for several minutes and then knocks again. Eventually, a young adept answers, and brings him to the parlor. He waits for nearly a hour before the Arch Wizard appears.
Akkron stands uncertainly, scanning the area. Why does he want to take power over this place? There's no real reason that he can think of... but it seems that something has called him for that purpose. He glances at one of his mummified hands curiously... he knows that he should be dead, but it appears he isn't. What exactly is he?
"This all feels wrong," he says to himself, putting one of those mummified hands to his bare skull.
But he needs to do something... and ancient, arcane secrets slowly fill his mind. In this inhospitable place, even one such as himself needs shelter.
"I wish for a fortress in which to reside," he says, raising a hand to cast wish and replicate the mighty fortress spell.
What can I see, both from my starting point and from the higher vantage points of the fortress I just created?
The sun is rising and you look out beyond the cliff to see a lush wilderness and in the far distance a city. All around you is dirt, dust, rocks. You hear bleating goats climbing rocks about 60 feet away and you see a dead tree uprooted from lack of moisture in the soil. There are crags and caves all around and sheer drops that must be ten-thousand feet. You also see some paths that could be climbed, if you wish to walk down. The air is cool and the temperature is rising with the sun. You are hungry and freezing and naked.
(Well... being a Reborn, Akkron doesn't actually need food... but he certainly feels cold and doesn't enjoy being naked and exposed to the elements)
The wizard takes a few more moments to look around... then casts mind blank on himself for 24 hours of immunity to being charmed, divination, etc. before taking four hours in his brand-new fortress to long rest.
Once he has spent his four hours in recovery, he comes to a decision... he needs to find civilization, some clothing, and an arcane focus. And... for some reason... he needs to figure out how to gain power within said civilization. He takes a moment to yank a solid stick from the old tree to lean on, then begins to slowly make his way down the trail to see what he shall find.
Does he see any visions of the past or anything else while he in his trance-like rest state?
Google says on a clear day you can see 123 miles from a 10,000 foot mountain. I'll draw a map,
Each square is approximately 10 miles (please give me some wiggle rooms, I'm painting a picture and will take DM license to fairly change things)
A13 is your starting location
Two Light Blue rivers
Thick Dark Green forests
Several Royal Blue lakes
Mountain Gray crags
Wilderness Brown brush
Swamplands are Dark Blue
Outposts and Hamlets are Yellow
Cities and Towns are Fuscia
Each day, during his Trance, he can remember one thing about himself,
1d10
1, a family member
2, personality trait
3, traumatic event
4, favorite things
5, happy event
6, character flaw
7, technical training
8, creative or artistic
9, death of daughter
10, revenge plot against Loth
2
Wow, deep cut right away.
You remember a vengeance plot, that you came up with for an unknown reason, spanning centuries. You allowed yourself to become a wretched creature, abandoning your humanity, plotting out years of torture to yourself and your enemies, the worshipers of Lolth.
A feeling of rage fills the being as he recalls the worshipers of Lolth... but why? He doesn't know.
But he needs to do something now... he feels drawn towards one of the little outposts (the one at N18, specifically). When he gets close enough to see the outpost, he casts disguise self to take the form of a bedraggled beggar before making his way towards the gateway to plead for someone to let him in.
(Should duplicate rolls on the memory table just be re-rolled?)
after two dupes, sure. more detail for doubles
The wizard steps towards the gates, now looking like a pathetic beggar.
"Hello?" he calls out weakly. "Would it be too much to ask for mercy upon a poor old man, that I might find some nook or cranny in which to rest my weary head for the night?"
Skill check options
Persuasion DC 12
Deception DC 13 (racial adv)
Intimidate DC 14
Something else creative, up to you
If successful, the town watch will take pity on you and bring you to the local healer, an old witch they affectionately call Baba. She will immediately roll an opposed Insight check DC 15 to sense your intent.
If failed, he will attempt to push you to the ground and ridicule you for being old and beggarly. Grapple (push) Opposed Athletic Check DC 11
Baba fails the insight, she will feed you, clothe you, and use medicine on your "wounds"
Baba makes the insight check, she will cower in fear and beg you to spare her in return for some clothes.
Going for Persuasion
Persuasion: 15
I suppose that the Insight check is opposed by a Deception check...
Deception: 20
Also, I will burn a use of Knowledge from a Past Life to add another d6 to the Deception check.
2
So, 15 total on Deception.
Baba looks at you for a very long time. Her mind swirls with images of your past life, slaughtering Drow and using forbidden magic. She gasps, falling to her knees, "Spare me, oh dark one. I am a poor old woman. Take whatever you want." She cowers and crawls under her straw filled mattress bed.
"Then you know what I am," the lich says tiredly. "I don't know how I came to be here, and I have only a faint idea of why, but you have done me no wrong that would provoke my wrath. All I need now are a cloak to wear and staff to use as a focus for my power... though before you get any ideas, there are many spells that I can still cast without the use of such a focus."