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.
Requirements * Create a 20th level Wizard * Use 27 point buy * Select Background or Custom Background * Select Race and Racial Options * Choose ASI and/or Feats * Choose an Arcane Tradition * Select 5 known Cantrips * Select 25 memorized spells * Select one 1st and one 2nd level spell (or lower) for Spell Mastery * Select two 3rd level spells (or lower) for Signature Spells * Optionally, choose personality and backstory (to be discovered along the way)
Blurb As dawn breaks on your first day, a ray of light hits your eyes. When you open them, dizziness sets in. Feeling disoriented you realize that you have no memory of how you got here and no idea who you are. You rise from a shallow dirt grave, cold and completely bare. Stumbling forward a few steps you stop short of a sheer drop into an enormous valley overseeing a great landscape. Although you can’t remember your own name, your mind begins to piece together ancient arcane scripts and symbols. You realize that you are a 20th Level Wizard with nearly unlimited power and your only desire is to rule the world. Campaign Setting This mini campaign setting takes place in a generic fantasy world called Vesper. There is just a single Island Continent (like Pangea), split by a mountain range, running North to South. West of the Mountain Range is only 1/10th of the continents area, consisting of a uninhabitable crag filled rocky region, home to an occasional Monstrosity, Elemental, or possibly other creatures of various type and origin. To the East are lush plains, farmlands, forests, and wilderness. The East is split by a thick forest, running West to East called the Darkwood. North of the Darkwood, makes up 6/10th of the continents area, and is known as the Wild Lands. South of the Darkwood, makes up the remaining 3/10th of the continent's area, also known as The Human Lands. There are a dozen cities and more than two dozen towns and settlements. Included in the Human Lands is the capital city of Vesper. Living in the capital city is the king and his royal family. The family rules primarily as Lawful Neutral aristocrats who are benevolent and fair. The Human Lands, contrary to the name, consists of all manner of races, especially Elves and Dwarves. There is a magical Island off the southern coastline, homeland for the Elves and a Dwarven city under the Mountain. In the Wild Lands lives five Ancient Dragons: Red, Blue, Green, Black, and White. The Dragon Lords divide up The Wild Lands into small domains, that each one rules but does not breach. The Wild Lands are also home to all manner of Goblins and Goblinkind, Giants, Beasts, and some rare Monstrosities.
Locations * Death Mountain's Peak (starting location) * Under the Mountain, Dwarven City * Moonspire, Elven City * Darkwood, Goblin Territory * Dragon Lord Red's Domain * Dragon Lord Blue's Domain * Dragon Lord Green's Domain * Dragon Lord Black's Domain * Dragon Lord White's Domain * 12 Cities (pop 1k-2k) * 24 Hamlets (pop 5-500) * Kingdom Vesper * Castle Vesper
Heroes and Defenders: Within all of the world exists 12 Defenders, these are the highest level heroes in The Human Lands. These Defenders are each non-evil characters of 14th level and there is one representative for each of the 12 core classes. There are other heroes in the world, over ten-thousand heroes are levels 1-5, one-hundred heroes are levels 6-9, and only fifty heroes are levels 10 or 11. These lesser heroes represent all kinds of characters of all classes and alignments (including evil). The 12 Defenders will resist any attempt to overthrow the Monarchy of Vesper, defending the throne to their death. The remaining lesser heroes will also aid in its defense but their loyalties are much weaker. Lesser heroes are mostly selfish and easily influenced by coin, titles, or even land.
Secret Origin: The Neutral Greater God of Magic, Boccob (Greyhawk), has used Epic Level Magic to traverse the Multiverse of D&D. He settled in Faerûn for a time, learning as much as he can about the differences held in this other world. When his paths cross Mystra The Neutral Good Greater God of Magic, a wager is made. If Boccob wins this wager he will be allowed to hold a seat as a Deity of Faerûn and if he fails, he will become the personal servant to Mystra for a millennia. Boccob’s claim is that a single man with 20 levels as Wizard can overpower and rule the entire world of Vespar. Created from dust, your character, named only Tabula Rasa, has no memory because they are newborn. Alternatively, your character may have been born new in this world but modeled from an existing real person living in Greyhawk, with a memory and personality that you may discover along the way. Boccob has agreed to give no coaching to his “tabula rasa” and in return, the Pantheon has agreed not to interfere directly to the actions of this “blank slate”. Your character does not know of the wager or their own origin. The only insurance bestowed by Boccob, is the character flaw that they have an insatiable and even obsessive desire to rule over the entire world. To win the bet, you must be recognized as the ruler of the Kingdom of Vesper.
Mystra Cheats While Boccob will not directly communicate with Tabula Rasa or influence them in any direct way, Mystra has found a loophole in the Commune Spell. On the Dawn of the first Day, She will visit the High Priest of Mystra in a dream, indicating that Commune is required. After waking up from that dream, the High Priest will call for the Arch Wizard and tell of the dream. After several hours, the High Priest will cast Commune and learn that a Paragon has been born to test the Defenses of the Kingdom. At that point, all the Heroes of the Realm will be summoned and called to the capital city of Vesper. With the High Priest waking on day one in the Capital City of Vesper and the Arch Wizard too, there are 8 other heroes that will be teleported home and two that will arrive by horse. It will take almost three days for all the Defenders to convene and then, at that point, they will have to solve the mystery of the High Priest's dream and discover the coming test. These twelve are the hard targets to beat, unless you desire subterfuge to overtake the throne.
Scoring: Track number of days to take over The Kingdom. Be crowned the King or just lay the Kingdom to waste. Any materials used including spell components especially those of a significant material cost. Any gained wealth, either by working, influence, or transmutation. The number and levels of followers and/or minions. It’s not necessary to take over the Wild Lands but extra points can be scored for each Dragon Lord that is defeated or recruited.
Recruiting I'm looking for just one player for "Paragon" (mini campaign). I'll leave this thread open until we get 5 or more people interested and then I will make a choice and close this thread. Please provide a rough outline of your "build", race and arcane tradition minimum, and a short description of your tactics for trying to take over the world.
That's up to you. I could see the Paragon being evil and raising an army of undead to wipe out the kingdom. Another strategy might be to infiltrate the family by marrying the next in line and use wish to live forever and become king by inheritance. Or you could assassinate the king and glamor yourself to take his place.
The campaign is open ended I will help the player RP their character in whatever way they choose.
Could I join? https://www.dndbeyond.com/characters/104615286 My plan is to use creation and incite greed on the first day on as many different people as I can, and them use modify memory to get gold. Then use mass suggestion and suggestion to ask for money. Once I have money I buy a spell book and scribe enchantment spells to come it to power.
We have another player from direct message who has a race: Reborn with an arcane tradition: Necromancy. If it's just you two, then I may just run two different threads. I'll let you know in the morning.
This sounds like a fun premise, and I absolutely love the wizard class! I'm currently at work right now but will figure out my character and try to make a follow-up post by the end of the day.
This sounds like a fun premise, and I absolutely love the wizard class! I'm currently at work right now but will figure out my character and try to make a follow-up post by the end of the day.
Great, no rush. I'll send you a link so that you can use shared content during character creation.
I'd love to throw my hat into the ring for a run with 1. a Divination Wizard who seeks to sow discord and leverage the power of portent to always stay one step ahead and rise to power OR 2. an Enchantment Wizard to attempt to control/defeat each of the dragonlords, using their immense wealth and/or allegiance to sway or dominate the remaining kingdoms. I don't have too much experience with level 20 characters (I joined the perma-DM club early) but if there's availability it sounds like great fun!
I'm closing the campaign for new players. Each player will get their own thread, keeps things tidy. If you still are interested, please private message me, I'm sure we can work something out.
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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.
Requirements
* Create a 20th level Wizard
* Use 27 point buy
* Select Background or Custom Background
* Select Race and Racial Options
* Choose ASI and/or Feats
* Choose an Arcane Tradition
* Select 5 known Cantrips
* Select 25 memorized spells
* Select one 1st and one 2nd level spell (or lower) for Spell Mastery
* Select two 3rd level spells (or lower) for Signature Spells
* Optionally, choose personality and backstory (to be discovered along the way)
Blurb
As dawn breaks on your first day, a ray of light hits your eyes. When you open them, dizziness sets in. Feeling disoriented you realize that you have no memory of how you got here and no idea who you are. You rise from a shallow dirt grave, cold and completely bare. Stumbling forward a few steps you stop short of a sheer drop into an enormous valley overseeing a great landscape. Although you can’t remember your own name, your mind begins to piece together ancient arcane scripts and symbols. You realize that you are a 20th Level Wizard with nearly unlimited power and your only desire is to rule the world.
Campaign Setting
This mini campaign setting takes place in a generic fantasy world called Vesper. There is just a single Island Continent (like Pangea), split by a mountain range, running North to South. West of the Mountain Range is only 1/10th of the continents area, consisting of a uninhabitable crag filled rocky region, home to an occasional Monstrosity, Elemental, or possibly other creatures of various type and origin. To the East are lush plains, farmlands, forests, and wilderness. The East is split by a thick forest, running West to East called the Darkwood. North of the Darkwood, makes up 6/10th of the continents area, and is known as the Wild Lands. South of the Darkwood, makes up the remaining 3/10th of the continent's area, also known as The Human Lands. There are a dozen cities and more than two dozen towns and settlements. Included in the Human Lands is the capital city of Vesper. Living in the capital city is the king and his royal family. The family rules primarily as Lawful Neutral aristocrats who are benevolent and fair. The Human Lands, contrary to the name, consists of all manner of races, especially Elves and Dwarves. There is a magical Island off the southern coastline, homeland for the Elves and a Dwarven city under the Mountain. In the Wild Lands lives five Ancient Dragons: Red, Blue, Green, Black, and White. The Dragon Lords divide up The Wild Lands into small domains, that each one rules but does not breach. The Wild Lands are also home to all manner of Goblins and Goblinkind, Giants, Beasts, and some rare Monstrosities.
Locations
* Death Mountain's Peak (starting location)
* Under the Mountain, Dwarven City
* Moonspire, Elven City
* Darkwood, Goblin Territory
* Dragon Lord Red's Domain
* Dragon Lord Blue's Domain
* Dragon Lord Green's Domain
* Dragon Lord Black's Domain
* Dragon Lord White's Domain
* 12 Cities (pop 1k-2k)
* 24 Hamlets (pop 5-500)
* Kingdom Vesper
* Castle Vesper
Heroes and Defenders:
Within all of the world exists 12 Defenders, these are the highest level heroes in The Human Lands. These Defenders are each non-evil characters of 14th level and there is one representative for each of the 12 core classes. There are other heroes in the world, over ten-thousand heroes are levels 1-5, one-hundred heroes are levels 6-9, and only fifty heroes are levels 10 or 11. These lesser heroes represent all kinds of characters of all classes and alignments (including evil). The 12 Defenders will resist any attempt to overthrow the Monarchy of Vesper, defending the throne to their death. The remaining lesser heroes will also aid in its defense but their loyalties are much weaker. Lesser heroes are mostly selfish and easily influenced by coin, titles, or even land.
Secret Origin:
The Neutral Greater God of Magic, Boccob (Greyhawk), has used Epic Level Magic to traverse the Multiverse of D&D. He settled in Faerûn for a time, learning as much as he can about the differences held in this other world. When his paths cross Mystra The Neutral Good Greater God of Magic, a wager is made. If Boccob wins this wager he will be allowed to hold a seat as a Deity of Faerûn and if he fails, he will become the personal servant to Mystra for a millennia. Boccob’s claim is that a single man with 20 levels as Wizard can overpower and rule the entire world of Vespar. Created from dust, your character, named only Tabula Rasa, has no memory because they are newborn. Alternatively, your character may have been born new in this world but modeled from an existing real person living in Greyhawk, with a memory and personality that you may discover along the way. Boccob has agreed to give no coaching to his “tabula rasa” and in return, the Pantheon has agreed not to interfere directly to the actions of this “blank slate”. Your character does not know of the wager or their own origin. The only insurance bestowed by Boccob, is the character flaw that they have an insatiable and even obsessive desire to rule over the entire world. To win the bet, you must be recognized as the ruler of the Kingdom of Vesper.
Mystra Cheats
While Boccob will not directly communicate with Tabula Rasa or influence them in any direct way, Mystra has found a loophole in the Commune Spell. On the Dawn of the first Day, She will visit the High Priest of Mystra in a dream, indicating that Commune is required. After waking up from that dream, the High Priest will call for the Arch Wizard and tell of the dream. After several hours, the High Priest will cast Commune and learn that a Paragon has been born to test the Defenses of the Kingdom. At that point, all the Heroes of the Realm will be summoned and called to the capital city of Vesper. With the High Priest waking on day one in the Capital City of Vesper and the Arch Wizard too, there are 8 other heroes that will be teleported home and two that will arrive by horse. It will take almost three days for all the Defenders to convene and then, at that point, they will have to solve the mystery of the High Priest's dream and discover the coming test. These twelve are the hard targets to beat, unless you desire subterfuge to overtake the throne.
Scoring:
Track number of days to take over The Kingdom. Be crowned the King or just lay the Kingdom to waste. Any materials used including spell components especially those of a significant material cost. Any gained wealth, either by working, influence, or transmutation. The number and levels of followers and/or minions. It’s not necessary to take over the Wild Lands but extra points can be scored for each Dragon Lord that is defeated or recruited.
Recruiting
I'm looking for just one player for "Paragon" (mini campaign). I'll leave this thread open until we get 5 or more people interested and then I will make a choice and close this thread. Please provide a rough outline of your "build", race and arcane tradition minimum, and a short description of your tactics for trying to take over the world.
One person asked if this is an evil campaign.
That's up to you. I could see the Paragon being evil and raising an army of undead to wipe out the kingdom. Another strategy might be to infiltrate the family by marrying the next in line and use wish to live forever and become king by inheritance. Or you could assassinate the king and glamor yourself to take his place.
The campaign is open ended I will help the player RP their character in whatever way they choose.
Could I join? https://www.dndbeyond.com/characters/104615286 My plan is to use creation and incite greed on the first day on as many different people as I can, and them use modify memory to get gold. Then use mass suggestion and suggestion to ask for money. Once I have money I buy a spell book and scribe enchantment spells to come it to power.
Bram Quikfoot fractured.
@Valhalla
Sounds great. I'm going to give it until the morning to see who else is interested but you are it otherwise
We have another player from direct message who has a race: Reborn with an arcane tradition: Necromancy. If it's just you two, then I may just run two different threads. I'll let you know in the morning.
This sounds like a fun premise, and I absolutely love the wizard class! I'm currently at work right now but will figure out my character and try to make a follow-up post by the end of the day.
Ro Aleron (Ro the Red) -> Illithid, Wizard 8 (Chronugist) // AURYN
Great, no rush. I'll send you a link so that you can use shared content during character creation.
I'd love to throw my hat into the ring for a run with 1. a Divination Wizard who seeks to sow discord and leverage the power of portent to always stay one step ahead and rise to power OR 2. an Enchantment Wizard to attempt to control/defeat each of the dragonlords, using their immense wealth and/or allegiance to sway or dominate the remaining kingdoms. I don't have too much experience with level 20 characters (I joined the perma-DM club early) but if there's availability it sounds like great fun!
I'm closing the campaign for new players. Each player will get their own thread, keeps things tidy. If you still are interested, please private message me, I'm sure we can work something out.