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. 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.
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
This post has potentially manipulated dice roll results.
Day 1 Portents: 13, 17, 2
Made... no remade. A world remade in one's own image. And the universe?
With a rusty creak, it awoke and sat up, flexing metallic limbs, ocular lenses restricting focus in the Dawn's glare.
The light...
Awareness flooded it's mind as it... he... searched for his name. Whatever he had been, this body felt foreign, unusual in it's design, and durable, if not strong. The weave of fate was just there, beyond and yet within his reach, and eyes of the gods were all around.
Shifting to his feet, he stands and glances around, taking in the surrounding expanse of wilderness. (Perception: 9, Passive Perception: 23) This world, and all in it would one day be his - the sooner the better. To acquire it, he would need resources, weapons and spells crafted of fine materials. First, some essentials: getting off the mountain. The wilderness below was expansive, but hardly impassable. He would require only a feather, and his journey would begin.
Turning from the steep embankment, he carefully picks his way down the slope, curving his way East into the lands he observed before. In particular, he studies his path for any useful supplies for his extensive list of spells, particularly feathers, as these would be useful in the extreme.
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.
Turning from the steep embankment, he carefully picks his way down the slope, curving his way East into the lands he observed before. In particular, he studies his path for any useful supplies for his extensive list of spells, particularly feathers, as these would be useful in the extreme.
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.
With a 15 Perception (23 is more than enough), you see an old bird's nest in the uprooted tree and several small feathers stuck inside the twigs, protected from the harsh winds of the mountain top. You find rocks, small rocks, and sand of different colors and dirt.
(Quick note: Was Warforged permitted as a race? I sort of built the spell list around being a time/force manipulating robo-wizard, but if you would like to play out the survival aspects of the setting I can change that real quick!)
(Quick note: Was Warforged permitted as a race? I sort of built the spell list around being a time/force manipulating robo-wizard, but if you would like to play out the survival aspects of the setting I can change that real quick!)
He starts to descend, detouring towards the uprooted tree and collecting three downy feathers, which he clutches in one hand. His steps are uneven - out of balance, one could say, as he is not yet used to this world, it's feel and flow.
After descending a for an hour towards a less harsh clime, he brandishes the feathers, muttering words of magic and feeling himself lift gently into the air. Contending now only with the breeze, he casts FLY at 3rd level on himself, using the increased movement speed to traverse the difficult descent and cover several hours of dangerous ground in a few minutes. He avoids flying too high, and thus avoids having to recast the spell in order to avoid a nasty fall, and then selects a likely landing spot, a ways down the mountain, keeping an eye on that far-distant city and making note of its general direction for later use.
Traveling forward and gathering as he goes, he soon has a small collection of trivial items, useful nonetheless for such spells as he might need cast (So, would this generally cover components for things without monetary value? If memory serves that's how that works, but I could be totally wrong). Roll for scavenging: 3
Newly equipped, and having profitably spent his morning, he proceeds on foot in the general direction of the city he had previously spotted.
Traveling forward and gathering as he goes, he soon has a small collection of trivial items, useful nonetheless for such spells as he might need cast (So, would this generally cover components for things without monetary value? If memory serves that's how that works, but I could be totally wrong). Roll for scavenging: 3
Newly equipped, and having profitably spent his morning, he proceeds on foot in the general direction of the city he had previously spotted.
As you hike through the wild brush, it's not long before you get to a vast prairie with wind blown grass and birds and bees. It takes you nearly 60 miles to arrive at the closest outpost, I'm guessing that's the end of Day 2, correct me if I'm wrong.
Day 3: Dawn
As you arrive to the small hamlet, you are greeted by a man at arms, wielding only a spear, in hide armor. "Who goes there?" he grunts and grips his spear vertically.
He shifts a little, eyeing the spear in the guard's hand. How's the craftsmanship? Crude or makeshift? Simple or elegant? The hide armor is a poor start, but perhaps there might yet be some good to be had here.
He shifts a little, eyeing the spear in the guard's hand. How's the craftsmanship? Crude or makeshift? Simple or elegant? The hide armor is a poor start, but perhaps there might yet be some good to be had here.
With an Insight check of DC 16, the guard insists that there is an entrance fee of one silver piece
As you leave the guard, he reminds you to, "Stick to the tavern, and stay out of the way of the recruits." You enter the encampment. You see small groups running drills with spears and swords There is a rustle in the outpost, you can hear chatter about Orcs and the word Sweepers is used over and again.
After listening for a while, you glean that you are in a Special training outfit for Sweeping the Darkwood of Orcs along the Vesper border. One man in uniform and chain mail appears different, wielding a longsword, a captain or lieutenant, perhaps.
You follow the advice of the Guard and enter the Tavern. It's empty, with boys mopping the floor and cleaning the tables. The Bar Keeper asks if you have money to pay for lodging in the back. He eyes you for way too long and asks, Do you want to move some heavy beams in the stables to earn some coin?
The Bar Keeper introduces himself. "I'm Hari Foster. I run most of the infrastructure around this outpost. I'm no soldier, but I do a lot of work and I know how to get the job done. Me and my sons run the Tavern, the Stables, the laundry, you name it. I try not to ask the Soldiers for anything, they've got training and orders. And we are so, gods far out there, we rarely get travelers. I've heard of them constructed folks, fordgedmen. Seen them from afar, saw them lifting buildings and making ships back in Diamond City. My sons, they work hard but are still young."
He walks and talks as he takes you from the tavern over to another large structure, a barnlike stable. "Here we go. These timber were cut down and planed by carpenters a week past. They ran out of time so and just left them out here to the elements. I'm afraid they will warp before the carpenters get back to do the job of building an add-on to the stables."
Skill Check Challenge Move the large beams into the covered stables for 1 gp of payment. Athletics, Insight, Intelligence (Engineering) DC 14 Make x10 successes to finish the task. Use of spells can replace one or more successes
(What about the spell Telekinesis? For 10 minutes, move up to 1000 pounds of an object 30 ft in any direction up to 60 ft. No material components required)
"Forgedmen... Yes, forgive me, Mr. Hari Foster. I have been traveling further even than that, and it has been a long time since I have seen any of my kind." He stands and accompanies the man to the barnlike stable. "And is your family doing well for all the soldiery here?"
"Show me precisely where the beams will need to be placed, and I shall do my best. Thank you for the opportunity to work for your hospitality."
As the work proceeds, assuming Foster remains close to oversee the work, he asks him some questions about the town - what services are available, specifically clothing, writing materials, survival equipment, and the recent history of the town vis-a-vis the Orc Sweeping raids, and the commander of the local soldiers, his disposition and character.
"You will forgive me again for my lack of knowledge - I became somewhat lost in the wilderness to the West on my travels. Who rules these lands, and from where?"
"You work fast, and strong. Orcs burned down the Outpost at Old Tree not even 20 years yet. A bunch of them Soldiers went into the woods, chasing them Orcs, killing them on sight, and the ones that did came back, had tales of horror. That was a decade or two past now, ya hear. We keep to our side and them keeps to theirs. Now, some folks get robbed or even killed on the road, if they got no body guards with them. But we alls know it's just young upstarts, Orc teens, acting out, doing what they ain't supposed to do. They send troops every day to the tree line, them called Sweepers, and they show them Orcs where not to tread. Folks have been plum nervous, as of late, because Sweepers have been seeing lot mores than before. Used to be a couple, now they seem to be an army, just waiting inside the woods. It would be a down right shame if Orcs got into a fight again. We just got so many troops, and they are ready for when they do."
He pats down his pokets. "Ah, heres the coin I promised. Fine work. You said, you don't know who rules these lands. That's a hoot and a holler. Everyone knows this is the Kingdom of Vesper, ruled by the Royal Vespers, they got treaties with the Elves and the Dwarves, so they can mine and build watercrafts. Was a time when all this place was dangerous, but now they built up big cities, trade roads, machines like mills and waterwheels, and fastest boats, I've ever seen. But folks like me, we were born out here in the boondocks. We know how to build and take care of our own. Out here, we know the Kingdom leases our lands, but we work it and own it and it's ours too."
He looks at you, sizing you up, "I got some britches you can have. Farmhand overalls. I don't work the fields no more, I manage the indoors, these days, and my oldest ain't big enough to fit my britches, so they are yours."
The coin... how it catches the light. It is small, but it is a start. Many more would be needed.
"Why, thank you, sir. You are very kind in this gift. It seems I am in dire need of such accoutrements."
A short while later, and newly dressed in rough farmer's cloth, he takes in this new information.
"I would ask you three more things, Mr. Hari Foster, if you would do me a last kindness. First, I would ask you about the local commander. Who is he, and where is he from? What is he like, and what does he believe may happen in the coming days? In other words, what is his mood, would you say?
Second, and forgive me for the question - I fear my... my name, such as it is, would mark me as unconscionably foreign in these lands - such things are very... private, to me. What is a common name for one from these parts?
Third, as you have given me a gift, what gift may I provide for you? I do not know if I can complete a request today, under my present circumstances, but as you have done me a favor, I would do one for you as well."
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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.
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.
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
Day 1 Portents: 13, 17, 2
Made... no remade. A world remade in one's own image. And the universe?
With a rusty creak, it awoke and sat up, flexing metallic limbs, ocular lenses restricting focus in the Dawn's glare.
The light...
Awareness flooded it's mind as it... he... searched for his name. Whatever he had been, this body felt foreign, unusual in it's design, and durable, if not strong. The weave of fate was just there, beyond and yet within his reach, and eyes of the gods were all around.
Shifting to his feet, he stands and glances around, taking in the surrounding expanse of wilderness. (Perception: 9, Passive Perception: 23) This world, and all in it would one day be his - the sooner the better. To acquire it, he would need resources, weapons and spells crafted of fine materials. First, some essentials: getting off the mountain. The wilderness below was expansive, but hardly impassable. He would require only a feather, and his journey would begin.
Turning from the steep embankment, he carefully picks his way down the slope, curving his way East into the lands he observed before. In particular, he studies his path for any useful supplies for his extensive list of spells, particularly feathers, as these would be useful in the extreme.
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.
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.
With a 15 Perception (23 is more than enough), you see an old bird's nest in the uprooted tree and several small feathers stuck inside the twigs, protected from the harsh winds of the mountain top. You find rocks, small rocks, and sand of different colors and dirt.
(Quick note: Was Warforged permitted as a race? I sort of built the spell list around being a time/force manipulating robo-wizard, but if you would like to play out the survival aspects of the setting I can change that real quick!)
Everything is legal.
Aha! good then - shouldn't need to worry much about the food, though the cold and nudity will have to be dealt with!
He starts to descend, detouring towards the uprooted tree and collecting three downy feathers, which he clutches in one hand. His steps are uneven - out of balance, one could say, as he is not yet used to this world, it's feel and flow.
After descending a for an hour towards a less harsh clime, he brandishes the feathers, muttering words of magic and feeling himself lift gently into the air. Contending now only with the breeze, he casts FLY at 3rd level on himself, using the increased movement speed to traverse the difficult descent and cover several hours of dangerous ground in a few minutes. He avoids flying too high, and thus avoids having to recast the spell in order to avoid a nasty fall, and then selects a likely landing spot, a ways down the mountain, keeping an eye on that far-distant city and making note of its general direction for later use.
Inspiration for leap of death
You can spend 1d10 hours in the wilderness completing a spell component pouch, or you can RP each item, whichever you like.
(Nice!)
Traveling forward and gathering as he goes, he soon has a small collection of trivial items, useful nonetheless for such spells as he might need cast (So, would this generally cover components for things without monetary value? If memory serves that's how that works, but I could be totally wrong). Roll for scavenging: 3
Newly equipped, and having profitably spent his morning, he proceeds on foot in the general direction of the city he had previously spotted.
As you hike through the wild brush, it's not long before you get to a vast prairie with wind blown grass and birds and bees. It takes you nearly 60 miles to arrive at the closest outpost, I'm guessing that's the end of Day 2, correct me if I'm wrong.
Day 3: Dawn
As you arrive to the small hamlet, you are greeted by a man at arms, wielding only a spear, in hide armor. "Who goes there?" he grunts and grips his spear vertically.
Portents for day 3: 11, 13, 7
"A traveler seeking refuge. May I find it here?"
He shifts a little, eyeing the spear in the guard's hand. How's the craftsmanship? Crude or makeshift? Simple or elegant? The hide armor is a poor start, but perhaps there might yet be some good to be had here.
With an Insight check of DC 16, the guard insists that there is an entrance fee of one silver piece
As you leave the guard, he reminds you to, "Stick to the tavern, and stay out of the way of the recruits." You enter the encampment. You see small groups running drills with spears and swords There is a rustle in the outpost, you can hear chatter about Orcs and the word Sweepers is used over and again.
After listening for a while, you glean that you are in a Special training outfit for Sweeping the Darkwood of Orcs along the Vesper border. One man in uniform and chain mail appears different, wielding a longsword, a captain or lieutenant, perhaps.
You follow the advice of the Guard and enter the Tavern. It's empty, with boys mopping the floor and cleaning the tables. The Bar Keeper asks if you have money to pay for lodging in the back. He eyes you for way too long and asks, Do you want to move some heavy beams in the stables to earn some coin?
"That would be amenable, though I fear I am not designed overmuch for such burdens. Still, I will do what I may if it would please you."
He follows the Barkeep to the stables and eyes the heavy beams. "Where shall I put them?"
(I guess with that crit fail DC, my character just stares at the man for a second before he waves me through?)
The Bar Keeper introduces himself. "I'm Hari Foster. I run most of the infrastructure around this outpost. I'm no soldier, but I do a lot of work and I know how to get the job done. Me and my sons run the Tavern, the Stables, the laundry, you name it. I try not to ask the Soldiers for anything, they've got training and orders. And we are so, gods far out there, we rarely get travelers. I've heard of them constructed folks, fordgedmen. Seen them from afar, saw them lifting buildings and making ships back in Diamond City. My sons, they work hard but are still young."
He walks and talks as he takes you from the tavern over to another large structure, a barnlike stable. "Here we go. These timber were cut down and planed by carpenters a week past. They ran out of time so and just left them out here to the elements. I'm afraid they will warp before the carpenters get back to do the job of building an add-on to the stables."
Skill Check Challenge
Move the large beams into the covered stables for 1 gp of payment.
Athletics, Insight, Intelligence (Engineering) DC 14
Make x10 successes to finish the task.
Use of spells can replace one or more successes
(What about the spell Telekinesis? For 10 minutes, move up to 1000 pounds of an object 30 ft in any direction up to 60 ft. No material components required)
"Forgedmen... Yes, forgive me, Mr. Hari Foster. I have been traveling further even than that, and it has been a long time since I have seen any of my kind." He stands and accompanies the man to the barnlike stable. "And is your family doing well for all the soldiery here?"
"Show me precisely where the beams will need to be placed, and I shall do my best. Thank you for the opportunity to work for your hospitality."
As the work proceeds, assuming Foster remains close to oversee the work, he asks him some questions about the town - what services are available, specifically clothing, writing materials, survival equipment, and the recent history of the town vis-a-vis the Orc Sweeping raids, and the commander of the local soldiers, his disposition and character.
"You will forgive me again for my lack of knowledge - I became somewhat lost in the wilderness to the West on my travels. Who rules these lands, and from where?"
"You work fast, and strong. Orcs burned down the Outpost at Old Tree not even 20 years yet. A bunch of them Soldiers went into the woods, chasing them Orcs, killing them on sight, and the ones that did came back, had tales of horror. That was a decade or two past now, ya hear. We keep to our side and them keeps to theirs. Now, some folks get robbed or even killed on the road, if they got no body guards with them. But we alls know it's just young upstarts, Orc teens, acting out, doing what they ain't supposed to do. They send troops every day to the tree line, them called Sweepers, and they show them Orcs where not to tread. Folks have been plum nervous, as of late, because Sweepers have been seeing lot mores than before. Used to be a couple, now they seem to be an army, just waiting inside the woods. It would be a down right shame if Orcs got into a fight again. We just got so many troops, and they are ready for when they do."
He pats down his pokets. "Ah, heres the coin I promised. Fine work. You said, you don't know who rules these lands. That's a hoot and a holler. Everyone knows this is the Kingdom of Vesper, ruled by the Royal Vespers, they got treaties with the Elves and the Dwarves, so they can mine and build watercrafts. Was a time when all this place was dangerous, but now they built up big cities, trade roads, machines like mills and waterwheels, and fastest boats, I've ever seen. But folks like me, we were born out here in the boondocks. We know how to build and take care of our own. Out here, we know the Kingdom leases our lands, but we work it and own it and it's ours too."
He looks at you, sizing you up, "I got some britches you can have. Farmhand overalls. I don't work the fields no more, I manage the indoors, these days, and my oldest ain't big enough to fit my britches, so they are yours."
The coin... how it catches the light. It is small, but it is a start. Many more would be needed.
"Why, thank you, sir. You are very kind in this gift. It seems I am in dire need of such accoutrements."
A short while later, and newly dressed in rough farmer's cloth, he takes in this new information.
"I would ask you three more things, Mr. Hari Foster, if you would do me a last kindness. First, I would ask you about the local commander. Who is he, and where is he from? What is he like, and what does he believe may happen in the coming days? In other words, what is his mood, would you say?
Second, and forgive me for the question - I fear my... my name, such as it is, would mark me as unconscionably foreign in these lands - such things are very... private, to me. What is a common name for one from these parts?
Third, as you have given me a gift, what gift may I provide for you? I do not know if I can complete a request today, under my present circumstances, but as you have done me a favor, I would do one for you as well."