First of all, I'm not looking for more players here. You'd need to be able to speak finnish, to get involved.
I'm hoping to attract more players, but currently my addiction made me fire up Gametable and lure a player in.
So, in the small town of Bluebrook, a dwarf studies under a human wizard just a bit older than him, the art of spellcraft. The wizard Walaver mostly sells spell components and some alchemical items (since crafting magic drains XP,) and the appretice is the one who has to go and gather them
Strict SRD, sticking to Core3, in fact.
I've been itching to run a Wizard game ever since I realized none of my players really know what all the low level spells can do. My currently solo player is the closest thing to an optimizer of the bunch, which helps. I want to keep people on lower levels long enough so that they get to try out and really understand the potential of their spells.
Some amazing fun with spell components. Normally PCs just get them from your local specialist market, on higher level games -- the Player in this instance is that very person who gathers those components. Collecting Adder's stomaches, hairs from a bull, or owl's feathers, are just the kind of things a solo 1st level wizard can handle.
I'm thinking of going a bit tome-of-gears - y in this game, meaning that really obscene higher GP wealth levels don't have actual value in the magical item sense. Sure, you can live like a lord with money, but it won't buy more power, per se.
Never-the-less, every 100 GP effectively means the player can afford to scribe one more spell from their master's spellbook into their own. Also, as they just sold a month's worth of alchemicals they'd crafted, he's been deemed advanced enough to acquire a Familiar. That is almost like a mini-level-up in itself.
I find this all very intriguing - I'm doing some experiments with role-playing and worldbuilding on the side - but still, a second player would be nice, in keeping them occupied while I'm scrambling for stuff to happen.
There's definitely an almost 'Joe the Commoner' like charm to this game. Also, Gametable is seriously awesome.
I've fallen in love with one type of 'cursed' objects - the ones which have specific working conditions, like 'only works at night' or 'needs a quest to start functioning properly', too. A local Evil Cult (tm) is sneaking around in cloaks which grant a bonus to hide checks during night-time. Of course, the PC can't meet any of them just yet. Way too risky.
He already almost died on a wild dog, and once on a single goblin. Grease actually has a bit of an issue on these levels, in that it's hard to hit that prone target when there's a -4 to hit. Someone with a longspear would solve that, though.
I want to make him face either rats or centipedes next - I think I can allow him to face up to 4 of those at once.
Anyway, his charsheet:
http://www.dndsheets.net/view.php?id=2256Sleep has been, unsurprisingly, the king spell thus far. Burning Hands would be better if there were mobs, but a solo can't handle those. I think he keeps forgetting the acid flasks, and he hasn't even considered getting a guard dog.
His master is a frail old (age category) man, with sevens on all physicals and a toad familiar. His build is Expert 1/Wizard 5, since as a plain NPC with starting stats of 10, 10, 10, 13, 10, 8... He probably hasn't adventured purposefully a day in his life, although he's faced challenges enough to become the most powerful arcane character in the area.
Ah, why don't I just...
[spoiler]
Walaver Dryadson
CR 5 Old Wiz 2/Expert 1/Wiz +3
Abilities: 7[-2], 7[-2], 7[-2], 16[+3], 13[+1], 10
Spells per day:
4/4/3/2
0:
1:
2: Alter Self, Extend Mage Armor, _
3: Summon Monster III, Fireball,
Spellbook: Memorized plus (10 total free)
0: all cantrips
1: Mage Armor, Identify
2: Bull's Strength,
3: Clairaudience/Clairvoyance
Skills: +9 base; Spot, Listen +14
HP: 13 HD: 5d4+1d8
BAB: +3; GRP: +1
Saves: -1/-1/+7
Class Features: Summon Familiar, Scribe Scroll, Simple Weapon & Light Armor proficiency
Extend(1), (B), Brew Potion(3), Craft Wand(6), Craft Wondrous Item(W), Alertness(f)
Wealth: 325 gp.
- Wand of Color Spray 750gp,
- Wand of Magic Missile(3rd), 2,250gp
- Alchemist's Lab 500gp
- Spell Component Pouch
- Spellbook, Wizard's
- Outfit: Cold Weather, Scholar's, Traveller's
- Ring of Protection +1: 2000GP;
- Tanglefoot Bag, Thunderstone, Sunrod, Smokestick, Antitoxin, Alchemist's Fire: 172GP
- Philosopher's Stone
- Potion of Invisibility 300gp, Potion of Hide from Undead 50gp, 2x Potion of Cure Light Wounds
Familiar:
Toad: +3 HP; Listen, spot +
Defense: HP 6, HD 6, AC 18/t15/ff17 Saves +2/+3/+7; Improved Evasion
Actions: BAB +3, Share Spells, Empathic Link, Deliver Touch Spells(+4 touch), Speak With Master
Skills: Hide +21, +9 base
Abilities: [-5], [+1], [ 0 ], [-1], [+2], [-5]
Summon: Celestial Hippogriff
[/spoiler]
So: Suggestions, ideas, anything on your mind that could help? I am aware of the solo campaign thread on the other board, but I am trying to recruit players, so this isn't strictly solo. Hopefully.
I don't think getting to level 2 is too bad, but I think I might want to stick to really low-level critters most of the time, just to slow down XP gain. On the other hand, there should be some more powerful individuals, and some straight down unbeatables mixed in, from time to time.
What I'm planning... when I get a few more players, or when he hits level 4, he's going to be sent for a more arcane schooling. I'm thinking I want a flying island. There, will be lots of wizardly events, mage duels and whatnot. After all, one of the points is training the _players_ in mage-craft, so to speak.
I think I also want to include the Faeries quite a bit. a Sprite from the D&DWiki will be involved within a couple of sessions. If it seems he's heading for trouble, I'll hand him a CL 1 wand of magic missile.
I also want some sort of an event where he's tagging along with his master and there's some combat. The master has the mighty Fireball, after all
and he can ride on a Celestial Hippogriff
Some of his stats are plot devices, like skills and what spells exactly are prepared, or known, for that matter.