Test of High Sorcery in Nightlund?

Post/Author/DateTimePost
#1

u-235

Jul 08, 2005 1:59:13
Nightdrifter, the following may contain spoilers for you if you ever happen to be reading this. ;)












Alright, I'm about to run the Test of high sorcery for a neutral wizard. The plan is to do the testing at the tower in Nightlund, with Jenna (and presumably others) presiding. Era of gameplay is August, 420 AC. The current adventuring party consists of the wizard, a Kagonesti follower of Chislev(druid), a barbaric human follower of Habbakuk (druid), a Mariner who just got killed off, also a solamnic squire is joining next gaming session (currently all are lvl 4). I currently have them wandering the grove surrounding the tower in Nightlund - I didn't apply the magic strength draining property throughout the entire 60mile forest.

I have a few questions regarding the tower itself - I've read up regarding this stuff in the "Towers of High Sorcery" sourcebook, but I haven't read any novels newer than the war of souls trilogy. I'm wondering if there is some charm or spell that would allow one to access the tower in Nightlund? I have to assume there is some way to gain access. Also, is there any particular individual who has become master of the tower recently? Towers of high sorcery states that the decision of whether to reopen the tower is being debated by the orders at this time...

Finally, I've worked out most of this wizards test. The 10ish encounters that the sourcebook recommends seemed like a bit too much for one to tack on to the end of a gaming session so I think I will trim it down a bit. I'm still having trouble fitting anything together with a "trinity" theme, seems this might be exceedingly difficult.

Relatively unimportant mechanics questions:
The table for encounters suggested in towers of high sorcery recommends CR 2 encounters for the lone lvl 4 wizard taking a test, but also mentions that one third should be encounter level +1. Would this be suggesting a CR 3 or CR 4 encounter?
For risk points, where it specifies everything being at +2 for example, would this add +2 to every damage die on say a fireball?

Creativity, or lack therof:
Having a bit of trouble thinking of particular weaknesses in this wizard, also on how a possible permanent physical change, or less dramatic change, would relate. The wizard has so far tended to be a bit too trusting of others, but I can't think of how "remedy" that with a physical manifestation. In addition he abhors physical labour, but I am thinking that is not really something that needs to be dealt with if he wants to achieve his full potential in the art :P

For anyone interested, here is his quick history:

Great grandson of Bram DiThon(the first druid to become a WoHS) and descendent of Guerrand DiThon(a legendary defender of Bastion), Guren grew up in Castle DiThon near Thonvil in Northern Ergoth. His family, while of noble blood, was poor due to the hardships of being so near to Frost's realm during the Fifth Age. One of two children (he has a sister two years older named Kai), he was expected to help in the many daily labors needed to aid in the survival of the many refugees from Solamnia and the other islands of western Ansalon, particularly Kagonesti from Southern Ergoth. Beyond taking the time to learn new languages from the refugees, Guren found the manual labor dull and too strenuous for his weak muscles. Instead, old spellbooks of Bram and Guerrand proved much more interesting to him. So Guren studied the few books he could understand, hoping(as all other wizards of the Fifth Age did) for the return of true magic. Thus, when the War of Souls finally ushered in a return of magic, Guren found the memorized spells suddenly worked. Guren then turned his magic towards helping the refugees but, due to their extreme mistrust, was rebuffed. Returning to his studies within the castle was short lived as his parents saw him as lazy and useless and had him thrown out, leaving the ramshackle estate to Kai. Guren caught the first ship he could to Caergoth, hoping to find more arcane knowledge in the city. He took with him a spellbook of Guerrand's and whatever other valuables he could, considering them as his inheritance. Finding nothing of interest in Caergoth, Guren wandered the coast hoping for some sort of sign. Then a call came out (from Coryn) to come to Wayreth but Guren was unable to answer. At least now he had a goal: Wayreth. Lacking money he answered the call of the mayor of Port 'O Call in hopes of getting the necessary cash to get to Wayreth.
Guren is a shy but intelligent young man who shuns physical labor. Guren is willing to help others in need but thinks largely of himself and his drive for magic. He has little experience with women and shies away from them. He has no combat training but knows how to deal with hardship. His current goals include getting to Wayreth and learning anything he can about magic.
Guren wears tattered clothes which have lost their color due to age. He is unkempt and often has a few days growth of beard to add to his disheveled look. He looks like anything but someone of noble blood.


Input, especially on the questions regarding the tower and regarding the after effects of the test would be much appreciated.
#2

zombiegleemax

Jul 08, 2005 9:34:47
I would be interested in finding out how the Tower was reclaimed.

Maybe some of the Test could deal with his rejection by his family?
#3

zombiegleemax

Jul 08, 2005 9:37:32
Here's a few ideas, some based on the principle that if it works and the players don't know, stealing ideas isn't too bad.

One:At the start of the Test, have it appear like a message comes. The message says that his home castle is under attack by Frost's forces and that Kai was killed. It begs him to return with as much support as possible. That's useful for determining what order as well as his devotion to magic. If he decides to go as soon as his test is done, that's a point for Whiterobes. If he flat out doesn't care much with no(Or very little) emotional struggle, then that's a point for Blackrobes.

Two:Have him put in a position where one of Frost's minions negotiates a deal with him:The minion will give him two magical items:One for himself and one for the Orders if he aids the minion.(Possibly in taking out an unafillianted(sp?) to frost evil or neutral creature). This is intresting because he and his family had to deal with Frost's minions, and now he is put in a position where he has to deal with them in a different fashion.

Ah yes, and the Test isn't something to be put on at the end of a gaming session, it is a gaming session.

When I think of more ideas I'll post them.
#4

u-235

Jul 08, 2005 13:18:51
I would be interested in finding out how the Tower was reclaimed.

Reclamation: WoHS credits the gods of magic with creating the strength sapping field around the tower. I think if they had never wanted to admit anyone they could have just destroyed the tower. I guess I will make up a spell along the lines of "Kiss of nights guardian" or whatever the shoikan grove one was called. Besides that, the tower could definitely use some physical repair

Thrune: First idea sounds very good and workable, even if it is borrowed from someplace it still sounds good.

For the second, would you think that a white robe would take the deal? I'm pretty sure a red robe would consider it carefully, and black would like the idea for sure. It's definitely a good deal for the interests of magic, but helping evil is kinda problematic for some :P

Thanks for the input
#5

u-235

Jul 08, 2005 13:35:34
Oh yes, one more question:

How should I deal with xp rewards for the test? Regular xp awards would be quite massive, and I'm not sure I want this players character to all of the sudden be nearly a level ahead of everyone else. On the other hand, when I was playing a black robe and did my test, the DM didn't award any xp at all, which was a bit of a letdown. Perhaps a set xp reward of say 1000xp?
#6

darthsylver

Jul 08, 2005 14:42:23
While doing the test in Nightlund is a grand idea there is one kink in your plan, only one person knows where it is and he aint telling (well three but none of them are talking).

Remember Dalamar is the one who moved the tower, and then placed enchantments and wards and other magic stuff to prevent it from being found by anyone. Now after he regained his spellcasting ability he was banned from the tower and I do not think that he was inclind to share this information with anyone as all of "his stuff is there." If he was willing to share the information with anyone it would have been a simple matter for him to regain his spellbooks. As he did not have these during the novel "Wizard's Conclave" I would say it is safe to assume that he did not tell anyone and was not willing to disclose this info anytime in the near future unless it was vitally important to the orders.

Now palin did visit the tower during the war of souls but he has severed all ties with the orders and I do not think that anybody but Dalamar knows that Palin knows where the tower is.

The only other person to have been to the tower (and is still alive) is Mina. Now I am not sure what her views are on the tower at the moment as I have not read "Amber and Ashes" in which I have been told that the Tower of Istar plays a role.

Of course you could always say that finding the tower was a simple matter as the gods know where it is and they gave this info to the orders.

Now as to the test itself, you could always give the test while the character is outside the tower and therefore does not realize he\she is taking the test. it would be more real that way. In this manner you could involve the other characters in certain encounters and then have the wizard get seperated from the party at different times. This in effect help spread out the xp to the entire group. Now you might want to ask the other characters if they want to participate in the test as well as asking the wizard if he would wanted to bring the others with him. Do this seperately with each characters so that when you do conduct the test nobody really knows what is going on.

If teh Wizard is willing to bring others with him, those who wish to participate do participate and run the risk of death in the test, those who do not wish to participate still run their character but should they "die" then their character wakes up later in the forest (or the tower) and are told that they simply participated in the test as a dream figure (this way they still get xp). This should keep everybody at about the same level XP wise.