Request for help: If your PC had to spend 2 years in the wild, how would he survive?

Remember what he posted, kender. He's got Sleep, Magic Missile, Read Magic, and Detect Magic, and that's it. He can't take different spells and he doesn't have Protection from Cold.
 

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Ashebrannor

Here is the character:

ASHEBRANNOR

Strength 9
Dexterity 16
Constitution 11
Intelligence 18
Wisdom 17
Charisma 12

(Obviously, this character's stats were created by the 4d6 method, not by the point-buy system)

Class - Wizard
Level - 1st
Character Level - 1
Experience Points - 0
Alignment - Neutral Good

Hit Points: 4
Base Attack Bonus: + 0

Fortitude Saving Throw: + 0
Reflex Saving Throw: + 0
Will Saving Throw: + 2

Wizard Feats: Summon Familiar, Scribe Scroll
Base Starting Feats: Spellcasting Prodigy, Ambidexterity
Spells: 5 0 Level; 3 1st level

Spells in Spellbook: Detect Magic, Magic Missile, Read Magic, Sleep, All Cantrips from the Player's Handbook
(Spells Memorized: Magic Missile, Sleep x 2)

Languages: Faerunian Trade, Moon Elven, Shield Dwarven, Feytongue

Skills (24 points)

Concentration 4 Ranks (4)
Knowledge - Arcana 4 Ranks (4)
Knowledge - Faerie 4 Ranks (4)
Knowledge - Nature 4 Ranks (4)
Profession - Bookbinder 1 Rank (1)
Profession - Scribe 1 Rank (1)
Profession - Historian 1 Rank (1)
Profession - Archeologist 1 Rank (1)
Spellcraft 4 Ranks (4)

- - -

The Quest:

There is a magical element in the glade, which produces a radiation which affects animals or humankind exposed to it.
Continuous or near continuous exposure to the radiation will impart some number of innate magical abilities to the character (possibly powerful abilities such as Spell Resistance or Innate Spell abilities.)
These innate magical ability (or abilities) will apparently be permanent.

The scrolls we found indicate that the exposure must be continuous or near continuous ... a period of more than 3 days at the most without exposure to the radiation resets the process.
The scrolls we found also indicate the process requires around 1 year before the first abilities manifest, and around 2 years before the strong abilities manifest.

This is a lone affair for Ashebrannor.
The others in the adventuring party have refused to stay in what they consider a non-adventuring situation for 2 years of Game Time (and thus, I must create a new character to go with them on other adventures.)
Our party are apparently the only ones (from civilization) who know of this, for we discovered the secret in scrolls uncovered in the ruins of a nearby city (in the ruins of a magehall in the city.)

Obviously, the local monsters and fey - if any - in the area are going to know something is unusual about the area ... and it is all too likely they will be sporting unusual magical abilities as well.

I am trying to talk the party out of selling the secret of the glade.
However, Ashebrannor really has no way of stopping them. I can only hope they can keep the secret ... my wizard is going to have a bit of a problem if word gets around about this glade.
 
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Camouflage your shelter to the best of your ability.

Don't take the same route back to your shelter that you left with.

Boil your water.

Cook your food thoroughly.

Avoid confrontations.

You should be fine...barring a bad roll of the random encounter dice.

Cedric
 

How do you cook food without a fire? (Is the 3rd edition version of Prestidigation sufficient to cook food or boil water?)

And if you start a fire, how do you avoid attracting the attention of everything for miles around?

If it is deadly to eat raw meat (which has only JUST been unfrozen, by the way) why is it so deadly?

And also, if meat will not stave off scurvy, how do the eskimos survive?
 

Okay

Okay, that is a very cool quest. And your friends are very foolhardy to not spend the time with you.

But first thing I'd do is cast Detect Magic and utilize that Spellcraft skill. It'd suck to waste 2 years at the wrong glade. ;)

If there're faeries in the area, you've got to get on their good side. Apparently even animals would develop weird abilities, so you'll need help. Since you're Good, smart, more charming than the average joe, skilled in the way of Fey, and speak the language, you should be able to find and win allies.

That's what I'd do if I were your character. No way would I attempt to go it alone. I mean, you've got to assume that the local Fey know of the place--why bother to hide? Instead, cross your fingers and try to establish rapport. Maybe your skills and magical abilities can help them determine the nature of the magic field.

Another thing to consider: your familiar will most likely get a magical boost as well. Have you chosen a familiar? What is it? I suggest an owl, becuase of its sharp vision, ability to fly in a forest (as opposed to just above it), ability to bring you food, and nocturnal sleep cycle (can watch while you sleep).

The other choice would be a raccoon. Raccoons hunt small critters, but they also forage. And bonus: a raccoon can help you dig.

I like your river cave idea, but I'd seriously consider expanding it. Ideally, you'll have enough room that you can completely yourself in for the winter. You can always dig down to the water table for water (a crude well), and you can get stones from the river (no need to dig them out of the dirt or carve from solid rock). The wall will protect you from hungry predators, keep out the wind, and help keep you warm. Just make sure to keep one part of your tunnel system cold for food storage. Use those sleep spells (+ coup de grace) to build up a supply of meat, and use your familiar and your own abilities to store up a supply of nuts and tubers. With minimal exertion and the warmth of the cave (thanks to prestidigitation), you should be able to last the winter. But holy cow, will you be bored out of your mind.

If I was your DM, I'd give you a penalty of -1 to Cha for every 3 months spent in isolation, plus a Will save or -1 to Wis (both recoverable through a month or so of re-socialization).

Good luck.

PS: when you do get your fancy powers, consider blasting your so-called "friends" to smithereens.
 

I wanted to say that I really DO appreciate all the helpful articles you have written in.

I will save and reread this thread repeatedly, and try to use the ideas presented for my character's benefit.

Your help has probably saved my character's life.

My gratitude to you all.

Edena_of_Neith
 

Hi, Edena:

All good suggestions here. I would also suggest that you pick up the book Wolf and Iron by Gordon R. Dickson. There are a lot of useful survival tips for the wilderness in it. (Also, a great read.)

I would try to find the fey quickly and work with them. As you can travel a few days away, you will likely find some fey in the area. They may be your character's most valuable allies. They will likely admire your character's determination.

An owl would be a useful familiar. If any of the fey have access to druidic spells, magic fang would be a useful spell to place on your familiar.

You may want to set up a series of places within travelling distance of the glade to serve as hiding places. Also, never underestimate the power of illusions and trickery. Ashebrannor could work with the fey or on his own to convince hostile humanoids that the area is haunted.

Humanoids are usually portrayed as a very superstitious lot. Heck, if you handle it correctly, you may even trick them into leaving the Spirits of the Glade offerings. (The fey would think this hilarious.) If the character has flower or chalk, he could coat himself with it for dramatic effect. (In the movie where Sigourney Weaver portrayed ape expert Dian Fossey, Fossey convinced poachers that she was a witch who had to be feared.) Dancing Lights, Ghost Sounds. Mage Hand, and Prestidigitation will help immensely. Even Arcane Rune can be used to create a symbol of the Spirit of the Glade.

Also, I recall that the several of the Native American tribes in the Northeast made mocasins out of tree bark. Also, roots and tubers can be a valuable source of nutrition.

An unseen servant could be sent into birds nests to retrieve eggs or perform other tasks.

Ashebrannor should dig a root cellar and find ways to preserve meat and vegetables. (There is a good one in Wolf and Iron.)

Edena, glad to hear that you have a good DM. I think the group would have found it worth while to stay in the glade, and develop some powers. If they seek to sell the information, maybe your other character can steer them towards selling it to someone reliable in the North, such as Alustriel, or Bruennor. (I doubt Alustriel would think highly of anyone leaving someone in a glade for two years.)

Your character, after gaining some experience, may want to try to visit the mage hall in the ruined city. (Possibly some fey might accompany him, so the players could temporarily play them.)

Edena, I looked for you at the EN World Gathering at Gen Con. (I did run into Black Omega.) Sorry you could not make it, but I think there will be another Gathering next year.

Good luck with your new DM and group!!
 

Thank you, William. I think this group will work out well.

I'll try to be there next Gen Con. I hope you had a good time at the Convention (that goes for you too, Black Omega, if you read this.)

I'm glad you and Black Omega got together - a shame more of the IR folk weren't around.
 

to a large degree it seems that it is up to your GM what happens. He could easily hear you preprations and say "good enough" or he could play a tit for tat game of "Okay you build a cave in the riverbed, here comes Spring and flash floods."

The funny thing is that there are lot of common assuptions about DND traveling life that are glossed over in the game. For example, I don't think iron rations originaly had any Vitiaman C in them, a lot of armies and sailors had to carry ... cranberries and limes with them. Yep. cranberries because they were cheaper and had the C. If you got real technical, a DM could even give a begining Ranger a hard time. "So you haven't eaten any fruit since it has been winter for 3 months, your gums begin to bleed, what do you do?"

With a Wisdom of 17, though you are in good hands. Remind him this is the stat for Druids and Rangers for a reason. I suggest picking up Craft skills for cooking, leather working (or at least primative sewing), and lures (primative animal traps). Take a lot of take 10s.

Now to RL. Believe it or not, the body tells us what it needs for missing vitamins. Your sudden craving for fruit or fish is you body saying you've been needing vitiman C or idoine for a while.
 

You may be missing the obvious. ABSOLUTELY sell the secret of the glade! Set up your own little hut, then make sure that other people come - and bring their supply lines with them. Enough people, and merchants will bother to bring out food and supplies. After all, other people getting powers after 2 years doesn't stop you from getting them.

I will say, though, that if you were in my game I'd find this irksome. Taking your PC out of play for two years is tantamount to saying "I desperately want power that no one else has!" The problem, you see, is lost opportunity costs. Let's say that there are two Ashebrannors: Ashebrannor A and Ashebrannor B. A goes to live in a glade for a year, B stays with his friends and adventures.

After two years, A is either first or second level - maybe 3rd - and cold, friendless and hairy. He does have some undefined ability, though, such as SR 15 or a 1st to 3rd lvl spell-like ability.

MEanwhile, B has gone adventuring. After two years, he's now 11th level. He has tens of thousands of gold pieces, magical spells up the ying yang, and neat magic items.

You see? It isn't worth it; you'll get cooler stuff NOT staying in the grove, and you won't irritate your entire group in the process!
 

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