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Request for help: If your PC had to spend 2 years in the wild, how would he survive?
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<blockquote data-quote="William Ronald" data-source="post: 306197" data-attributes="member: 426"><p>Hi, Edena:</p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p> 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.</p><p></p><p>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. </p><p></p><p>An unseen servant could be sent into birds nests to retrieve eggs or perform other tasks.</p><p></p><p>Ashebrannor should dig a root cellar and find ways to preserve meat and vegetables. (There is a good one in Wolf and Iron.)</p><p></p><p>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.)</p><p></p><p>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.)</p><p></p><p>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. </p><p></p><p>Good luck with your new DM and group!!</p></blockquote><p></p>
[QUOTE="William Ronald, post: 306197, member: 426"] 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!! [/QUOTE]
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Request for help: If your PC had to spend 2 years in the wild, how would he survive?
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