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Apprentice Lore

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Apprentice Lore

 

The GM: Jon and Brian

 

Game System: Dungeons and Dragons

 

Game Type: One-Shot JonCon

 

 

Synopsis:

The Tower of Wizardry, the center of the learned world: fire spires reaching for the heavens with graceful walkways spanning the spaces between, glimmering in the sun and glowing in the night. No noble dares risk its anger, no king dares assault its gates, no god dares question its decree. The mightiest magics the world has ever known claim their source at the Tower, where hundreds of master magicians work their craft and shape the very wold.

 

Sometimes, a peasant walks through its doors. For a price of ten gold pieces – a trifling to a lord, a fortune to their people – but for ten gold anyone of intellect may stay and study for six months, learning the secrets of sorcery at the greatest academy in all the lands. If they pass the tests, if they are found worthy, they may be apprenticed to the greatest magicians. Yes, sometimes a peasant walks in and is turned back for a dullard, and some fail at the end. But sometimes, just sometimes, when a peasant walks through those doors, a magician walks out.

 

 

In Apprentice Lore players will run pregenerated zero-level characters who are struggling through the last week of classes before being admitted to the Tower of Wizardry as full-fledged apprentices. Those who study hard will go on to become mages of great renown, while those who fall short will be cast back with the peasants and commoners. A game filled with sorcery and incantation, mystery and scholarly learning.

 

Notes:

(Jon): I loved this game! The story was fun and the idea of LARPing all the classes (and teachers) worked really well. Brian and I alternated between playing the teachers during the students final week of classes, giving lessons and teaching them incantations and forcing them to memorize spell componants. Players loved taking the final exam (which Brian and I wrote and handed out at the end of the game). The six players with the highest exam score, advanced to the final round.

 

Something that annoyed me about this game was that players, during the game, told me, "Wow, I'm having a lot of fun! This is just like Harry Potter!"

 

I hadn't read Harry Potter but had to go read it after the game. The players were right, there were a lot of similar ideas. I don't really like the novel. Apprentice Lore is much better!

 

(Brian): I thought this game was a huge success. We accomodated a huge number of players, gave them notebooks and pencils, and had them sit down to classes. In between each class we pulled various students aside as they learned of a plot against the school and had to make decisions about whether to pursue that, or study. People got caught up in the intrigue, others insisted on studying, and the classes were interested enough to hold people's attention (or they could pass notes and whisper). It was great! I actually kinda want to run this again...

 

In the second round the six characters who advanced played the same characters 60 years in the future, as old, old men summoned by one of their former instructors - the first time we had done the "same character far in the future" routine.

 

Curriculum:

From the Jon Con 2000 On Site Booklet:

 

Cantrips

This introductory course will lead potential apprentices through the various beginning cantrips that will culture them to accept the power of true spells. Instructors vary but all will break down the true cantrip spell into its many components while giving a cursory overview of spellcasting and succeeding in the Tower of Wizardry student program. All students will be expected to successfully cast a cantrip by the end of the course.

 

Creature Anatomy

a required course, Creature Anatomy teaches students all aspects of the anatomy of many creatures. Learn to identify various bodily parts and functions, which organs are of mystical value and learn the critical skill of identifying beasts at a glance. Covers common animals through monsters. Dissection required. Instructor Leartes.

 

Arithmatic

A sound understanding of these advanced systems of logical though it crucial to students hoping to become apprentice. This class will delve into such complex principles as multiplication, division, variables and algebra. Professor Mobius.

 

Principles of Incantation and semantics

This class will prepare students for the true spellcasting they will learn during their apprenticeships. The class will breakdown many commoner incantations into their component patterns while incorporating semantic gestures. Learn the importance of movement and intonation and gain a critical edge on your apprenticeship.

Prereq: Cantrips.

 

anthropology 261: Humanoids and Their World

More often than not, knowledge is the best weapon. This class instructs students on the many Humanoids living in our world, their ways of living, culture, strengths and weaknesses. This crucial course is a requirement for the apprenticeship test. Professor Fezzywig instructing.

 

Dweomercraft

This class is unavailable due to the untimely death of instructor Meuble. Please see the student head about contributing to the Rhemoraz fund in his name.

 

Medicine and Metaphysics

Taking a holistic approach to medicine, this class explores the intricate process of the human body and teaches students how to control these reactions. Also covered are the advanced theories of the many forms of blood poisoning and the miracle cure of our age: the leech. Instructor Fontleroy.

 

Creative Herbalism

This class teaches the prospective sorcerer how to identify herbs and poisons and how to prepare them. The course will stress the creativity inherent in the process. Students will learn the best ways to apply the curatives and how to determine dosage. Includes several field trips to nearby forests. Instructor Petronian.

 

Planes: Astral, Elemental and Ethreal

An in depth look at the inner planes and the planes of travel. Instructor Colby Fontain.

 

Planes: Outer

Explore the reaches of the most deadly of planes. Only traveled by the most powerful wizards the outer planes are the stuff of legends, but they aren’t all evil. Instructor Colby Fontain.

 

Practical Spellcasting

Any student hoping to pass the apprenticeship test must take this class. Delving into matters beyond the scope of mere apprentices this course will compare and contrast various spells throughout the power spectrum. Learn what spell to cast in various situations; which invocation/evocation spells are best not to cast in combat and the many uses of seemingly insignificant spells. Special attention is paid to lower level spells, though greater spells are also discussed. Instructor Mizitheranuthor the Bold.

 

Familiar Overviews

Which familiar is right for you? Learn more about the myriad of creatures who could become your closest or indeed only companion. Considerations such as size, defensive abilities, image, feed and care will be discussed.

 

Behind the Throne

Learn about the wizards place at court and how you too can possess more power than every spell in your book. The art of wielding kings. Instructor Mizitheranuthor the Bold.

 

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