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Subject: Looking for idea: new PC introduction

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Skyscraper
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12/12/2006 11:07 AM  
N.B.: This message is about the Shackled City adventure path, and contains some low-level spoilers on the initial situation. If you've just started playing the adventure or intend playing it in the near future, it would be better not to read. However, if you're far enough into the adventure (i.e. have played at least 6 game sessions), you wont learn anything here.

Hey everyone,

I've been DMing the Shackled City AP for my girlfriend, starting it out as a solo campaign. After 3 sessions, two friends joined us and took up two ally NPCs that i had been playing up to now. They played two sessions with us during which the party explored Jzadirune, and in our last session, one of those PC/NPC died.  Due to another NPC being unconscious and a third dying too in that same encounter, the remaining party members are returning to the city proper.

After that, both new players decided to make their own PC.

So now, i have 3 PCs as follows (all level 1 of course):

1) aasimar cleric of Pelor, my gf's PC, who arrived in Cauldron and has been following the main adventure hook: she's been hired by the temple of St-Cuthbert to find the children that are missing from the orphanage.

2) a strong male human fighter, a gruff fellow who's entire village was destroyed as a roving army went by. He survived since he was not there when the deed occurred. He got picked up by what he thought was another army, but in fact it was the same guys. He got trained by one of their officers who took to liking him, until he learned the truth at which point he fled the country and his hated enemy, vowing for revenge. He now lands in Cauldron.

3) an agile female elven (or is she human?) rogue, who was an acrobat in an itinerant circus. She learned her roguish trade from a retired thief who went with the circus and who occasionally stole from some of the spectators. She got caught at one point, fled the circus and now lands in Cauldron.

The group is accompanied by the two surviving NPCs: a human bard and a half-elf sorcerer, who are essentially looking for adventure and wealth.

I cut the background stories short, but you have the gist of it.

Now, i'm looking to introduce the two new PCs in our game tomorrow night (Wednesday), and i'm trying to find a neat way to do it. The other recent threads got me thinking on how i should go about this, considering that the single PC and 2 NPCs have already started the adventure.

My intention is to hopefully have a mainly role-playing session (since they're coming from two combat sessions and they're going back to combat sessions when they return to Jzadirune), hopefully with one combat situation to get some action in there.

Also, i don't want to incorporate an entirely new adventure, since the adventure is already there and going. But: i wouldn't mind a side-track if the idea is good.

If you have any ideas or suggestions on how to introduce the new PCs into my game, go ahead. I've had a couple of ideas up to now, but not one that entirely suited my taste. Hopefully, i can build from another suggestion.

Remember that the new PCs normally don't know Cauldron or the other PC, but we might work around that if needed.

Thanks for anything,

Sky

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YRM_DM
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12/12/2006 11:22 AM  
I'm a big fan of throwing the PCs together into a combat situation right away. I read your post, so, I'd say, if you did this, you'd design a short, exciting battle.

One group of PCs comes to the aid of the other group and turns a tough fight into a rout.

This is a good ice-breaker and injects a level of trust right away so the PCs don't feel the need to Role Play awkward silence.

No matter what you plan, I'd pull each group aside and talk through a few points before the game starts. PCs seem to enjoy being "in on some secrets" and actively helping the DM.

Don't give away important stuff, but, share enough info that the groups have something to talk about.

If possible, have the two new PCs come to your house an hour or two early.

Take them through a brief duo adventure where they learn, through an employer or informant or master, some secret about the campaign that the other group doesn't know yet (but don't tell them that the other group doesn't know it yet).

At the end of their duo adventure, start a combat... some attempted ambush (maybe they hear it coming, maybe not).

Go through a round or two, and it should start looking reasonably bad for the two new PCs, but not on the verge of death (so design accordingly).

Stop completely, and when the other three players come, ask the two new players to leave the room for a minute.

Describe to the three players that they come upon a battle where X monsters are fighting two heroic looking (or whatever they look like) figures.

Now, bring everyone together, shuffle your initiative cards into order, and conclude the fight.

What you've accomplished:
- Woken the PCs up with some early action.

- Given the new PCs some exclusive RP material to share (perhaps hint that they should ultimately talk about their duo adventure with the other PCs)

- Set up many potential hooks. Perhaps the attackers had a ruined map with an ancient script. Perhaps the attackers had a bounty notice on one of the new players. Perhaps the attackers had some sign or sigil that leads to clues that will push the PCs to the next part of the adventure.

All your PCs are on the same page, having fought together, and they all have motivation to share information, RP to get to know each other, and do some investigation into why the new PCs were attacked or where the attackers came from.

This can lead to hours of Role Play, which leads into your next session.

Sorry I didn't provide more specifics in this suggestion, but I haven't looked at the adventure/campaign you are using.

For my players, even on the heavy RP sessions, I need to include at least two brief (but thrilling) combats. (usually I have 2-5 encounters per long session, but over half of the encounters are at least moderately tough and usually tricky for the PCs)

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Skyscraper
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12/12/2006 11:37 AM  
Good suggestions. I need to get my stuff rolling here. I'll brainstorm around your initial idea.

Problem one: the surviving PCs are in baaad shape: 1 unconscious, the other two wounded and out of spells.

Problem two: the two new NPCs don't know each other, so you actually have group #1 (3 in bad shape), group #2 (1 new PC) and group #3 (1 new PC).

However, what your idea has spawned in my mind is that the ex-boss of the fighter PC has sent a bounty hunter to find him. This bounty hunter might have left word in some obscure bar that he's looking for this individual, and the rogue PC will hear said word. Maybe she'll want to invistigate or whatnot.

Then, i could have the fighter PC help out some poor fellow or damsel in distress, and the rogue PC and the main party could help out seeing the situation (an evil looking monster would be necessary, of course). Then, the rogue PC would get to know the fighter PC, and hopefully will decide not to go for the bounty on him

Hmmm. Any more ideas? This is pretty good though.

Sky

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IanB
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12/12/2006 12:26 PM  
My players better not read this post!

Well, some more potential hooks you have:

- The bard NPC may have a connection to the former acrobat PC in some performance context

- The party has been beaten down hard enough on their first trip that Jenya at the temple may become concerned enough to start looking for other adventurers to hire

- You have Fario and Fellian investigating the disappearances as well, presumably; they might hire a PC to keep an eye on what's going on in Jzadirune and to spy on the other PCs. This has the advantage of creating an association with the Striders for the party early on. If you're comfortable with it there's a romance option here as well, which could help 'sell' some events later on.

- The rogue could be a Last Laugh plant, as an alternate (but perhaps disruptive) option

- Maybe the fighter has some connection to the Blue Duke and his half-orc mercs in the context of his military history, which would give him some motivation going forward (this won't come until later in the campaign though)

- The fighter could be an actual city watch member, recently hired on; perhaps Captain Skellerang has heard about Jenya's independent investigations into the kidnappings and has sent the guardsman to take over/keep an eye on the investigation

I'd personally lean towards connecting both of the characters to power groups within Cauldron itself; the guard and the Striders I think both have the best potential for creating interesting interactions later in the AP.

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Skyscraper
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12/12/2006 1:21 PM  
More SPOILERS AHEAD.

Thanks IanB.

Most of the options you suggest had thought about, but reading your post got me thinking about it again in a new light.

First, here are my gripes about those ideas though (and thus, why i was looking for something else):

Fario and Fellian allow me to easily introduce one of the new PCs into the story, but nothing comes of it. Likewise for the city guard, through Skellerang, hiring a PC, and for the bard knowing the rogue or Jenya hiring more help. I mean, they'll join up with the main party, and then what? They'll head back into Jzadirune, and no RP session comes out of it. Those introductions are too straightforward, at first glance anyway.

I was hoping for an intro that would allow the new PCs to interact in town with the main party, including a short battle (but not necessary), all the while providing for some depth to the relationship.

However, i could put the PCs in the position stated above, but i would need additional meet to get things going on an interesting note for that game session.

Linking the new PCs to the Last Laugh or to the Blue Duke (i had not thought of the latter) has more depth, but then again i don't think i like those options either since they'll be on the "wrong side" and i don't feel like exploiting that particular alternative, especially since on of the two new players is new to role-playing altogether. I don't feel like putting her between a rock and a hard place at the outset.

Right now, combining my ideas with yours and YRM_DM, i'm thinking of having the fighter PC secretly hired by the town guard to keep a look on what the PCs are about, so as not to lose face too much if they manage to find the missing children. ("We had our man on the job too!")

The situation will be set up (hopefully) in the crowded, smoke-filled main bar of the inn, as the fighter PC waits at for the main PC party to reappear (they've been in Jzadirune for the night). A bounty hunter from the ex-boss of the fighter PC comes in looking for him (i'll have him overhear a conversation or something).

What i hope will happen then, is that the fighter PC will follow the bounty hunter out of the bar when he leaves. Otherwise, the action will occur in the bar.

That same night, the rogue PC will be at that same inn and will hear the barman commenting on the individual (i.e. the fighter PC) who's leaving the bar "who looks exactly like that fellow that the bounty hunter says he'll pay gold for information on..." The rogue PC might then decide to follow the fighter PC in the street.

The bounty hunter, i think i'll make into a werewolf, who'll change and attack the fighter PC in an hopefully impressive scene outside where i hope to scare the schmuckaroos out of them. The werewolf would not even care to ambush him out of his clear impression of superiority (DM's note: he'd kill him if he has surprise on top of it). The main party will "coincidentally" be there when the werewolf attacks, and the rogue PC hopefully follows also.

Questions and possible problems:

- should i link the rogue to the Striders? It might add some spice for her, i would tend to think it would be a good idea.
- what if the rogue doesn't follow them in the street? Any way to coerce her to follow?
- a werewolf might be too strong of an opponent, even a wererat, due to the damage reduction: they have a single character capable of dealing more than 10 points of damage, and no one with silver weapons. And they're out of spells. But: i like werewolves. Perhaps the town guard could show up, and the werewolf could flee, reappearing another time?

Any more ideas?

Thanks by the way, this is very helpful up to now.

Sky

The wise man doubts often. The ignorant, sometimes. The fool, never.

IanB
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12/12/2006 1:29 PM  
I would try and get the Striders involved with the rogue, there are plenty of opportunities for RP stuff along the way with them.

On the Blue Duke idea, I was actually thinking maybe the connection would be that the Blue Duke either worked with, for, or WAS the ex-boss that the fighter hates, more as a motivating factor than anything else.

The watch angle could lead to some interesting RP/conflict if the fighter goes in with the expectation that he will be taking over as leader of the investigation.

I will have to think about the combat angle; I assume you already used the opening combat hook that the module provides?

A werewolf is definitely too strong of an opponent for a level 1 party. If you have the guard chase it off, it might work, but it has the potential to come off sort of lame if its a situation where the players have no influence on the outcome, stuff like that can be tricky to sell. A lot of it depends on how your players react to flavor encounters. If they're like mine they will tend to not pick up clues that a fight is too hard for them and run away, but will instead get themselves killed and wonder why I threw something too hard at them!

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Skyscraper
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12/12/2006 1:41 PM  
Maybe the Striders hiring the rogue would provide good stuff for later. I'll keep your suggestion in mind.

Using the Blue Duke as the fighter PC's ex-boss is actually a very good idea. I'll probably go that route. Do you remember if the Blue Duke has a personalized sigil or set of arms? If you don't know on top of your head, never mind i'll check it out. I'd like for the werewolf (or other monster) to have it on him somewhere.

I don't think i'd give the fighter PC the mandate to lead the investigation, just to join it secretly and report to Skellerang (or one one his lieutenants) as the situation evolves. I like for the PCs to have their little secrets, as i like to have mine when i play.

I've already used the initial opening suggested in the module.

Sky

The wise man doubts often. The ignorant, sometimes. The fool, never.

Skyscraper
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12/13/2006 9:21 AM  
So, tonight's the night, as they say

I've come to the conclusion that getting the rogue PC hired by the Striders and the fighter PC hired by the city guard (on a contractual basis) is a good idea.

Moreover, i've decided to change the werewolf encounter. Instead, i've created Orcadeus, a LVL 2 half-human half-fiend rogue who's out for the Blue Duke (the new name taken by the mercenary leader that was the old boss of the fighter PC) to find some work for his troops, before the Blue Duke actually arrives in town. He's sort of scouting ahead, of sorts. Doing so, he'll hear about the fighter PC and/or the fighter PC will spot him and recognize him in the inn's common room. I'll have a few guards with a mean face stand in a corner, to hopefully prevent chaos from erupting there and then, but if they insist, in the inn it will be.

I'll throw the rogue PC in there also, hired as a short-term contract by the Striders to find out more about the main PC group and their whereabouts, while Fario and Fellian try to look somewhere else. The rogue PC will be asked to check out the inn and report when the PC group returns.

In the inn, my intention is to get the rogue PC to interact with Orcadeus first, to let her get the feeling of his evilness. His wings will be concealed under a large cloak, "as if he had travelling bags tucked under his cloak". His colored skin (dark brick red) and his eyes (with an orange glint, actually an orange glow when in the dark) will suggest his abnormal genes, and i've made him into a bluffing and intimidating type of guy (even though i rolled badly for his CHA, he ended up with 10 after his racial bonus) that acquires information for his boss efficiently, but in all the wrong ways (this reflects his 7 WIS score).

I hope to get everyone outside for the encounter. I'll wing it in the inn and see how it turns out, taking the rogue PC and the fighter PC apart until they actually get together. When the fight erupts, which should happen unless they do something that i really didn't foresee, i'll have the main PC group arrive at the fight location, to hopefully intervene in favor of the guys that don't have glowing orange eyes, bat wings and an evil feel about them

That last part is the only thing i'm concerned about. What if the PCs decide that this is not their fight? How will i make them jump in? Any other ideas?

Sky

p.s.: i kinda like this, after all these years preparing my encounters all by my lonesome in my corner, having interactive discussions about it is cool. Of course, i could find some answers to my queries myself, but there's something interesting about putting the questions that are unanswered at first glance out there.

The wise man doubts often. The ignorant, sometimes. The fool, never.

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12/13/2006 11:30 AM  
I think that sounds like a pretty good plan. A single rogue is a "soft" encounter for its CR, so I think that's a good way to start off a small group.

As far as getting people to jump in, greed can be a good motivation factor. Maybe he's got a masterwork rapier (or whatever weapon the rogue favors) and you call particular attention to it when you describe him to the group.

EDIT: I re-read and realized you meant how to get the main group to jump in. I find it is pretty easy to get groups with NPCs into fights, unless the NPCs are being directly controlled by the players. I'm guessing that it won't be tough to convince an aasimar cleric to jump in and help someone fighting an obvious half-fiend, but if she doesn't jump right in, maybe the bard can get things rolling by inspiring courage in the fighter and rogue.

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Skyscraper
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12/13/2006 1:56 PM  
Yeah, well my girlfriend plays the aasimar, it's her first game ever, and she's a bit on the... conservative side She doesn't like to fight. Hehe. I hope that changes soon!

Sky

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12/14/2006 11:24 AM  
Posted By Skyscraper on 12/13/2006 1:56 PM
Yeah, well my girlfriend plays the aasimar, it's her first game ever, and she's a bit on the... conservative side She doesn't like to fight. Hehe. I hope that changes soon!

Sky
Create an NPC female Tiefling of the same class as your girlfriends Aasimar. Then roleplay the Tiefling as a complete bitch and use her in a way that will anger your girlfriend. Then use the NPC to taunt her Aasimar. That's what I did when my girlfriend first started playing. 3 years later and my female Tiefling NPC is still alive and my girlfriend wants her dead so bad. Girl on girl action really gets their blood boiling. She'll be attacking every NPC that looks at her funny after that


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Skyscraper
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12/14/2006 12:28 PM  
Haha, excellent Oryan

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Skyscraper
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12/14/2006 12:34 PM  
By the way, the game played out yesterday.

Everything was going fine, the rogue PC was spying through the window into the common room of the inn, and the fighter PC then provokes the half-fiend not once, but twice. I rolled a low wisdom on this guy and meant him to be an intimidating bully, so i made him roll a first (DC 10) then a second (DC15) wisdom checks to see if he'd lose it and attack, which he did on the second occurence (the only thing that kept him from attacking on the first were the three soldiers having a drink). The main party arrives at the door at that point, and the rogue sees that something is going to happen inside. The fighter PC had taken a step back and was half-expecting him to react that way, so he had an attack of opportunity with his reach polearm that he specifically mentioned having his hand on. He rolls a natural 20, confirms, crits for 35 points of damage, and kills the half-fiend in one blow!

Hehe. Things often don't go as planned. By the time all other PCs enter the room, the half-fiend is dead on the floor, his guts spilling out of his belly. So much for the fight that should unite all party members...

Sky

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12/14/2006 4:30 PM  
Posted By Skyscraper on 12/14/2006 12:34 PM
By the way, the game played out yesterday.

Everything was going fine, the rogue PC was spying through the window into the common room of the inn, and the fighter PC then provokes the half-fiend not once, but twice. I rolled a low wisdom on this guy and meant him to be an intimidating bully, so i made him roll a first (DC 10) then a second (DC15) wisdom checks to see if he'd lose it and attack, which he did on the second occurence (the only thing that kept him from attacking on the first were the three soldiers having a drink). The main party arrives at the door at that point, and the rogue sees that something is going to happen inside. The fighter PC had taken a step back and was half-expecting him to react that way, so he had an attack of opportunity with his reach polearm that he specifically mentioned having his hand on. He rolls a natural 20, confirms, crits for 35 points of damage, and kills the half-fiend in one blow!

Hehe. Things often don't go as planned. By the time all other PCs enter the room, the half-fiend is dead on the floor, his guts spilling out of his belly. So much for the fight that should unite all party members...

Sky


Hopefully they were impressed enough with that that they figured they could use his help in Jzadirune!

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Skyscraper
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12/15/2006 11:14 AM  
Haha. Yeah, they did hire him. He told them that their cause was noble and he wanted to follow, asked no money, and they said OK (the player-influence might have something to do with it.) Of course, they don't question whether he has an ulterior motive... which he does (skellerang.)

The rogue PC finally got invited to follow the group too (of course), and everyone is happy now

Sky

The wise man doubts often. The ignorant, sometimes. The fool, never.
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