Help I introduced a too powerful NPC

MichaelK

First Post
I've been planning on running a game in the future, last night my friends were around and we were working out characters. We decided to start playing straight away, because people were eager to get into the action.

The players are level 1. They've discovered that faeries have been stealing the children from their home town, replacing them with little wooden puppets.

The faeries had a massive lead with the stolen children and the PC wizard has asked his mentor to teleport them ahead to meet them. Without thinking, this high level (level 10) ex-adventurer wizard has ended up getting involved in the action because they emerged directly into a combat situation and it would seem strange if he didn't help.

The children weren't at this location though. However they found another clue at the combat site which the wizard teleported them to since it seemed to have a time limit, but it turned out to be a red herring.

(They charmed an MM5 Jaebrin for the information. But they failed the knowledge: Nature check to know that Jaebrins are immune to charm and can fake being charmed very convincingly. So he spun a completely false story about why the children were taken which left them running lost around the countryside for days given the faeries a bigger lead.)

They've discovered the deception and are now going to try to follow them on foot. This NPC wizard is currently at their campsite and theoretically is expected to travel with them.

However he's ten levels higher than them. I don't really want him riding about and stealing their thunder. But it's hard to think of a way for this wizard to leave the group, without him seeming a cold-hearted bastard who doesn't want to save the children, some of which he knows personally.

We're playing again tonight... (I know, we're an eager bunch)... so any ideas from people? How do I get rid of the interfering Gandalf character without ruining his established personality.

I don't want to accidentally end up with a ridiculous DMPC type problem NPC.
 
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“My friends, it is time to m...” Suddenly <NAME OF WIZARD> falls silent and he seems to concentrate. His face is starting to show concern. A moment later, he speaks again.

“I just received a message from an old friend, who needs my help. I would ask you to come along, but I'm afraid, this might be too dangerous for you, yet. And you have other obligations as well. I wish you the best of luck. Shall we meet again in less hectic times.”

Then he speaks the arcane words of power and vanishes.

Bye
Thanee
 

1) Wizard's an old man? Heart attack. Just kill him off, or have him mysteriously disappear.
2) Have all combat encounters divided into two - wizard foes and PC foes. Make it absolutely 100% clear which is which, ie just tell the players straight up so they don't engage the wrong enemy. Don't allow interaction between the two fights.
 



1) Wizard's an old man? Heart attack. Just kill him off, or have him mysteriously disappear.

It would be amusing if he retired from adventuring on doctor's advice. All of this excitement, leads to him gasping and clutching for the pills the alchemist has given him to treat his faulty ticker.

Knowing the group of players, they'd probably try to encourage him to go home and take care of himself, while he'd try to protest that he's fine. Eventually the PCs browbeat him into getting some bedrest.

That could work.
 


If the wizard will be a thorn in the side of the campaign then get rid of him. If the players know that he is a fairly powerful adventurer then it's time for the Boba Fett.

While sitting in camp have the fairies send a powerful creature to one shot the wizard. If the PC's see someone that powerful get splattered with one hit then they ought to have sense enough to know that it's time to run.;)
 

1. Make him a cold, heartless, arrogant bastard.

"I was teaching you for my own reasons, not so you could drag me across the countryside to rescue children born to idiots who should know enough to seal their doors with cold iron! This is why I live alone in my tower, so I don't have to deal with the issues of moronic townspeople, solving their every little problem.

"If you want to stay on this idiotic quest of yours, fine. When you come back - if you come back - bring a MacGuffin heart or don't bother. An apprentice can be replaced. Maybe I'll get one with a better set of priorities."

2. Maybe he's behind the kidnappings. Now that he's teleported them into the middle of nowhere he can get down to business. He could still be a decent guy, maybe he's being blackmailed.
 


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