How do you have a mentor travel with a group of PC's and NOT steal their spotlight?

The essential problem here is not limited to the mentor scenario. It comes up any time you have a skilled and competent NPC with the PCs. How do the PCs travel with a higher level NPC without having that NPC steal their thunder?

Solution 1: The NPC is not capable of stealing the PCs' thunder.
A. (Already suggested, but good): The wizard is missing his spell books. This makes him cautious and he is pretending to be a common warrior so that his enemies don't find him while he can't defend himself. He and the PCs go looking for some more spellbooks, but in the meantime, Doomspeller, the elven mage of power is remembering how that elven rapier proficiency works. He's a 13th level wizard capable of casting limited wish, but he's got 40 hit points (no con bonus) and only attacks at +7/+2 for 1d6 damage with his masterwork rapier. If the party fighter is first level, he'll feel inadequate, but if he's 2nd or 3rd level? 28 hit points at AC 21 go further than 40 hit points at AC 16 (mage armor+dex bonus), and +9 for 1d10+4 witha +1 bastard sword is more damage per round than +7/+2 for 1d6 damage.

B. The NPC is compelled magically. A magical curse, the result of casting a disjunction on an artifact, a curse, etc. All distinct possibilities. Holryn the Holy may be a 15th level cleric, but with a poison the PCs can't cure draining his wisdom down to 10, he's not doing much spellcasting. And, with his low strength, he's not going to be stealing the fighters' thunder either. (Though this is more of a risk with a cleric than a wizard). Feebleminded works too though it deprives the NPC of his mentor role.

C. The NPC is old and no longer capable of the feats of his glorious youth. Garm the greatsword fighter could have lost a hand in the wars. He can't use his greater weapon specialization any more. And with his strength and constitution down to 8 now that he's reached 60 years of age, his once impressive attack bonus is now +12/+7/+2 for 1d8-1 with a masterwork longsword. Still a force to be reckoned with, but not out of the PCs' league. He'll take two hits to do the damage that the PC fighter does in one hit and he doesn't have Cleave so him getting more hits just means that the PC sharest the spotlight not that the PC has lost it.

Option 2: The NPC could steal the PCs' thunder but he does not.
A. Stuff happens while the NPC is away. This works in some scenarios but not others. If the PCs are reactive (an overland trek with ambushes, etc) rather than pro-active (a typical dungeon crawl), it can work. The NPC volunteers to head off in one direction and see how many orcs he can draw off their trail. He'll meet the PCs at Jarkeld's bridge. In the meantime, the PCs fight. The NPC goes to mourn at the graves of his family. While the PCs wait respectfully on the other side of the ruined villa, they are jumped by bad guys. NPC is also jumped, but his coolness is all of camera. Or, when going back to face the treacherous lieutenant who usurped his command, the general triggers a teleportation trap and has to fight his way out of the dungeon while the PCs confront the villain.

B. The NPC has to use the plot device. If there is a gate to the plane where the adventure happens, the NPC has to hold it open. He is capable of opening it and defending himself to make sure that the PCs would be able to return.

Option 3: The NPC does steal the PCs' thunder sometimes, but they're OK with that.
Really, it's not always a bad thing for the PCs to run into or even travel with someone more capable than they are. You don't want it to be a permanent thing, but it's fine if the general they have been escorting occasionally takes down the troll while the PCs are hard pressed by kobolds. If, after the PCs have held the fort for 15 rounds, the cavalry arrives and finishes off the fight, that can work. I think the key to making this kind of thing work is that it should happen at appropriate moments. Every now and then they find themselves fighting at the general's side, but more often than not, the general sends them on one mission while he does another. etc.
 

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2 Ideas:

1) Make the wizard unidimensional and the game challenge heavy on stuff he can't do. Sure he can blow up all the kobalds, but right now you have a trap to disarm, someone needs to talk to the gatekeeper, and so on...

2) Make him absent minded or so focused on a single task that it takes up a lot of his energy. Say, he needs to protect something (or someone) so the first few rounds of combat he is always buffing the little girl's (heri to a throne) armor class, turning her invisible, etc. The party is on its own for a few rounds while he takes care of his main priority. If they make it to round 4 or 5, then he may help them.

3) (Ah someone already got this. Oh well, I'm leaving the suggestion in.) He's a Wizard? Damn shame his spell-book was stolen in the first encounter. Now he has lots of knowledge and if the party can just get him some spells, he could be very helpful. Then his effectiveness becomes a function of their effectiveness. If they can get him his 4th level spells, then great, but of course by then they must be in the ball park at least. The 4th level spells are just a little ahead of what they could do, and since his having then is a success of teh party, it won't seem to the players like he's stealing their fire. That first fireball will be a personal victory for the party, because they're the one's that got it for him.

4) Hyperspecialization: The Wizard specialized in Divination and gave up Evocation and Conjuration. Most of what he memorizes is Divination, but he's also getting very absent minded. The players will need to ask him to cast specific spells, and hence take responsibility for even his victories. If they use him correctly, he helps them find out what they need to know (perfect mentoring), but when it comes to fireballing the horde of Ogres, he suggests they get in a ring with the fighters on the outside. ...oh, yeah, he might have a Bull Strength if that'll help. Let him Buff the others till the cows come home, but they have to do the actual fighting.

Did I say 2?
 
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Perhaps the mage cast a Disjunction and lost his spellcasting ability? :) :)

And now he's on a quest to the one place where he can get it back.
 

The wizard's arch-rival Evil McBadGuy is also exploring this area, or has journeyed here for Nefarious Reason The First. The wizard has a series of specially designed spells (or something similar in the PHB, since I don't have that with me at work) that will hide their presence or their magic from being detected by this rival, who could swoop over and destroy them. It's not that Evil McBadGuy could easily wipe the floor with them, but there is a chance that one of the apprentices could die and the guild frowns on that. Therefore, he's around for advice and direction, but not to jump in and Meteor Storm the random encounters.

There are a lot of really good and creative ideas in this thread. I'm sure you could combine one or two and have it work great for you.
 

Dannyalcatraz said:
1) A crippled/injured mentor is good. I have an adventure in which a group of students at a private academy (in an FRPG world) are out on a wilderness survival skills training trip when the teacher is incapacitated by a fall into a river gully, striking his head and breaking his leg. They have to get him (and themselves, of course) back to the academy. It works out pretty well...

2) The mentor who is an "Ivory Tower"/retiree type works well too. A hero whose adventuring days are long past due to physical/mental infirmity who nonetheless is travelling with his star pupils may find himself overwhelmed at just how fast things are happening, like a 50 year old athelete trying to step back onto the field with the 20-somethings. He may KNOW what he's supposed to do, but may not be able to do it anymore, or not fast enough, or not with unfamiliar teammates.

3) The mentor could be dead: an advising spirit incapable of action. All he can offer is advice. Or if he CAN act, perhaps he can do so only once before moving on to the next plane of existence...
These might be good ideas for a future adventure setup, but I think the OP has a mentor in mind who is not crippled, a wimp, or deceased. He just wants some help with a project, presumably because if anything goes wrong they might be able to pull him out of trouble, which won't happen if he's alone.

I like the idea proposed by several posters that the mentor is taking the PCs through a set of dangerous encounters, and is taking the brunt of it. He's casting high-level spells, warding off attacks, and doing powerful things, but he can't take care of everything. In each encounter there are a set of tasks that the PCs need to accomplish, for which the mentor's actions are merely backdrop. Defend the horses from the orcs...locate the lever to close the portcullis before the mentor runs out of spells...keep the minions busy while the mentor performs the 10-round incantation that opens the Door of Peril...etc.

The encounters can be pretty much normal fare for the party, since the mentor's actions are essentially window-dressing for the encounters. Whatever he does is irrelevant to the outcome of the encounter, so long as the PCs succeed. If they fail, they might spell doom for both themselves and the mentor. If he's busy hedging out powerful monsters with walls of fire, he's not going to be capable of opening the escape hatch, which suddenly becomes the PCs' job.

You could also play with it a bit. In the Age of Worms adventure path
The PCs' mentor becomes trapped by a magical device and needs rescuing. While the PCs were by that point more powerful than he was, I imagine that if it happened to a mentor of greater power than the PCs, it would be pretty cool. The dawning realization that "we're in a high-level dungeon and we just lost the guy who can keep us alive," would probably be fun to watch. Suddenly the PCs are trapped in hostile territory, trying to find a way to save the mentor, so he can get them out of there in one piece.
Suddenly raising the stakes like that would make a pretty memorable session, I figure.
 


Drowbane said:

Even if Gandalf wasn't a combat mage, he was smart and capable. He held back because he didn't want Sauron (or Saruman?) to know where he was, not because he didn't know how to fight. In fact, he kicked butt with his named sword.

Furthermore, if you have the ability to (for instance, not that Gandalf ever used this ability) make an opponent spontaneously combust, you don't really need to be all that combat capable to kill someone.
 

In one game the party was a Circus Troupe who had to take a message across hostile territory. The DMPC was Orbril the Gnome who acted as the Troupes Day-Man ie he travelled a day ahead of the mainj party to scout out what was ahead and make any official arrangements for the Circus business,then along the way he left different trail signs indicating where he had gone and what the troupe might expect to find...
 

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