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General Tabletop Discussion
*Dungeons & Dragons
How to bring new character into PotA? *spoilers, obviously*
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<blockquote data-quote="DMCF" data-source="post: 6878133" data-attributes="member: 6790388"><p>Fortunately PotA's primary adventure hook is based upon the disappearance of a delegation. Monster attacks and banditry are on the rise. Eventually the cults will retaliate, so taking out the first few outposts in no way cripples any of the cults. </p><p></p><p>The alcoholism in the flavor text gives you a lot of wiggle room.</p><p></p><p>How I'd do it:</p><p>There are all sorts of drunks such as affable, energetic and mean spirited. If the troupe didn't say much maybe his mentor was the mean sort, so when he wandered off they decided it was his decision and everyone was better off for it. </p><p></p><p>The player was the only person the master wasn't so nasty to. The halfing would get drunk and go be a jerk to acrobats and strongmen who could easily take him in any physical match. The player found this hilarious and remained loyal because he had a lot of admiration for the guy and wasn't really affected by his mean streak.</p><p></p><p>So when the troupe didn't offer to double back the player struck out on his own. He found some tracks near the last camp site. He fears his master may have wandered off and been taken and starts to follow the tracks. That's when he finds the party. </p><p></p><p>The fate of the master is up to you <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile    :)"  data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="DMCF, post: 6878133, member: 6790388"] Fortunately PotA's primary adventure hook is based upon the disappearance of a delegation. Monster attacks and banditry are on the rise. Eventually the cults will retaliate, so taking out the first few outposts in no way cripples any of the cults. The alcoholism in the flavor text gives you a lot of wiggle room. How I'd do it: There are all sorts of drunks such as affable, energetic and mean spirited. If the troupe didn't say much maybe his mentor was the mean sort, so when he wandered off they decided it was his decision and everyone was better off for it. The player was the only person the master wasn't so nasty to. The halfing would get drunk and go be a jerk to acrobats and strongmen who could easily take him in any physical match. The player found this hilarious and remained loyal because he had a lot of admiration for the guy and wasn't really affected by his mean streak. So when the troupe didn't offer to double back the player struck out on his own. He found some tracks near the last camp site. He fears his master may have wandered off and been taken and starts to follow the tracks. That's when he finds the party. The fate of the master is up to you :) [/QUOTE]
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How to bring new character into PotA? *spoilers, obviously*
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