How to Introduce a New Character

Mark Chance

Boingy! Boingy!
Here's what the party looked like:

Than Moonbright, elf shadowrunner (home rule class)
Tori of Heironeous, human paladin
Vaslov the Odiferous, human diviner
Vlad, human cleric
Lord Liam human rogue/cleric
Sereen, shadow human monk/wizard
Jasher, human bard

Average Level: 5th

Here's what happened:

The party figured out to activate the gate using all six keys and crossed into the Plane of Shadow. Therein, Sereen recovered her native abilities and confessed that she is an exile from the Shadow, forbidden to return by the evil queen under pain of death. She also warned of creatures called skotoses, spies with divinatory powers.

Than discovered that a glowing silver circle had appeared on the palm of his right hand. A combination of party knowledge of obscure things pieced together that the silver circle is a sign sacred to Corellon Larethian. Sereen recognized it as being prominently displayed on the chief temple of the the shadow elves.

Armed with this knowledge, the party entered the nearby woods, which Than realized were similar to many ways to his native Vesve. Following Than, the party soon met a shadow elf guard party. Than showed them the silver circle, and discovered as the guards paid him homage that he is apparently the "Chosen One" foretold in shadow elf legends.

The party was taken to the shadow elf king Zenduleth who explained that the evil Queen Umbra has allied herself with a devil named Captain Tatilius. Her armies now augmented by hellish troops, the very nature of the Plane of Shadow in the region is changing to a lawful evil realm. According to shadow elf legend, all of this was foretold, and that also a Chosen One would arrive who would retrieve Iliambur, the Sword of Dawn, from the Swamp Hopeless, which is the ninth layer of the Abyss, where Iliambur was taken after being stolen by drow assassins centuries ago.

The party rested and prepared scrolls. They then entered the depths under the shadow elf temple. Entering the sacred pool with Than in the lead, the party found itself standing on a stone platform built high above the canopy of an endless jungle. Nine towers loomed out of the canopy ahead, all connected by stone bridges. The party entered one tower without incident, but the second tower proved disastrous.

Attacked by three demons that radiated an aura of retribution - which turned damage inflicted on them back against others - several people in party nearly died, and one did. Jasher the Bard fell, mortally wounded. Than and Lord Liam were down and dying. Tori was seriously injured. One of the demons remained unharmed thanks to its fast healing; the other two, dead.

Vlad, unable to heal everyone before at least one person died, unable to attack the demon because its aura would farther injure those already dying, bull rushed the demon, pushing it back into the tower. Tori bull rushed it also, pushing it even farther away from the rest of the party. Vlad administered some healing to himself and Tori while Vaslov administered healing potions of Than and Lord Liam. Tori then dispatched the demon, nearly killing Vlad in the process due to the effects of the aura.

The party used up its remaining heal spells and has retreated to the relative safety of the first tower with Jasher's body to consider what next to do.

My question:

If Jasher's player wants to bring in a new character, how do I get his new character to hook up with the party while they're on the ninth layer of the Abyss?
 
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The easiest way to do it would be to have him make his next character a tiefling. He volunteers to "help" the party, but where his priorities lie isn't clear.
Otherwise, make him a captive of the demons whom the party helps to free. In gratitude, the new character volunteers to help them in return.

Demiurge out.
 

The dreaded old prisoner idea works sometimes but I've had some problems with it. For example, the character's equipment isn't on him and the party may not want to give it back.

Another idea is to wait a sesson or two and introduce the character's background so that when the party meets the new character, they know a little about him. This is how I try to do things so that the party knows that they don't exist in a vacum.

The character could be a scout sent ahead by the Shadow Elves. Could be a spy fighting other creatures when the party runs into 'em. Could be a member of a different, unknown third party that has been sent to 'help' the PCs.
 

JoeGKushner said:
The character could be a scout sent ahead by the Shadow Elves. Could be a spy fighting other creatures when the party runs into 'em. Could be a member of a different, unknown third party that has been sent to 'help' the PCs.

Don't like the prisoner-needing-rescue schitck. Too pat, plus not that credible given the party's current location. Nor would a planar native work well. The paladin, for one, would be extremely suspicious of a helpful Abyss local.

The third party thing might work. The new character couldn't be with the shadow elves, since I've already established that only the Chosen One could enter the Swamp Hopeless.

But there are other forces already at play behind the scenes, some hostile, some helpful.

Hmm...
 

Average party level: 5th?!?

I suppose it's a bit off the thread topic to point this out, but if the party is already on the 9th layer of the Abyss when they're a lowly 5th level, what do you plan to have them do when they're 10th? Or 15th level? You're using up you're ration of "plausible, but really cool" awful early in their careers, dude.
 

The old prisoner schtick is a wrought with loopholes and difficulties; we've used it a few times, and it's always ended poorly.

Without a better knowledge of your storyline, you've already shot holes in the ideas I would have offered up -- planar native being a big one, now that Savage Species is out.


I don't know... perhaps the best option would be to find a means to bring back the bard, even if only temporarily, until a more permanent solution can be developed. Perhaps the "Chosen One" has some more power than he realizes, and he's got like one wish -- and he could use it to bring back the fallen bard. Otherwise, maybe the bard's player sits out a few sessions until they get to a place more conducive to bringing in a new character, or until they get a means to revive him.
 
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Umbran: I won't use that stupid 'smiley.' I won't. Seriously, I hate it. But at this time, I feel it might be appropriate. Basically: Don't tell other people how to play their game. They hate it, it gets them prickly, and does no good whatsoever.
 

Oi. Thin skins today. I didn't tell him how to play his game. I asked a question, and pointed out a possible pitfall that I've seen people fall to a number of times.

But, in deference to the sensibilities of others, I'll restate...

It seems to me that Mr. Chance is running through available "cool but plausible" stuff early on. Players can and do get jaded. How do you beat adventuring in the Abyss? What's the next trump card? What's the trump card 10 levels later?

The growth of a campaign is a growth of tension, of hazard, and usually growth into more epic fantasy. How much more epic and fantastic can you get than adventuring in the Abyss? I truly am interested to know where Mr. Chance expects his campaing can go later that will look bigger and more interesting than what he's already doing. What does he plan to do that will fire the imagination of the players to greater heights?
 

Umbran said:
It seems to me that Mr. Chance is running through available "cool but plausible" stuff early on. Players can and do get jaded. How do you beat adventuring in the Abyss? What's the next trump card? What's the trump card 10 levels later?

I don't really want to answer that question in depth because I know I have at least two players that frequent these boards once in a while. Suffice it to say, I do have an outline of broadstrokes that runs the campaign (as a guesstimate) up until 13-15th level range. If I am good at anything, it is long range planning.

It's the short-range stuff that gets me, hence my original question. :)

I can say without showing my hand (because the players and their character already know this) that there are at least three major NPC villains that they are apparently fated (the idea of the PCs being marked for special destinies being a fairly consistent theme of the campaign) to face. Basically, each major NPC villain is another step up on the ladder of heroic drama.
 
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Fudge. Pull something out of the magic DM's hat. Suddenly, the dead bard sits bolt upright and is surrounded by a vaguely holy aura. Maybe some divine entity has possessed him, or just brought him back to life, for some higher purpose. Who knows why these things happen? It seems to me that it depends on how important the bard was to your story. Obviously, not so important if it's okay for him to die and be replaced. Or maybe you always play by the book and a death is a death. Have the player play something temporary for the rest of this adventure. Personally, I would have fudged and let him live if it is gonna be so hard to replace him.
 

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