How to Liquidate NPCs

Minarin - Innkeeper and merchant (CG Expert). Very friendly and makes a lot of jokes. Owns a bazaar in a capital port city.

Okay. An Inkeeper is adventuring with the party? He wakes up and realizes that his business is suffering and goes back to work.

Ridall - Former clergyman (NG Cleric/Fighter). Focused and always tries to formulate a plan to get out of a problem. Used to be a cleric to the Royal Church but was stripped of his title. Now that he has rejected that religion, he focuses on helping people.

Thilra - Soothsayer wife of Ridall's (CG Cleric). Enigmatic and holistic. She's supportive of Ridall. She used to be a fortune teller.

Ridall and Thilra retire as they realize that they cannot truly help the people who need it most while they are adventuring.

Mayband - Rightful heir to the throne of a kingdom (NG Aristocrat/Sorcerer). Has a lot of contacts and friends in the political world. He is currently trying to get his allies to help him overthrow the tyrant of a kingdom that he is the rightful heir to.

Daun Bane - Assassin hired to kill the tyrant king (N Rogue/Fighter). Dark, lonely, mysterious, and not very talkative. He doesn't like to talk much about his occupation. Hangs out with Ki-Rin.

The party finds out the hard way that Bane is actually there to kill Mayband and finds this out by having Mayband's head flop into their tent one night.

"Ki-Rin" - Thief who is a member of a rebellious organization against the tyrant (CG Rogue). "Ki-Rin" is just one of his many aliases that he goes by. Engages in thievery and trickery, but only in the name of good. Has a strong heart about caring for oppressed people.

But wait! Is Bane the real assassin? Ki-Rin is also missing. Is he the real murderer or is he just after Bane?

Amadriel - Monk relative of one of the PCs (LG Monk). Currently on her 'ryoko', or a journey of wisdom. Helps her cousin (Lione, NG Ranger) as best as she can. Very smart and knowledgable, despite not reaching adulthood yet.

Called back to monastary. Party latter finds out there she is in need of help latter on against a demon that broke free from the monastary.

J'haut - Gatecrashing airship pilot (CN Gatecrasher/Rogue/Wizard). Found his way back onto the player's realm by accident. Now pilots an airship owned by one of the PCs until he can get off the plane.

Finds a way home.

I think the mistake being made here is that the NPCs have to be actively removed. Having them fade into the background opens up all sorts of opportunities for the characters to latter check on them.
I'm planning to have Mayband kidnapped, and I'm thinking of killing off either Daun Bane, Ki-Rin, or someone else at the hands of assassin (either purposely or by accident). I'm also thinking of having Amadriel kidnapped, but I'm not too sure yet.
I really need to liquidate the NPCs, so as long as some of them go creatively, I'm not too picky with who stays and who goes (except Mayband). If I had to make a choice for sure, though, I'd pick to keep Thilra, J'haut, Amadriel, and Mayband.



These eight NPCs are active NPCs in the adventuring party. Their number currently doubles the number of regular PCs.

Thanks for your suggestions!

Cheers! [/B][/QUOTE]
 

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If I had to make a choice for sure, though, I'd pick to keep Thilra, J'haut, Amadriel, and Mayband.

Then I nominate these characters for liquidation. My reason is that, if these are your favourite NPCs, they may well be the players' favourites, too. Their departure would, therefore, be met with the most surprise and would carry the greatest emotional impact.

As you can, no doubt, see where I'm coming from now, it will come as no surprise to you that my sights are firmly set on Mayband. He sounds like the character around whom the campaign's central narrative revolves. I'd kill him. I would have him meet an untimely and utterly pointless death. I wouldn't elevate him to martyrdom by having him perish in the course of great heroics; I'd have him gutted by an opportunistic and completely inconsequential NPC in a bar room brawl or squished in a wholly unnecessary accident.

See what course is set by the other PCs and NPCs in their reaction to that, and then dispatch Thilra, J'haut and Amadriel in a chain of increasingly tragic deaths. In order to keep the PCs from realising what you're up to until it's too late, I'd seriously consider finding a way of making fatalities two and three simultaneous. Appropriate opportunities may well arise quickly, should confusion and chaos follow in the wake of Mayband's demise.

Well, that's what I'd be tempted to do.

All sound like terrific NPCs, though. I can see why you've asked for suggestions.
 
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IF your PCs have easy access to resurrection-type or powerful healing spells, then your work may be for naught, as the party may decide to bring your dead NPC to life. Perhaps other ways to make the NPCs leave the party will suffice.

For specific characters:

Specifically, Mayband's intentions may be discovered (if they haven't been already) by the tyrant king, who arranges for POWERFUL assassins to take him out - permanently.

Perhaps a crystal hypnosis ball, controlled by the tyrant's court wizard, for Mayband. This lets Mayband unwittingly lead the party (and perhaps other rebels) into a trap, that results in the death and/or capture of many of the NPCs - definitely Mayband's.

J'Haut finds a way off the plane. Stays open long enough for ONE person to get through.

Generically speaking:

The religious ones may receive visions or quests from thier church/diety - while not fatal, it takes them away - by themselves (stipulation of vision/quest). Conversely, they may be kidnapped for (successful) sacrifice to an opposing deity.

The ones with low will saves make for excellent possession or domination targets. Perhaps by intelligent (high ego) items that want nothing to do with the rest of the party - or want the rest of the party dead.

Imprisionment (as per the spell) while the rest of the party is away.

A crippling disease or injury may prevent further travelling - though you'll likely need to craft a custom curse, spell, disease or monster to get something suitably debilitating AND unhealable by magic.

If traveling by sea, a storm could sweep one or two over - this keeps them available for potentially reappearing down the road. Perhaps seeking vengeance on those that "abandoned" him to the mercies of the stormy sea. ;)

Other natural disasters also qualify: earthquakes, hurricanes, tsunamis, volcanic eruptions, mudslides. The funny thing is, many of these natural disasters spawn others in a coastal area.

A teleport spell goes horribly awry.

Cursed items might do it. The terrible, divine curses, not the kind that PCs can easily get rid of.

A heroic, permanent death used to "buy time" while the rest of the party escapes.

Demiliches are known for permanently absorbing the souls of those foolish enough to face them. This gets around the whole resurrection thing, too.

Before meeting the party, the NPC in question drew the Flames card from a Deck of Many Things. The infernal enmity now comes back in spades as the beast comes to the Prime Material to find and utterly destroy this mortal fool. Ensure the outsider is powerful enough to EASILY defeat the party. Like Asmodeus or Orcus level of power, with minions.

In a similiar vein, let the past catch up with one (or more) of the NPCs, pulling them away from the party. Family matters, failing business, personal missions/oaths need fulfilling, etc. - as long as it is long term and forces the NPC to settle in one place). Even if not fatal, the NPC is gone, and the party is lessened, which might be your real intent (or not).

Enjoy.
 

Thanks everyone for your suggestions!

I think what I'll do is this:

J'haut finds a portal and leaves the plane for Sigil. He does research and finds out that there is a portal open for one person on a certain night under certain conditions and must go upon it alone.

Minarin plans on building a casino. He has to go and collect money from the businesses he owns across the land.

Thilra uses some divination magic (card reading and such) and finds out that if she and Ridall continue with the adventurers, only doom will come their way. To ensure the good luck and fortune of the adventurers, they retire from the adventuring party.

Daun Bane has been hired to assassinate Mayband at the order of the king. Ki-Rin has no part in it, but he does find out before the others do. Instead of informing the PCs, he attempts to stop Daun Bane himself, but is killed in the process.

Mayband and Amadriel are going to be kidnapped by one of the king's rivals. I have an adventure planned for the PCs to get Mayband and Amadriel free. In fact, they are on that adventure right now. They're supposed to meet the kidnappers at a druid's temple. Little do they know that Daun Bane is also on the trail of the kidnappers. Once the PCs get Mayband free, Daun Bane will attack them.

That's what I have planned so far. If anyone has any more suggestions or comments, please feel free to tell me.

Thanks!

Cheers!
 
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Why don't you create a plot which neccesitates the splitting of the party on the long term (we'll investigate the disappearances in this area while you do research on ghosts in that one), and allowing a few of the NPCs to accompany the PCs and the others do their own thing? The whole group meets up afterwards, and you get to keep your groovy roleplaying fun without insanely difficult combats. It does require more work on your part, but not as much as what you must be going through now.
 

No real need to kidnap or kill them to remove them unless it's integral to the plot.

Bloodstone Mage said:
Minarin - Innkeeper and merchant (CG Expert). Very friendly and makes a lot of jokes. Owns a bazaar in a capital port city.

Very easy. Who runs the bazaar while s/he is away? Why is s/he away from business for so long? If necessary, throw in the corrupt underling or some other problem that requires attention as a larger excuse for Minarin to go back to work.

Ridall - Former clergyman (NG Cleric/Fighter). Focused and always tries to formulate a plan to get out of a problem. Used to be a cleric to the Royal Church but was stripped of his title. Now that he has rejected that religion, he focuses on helping people.

Thilra - Soothsayer wife of Ridall's (CG Cleric). Enigmatic and holistic. She's supportive of Ridall. She used to be a fortune teller.

Soup kitchen anyone?

Mayband - Rightful heir to the throne of a kingdom (NG Aristocrat/Sorcerer). Has a lot of contacts and friends in the political world. He is currently trying to get his allies to help him overthrow the tyrant of a kingdom that he is the rightful heir to.

Now it's time for him to move on to making plans and a lot of travel to whip up support. No time for adventuring.

Daun Bane - Assassin hired to kill the tyrant king (N Rogue/Fighter). Dark, lonely, mysterious, and not very talkative. He doesn't like to talk much about his occupation. Hangs out with Ki-Rin.

"Ki-Rin" - Thief who is a member of a rebellious organization against the tyrant (CG Rogue). "Ki-Rin" is just one of his many aliases that he goes by. Engages in thievery and trickery, but only in the name of good. Has a strong heart about caring for oppressed people.

Now the organization needs the two of them for a secret mission. (no, you can't go along)

Amadriel - Monk relative of one of the PCs (LG Monk). Currently on her 'ryoko', or a journey of wisdom. Helps her cousin (Lione, NG Ranger) as best as she can. Very smart and knowledgable, despite not reaching adulthood yet.

One to keep, if you don't want to dump the lot. Or her journey of wisdom is calling her in a different direction.

J'haut - Gatecrashing airship pilot (CN Gatecrasher/Rogue/Wizard). Found his way back onto the player's realm by accident. Now pilots an airship owned by one of the PCs until he can get off the plane.

Keep as an employee or ??? How is his relationship with his employer? How honest is he? Your PCs ever leave valuables or large amounts of cash lying around the airship? CN, eh? Gee, if he can run off with a large pile of cash, what would stop him?

Tracking him down can be an adventure in its own right.
 

I'd recommend not "liquidating" them so much as having them leave the group to take care of other interests - then they can always pop up again later.

I ran many Shadowrun campaigns, and part of creating a character there is "buying" contacts, buddies, and so forth for your character. These can be very important - knowing the right person to get a connection or obtain a black market item, for instance. The player picks an archetype, like "fixer" or "rigger" as the contact. I'd then flesh them out. So I'd have lists of sometimes dozens of NPCs that the various characters would know (sometimes overlapping) before the game even would begin. But none of those would go along with the group (on a regular basis), but they were a pool of potential help and a network of friends and that was usually quite helpful.

So no need to start killing off NPCs - just play their characters and see where that leads to them to leave the adventuring group, but not the face of the planet.

Or if you're just a sicko, one encounter with a beholder ought to be able to take care of about one NPC per eye per round (Ok, this actually happened in one of my games, but it wasn't intentional - two NPCs killed, one disintigrated. That was a nasty combat).
 

Developed NPC's are a great resource. Don't just squander them.

I'm assuming that the issue is the party is overburdened with combatants and so on. Here's a simple solution:

Have the party locate a portal or magical doorway that will only allow X number of people to pass through it. X, of course, is equal to the number of PC's in the party, or possibly one or two extra. Then the other NPC's have to go back to their own lives - by the time the PC's get back to them, they'll have started up their own concerns; gotten engaged, joined new adventuring bands, gone to work for the King, etc.
 

I too have the same problem. I have five players and currently three NPCs, all of which contribute to the party. Two of the NPCs are run by me, the third is run mechanically by another player, though I still have to role-play her. Having the additional NPCs is tough enough normally, but add in non-party-member NPCs I have to run and I end up having conversations with myself. Also having to keep track of the NPCs in combat can be hard, because I always disliked it when the NPCs (in games I've played in) turned virtually inert during combat, only to come "alive" again to do more plot exposition, or healing, or whatever. So I run them as I would PCs. But it's hard, and I'd rather concentrate on the plot of the game than more bookkeeping for myself.

One is Jenna Seben, a female half-elf ranger 1/cleric 5 of Fharlaghn who has been providing the majority of the healing in the party.

The only other healer in the party is a druid, but because she is both a steam genasi and a weretiger (long story, see my story hour The World of Low'verok - The Furious Fated for details), she's only a fourth level druid (7th level overall) with limited spells and healing capacity. I've given the druid a magic item to help her heal, but it's not enough for the challenges they face, given their current tactics.

The other problem is that Jenna has been with some of the party members since before they even formed their current adventuring group, so one of the players has good reason to be somewhat attached to both her and Gorf, the other NPC.

Jenna is the only strong healer, a halfway decent archer, and the only one with any real strong religious knowledge or connections. Losing her would be a blow to the party. Because she's a cleric, I could easily use her religious connections to call her away (she's needed in another part of the country for example), but because she follows a deity of travel, I can't see her superiors calling her away from a party that has traveled so widely. It would be hard to do away with her in combat, as the party protects her pretty zealously, for she is their only strong healer and the party is painfully aware of that fact.

The other long-time NPC is Gorf, a flumph wizard 4. Yes, you may all laugh now. He was originally rescued by some party members after being trapped by kobolds and feels he owes them a life-debt. As at the time the party had no flash and bang spellcasters, I had Gorf be an evoker-type (though not a specialist). The other PC wizard we had in the party just died, and he wasn't much for combat with spells (he was a buffer type of wizard).

So, if the party loses Gorf they lose their wizard and expert on magical phenomena, as well as a convenient NPC they can leave to do research while they go do other things.

He'd be somewhat tough to kill, due to a high AC, and again the party protects him.

There's a third NPC, a radiance genasi bard called Brightfire that is having a fling with a PC. However, because I've written her personality to be somewhat flighty, and the party just had a very bad encounter where things went terribly wrong, there's ample excuse for her to leave (but such plot potential with love letters!).

Unfortunately for me my "troublesome" NPCs are too valuable to the party to kill or dispatch outright. I'm debating having another PC run them for me, but running two PCs is hard (as I have ample reason to know). But I think I still might do it to maintain my sanity. The other thing is to get one of the NPCs embroiled into a nasty plot... which is always fun for me.
 
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Liquidating the NPCs seems like complete overkill.

Mayband, Daun Bane, and Ki-Rin leave to work more actively with the resistance. I'm assuming here that the tyrant in question is the same for all three. Ki-Rin can provide contacts to allow Mayband to get in touch with potential allies, and Mayband can serve as a powerful rallying point for the rebels to gain strength. Daun Bane might realize that the best way to get a shot at the tyrant is to help the resistance, in that they may be able to do quite a lot of the work needed to get him close to his target.

Ridall and Thilra (with the party, perhaps) encounter a large group of people in need of aid. Perhaps hundreds of poor refugees from someplace (the kingdom ruled by the tyrant)? Ridall decides that it is important for him to stay with these people and help them form a new community or to guide them someplace safe. Thilra naturally supports him on this and goes with him.
 

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