How would you bring these characters together?

Klaus said:
So here's what we have:

- Female human monk (non-oriental)
- Male elf paladin (uses a halberd)
- Female halfling rogue
Share your thoughts!


Well, some thoughts.

Looks like You have two lawful characters, The Monk & the paladin, so I think you can put both in the same religious order, or at least in a team formed by a association between two lawful institutions ( The paladin´s chuech and the monk´s monastery).

The issue here is integrate a rogue( speciually if she is chaotic, and not good) with them.

Stealing something from Diaglo´s post, I think they could associate with the rogue because the monk had some item stolen from him or his monastery, and the rogue knows something about its whereabouts.

Or the Paladins church and the monk´s monastery wants to retrieve a ancient item from some obscure abandoned place, and the rogue will be their scout there.

Well, I hope I helped.
 

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Nifft said:
Personally, I'd say, "How do you know each other?"

I've got enough to worry about with plots & bad guys. The players can do the work on their inter-relationship, and it'll help build unity if they actually try to think of why they'd be adventuring together.

-- N

I am a big fan of this approach too. Although, some interesting campaigns have started with DM fiat.

"After a long night of partying you wake up in the drunk tank. You don't remember too clearly what you did last night or with who but there are three other strangers in the cell with you who look like you feel."

"The guys in power armor are serious. They take your weapons. Anyone who resists gets blasted. They herd you all into the waiting dropship."

"When you regain consiousness you discover that you are chained some sort of stone altar. There is low chanting but you can't tell where its coming from. Oh, and your all naked."
 

If this were fiction, the monk would catch the rogue picking the paladin's pocket, and the paladin would allow the rogue to perform service to atone for his misdeeds,taking the monk along to keep an eye on the rogue.

(Apologies to David Eddings and Raymond Feist.)
 


Another way to go about it would be similar to the Paladin and the Monk working together idea.

What happens is the two churchs have some difficulties with a thieves guild that has recently stolen something of value from the order and they want it back. The rogue is one that has been placed under arrest for associating with the guild and has to choose to betray the guild to aid the law or to be executed for thieving. The rogue agrees and it is his job to lead them towards the guild.
 

Hmmm...

Come on you guys, Klaus obviously wishes for a big introduction to the campaign and what have we so far...

Trial
Tournament
Simulataneous murder conspiracy
Enslaved by death cult [I'm making some assumptions here]

and then of course a few facetiously suggested "Taverns".

All sound reasonable but how about this one:

The Monk is on pilgrimage to a place important to her order - a small outpost that needs a 1st level monk so they can maintain influence in the far away region and foster the talents of the promising Monk with a known and highly respected member of the order.

On the way as she is heading deep into the mountainous terrain, she sees a wagon approaching in the distance. There are two figures obvious upon it but of a more disturbing nature is the cloud of insects that are hovering above the wagon.

As the wagon gets closer she makes out the pained expression of the Rogue and the determined face of granite of the Paladin. The cargo of the overladen wagon also becomes obvious. It is a mound of putrifying heads, attracting every flying insect in the region.

This is where I would start the game. The Rogue and Paladin know what is happening but the Monk obviously has no initial idea.

The Rogue's village was massacred by beastly humanoids of some nature with only the halfling left to take the heads of all she knew to the local Earl. She is not told what this means or what message the heads are supposed to provide for the Earl - a person who she knows or cares little about. All that she knows is that an enchantment has been placed upon her by the main Shaman of the Beasts that inflicts incredible pain upon her unless she takes the wagon to the Earl - a dark geas of some nature.

The Paladin was crossing over the mountains in search of something - some quest that can be followed at a much higher level. On the way, he is confronted by the miserable sight of the Halfling on the death wagon. Initially, suicidal action to right the tragedy is considered but halted as wisdom comes to the fore. The Paladin chooses to investigate the matter further as well as to care for the obviously distressed halfling before acting.

The Monk of course knows none of this and such is the starting interaction of your party. However she will be inconsolable when she finds out that the massacre occured in the outpost village she was travelling to. Included in the wagon is the head of her future tutor. Tragedy has struck the lives of all three and entwined them in a web they will not fully discover until it is most likely too late.

The actions of the Earl and the despicable beings that massacred the village are up to you. I prefer to think that both the Earl and the "Beasts" are evil and have engaged in some deal that the Earl has since reneged on. However, present the Earl as humble and a man of good and high standing. His treachery will only be found out later. I would encourage the use of a third party that the group initially distrusts but who will know the truth. The Earl was doing something bad and underhanded with the "Beasts" - perhaps he was selling them a person whose lineage was of importance to some prophecy he knows little of but that the Beasts are interested in. In return, he was to receive some reward or token of value. However, his mind has now changed but his initial betrayal to the people he is suppose to care for has not been erased.

Hmmm... I think you get the rough idea.
I always like to join characters up in curious ways that they don't know about. It is the finding out of these links that is fun.

Anyway, this seemed a little bit more interesting than the generic tavern get together. Post back if you like it and I'll develop it further with you.

Best Regards
Herremann the Wise
 
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Simple the Monk works for the same order as the Paladin or is at least closely aligned with the same god. The rogue mean time is a part time tracker and bounty hunter for the church. There you go. :)
 

These are all great ideas, and I plan to swipe nearly all of them!

Thanks! I'll let you know when I have more info on these characters (and when I paint them!).
 

or they meet at a haberdashers. the paladin is gay. and the ladies are employees. they help him accessorize. they get to chatting and decide they have so much in common. they go to a cafe for tea later. perhaps they all know one particular man in town they want to impress.
 

Here's an idea...

Each character is in possession of a mysterious silver key. They have no idea what this strange relic does or where it comes from, just that it's been in their family for a few generations (or was given to them as a reward for chasing off some bandits, or was in the money pouch of the most recent pick-pocket victim...).

They are approached, one-by-one, by a mysterious stranger who has been hunting the key-holders for some time. It seems that they are the beneficiaries of a strange and obscure will. The stranger invites each of them to the will reading, which takes place within a few weeks after initial contact.

They meet for the first time at the will reading, in the empty and eerie manorhouse of the late Baron NeMoren...

ahhh.... just kidding!! :)
 

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