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<blockquote data-quote="Luce" data-source="post: 5732698" data-attributes="member: 29760"><p>I too like to tie in the game aspects with the fluff. </p><p>One thing to consider is that even though they are away from civilization it does not mean they are away from other people. Let me explain, literary tradition is filled with people who for one or another reason have gone into secluded areas. Heck, if your adventurers are traveling through the wastes why not other adventuring parties. The Atonement and Quest spells, worshiping a deity of survival/fire/suffering etc (while not nessesary a divine caster), medusa lair, grandfather of assasins who got tricked into putting on a helm of opposite alignment and is now repenting. The possibilities for a reason why a person who can teach the PCs few new tricks is near endless. Just ask the players to tell you in advance (min 2-3 sessions) what class/PrC they want to pursue then come with the NPC and tie him/her/it into the adventure.</p><p>Or at least that is the way I would go about it. This approach (used sparingly) not only diminishes the suspension of disbelief, but leaves you with potential future adventure hooks. For example, the party happens by in the same area and decides to drop for a visit only to find out that their friend is missing and there is a lot of dried blood... Or he shows up latter on to warn them that an (insert monster) is planing to (insert evil plan) and so on and so for.</p></blockquote><p></p>
[QUOTE="Luce, post: 5732698, member: 29760"] I too like to tie in the game aspects with the fluff. One thing to consider is that even though they are away from civilization it does not mean they are away from other people. Let me explain, literary tradition is filled with people who for one or another reason have gone into secluded areas. Heck, if your adventurers are traveling through the wastes why not other adventuring parties. The Atonement and Quest spells, worshiping a deity of survival/fire/suffering etc (while not nessesary a divine caster), medusa lair, grandfather of assasins who got tricked into putting on a helm of opposite alignment and is now repenting. The possibilities for a reason why a person who can teach the PCs few new tricks is near endless. Just ask the players to tell you in advance (min 2-3 sessions) what class/PrC they want to pursue then come with the NPC and tie him/her/it into the adventure. Or at least that is the way I would go about it. This approach (used sparingly) not only diminishes the suspension of disbelief, but leaves you with potential future adventure hooks. For example, the party happens by in the same area and decides to drop for a visit only to find out that their friend is missing and there is a lot of dried blood... Or he shows up latter on to warn them that an (insert monster) is planing to (insert evil plan) and so on and so for. [/QUOTE]
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