Need some help fleshing out (or changing) this NPC idea

NewJeffCT

First Post
OK, here is my situation.

One of the players in my group had his PC die several sessions back, and the new PC he came up with was a powerful dwarf fighter.

For his original (now-dead) PC, he came up with a pretty good background, but he kept it limited for his new dwarf – basically, since he was coming in at fourth or fifth level, his back-story was that he was a veteran dwarf who took up arms again when he found out his young nephew had gone missing.

So far, this dwarf has managed to find out that while his nephew was training (militarily) with some veteran dwarfs, a group of pirates had beset the small training group and overwhelmed them. The lead pirate was a particularly vicious and cutthroat type who often flayed his captives alive, just to hear them scream. (There are rumors of this pirate possibly being at least partly demonic in nature, too, but what are the chances of that?)

Later, upon discovery by other dwarves, all of the dwarven dead were accounted for, save the missing nephew.

Since the PCs were headed in the general direction of where this vicious pirate was known to possibly be located, the dwarf PC continued to accompany the players. And now, the PCs have now learned that said vicious pirate may be at a large gathering of pirates on a mysterious magically protected island. The PCs are also headed there now to help the king find out more about the pirates and the pirate problem plaguing the kingdom and the kingdom’s trade.

My original idea was that the nephew, for some reason, had offered to throw his lot in with the vicious pirate and it would lead to an eventual showdown with Uncle PC dwarf, who may or may not try to convince him of the error of his ways. However, I am not sure of that idea now, and if the nephew could be convinced to give up his life of piracy, or even why he went evil in the first place.

Also, the campaign has been a bit dark, as several NPCs that have associated with the PCs have wound up dead, but I do not want to limit myself to killing off every major friendly NPC.

So, here are my options.

1) Stay with my original idea that nephew went evil and sold out his dwarven companions and will remain evil to the end, thereby forcing his uncle (the PC) to kill him to restore family honor.

2) Nephew was spared by pirate due to his STR and/or CON, and now works as a slave for the pirate.

3) Nephew was spared by pirate due to his STR and/or CON and was sold to neighboring evil slave-trading theocracy, taking the nephew out of the game until later in the campaign (when the PCs need to confront the leaders of the theocracy) - makes it easy for now for me, the DM.

4) Nephew was spared temporarily, but later killed and dumped overboard. Easy way out for me, the DM.

5) Nephew pretended to turn evil, but is really a spy for the forces of good, but has not been able to communicate his findings.

6) Something else? Please let me know.

Any help and/or suggestions are appreciated. New ideas are welcome, too.
 

log in or register to remove this ad

I think you should keep your original idea. You just need a reason why he's working with the pirates.

Here are some ideas:
  • Stockholm Syndrome. He identifies with his captors.
  • He fell in love with the vicious pirate queen (and her with him).
  • He enjoys the freedom of the open seas.
  • People respect him now, not like before.
  • He likes the money he makes.
  • The pirates have his girlfriend locked up.
  • The pirates aren't all bad; they only do bad things to bad people.

Can you think of a reason why you might join up with these pirates? (Assuming you were a hard-as-nails dwarf in a fantasy world.) That's probably a good one to go with.
 
Last edited:

Quick question -- is finding the pirates and nephew part of the MAJOR story? or a side-quest for this PC ?

If it's a _major_ campaign build up, the other players may find it unsatisfying to have a major campaign story that they all have been following be resolved with only one player (the dwarf PC) resolving it on his own (through social interaction).


Considering the point you have it worked out to, I'd personally go for #2 or #3. But you can keep in the social interaction thing but maybe they try and convince some other pirate to give up the life of piracy ("once bloodied he breaks down crying and will either attack or join them depending on how their diplomacy/intimidate check goes"). And it is that former pirate who says to the dwarf PC that there was a dwarf slave that looked like the PC, who was later sold to the evil theocracy...
 

Maybe he was being held to be sold as a slave, but when the pirates attacked or tried to capture some other group, the dwarf nephew was somehow able to escape and selflessly fought off the pirates from their new victims. The nephew may have been killed in this heroic encounter, or perhaps he joined up with the victims as they forced the pirates away, and now he has discovered some new evil plot that the PCs will eventually also discover and will have to find the dwarf nephew for info (and vindication for the dwarf uncle player).

~ fissionessence
 

A variation on the theme of the pirate ship getting attacked. The pirates are attacked by some other force, they are close to being overwhelmed and offer their prisoners freedom and a place on the crew in return for helping fight of these attackers. Our dwarf does well in this fight and is commended for it by the pirate captain. He joins the crew because it was part of the original deal. He's not happy about being a pirate but his honour as a dwarf won't let him give it up.
 

I'd go with three; it gives you a good ongoing storyline. IMO dorfs are unlikely to become pirates because (a) dorfs don't like water, and (b) they're stubborn little buggers and if you threaten them they'll likely dig their heels in even if only to be annoying. The only reason I could see for a dorf becoming a pirate is the booze benefit.
 

Quick question -- is finding the pirates and nephew part of the MAJOR story? or a side-quest for this PC ?

If it's a _major_ campaign build up, the other players may find it unsatisfying to have a major campaign story that they all have been following be resolved with only one player (the dwarf PC) resolving it on his own (through social interaction).


Considering the point you have it worked out to, I'd personally go for #2 or #3. But you can keep in the social interaction thing but maybe they try and convince some other pirate to give up the life of piracy ("once bloodied he breaks down crying and will either attack or join them depending on how their diplomacy/intimidate check goes"). And it is that former pirate who says to the dwarf PC that there was a dwarf slave that looked like the PC, who was later sold to the evil theocracy...

To be honest, it is kind of up in the air as to whether or not it is a major plot point or not. My original plan was it was not a major plot point, but could lead to one down the road - i.e., by virtue of defeating the pirates, perhaps the PCs get an ally inside the evil theocracy.
 

I'd go with three; it gives you a good ongoing storyline. IMO dorfs are unlikely to become pirates because (a) dorfs don't like water, and (b) they're stubborn little buggers and if you threaten them they'll likely dig their heels in even if only to be annoying. The only reason I could see for a dorf becoming a pirate is the booze benefit.

gold is another reason as well - the pirate that killed the nephew dwarf's companions is very successful.
 



Pets & Sidekicks

Remove ads

Top