Climactic Sacrifice of PCs

:confused: Not in any that I have played. :D

Herein we find different versions of D&D capable of different things, so which version is the OP talking about agian, if in fact it is D&D?

Well, then what does Scorching Burst do in your version of D&D, if it isn't an Area burst 1 that does 1d6+INT fire damage to creatures in the burst?
 

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Well, then what does Scorching Burst do in your version of D&D, if it isn't an Area burst 1 that does 1d6+INT fire damage to creatures in the burst?

Nothing...it isn't listed that I can find, nor has it been requested to be created....

Scorching Burst is new to 4th edition only as far as I can tell.

[/off topic]
 

Here's another specific example, which I guess you'd file under either "placate", or else "sacrifices self to uphold one's honour".

Ok, I love hearing campaign stories and this one is great. However, I'm not sure I get it entirely...you agreed to surrender and attend a "fair" trial and you also agreed to your mount being spared if you did not use it to escape. I presume you were already completely breaking the agreement to begin with by attempting to escape and circumvent the "fair" trial. Why jump off the mount and just to honor that part of the deal?

At any rate, IMC I wouldn't hold it against a paladin for attempting to escape what he reasonably thought was a bogus trial overseen by evil creatures - but I see your point here.

The more I think about this, the more I come to the conclusion that while such an ending can work well for a novel or a movie, it's not a good thing for an RPG. So the second part of the point of the thread is: how can heroic sacrifices be presented by the DM such that there is no bitterness from the players or having the heroism fall flat?

I think several of us have touched on that but it was lost in the tangent. The way to do it is to make it more of a player dependent choice and to make an engaging campaign world which they care about. In the examples I gave, I never set out at the beginning of the campaign to require a sacrifice it just sort of naturally evolved out of the game and story. If it works and your players care enough to do it, it will happen.

Now, I can't say I would rule out starting a campaign like that. It could be fun - some vague prophecy about a party member sacrificing themselves. It could provide some dramatic tension if played right. People would wonder from session to session who it might be and you know, a sacrifice situation may even organically develop just by you planting the seed.

Or -if you're a good storyteller - your players can just think the said sacrifice organically happened while you conspired all along. Yes it's borderline "rail roading" but I've had a few times in my games where players deep into the campaign start pulling together all the threads (I go pretty complex on plotlines) and start to see how their characters have fulfilled some kind of prophecy "inadvertently". The players have then asked "how did you know?" rather incredulously. I mean is it truly railroading if the players all happily bought the ticket and piled on? :lol: Most times, I try to build the big themes arond my PCs anyway, so its a custom made "Railroad" if such a thing ever happens in my games.

[sblock= Eyru Story Time]
As an example, I once had a player playing the cleric of a long forgotten goddess of Battle. The Battle Crow, Maeve. As her sole representative, he began to be seen as something of a prophet. A great war between humans and the Giants was brewing and it was on a scale not seen for 500 years. So his rise to power (through traditional levels etc) was occurring simultaneously as this great foe was awakening from it's slumber.

There was growing "prophesy" that the herald of Maeve was soon to come and with it a terrible war. The cleric himself had been told such prophecy and began having visions of his goddess and fields of battle covered thick in ravens.

Well, it just so happened that a fight went terribly wrong during the campaign and I had little control over it. A Nightwing (something the party should have left alone) had confused the Barbarian as it arose to defend and evil temple the group was defiling. The fight was already going poorly and when the Barbarian rolled to "attack nearest" the Cleric was right there on hand naturally. The barbarian then, naturally, crits the Cleric nearly felling him with a single blow from his lightning infused greataxe.

At this point, the party was already trying to escape, so the plan was to teleport people out. They had no way to remove the Barbarian's confusion, so the cleric healed himself and grabbed hold of the Barbarian as he wander aimlessly the next round - someone had to do it and he stepped up. The Wizard grabbed them both and they teleported the group to the Sorcerer's "adventuerers college" (note to self: never let a sorcerer take Leadership...)

One problem - the Barbarian was still confused. The sorcerer runs off to find a someone from her entourage that can remove this spell. The Wizard gets the HECK out of dodge (might have been a Dimension Door even). This leaves the cleric who, looking aorund seeing a gathering crowd of "adventurer trainees" stands firm. Cause, he just healed himself and he can "take another hit" if he needs to.

Barbarian rolls "attack nearest" again. Luckily, it's the similarly leveled Cleric and not a hapless follower, everyoe agrees. Cleric shrugs, he'll make it. Barbarian CRITS THE CLERIC AGAIN. Drops him stone dead.

That night, the herald of Maeve was born. The cleric became an NPC, however I don't think he was disappointed as his PC was immortalized in a very interesting story wise and play wise manner.[/sblock]
 
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Or -if you're a good storyteller - your players can just think the said sacrifice organically happened while you conspired all along. Yes it's borderline "rail roading" but I've had a few times in my games where players deep into the campaign start pulling together all the threads (I go pretty complex on plotlines) and start to see how their characters have fulfilled some kind of prophecy "inadvertently". The players have then asked "how did you know?" rather incredulously. I mean is it truly railroading if the players all happily bought the ticket and piled on? :lol: Most times, I try to build the big themes arond my PCs anyway, so its a custom made "Railroad" if such a thing ever happens in my games.

if you are building content based on what your players want to do, and are not actively thwarting their choices solely to force them down your plot line, you are not running a railroad.

Side question on all this (that the whole magic argument SHOULD have been about):

demon needs a blood sacrifice to seal him.

What spell(s) in each edition would setup this scenario or do the actual sealing?

Its my assumption that DM pre-planned fiat was "if you sacrifice a life on this altar, it will trap the demon".

Basically, not ordained by any specific spell or rule in the game, but a magic effect made up by the GM.

I could be wrong, which is why I'm asking.
 

if you are building content based on what your players want to do, and are not actively thwarting their choices solely to force them down your plot line, you are not running a railroad.

Side question on all this (that the whole magic argument SHOULD have been about):

demon needs a blood sacrifice to seal him.

What spell(s) in each edition would setup this scenario or do the actual sealing?

Its my assumption that DM pre-planned fiat was "if you sacrifice a life on this altar, it will trap the demon".

Basically, not ordained by any specific spell or rule in the game, but a magic effect made up by the GM.

I could be wrong, which is why I'm asking.

I have seen many where the life of a virgin had to be offered to a demon to bring them about, or keep them around/appease them, but few instances where the sacrifice of the life of a "good" was required to send them away.

This suggests the powers of "good" would require that in order to produce the effect. I am not seeing that from a "good" power to ask that much, unless the reward was such that the one sacrificing themselves would gain a place on Mt. Olympus.

The powers of evil require sacrifices, and the "locks" on evil to prevent them entering the word require the choice of the good to sacrifice to bring them in, or evil to to do...but never seen a "good" force that would ask this and still be though of as "good".

Seems we are dipping heavily into the area MANY people don't like to talk about when requiring sacrifices.

So It isn't about what the "demon needs" but the force itself needs to seal the demon. Would a "good"ly force require this?

So the alter has been created as a special artifact magic item that requires the spell component of life's essence in order to trap the demon?

Still sounds forced to me and not giving the players options.

Pandora's Box was suffiecent to jsut seal thiings inside. Needed no sacrifice just getting them in there.

That is a big problem of requiring the sacrifice to me. There are and have been so many more way.

So the sacrifice should be ONE example for a supreme climax if that is wanted (by the players), but other methods should be allowed.

What spells to seal a demon in general? Well if the sacrificial life does not extinguish the demons life essence so it cannot ever return, then what is the real point of the sacrifice? The demon can just come back later, so it was really just a wasted life. Seal weak over time and can be broken. So why give a life for it?

Even taking the popular Naruto wherein the sacrifice lets you seal the soul of another while at the same time sealing your own....it doesnt always work so well. They had to make some pretty big gaping holes in order to shove that in, and still it could fail.

It would also depend on the "demon" in questions and its powers.

An example that could work quite well, not requiring new spells to be created:

-flesh to stone the demon
-reduce its size
-throw it into a bag of holding and tie it up
-end it to another plane

-How about just get the demon to open a bag of devouring if you have one?

-Greater Sign of Sealing

Assuming you are going up against something like this, you should have had time in advance to learn about it, weaknesses, and devise ways around it.

Being hit with an "Oh one of you msut sacrifice themselves to seal it" at the last moment is just... :confused:
 

if you are building content based on what your players want to do, and are not actively thwarting their choices solely to force them down your plot line, you are not running a railroad.

Oh, I don't disagree at all. I'm just trying to be VERY CLEAR about my thoughts on what is and isn't a railroad IMO to avoid further thread hijacking ;) Players can always be invited along for the ride as it were and allowed to help shape the story and the outcome without the DM bowing to complete player freedom and total player plot control. It all depends on how that idea is executed.
 

Ok, I love hearing campaign stories and this one is great. However, I'm not sure I get it entirely...you agreed to surrender and attend a "fair" trial and you also agreed to your mount being spared if you did not use it to escape. I presume you were already completely breaking the agreement to begin with by attempting to escape and circumvent the "fair" trial. Why jump off the mount and just to honor that part of the deal?

The only thing my character was asked to give his oath to was that he wouldn't use his mount to help him escape. Nothing about staying for the trip back to the tribe's leader, nothing about not using the mount to help others escape.

Basically, they were confident of their ability to enforce the captivity of most of their prisoners - it was just the celestial dire weasel they thought would be too big a handful. The shaman believed that the paladin's oath would neutralise it as a threat, avoiding the extra lives it would have cost them to kill it.
 


Cool concept for a thread. That said, most of my pcs who died did so in totally meaningless circumstances.
Ah, same here.

For instance my, Gnome Cleric, thinking it was a good idea to throw alchemists fire onto this brownish heap of goo that emitted deadly cold temperatures, convinced the fighter to do it. The whole party was standing around watching. The heat made the BROWN MOLD grow exponentially and flash freeze the whole party.


I just wish my Gnome didn't have his fingers in his ears when it happened.
 

Ah, same here.

For instance my, Gnome Cleric, thinking it was a good idea to throw alchemists fire onto this brownish heap of goo that emitted deadly cold temperatures, convinced the fighter to do it. The whole party was standing around watching. The heat made the BROWN MOLD grow exponentially and flash freeze the whole party.


I just wish my Gnome didn't have his fingers in his ears when it happened.

:) too funny!
 

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