Thomas Percy said:I'm not happy, my players too.
This is my first TPK in 12 years DM career,TheAuldGrump said:I have never caused a TPK in 3.X by a stupid mistake, though I have caused them in previous editions.I personally hate rewinding time, but if the deaths were caused by my making a mistake then I will do it. If it were entirely the players' fault (and they had a bit more reason to suspect an assassin) then I would let the PCs die. Learning to admit mistakes is generally a good thing.
So, I have another interesting idea to propose my players.irdeggman said:Have them wake up in the Shadow World. They need to find their way back to the "real world" because they don't want their souls to their final resting place.
And another, because only female character of fellowship was absent, and she will help her friends if she can play next session.Elder-Basilisk said:I wouldn't want to either run or play in a game where such a level of paranoia was required all the time. Do they have to go to the bathroom in pairs too?I'm sure it's only the female characters![]()
4.Plane Sailing said:Turn it into a capture scenario. The coup de grace was with a sap, not a shortsword, and each of the PCs was knocked out. They wake up in the prison of the guy who hired the rogue to get them, due to be questioned in a few days time. They then have the opportunity to escape from the prison, find their stuff, kick off the adventure in a new direction (and with a new enemy that they can really hate).
5.theredrobedwizard said:My solution? Continue the campaign in the afterlife. All the PCs go to Limbo / The Astral Plane / etc. and have to earn their mortality back. After a couple of adventures, the PCs regain their lives and are shunted back to the moment before the assassin began to pick the lock. Now, with an extra level or so (in addition to being awake), the assassin fails miserably.
6.Gold Roger said:I guess if the PC's have some unfinished business, you might want to consider letting them stay in this world as gosts, give them a time limit, limited area of influence and some harsh esoteric restrictions.
They need to either have it arranged that they get raised or finish their business within those limitation, otherwhise afterlife claims them and they are truly lost. Don't make it to hard, but fun.
7.trancejeremy said:Well, it's not like the spell "Raise Dead" doesn't exist in the game. Just have an NPC raise them, but expect something in return. Someone could find a party of 7th level PCs fairly useful.
greymist said:Assuming that the PCs were sleeping in an inn in some sort of town or city, then their bodies will be discovered in the morning. The next game session could start with one of the PCs being questioned by a cleric using Speak with Dead. Once the authorities discover that a mass murderer in on the loose in their town, they may want to hunt him down. But their militia leaders are off somewhere else on official business, who could we get? Hmmmm. Why not make a deal with the dead PCs, cast raise dead on them, in exchange for a quest? A quest that is over and above finding their murderer. This gives the DM the chance to have the PCs take revenge, and sets them up for the next adventure.
Agamemnon said:Incidentally, how much XP are three 7th level adventurers worth to a 4th level rogue?