Hussar
Legend
In our campaign, one of the characters that died recently was a Mystaran native, but he perished on Toril. He found himself before Kelemvor in the City of the Dead who sought the floor for any petitioners for his soul. If there were no petitioners his soul would be sent to the Wall of the Faithless. Now as it happens there was a newly made Mystaran Immortal (also a previous colleague of the Mystaran adventuring party - incredibly long story to get into here) who was present and petitioned for his soul. The PC was given a choice, return with the Mystaran Immortal back to their own reality, but dead. Or be reconstituted in the Forgotten Realms and have is soul connection cut off from Mystara forever.
We roleplayed a conversation between himself and his old friend, now a Mystaran Immortal.
Two rules would kick into place if he chose the latter:
(1) His memories of Mystara would begin to fade. The player could not create further backstory/content on our Obsidian Portal page about his character's life in Mystara which was pretty significant to this player.
(2) Risking loss of pet Familiar summoning. Every time he summoned his familiar which was based on his family pet, he'd have to roll a percentile die. 10% or less he'd summon another animal instead and the 10% would increase by 1% for every time he didn't successfully summon his family pet. The familiar is a pivotal creature in his backstory.
In this instance character death allowed me to to unveil the weirdness of the City of Dead, with time gaps and confusion as only memories remained. I showcased the Wall of the Faithless, Kelemvor and the soul petitioners but most importantly an interesting closure moment between an ex-adventuring colleague (the Immortal) as well as to espouse more details on the character's family's backstory and family relic.
Final death can be just as interesting by allowing surviving characters to amend or pick up further ideals, bonds, flaws, personality traits.
Now, unless you do this level of play for every single pc death, how is this related to the idea of higher or lower character mortality?
Thinking about this a bit more.
Say we have a high lethality game. Say one pc death every three sessions. How often do you do scenes like this? Every time? Not too special after the third time. Only for high level characters? So not much point for the majority of pcs.
This scene only works if death in the game is fairly rare. Otherwise it’s got tons of problems.
Last edited: