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How have you handled TPKs?
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<blockquote data-quote="Trainz" data-source="post: 1370902" data-attributes="member: 2122"><p>Oh, there are so many ways to save a campaign from oblivion after a TPK.</p><p> </p><p>- Have the players roll new characters of the same level as their old characters (I would go for an average of the previous PC's levels). Have one of them be a relative of one of the previous PC's, who learned of their demise, and decides to pick up where they left, to save the world/defeat the BBEG/revenge. Campaign goes on with but a slight hiccup, and gives a chance for the players to try out new classes.</p><p> </p><p>- Same as above, but the new PC's are an unrelated rescue team that fetches the PC's bodies, bring them back, resurrect them... because someone needs them for a quest. They must accomplish that quest to pay back their savior. Make that savior less-than-good to add a little spice.</p><p> </p><p>- Someone who knows them well learns of their demise, and decides to true-resurrect them (you don't need the remains for that spell to work). Very similar to the previous one, but this brings back the PC's right-away without the need to play out the rescue... however, 5 true-resurrects are much more expensive than 5 resurrects/raise-dead, the quest=cost will be that much greater.</p><p> </p><p>- Old cheezy divine intervention, their god brings them back, but use this only once per campaign/character, or your players will rely on this to save their butts.</p><p> </p><p>- They are dead, and their spirits soar to the place souls go. However, when the soul-gate-keeper meets them, he tells them that it wasn't their time to die. They are now trapped in some "waiting-plane" where souls linger when they don't have a clear destination. An Aasimar eventually comes to them, and tells them that they can either wait here until their appropriate time of death passes (which can be many years of gruesome waiting, especially for elves), or attempt to go through the well of oblivion. By going through that well, the players are faced with many mental challenges (puzzles and riddles). If they fail, their spirits will be lost FOREVER, they won't even go to the place they would have gone (Heaven ?) if they would have waited for their time of death, but if they succeed, they will be brought back to their bodies, a few rounds before they "accidently" died. Because they have a few rounds foreknowledge (they already lived those next rounds), give the players a +5 circumstance bonus on attack rolls, damage rolls, and saving-throws (you have to make sure they survive this time around, or all the previous scenario doesn't make any sense).</p><p> </p><p>HTH</p></blockquote><p></p>
[QUOTE="Trainz, post: 1370902, member: 2122"] Oh, there are so many ways to save a campaign from oblivion after a TPK. - Have the players roll new characters of the same level as their old characters (I would go for an average of the previous PC's levels). Have one of them be a relative of one of the previous PC's, who learned of their demise, and decides to pick up where they left, to save the world/defeat the BBEG/revenge. Campaign goes on with but a slight hiccup, and gives a chance for the players to try out new classes. - Same as above, but the new PC's are an unrelated rescue team that fetches the PC's bodies, bring them back, resurrect them... because someone needs them for a quest. They must accomplish that quest to pay back their savior. Make that savior less-than-good to add a little spice. - Someone who knows them well learns of their demise, and decides to true-resurrect them (you don't need the remains for that spell to work). Very similar to the previous one, but this brings back the PC's right-away without the need to play out the rescue... however, 5 true-resurrects are much more expensive than 5 resurrects/raise-dead, the quest=cost will be that much greater. - Old cheezy divine intervention, their god brings them back, but use this only once per campaign/character, or your players will rely on this to save their butts. - They are dead, and their spirits soar to the place souls go. However, when the soul-gate-keeper meets them, he tells them that it wasn't their time to die. They are now trapped in some "waiting-plane" where souls linger when they don't have a clear destination. An Aasimar eventually comes to them, and tells them that they can either wait here until their appropriate time of death passes (which can be many years of gruesome waiting, especially for elves), or attempt to go through the well of oblivion. By going through that well, the players are faced with many mental challenges (puzzles and riddles). If they fail, their spirits will be lost FOREVER, they won't even go to the place they would have gone (Heaven ?) if they would have waited for their time of death, but if they succeed, they will be brought back to their bodies, a few rounds before they "accidently" died. Because they have a few rounds foreknowledge (they already lived those next rounds), give the players a +5 circumstance bonus on attack rolls, damage rolls, and saving-throws (you have to make sure they survive this time around, or all the previous scenario doesn't make any sense). HTH [/QUOTE]
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