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How to Liquidate NPCs
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<blockquote data-quote="krichaiushii" data-source="post: 1028394" data-attributes="member: 12594"><p>IF your PCs have easy access to resurrection-type or powerful healing spells, then your work may be for naught, as the party may decide to bring your dead NPC to life. Perhaps other ways to make the NPCs leave the party will suffice. </p><p></p><p>For specific characters:</p><p></p><p>Specifically, Mayband's intentions may be discovered (if they haven't been already) by the tyrant king, who arranges for POWERFUL assassins to take him out - permanently. </p><p></p><p>Perhaps a crystal hypnosis ball, controlled by the tyrant's court wizard, for Mayband. This lets Mayband unwittingly lead the party (and perhaps other rebels) into a trap, that results in the death and/or capture of many of the NPCs - definitely Mayband's. </p><p></p><p>J'Haut finds a way off the plane. Stays open long enough for ONE person to get through. </p><p></p><p>Generically speaking:</p><p></p><p>The religious ones may receive visions or quests from thier church/diety - while not fatal, it takes them away - by themselves (stipulation of vision/quest). Conversely, they may be kidnapped for (successful) sacrifice to an opposing deity.</p><p></p><p>The ones with low will saves make for excellent possession or domination targets. Perhaps by intelligent (high ego) items that want nothing to do with the rest of the party - or want the rest of the party dead. </p><p></p><p>Imprisionment (as per the spell) while the rest of the party is away.</p><p></p><p>A crippling disease or injury may prevent further travelling - though you'll likely need to craft a custom curse, spell, disease or monster to get something suitably debilitating AND unhealable by magic.</p><p></p><p>If traveling by sea, a storm could sweep one or two over - this keeps them available for potentially reappearing down the road. Perhaps seeking vengeance on those that "abandoned" him to the mercies of the stormy sea. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Other natural disasters also qualify: earthquakes, hurricanes, tsunamis, volcanic eruptions, mudslides. The funny thing is, many of these natural disasters spawn others in a coastal area.</p><p></p><p>A teleport spell goes horribly awry.</p><p></p><p>Cursed items might do it. The terrible, divine curses, not the kind that PCs can easily get rid of.</p><p></p><p>A heroic, permanent death used to "buy time" while the rest of the party escapes. </p><p></p><p>Demiliches are known for permanently absorbing the souls of those foolish enough to face them. This gets around the whole resurrection thing, too.</p><p></p><p>Before meeting the party, the NPC in question drew the Flames card from a Deck of Many Things. The infernal enmity now comes back in spades as the beast comes to the Prime Material to find and utterly destroy this mortal fool. Ensure the outsider is powerful enough to EASILY defeat the party. Like Asmodeus or Orcus level of power, with minions.</p><p></p><p>In a similiar vein, let the past catch up with one (or more) of the NPCs, pulling them away from the party. Family matters, failing business, personal missions/oaths need fulfilling, etc. - as long as it is long term and forces the NPC to settle in one place). Even if not fatal, the NPC is gone, and the party is lessened, which might be your real intent (or not).</p><p></p><p>Enjoy.</p></blockquote><p></p>
[QUOTE="krichaiushii, post: 1028394, member: 12594"] IF your PCs have easy access to resurrection-type or powerful healing spells, then your work may be for naught, as the party may decide to bring your dead NPC to life. Perhaps other ways to make the NPCs leave the party will suffice. For specific characters: Specifically, Mayband's intentions may be discovered (if they haven't been already) by the tyrant king, who arranges for POWERFUL assassins to take him out - permanently. Perhaps a crystal hypnosis ball, controlled by the tyrant's court wizard, for Mayband. This lets Mayband unwittingly lead the party (and perhaps other rebels) into a trap, that results in the death and/or capture of many of the NPCs - definitely Mayband's. J'Haut finds a way off the plane. Stays open long enough for ONE person to get through. Generically speaking: The religious ones may receive visions or quests from thier church/diety - while not fatal, it takes them away - by themselves (stipulation of vision/quest). Conversely, they may be kidnapped for (successful) sacrifice to an opposing deity. The ones with low will saves make for excellent possession or domination targets. Perhaps by intelligent (high ego) items that want nothing to do with the rest of the party - or want the rest of the party dead. Imprisionment (as per the spell) while the rest of the party is away. A crippling disease or injury may prevent further travelling - though you'll likely need to craft a custom curse, spell, disease or monster to get something suitably debilitating AND unhealable by magic. If traveling by sea, a storm could sweep one or two over - this keeps them available for potentially reappearing down the road. Perhaps seeking vengeance on those that "abandoned" him to the mercies of the stormy sea. ;) Other natural disasters also qualify: earthquakes, hurricanes, tsunamis, volcanic eruptions, mudslides. The funny thing is, many of these natural disasters spawn others in a coastal area. A teleport spell goes horribly awry. Cursed items might do it. The terrible, divine curses, not the kind that PCs can easily get rid of. A heroic, permanent death used to "buy time" while the rest of the party escapes. Demiliches are known for permanently absorbing the souls of those foolish enough to face them. This gets around the whole resurrection thing, too. Before meeting the party, the NPC in question drew the Flames card from a Deck of Many Things. The infernal enmity now comes back in spades as the beast comes to the Prime Material to find and utterly destroy this mortal fool. Ensure the outsider is powerful enough to EASILY defeat the party. Like Asmodeus or Orcus level of power, with minions. In a similiar vein, let the past catch up with one (or more) of the NPCs, pulling them away from the party. Family matters, failing business, personal missions/oaths need fulfilling, etc. - as long as it is long term and forces the NPC to settle in one place). Even if not fatal, the NPC is gone, and the party is lessened, which might be your real intent (or not). Enjoy. [/QUOTE]
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