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Need a safety net for 1st level characters -- it's complicated
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<blockquote data-quote="werecorpse" data-source="post: 6766148" data-attributes="member: 55491"><p>Give them treasure, make good guys good, make bad guys treacherous.</p><p></p><p>1. Give them a vial containing a few drops of a fluid that duplicates the effect of the spell Revivify and whenever it is used they roll a 1d4 on a 1 it was the last drop.</p><p>2. Have them save one or more people (farmer, merchant etc) who is related (sister, child) to a high level cleric - who then owes them a life or more.</p><p>3. Have them meet a group of relatively good guy mid level adventurers (knight followed by a veteran and a priest from the MM). This group you can then keep in your back pocket to turn up at anytime (even mid fight) when it looks like the party are in trouble. Of course in saving the party they will expect to get first dibs on any loot.</p><p>4. Be conscious that bad guys can turn on each other. If Bad guy 1 is about to coup de grace a player that's the time that bad guy 2 decides to surprise attack him for stealing his fancy belt. </p><p>5. The characters perform a help for a retired veteran who trains them how to perform the battlemaster parry manoeuvre or the rogue uncanny dodge once per long rest but only if the blow would kill them or reduce their hit points to 0. This training will be superseded by their other training when they reach 3rd level.</p><p>6. If all else fails when they do die, at deaths door they see in their mind a formless grey entity who offers them a chance at life for some unspecified debt in the future. This may be a fiend, a fey or a celestial but you needn't specify now - it's a future roleplaying opportunity.</p></blockquote><p></p>
[QUOTE="werecorpse, post: 6766148, member: 55491"] Give them treasure, make good guys good, make bad guys treacherous. 1. Give them a vial containing a few drops of a fluid that duplicates the effect of the spell Revivify and whenever it is used they roll a 1d4 on a 1 it was the last drop. 2. Have them save one or more people (farmer, merchant etc) who is related (sister, child) to a high level cleric - who then owes them a life or more. 3. Have them meet a group of relatively good guy mid level adventurers (knight followed by a veteran and a priest from the MM). This group you can then keep in your back pocket to turn up at anytime (even mid fight) when it looks like the party are in trouble. Of course in saving the party they will expect to get first dibs on any loot. 4. Be conscious that bad guys can turn on each other. If Bad guy 1 is about to coup de grace a player that's the time that bad guy 2 decides to surprise attack him for stealing his fancy belt. 5. The characters perform a help for a retired veteran who trains them how to perform the battlemaster parry manoeuvre or the rogue uncanny dodge once per long rest but only if the blow would kill them or reduce their hit points to 0. This training will be superseded by their other training when they reach 3rd level. 6. If all else fails when they do die, at deaths door they see in their mind a formless grey entity who offers them a chance at life for some unspecified debt in the future. This may be a fiend, a fey or a celestial but you needn't specify now - it's a future roleplaying opportunity. [/QUOTE]
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Need a safety net for 1st level characters -- it's complicated
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