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One of my players screwed up. Hard. How do I make it fun without doing a tpk? LMoP
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<blockquote data-quote="Oofta" data-source="post: 7302354" data-attributes="member: 6801845"><p>It regains it's HP, it says nothing about regaining spells so it doesn't. That makes it a little easier depending on what spells it cast the first go-around.</p><p></p><p>Did the wizard put the skull away in his backpack? A couple of flaming rays burn holes through the backpack, roll for initiative. If you really think the flameskull will take out the party even with it's remaining spells, play it from the skull's perspective. It has no real idea how powerful the party is at this point, just that he was killed even when he had allies. It may simply run away to fight another day or try to bargain with the group, even bluffing that he will fireball them all unless they do some deed.</p><p></p><p>Or maybe the skull has a moment of lucidity upon regenerating and remembers it's previous life, even forgetting it's only a skull for a moment. Flameskulls are created from dead wizards after all, the original wizard that provided the skull may be a good guy and even able to help the group before begging to be destroyed (with instructions on how to kill it for good).</p><p></p><p>There are several options, including the option to create a unique (if short-lived) NPC. I like to read up a little bit on the lore of monsters to see if I can come up with unique quirks, think of it as an opportunity to make the skull something more than just a murder-bot.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7302354, member: 6801845"] It regains it's HP, it says nothing about regaining spells so it doesn't. That makes it a little easier depending on what spells it cast the first go-around. Did the wizard put the skull away in his backpack? A couple of flaming rays burn holes through the backpack, roll for initiative. If you really think the flameskull will take out the party even with it's remaining spells, play it from the skull's perspective. It has no real idea how powerful the party is at this point, just that he was killed even when he had allies. It may simply run away to fight another day or try to bargain with the group, even bluffing that he will fireball them all unless they do some deed. Or maybe the skull has a moment of lucidity upon regenerating and remembers it's previous life, even forgetting it's only a skull for a moment. Flameskulls are created from dead wizards after all, the original wizard that provided the skull may be a good guy and even able to help the group before begging to be destroyed (with instructions on how to kill it for good). There are several options, including the option to create a unique (if short-lived) NPC. I like to read up a little bit on the lore of monsters to see if I can come up with unique quirks, think of it as an opportunity to make the skull something more than just a murder-bot. [/QUOTE]
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One of my players screwed up. Hard. How do I make it fun without doing a tpk? LMoP
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