There are always options if you want to keep going.
Actually, part of the magically infused template, a "celestial host", would automatically
raise them the morning after a death (with all the restrictions and penalties from a normal
raise dead spell). There is a detailed backstory to how they came about their template, and why they have certain powers. The fast healing and
raise dead powers were so they could penetrate deep into the Abyssal "gatelands" without support from outside allies. [They wouldn't find too many friendly temples where they could purchase healing or raisings in the Abyss.] It allowed the PCs to range throughout the Abyss without me having to worry about how to bring in replacement characters should someone die.
Because of the intricate setup that the PCs didn't know about, this campaign needed a stable group of PCs to work properly.
But, Cedrin's player had to drop out after the first session because of work conflicts. Then at the end of session two, Salem's player said he didn't want to play the halfling anymore. He said he like the campaign, but wanted a different character.
So I went from what I thought was a constant group of players who could play regularly -- which means a stable and consistant story -- to a TPK and broken core group. It kind of took the wind out of my sails. I lost the excitement for the campaign at that point. Salem's player volunteered to take up the DMing gig for the group, and we brought in a new player to replace Cedrin. [But now Cedrin's player says he has a better schedule and can play again.]
<shrug>
And to respond to Solenopsis (who I look at suspiciosly because this is his first post, and he is from my group's home area), Simon was arguing to pull back to the village and rest before taking on more of the fort. Salem (now that I know his player wanted to change characters) I beleive had a death wish. Ironically, he died last. And at the end he was in a position to run away safely (out of reach of the ogre), but he chose to run up between the ogre and worg. Death wish granted.
Personally, I like the campaign concept I had. But I now think perhaps it is not a good campaign to start a newly-formed group with. My bad for forcing the unknowing players into this style campaign.
Quasqueton