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What do do about lots of deaths/no shows?
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<blockquote data-quote="Andre" data-source="post: 2402807" data-attributes="member: 25930"><p>This wouldn't be RttToEE, would it? Sure sounds familiar... <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></p><p>The only solution I can see, if you really want to continue the module, is create your own into for the new party. As part of the first couple sessions, they should hear about the other adventurers, rumors that they've been captured, or wiped out, or just left town, etc. Maybe play up the idea that they had some nice items on them, or some information the new party needs. Give the new party a reason to investigate.</p><p></p><p>Next, figure out what happened to the old party. If they died to servants of the Temple, then their items would probably be in an npc's keeping. Have the npc decide to keep the quest items, maybe to get leverage within the Temple, maybe to usurp its boss, or just maybe because it's stupid. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>If, OTOH, the party was wiped out by an encounter unrelated to the Temple, your job's much easier. The items stay with the creature(s) that wiped out the party. Maybe the creature wants to sell the stuff. Maybe it just throws the stuff in a pile and forgets about them. Whatever you decide, it's not likely the quest items will have been scattered too much.</p><p></p><p>Whatever you do, consider some optional rules to make death less likely. Hong's "9 Lives" suggestion in another thread is viable. So is using the hit point reserve from Unearthed Arcana. Action points could make a big difference. If the party tactics are the problem, actively work with the players outside of gameplay to teach them more effective tactics. And, if worse comes to worst, consider weakening the module.</p><p></p><p>Obviously, if you're not playing RttToEE, the above suggestions have to be modified. But it can work, if you and players will meet each other half way. It's more work for you, as GM, but that's always the case. Good luck!</p></blockquote><p></p>
[QUOTE="Andre, post: 2402807, member: 25930"] This wouldn't be RttToEE, would it? Sure sounds familiar... ;) The only solution I can see, if you really want to continue the module, is create your own into for the new party. As part of the first couple sessions, they should hear about the other adventurers, rumors that they've been captured, or wiped out, or just left town, etc. Maybe play up the idea that they had some nice items on them, or some information the new party needs. Give the new party a reason to investigate. Next, figure out what happened to the old party. If they died to servants of the Temple, then their items would probably be in an npc's keeping. Have the npc decide to keep the quest items, maybe to get leverage within the Temple, maybe to usurp its boss, or just maybe because it's stupid. :) If, OTOH, the party was wiped out by an encounter unrelated to the Temple, your job's much easier. The items stay with the creature(s) that wiped out the party. Maybe the creature wants to sell the stuff. Maybe it just throws the stuff in a pile and forgets about them. Whatever you decide, it's not likely the quest items will have been scattered too much. Whatever you do, consider some optional rules to make death less likely. Hong's "9 Lives" suggestion in another thread is viable. So is using the hit point reserve from Unearthed Arcana. Action points could make a big difference. If the party tactics are the problem, actively work with the players outside of gameplay to teach them more effective tactics. And, if worse comes to worst, consider weakening the module. Obviously, if you're not playing RttToEE, the above suggestions have to be modified. But it can work, if you and players will meet each other half way. It's more work for you, as GM, but that's always the case. Good luck! [/QUOTE]
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What do do about lots of deaths/no shows?
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