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What to do and where to start after a TOTAL PARTY KILL?
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<blockquote data-quote="Unwise" data-source="post: 7430677" data-attributes="member: 98008"><p>I do much the same thing as Rabbitbait, in dangerous campaigns I try to have the PCs become a part of an adventurer's guild. They report in each time they come back to town. Any new characters are assumed to have heard the stories up to the last time the PCs came to town.</p><p></p><p>In OPs situation, I would have a ghost of a clerical PC appear to the new PCs to fill them in. It could do this in a ghosty way, sort of mind melding/possession. Or a religious vision if the PC is religious. Or it appears to a wise-woman/shaman/witch-doctor who the new party consult. If the new party are mercenary, the ghost could even point out that all of their gear now resides with the bad guy. In ToA I would have the new party have the death curse so they have a very valid reason for wanting to pursue the end goal themselves. The visiting ghost could even point out that those under the death curse are being sucked into something horrible, rather than moving on to the afterlife. So it is in the new PCs best interest to get that sorted out.</p><p></p><p>As for fighting the bad guy again, definelty don't kill him off screen. Just move him to later on in the adventure. The players will love having another go at him once they are levelled up or in a better position. Add some extra sting to their deaths by having the bad guy now wield items that belonged to the old party against the new party. As an added bonus they can get the items back if they defeat him.</p></blockquote><p></p>
[QUOTE="Unwise, post: 7430677, member: 98008"] I do much the same thing as Rabbitbait, in dangerous campaigns I try to have the PCs become a part of an adventurer's guild. They report in each time they come back to town. Any new characters are assumed to have heard the stories up to the last time the PCs came to town. In OPs situation, I would have a ghost of a clerical PC appear to the new PCs to fill them in. It could do this in a ghosty way, sort of mind melding/possession. Or a religious vision if the PC is religious. Or it appears to a wise-woman/shaman/witch-doctor who the new party consult. If the new party are mercenary, the ghost could even point out that all of their gear now resides with the bad guy. In ToA I would have the new party have the death curse so they have a very valid reason for wanting to pursue the end goal themselves. The visiting ghost could even point out that those under the death curse are being sucked into something horrible, rather than moving on to the afterlife. So it is in the new PCs best interest to get that sorted out. As for fighting the bad guy again, definelty don't kill him off screen. Just move him to later on in the adventure. The players will love having another go at him once they are levelled up or in a better position. Add some extra sting to their deaths by having the bad guy now wield items that belonged to the old party against the new party. As an added bonus they can get the items back if they defeat him. [/QUOTE]
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What to do and where to start after a TOTAL PARTY KILL?
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