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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="Traevanon" data-source="post: 2966880" data-attributes="member: 37528"><p>Max - Unfortuntely according to the story they are stuck in N for all eternity. That is a terrible place to die. However, if you really want to bring them back there are a few ways to do so with a bit of creativity. </p><p></p><p>For example, you can say that since they arent on the "list" (see the entrance rooms N6 and N9) that their souls get spit out of the tomb once they are no longer Undead. Then, just wait a few days for their wandering Wraith selves to get killed fighting some of the rest of the undead and viola, they are free to come back someplace else.</p><p></p><p>Alternately, or in addition, they could encounter the REAL Guide, Judge and Executioner with only the ones who's sins are worthy of the Tomb being held.</p><p></p><p>If you use DM fiat and let them come back as a whole elsewhere that might establish a precedent that not only removes the danger factor of the dungeon, but creates a pathway for undead to escape and summon spells to work within the tomb.</p><p></p><p>I'm just trying to help you establish a believable method for you to continue the campaign. I am probably completely off from how you have run the Wards in the Tomb, but at least these things are put forth for you to consider in helping you maintain the versimilitude of your adventure.</p></blockquote><p></p>
[QUOTE="Traevanon, post: 2966880, member: 37528"] Max - Unfortuntely according to the story they are stuck in N for all eternity. That is a terrible place to die. However, if you really want to bring them back there are a few ways to do so with a bit of creativity. For example, you can say that since they arent on the "list" (see the entrance rooms N6 and N9) that their souls get spit out of the tomb once they are no longer Undead. Then, just wait a few days for their wandering Wraith selves to get killed fighting some of the rest of the undead and viola, they are free to come back someplace else. Alternately, or in addition, they could encounter the REAL Guide, Judge and Executioner with only the ones who's sins are worthy of the Tomb being held. If you use DM fiat and let them come back as a whole elsewhere that might establish a precedent that not only removes the danger factor of the dungeon, but creates a pathway for undead to escape and summon spells to work within the tomb. I'm just trying to help you establish a believable method for you to continue the campaign. I am probably completely off from how you have run the Wards in the Tomb, but at least these things are put forth for you to consider in helping you maintain the versimilitude of your adventure. [/QUOTE]
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