I'm a relatively new DM, fast approaching a year anniversary since my inaugural campaign began. Last session, an encounter got away from the party and two player characters, half the party, are now dead. They have the ability to raise one. The encounter itself was quickly ended after that, and I ended the session right there. While I consider how I will DM next session, I was curious to see what others have done in similar circumstances. And I don't just mean in-game, but with the players themselves.
So, some in-game background. The encounter was against a forward scout unit of hobgoblins, led by an up-and-coming chief with ambitions. It started off very poorly for the players. They went in attempting to be unseen, stealthed. But their stealth rolls weren't high enough to avoid perception, and their perception rolls weren't high enough to see those hobgoblins that were also stealthed. This led to them being in a very bad position when combat truly began. I gave them an opportunity to consolidate their position by opening a potential line of dialogue. They had captured people, and so I tried to do a hostage situation. They avoided that opportunity, in an in-character way that I'm not against. This led to their two biggest damage-dealers going down. With the player dynamic changing, I thought I'd try the hostage situation one more time with a player character this time. The player presented with the opportunity opted for bravado, which again was in-character and I'm not against. But once I provided the threat, I couldn't discard it. The players themselves would have been unhappy with me, and it doesn't fit our narrative-over-everything play. Two attacks, four automatic fails to death saving, but that's okay. The party has a scroll of revivify, it's a zealot barbarian, this isn't really a problem. A few turns later, the gloom stalker ranger rolls a Nat 1 on his death saving throw. He had two successes and one failure at that point. That's two deaths, and the party only has the means of reviving one.
Now, some player background. The two players whose characters have died are veteran players with a strong desire, like myself, to have the narrative override all. They are legitimately fine with their characters dying, and even found the scenario funny. One of the other players is losing at his own blame-game unfortunately, and mentioned the following day how he faults his own actions (he was the one with bravado). Myself and the two players whose characters died tried to discuss it, make it clear that his PC does not shoulder the blame and that what happened was not "bad." I'm not sure we convinced him, however. The remaining player is brand new to D&D. Myself and the zealot barbarian player had gotten her husband (the blame-game player) to give Critical Role a shot when Campaign 2 started. Overhearing the episodes sucked her into it as well, so when I started talking about doing a D&D campaign last February she wanted to join. No spoilers, but she's seen past Episdoe 26. Regardless of how the decision is being made, or who makes it, it'll be her character that has to do the action of reviving one over the other.
On the off-chance that a player may come across this, I'll put my thoughts for the next session in spoilers:
So first thing's first, there's the revival ability. They have a Scroll of Revivify. The scroll says that anyone who has the spell on their class'sspell list can cast it. Otherwise, it is unintelligible. It's available to Clerics, Paladins and the Celestial Warlocks. We have none of those. We do, however, have a Divine Soul Sorcerer. Divine Soul Sorcerers have access to the Cleric class's spell list. Unfortunately, having access to the spell list and it being your class's spell list are two different things, so RAW she can't use it. This is something we've all realized at the same time, just as the scroll becomes needed. That said, I feel like her being a Divine Soul adds a gray area that gives her an opportunity to cast it regardless.
One idea is to simply state that the spell is treated as if it were a higher level than she could normally cast, meaning she'd have to roll a spell-casting ability check against a DC of 13.
The other idea is to take a page out of the Mercer handbook and do group checks that are RP-focused. In fact, the Resurrection Challenge optional rules can be found in the Tal'Dorei Campaign Setting book, and I could simply disregard its Revivify restriction to add the narrative components.
Second thing, then, is what does death and revival mean for these characters? To be honest, when it comes to the ranger I don't have anything beyond what kind of emotional impact it may have upon them after revival. For the barbarian, however, there's an opportunity for a focused one-shot afterlife. The barbarian is a zealot, but has not yet really confronted the divine inspiration behind their zealotry. Working with the player, there is a god behind her, but the two are not yet synced. The god is an amalgam of many different inspirations from both fantasy and mythology, but the important aspect right now is that the god is Lord of the Wild Hunt. The Wild Hunt is annual, but selects such varied hunting grounds that people even forget it exists until it's returned.
I would like to do an after-life one-shot with this player, who also stated that they were curious to see what I would do with that concept. Right now, I'm considering that there is a valhalla-inspired banquet hall of hunters feasting before the Wild Hunt, that she quite literally crashes. Throw in a disappointed god ("I assumed that if you failed at being a worthy hunter, you would at least have made worthwhile prey"), against which she can rage against, demand the right to prove herself. I'll insert some sort of challenge she can conceivably overcome as her part in the revival ritual. I've had the idea of a quest she could complete that would allow her the right to lead the Wild Hunt for one night, as one of the more powerful ways in which the party could end the threat of a massed hobgoblin army. That quest could be bestowed right here, a quest that she must be brought back to fulfill.
The third thing is their replacement characters, which each of them have already started building on the eventuality that their character is not revived. The zealot barbarian's player is making a paladin of conquest, which is ripe for potential in my campaign's overall narrative. The Big Bad is a cult looking to tear a hole through the Elemental Planes through which a powerful Archdevil could march through. The villains would be a twisted, fiendish reflection of the paladin's own belief system. She could easily be one of the surviving prisoners, eager to seek vengeance for her capture and mistreatment.
The gloom stalker ranger's player is making a warforged character that was once a soldier but became a painter. Someone who sees art as bring order to chaos, whose painting style is to start with splatter-paint and build upon it a magnificent fresco. In speaking with the player, we've together conceived of a decent background and tie-in. This backwoods region of the world was once home to an advanced gnome civilization, long-buried and long-forgotten. Swordpunk kind of advanced, in that they had inventive and imaginative applications of the same technologies already prevalent in this world. Easy to say that they created the warforged, and in their fall this one went dormant.
The party was going to find out that the cabin was owned by a long line of murderers. They'd already dealt with the heirs to the family traditions before arriving, and at this point there's no one left of that family alive. But nevertheless, they will come across their ritualistic altar and uncover what they'd been doing for over a century. This would be an easy fit for the warforged, I think. The murders were originally of a religious intent, but what if some ancestor of theirs had come across this dormant warforged? What if the family had uncovered some dark rituals that they believed could one day awaken the warforged, and bind it to their will?
The idea has merit to me, as I could simply state that though they were an evil family that is better dead, they weren't wrong. The death of the ranger in such proximity was the final death required to begin the awakening. Better still, as the warforged will be taking a level in hexblade warlock, an interesting spin on the hexblade patron could be the whispering of the murdered souls that were unwittingly bound to the warforged. That the last of these murdered souls is the ranger character means that the player could still pursue unfinished business while they're at it. Does the warforged accept these souls, and integrate them until there's no longer a distinction between himself and them? Or does he work to resolve each of their troubles and release them?
My stance as the DM is that the player's decisions and actions are entirely up to them, I don't want to even influence it in any way. Their story is what they do and how they react. I am already getting my story by building the world around them. But to be honest, I rather hope that they revive the zealot barbarian and accept the warforged replacement.
Sorry for the length everyone. The tl'dr version is: What do you do when a character dies, and can't be brought back?
Considering they died to Hobgoblins i'm going to guess this is still fairly early on in the adventure? IE the players don't have a lot of access to powerful healing magic or magic items? Something my DM does to screw with us is have a priest who can return someone to life (maybe a priest familiar to the Zealot Barbarian?). Now the kicker is that this priest requires something personal to revive the person. Depending on how personal/powerful the item is the better the Resurrection goes.
Example: a Player decided to give up half their Maximum HP to revive someone.
Result: The person is revived with no changes
Example: a player gives up the broken sword of their dead child
Result: The person is revived with a few changes. Maybe loss of a limb?
Example: player gives a sword they found lying on the ground a few minuets ago
Result: The person is revived drastically changed. Race/Gender change? Lost limbs?
The characters fought the fight at level 5, but its conclusion saw them level up. Party make-up is: Gloom Stalker Ranger, Zealot Barbarian, Circle of the Moon Druid and Divine Soul Sorcerer.
Gotta get over the fact that you killed two players and your problem is not that they are angry but that a player blames himself (or herself I dunno). First. Roll with. I would say that sure the divine sorcerer could revive a PC without a check, but only if the dead PC is okay with coming back. Perhaps the after life for the barbarian is a "welcome hunter" kinda deal. I would also quickly to mention that you could have the after life one shot be a hunt. A way to test himself, and prove that he is worthy of the hunt. Also lycanthropes.
Make sure the players are okay with their old character having a connection to their new character. I'm currently switching characters and if my old character died and say, entered my new characters sword I wouldn't be that happy with it. Because she wasn't built how I wanted her, plus I don't trust my DM to play her like she is, nor to bring in the chance that she was undergoing so for me it wouldn't work. But maybe it will for the ranger! ^^
Make sure the players are okay with their old character having a connection to their new character. I'm currently switching characters and if my old character died and say, entered my new characters sword I wouldn't be that happy with it. Because she wasn't built how I wanted her, plus I don't trust my DM to play her like she is, nor to bring in the chance that she was undergoing so for me it wouldn't work. But maybe it will for the ranger! ^^
I appreciate this. The idea was developed with the player, to his approval. He's a bit of a minmaxer, in that his character design choices are all about something he wants mechanically and he multiclasses often to grab other class features. But he loves roleplaying and narratively tying it all together as well, it's just that roleplaying doesn't factor into the design decisions. I often bounce narrative ideas to him, he selects something that clicks with him, and I let him run with it from there.
He chose a level in warlock purely for the mechanical benefit, so I put forth an alternative idea for a patron that could easily tie into a quick introduction with the group. He was very receptive, and when I mentioned that the newest soul to the mix could be his former character, he seemed to be excited about that.
And yes, the revival will require permission. I left the decision-making to the group, who also quickly left it to just those players whose characters had died, as expected. The sorceress must do the action of reviving one over another, but is not stuck with the decision itself.
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I'm a relatively new DM, fast approaching a year anniversary since my inaugural campaign began. Last session, an encounter got away from the party and two player characters, half the party, are now dead. They have the ability to raise one. The encounter itself was quickly ended after that, and I ended the session right there. While I consider how I will DM next session, I was curious to see what others have done in similar circumstances. And I don't just mean in-game, but with the players themselves.
So, some in-game background. The encounter was against a forward scout unit of hobgoblins, led by an up-and-coming chief with ambitions. It started off very poorly for the players. They went in attempting to be unseen, stealthed. But their stealth rolls weren't high enough to avoid perception, and their perception rolls weren't high enough to see those hobgoblins that were also stealthed. This led to them being in a very bad position when combat truly began. I gave them an opportunity to consolidate their position by opening a potential line of dialogue. They had captured people, and so I tried to do a hostage situation. They avoided that opportunity, in an in-character way that I'm not against. This led to their two biggest damage-dealers going down. With the player dynamic changing, I thought I'd try the hostage situation one more time with a player character this time. The player presented with the opportunity opted for bravado, which again was in-character and I'm not against. But once I provided the threat, I couldn't discard it. The players themselves would have been unhappy with me, and it doesn't fit our narrative-over-everything play. Two attacks, four automatic fails to death saving, but that's okay. The party has a scroll of revivify, it's a zealot barbarian, this isn't really a problem. A few turns later, the gloom stalker ranger rolls a Nat 1 on his death saving throw. He had two successes and one failure at that point. That's two deaths, and the party only has the means of reviving one.
Now, some player background. The two players whose characters have died are veteran players with a strong desire, like myself, to have the narrative override all. They are legitimately fine with their characters dying, and even found the scenario funny. One of the other players is losing at his own blame-game unfortunately, and mentioned the following day how he faults his own actions (he was the one with bravado). Myself and the two players whose characters died tried to discuss it, make it clear that his PC does not shoulder the blame and that what happened was not "bad." I'm not sure we convinced him, however. The remaining player is brand new to D&D. Myself and the zealot barbarian player had gotten her husband (the blame-game player) to give Critical Role a shot when Campaign 2 started. Overhearing the episodes sucked her into it as well, so when I started talking about doing a D&D campaign last February she wanted to join. No spoilers, but she's seen past Episdoe 26. Regardless of how the decision is being made, or who makes it, it'll be her character that has to do the action of reviving one over the other.
On the off-chance that a player may come across this, I'll put my thoughts for the next session in spoilers:
So first thing's first, there's the revival ability. They have a Scroll of Revivify. The scroll says that anyone who has the spell on their class'sspell list can cast it. Otherwise, it is unintelligible. It's available to Clerics, Paladins and the Celestial Warlocks. We have none of those. We do, however, have a Divine Soul Sorcerer. Divine Soul Sorcerers have access to the Cleric class's spell list. Unfortunately, having access to the spell list and it being your class's spell list are two different things, so RAW she can't use it. This is something we've all realized at the same time, just as the scroll becomes needed. That said, I feel like her being a Divine Soul adds a gray area that gives her an opportunity to cast it regardless.
One idea is to simply state that the spell is treated as if it were a higher level than she could normally cast, meaning she'd have to roll a spell-casting ability check against a DC of 13.
The other idea is to take a page out of the Mercer handbook and do group checks that are RP-focused. In fact, the Resurrection Challenge optional rules can be found in the Tal'Dorei Campaign Setting book, and I could simply disregard its Revivify restriction to add the narrative components.
Second thing, then, is what does death and revival mean for these characters? To be honest, when it comes to the ranger I don't have anything beyond what kind of emotional impact it may have upon them after revival. For the barbarian, however, there's an opportunity for a focused one-shot afterlife. The barbarian is a zealot, but has not yet really confronted the divine inspiration behind their zealotry. Working with the player, there is a god behind her, but the two are not yet synced. The god is an amalgam of many different inspirations from both fantasy and mythology, but the important aspect right now is that the god is Lord of the Wild Hunt. The Wild Hunt is annual, but selects such varied hunting grounds that people even forget it exists until it's returned.
I would like to do an after-life one-shot with this player, who also stated that they were curious to see what I would do with that concept. Right now, I'm considering that there is a valhalla-inspired banquet hall of hunters feasting before the Wild Hunt, that she quite literally crashes. Throw in a disappointed god ("I assumed that if you failed at being a worthy hunter, you would at least have made worthwhile prey"), against which she can rage against, demand the right to prove herself. I'll insert some sort of challenge she can conceivably overcome as her part in the revival ritual. I've had the idea of a quest she could complete that would allow her the right to lead the Wild Hunt for one night, as one of the more powerful ways in which the party could end the threat of a massed hobgoblin army. That quest could be bestowed right here, a quest that she must be brought back to fulfill.
The third thing is their replacement characters, which each of them have already started building on the eventuality that their character is not revived. The zealot barbarian's player is making a paladin of conquest, which is ripe for potential in my campaign's overall narrative. The Big Bad is a cult looking to tear a hole through the Elemental Planes through which a powerful Archdevil could march through. The villains would be a twisted, fiendish reflection of the paladin's own belief system. She could easily be one of the surviving prisoners, eager to seek vengeance for her capture and mistreatment.
The gloom stalker ranger's player is making a warforged character that was once a soldier but became a painter. Someone who sees art as bring order to chaos, whose painting style is to start with splatter-paint and build upon it a magnificent fresco. In speaking with the player, we've together conceived of a decent background and tie-in. This backwoods region of the world was once home to an advanced gnome civilization, long-buried and long-forgotten. Swordpunk kind of advanced, in that they had inventive and imaginative applications of the same technologies already prevalent in this world. Easy to say that they created the warforged, and in their fall this one went dormant.
The party was going to find out that the cabin was owned by a long line of murderers. They'd already dealt with the heirs to the family traditions before arriving, and at this point there's no one left of that family alive. But nevertheless, they will come across their ritualistic altar and uncover what they'd been doing for over a century. This would be an easy fit for the warforged, I think. The murders were originally of a religious intent, but what if some ancestor of theirs had come across this dormant warforged? What if the family had uncovered some dark rituals that they believed could one day awaken the warforged, and bind it to their will?
The idea has merit to me, as I could simply state that though they were an evil family that is better dead, they weren't wrong. The death of the ranger in such proximity was the final death required to begin the awakening. Better still, as the warforged will be taking a level in hexblade warlock, an interesting spin on the hexblade patron could be the whispering of the murdered souls that were unwittingly bound to the warforged. That the last of these murdered souls is the ranger character means that the player could still pursue unfinished business while they're at it. Does the warforged accept these souls, and integrate them until there's no longer a distinction between himself and them? Or does he work to resolve each of their troubles and release them?
My stance as the DM is that the player's decisions and actions are entirely up to them, I don't want to even influence it in any way. Their story is what they do and how they react. I am already getting my story by building the world around them. But to be honest, I rather hope that they revive the zealot barbarian and accept the warforged replacement.
Sorry for the length everyone. The tl'dr version is: What do you do when a character dies, and can't be brought back?
Considering they died to Hobgoblins i'm going to guess this is still fairly early on in the adventure? IE the players don't have a lot of access to powerful healing magic or magic items? Something my DM does to screw with us is have a priest who can return someone to life (maybe a priest familiar to the Zealot Barbarian?). Now the kicker is that this priest requires something personal to revive the person. Depending on how personal/powerful the item is the better the Resurrection goes.
Example: a Player decided to give up half their Maximum HP to revive someone.
Result: The person is revived with no changes
Example: a player gives up the broken sword of their dead child
Result: The person is revived with a few changes. Maybe loss of a limb?
Example: player gives a sword they found lying on the ground a few minuets ago
Result: The person is revived drastically changed. Race/Gender change? Lost limbs?
The characters fought the fight at level 5, but its conclusion saw them level up. Party make-up is: Gloom Stalker Ranger, Zealot Barbarian, Circle of the Moon Druid and Divine Soul Sorcerer.
Gotta get over the fact that you killed two players and your problem is not that they are angry but that a player blames himself (or herself I dunno).
First. Roll with. I would say that sure the divine sorcerer could revive a PC without a check, but only if the dead PC is okay with coming back. Perhaps the after life for the barbarian is a "welcome hunter" kinda deal. I would also quickly to mention that you could have the after life one shot be a hunt. A way to test himself, and prove that he is worthy of the hunt. Also lycanthropes.
Make sure the players are okay with their old character having a connection to their new character. I'm currently switching characters and if my old character died and say, entered my new characters sword I wouldn't be that happy with it. Because she wasn't built how I wanted her, plus I don't trust my DM to play her like she is, nor to bring in the chance that she was undergoing so for me it wouldn't work. But maybe it will for the ranger! ^^
Hope this helps! ^^
I appreciate this. The idea was developed with the player, to his approval. He's a bit of a minmaxer, in that his character design choices are all about something he wants mechanically and he multiclasses often to grab other class features. But he loves roleplaying and narratively tying it all together as well, it's just that roleplaying doesn't factor into the design decisions. I often bounce narrative ideas to him, he selects something that clicks with him, and I let him run with it from there.
He chose a level in warlock purely for the mechanical benefit, so I put forth an alternative idea for a patron that could easily tie into a quick introduction with the group. He was very receptive, and when I mentioned that the newest soul to the mix could be his former character, he seemed to be excited about that.
And yes, the revival will require permission. I left the decision-making to the group, who also quickly left it to just those players whose characters had died, as expected. The sorceress must do the action of reviving one over another, but is not stuck with the decision itself.