Character death. Total Party Kill. These words have long been the bane of DMs and players. DMs face scornful players and upset friends when a beloved character dies, and a possible coup when a TPK comes around. Players see their invested time, work and creation disappear before them with a single roll of the dice. Nobody, DMs and players alike, enjoy the idea of starting again or losing a beloved character within the game. However if death is never an option, if DMs fudge rolls so nobody dies, then the thrill and tension of grand battles can very quickly dissipate and the campaign can grow stale. While there are already several methods of resurrection and many ways to cleverly avoid death already in existence, here are some flavourful ideas that may provide an interesting twist on death and resurrection, for the next time a PC kicks the bucket.
Heavenly Tricks
The numerous gods of the realms have the power to take and grant life as they wish. When a PC dies, their benevolent god may choose to restore their life upon them in payment for their duty and service. This gift is usually reserved for the greatest champions of the gods, the mightiest of Avengers, the most steadfast of Paladins and the purest Clerics. However there is one god, who freely hands out this amazing gift to any follower of any god.
Mezanerin is more commonly known simply as the Trickster, and he is an entity capable of taking on any form he desires. Throughout the years many heroes and scorned gods have tried to kill Mezanerin, and some even believe they succeeded. While not a true god, Mezanerin is immortal and immensely powerful. This conniving Trickster will often appear before the spirit of powerful adventurers in the form of the god they feel closest to, offering to restore their life in exchange for more devout faith within the god. Agreeing to the verbal contract places a curse upon the warrior’s soul, diverting all their faith to feed Mezanerin’s ever-growing power. Fables and legends of Mezanerin state that a cursed soul can only be redeemed by another who refused an offer of the Trickster, but the exact details of such a ritual are unknown as any who refuse Mezanerin tend to stay dead. For the remainder of their life the cursed warrior will have Mezanerin appear to them, requesting certain tasks be accomplished in payment for their life. Some are trivial tasks such as drinking from a particular well within a certain town, while other commands are more morbid and sinister, with entire families being killed for Mezanerin’s inane plans. No one knows what the Trickster’s goals or intentions are except for the demi-god itself. Some believe it is an entity of pure chaos, intent on destroying the realms. Others believe the enigmatic entity is a protector of the realms, commanding its indentured clergy to complete numerous tasks that stave of the end of the world. However the true intentions of the mimicking god may never be known.
A Price Too High
Unfortunate adventurers can often find help with resurrecting their fallen comrades within most cities and some towns. Clerical Priests and Tribal Shamans will often offer their services of resurrection to passing adventurers, usually for a price. In some circumstances the price is far too great.
The smooth ageless features of the cleric Hilis should warn seasoned adventures of the impending danger. Her nubile skin and firm body are often accentuated by ceremonial robes unfit for a clergy member of her status. Her sharp crystal blue eyes hold the unforetold wisdom of countless years, while her thin lips are often pursed as if her mouth were permanently soured, much like the words she throws at the rest of her clergy. Hilis is famous within her hometown, and questions about her are quickly answered with smiles and regaling stories of miracles and acts of generosity. Ask about her age, and be met with blank stares and confused looks as people stutter over their answer before simply stating that Hilis has just always been around. This miraculous cleric is made all the more benevolent through her acts of generosity. Hilis refuses monetary payment for any of her acts of miraculous healing and resurrection, instead she requests that one drop of blood be spilled in the name of her saviour. Polished to a perfect shine, the inside of this silver chalice is half filled with the dried blood of the countless people Hilis has saved.
For many of the grateful souls that Hilis has healed, a single drop of blood is a highly acceptable payment in return for the life and well being. When some of the poorer inhabitants of the area offer more blood than asked out of simple gratitude, she graciously denies. The ageless cleric actually gains her powers from a Warlock’s pact, made countless years ago on the verge of her own death. A horrific demon offered the young Hilis eternal life, beauty and power in return for the completion of a simple task: to collect a drop of blood from sixty five thousand willing donors. This task, after countless years of using her Warlock powers to heal and raise the dead, is almost over. When the final drop of blood is given freely into the chalice, the seals holding the almighty demon within the Abyss shall break. Unleashing a demonic presence across the realms that would bring about the end of days. If discovered for her evils, Hilis will quickly flee from any form of confrontation. The ageless Warlock uses her fame and presence within the area to rally support and protection from the people around, countless people will rally against any that wish Hilis harm, willingly risking their own lives to protect the healer they love so much. These mobs of protectors refuse to listen to reason or logic and blindly act in anyway they believe will protect their innocent and miraculous cleric. A final confrontation with Hilis can be resolved quickly as the Warlock has only healing spells and abilities. However if Hilis is able to willingly shed her own blood into the chalice, it acts as the last drop, unleashing a far greater threat across the realms.
Life of a Reaper
Death is an inevitability for almost all within the realms, the multitudes joining the ranks of the immortals. As such the Reapers of the world are forever engaged with collecting the lost souls of the fallen. It is not widely known that reapers are flesh and blood… mostly. They walk upon the material plan like any other, guiding the truly lost to their final resting place. Reapers are not born, but chosen. Epically powerful heroes can often be chosen whilst on the verge of death. As a Reaper stands over the fallen hero, they can offer them a chance to change their destiny. This offer is reserved for only the greatest and most noble of heroes. Reapers have a deep seeded disgust for any malevolent spirit that remains upon the material plain to inflict harm or revenge. Ghosts, Spectres, Wraiths and every other ectoplasmic entity will flee from the presence of a Reaper, whose powers grant the ability to instantly smite the undead. Reapers have families, friends and enemies. They are not completely immortal but they can be killed with enough perseverance. Excessive physical harm will fell a Reaper; they are also particularly weak to weapons smithed from pure iron. A regenerative ability keeps them standing far longer than any other mortal, and they can also see clearly into the ‘shade’, the demi-realm where spirits and souls wander. A Reaper will often develop more abilities when they become particularly successful at guiding the lost. As each soul is guided to the afterlife the Reaper is slightly empowered by the passing. Telekinetic abilities can manifest in numerous ways and they can also become capable of entering the shade, moving freely through walls and obstacles.
Lugh says
OK, wow. I have to say that both the Mezanerin and Hilis options are fantastic. The Hilis option has the downside of making it unlikely for a PC to use her services multiple times, but otherwise is a marvelous plot.
Mezanerin has some fascinating implications for faith-based characters. When you next visit your temple, the other priests notice something is out of whack. Soon, Mezanerin’s trickery is revealed. Now, the ultimate fate of your soul is in question. If you die, you may not be allowed into the presence of your god. So, you must fight against Mezanerin. But, if you deny one of his requests, he revokes the deal, and you die before you achieve atonement.
Additionally, if you happen to die a second time in the course of your adventures, Mezanerin appears again. With effectively the same deal, but this time without the trickery. If you take the deal, you completely undo any progress towards atonement, and put yourself further in the hole with your deity. If you don’t take the deal, you die, and you have to take the chance that you have done enough to regain the grace of your god.
.-= Lugh´s last blog ..Advice we can all take to heart =-.
dwashba says
This is awesome, now we wait for a PC do die! hehe
.-= dwashba´s last blog ..Terror Tuesday #4 =-.
Andy says
That’s fantastic! Gets me thinking, too. Almost makes a TPK desirable at a certain point, just so you can pull one of these plot twists on the players.
.-= Andy´s last blog ..The Journey System: A Little Poll =-.
HartThorn says
Yeah, I really liked all three of these vignettes as cunning little scenarios that provide hooks for much larger adventures. The Hilis one is especially interesting to me since it has many shades of moral ambiguity. I mean, she is still providing healing and resurrection for basically free to a class of people who would normally never be able to afford it. You could make the situation even stickier if you add that Hilis has also been using her borrowed time to try to find a way to usurp her infernal patron. She might try telling the heroes that all she wishes to do is take her patron’s power so she can just keep doing what she has been doing without risking letting the beast roam the world. This could be true or she could just be looking for a path to true immortality, and she would in fact be just as wicked as her infernal partner.
The Reaper idea would be excellent as a Paragon Path or Epic Destiny. Maybe a series of feats or powers, or even a MC Only class (like the Realm’s Spellscarred) and some linkage to the Revenant race (maybe all Revenants are Reapers?).
And you could probably make one for the “Annexed Believers of Mezanerin”, granting them some specific Trickstery abilities if they decide to throw their lot in with the Trickster God. For divine classes, maybe they could get the ability to pick up multiple Channel Divinity feats as they learn to “impersonate” the clergy of other gods, just like their deity impersonates other gods to their clergy ;-D. Maybe even have one of Mezanerin’s rules being that you can never present yourself as a disciple of Mezanerin, you have to say you are the clergy of some other deity. Fun times!
HartThorn says
@Andy: Ha!! Wouldn’t it be great to basically “stage” a TPK. Arrange it for near the end of a game session, then tell everyone that you’ll work out a new game for next week, and at the start of the next session hand them back their characters and explain they are all now Reapers (maybe even Reapers of Mezanerin), and their first target is that horrible cheater of death Hilis!
The Game says
My previous campaign essentially kicked off with a TPK, the characters (and their entire town) being killed off by 5 mysterious figures, then the PCs were brought back to life and commanded to repay their debt by going on specific quests. Eventually, of course, the two were linked.
So like Scott’s article points out, death can be just the beginning of the story… though at that point, it isn’t really a “true” TPK 🙂
Scott says
Hey everyone, glad you enjoyed the article
@Lugh, A second or multiple deaths under the ‘guidance’ of Mezanerin could be interesting to say the least. In certain cases where death occurs quite frequently i could see the Trickster wanting the souls of fellow adventures in return for ressurection, that would be some nasty sun.
@Dwashba, it can be annoying how long that wait can be sometimes, haha!
@Andy, Soemtimes TPK’s can really bring back life to a campaign (i’m aware of the irony in that sentence). I was running a Shadowrun style campaign that was getting ahead of itself. The PC’s were fighting a god at lvl 16 and winning i might add, when i was able to TPK the entire party after a really awesome battle. They then all woke up in the same temple they had ‘died’ in, only to find out it was 2000 years later and the Megacities had become one global Megacity and the god that had killed them had brought them back in order to destroy the entire city and restore nature.
@HartThorn, Amazing ideas, especially by mashing all three components together with the Reapers of Mezanerin that need to hunt down Hilis… That could become quite confusing, lol.
@TheGame, I thought i was a crazy DM, but to start a campaign with a TPK is MADNESS! But your right, some of my favourite RPG moments have come as the result of a death of a PC.
.-= Scott´s last blog ..Test Drive! =-.
Ignis Fatuus says
Those are extremely cool ideas. The party I’m playing with has a shaman that isn’t allowed to use raise dead for religious reasons. Instead she has a ritual that raises by filling the gap your soul has made with the soul or spirit of another being available to her (mostly a recent kill). As a result our rogue is now kept alive with the soul of the former corrupted chieftain of the shaman’s clan and my character by a fragment of the coyote spirit that her clan worships. Recently our DM has introduced a Yugoloth trader in souls and spirits who is offering back our initial souls, but for a price of course…
It’s all a great deal of fun roleplayin all of this I have to say!
George Comits says
Wasn’t there a trilogy (or more) old Ravenloft modules, which began with a TPK of this super-uber-badazz Headless Horseman, and the PCs began as disembodied heads on the shelf in a lich’s laboratory?
I never got to run all the Ravenloft I wanted… moral ambiguity and total surprises are always good for a campaign.
Btw – If it matters, we just got “Dark Sun” preview and a Con Delve for Comicpalooza in Houston, Texas, on March 26th – 28th. 🙂 We are also planning the big Battle Interactive.
http://www.warhorn.net/comicpaloozahouston