Just signed in so that I could post up my group's deaths to the ST grand total...
1.
PC: Some wizard whose name I can't remember...Wiz1
Adventure: There Is No Honour
Location: The Parrot Island tunnels
Catalyst: Zombies, and failing to know the inherent spellcaster principle of survival.
Description: My player who was using a wizard was getting bored at not really contributing anything to the party so decided to remedy it when confronted with a gang of zombies in the darkened tunnels of Parrot Island. This involved moving in to attack the nearest zombie, which led to grapples being failed, and munchy death.
2.
PC: Another wizard who didn't have a name yet...Wiz4
Adventure: The Bullywug Gambit
Location: The Vandoboren Mansion
Catalyst: Significant lack of luck
Description: A different player had just created a new wizard, changing from his Psychic Warrior. After battling through the stilt-walkers (knocking some from bridges) the group arrived at the manor, to deal with it's invaders. The entered through the side door and promptly came across the cigar smoking barbarian lounging on a dining table in front of them. One of her minions threw his hand-axe, scoring a crit on the wizard. The wizard moved in to cast a Scorching Ray on the barbarian, as she eyed his arcane gestures. Unfortunately the mage failed his 5% failure chance. In response the bullywug raged, swallowed her cigar, charged and critically hit the wizard, cleaving him from shoulder to groin in one fell strike.
PS. The battle against Drevoras and the cleric went so poorly the group had to retreat (after saving Lavinia) and barricade themselves in the family shrine. Could have easily been a TPK, but I have some sense of mercy, and when they opened the door they found a deserted and looted mansion.
3.
PC: The Rev, Cler5
Adventure: The Sea Wyvern's Wake
Location: The Sea Wyvern
Catalyst: Flotsam Ooze, stick to it and you die...
Description: The party was woken up in the night by a tremendous weight bearing down on the side of the ship. They crowded over and The Rev decided to look overboard to see what it was. Unfortunately what was revealed to be a gigantic sticky blob attacked him and pulled him overboard on to it. Despite it missing him twice in one attack round, the inevitable occurred and The Rev was no more.
4.
PC: The Priest, Cler5
Adventure: The Sea Wyvern's Wake
Location: The Tranquil Lagoon of Hydra Death
Catalyst: Not what you'd expect...
Description: The party set out on a little rowing boat to gather water from a fresh waterfall as a small group of passengers swam around, having fun. But in a Jaws-esque twist, the passengers started getting dragged underwater in great plumes of blood. One or two managed to swim back to the ship and escape, but it left the PCs alone on their boat. Then something rocked the boat, as the hydra burst from the tranquil waters in a spray of crimson water and screeching heads. All but The Priest made their low Reflex saves to stay in the boat, and so The Priest, weighed down in his heavy armour sank like a stone, and by the time the hydra was sinking back down in pieces, it was too late to save The Priest...
PS. I downgraded the hydra here, and didn't give it re-growing heads, and I had it spread it's attacks around equally, but the party still had tremendous trouble with it. BTW The will o-wisp in Tamoachan nearly got a TPK, and would have if it hadn't decided to secure their aid instead of just killing them...I'm merciful and I called it off.
5.
PC: Borgon, Rog2 Rang4 (I think...)
Adventure: The Sea Wyvern's Wake
Location: Journey's End
Catalyst: Questionable decisions
Description: As the group traversed the sargasso towards the centre of the island, night fell and the mists drew in. The sounds of Weed Horrors came from all around them, and the monsters emerged to fight the party. The party's support character, frequently berated for being useless decided that the best way to deal with Weed Horrors was to run away, into the fog-shrouded distance, surrounded by more Weed Horrors. Weak character + Self-Imposed Isolation = Death.
PS. The next character he made, Liger, a Druid studying the sargasso weed and who soon came across the party, had an animal companion that didn't last very long at all. His wolf got chowed down by a masher about a session later.
6.
PC: Goldd Monk/Paladin (Cant remember the numbers)
Adventure: Here There Be Monsters
Location: The tail-end of Dark Mountain Pass
Catalyst: Character Rebuilding Suicide
Description: By this point his player wanted to create a utility mage, and so the old character had to be gotten rid of somehow. I generally frown upon this and don't allow it, but I liked these monsters. The heroic hero of Goldd elected to charge straight ahead to combat the large monstrous crabs on his lonesome. It started out well, but eventually he was grappled by all of them, and the damage took its toll. Sated, the crabs left the rest of the party alone as they crunched away at their canned snack.
So in summary:
TINH: 1
TBG: 1
TSWW: 3 and 1 animal companion
HTBM: 1 (but the party has just entered The Shrine of Demogorgon, so we'll see how it turns out.)
This makes only one player in my party free from character death, as his unstoppable Barb/Fren/Bers rages/frenzies/berserks onwards.
This campaign is turning out great so far, we started late September, and I'd love to see this story reach fruition in the end. It's great to DM, and I hope that future adventures and paths match this high standard set.