| Redneckdevil |
Okay right now in the middle of a dungeon, and due to real life problems a good friend of mine and his son who wants to play, can no longer play. Right now have no idea how long they won't be able to play but from the looks of things for a good while.
I don't wanna kill off their characters incase they are able to start playing again, but I am asking for some advice in how to make their characters gone from the game and make sense?
We was getting rdy to get into the dungeon in the module crown of the kobold king.
They were playing a monk and a magus.
Any suggestions would be much appreciated and ty.
| Matt Thomason |
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Can you have the ceiling cave in and cut them off from the rest of the group? The rest of the group can hear them shouting that they're okay but just can't get in any further, so they're heading back to town to get some help.
By the time the party is done in the dungeon, the townspeople have arrived and helped dig through the rockfall so they can get out the way they came in.
| mdt |
Don't know about the AP, but here's some tried and true tropes...
1) Trapdoor! The soon to be gone PCs vanish through a trap door. This works well if the remaining PCs are also fallen down a trap door. They end up in separate areas (maybe 1 PC per area, or all remaining PCs in one area, the others in another depending on how you want to handle it). They simply never find them again. If the players come back later, they can tell the tale of how they got out themselves. Future plot hooks!
2) Mysterious Stranger! While camping out in the dungeon for the night, a mysterious stranger teleports in. "Sorry, hate to do this, but if I don't, you all die tomorrow." Then puts hands on one group or the other and teleports them away. Future plot hooks abound!
3) ROCKS FALL! Their current path is blocked by a rock slide they can't get around. The group goes back to town to get wands of stone shape to clear the rubble, and the two gone PCs part ways, having heard that their old friend is in trouble and needs them. More plot hooks abound!
| Ciaran Barnes |
I like the cave-in idea. If the players are coming back for one more session they could role-play leaving the group.
In a game where I took over DMing another DM's game, I had a villian steal the artifact the party had just found, and at the same time turn my character into a frog. The party wizard gained a frog familiar, the party gained a quest, and my character be around if the other DM decided to take over again. Unfortunately, a TPK at the hands (toothed maw) of a carniverous plant ruined that. It wasn't even supposed to more than a minor speedbump encounter.
| Redneckdevil |
All great ideas! Thx a lot for the suggestions. How bout this scenario?
Right now they were in the burnt down house and found the basement and a surprise round insued which they failed and I left it as a cliffhander for next run.
So I was thinking that at the beginning of the fight, have the enemys in between the party and have the monk and the magus on the other side. Have them about to move and have the floor fall in and once the party beats or escapes the mobs, they can go down the hole and basically rewriting the dungeon layout have them fall into the dungeon. At the floor they see the characters gears and clothing and supplys right there at the floor and basically work in that as the see the gear, a "darknesses" is moving away into deeper into the dungeon. Thankfully I have a sorcerer who speaks draconic and I can have kobolds drop hints that the "darknesses" is something they fear and have some say they seen the darkness out. Basically use it as a way to forshadow future enemys from future modules.
Hell I may even pull the waygate wimd from wheel of time on them.
That sound something that wouod be good and immersive?