
Oskar Metalsound |

So, those Ultramarine Chasers completely destroyed my party and everyone is dead. Some players are making new characters and some want to bring back their old ones. Still figuring out what I want to do to make this happen, but my current plan is to re-stat Ewigga as a Witch with a non-standard Patron list that will allow me to bring a few of them back to life.

SheepishEidolon |

Hmm, the Vault is between Material Plane and First World. At the latter one death is only temporary, so some PCs could be revived by the magic of the area. Probably with side effects, but I'd give the players a chance to overcome unwanted conditions.
And well, you could always insert a powerful NPC who reincarnates / raises them for some reason. You just have to justify why it is pretty much passive else...

![]() |

So, those Ultramarine Chasers completely destroyed my party and everyone is dead. Some players are making new characters and some want to bring back their old ones. Still figuring out what I want to do to make this happen, but my current plan is to re-stat Ewigga as a Witch with a non-standard Patron list that will allow me to bring a few of them back to life.
They could become decanted from seed pods somewhere in the vault, as a reincarnation. Perhaps they all come back as their own race but with some sort of fey taint, cold iron vulnerability, plant like hair, barkish skin. Maybe no statistical effect but a "scar"

Ched Greyfell |

My dwarven wizard Edgar got implanted with some dragonfly egg and gave birth to this weird fey creature. Our party almost died in that encounter, but we pulled it out. We're all almost 11th level now, and things are getting more hardcore by the book. But luckily so are we.

taks |

Mental note: vault bad.
My first group, the noobs, just went through A Knight in Need and a quick detour to Vigil. They'll take a few sessions to get to the marsh, let alone the Vault.
My second group starts with Rodrik's funeral today. They pace at about 2 sessions per book section, so they may make it to the Vault sooner.

Oskar Metalsound |

Mental note: vault bad.
My first group, the noobs, just went through A Knight in Need and a quick detour to Vigil. They'll take a few sessions to get to the marsh, let alone the Vault.
My second group starts with Rodrik's funeral today. They pace at about 2 sessions per book section, so they may make it to the Vault sooner.
Some of it does depend on group comp and a bit of luck, but some monsters in the vault are just absolutely horrible if the party doesn't have the tools to counter.
Specifically, my party didn't really have a way to counter the Lurkers in Light, who proceeded to Blind all the martial looking types and make constant Fly-By Attacks. If you play those lurkers smart, they can easily destroy and cripple the party.
The Dragonflys actually got more lucky than anything else. Their Grapple checks prevented the casters from using spells and only one martial character had a cold iron weapon, so their DR kept them up for most of the fight. I also rolled really well for damage. I saw so many 6, 7, and 8s in that fight.

taks |

My Sunday group is getting closer, probably not quite to the Vault by this week (Sunday), but maybe the following week. I just got done writing up my notes for the encounters (while having a nice single malt) and didn't notice anything in particular they should have a problem with. The witch with fly may come in handy (she can't fall since the flight hex gives her unlimited featherfall). I didn't look at will saves, however.