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[Celedor Dedwend: [Talk] *turns around and shakes ass before giving it a sharp slap*
Celedor Dedwend: [Party] ((this is my finest RP beyond a shadow of a doubt.. my zenith if you will))
Fydonya Ivythorn: [Party] that's sad celedor..
Darkfire wrote:Halls of Dagath is the universal death plane. You can wait there where you are able to be raised/resurrected or you can continue on (talk to an NPC, go through an archway, walk down some mysterious hall, or whatever) and be returned to a temple where you are respawned with an XP loss.
What "happens" once you go through the archway, talk to the NPC, etc. is unknown. Maybe you visited your plane and something happened and you returned. Maybe you smoked all the mellow and got kicked out. Maybe you kicked all the manes' asses. Doesn't really matter.
Darkfire wrote:Consequences without being resurrected:
1.) XP loss, no more than one penalty per 24 RL hours. Amount is added onto the cap to allow for regain.
2.) Temporarily stat penalties.
Explaining:
1.) The XP added onto the cap allows you to regain the XP you lost if you put in some extra effort. With Artificing, it is already possible to have XP that is taken away be reapplied to the maximum of your XP cap so it can be regained. Same principle here.
2.) Temporary debuffs could be in the form of level drains or something. Make them only removable by a Greater Restoration. Make sure they are removed during another DP so the effects don't stack because that would end up rendering your character unplayable if caught in a bad situation. We want penalties that can be overcome, not things that entirely disable or fuck you.
Addition: make returning through Dagath Hall's the exact same as being targeted with Raise Dead (the consequences above). That way only two systems are needed: "Resurrected" and "Not resurrected".
The XP loss above does include the basic penalties. Due to the "unless resurrected" portion above, it may be sufficient to skip this section. But this section gives a "permanent" feel to it and is a bit more complicated. You get a "mark of death" type thing. Being resurrected does -not- incur a counter onto the mark of death.
1.) Each time you die within a 1 hour period - you get a counter added to your mark of death
2.) Counters do not decay over time
3.) A system of quests, including DM rewards, can remove counters. Clerics will be able to craft a single-use item that can remove a counter. Only 1 counter per 48 hours can be removed via quests.
4.) If you have 10 counters and die, you receive a significantly larger penalty: a permanent XP loss (larger) and a week long de-buff that cannot be restored by any clerics, and whatever other consequences that would be agreed upon at the time Only a single counter will be removed.
Everything that happens after your PC died, was modeled to the premise that death should usually be the end of your current adventure. Not necessarily of all adventures, but, unless your pals revive you, this one is over for now. Getting back to life is meant to be something that will take a while.
On the other hand, I didn't want to make separate deathplanes for all the alignments. This is a small server after all. Instead all of you will probably end up in the City of Mourning. (There is one other option, for those who refuse Drekons offer. You probably want to seek him out after a while though...)
The City of Mourning is a desolate place, but if you look for it, you will find a crack in it's walls to escape it into the barren desert of your conscience. It is not just one area, but a whole plane. There's lots to explore there, or just to enjoy your afterlife.
Determined souls will eventually find someone to guide them back into the lands of the living. But know that there is a price to pay, and it will be harder to pay for those who heaped guilt upon themselves...
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