I'm taking a party through Castle Amber (first time for everyone involved). The players went in with 6 PCs and 4 Henchmen. They're halfway through the Indoor Forest and they've lost 2 PCs and 2 Henchmen (1 to violence, 1 to stupidity...and 2 to failed saves). I'm a little worried that they're not going to make it through, not because of poor choices but merely poor rolls.
I'd like to lend them a hand, but not make it too easy on them.
Specifically, if they make it to Averiogne, should I let the players of the dead PCs introduce new characters?
Just looking some advice on running this classic.
Well, bear in mind if they "win" it, then up to 4 people get brought back to life by the guy they rescue (maybe more, actually since not only does have have a ring of 4 wishes, being 25th level, he can cast the spell itself).
I would suggest maybe letting a player control an NPC from Avergoine, that Troubadour guy and Gaspar de Nord, since going by the original CAS stories, they probably would likely help the players anyway. Then when they finish, they get their old characters back.
I think Averiogne is a great spot to pick up new PCs.
I was never a fan of the "Mr. Amber resurrects everyone!" stuff.
Technically in BECMI D&D an MU has to be 33rd level to cast Wish. There are no rules in BX for 25th level MUs so up to the GM if Stephen can cast it using the 1981 ruleset.
It seems clear that people and entities (eg the Brain Collector) can get sucked into Castle Amber and come out of the Mists, so new PCs could really be anyone from anywhere. But Averoigne is also a good place for new characters.
Quote from: drkrash;961096... should I let the players of the dead PCs introduce new characters?
It's your game; you should do what works for you.
Quote from: Dumarest;961511It's your game; you should do what works for you.
Well, yeah, thanks, but I know that already; I've been doing this a very long time. I asked the question because I'm soliciting opinions and ideas of what others might do in a similar situation.
Quote from: drkrash;961096I'm taking a party through Castle Amber (first time for everyone involved). The players went in with 6 PCs and 4 Henchmen. They're halfway through the Indoor Forest and they've lost 2 PCs and 2 Henchmen (1 to violence, 1 to stupidity...and 2 to failed saves). I'm a little worried that they're not going to make it through, not because of poor choices but merely poor rolls.
I'd like to lend them a hand, but not make it too easy on them.
Specifically, if they make it to Averiogne, should I let the players of the dead PCs introduce new characters?
Just looking some advice on running this classic.
I ran Castle Amber a while back without any perma-deaths as far as I can recall, but the PCs may have been over-levelled for the adventure, 5th-8th maybe, and kinda bulldozed through it, avoiding most of the west wing and all the east wing. I do recall my son losing a PC to a Finger of Death from an evil high priest, but the party had found a raise dead scroll and brought him back.
I would let players bring in new PCs right away in the Castle by having them be people trapped by the plane-hopping castle, they wandered in out of the mists and are now stuck. If they lose PCs in Averoigne then bring in Averoignean PCs.
You know, Castle Amber is probably the most famous module I never ran.
My version of a 'castle amber' adventure would probably have guys named Corwin, Bleys, Eric, Fiona, Gerard, etc...
They went in with 10 and they're down to 5 and they're only in the Chapel. I'm going to have the 2 players who lost PCs introduce new characters in the chapel (who also found themselves trapped in the castle). I'm also going to give them the chance of finding the trap door to the dungeon without requiring the East Wing to be explored. And the door to Averoigne will conveniently need as many silver keys as they happen to have at that point (which is one at the moment).
Most of the players are enjoying the lethality and potential rewards of the place, but two of my players (the women, as it turns out) are just increasingly stressed about losing their beloved characters in this place (and I don't want to spoil the possible resurrections at the end).
Dead is dead in my games, there is no resurrection magic. Roll up new dudes, I say, and intro them at a convenient point. Course, I know nothing of Castle Amber, or when might be a convenient time ;P