Catullus64
2022-12-12, 03:33 PM
In my games, I typically don't allow players to cast the spells Raise Dead, Reincarnate, Resurrection, or True Resurrection. I don't care for having death be so easily bypassed, even with expensive diamonds. I've always told players that if they wish to raise anybody from the dead (Revivify excepted) it will require an elaborate ritual with rare reagents, such that obtaining the stuff necessary to raise the dead is a quest in its own right.
Well, for the first time in a long time, some PCs are following through on that, seeking to raise a dead PC who got disintegrated. They've successfully quested to obtain the scroll which contains the ritual, translated it, and contracted with a powerful wizard to obtain the reagents. Now, I want the performance of the ritual to be a sort of 'final boss' for this arc of the campaign. Here's how I've planned it, for a party of five 8th-level PCs (not counting the dead guy to be resurrected). Note that all the weapon-using types have at least one magical weapon.
The scroll contains a list of the reagents, instructions on how to perform the ritual, and a transcription of the necessary ritual chant. It's not a scroll in the usual magic item sense, just instructions. Thus, if the consumed reagents can be re-obtained, the ritual can be attempted multiple times if the first attempt fails.
The reagents are as follows:
One specially engraved iron brazier, filled with scented cedar wood.
Various oils, salts, and powders in a dozen small clay jars.
A golden chime and small golden hammer
The ritual must be performed just before dawn, with a waxing crescent moon in the sky. It must be performed at a place of great power. The PCs have found such a suitable place in a ruined temple atop a hill, which overlooks a great forest.
The ritual is formally begun by placing the brazier in the center of the ritual site and lighting it. Next, a complex Sigil of Embodiment must be formed around the brazier using the contents of the various jars. A participant that spends its action and all its movement attempting to form the sigil can attempt a DC 20 Intelligence (Arcana) check. Once two consecutive successes have been scored on such attempts, the sigil is formed and the ritual can proceed.
Next, one participant, who must have the Spellcasting or Pact Magic feature, must perform the Chant of Reconstitution. Doing so takes three actions. While performing the Chant, the cantor cannot move or take any other actions, or else the chant is broken and must be restarted. Furthermore, the cantor must maintain concentration, as if concentrating on a spell.
Once the chant is finished, the substances of the sigil will coalesce into a new body for the one to be resurrected. Once this is done, any ritual participant may use an action to strike the Golden Chime and call out the name of the intended target. If they wish, they can expend a spell slot while doing so, or choose to suffer any number of d8s of necrotic damage as part of this action. This necrotic damage cannot be reduced or ignored in any way. The target, if willing to be resurrected, must then attempt a Charisma check, with a +2 bonus for every level of spell slot expended or +1 per d8 of necrotic damage. The DC for this check is 20 + the target's own Charisma modifier; the more forceful the personality, the more difficult it is to re-assert itself. Upon a success, the soul accepts the new body and the ritual is complete. If they fail this check, the chime cannot be used again until the end of the current round, at which point any ritual participant can strike the chime again and grant another attempt.
There are two factors which make this ritual a difficult business. The first is the limited time. The viable window of dawn in which the ritual can be performed lasts two minutes (20 rounds) total. The ritual fails automatically if it is begun or is not completed within this time window.
The second factor is more perilous. The souls of the dead are jealous, and will resentfully try to interfere to keep the target among their ranks. At the end of the turn during which the brazier is lit, nine Shadows (CR 1/2) and three Specters (CR 1) will appear at various points 100 feet from the brazier, and immediately attack the ritual participants, trying to either slay them or to extinguish the brazier, which they do by attacking it with their melee Drain attacks. The ritual flame for this purpose has AC 10 and 55 Hit Points
Every round, 1d4 additional Shadows appear 100 feet from the Brazier.
Beginning on the third round of the ritual, or as soon as the Sigil of Embodiment is finished, there is a 50% chance that an additional Specter will appear alongside the Shadows.
On the tenth round of the ritual, or when the Chant of Reconstitution is finished, a Wraith (CR 5) will appear 100 feet from the brazier. If this Wraith is reduced to 0 HP, another will appear 100 feet from the brazier at the start of the next round.
All Undead who appear to disrupt the ritual disappear when the ritual concludes, successfully or unsuccessfully.
If any feature that turns Undead is used, it will also have the effect of turning the soul of the target, causing the ritual to fail. The PC who has such a feature has been warned of this fact.
Coming back from the dead is an ordeal, as is the final shock of completing the ritual. The resurrected creature must make a DC 30 Constitution saving throw. For every 5 by which the saving throw is failed, the resurrected creature suffers 1 level of exhaustion, up to a maximum of 5. All ritual participants must make a DC 15 Constitution saving throw or suffer 1 level of exhaustion.
Does this seem both dramatic and fun? Any clarifications or rulings requested? Any way you'd modify this, either in substance or in numbers tweaks?
Well, for the first time in a long time, some PCs are following through on that, seeking to raise a dead PC who got disintegrated. They've successfully quested to obtain the scroll which contains the ritual, translated it, and contracted with a powerful wizard to obtain the reagents. Now, I want the performance of the ritual to be a sort of 'final boss' for this arc of the campaign. Here's how I've planned it, for a party of five 8th-level PCs (not counting the dead guy to be resurrected). Note that all the weapon-using types have at least one magical weapon.
The scroll contains a list of the reagents, instructions on how to perform the ritual, and a transcription of the necessary ritual chant. It's not a scroll in the usual magic item sense, just instructions. Thus, if the consumed reagents can be re-obtained, the ritual can be attempted multiple times if the first attempt fails.
The reagents are as follows:
One specially engraved iron brazier, filled with scented cedar wood.
Various oils, salts, and powders in a dozen small clay jars.
A golden chime and small golden hammer
The ritual must be performed just before dawn, with a waxing crescent moon in the sky. It must be performed at a place of great power. The PCs have found such a suitable place in a ruined temple atop a hill, which overlooks a great forest.
The ritual is formally begun by placing the brazier in the center of the ritual site and lighting it. Next, a complex Sigil of Embodiment must be formed around the brazier using the contents of the various jars. A participant that spends its action and all its movement attempting to form the sigil can attempt a DC 20 Intelligence (Arcana) check. Once two consecutive successes have been scored on such attempts, the sigil is formed and the ritual can proceed.
Next, one participant, who must have the Spellcasting or Pact Magic feature, must perform the Chant of Reconstitution. Doing so takes three actions. While performing the Chant, the cantor cannot move or take any other actions, or else the chant is broken and must be restarted. Furthermore, the cantor must maintain concentration, as if concentrating on a spell.
Once the chant is finished, the substances of the sigil will coalesce into a new body for the one to be resurrected. Once this is done, any ritual participant may use an action to strike the Golden Chime and call out the name of the intended target. If they wish, they can expend a spell slot while doing so, or choose to suffer any number of d8s of necrotic damage as part of this action. This necrotic damage cannot be reduced or ignored in any way. The target, if willing to be resurrected, must then attempt a Charisma check, with a +2 bonus for every level of spell slot expended or +1 per d8 of necrotic damage. The DC for this check is 20 + the target's own Charisma modifier; the more forceful the personality, the more difficult it is to re-assert itself. Upon a success, the soul accepts the new body and the ritual is complete. If they fail this check, the chime cannot be used again until the end of the current round, at which point any ritual participant can strike the chime again and grant another attempt.
There are two factors which make this ritual a difficult business. The first is the limited time. The viable window of dawn in which the ritual can be performed lasts two minutes (20 rounds) total. The ritual fails automatically if it is begun or is not completed within this time window.
The second factor is more perilous. The souls of the dead are jealous, and will resentfully try to interfere to keep the target among their ranks. At the end of the turn during which the brazier is lit, nine Shadows (CR 1/2) and three Specters (CR 1) will appear at various points 100 feet from the brazier, and immediately attack the ritual participants, trying to either slay them or to extinguish the brazier, which they do by attacking it with their melee Drain attacks. The ritual flame for this purpose has AC 10 and 55 Hit Points
Every round, 1d4 additional Shadows appear 100 feet from the Brazier.
Beginning on the third round of the ritual, or as soon as the Sigil of Embodiment is finished, there is a 50% chance that an additional Specter will appear alongside the Shadows.
On the tenth round of the ritual, or when the Chant of Reconstitution is finished, a Wraith (CR 5) will appear 100 feet from the brazier. If this Wraith is reduced to 0 HP, another will appear 100 feet from the brazier at the start of the next round.
All Undead who appear to disrupt the ritual disappear when the ritual concludes, successfully or unsuccessfully.
If any feature that turns Undead is used, it will also have the effect of turning the soul of the target, causing the ritual to fail. The PC who has such a feature has been warned of this fact.
Coming back from the dead is an ordeal, as is the final shock of completing the ritual. The resurrected creature must make a DC 30 Constitution saving throw. For every 5 by which the saving throw is failed, the resurrected creature suffers 1 level of exhaustion, up to a maximum of 5. All ritual participants must make a DC 15 Constitution saving throw or suffer 1 level of exhaustion.
Does this seem both dramatic and fun? Any clarifications or rulings requested? Any way you'd modify this, either in substance or in numbers tweaks?