In my house rules for Labyrinth Lord I have created a new rule called "Live After Death." It was inspired by Heroes of Horror (and Iron Maiden, of course). Anyone looking at the previous post will see that I have finally found out where I saw the inspiration- in the sections called Balancing the Scales, Coming Back Wrong and the Resurrection Mishap table. I think the suggestions there are easily the best part of the book. I encourage people to track down a copy. The stipulations of extended time, the price of another life in exchange, special locations, provide great ideas for a campaign. But the one that has the best swords and sorcery feel is the idea that the magic is not perfect. The way I use it is that this can happen its a risk - always. So now when the spell is cast my players roll on the table below. I have not used the idea in balancing the scales yet, but the chance of coming back wrong just seemed, well... right. So here it is, a simple 2d6 chart that spices up those Labyrinth Lord Raise Dead spells (with a cool retro metal name to boot):
Live After Death
2 No, really, that’s not Bob: A demon possess the body- exorcism will return to dead state.
3 Better off Dead: Oops, such a fine line between raised and animated… character now undead of HD corresponding to current level.
4 Chains Attached: The character is back to achieve one thing as if under unbreakable quest or geas spell. When done the character dies, forever.
5 Alignment Change due to fear of death.
9 Alignment Change due to seeing and understanding the truth.
10 Strings Attached: As if under unbreakable geas/quest. Must complete.
11 Crossed Wires: DM switches 2 of INT CHA or WIS
12 Wait, that’s not Bob: wrong soul- re roll INT CHA and WIS
Scream for me Long Beach!