New Adventurers

Adventurer death is a feature not a bug. Victories are hollow when there is no threat of failure. The fact that death is on the line makes each hard-won victory precious.

If your adventurer dies, make a new one to rejoin the action using the Call to Adventure rules. These rules are purposefully quick and simple. Skip the bits that involve telling stories so you can get back into the game as quickly as possible.

If you’ve died in the middle of a session, the GM should find some plausible excuse for your new adventurer to be added into the scene as soon as you finish creating them. Everybody at the table should be tolerant of whatever leaps of logic it takes to make this happen, but with a little finesse it shouldn’t ruin anybody’s immersion.

Your guild-mates can perform the Hold a Funeral City Action later to give your new adventurer a portion of your dead adventurer’s XP (Commission Craft).