What I've done in my Hoard of the Dragon Queen Campaign is to have "the local clerics/priests" resurrect dead characters in exchange for the assistance the party is providing the town. So, if your characters are helping the city (I haven't read the starter set, avoiding spoilers), then local authorities could provide healing in exchange. This means, however, that the character has to sit out the next mission (so, they'll have to roll a temp or something--temp could be a generic NPC, like a soldier from the local militia, sent to help the party; or they could roll another character, though it has to be a different race and class than the one that died).
If they actually have the resources to pay for the spell (as per the Starter Set Guidelines), then the character doesn't have to sit out. I think it's a fair 'penalty' without trivializing death.
More specifically, Neverwinter has traditionally been one of the largest (if not the largest) cities in the Sword Coast--undoubtedly such a service is available. The cost would be at least 500 gp, given the material components required to cast Raise Dead.
Then again, the city was presumably destroyed in the 4E lore; without having read the starter set info (I don't want to spoil it), I'm not sure about the current state of the city. This wouldn't be a random NPC; however, it need not be a "high-level cleric--" a L9 Cleric can cast Raise Dead.
About hiring spellcasters, from the PHB, p. 159:
Hiring someone to cast a relatively common spell of 1st or 2nd level, such as cure wounds or identify, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment— the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster- infested wilderness to deliver something important to a distant settlement.
Yes it can be that deadly. I blogged about the initial encounter in detail in this post.
The Party
- Elven Wizard
- Human Rogue
- Human Wizard
- Human Fighter
The Fight
- Four hours outside of Phandelver the party ran into an ambush set by four goblins.
- The party roll perception rolls. The goblins rolled various 20s for their stealth check. The Goblins got a surprise round.
- In the surprise round, the goblins shot arrows taking out both the human wizard and the elven wizard.
- The Goblins win initiative over everybody except for the downed wizards. They shout a NPC Wagon Driver and the Human Fighter who remain standing.
- The human rogue starts running towards the goblin shooting his short bow. The human fighter dashes toward the nearest goblin.
- The Human Wizard rolls a natural 20 on his death check. The Elven Wizards get a successful death check.
- The next round the goblins focuses on the charging Human Fighter but his high armor class prevents him from being hit.
- The Human Rogue closes in and kills a goblin with his short bow. The Human Fighter reaches a goblin. The Human Wizard hides. The Elven Wizards continue to roll death checks.
- The next round the Human Wizard cast sleep causing one more goblin to fall.
- The remaining two goblins start running away
- The Human Rogue shot down one, and the Human Fighter kill another goblin.
- The Fight is over with all goblin down. The Elven Wizard is stabilized.
Comments
- Surprise is important and goblins are good at creating a surprise round due to their high stealth.
- In general low CR 5e monsters have one special ability they are good at. This can be decisive under the right circumstances.
- Quantity is also a decisive advantage. For another group with 8 PCs I ran this encounter with 8 goblins. The goblins were completely outclassed even with surprise. It is my opinion that the multiplier for number of opponents needs to be used for the party size as well. In subsequent session it is obvious that doubling the monster does not provide the same challenge if you double of the number of PCs. It wasn't until I increase the difficultly to four times the original I was able to get comparable results for the eight PC group as I did for the four PC group.
- 5e combat is highly situational. Different plans, different terrains, different initial conditions can produce widely varying results. The result is that small differences in CR don't mean much. Only when the numbers are increased from 50% or 100% on either side the differences become decisive.
- 5e rewards system mastery but there is less to master. And because of 5e combat sensitivity to circumstances, there is no combinations of abilities that make for an instant win.
- The use of a d20 and the flat probability curve means that a run of bad or inferior dice rolls can and will happen. The same with a run of superior dice roll. In combination with 5e's sensitivity to situational factors this means results can vary wildly from group to group even when using the same PCs.
In general the book works great for four man parties. Try running a few encounter with a four man party, Phandelver is good for this to get a feel of how 5e combat is supposed to be like. Then for a larger group, increase your encounter size by 25% increments until you get the same feel as the smaller group.
Best Answer
Yes, you can reuse characters.
There is nothing particular or special to Lost Mines of Phandelver that requires handling differently from any other content. Characters are not implicitly one-and-done - you don't throw away the character when you finish the book. Just because many of the hardcover adventures are designed to start at L1, doesn't mean they must do so.
Some modules even specifically call out how to blend them. For example, Storm King's Thunder has a section in the appendices that covers what to do with characters coming out of Lost Mines of Phandelver. The short version is "skip chapter one and start with chapter two", but there are a few more specific suggestions of how to work it into a story. Other modules have different hooks, or leave you room to develop your own hooks.
Balancing Being Overleveled
If you're starting a hardcover adventure with characters above the recommended level, you'll need to adjust for that (or at least be aware of it). Early encounters will certainly need the opposition to be buffed up in some way, and even later encounters may need it (the characters are starting overleveled, so they may be overleveled at the end, too). That's where DM discretion comes in.
This is also an opportunity to take into account player preference. Some players like the edge-of-your-seat danger and risk of hard or deadly encounters, and the tactical thought that goes into swinging the odds in your favor to win. Other players prefer waltzing into a room and slaughtering enemies by the score, making each encounter a blood-splattered mess. It's up to you as the DM to gauge your players and adjust the encounters to suit.
Milestone Advancement
One of the easier ways to control character level is to not award experience points, but to assign additional levels as the story demands it. This is known as milestone advancement. This can relieve some of the burden of a party being overleveled, because you simply don't have them level up from encounters that aren't really a challenge.