Bullgrit
Adventurer
I'd like to tell a tale of a TPK scenario. [This occurred in our latest game session -- this past Friday night.]
Our party:
Human Paladin 4
Human Rogue 4
Human Bard 4
Elf Fighter 4 (archer)
We've been exploring a haunted cave system. The bard is down to 6 Wisdom from an allip attack (which we ran from). And the bard is down to 5 Con (from 14), the rogue is down to 8 Con (from 10), and the paladin is down to 11 Con (from 14) from a wraith encounter (we killed it). [All drain damage, too. So none of it will heal without some magical help.]
We have only till tomorrow night to accomplish our mission (find the mcguffin) and stop a Bad Thing from happening. So, although we are all in various stages of hurt, we decide to go a little further. We agree that we'll keep the bard in the back (to keep her and us safe -- Wis 6 = foolish). If we encounter anything too dangerous, we'll pull out and get help (like a cleric to cast restorations).
The bard and the paladin both have a magical teleport paper that when torn in half, teleport you to a specific location back in town. We took these items from defeated bad guys, and now consider them the "emergency escape hatch" (for at least two of us).
Well, we are walking down a hallway (paladin leading, then rogue, bard, archer) and come to a door. The paladin opens the door to find a bare and empty room. But then shadowy figures emerge from the walls. Four shadows attack (the paladin's Knowledge Religion identifies them).
OK, this is Bad. The paladin could only turn them with a *very good* d20 roll. The bard is the only one with a magic weapon -- a +1 whip-dagger. The bard also has a wand of burning hands (5th level) that she uses with Use Magic Device (50% chance of activating, and then a 50% miss chance on the incorporeal shadows). The paladin has a scroll of magic weapon. And the paladin, up front with the shadows, has a touch AC of 11.
So, in the first attack, the paladin is knocked down to 6 Strength (from 14). He yells for everyone to retreat and get out as he steps back from the door. The paladin wears full plate armor, and with armor, weapons and equipment, he is weighed down with over 100 pounds of gear.
The bard blasts the shadows with the wand. But no one retreats. The shadows rush out of the room and press their attack. The paladin is weakened down to 3 Strength, and collapses in the hallway, unable to support his carried weight. The bard is weakened to 10 Strength (from 14).
Though the paladin calls for everyone to get out whatever way they can, no one retreats. The rogue tries dragging the paladin (5 feet). The paladin holds out the teleport paper for the rogue to tear with him. (This is a tactic thought of earlier -- two people hold the paper and tear it together -- we didn't know if both, or just one, or neither would actually get teleported this way, but we were going to try it.) The rogue held his action to tear if the shadows pounced on him.
The shadows continue their attack. The bard continues using the wand (getting lucky with each UMD roll, but only hurting some of the shadows because of the miss chance). The paladin tells the rogue to take the scroll and use it with the archer. The paladin is going to talk the bard into using her teleport paper with him. They *must* get out of there. It is a forgone conclusion now: the shadows are going to overwhelm them very soon.
Fortunately, occassionally a shadow or two flies back to the room they came from and waits a couple rounds. We figure the room heals them. This is kind of bad (healing up the damage we've managed to do), but it is also good (it gives us a break from four attacks).
The rogue and the archer use the teleport paper, but only the rogue teleports (the DM rules for opposed straight d20 rolls, the winner teleports). So the archer grabs the bard's magic whip-dagger and goes on the offensive.
Fortunately, other than the paladin, the whole group has good touch ACs.
The paladin is still calling for everyone to retreat. He seems to be the only one who realizes this is a TPK happening. (A TPK minus the smart rogue.) The archer is gone totally over the top with wanting to kill the shadows (even with the -4 penalty for using the whip [exotic weapon]), and the bard is foolishly (6 Wis) following along. The paladin is near paralyzed on the floor under the weight of his gear. The paladin mentions that if the shadows kill one of us, we'll have another shadow pop up to attack us.
The paladin pulls out a wand of lesser restoration and heals some of his damage, and then moves up to heal some of the bard's and archer's damage as they magic-whip and magic-wand the shadows. He keeps up the call for retreat. The bard and archer can run away, but the paladin is much slower in heavy armor. The paladin is willing to let the shadows attack him to give the others a round or two for retreat.
This is a TPK just waiting to happen. The only thing drawing this out is some of the shadows constantly backing to their room to heal. So there's usually only 2 attacking at a time, instead of all 4.
Well, after a few rounds of very lucky rolls, the bard and archer manage to kill all 4 shadows. Un-be-freakin'-lievable. Impossible, even. The paladin and rogue Players knew this was going to be a TPK. The bard Player saw it that way too, but he was playing his character with a 6 Wisdom, and as long as someone was fighting, the bard was foolish enough to keep it up. The archer just didn't care, and was just running on anger.
After some judicious use of lesser restoration (15 charges off the wand), the paladin, bard, and archer finally retreated out of the dungeon and back to town, to meet up with the rogue.
This *should* have been a TPK, and the stupidity was all by the Players/PCs. The strange fact we actually ended up surviving this impossible situation doesn't mean it was anything but absolutely foolish.
I still can't believe not only was this not a TPK, but all four PCs survived the encounter.
Bullgrit
Our party:
Human Paladin 4
Human Rogue 4
Human Bard 4
Elf Fighter 4 (archer)
We've been exploring a haunted cave system. The bard is down to 6 Wisdom from an allip attack (which we ran from). And the bard is down to 5 Con (from 14), the rogue is down to 8 Con (from 10), and the paladin is down to 11 Con (from 14) from a wraith encounter (we killed it). [All drain damage, too. So none of it will heal without some magical help.]
We have only till tomorrow night to accomplish our mission (find the mcguffin) and stop a Bad Thing from happening. So, although we are all in various stages of hurt, we decide to go a little further. We agree that we'll keep the bard in the back (to keep her and us safe -- Wis 6 = foolish). If we encounter anything too dangerous, we'll pull out and get help (like a cleric to cast restorations).
The bard and the paladin both have a magical teleport paper that when torn in half, teleport you to a specific location back in town. We took these items from defeated bad guys, and now consider them the "emergency escape hatch" (for at least two of us).
Well, we are walking down a hallway (paladin leading, then rogue, bard, archer) and come to a door. The paladin opens the door to find a bare and empty room. But then shadowy figures emerge from the walls. Four shadows attack (the paladin's Knowledge Religion identifies them).
OK, this is Bad. The paladin could only turn them with a *very good* d20 roll. The bard is the only one with a magic weapon -- a +1 whip-dagger. The bard also has a wand of burning hands (5th level) that she uses with Use Magic Device (50% chance of activating, and then a 50% miss chance on the incorporeal shadows). The paladin has a scroll of magic weapon. And the paladin, up front with the shadows, has a touch AC of 11.
So, in the first attack, the paladin is knocked down to 6 Strength (from 14). He yells for everyone to retreat and get out as he steps back from the door. The paladin wears full plate armor, and with armor, weapons and equipment, he is weighed down with over 100 pounds of gear.
The bard blasts the shadows with the wand. But no one retreats. The shadows rush out of the room and press their attack. The paladin is weakened down to 3 Strength, and collapses in the hallway, unable to support his carried weight. The bard is weakened to 10 Strength (from 14).
Though the paladin calls for everyone to get out whatever way they can, no one retreats. The rogue tries dragging the paladin (5 feet). The paladin holds out the teleport paper for the rogue to tear with him. (This is a tactic thought of earlier -- two people hold the paper and tear it together -- we didn't know if both, or just one, or neither would actually get teleported this way, but we were going to try it.) The rogue held his action to tear if the shadows pounced on him.
The shadows continue their attack. The bard continues using the wand (getting lucky with each UMD roll, but only hurting some of the shadows because of the miss chance). The paladin tells the rogue to take the scroll and use it with the archer. The paladin is going to talk the bard into using her teleport paper with him. They *must* get out of there. It is a forgone conclusion now: the shadows are going to overwhelm them very soon.
Fortunately, occassionally a shadow or two flies back to the room they came from and waits a couple rounds. We figure the room heals them. This is kind of bad (healing up the damage we've managed to do), but it is also good (it gives us a break from four attacks).
The rogue and the archer use the teleport paper, but only the rogue teleports (the DM rules for opposed straight d20 rolls, the winner teleports). So the archer grabs the bard's magic whip-dagger and goes on the offensive.
Fortunately, other than the paladin, the whole group has good touch ACs.
The paladin is still calling for everyone to retreat. He seems to be the only one who realizes this is a TPK happening. (A TPK minus the smart rogue.) The archer is gone totally over the top with wanting to kill the shadows (even with the -4 penalty for using the whip [exotic weapon]), and the bard is foolishly (6 Wis) following along. The paladin is near paralyzed on the floor under the weight of his gear. The paladin mentions that if the shadows kill one of us, we'll have another shadow pop up to attack us.
The paladin pulls out a wand of lesser restoration and heals some of his damage, and then moves up to heal some of the bard's and archer's damage as they magic-whip and magic-wand the shadows. He keeps up the call for retreat. The bard and archer can run away, but the paladin is much slower in heavy armor. The paladin is willing to let the shadows attack him to give the others a round or two for retreat.
This is a TPK just waiting to happen. The only thing drawing this out is some of the shadows constantly backing to their room to heal. So there's usually only 2 attacking at a time, instead of all 4.
Well, after a few rounds of very lucky rolls, the bard and archer manage to kill all 4 shadows. Un-be-freakin'-lievable. Impossible, even. The paladin and rogue Players knew this was going to be a TPK. The bard Player saw it that way too, but he was playing his character with a 6 Wisdom, and as long as someone was fighting, the bard was foolish enough to keep it up. The archer just didn't care, and was just running on anger.
After some judicious use of lesser restoration (15 charges off the wand), the paladin, bard, and archer finally retreated out of the dungeon and back to town, to meet up with the rogue.
This *should* have been a TPK, and the stupidity was all by the Players/PCs. The strange fact we actually ended up surviving this impossible situation doesn't mean it was anything but absolutely foolish.
I still can't believe not only was this not a TPK, but all four PCs survived the encounter.
Bullgrit