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<blockquote data-quote="Finley DaDum" data-source="post: 2738326" data-attributes="member: 30376"><p>This is my 1st Problem the DM has set up a situation where you are forced to continue with characters who are significantly weakened from earlier encounters. At this point the Bard's Max HP are what like 10, The Rogue has maybe hi teens, and your tank has been downgraded as well. Ability drain isn't a problem by itself but in an adventure with a time limit with no access to restoration, poor adventure design. That being said you as players choose to continue on perhaps he actually counted on you being forced to retreat.</p><p></p><p></p><p></p><p>Probably a poor decision, if seeking healing for the Ability Drains and returning was at all posible I think you should have done that.</p><p></p><p></p><p></p><p>Here's a rules problem that the DM should have been more specific about. i.e. Whether these will work like the spell or not. As per the spell, the minimum level of the spell should have allowed for more than 1 person per spell. Of course magic items do not always follow the rules of spells exactly as written but then it is usually important to figure out exactly how they work. If Identify was cast on these, it should have revealed whether they would teleport more than 1 person.</p><p></p><p></p><p></p><p></p><p>Four shadows is a EL 7 encounter which is classified as Very Difficult. Add in the situational modifier that the shadows seem to have access to healing and the partys weakened state and this pushes this into overwhelming. Which to me says you should have run quickly. Let me just say repeatedly using Incorporeal creatures when the party has 1 magic weapon and limited magic attacks is asking for trouble. Honestly I am amazed that it wasn't a TPK especially after the 1st round took the Paladin down to 6 Str. Honestly I suspect the DM fudged at this point to keep you alive but that sort of thing is virtually impossible to know especially just from your post.</p><p></p><p></p><p></p><p>Here again if you did not know what would happen I as the DM would have allowed this tactic to work teleporting both people. It was somewhat inventive on the party's part, it fit the activation requirement for the magic item, and logically the tearing only works with both people holding it. </p><p></p><p></p><p></p><p>Agreed and since you seem to get that, breath a sigh of relief, have a quick talk with the DM about encounter balance, retreats, and time limits, and thank your luck.</p></blockquote><p></p>
[QUOTE="Finley DaDum, post: 2738326, member: 30376"] This is my 1st Problem the DM has set up a situation where you are forced to continue with characters who are significantly weakened from earlier encounters. At this point the Bard's Max HP are what like 10, The Rogue has maybe hi teens, and your tank has been downgraded as well. Ability drain isn't a problem by itself but in an adventure with a time limit with no access to restoration, poor adventure design. That being said you as players choose to continue on perhaps he actually counted on you being forced to retreat. Probably a poor decision, if seeking healing for the Ability Drains and returning was at all posible I think you should have done that. Here's a rules problem that the DM should have been more specific about. i.e. Whether these will work like the spell or not. As per the spell, the minimum level of the spell should have allowed for more than 1 person per spell. Of course magic items do not always follow the rules of spells exactly as written but then it is usually important to figure out exactly how they work. If Identify was cast on these, it should have revealed whether they would teleport more than 1 person. Four shadows is a EL 7 encounter which is classified as Very Difficult. Add in the situational modifier that the shadows seem to have access to healing and the partys weakened state and this pushes this into overwhelming. Which to me says you should have run quickly. Let me just say repeatedly using Incorporeal creatures when the party has 1 magic weapon and limited magic attacks is asking for trouble. Honestly I am amazed that it wasn't a TPK especially after the 1st round took the Paladin down to 6 Str. Honestly I suspect the DM fudged at this point to keep you alive but that sort of thing is virtually impossible to know especially just from your post. Here again if you did not know what would happen I as the DM would have allowed this tactic to work teleporting both people. It was somewhat inventive on the party's part, it fit the activation requirement for the magic item, and logically the tearing only works with both people holding it. Agreed and since you seem to get that, breath a sigh of relief, have a quick talk with the DM about encounter balance, retreats, and time limits, and thank your luck. [/QUOTE]
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