Piratecat said:
Moral of the story: look for tactics, seize opportunities, and good luck!
And if not, well, use the Boots of Teleportation to get the flock out of there.
No group I've played D&D in has been so beaten it ran from an encounter, that I can remember. Wait, no; going through The Lord of the Iron Fortress, we triggered the end fight early by making our own door into the fortress, beat the stuffing out of the BBEG, and went a ways away to camp for the evening. I KNEW that we should've gone off-plane, or bribed the nearby dragons to keep an eye out. Anyway, the survivors of the Fortress attacked us in our sleep and killed my character, and made off with his body. The party retreated back home and traded my character's body and stuff for the cubic gate that the bad guys needed to get in or out (of course, I'd been raised as a vampire, but that was fixed). We then went back and kicked their rear ends.
We did once have a semi-TPK; the wizards teleported us into the Evil Gnome Jedi Break Room when we did Return to White Plume Mountain, and my character and the two cohorts failed the Will save on the TP redirect (which, strangely, went to the beach). That was, in effect, the best place to be, as the two wizards proceeded to get into a hellacious fight with 7 or so Jedi guardians. They got 5 of them, until the truly mean sith vorpal kukri dual-wielder got crits on them. Fortunately, they had contingencies up and were able to get TPed back home.
Meanwhile, the rogue, a cohort ranger, and a cohort celestial sat on the beach, cooling their heels, until the wizards were raised and then came and got us.
Brad