Ever have that feeling your about to walk into a TPK..

Timely Drought said:
If always wanted to try the Rope-Trick-inside-a-Rope-Trick escape plan. Never had the opportunity, though.

I'm curious...

The duration on the first Rope Trick expires before the duration on the second Rope Trick.

Doesn't that mean you could end up in a pocket dimension whose only exit leads to somewhere that no longer exists? Worse yet, when the duration on the second Rope Trick expires, you 'drop out' to a place that, again, no longer exists...

-Hyp.
 

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The Hool

The Rider of the Axe running through the Hool Marsh.

4 Young Adult Black Dragons, a load of undead/plant guys, Lizard Folk barbarians, plus Lizard Folk Clerics, and a Shamen.

It was a very pessimistic start, esp when the archer missed with the only Dragon slaying arrow we had, and realized that at least one of the dragons had Shield and Mage armor up.
 

It actually worked out pretty well. We started were we had left off. Our halfing rogue had kicked open a door and saw 3 Clerics of Nerull, 2 Evil Elves and kind of kobold/Halfling creation. Our group consisted of

1 Rogue (@ half hitpoints)
1 Fighter (@ half hitpoints)
1 Cleric ( Hurt, out of spells, NPC)
1 Wizard (Most hit point in the group, down to 0 level spells)
1 Rogue/Wizard (ran away at the sight of the enemy)
1 Psion (down to about 5 power point)
1 Ranger/Cleric (me i was about 66% of my hit points)

While we outnumbered them we only had 2 warriors and all of out spell casters were out of power. Thankfully while the enemy concentrated on the Fighter and Halfing i was able to come around and decimate the 3 Human Clerics of Nerull (Human is my fav. enemy) in 3 rounds putting out an average of 20hp per round (with no critical, remember we're only level 3) there were some pretty impressive rolls. After dispatching the 5 of them we risk barricading ourselves in an adjacent room (the clerics sleeping quarters) and trying to rest. Thanks to only needing a few hours of rest (good job reverie) i was able to rest and get my spells where unfortunately none of the others were able to before we were jumped by enemies. Thankfully since we were able to funnel them through 2 doorways. we were able to destroy them without too much drama. I was very impress with how things went. Out of the 14 guys that were thrown at us. I killed half of them single handedly. The majority of the time with only 10 hp left. If more then one solid hit got me, things could have gotten ugly quick. Thankfully I should almost be to level 4 now, I have healing spells ready, and we should be ready for the BBEG soon.
 

That's where the party I'm in was just a coupla games back. Man, 4th level is a pain, ain't it. But frrom here on out, if you prep well you may catch up with the DM and his nefarious plot...
 

When we were playing the giant & drow series in 1st edition, our party was at the door which would have us face the real Lolth. Before we opened it, I looked at the DM and asked "Could we please save the game at this point?" :)

And sure enough, we had a TPK fighting Lolth.
 

Ha. That last one reminds me of the scene in Baldur's Gate 2 (one of the expansion packs) where you meet some little first level adventurer and kill him, who then "reloads" his game and decides not to fight you and take all your stuff.
 

jarlaxlecq said:
Last week we wraped up in a deep dark dungeon looking for a way out. The last thing we did was bust into a room full of people ready to kill us. We've been wondering this dungeon for a while now and are tired, hurt and out of spells.
Things look grim. :\

Well wish me luck, I'll be back to let you guys know how it went. :D

This is when I try to use the landscape to my advantage - how big is the door? How many of them can come out at once? If you can use the door as a bottle neck you may be able to keep numerical advantage and flanking advantage over your opponents at any one time. Alternately, if they're all in a room, why do you need to go in? Could you just not go in? Or, if you need to defeat them, could you collapse the roof of the room on them (preferably without collapsing it on yourselves as well)? Good luck with it!!
 

My players just walked into an ambush that could have resulted in a TPK. There was lots of fire, some weapons play and more spells than you could light 10,000 torches with and in the end, half the pcs were captured, half escaped, and the only person to die was the single NPC of the players party. Beaten to death with a mace.

no TPK, but man, what a battle.
 

We could have had one of those yesterday - trying to steal someone from the castle of a Blackguard Death Knight. Never a good idea. No escape magic usable... we ran across the big guy on the way out. The first couple of rounds consisted of all our best attacks bouncing off him while he par-fried us with a super fireball then chopped up the party frontline fighters.

1 trip, bullrush, 50' drop, weighted net and flask of slippery stuff later... the laughing was us running away... We wanted to add tar and feathers, but thought that might be going a bit too far. :)


'Dieing' to know how yours turned out? :)

Could you try resting up somewhere to get yourselves ready for what in the room?

With Hide, Craft: Stonemason/Carpenter or similar skills you could try to make a hiding place and/or secure a room... Spells and hitpoints are good for avoiding that TPK :)
 

I don't think that with my play group we've EVER had a party run away. Ever. Something along the lines of the fact we've never known how powerfull our enemy was until we fought it, so we'd allways have devoted all of our resources into the fight.

When we have tactical blunders (which is very, very often), we just have to wait until there's one PC who tries valliantly to remain standing at single digit hit points to take out that one last badguy, and typically wins...

Coincidentally, the only time I've ever *really* wanted to escape was when the entire party was playing a Gold Dragon in a dream sequence (Long story, don't ask). I really, really wanted to at least have an escape route planned (Did I mention that it was a Great Wyrm? It had the spells), but the DM had decided that it wasn't going to abandon its lair, because that's what dragons do. I later discovered we weren't supposed to win that fight. *sighs*
 

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