After a little hinting, my group creeped up and ambushed the group outside the waterfall. They were able to prevent anybody from warning those inside, and I ruled they had time for a short rest. They decided to split their forces and go in all three entrances at once, with the main group going through the middle falls and paladin and rogue going in at the top and bottom respectively.
They started okay, but the minions of the first wave were able to move around the fighter and put an awful hurt on the wizard. The wizard eventually had to burn an action point just to get away. (It would really have helped if he had Thunderwave.) Meanwhile, the skirmisher on the paladin managed a lucky flanking hit and rolled natural maximum damage even without a crit.
They had finished off most of the first wave by the time Irontooth, the brutes, and the artillery rolled in. (To prevent having to fight the same old monsters, I switched out the two Dragonshields for two pikers and turned the dragon shaman into a severely powered down wild mage.)
Irontooth gleefully went after the paladin and hacked him down in short order while the other PCs were disengaging from their remaining first wave opponents and moving in. Meanwhile the two pikers knocked the rogue back a few squares and took up a defensive position in front of the wild mage, who gleefully targetted the wizard with repeated successful attacks vs. Reflex.
About the time the wizard went down, having already used his second wind and the cleric out of healing words, I realized they weren't going to win. So I had the kobolds turn on Irontooth. It wasn't really a stretch, since I had established he had taken over the tribe by force. The wild mage offered to turn on Irontooth if the PCs gave him all the treasure and let the remaining tribe members go free.
The pikers scooped up an unconscious PC as a hostage and the wild mage started taking careful, cautious shots at Irontooth. Even so, it was nearly not enough. By the end of the fight, the wizard, the fighter, and the paladin were all down. All that was left was the rogue and the cleric, and either of them was about one hit from being taken out. Lucky for them, Irontooth rolled low single digits on the last three attacks (I was rolling in the open), and the rogue finally managed to put him down with a sneak attack.
Incredibly close to a TPK, though admittedly the bad guys in the first wave got some really good rolls. Because I had to intervene to save them, the PCs not got one coin of loot. They did, however, find a crumpled up note with the next hook for the adventure on it.
They started okay, but the minions of the first wave were able to move around the fighter and put an awful hurt on the wizard. The wizard eventually had to burn an action point just to get away. (It would really have helped if he had Thunderwave.) Meanwhile, the skirmisher on the paladin managed a lucky flanking hit and rolled natural maximum damage even without a crit.
They had finished off most of the first wave by the time Irontooth, the brutes, and the artillery rolled in. (To prevent having to fight the same old monsters, I switched out the two Dragonshields for two pikers and turned the dragon shaman into a severely powered down wild mage.)
Irontooth gleefully went after the paladin and hacked him down in short order while the other PCs were disengaging from their remaining first wave opponents and moving in. Meanwhile the two pikers knocked the rogue back a few squares and took up a defensive position in front of the wild mage, who gleefully targetted the wizard with repeated successful attacks vs. Reflex.
About the time the wizard went down, having already used his second wind and the cleric out of healing words, I realized they weren't going to win. So I had the kobolds turn on Irontooth. It wasn't really a stretch, since I had established he had taken over the tribe by force. The wild mage offered to turn on Irontooth if the PCs gave him all the treasure and let the remaining tribe members go free.
The pikers scooped up an unconscious PC as a hostage and the wild mage started taking careful, cautious shots at Irontooth. Even so, it was nearly not enough. By the end of the fight, the wizard, the fighter, and the paladin were all down. All that was left was the rogue and the cleric, and either of them was about one hit from being taken out. Lucky for them, Irontooth rolled low single digits on the last three attacks (I was rolling in the open), and the rogue finally managed to put him down with a sneak attack.
Incredibly close to a TPK, though admittedly the bad guys in the first wave got some really good rolls. Because I had to intervene to save them, the PCs not got one coin of loot. They did, however, find a crumpled up note with the next hook for the adventure on it.