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<blockquote data-quote="Nightcloak" data-source="post: 2734826" data-attributes="member: 23862"><p>TPK!</p><p></p><p>Second time this year, my group bought the farm as a team <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p>They were locked into a crypt by a gate as a BIG death Warmain in articulated full plate, wielding a dire giant full sword, came crashing down on them. It was brutal. But then again, I warned them that they wandered off to the wrong dungeon...</p><p></p><p>Anyways, they proceeded for guts and glory and got themselves locked away and being pounded. The unfettered (thief/warrior) decieded to not help the others fight, but search all over the corridor for a way to deactivate the gate - the gate being iron bars that fell to cover one of the exit routes. So the others are getting pounded roung after round while he searches for a way out. </p><p></p><p>Finaly, he finds a compartment! It turns out to be a small hole with a pouch of four gems. A few smart remarks about me building a "gygaxian" style dungeon and the group (well those that remained) finally tried to regroup as a whole to take out this thing. But it was to late. The were pounded into history...</p><p></p><p>After much complaining and bemoaning, and lots of 4d6 rolls later, the player of the unfettered character asks "So, were was the gate release anyway?"</p><p></p><p>Then I give him the bad news:</p><p></p><p>"The gems (from the pouch) you found were magical, each one can automatically open one of the four gates in the crypt."</p><p></p><p>Yep. He<em> had </em> found the "key" to open the gates.</p><p></p><p>D'oh!</p><p></p><p>Another Skull for the score card <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Nightcloak, post: 2734826, member: 23862"] TPK! Second time this year, my group bought the farm as a team :confused: They were locked into a crypt by a gate as a BIG death Warmain in articulated full plate, wielding a dire giant full sword, came crashing down on them. It was brutal. But then again, I warned them that they wandered off to the wrong dungeon... Anyways, they proceeded for guts and glory and got themselves locked away and being pounded. The unfettered (thief/warrior) decieded to not help the others fight, but search all over the corridor for a way to deactivate the gate - the gate being iron bars that fell to cover one of the exit routes. So the others are getting pounded roung after round while he searches for a way out. Finaly, he finds a compartment! It turns out to be a small hole with a pouch of four gems. A few smart remarks about me building a "gygaxian" style dungeon and the group (well those that remained) finally tried to regroup as a whole to take out this thing. But it was to late. The were pounded into history... After much complaining and bemoaning, and lots of 4d6 rolls later, the player of the unfettered character asks "So, were was the gate release anyway?" Then I give him the bad news: "The gems (from the pouch) you found were magical, each one can automatically open one of the four gates in the crypt." Yep. He[I] had [/I] found the "key" to open the gates. D'oh! Another Skull for the score card :p [/QUOTE]
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