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How to deal with GM burn-out?
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<blockquote data-quote="Olaf the Stout" data-source="post: 6235608" data-attributes="member: 13703"><p>Just had an unexpected cakewalk encounter for the PCs last session. They were facing off against a Spellweaver Liche in the AoW AP. Group had spoken to him before, so they knew what they were facing.</p><p></p><p>I was actually worried this could be a TPK. He had the ability to cast multiple Maze spells, which would have taken the big combat beast out of the encounter. He also had multiple Power Word Stuns, could cast up to 6 levels of spells per round, his touch caused permanent paralysis, etc.</p><p></p><p>All his spells and abilities had saves in the mid-to-high 20's. So it could have ended horribly.</p><p></p><p>As it was it went like this. Party opens door. Rogue moves in and misses. Liche goes next. Casts Repulsion (failed save means you can't move towards him, so the melee guys would be useless). Everyone except the Wizard, who wants to stay at range anyway, passes.</p><p></p><p>Party deals 70-odd points of damage via a charge from the melee guy and an empowered Disintergrate. Beguiler readies an action to counterspell.</p><p></p><p>Round 2, Rogue hits for small damage. Liche casts Maze on himself to get him out of combat to recover. Beguiler successfully counterspells with Greater Dispel Magic. Maze spell therefore fizzles. Cleric mistakenly casts Destruction (doesn't work on Undead). Doesn't matter as melee guy finishes the Liche off.</p><p></p><p>So my possible TPK lasted all of 2 rounds!</p></blockquote><p></p>
[QUOTE="Olaf the Stout, post: 6235608, member: 13703"] Just had an unexpected cakewalk encounter for the PCs last session. They were facing off against a Spellweaver Liche in the AoW AP. Group had spoken to him before, so they knew what they were facing. I was actually worried this could be a TPK. He had the ability to cast multiple Maze spells, which would have taken the big combat beast out of the encounter. He also had multiple Power Word Stuns, could cast up to 6 levels of spells per round, his touch caused permanent paralysis, etc. All his spells and abilities had saves in the mid-to-high 20's. So it could have ended horribly. As it was it went like this. Party opens door. Rogue moves in and misses. Liche goes next. Casts Repulsion (failed save means you can't move towards him, so the melee guys would be useless). Everyone except the Wizard, who wants to stay at range anyway, passes. Party deals 70-odd points of damage via a charge from the melee guy and an empowered Disintergrate. Beguiler readies an action to counterspell. Round 2, Rogue hits for small damage. Liche casts Maze on himself to get him out of combat to recover. Beguiler successfully counterspells with Greater Dispel Magic. Maze spell therefore fizzles. Cleric mistakenly casts Destruction (doesn't work on Undead). Doesn't matter as melee guy finishes the Liche off. So my possible TPK lasted all of 2 rounds! [/QUOTE]
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