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<blockquote data-quote="JiffyPopTart" data-source="post: 4255203" data-attributes="member: 4881"><p>Yet another TPK to report for my group. I am GMing the module.</p><p></p><p>PCs initial plan was to sneak up on the lone skirmisher hanging off by himself. They ambushed him and almost took him out. He got a turn to call for help. I ruled the waterfalls extreme loudness made the hearing of the call for help a DC18. The slinger at the waterfalls entrance rolled a 20. I think this created the TPK. He ran inside to let everyone know something was up.</p><p></p><p>Over the next few rounds the rest of the party mopped up the outside force, with the rogue popping his head inside the waterfall for a second to see the 1st wave of bad guys arrayed at the entrance. I judged that with the amount of time the inside force had that the minions formed a line across the entrance and the skirmishers were all hiding along the front wall to ambush anyone coming in either extreme edge.</p><p></p><p>The rogue popped back out of the waterfall and explained the bad guys setup to the rest of the party. Unbeknownst to them the second wave of bad guys showed up and took their places. The wyrmpriest prepared an action (we houseruled rules for preparing actions since none exist) to cast his "everyone in the entire encounter gets an extra 5hp" spell.</p><p></p><p>The paladin charged in by himself and unleashed his flamebreath, rolling just 3 points of damaged. Had he hit any of the 5 minions he targeted he wouldn't even have killed them, however he managed to miss every single one.</p><p></p><p>Over the next few rounds the party straggled in The rogue never even joined the battle inside the waterfall, worrying about dying. The paladin was swarmed by minions and skirmishers who all got flanking and was obliterated when irontooth charged in an beheaded him after he had already fallen to the other damage.</p><p></p><p>After killing several bad guys the heros bugged out to the outside again, hoping to pick people off as they came out.</p><p></p><p>The bad guys took several turns to reform their ranks and charge out. They took two turns to reform ranks into a decent formation and to get everyone on the same initiative. On their count they charged out with the instructions "kill the closest thing you can reach, if that guy is full go for the second closes guy".</p><p></p><p>This ended with the wizard, cleric, and fighter being KOed and the rogue running away with a slim amount of hit points.</p><p></p><p>Still alive</p><p>Irontooth</p><p>Wyrmpriest</p><p>2 Dragonshields</p><p>Slinger</p><p>2 Minions</p><p></p><p>I have worked out a resonable story to save some PC bacon and move the story along.</p><p></p><p>The wyrmpriest, angry at his tribe being usurped by Irontooth and with no love for Kalarel approaches the captured PCs and bargains with their lives. He will free them from their bonds and give them back their equipment in return for them helping him take down Irontooth. Also the PCs need to go back to town, convince the mayor they cleared out the kobold lair, and give the 100gp reward to the wyrmpriest in return for him getting the heck out of the area and setting up a new base of operations away from the honked off town and honked off BBEG.</p><p></p><p>DS</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 4255203, member: 4881"] Yet another TPK to report for my group. I am GMing the module. PCs initial plan was to sneak up on the lone skirmisher hanging off by himself. They ambushed him and almost took him out. He got a turn to call for help. I ruled the waterfalls extreme loudness made the hearing of the call for help a DC18. The slinger at the waterfalls entrance rolled a 20. I think this created the TPK. He ran inside to let everyone know something was up. Over the next few rounds the rest of the party mopped up the outside force, with the rogue popping his head inside the waterfall for a second to see the 1st wave of bad guys arrayed at the entrance. I judged that with the amount of time the inside force had that the minions formed a line across the entrance and the skirmishers were all hiding along the front wall to ambush anyone coming in either extreme edge. The rogue popped back out of the waterfall and explained the bad guys setup to the rest of the party. Unbeknownst to them the second wave of bad guys showed up and took their places. The wyrmpriest prepared an action (we houseruled rules for preparing actions since none exist) to cast his "everyone in the entire encounter gets an extra 5hp" spell. The paladin charged in by himself and unleashed his flamebreath, rolling just 3 points of damaged. Had he hit any of the 5 minions he targeted he wouldn't even have killed them, however he managed to miss every single one. Over the next few rounds the party straggled in The rogue never even joined the battle inside the waterfall, worrying about dying. The paladin was swarmed by minions and skirmishers who all got flanking and was obliterated when irontooth charged in an beheaded him after he had already fallen to the other damage. After killing several bad guys the heros bugged out to the outside again, hoping to pick people off as they came out. The bad guys took several turns to reform their ranks and charge out. They took two turns to reform ranks into a decent formation and to get everyone on the same initiative. On their count they charged out with the instructions "kill the closest thing you can reach, if that guy is full go for the second closes guy". This ended with the wizard, cleric, and fighter being KOed and the rogue running away with a slim amount of hit points. Still alive Irontooth Wyrmpriest 2 Dragonshields Slinger 2 Minions I have worked out a resonable story to save some PC bacon and move the story along. The wyrmpriest, angry at his tribe being usurped by Irontooth and with no love for Kalarel approaches the captured PCs and bargains with their lives. He will free them from their bonds and give them back their equipment in return for them helping him take down Irontooth. Also the PCs need to go back to town, convince the mayor they cleared out the kobold lair, and give the 100gp reward to the wyrmpriest in return for him getting the heck out of the area and setting up a new base of operations away from the honked off town and honked off BBEG. DS [/QUOTE]
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