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Shackled City AP - Help my PC's avoid a TPK
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<blockquote data-quote="Olaf the Stout" data-source="post: 4718586" data-attributes="member: 13703"><p>Thanks for some of the suggestions so far everyone. I don't want to give my players a "free pass" on this but I really want to avoid a TPK if I can. They're just too much of a game breaker.</p><p></p><p>At the start of this campaign I said that I wasn't going to fudge dice rolls, I'd just let them fall where they may. It's worked pretty well so far and I've had a bit more fun DM'ing this way. Having done that, I don't want to turn around and let the PC's get away when logic suggests that they shouldn't.</p><p></p><p>In answer to your question Aran Thule, I didn't overly force feed them the Rope Trick idea. The Conjurer had Rope Trick on her list of spells prepared for the day. When the combat started to get really bad and it looked like it was headed for a TPK I told everyone to look over their character sheets for anything they had that might give them a chance to get away. That's when the Rope Trick possiblity came up.</p><p></p><p>With the Conjurer only 7th level the spell won't last long for them to rest 8 hours to get their spells and hit points back. However it should at least give them a chance to come up with a plan to escape from Bhal-Hamatugn (the kuo-toan complex they are currently in), regroup and come back for a second attack.</p><p></p><p>I was thinking of a possible reason why the Erinyes would not let the Kuo-toan High Priest (who will take another couple of minutes to put on his armour) know where the Rope Trick was so that he could dispel it. Getting the Erinyes to make a deal with the party is a great suggestion. Thanks Aberzanzorax</p><p></p><p>My thought is that the Erinyes agrees not to tell the High Priest where the Rope Trick is if they destroy the statue she is currently bound to. This would then remove her from service to the Kuo-toans. She's already gotten her end of the deal from the Kuo-toans so she'd be more than happy to get out of being called upon to protect the temple.</p><p></p><p>To make sure that they do come back and destroy the statue she gets to keep one of the PC's to "play with" until they return. I'll then have her <em>Charm Monster</em> the PC until they fail their roll who will then be taken to Zenith. The PC who I keep can take over rolling for the bad guys for me until they're back into the action.</p><p></p><p>I was trying to think of a way for the Erinyes to take the PC back to Hell with her, thus guaranteeing that the PC's will have to summon her again in order to get that PC back. After the PC's had summoned her and then destroyed the statue I would have the Erinyes attack the party again (just because she's evil! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />), except this time the party would be a little more prepared for what they would be facing. This would give them more of a chance of defeating her. Defeating her would then give them a bit of closure. I'm not sure if this will work though.</p><p></p><p>The other thing I thought of was bringing her back into the campaign at a later date, just to be a thorn in the PC's sides.</p><p></p><p>Thoughts?</p><p></p><p>Olaf the Stout</p></blockquote><p></p>
[QUOTE="Olaf the Stout, post: 4718586, member: 13703"] Thanks for some of the suggestions so far everyone. I don't want to give my players a "free pass" on this but I really want to avoid a TPK if I can. They're just too much of a game breaker. At the start of this campaign I said that I wasn't going to fudge dice rolls, I'd just let them fall where they may. It's worked pretty well so far and I've had a bit more fun DM'ing this way. Having done that, I don't want to turn around and let the PC's get away when logic suggests that they shouldn't. In answer to your question Aran Thule, I didn't overly force feed them the Rope Trick idea. The Conjurer had Rope Trick on her list of spells prepared for the day. When the combat started to get really bad and it looked like it was headed for a TPK I told everyone to look over their character sheets for anything they had that might give them a chance to get away. That's when the Rope Trick possiblity came up. With the Conjurer only 7th level the spell won't last long for them to rest 8 hours to get their spells and hit points back. However it should at least give them a chance to come up with a plan to escape from Bhal-Hamatugn (the kuo-toan complex they are currently in), regroup and come back for a second attack. I was thinking of a possible reason why the Erinyes would not let the Kuo-toan High Priest (who will take another couple of minutes to put on his armour) know where the Rope Trick was so that he could dispel it. Getting the Erinyes to make a deal with the party is a great suggestion. Thanks Aberzanzorax My thought is that the Erinyes agrees not to tell the High Priest where the Rope Trick is if they destroy the statue she is currently bound to. This would then remove her from service to the Kuo-toans. She's already gotten her end of the deal from the Kuo-toans so she'd be more than happy to get out of being called upon to protect the temple. To make sure that they do come back and destroy the statue she gets to keep one of the PC's to "play with" until they return. I'll then have her [I]Charm Monster[/I] the PC until they fail their roll who will then be taken to Zenith. The PC who I keep can take over rolling for the bad guys for me until they're back into the action. I was trying to think of a way for the Erinyes to take the PC back to Hell with her, thus guaranteeing that the PC's will have to summon her again in order to get that PC back. After the PC's had summoned her and then destroyed the statue I would have the Erinyes attack the party again (just because she's evil! :)), except this time the party would be a little more prepared for what they would be facing. This would give them more of a chance of defeating her. Defeating her would then give them a bit of closure. I'm not sure if this will work though. The other thing I thought of was bringing her back into the campaign at a later date, just to be a thorn in the PC's sides. Thoughts? Olaf the Stout [/QUOTE]
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