Greenfield
Adventurer
The campaign I'm playing in is a 3.5 game, but the question is far broader than that.
When is it okay to TPK the group?
My group made some serious tactical errors in the face of a serious enemy, are split up and will most certainly die. We've carried this campaign on for 18 levels and I hate to end it like this, but...
What would you do if your group were in it up to their eyeballs, like mine is?
*
Here are the details:
Party is on the Plane of Fire at the invitation of a decidedly Evil being, an Efreet. Let's call him Fireheart.. He knows that they don't want to work for him, and in the case of the Paladin, can't. His solution was to simply describe his problem as one that they might see as one worth dealing with on its own merits: A group of people forced into slavery by an Efreet.
Fireheart is the rival of the offender, another Efreet we'll call Ignus. They're forbidden to settle their "differences" by violence, direct or indirect. The order was "Not you or any hirelings, minions, followers or agents of any kind." So he's trying to entice a party of adventurers to do his dirty work for him. He can't pay them or offer them any reward, but he has promised that, whether they do this job or not, he'll free any and all slaves held in his estate or on his lands, and will hold no more in the future. He also asked that they "be merciful, when possible", and that they not kill unless truly necessary. In short, he's pushing as many of the Paladin's buttons as he can.
So, the stage is set.
I had a series of encounters laid out, each of them a significant challenge, but likely for the party to overcome each time. They're 18th level and pretty solid kit shickers when they need to be.
The group attempted to scout the area in question, using Wind Walk. (It lets characters turn to clouds of mist and fly at great speed. Transformation takes 30 seconds and the duration is in hours.) Their target is an estate on the Plane of Fire. Visibility is limited to about 120 feet, max, according to the Planar Handbook.
They arrived within sight of a perimeter guard riding some kind of giant lizard, and materialized. I took a quick poll around the table, asking, "What do you intend to do?" I was listening for one phrase: "Take cover and...". Nobody said anything like that. (Note that, having seen him from the air they could have just avoided him, but decided to, well, doesn't matter.
The guard spotted them and turned their way. Half the party retreated to cover, the other half advanced. The advance party said they wanted to meet with the owner of the estate, Ignus. The other half stayed in cover while their friends walked in.
The guard sounded a horn and backup arrived, two more Salamander riding fire drakes. They went to the estate and entered, past some Janni guards.
So they've taken encounter 1 and had it take them to encounter two.
Ignus was sent for and he in turn called in some mortal mercenaries he'd hired for the occasion. That's encounters four and five. (Three is still waiting in the wings.)
Negotiations were initiated, threats were made and challenges issued. Long story short, half the party is about to face three, and possibly four of the challenges I had laid out for them, all at the same time.
Short of a DM intervention, they're gonna get creamed. One, maybe two might escape if they're lucky, but the remaining PC is dead, and they all might be.
The other half of the party tried to infiltrate the estate and locate the prisoners. They encountered a passive defense that does damage as they enter, part three of the "gauntlet" of challenges I'd laid out.
Their way off this plane is about to get killed in the courtyard outside (Cleric with Plane Shift). So no matter what they do in terms of finding and freeing prisoners, they have no way to move them from their protected area (1D10 of Fire per round outside the protected enclosure, downgraded from 3D10), and no way to get them all off-plane in any case.
Now I've always believed that if you can't lose, winning doesn't mean anything, and I've swallowed that stone as often as I've handed it out. Still I hate to end our campaign (18 levels worth so far) this way.
I have a few in-game ways to avert this. They're actually entitled to a Divine Intervention. The Spider Queen, Lloth, had directly intervened against them, and that's "breaking the rules" as far as the gods are concerned. Since she did that it licenses the rival deity, Corellan (sic) to intervene as well. This isn't his cause, but it's an option for me.
Option 2, I can have an extra PC show up and help them clear an immediate hurdle, the likely death of their Paladin. (DM's PC is supposed to be an NPC while he/she runs, so the character is in the game, but not supposed to be in this scene.)
Option 3: I can declare that, since the party is split, so is the time line. The vaporous half could have gotten there sooner, realized that they couldn't enter that way, and suggest that they rejoin their comrads. That way I'll at least heal the party split.
So there are ways out without it being too outrageous (okay time warps and deific intervention are pretty outrageous, but they're actually within story continuity.)
The question is, what would you do?
When is it okay to TPK the group?
My group made some serious tactical errors in the face of a serious enemy, are split up and will most certainly die. We've carried this campaign on for 18 levels and I hate to end it like this, but...
What would you do if your group were in it up to their eyeballs, like mine is?
*
Here are the details:
Party is on the Plane of Fire at the invitation of a decidedly Evil being, an Efreet. Let's call him Fireheart.. He knows that they don't want to work for him, and in the case of the Paladin, can't. His solution was to simply describe his problem as one that they might see as one worth dealing with on its own merits: A group of people forced into slavery by an Efreet.
Fireheart is the rival of the offender, another Efreet we'll call Ignus. They're forbidden to settle their "differences" by violence, direct or indirect. The order was "Not you or any hirelings, minions, followers or agents of any kind." So he's trying to entice a party of adventurers to do his dirty work for him. He can't pay them or offer them any reward, but he has promised that, whether they do this job or not, he'll free any and all slaves held in his estate or on his lands, and will hold no more in the future. He also asked that they "be merciful, when possible", and that they not kill unless truly necessary. In short, he's pushing as many of the Paladin's buttons as he can.
So, the stage is set.
I had a series of encounters laid out, each of them a significant challenge, but likely for the party to overcome each time. They're 18th level and pretty solid kit shickers when they need to be.
The group attempted to scout the area in question, using Wind Walk. (It lets characters turn to clouds of mist and fly at great speed. Transformation takes 30 seconds and the duration is in hours.) Their target is an estate on the Plane of Fire. Visibility is limited to about 120 feet, max, according to the Planar Handbook.
They arrived within sight of a perimeter guard riding some kind of giant lizard, and materialized. I took a quick poll around the table, asking, "What do you intend to do?" I was listening for one phrase: "Take cover and...". Nobody said anything like that. (Note that, having seen him from the air they could have just avoided him, but decided to, well, doesn't matter.
The guard spotted them and turned their way. Half the party retreated to cover, the other half advanced. The advance party said they wanted to meet with the owner of the estate, Ignus. The other half stayed in cover while their friends walked in.
The guard sounded a horn and backup arrived, two more Salamander riding fire drakes. They went to the estate and entered, past some Janni guards.
So they've taken encounter 1 and had it take them to encounter two.
Ignus was sent for and he in turn called in some mortal mercenaries he'd hired for the occasion. That's encounters four and five. (Three is still waiting in the wings.)
Negotiations were initiated, threats were made and challenges issued. Long story short, half the party is about to face three, and possibly four of the challenges I had laid out for them, all at the same time.
Short of a DM intervention, they're gonna get creamed. One, maybe two might escape if they're lucky, but the remaining PC is dead, and they all might be.
The other half of the party tried to infiltrate the estate and locate the prisoners. They encountered a passive defense that does damage as they enter, part three of the "gauntlet" of challenges I'd laid out.
Their way off this plane is about to get killed in the courtyard outside (Cleric with Plane Shift). So no matter what they do in terms of finding and freeing prisoners, they have no way to move them from their protected area (1D10 of Fire per round outside the protected enclosure, downgraded from 3D10), and no way to get them all off-plane in any case.
Now I've always believed that if you can't lose, winning doesn't mean anything, and I've swallowed that stone as often as I've handed it out. Still I hate to end our campaign (18 levels worth so far) this way.
I have a few in-game ways to avert this. They're actually entitled to a Divine Intervention. The Spider Queen, Lloth, had directly intervened against them, and that's "breaking the rules" as far as the gods are concerned. Since she did that it licenses the rival deity, Corellan (sic) to intervene as well. This isn't his cause, but it's an option for me.
Option 2, I can have an extra PC show up and help them clear an immediate hurdle, the likely death of their Paladin. (DM's PC is supposed to be an NPC while he/she runs, so the character is in the game, but not supposed to be in this scene.)
Option 3: I can declare that, since the party is split, so is the time line. The vaporous half could have gotten there sooner, realized that they couldn't enter that way, and suggest that they rejoin their comrads. That way I'll at least heal the party split.
So there are ways out without it being too outrageous (okay time warps and deific intervention are pretty outrageous, but they're actually within story continuity.)
The question is, what would you do?