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amethal said:Unbelievable - a use for the tree token.
Our party found one early on (I think it was in the sunless citadel, but might be wrong) and carried it round for months. We thought the DM had invented it up as a joke when he told us what it did.
Are you kidding me? The Tree Token is one of the "must have" items that goes into almost every one of my PC's bags of tricks as soon as I have the spare cash and can find a place to buy one. I had them save the party bacon twice in the same campaign.
Once we doing battle in the top of a huge lighthouse. We had accomplished our mission (steal the crystal that powered the light) but we were about to be overwhelmed by bad guys. My Halfling Rogue throws a QFT-Tree to the ground and we grab on (using a series of Str checks) as it grew to full height. This put us close enough to the windows in the top of the lighthouse that we could smash our way out and escape.
Later in that campaign we wound up getting surprised by some Scrag (sea Trolls) as we camped on the beach. My Halfling again throws down his QFT-Tree and quickly climbs it. From atop the tree he rained a hail of crossbow bolts down on the Scrags long enough to drive them back into the sea (they only Regenerate in the water) and buy us time to escape into the jungle.
Quall's Feather Token: Tree - Don't leave home without it.
As to the TPK article, my experience has been the same as the author. It wasn't the big crit or huge spell effect that caused my one and only TPK as GM. It was the accumulated misses, failed saves and failure to retreat when they still had the chance.