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When the Session goes Pear Shaped
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<blockquote data-quote="Alekto" data-source="post: 5067399" data-attributes="member: 16429"><p>Re. S'mon's near TPK...</p><p></p><p>I play the Invoker in his Vault of Larin Karr campaign - one of the two surviors!</p><p></p><p>From my standpoint, the combat started off as well as could be expected given the alarm had been raised and the orcs were already mustering their defences when we arrived. Most of the minions went down in the first two rounds which, I think, encouraged all of us to think that it would be a tough but ultimately winnable combat.</p><p></p><p>Unfortunately it was at that point that the Priest of Yurtrus and the Berserker arrived and within that one round the balance had shifted and we were firmly on the defensive. From then on characters started going down all too quickly, and with our single leader having expended his two Majestic Word heals in the first two rounds keeping the Defender and Rogue/Sorcerer alive, there wasn't a lot we could do. Some PCs were able to do Heal checks to activate unused Second Winds, but the Orc Priest's ranged attacks - attacks that just kept recharging! - took us out often before we could even stand up! </p><p></p><p>With the benefit of hindsight discussing things after the game we agreed there were a few poor tactical decisions made on our part that contributed to the near TPK. Equally S'mon's sudden run of good dice rolls and a corresponding run of bad dice rolls on our part could be as much to blame.</p><p></p><p>As S'mon's pointed out, with Vault of Larin Karr being a sand box, we have run from (orc horde, roper) or negotiated our way out of (elves) several almost certainly lethal encounters. That this was a combat we *could* have won meant we stayed and fought rather than consider other options. By the time we tried to run, half the PCs were down and the rest were too low on hp and too scattered to be able to retreat safely.</p></blockquote><p></p>
[QUOTE="Alekto, post: 5067399, member: 16429"] Re. S'mon's near TPK... I play the Invoker in his Vault of Larin Karr campaign - one of the two surviors! From my standpoint, the combat started off as well as could be expected given the alarm had been raised and the orcs were already mustering their defences when we arrived. Most of the minions went down in the first two rounds which, I think, encouraged all of us to think that it would be a tough but ultimately winnable combat. Unfortunately it was at that point that the Priest of Yurtrus and the Berserker arrived and within that one round the balance had shifted and we were firmly on the defensive. From then on characters started going down all too quickly, and with our single leader having expended his two Majestic Word heals in the first two rounds keeping the Defender and Rogue/Sorcerer alive, there wasn't a lot we could do. Some PCs were able to do Heal checks to activate unused Second Winds, but the Orc Priest's ranged attacks - attacks that just kept recharging! - took us out often before we could even stand up! With the benefit of hindsight discussing things after the game we agreed there were a few poor tactical decisions made on our part that contributed to the near TPK. Equally S'mon's sudden run of good dice rolls and a corresponding run of bad dice rolls on our part could be as much to blame. As S'mon's pointed out, with Vault of Larin Karr being a sand box, we have run from (orc horde, roper) or negotiated our way out of (elves) several almost certainly lethal encounters. That this was a combat we *could* have won meant we stayed and fought rather than consider other options. By the time we tried to run, half the PCs were down and the rest were too low on hp and too scattered to be able to retreat safely. [/QUOTE]
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