I may be in for a Total Party Kill on Wednesday, folks.
So I used Twofalls suggestion about having a trapped hound archon in one of the rooms. It went over really well. The party decided to chill and wait for achsyxx to come and taunt him again, then the party killed him. Here's where the problem is: They have decided to head straight to the garrison in section E to help get him out, and they are only 2nd level. Well, I did warn them. Anyone else get a TPK yet?
Nope, no TPK's yet. Almost though.
The group, while early in their 2nd level and still pretty pathetic in their teamwork skills, went from the western end of Region A's giant hallway (Room A49???) to the eastern end. Then they went into the room with the 6 oversized fiendish darkmantles. Well between their learning to look up, and me saying "You see the largest <bleep>ing octopus thing yet...and then another one...and another one...", they got their act together.
Somehow out of their usual chaotic actions, they did the best teamwork I'd seen them do in a long time. A potential TPK had turned into a meat grinder in the party's favor
But, as a DM, you have many tools at your disposal to prevent a TPK.
Just a few: (because I'm a nosey, know-it-all shmuck)
- Let them try. For as many times as my group has done something um... Forrest Gumpish, they've also done some amazing teamwork and tricks. Some groups just tend to work better when they know they're in a tough spot.
- Redirect them w/o forcing them. This may allow them to get some much needed equipment and experience before they get to their destination.
- Throw a minor, but nasty fight in their way as a "Taste of things to come." With a lot of emphasis on the idea that this was just a fraction of what they're in for. Not a good idea for pure role-playing groups though.
- Earthquakes. The tunnels to the region they're heading had recently collapsed in one of the WLD's frequent earthquakes. If you have done enough foreshadowing of the earthquakes, then this could be your best option.