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My first TPK in...well...decades

Started by Sacrosanct, August 30, 2014, 10:48:33 AM

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Opaopajr

They're each akin to 2nd lvl Rogues with Expertise in Stealth and Darkvision 60'. That's a lot for what I usually think of as a swarm creature. Almost as dangerous now as my Elk herds.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
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Chainsaw

Quote from: Rincewind1;784019The biggest irony from last night? The same player who was complaining about constant mass battles in OSRIC, is now looking to get NPC help before attacking anything. FML
Haha!

mcbobbo

Honestly, in setting this up for my own Roll20 experiments, I would have thought the three wolves would have been the worst part of that area.  They'll have advantage on attack rolls until two of them are dead, and from what the dice macro tells me, that's a pretty big deal.
"It is the mark of an [intelligent] mind to be able to entertain a thought without accepting it."

Sacrosanct

Quote from: mcbobbo;784028Honestly, in setting this up for my own Roll20 experiments, I would have thought the three wolves would have been the worst part of that area.  They'll have advantage on attack rolls until two of them are dead, and from what the dice macro tells me, that's a pretty big deal.

With the wolves, we could actually see them to fight them.  With the goblins, one would pop up over there, strike at advantage, and then disappear.  At first you'd move to go over to find him, just to have another pop up other there, strike with advantage, and then disappear again.  Hit and run was deadly.  The wolves stayed in melee and took the hits we gave out, allowing us to actually kill them before long.  Me (AC 19) and the great weapon fighter were on the front line while the rogue and mage were casting spells from behind where the wolves couldn't get them.  No such luck against goblins with bows.
D&D is not an "everyone gets a ribbon" game.  If you\'re stupid, your PC will die.  If you\'re an asshole, your PC will die (probably from the other PCs).  If you\'re unlucky, your PC may die.  Point?  PC\'s die.  Get over it and roll up a new one.

estar

It took my group two sessions to into the goblins.

The first session I nearly TPKed the party with the first encounter with the goblin ambush. A nat 20 on a death save by the wizard saved the party's bacon.

The third sessions, nearly all of the party went down except for the Rogue. In a bit a of inspired roleplaying and good rolls he managed to get the goblin to parlay when the fighter rolled a natural 20 on a death save.

Here the thread where I am placing the actual play reports.

http://www.therpgsite.com/showthread.php?t=30351

estar

Quote from: mcbobbo;784028Honestly, in setting this up for my own Roll20 experiments, I would have thought the three wolves would have been the worst part of that area.  They'll have advantage on attack rolls until two of them are dead, and from what the dice macro tells me, that's a pretty big deal.

I have run two groups through Phandelver. The wolves are chained up so and are easily avoided. Their yelping and barking at the entrance of the party is likewise not an issue as the goblins ignore them.

The problem comes when something happens in the upper caverns and Klarg and his flunkies hears it. For both groups I had one of Klarg's goblins slip down the fissure and start releasing the wolves. Then yes the wolves advantage with attack rolls when fighting in groups is a big deal.

Another thing to be aware of is that the Goblin Hideoout and the Redbrand Hideout are quite small in area. It is easy to rouse half of the dungeon.

Larsdangly

We played this adventure using C&C rules because that is what the group was prepared for, though I don't think the system mattered much. We were 1 round from a TPK in the basement of the abandoned manor in the main village. It is a pretty tough adventure! And very enjoyable.

YourSwordisMine

Goblins AC 15 is for Leather armor and Shield

If they are using Bows, their AC is only 13.

This saved our butts as the ranged members of our party could take them out a lot easier.
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