More than an amusing lyric from a satirical rock opera, this line almost became grim reality in my campaign last Friday. During this past session, the players (Barlow the fighter, Fallgrim the cleric, and Tyrone the rogue) were tasked with investigating, and then clearing out the bandit population from their cave hideout a few day's walk into the Shadowvale Forest near the settlement town of Shady Creek.Still on the first level of the cave, the players stumbled into the sleeping quarters of the bandit denizens, and faced an encounter that was a touch beyond their abilities - namely one level 2 bandit skirmisher, and ten level 4 bandit minions (of my own creation). I gave the players every opportunity for them to try and bluff their way out of the situation, and, in fact, the headstrong fighter, Barlow Boneslasher, made a bit of an effort to try and bullshit the party's way past them (and managed to roll a 19 on his effort too). Unfortunately, either the player couldn't think fast enough on his feet to complete the deception, or it wasn't in the character's nature, but for some reason the conversation ended with Barlow taking a swing at one of the bandits with his greatsword, and then all hell broke loose.
I learned a few things during this encounter. The first thing was to make sure all encounters are balanced. This particular one was designed with four players in mind - an oversight I neglected to fix, as one of the players recently bowed out of the campaign citing real life commitments on his time that would keep him from being able to play reliably each week. The second thing I learned is the overwhelming force of focused fire. In fourth edition, minions may literally be one-hit wonders, but when you have six of them focus-firing on a single target with +9 to hit (these minions were created with WotC's own NPC generation tools), player characters can go down fast.
I found myself in a pretty bad situation -- within a few combat rounds, two of the players were at zero HP and unconscious - and the third was on his last legs. For their efforts, they managed to take down maybe six of the 11 bandits. Now, I'm all about letting the dice fall where they may, but I really really didn't want a TPK on session three of my campaign, so I did what any good DM would do in this position. I fudged some rolls, and I made some of the bandits pull some pretty asinine tactics, like trying to loot one of the PCs bodies before the fight was over.
The one important thing to note is I told the players that I didn't fudge any rolls. That's right - I flat-out lied to my players. Why? Because if they knew I was fudging rolls when the going got tough, that would completely remove any tension or fear that death was a real possibility in my game. And to be honest, I want death to be a real danger in my campaign - I just don't want a TPK when the players are level 1 and in the middle of a few major plot points.
Of course, there are other ways I could have resolved it. My fall-back plan when things were looking grim was that if all the players bit it, they'd be captured by the bandits and have an opportunity to escape. It wasn't a bad way to go, I suppose, but it would also be seen as an obvious use of the DMs power to help them cheat death - and that could lead to bad habits.
So tell me - as either players or DMs - what have you witnessed/done in similar situations? Obviously this was mostly my fault for not balancing the encounter right, but I think I handled it reasonably well. What's your call?




